Heroes 5 Creature Analysis

Level 1

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Cost

Abilities Summary
Gremlin 1 1 1-2 2 7 5 0 4 20 22

Ranged

 
Scout 3 3 2-4 4 10 5 0 10 7 60

Ranged / No Melee Penalty

 
Peasant 1 1 1 3 7 0 0 3 22 20 Taxpayer  
Imp 1 1 1-3 4 13 0 0 4 16 25 Destroy Mana  
Skeleton 1 2 1 4 10 0 0 4 20 17 None  
Pixie 1 1 1 6 12 0 0 9 10 35 Flying / No Retaliation / Spray Attack  

Recap:  Simply from a statistical viewpoint, the Scout is clearly the best unit of the bunch.  However, the Gremlin and the Pixie are both bargains for how useful they are.  The Gremlin is a high-growth ranged unit which is invaluable in the early portion of the game for clearing out mines and eliminating lower-level neutral wandering monsters.  While the Pixie should not be underestimated.  With outstanding speed coupled with a multiple-target attack, it's clearly a valuable unit.  But toss in the No Retaliation ability and you've got a unit that can get you through the tough early parts of the game.  As usual, the Peasant is the worst of the lot.  But at least with the Taxpayer ability, he's not completely worthless.

Level 1:  Upgrades

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Cost

Abilities Summary
Master Gremlin 3 1 1-2 4 12 7 0 7 20 35

Ranged / Repairer

 
Assassin 4 4 2-4 4 12 5 0 15 7 90 Ranged / No Melee Penalty / Poisoning Attack  
Conscript 1 1 1-2 3 8 0 0 6 22 30 Bash  
Familiar 2 2 2-4 4 13 0 0 6 16 45 Mana Steal  
Skeleton Archer 1 2 1-2 3 10 8 0 5 20 30 Ranged  
Sprite 2 2 2 6 14 0 15 10 10 55 Flying / No Retaliation / Spray Attack / Spell Caster  
Recap:  The assassin is yet again the most powerful of the level 1 upgrades.  The upgrade grants him a poisoning attack which is much more potent than many think.  Spread out the shots and whittle away your opponents bit by bit.  The Skeleton Archer, while its stats aren't very impressive, Necromancy will still make this unit the backbone of the Necropolis army.  Being a ranged unit certainly doesn't hurt.  The Sprite...DEFINITELY worth the upgrade.  With the Wasp Swarm spell, you can really make your battles flow much more smoothly by controlling the enemy's initiative.  But don't overlook the Master Gremlin, still a ranged unit and with a high growth rate, this unit REALLY shines after the upgrade.  What other unit comes with a resurrection ability other than the Archangel?  The Master Gremlin does.  Surround him with Golems and fire away at the enemy.  After they pummel the Golems, repair them back to full strength.  Yes, this ability repairs KILLED units too.  For the money, probably the best of the level 1 units (but the Assassin and Sprite come in a close second).

Level 2

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Cost

Abilities Summary
Stone Gargoyle 3 4 1 5 8 0 0 15 14 45

Flying / Immunity

 
Blood Maiden 4 1 3-8 6 14 0 0 10 5 90 Strike and Return  
Archer 4 3 2-4 3 9 10 0 6 12 50 Ranged / Scatter Shot  
Horned Demon 1 1 1-2 4 7 0 0 13 15 40 None  
Zombie 1 1 1 3 6 0 0 17 15 40 None  
Blade Dancer 3 2 2-5 5 11 0 0 11 9 65 None  
Recap:  With it's outstanding damage, attack, speed and initiative, the Blood Maiden is a top-notch level 2 unit.  However, with a defense of only 1...let them build up until you can upgrade them.  Truthfully, of the un-upgraded level 2 units, only the Archer is worth spending your hard-earned gold on.  The others...they simply don't offer enough to keep themselves alive.  Wait for the upgrades for nearly all these units.

