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Heroes VII · CREATURE PROFILE

Water Elemental in Heroes VII: stats, cost and abilities

Water Elemental in Heroes VII: Ranged stack requiring usable line of sight. Practical use, abilities, weaknesses, recruitment and 150 base health.

Quick guide: where it fits

Ranged stack requiring usable line of sight

Water Elemental needs line of sight to an important target.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions.

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

How to use this creature in practice

Ranged stack requiring usable line of sight

Water Elemental needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Water immunity: Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Air vulnerability: Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Attack
15
Defense
15
Health
150
Damage · Water
20–30
Initiative
22
Combat movement
4
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 2500 gold + 1 starsilver

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

Abilities and limitations

  • Water immunity

    Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Air vulnerability

    Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.

  • Unlimited Retaliations

    Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.

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.

Water Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 2,500 gold
  • 1 starsilver
150
5
  • 12,500 gold
  • 5 starsilver
750
10
  • 25,000 gold
  • 10 starsilver
1,500

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.