|Being attacked, this creature splashes out some acid, covering four tiles from the direction of the attack and delivering 25 percent of normal damage to the enemies.
The acid damage is physical (it is calculated like the Hydra's normal attack against the target).
This ability is NOT the same as Prismatic Breath. It is, however, the same as Fire Breath, as it used to.
|Green Dragon, Emerald Dragon
|Up to the next turn, this creature gains a +2 Defense bonus for every tile it walks.
For its first turn in combat, the creature's Defense is increased as if it had walked its full movement range.
|This creature is resistant to all spells and effects that decrease Defense.
|Defender, Shieldguard, Blackbear Rider, Mountain Guard, Harpooner
|This creature has a chance to deliver another blow after the first one.
The probability is computed after the first blow, and before the enemy's retaliation.
|Aura of Bravery
|Aura of Fire Vulnerability
|This creature suffers increased damage from Fire-based spells; this effect is extended to all neighboring stacks, including friendly ones.
Damage suffered is increased by 50%.
|Aura of Ice Vulnerability
|This creature suffers increased damage from Ice-based spells; this effect is extended to all neighboring stacks, including friendly ones.
Damage suffered is increased by 50%.
|Aura of Lightning Vulnerability
|This creature suffers increased damage from lighting-based spells; this effect is extended to all neighboring stacks, including friendly ones.
Damage suffered is increased by 50%.
|Aura of Magic Resistance
|For this creature and all friendly units located on tiles adjacent to it, magic resistance is increased by 30%.
|Unicorn, Silver Unicorn
|At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
When stunned, the target's ATB value is reset to 0.
|Conscript, Footman, Squire, Skeleton Warrior, Battlerager
|Creature performs delayed air attack on selected tile on the field, causing double damage to any creatures, including friendly ones, which happen to be on the tile at that moment. Following the attack, the creature returns to a randomly selected location on the field (activated ability).
|Every next retaliation strike performed by this creature inflicts damage 1.5 times as great than the previous one.
The retaliation multiplier is reset when the creature acts.
|When this creature suffers damage, its Initiative is temporarily increased by +2, and its Attack by +5.
The Battle Rage buff lasts for 2 turns and is not cumulative.
|This creature has a chance to frighten a target and its neighbors when attacking (small creatures are more disposed to fear). If successful the attacker gets +1 to its Morale and +10% to its Health.
The Roar has a chance to frighten the enemies located on the 6 adjacent front tiles of the Whitebear Rider. Small creatures' chance to be frightened is doubled. The bonus for frightening at least one enemy lasts 2 turns.
|When this ability is used, the creature's Defense drops temporarily to zero, Offense increases by the same amount, and it attacks the nearest enemy automatically without suffering the retaliation strike. However if there is no enemy in the movement range of this creature it will attack a nearest friendly unit instead of the enemy (activated ability).
|Blade of Slaughter
|Deals additional damage
The +2 damage bonus is added after all the multiplying bonuses.
|When this creature attacks the enemy, there is a chance that it will blind it in addition to inflicting regular damage. Blinded creatures cannot move or attack, but regain sight if attacked.
The Blind spell is cast with spell power 8.
|Silver Unicorn, Pristine Unicorn
|Creature always has positive morale (no less than +1).
|Minotaur, Minotaur Guard, Executioner
|Creature fires a lightning bolt causing magical damage to selected target. Can be used for ranged attack when regular shooting attack is impossible or will only cause reduced damage (activated ability).
The Lightning Bolt deals Air damage equals to 30*number of creatures in the stack. It ignores magic protection (but not immunities or magic resistance).
|This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).
|Inquisitor, Pit Fiend, Pit Lord, Archlich, Sprite, Druid, Druid Elder, Mage, Archmage, Shadow Witch, Shadow Matriarch, Water Elemental, Rune Priest, Rune Patriarch, Zealot, Seraph, Mummy, Shaman, Sky Daughter, Shadow Mistress, High Druid, Lich Master, Battle Mage, Rune Keeper, Earth Daughter
|This creature inflicts damage to selected target and the three other targets nearest to it. Each successive enemy struck receives half the damage of the previous one. The Chain Shot does not affect Demonic creatures.