Level 2:  Upgrades

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Abilities Summary
Obsidian Gargoyle 3 5 1-2 6 10 0 0 20 14 70

Flying / Immunity

 
Blood Fury 5 2 3-8 6 16 0 0 15 5 125 Strike and Return / No Retaliation  
Marksman 4 3 2-8 3 8 12 0 8 12 80 Ranged / Precise Shot  
Horned Overseer 3 4 1-4 4 8 0 0 13 15 60 Self Detonation  
Plague Zombie 2 2 1-3 3 7 0 0 17 15 65 Weakening Strike  
War Dancer 4 3 4-8 5 15 0 0 12 9 90 War Dance Combo  

Recap:  The Blood Fury, War Dancer and Marksman are the cream of the crop in level 2.  The Obsidian Gargoyle, Horned Overseer and Plague Zombie are decent garrison troops, or maybe as ranged-unit defenders...but that's about it.  I'd suggest leaving these 3 at home to grow into a decent force.  The Blood Fury's No Retaliation ability makes her a great hit-and-run unit.  Just don't let her get into a melee or you'll see them drop like flies.  And at 125 a pop...that's some expensive cannon fodder.  Protect them at all costs.  The War Dancer is a tricky unit to use well.  With low hit points and low defense, if they get attacked they're fairly fragile.  But maneuvered correctly, they'll decimate the enemy before they know what hit them.

Level 3

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Cost

Abilities Summary
Stone Golem 5 5 3-6 3 7 0 0 15 9 90

Mechanical / Immunity / Magic Resistance

 
Minotaur 4 2 2-7 4 8 0 0 25 6 120 Bravery  
Squire 3 8 2-4 3 8 0 0 14 10 90 Resist Charge / Shield Bash  
Hell Hound 6 2 3-6 6 13 0 0 15 8 110 None  
Ghost 4 3 3-7 4 10 0 0 8 9 100 Flying / Incorporeal  
Hunter 4 1 4-7 4 10 12 0 10 7 125 Ranged / Double Shot  

Recap:  Looking for a tank, look no further.  Level 3 is packed with them.  The Minotaur's 25 HP, the Stone Golem's defense (combined with Master Gremlins' repair ability), the Squire's defense, and the Ghost's Incorporeal ability make these some tough troops.  But if you're looking to bring the battle to the enemy, the Hunter is this Genie's choice.  That leaves the Hell Hound.  Nice attack, but below average defense and no Abilities suggests that you should leave these dogs in the pound until the upgrade.

Level 3:  Upgrades

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Abilities Summary
Steel Golem 6 6 5-8 3 7 0 0 20 9 130

Mechanical / Immunity / Magic Resistance / Unlimited Retaliation

 
Minotaur Guard 5 2 2-7 4 8 0 0 30 6 200 Bravery / Double Strike  
Knight 4 9 2-5 3 8 0 0 24 10 130 Resist Charge / Shield Bash / Large Shield  
Cerberus 6 2 5-9 6 13 0 0 15 8 160 3-headed Attack / No Retaliation  
Spectre 4 3 5-7 4 10 0 0 12 9 140 Flying / Incorporeal / Mana Drain  
Master Hunter 5 4 5-8 4 10 16 0 14 7 190 Ranged / Double Shot / Warding Arrow  

Recap:  All of these units will serve you well, in their own unique capacities.  The Steel Golem and the Knight will serve as durable tank troops all the way up to the end of the game.  The Minotaur Guard, Cerberus and Spectre are all durable and can pack a punch.  The Master Hunter is fragile, but packs a wallop.  Protect them and they'll prove their worth, time and time again.

Level 4

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Cost

Abilities Summary
Mage 10 10 8 3 10 3 21 15 5 250

Ranged / Spell Caster / Magic Missile / No Range Penalty

 
Dark Raider 9 8 7-12 5 11 0 0 40 4 300 Lizard Charge  
Griffin 7 6 5-10 6 15 0 0 30 5 260 Flying / Unlimited Retaliation / Immunity  
Succubus 6 6 6-13 3 11 6 0 20 5 240 Ranged / Ranged Counter Attack  
Vampire 6 6 6-8 5 11 0 0 30 5 240 Flying / No Retaliation / Life Drain  
Druid 7 7 7-9 4 10 5 20 34 4 310 Ranged / Spell Caster  

Recap:  Yet another solid and diverse group.  The Dark Raider is most likely the strongest unit here.  With 40 HPs, and well above average attack, defense and damage, he'll bring the fight to the enemies door-step.  The Mage is another tricky unit to operate.  Being a fragile ranged and spell casting unit, you'd be tempted to surround them to fend off melee attacks.  But their ranged attack will shoot through those protectors, killing them as well as the enemy.  A nice strategy however is to have some Master Gremlins next to them to resurrect the Golems surrounding both ranged units.  Just make sure you're able to repair ALL your Golems before the Mages kill off all their targets.  The Griffin and Succubus are both viable units, but it is suggested that you let them build up until you can afford the upgrades.  That's where they both REALLY shine.  While the Druid and Vampire are superb all-around units.

