Air Elemental
Air ElementalHealth: 25Attack: 9Shots: noneMovement: ground
250 gold (6)Hex size: 1Defence: 9Damage: 2-8Spd: 7 (extra swift)
Special: immune to mind and meteor shower spells, takes double damage from lightning bolt and chain lightning.
You may notice that price of elementals is their hit points multiplied by 10. All elementals have roughly the same attack and defence and average damage, except for earth elementals. Air elementals are fast, durable and cheap. Curse and bless affect their damage very strongly. Great creature for early game army if you manage to hire some.
Water Elemental
Water ElementalHealth: 30Attack: 8Shots: noneMovement: ground
300 gold (6)Hex size: 2Defence: 10Damage: 3-7Spd: 5 (slow)
Special: immune to mind, ice bolt and frost ring spells, take double damage from fire wall, inferno, fireball and fire shield.
Water elementals can slow down some heroes and are more of a defensive creature. Could be used for blocking shooters, but also good for early game army.
Fire Elemental
Fire ElementalHealth: 35Attack: 10Shots: noneMovement: ground
350 gold (5)Hex size: 1Defence: 8Damage: 4-6Spd: 6 (swift)
Special: immune to all mind and fire school spells, take double damage from ice ray and frost ring.
Quite a durable creature, fire immunity can be a very strategic bonus. Speed and hit points are also reasonable.
Earth Elemental
Earth ElementalHealth: 40Attack: 10Shots: noneMovement: ground
400 gold (4)Hex size: 1Defence: 10Damage: 4-8Spd: 4 (extra slow)
Special: immune to mind, lightning bolt and chain lightning spells, take double damage from meteor shower.
The toughest of elementals (without AB expansion), has good stats, hit points and higher damage, but extra slow speed, making them unpractical for anything other than castle defence.
Gold Golem
Gold GolemHealth: 50Attack: 11Shots: noneMovement: ground
500 gold (3)Hex Size: 1Defence: 12Dmg: 8-10Spd: 5 (slow)
Special: non-living; damage from spells reduced by 85%.
Gold and diamond golems can only be recruited from tower's golem factory map dwelling where you get a choice of four types of golems. These guys take only 15% of damage from spells and therefore it is unwise for spellcasters to challenge them without sufficient might. They are not much on attack and pretty slow, but hit points, defence and magic resistance makes them extremely durable.
Diamond Golem
DiamondHealth: 60Attack: 13Shots: noneMovement: ground
750 gold (2)Hex Size: 1Defence: 12Dmg: 10-14Spd: 5 (slow)
Special: non-living; damage from spells reduced by 95%.
Slow-moving defeat for any spellcaster who relies on magic and forgets that these golems are tough and take only 5% damage from spells! If you find a golem factory or two, have a hero buy 2 diamond golems every week from each factory. If it's a long game, you will have a nice surprise for your spellcasting opponent.