The Chain Shot does not trigger on Demonic creatures.
|If this creature has walked more than 2 tiles when attacking, it also inflicts half-damage on the stack standing in the line of attack immediately behind the primary target.
|This creature can increase the hero's Spell Power by its own Spell Power value, but not greater than the hero's Knowledge. The effect lasts until the end of the combat or until the creature dies, and is not cumulative (activated ability).
|Child of the Light
|Any Light Magic spell, except damage-dealing ones, cast by anyone, will also be applied on this creature on Expert level.
|If this creature's attack kills at least one creature in the target stack, it performs an additional strike.
|Vindicator, Slayer, Executioner
|This creature increases all the
|Suffering damage from a melee attack, this creature tries to run off to the nearest unoccupied location within its movement range.
The creature retaliates only if it cannot flee.
|Goblin, Goblin Trapper, Goblin Witch-Doctor
|In a successful attack, this creature has an additional chance of decreasing the target's Speed (-50%) and Initiative (-30%).
The target is wounded for 2 turns.
|The creature attack area has the shape of a cross.
The attack only hurts enemy stacks.
|This creature always attacks a 4-tiles area and has a chance to zero the target's Initiative by its blow. It can also demolish walls and towers while besieging towns.
The attack hits all targets within a 2x2 area, including allied creatures. Damage against walls and towers is 10 per Cyclops in the stack.
|During attack a curse is put on the target, reducing the damage it can inflict. With each following attack the curse is renewed.
Weakness is cast with Advanced mastery.
|Spectral Dragon, Death Knight
|This creature completely defends all neighboring friendly stacks from distant Mage attacks.
|After using this ability creature misses one turn but is able to make turns more often (activated ability).
The unit initiative is doubled for its next 3 actions.
|Rakshasa Raja, Rakshasa Kshatra
|There's a 25% chance that this creature's attack will kill half the units in the enemy detachment.
|Ranged attack damages not just the target but all non-undead creatures covered by the Death Cloud (3 by 3 tiles) appearing at the hit point.
The main target receives normal damage, and all non-undead stacks around it receive 50% each.
|This creature decreases all enemy stacks' Morale by -1.
|This creature can deal damage on all living enemy stacks within the range of 3 tiles from it. The damage amount depends on the particular enemy's Morale and its distance from the creature (activated ability).
Base damage is equal to (10-Target_Morale)*Nb_Banshee, where Nb_Banshee is the number of Banshees in the attacking stack. Targets adjacent to the Banshee suffer their base damage, while targets one tile further suffer half of it, and targets 2 tiles further only 25% of it.
For example, with a stack of 8 Banshees, an adjacent target with Morale 2 will suffer 8*(10-2)=64 damage. A target 2 tiles further with Morale -1 will suffer 8*(10+1)/4=22 damage.
|This creature has an extra bonus to its Defense while it remains standing in its starting position during the combat.
Until it moves, the creature has a +5 bonus to its Defense.
|The Witch Doctors have a certain chance of defiling the spells cast by their targets (Casters only), either weakening them, increasing their cost, or making them fail. This defilement has a chance to backfire, duplicating a negative spell effect on the unlucky Goblins. (activated ability)
|This creature belongs to inferno. The Chain shot (Succubus Mistress ability) does not affect it but it is vulnerable to Holy Word spell.
|Imp, Familiar, Horned Demon, Horned Overseer, Hell Hound, Cerberus, Succubus, Succubus Mistress, Hell Charger, Nightmare, Pit Fiend, Pit Lord, Devil, Arch Devil, Vermin, Horned Grunt, Firehound, Succubus Seducer, Hell Stallion, Pit Spawn, Arch Demon
|Creature strikes two blows at the target in a single attack.
|This creature is not alive and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.
|Stone Gargoyle, Obsidian Gargoyle, Fire Elemental, Water Elemental, Earth Elemental, Air Elemental, Fire Dragon, Magma Dragon, Elemental Gargoyle, Lava Dragon
|Elves Double Shot
|Nothing can hinder creature from firing two full shots at the enemy instead of just one.
|Hunter, Master Hunter
|This creature is absolutely immune to all kinds of magic except those that inflict direct physical damage. Any spells that deal magical damage heals half of its damage HP (with resurrection).
|If there's a creature with this ability in the hero's army, the hero will need 25% less mana to cast spells.
|This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic).
