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Heroes VII · CREATURE PROFILE

Manticore in Heroes VII: stats, cost and abilities

Manticore in Heroes VII: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 62 base health.

Quick guide: where it fits

Melee core and holding approaches

Manticore should take reachable melee exchanges or hold an approach to more valuable units.

Watch for: Base stats are not the final exchange result.

Exact dwelling, growth and items →
Manticore — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Manticore should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Corroding Venom: A voluntary attack reduces target defense by 15 until the end of its next turn. Retaliation does not trigger this trait.
  • Crippling Sting: Makes a half-damage melee attack without retaliation and disables an eligible target through the end of its next turn. Reduced immediate damage trades for control.
Attack
7
Defense
11
Health
62
Damage · Might
8–11
Initiative
21
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 240 gold

Content: Trial by Fire

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Corroding Venom

    A voluntary attack reduces target defense by 15 until the end of its next turn. Retaliation does not trigger this trait.

  • Crippling Sting

    Makes a half-damage melee attack without retaliation and disables an eligible target through the end of its next turn. Reduced immediate damage trades for control.

Reference ↗

Where to obtain and develop this creature

This reference assigns no direct town dwelling. Read the profile’s availability and abilities for acquisition.

Reference stack cost and health

These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.

Manticore · reference values before bonuses
CreaturesTotal costBase health
1
  • 240 gold
62
5
  • 1,200 gold
310
10
  • 2,400 gold
620

Reading this profile correctly

Distinguish a base creature from its upgrade and an alternative Champion. Fortress and other content have edition labels. A warfare unit’s five scaling ranks are not creature counts.

Attack and defense are numeric attributes; damage also has its own type or element. Full and half ranged reach describe an attack mode rather than ammunition. Compare Champions with their mutually exclusive dwellings. Warfare units use separate control and scaling; the five stages in their tables are not creature counts.

Numerical reference source ↗

Original roster scope

156 profiles: 112 base and upgraded town creatures from seven factions, 25 neutrals and 19 warfare units. Includes Fortress and other Trial by Fire creatures, separately identifying verified Lost Tales of Axeoth content. Historical Acid Cave stats include rebalanced Champions; this is not a UCP or Heroes 7.5 table. Base dwelling growth has separate references and is still missing for 14 profiles. Warfare units have their own stage 1–5 effect tables; their base parameters do not cover every Warfare level.