HEROES ATLAS
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Olden Era · CREATURE PROFILE

Devourer in Olden Era: stats, cost and abilities

Devourer in Olden Era: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 120 base health.

Quick guide: where it fits

Melee core and holding approaches

Devourer 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 →
Devourer — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 6

Devourer

First upgrade

How to use this creature in practice

Melee core and holding approaches

Devourer 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

Speed 10 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Devour: Directly removes an enemy stack reduced to about 40% of its original creature count or less. Creature count matters rather than merely injuring its final member. No corpse remains. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
Attack
21
Defense
21
Damage
27–29
Health
120
Speed / reach
10
Initiative
7
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
3
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Hive Spawn

Cost per creature: 1900 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Devour

    Directly removes an enemy stack reduced to about 40% of its original creature count or less. Creature count matters rather than merely injuring its final member. No corpse remains. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    This profile’s movement bypasses obstacles and traps. Apply the listed movement range when selecting a destination.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

  • Corpse Eater

    Moving onto a corpse consumes it and restores 120 health. This recovery may bring back dead stack members.

  • Demonic Stench

    Enemy stacks receive −2 luck. Multiple copies of this aura do not accumulate; the strongest version applies.

Reference ↗

Where to obtain and develop this creature

This form uses the upgraded dwelling; construction cost is not the retraining price.

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.

Devourer · reference values before bonuses
CreaturesTotal costBase health
1
  • 1,900 gold
120
5
  • 9,500 gold
600
10
  • 19,000 gold
1,200

Reading this profile correctly

This profile retains build 25672315, dated 2026-10-10. It is a dated reference export rather than automatic public-beta 0.82 values. Summoned and converted creatures use their own acquisition conditions.

Speed determines movement reach and initiative determines action order. Focus points differ from full charges: normally six points fill one charge. Ability costs use charges; zero identifies a verified free activation. Weekly growth and price exclude hero, law and other bonuses. Summons and conversions have separate acquisition rules. The full inventory of alternative free attacks, turn-ending conditions and some restrictions still needs expansion.

Numerical reference source ↗

Original roster scope

147 profiles from the game-data extract for build 25672315, dated 10 October 2026: 126 town forms across six factions, Fire Larva and 20 neutral profiles, including temporary Avatar and conversion-acquired Lich Dragon. Both alternative upgrades have separate cards. Creature type, attacks, movement, morale and luck remain distinct; abilities list Focus cost and cooldown. Supplementary official-wiki revisions are cited separately. Public beta 0.82 has different balance and additional neutrals; those values are kept separate from this reference build.