The increase is proportional to the killed stack relative power in the army.
|Footman, Squire, Horned Demon, Horned Overseer, Zombie, Plague Zombie, Treant, Ancient Treant, Stone Gargoyle, Obsidian Gargoyle, Hydra, Deep Hydra, Defender, Shieldguard, Bear Rider, Blackbear Rider, Vindicator, Warrior, Mauler, Horned Grunt, Foul Hydra, Savage Treant, Rot Zombie, Elemental Gargoyle, Mountain Guard, Whitebear Rider, Warmonger
|Creature's attack entangles enemy with its roots and immobilises it. Creature can immobilise several enemies simultaneously, but the effect only lasts while the creature remains in direct contact with its victims.
|Treant, Ancient Treant, Savage Treant
|Attacking the enemy, this creature decreases the target's Luck by -3.
The effect can be removed by Cleansing and Purge, but not by Lay Hands or the First Aid Tent.
|Creature damages all creatures around itself, but not itself (activated ability).
Like a spell, damage dealt by Explosion depends on the effective Spell Power of the stack: Damage=9+9*Power.
|There's a chance the enemy attacked by this creature panics and tries to run to the edge of the arena to get as far away from the creature as possible, losing all initiative accumulated by this time. (Doesn't affect creatures immune to Mind-related spells).
The target's ATB value is reset to 0.
|Hell Charger, Nightmare, Hell Stallion
|This creature decreases all its neighbors' Attack and Defense by -2 and their Morale by -1, regardless of who owns them. Undead creatures are immune to this effect.
|The creature inflicts
|During attack, creature damages not only the target but any other unit positioned directly behind it.
|Shadow Dragon, Black Dragon, Fire Dragon, Magma Dragon, Firehound, Red Dragon
|Fire Proof 50%
|Attacking fire spells deals 50% less damage to this creature.
|When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker, regardless of whether it has counter-attack ability.
The attacker suffers 20% of the damage dealt to its target as elemental fire damage.
|Fire Elemental, Phoenix, Fire Dragon
|Once per combat this creature can attack any selected enemy on the field dealing it 20% more damage and subjecting it to "Mark of Fire" (activated ability).
|Attacking an enemy, this creature has a chance to produce a fire wave dealing physical damage to all enemies in a random radius in the targeted direction.
The wave is a 5 tiles long cone, starting on the target tile and 9 tiles wide at its end. Each row receives less damage: with D as base damage, the n-th row damage is D/n, before applying the Attack/Defense modifiers.
|This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
|Griffin, Imperial Griffin, Angel, Archangel, Devil, Arch Devil, Ghost, Spectre, Vampire Lord, Bone Dragon, Spectral Dragon, Pixie, Sprite, Green Dragon, Emerald Dragon, Stone Gargoyle, Obsidian Gargoyle, Djinn, Djinn Sultan, Shadow Dragon, Black Dragon, Air Elemental, Phoenix, Thane, Flame Lord, Battle Griffin, Seraph, Manticore, Wyvern, Foul Wyvern, Arch Demon, Red Dragon, Dryad, Crystal Dragon, Poltergeist, Vampire Prince, Ghost Dragon, Elemental Gargoyle, Djinn Vizier, Thunder Thane, Paokai
|This creature's ranged attack ignores 50 percent of the target's Defense and has an extra chance to thrust the target back one tile and stun it.
|All enemies positioned on tiles adjacent to this creature get their morale reduced by -3 (doesn't affect creatures whose morale is always neutral).
|This creature's Attack and Defense increase temporarily by +4, if the target is a Large Creature.
|This creature can use friendly Goblins from the neighboring stacks as missiles to throw them at the enemy (activated ability).
One (preferably uninjured) Goblin is taken from the targeted adjactent stack to be used as ammunition.
|Untamed Cyclops, Bloodeyed Cyclops
|When this creature attacks, it always kills one unit in any enemy detachment. It also dispells all positive magical effects currently affecting the target (activated ability).
The normal creature attack is unchanged. When Harm Touch is used instead, exactly one target creature is killed.
|This creature can drag the target up one tile closer to it (activated ability).
The standard damage is dealt.
|After a successful attack, the target creature also suffers the effect of one of the following damnations: Weakness, Slow, Suffering and Vulnerability. All the effects are equal to those of Expert-level spells.
|Mummy, Earth Daughter
|This creature cannot be removed elsewhere by the enemy while it remains standing in its starting position in the combat.
|Once per battle, this creature can summon a friendly stack of equal power.
