Might / Stronghold Creatures

Level 1

Berserker - Level 1 Might Berserker - Level 1 Might
Two AttacksTwo Attacks
Two Attacks allows this creature to attack twice in melee combat. The second attack occurs after the enemy's retaliation.
BerserkBerserk
A Berserk creature must attack or move to attack every turn. They cannot wait. They are also immune to all forms of fear.
Berserker
Health: 18
Damage: 2-3
Population: 19
Cost: 20 Gold
Shots: N/A
Attack: 12
RangeAtt: N/A
Defence: 8
RangeDef: 8
Mana: N/A
Speed: 6
Movement: 6
AdvMove: 20
Killing XP: 8
Berserkers attack in a frenzy with no thought of defense. They are so riled up, in fact, that they cannot be controlled during the combat. At the earliest opportunity, they will charge the enemy.
Comments: They are cheap for a reason. That reason is that they are berserk, you cannot control them. On these grounds, berserkers die quickly, and lunge toward the enemy head-on. They deal good damage and have high HP, making them effective, at least.
Centaur - Level 1 Might Centaur - Level 1 Might
RangedRanged
The Ranged ability allows this creature to attack enemies at a distance, but in melee combat this creature does half damage unless it has the Normal Melee ability.
Normal MeleeNormal Melee
This creature's Normal Melee means it doesn't suffer the melee combat damage penalty suffered by most ranged creatures.
Short RangeShort Range
Short Range dramatically decreases the damage of this ranged creature's attack at long range.
Centaur
Health: 20
Damage: 3-5
Population: 9
Cost: 40 Gold
Shots: 4
Attack: 10
RangeAtt: 10
Defence: 10
RangeDef: 10
Mana: N/A
Speed: 4
Movement: 10
AdvMove: 25
Killing XP: 18
Centaurs use spears in combat. The damage done by a thrown spear decreases rapidly with distance, but unlike other ranged creatures, the centaur suffers no penalty in melee combat.
Comments: In my opinion the best level 1 creature, though it is not very effective at its job as a shooter. Has very high HP and deals the highest damage for a level 1. It also has good movement, but lack of shots let it down, as does short range.

Level 2

Harpy - Level 2 Might Harpy - Level 2 Might
FlyingFlying
Flying allows this creature to fly over obstacles, creatures, heroes and castle walls.
No RetaliationNo Retaliation
This creature's No Retaliation ability allows it to attack without any chance of retaliation.
Strike and ReturnStrike and Return
Strike and Return allows this creature to fly back to its starting point after attacking.
Harpy
Health: 24
Damage: 4-5
Population: 8
Cost: 110 Gold
Shots: N/A
Attack: 16
RangeAtt: N/A
Defence: 15
RangeDef: 15
Mana: N/A
Speed: 5
Movement: 12
AdvMove: 28
Killing XP: 39
Harpies can fly up to an enemy, attack and return to their starting position before the enemy has the opportuniry to retaliate.
Comments: The Harpy’s specials are what saves it from being a poor level 2 creature. It has average HP, good attack and defense, very poor damage, but good movement. The ‘harpy’ strike and return and no retaliation helps it to retain its numbers.
Nomad - Level 2 Might Nomad - Level 2 Might
First StrikeFirst Strike
First Strike allows this creature to strike an opponent in melee combat before it can retaliate.
Nomad
Health: 45
Damage: 6-9
Population: 6
Cost: 150 Gold
Shots: N/A
Attack: 16
RangeAtt: N/A
Defence: 13
RangeDef: 13
Mana: N/A
Speed: 8
Movement: 12
AdvMove: 27
Killing XP: 52
Nomads have mastered the art of swift combat, striking before their enemy gets the opportunity to retaliate.
Comments: A powerful and quick ally, the nomad relies on its first strike to defeat most of its enemies before they can retaliate. The Nomad is a great level 2 creature that is difficult to defeat due to its healthy 45 HP.

Level 3

Cyclops - Level 3 Might Cyclops - Level 3 Might
RangedRanged
The Ranged ability allows this creature to attack enemies at a distance, but in melee combat this creature does half damage unless it has the Normal Melee ability.
Area AttackArea Attack
This creature's Area Attack allows its ranged attacks to strike all targets, friendly or hostile, in a small area (3x3 yards).
Cyclops
Health: 95
Damage: 12-18
Population: 3
Cost: 750 Gold
Shots: 8
Attack: 15
RangeAtt: 30
Defence: 24
RangeDef: 24
Mana: N/A
Speed: 4
Movement: 7
AdvMove: 21
Killing XP: 203
The cyclops hurls huge boulders that shatter on impact, damaging all nearby targets.
Comments: In my eyes the best level 3 shooter. It has excellent attack and defense ratings, good HP, and the ever-important area attack ability, which makes it the best. The 8 shots need to be conserved if it is to survive longer battles.
Ogre Mage - Level 3 Might Ogre Mage - Level 3 Might
BloodlustBloodlust
The creature can cast the Chaos Magic spell Bloodlust.
Ogre Mage
Health: 85
Damage: 12-18
Population: 6
Cost: 350 Gold
Shots: N/A
Attack: 18
RangeAtt: N/A
Defence: 16
RangeDef: 16
Mana: 6
Speed: 4
Movement: 6
AdvMove: 19
Killing XP: 130
Ogre magi have the innate ability to cast the Bloodlust spell, goading others into a dangerous battle rage.
Comments: A comparatively poor level 3 creature, with HP acting as the saviour on this occasion. The astoundingly cheap Ogre Mage can cast bloodlust, which is an extinct product in the Stronghold. Their high growth of 6 per week compensates for their slow nature.

Level 4

Behemoth - Level 4 Might Behemoth - Level 4 Might
StrengthStrength
Strength increases the creature's combat damage.
Behemoth
Health: 240
Damage: 54-80
Population: 2
2750 Gold + 2 Crystal
Shots: N/A
Attack: 36
RangeAtt: N/A
Defence: 34
RangeDef: 34
Mana: N/A
Speed: 6
Movement: 7
AdvMove: 21
Killing XP: 630
The deadly, lumbering behemoth is so powerful that few can match its strength in battle.
Comments: A mammoth creature, as the name suggests, it deals a massive 80 damage, and has 36 and 34 attack and defense respectively. Additionally, it is very quick, and only costs 2,750 Gold + 2 Crystal. Also strength makes it much stronger in an offensive sense.
Thunderbird - Level 4 Might Thunderbird - Level 4 Might
FlyingFlying
Flying allows this creature to fly over obstacles, creatures, heroes and castle walls.
Lightning AttackLightning Attack
This creature's Lightning Attack summons a bolt of lightning that strikes its opponent immediately after its normal attack. 30 Lightning damage per Thunderbird.
Thunderbird
Health: 170
Damage: 28-40
Population: 3
1800 Gold + 2 Mercury
Shots: N/A
Attack: 30
RangeAtt: N/A
Defence: 30
RangeDef: 30
Mana: N/A
Speed: 6
Movement: 13
AdvMove: 29
Killing XP: 406
Thunderbirds can summon lightning to strike enemies they have just attacked.
Comments: A powerful statistical creature, but many more HP are needed if it is to compete with creatures such as the Angel, Hydra or Bone Dragon. The Lightning attack is an excellent ability to have; it adds much more damage to the total inflicted. The Thunderbird’s movement is also a high point.

Thanks to Lich (Guardian's Grove Admin, Heroes Community Moderator) for creature stats and images
and to The_Hydra (Heroes 5 Content Admin, Heroes Community Moderator) for comments and HTML processing.