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Heroes VII · CREATURE PROFILE

Seraph in Heroes VII: stats, cost and abilities

Seraph in Heroes VII: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 500 base health.

Quick guide: where it fits

Melee core and holding approaches

Seraph 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 →
Seraph — creature appearance in Heroes 7
Source · Game artwork

Haven · Champion

Seraph

Base form

How to use this creature in practice

Melee core and holding approaches

Seraph 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 6 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Aura of Purity: The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.
Attack
25
Defense
35
Health
500
Damage · Light
60–70
Initiative
21
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 Dragonblood crystals

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Aura of Purity

    The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.

Reference ↗

Where to obtain and develop this creature

The building unlocks this form. Availability and hiring are separate.

Growth and construction prerequisites (1)

Growth support is not another recruitment site. A prerequisite may unlock one of the recruitment forms.

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.

Seraph · reference values before bonuses
CreaturesTotal costBase health
1
  • 4,670 gold
  • 1 Dragonblood crystals
500
5
  • 23,350 gold
  • 5 Dragonblood crystals
2,500
10
  • 46,700 gold
  • 10 Dragonblood crystals
5,000

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.