On its first attack, the stack automatically summons an exact same stack next to its target.
|Immune to Air
|Air Magic spells cannot harm this creature.
|Stone Gargoyle, Obsidian Gargoyle, Air Elemental, Djinn Vizier, Thunder Thane
|Immune to Blind
|This creature cannot be blinded.
|Griffin, Imperial Griffin, Battle Griffin, Paokai
|Immune to Earth
|Earth Magic spells cannot harm this creature.
|Emerald Dragon, Earth Elemental
|Immune to Fire
|Fire Magic spells cannot harm this creature.
|Obsidian Gargoyle, Fire Elemental, Phoenix, Rune Patriarch, Flame Lord, Fire Dragon, Magma Dragon, Rune Keeper, Lava Dragon
|Immune to Frenzy
|This creature is immune to Frenzy spell.
|Immune to Magic
|Creature is immune to all magical impact (including friendly spells).
|Immune to Mind Control
|This creature is immune to mind-affecting spells.
|Colossus, Titan, Brawler, Berserker, Storm Titan, Battlerager
|Immune to Puppet Master
|This creature is immune to Puppet Master spell.
|Immune to Slow
|This creature cannot be slowed down.
|Iron Golem, Steel Golem, Savage Treant
|Immune to Water
|Water Magic spells cannot harm this creature.
|Obsidian Gargoyle, Water Elemental
|Immune to Weakness
|This creature is immune to Weakness spell.
|This creature can fly up to attack the enemy on an adjacent tile, delivering 50 percent greater damage and suffering no retaliation.
|This creature is incorporeal so any non-magical attack against it has only 50% chance of inflicting damage.
There can be at most 3 hits/misses in a row on all Incorporeal stacks, after which the fourth try will be forced to miss (after 3 hits) or hit (after 3 misses). This counter is global (for all stacks), not tied to each stack.
|Ghost, Spectre, Poltergeist
|Once per combat, this creature can become invisible to the enemy for 3 turns. If the creature attacks anyone,
|Stalker, Shadow Mistress
|Creature gets a 5% bonus to damage it inflicts during attack for each tile it covered on the battlefield before the attack.
|Cavalier, Paladin, Champion
|This creature is bigger than others and occupies four squares on the field.
This creature takes 2x2 squares on the battlefield.
|Griffin, Imperial Griffin, Cavalier, Paladin, Angel, Archangel, Hell Charger, Nightmare, Pit Fiend, Pit Lord, Devil, Arch Devil, Lich, Archlich, Wight, Wraith, Bone Dragon, Spectral Dragon, Unicorn, Silver Unicorn, Treant, Ancient Treant, Green Dragon, Emerald Dragon, Djinn, Djinn Sultan, Rakshasa Rani, Rakshasa Raja, Colossus, Titan, Dark Raider, Grim Raider, Hydra, Deep Hydra, Shadow Dragon, Black Dragon, Death Knight, Phoenix, Bear Rider, Blackbear Rider, Thane, Flame Lord, Fire Dragon, Magma Dragon, Battle Griffin, Champion, Seraph, Manticore, Centaur, Centaur Nomad, Wyvern, Foul Wyvern, Cyclops, Untamed Cyclops, Hell Stallion, Pit Spawn, Arch Demon, Brisk Raider, Foul Hydra, Red Dragon, Pristine Unicorn, Savage Treant, Crystal Dragon, Lich Master, Banshee, Ghost Dragon, Djinn Vizier, Rakshasa Kshatra, Storm Titan, Whitebear Rider, Thunder Thane, Lava Dragon, Centaur Marauder, Paokai, Bloodeyed Cyclops
|Creature receives only 50% of damage from all non-magical shooting attacks.
|Footman, Squire, Defender, Shieldguard, Vindicator, Skeleton Warrior, Mountain Guard
|The creature can completely heal one unit from the target friendly stack and dispel all negative magical effects from this stack.
|This creature can leap on any enemy target, at great distance, getting a 10% attack bonus for every tile it goes over. After the leap, the demon lands on the tile next to the target, and is exposed to double damage
|When attacking enemy units, this creature can drain their health and use it to restore its own, or even to resurrect some killed creatures.
Life drained is half the damage inflicted.
|Vampire, Vampire Lord, Vampire Prince
|This creature deals damage on all enemies that stand near its target, the damage dealt by such an attack is shared equally between the targets.
|Liquid Flame Breath
|In addition to its normal damage, this creature leaves a fire wall in the place where it has attacked its target.
The fire wall lasts for 2 turns, and deals 10 damage per turn per every Lava Dragon in the stack.
|Performs an attack against neighbouring enemy and inflicts half the regular damage, if this enemy is attacked by an allied creature.
|Grim Raider, Brisk Raider
|Creature hits all creatures in the line of attack with its shot, including friendly ones.
|Mage, Archmage, Battle Mage
|Attacking spells inflict 25% less damage to this creature.
|Djinn, Skeleton Warrior
|Attacking spells inflict 50% less damage to this creature.
|Iron Golem, Djinn Sultan, Earth Elemental, Pit Spawn
|Attacking spells inflict 75% less damage to this creature.
|Steel Golem, Djinn Vizier
|When this creature undergoes a melee attack, the attacker suffers Fire damage, the amount depending on the attack's force.
The attacker suffers 40% of the damage dealt to its target as elemental fire damage.
|Finding itself under an area spell of Destruction Magic together with any friendly stacks, this creature assumes some of the damage that would normally go to the friendly units. Half of the damage absorbed is converted to heal points.(Doesn't apply to Armageddon spell).
The Magnetic Golems redirect 5% per weekly growth in their stack of the damage to themselves. The damage is then actually converted to healing by their Enchanted Armor ability.
|Creature destroys some of the enemy hero's mana at the beginning of combat. The amount of destroyed mana depends on the number of creatures.
0.25 Mana are destroyed per creature in the stack (rounded).
|When attacking enemy units, this creature can drain their mana and use it to restore its own health, or even to resurrect some killed creatures.
Mana drained is equal to the number of Spectres in the stack, capped to the actual Mana amount of the target. Additionally, as many Spectres are resurrected as the Mana drained (ie. Life drained is up to 19*Mana drained).
|Creature can transfer its reserve of mana to own hero (activated ability).
|Creature takes some of the enemy hero's mana at the beginning of combat and transfers it to own hero. The amount of stolen mana depends on the number of creatures.
0.25 Mana are stolen per creature in the stack (rounded).
|Suffering melee damage, this creature tries to run off from the attacker to the nearest unblocked location within its movement range, shooting and dealing half its normal damage from there.
|Centaur, Centaur Nomad
|Mark Of Fire
|When attacking, this creature has a chance of damning the target, resulting in all Fire damage suffered by it being doubled within a certain period of time.
The target is damned for 2 turns.
|Rune Priest, Rune Patriarch, Rune Keeper
|This creature is not alive (like all Golems) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed by First Aid Tent.
|Iron Golem, Steel Golem, Magnetic Golem
|No Enemy Retaliation
|Enemies never retaliate after melee attacks by creatures with this ability.
|Cerberus, Vampire, Vampire Lord, Pixie, Sprite, Rakshasa Rani, Rakshasa Raja, Blood Fury, Hydra, Deep Hydra, Air Elemental, Firehound, Blood Sister, Foul Hydra, Dryad
|No Melee Penalty
|Shooter has no penalty for damage inflicted during melee attack.
|Priest, Inquisitor, Titan, Scout, Assassin, Skirmisher, Zealot, Storm Titan, Centaur Marauder
|No Range Penalty
|Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.
|Mage, Archmage, Crossbowman, Arcane Archer, Battle Mage
|Order of the Chief
|This creature can hasten the chosen friendly unit's turn, while dealing damage on them (activated ability).
With Stack_Size being the Chieftains' stack size: the targeted friendly stack suffers Stack_Size damage, and its ATB value is increased by Stack_Size*0.01, limited to 0.6. Note that the damage is not limited.
|When this creature attacks a target, the target is also attacked by all the other stacks of creatures of the same type who are able to do so.
"Able to do so" means "adjacent to the target". These secondary attacks occur before the target's retaliation, if any.
|This creature has a chance of pushing the target one tile aside and cancelling all Initiative the target has accumulated. The chance depends on the number of tiles this creature moved to attack.
If the target, once pushed aside, is not adjacent to its attacker, it will not retaliate. If adjacent, however, retaliation is still possible.
A Treant entangling enemy stacks can suffer the Initiative drop, but will not be pushed aside (the entangled stacks will remain entangled).
|In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.
Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning). Multiplier is 1 for Assassins and 4 for Manticores.
|Assassin, Manticore, Stalker
|When shooting at close range (less than 3 tiles from target), creatures inflict heavier damage because the target's defense is not effective.
|This creature attacks all the targets within the random radius in the selected direction.
The Prismatic Breath will hit 1 to 5 tiles, starting at the target and spreading in a random direction behind it. The number of tiles hit depends on the creature's Luck: 1+(random(1;10)+Luck)/2, rounded down and limited to 5.
|This creature has a certain chance to remove a positive effect from an enemy it attacks.
|Rage of the forest
|This creature can increase its Attack at the expense of its Defense, taking half the points of the latter and adding them to the former, which lasts until the end of the combat, and gains an extra bonus to its Initiative. Doing so, Treants lose the abilty to entangle enemies (activated ability).
The bonus to Initiative is +5.
|This creature has a mix of demon and human blood that makes it subject to "Blood Rage" temporarily improving it's battle characteristics for aggressive behavior in combat.
|Goblin, Goblin Trapper, Centaur, Centaur Nomad, Warrior, Mauler, Shaman, Sky Daughter, Slayer, Executioner, Cyclops, Untamed Cyclops, Goblin Witch-Doctor, Centaur Marauder, Warmonger, Earth Daughter, Chieftain, Bloodeyed Cyclops
|This creature can cast a random Blessing or Curse at the selected target. Spells can be cast at both friendly (positive effect spells) and enemy (negative effect spells) creatures (activated ability).
|This creature can cast a random Curse spell at the selected target (activated ability).
Spells are cast with advanced mastery. Djinns cast only level 1-3 Dark Magic curses on enemy troops. Djinn Sultans cast level 1-3 Light Magic blessings on friendly troops as well. Each stack can use 3 such actions.
|Shooter always inflicts only half the normal damage to the target but doesn't incur any penalty on melee attack.
|Scout, Assassin, Untamed Cyclops, Bloodeyed Cyclops
|Creature retaliates after enemy ranged attack with its own ranged attack, provided it is not blocked by enemy and has not used up all its retaliation attacks.
|Succubus, Succubus Mistress, Succubus Seducer
|Once during the combat this creature can rise from the dead if killed. The number of revived creatures equals the number of killed ones.
|This creature restores its health by 30-50 hit points each turn.
|Deep Hydra, Wyvern, Foul Wyvern
|This creature can repair friendly mechanical creatures (Golems) and war machines once per combat (activated ability).
Repaired hit points are equal to 5 times the number of creatures in the repairing stack.
|Creature can resurrect killed allied detachment once during combat, provided the location where the detachment was killed is not occupied by other creatures (activated ability).
|For each battlefield tile covered by this creature during attack, the target's Defense is reduced by 20% (all the way down to zero).
|Dark Raider, Grim Raider
|Once per combat this creature can perform an air attack against all the enemies in a line in the selected direction (activated ability).
This ability is only available if the stack of Battle Griffins contains at least one weekly growth (5) of creatures. When activated, the stack takes off and disappears from the battlefield for 1 turn, before performing the attack on all targets without any retaliation. Each target suffers 75% of the Battle Griffins normal damage.
|This creature can switch off any Mechanical enemy for one turn, if the target's Hit Points are lower than its own (activated ability).
Mechanical targets include Golems, Ammo Cart, Ballista, First Aid Tent, Catapult and Town Towers.
|This creature can sacrifice neighboring Goblins to gain mana and increase its Attack, Defense and Morale by 1 point until the end of combat for every oblation (the total bonus is limited to 5 points). The amount of gained mana is equal to twice the hit points of the sacrificed goblin. Activated ability.
One (preferably uninjured) Goblin is sacrificed from the targeted adjacent stack. The creature's Mana can exceed its maximum.
|Sky Daughter, Earth Daughter
|Area-effect shooting: damage is inflicted to all targets (including friendly creatures) located within the selected area (3 by 3 tiles). The amount of damage inflicted to each creature is half the damage of a normal shot (activated ability).
|This creature can restore its health and even their numbers by devouring the enemy corpses lying on the battlefield within its movement range (activated ability).
Health gained is equal to 20% of the dead stack's Hit Points.
|Once an enemy creature that is within 1 tile range from this creature takes its turn, it suffers fire damage in proportion with the number of creatures who have this ability.
At the beginning of its turn, any enemy creature adjacent to the Hell Stallions suffers 10 points of Fire damage per Hell Stallion in the stack.
|Once per combat the Succubus is able to gain control over any enemy creature that is not immune to Mind Control. The ability's duration depends on the difference in power between the Seducers and their victims, ranging from 4 turns (target is four times as weak as the Succubi) to the point where it can't be used (target is four times as strong as the Succubi). The Succubus'
The duration is equal to 2+log2(Succubus_Power/Target_Power), where log2 is the base 2 logarithm. Succubi cannot be seduced. The effect disappears if the seducing stack is killed. It can be removed by Cleansing, Lay Hands and Purge, but not by the First Aid Tent.
|This creature can set a snare, invisible to the enemy, on the battlefield. When an enemy falls into the snare, it has a chance to lose some of its original movement range or even come to a halt. If the snare misfires, the Initiative of the creature that has set it will be zeroed (activated ability).
|All friendly creatures located on neighbouring tiles get only 50% of damage from non-magical shooting attacks.
|Squire, Skeleton Warrior
|Damage suffered by this creature from enemy attack is reduced by 10% for every tile the attacker walked to hit.
The maximal reduction is 90%.
|This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
|Archer, Marksman, Priest, Inquisitor, Succubus, Succubus Mistress, Skeleton Archer, Lich, Archlich, Hunter, Master Hunter, Druid, Druid Elder, Gremlin, Master Gremlin, Mage, Archmage, Titan, Scout, Assassin, Shadow Witch, Shadow Matriarch, Fire Elemental, Spearwielder, Skirmisher, Rune Priest, Rune Patriarch, Crossbowman, Zealot, Centaur, Centaur Nomad, Succubus Seducer, Arcane Archer, High Druid, Lich Master, Gremlin Saboteur, Battle Mage, Storm Titan, Harpooner, Rune Keeper, Centaur Marauder
|This creature can steal mana from enemy heroes and give it to friendly creatures (activated ability).
0.125 Mana is drained per creature in the stack. The mana is distributed equally among friendly casters.
|Creature attacks all adjacent tiles simultaneously, causing damage to all enemy creatures positioned there.
|Deep Hydra, Foul Hydra
|When this creature attacks an enemy, the spell
|Creature simultaneously attacks three adjacent tiles occupied by the enemy.
|Pixie, Sprite, Dryad
|Once per combat, this creature can steal some ammo from the enemy stacks within its movement range (activated ability).
The number of ammunitions stolen is equal to the size of the stealing stack divided by its weekly growth.
|Once per battle, this creature can attack any chosen target with Storm Strike (activated ability).
|Besides usual damage, this creature strikes the target with lightning (non-magical damage), which then hits another enemy creature if one is standing near the target, continuing on in this way until the chain is broken. The lighting's force is equal to that of the attack.
|Thane, Thunder Thane
|This creature can create a local thundercloud in the selected area of the field. All units in this area take some electrical damage every turn. Shooters also get a penalty to their ranged attacks. The damage and the penalty depend on the number of creatures that created this thundercloud (activated ability).
The thundercloud is a 3x3 area and lasts for 3 turns. The damage is equal to 10*Stack_Size every turn, and the shooting penalty is Stack_Size*1%, with a maximum of 90%.
|Strike and Return
|Creature attacks and returns to its previous position.
|Blood Maiden, Blood Fury, Blood Sister
|Summon Pit Lords
|Once during the combat creature can summon Pit Lords to replace its killed friends. Number of Pit Lords summoned depends on the number of creatures who use this ability (activated ability).
Provided the dead stack had enough hit points (120 per summoned Pit Lord), up to 2 Pit Lords are summoned for each Archdevil.
|This creature can restore its health by eating a Goblin from a stack in its neighborhood (activated ability).
One (preferably uninjured) Goblin is eaten from the targeted adjactent stack to restore the Cyclops to full health (without resurrection).
|Cyclops, Untamed Cyclops, Bloodeyed Cyclops
|This creature can't be counterattacked by the enemies who are under the effect of Slow spell.
|Once per combat, this creature can heal and resurrect Treants, or be healed by them (activated ability).
The target stack receives 4 Hit Points per Dryad, and the Dryad stack is healed by 20 Hit Points per target in return.
|When the creature receives the
If the hero has the Stand Your Ground ability, the Take Roots bonus is doubled to a +100% Defense increase.
|This creature has a chance of distracting the enemy's melee attack, directed initially against another friendly stack in its neighborhood, to itself.
|Every day the hero gets as many units of gold as there are creatures with this ability in all their armies and castles.
|Peasant, Conscript, Brute
|The Arch Demon can target any creature stack that is within it's movement range, regardless of who owns it, and teleport them to the unoccupied tile that is the closest possible to himself (activated ability).
|The creature can attack simultaneously all enemy creatures standing on three adjacent cells.
The Cerberus and Firehound attack 3 adjacent tiles. The Hydra attacks 6 adjacents tiles.
|Cerberus, Hydra, Firehound
|This creature has a chance to put an enemy into deep slumber by its attack. The sleeping enemy is not able to move or attack until it wakes up or it is attacked. Moreover, it gets maximal damage from the Vampire Prince's attack and it does not retaliate to the attack that wakes it up. This ability will not work on Undead, Mechanical or Elemental creatures.
The target is put to sleep for 3 turns. The effect can be removed by Cleansing, Lay Hands, Purge and the First Aid Tent.
|When the number of these creatures falls below 30 percent of their original numbers, they change sides.
A stack can only betray once per combat, and stays with its new master after the combat (if not killed).
|This creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.
|Skeleton, Skeleton Archer, Zombie, Plague Zombie, Ghost, Spectre, Vampire, Vampire Lord, Lich, Archlich, Wight, Wraith, Bone Dragon, Spectral Dragon, Death Knight, Mummy, Skeleton Warrior, Rot Zombie, Poltergeist, Vampire Prince, Lich Master, Banshee, Ghost Dragon
|Creature always retaliates after melee attacks by enemies except when attacked by creatures with No Enemy Retaliation ability.
|Griffin, Imperial Griffin, Steel Golem, Earth Elemental, Battle Griffin
|Attacking the enemy, this creature poisons it. The venom's effect lasts for three more turns, dealing damage on the target on each of its turns.
The damage per turn is equal to 5*Stack_Size, with Stack_Size being the Foul Wyverns' stack size at the time of poisoning. The poison effect can be removed by Lay Hands and the First Aid Tent, but not by Cleansing or Purge.
|Each attack or counter-attack by this creature is guaranteed to kill at least one unit in the enemy army.
Exactly one more creature is killed (damage is increased by the target's Hit Points).
|War Dance Combo
|Creature simultaneously attacks enemies located on all eight adjacent tiles. The targeted enemy gets normal damage, all others affected get half the normal damage.
|This creature shoots charmed arrows: in addition to normal damage, there's a chance they might stun the enemy and delay their turn.
When stunned, the target gets its ATB value reduced by 0.2.
|With each successful attack, the attacked enemy's Attack and Defense properties are reduced by 2 units (cannot get below zero).
|Wheel of Fortune
|Three times per combat, this creature can randomly increase the Luck value of a chosen friendly stack or decrease it on a chosen enemy stack (activated ability).
The Luck buff (or debuff) is a random value between 1 and 3. The effect is not cumulative, and opposite effects additionally dispel each other. The effect can be removed by Cleansing and Purge, but not by Lay Hands or the First Aid Tent.
|On its way to its main target, this creature attacks all enemy stacks adjacent to its route, delivering 25% of its normal damage to them without suffering retaliation.
|There's a certain chance that during a melee attack this creature will use one of the following spells, in addition to inflicting regular damage: Slow, Weakness or Frenzy. (The spell does not work on undead, elemental and mechanical units.)
The spell is cast with spell power 3.
|Shadow Matriarch, Shadow Mistress
|Attacking an enemy, this creature always attacks a 6-tile area (the half of its adjacent tiles in front of it), delivering damage to all who are within it.
This information comes from the Heroes V release version (v3.0).