Level 4:  Upgrades

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Abilities Summary
Archmage 10 10 8 3 10 4 33 31 5 340

Ranged / Spell Caster / Magic Missile / No Range Penalty / Energy Channel

 
Grim Raider 11 10 7-14 6 11 0 0 60 4 450 Lizard Charge / Lizard Bite  
Imperial Griffin 9 9 5-15 6 15 0 0 35 5 360 Flying / Unlimited Retaliation / Immunity / Battle Dive  
Succubus Mistress 6 6 6-13 3 11 6 0 30 5 330 Ranged / Ranged Counter Attack / Chain Fire  
Vampire Lord 9 9 6-11 6 11 0 0 35 5 350 No Retaliation / Life Drain / Transform  
Druid Elder 12 9 9-14 3 10 7 24 33 4 400 Ranged / Spell Caster / Mana Feed  

Recap:  While the stats don't tell the complete picture, the Imperial Griffin is one of the best level 4 units.  The Battle Dive ability will give your opponents fits.  Used correctly, it's nearly un-hittable.  The Grim Raider...what's not to like about this unit.  If you happen to have some protective spells such as Stoneskin, Deflect Arrows or preferably Resurrection...send these puppies into the midst of the fray and let them go to work.  The Lizard Bite ability really shines when you're in a crowd.

Level 5

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Abilities Summary
Djinn 12 9 12-16 6 14 0 0 33 3 480

Flying / Random Spell Caster

 
Hydra 14 12 7-14 4 7 0 0 73 3 750 3-headed Attack / No Retaliation  
Priest 12 12 9-12 4 10 7 0 54 3 650 Ranged / No Melee Penalty  
Hell Charger 13 13 8-16 5 16 0 0 47 3 480 Fear / No Retaliation  
Lich 15 15 12-17 2 10 5 0 45 3 600 Ranged / Death Cloud  
Unicorn 12 12 10-20 6 12 0 0 57 3 700 Magic Resistance Aura  

Recap:  My poor, beloved Genie...tossed to the waste-dump in favor of the Djinn.  *sigh*  Well, being the worst of the level 5 units doesn't help either.  But considering the low cost...I'll still buy them.  The Hydra is obviously head and shoulders above the competition here at level 5.  However, with their pitiful speed, initiative and bulky size, you might never get to see them shine.  If you manage to get the spell Teleport however....they're a sight to behold.  Of the remaining units, the Lich is surprisingly durable and potent.  With excellent attack and defense stats, coupled with a nice damage output (that is multi-square I might add) and you've got a beauty of a troop on your hands.  Well, 'beauty' might be too strong of a word.  Yuck, those suckers are UGLY!  Unless you're into that depressing skinless look.

Level 5:  Upgrades

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Abilities Summary
Djinn Sultan 12 9 16-22 7 14 0 0 40 3 700

Flying / Random Spell Caster

 
Deep Hydra 14 14 9-14 4 7 0 0 100 3 900 6-headed Attack / No Retaliation / Regeneration  
Inquisitor 16 16 9-12 4 10 7 15 80 3 900 Ranged / No Melee Penalty / Spell Caster  
Nightmare 19 18 8-16 6 16 0 0 57 3 666 Fear / No Retaliation / Fear Aura  
Archlich 19 19 16-20 2 10 6 25 50 3 900 Ranged / Death Cloud / Spell Caster  
Silver Unicorn 16 16 10-20 6 12 0 0 77 3 900 Magic Resistance Aura / Blinding Attack  

Recap:  The Djinn gets a boost.  And then some.  With a still well-below cost and the highest base damage, they're a steal.  However, the Deep Hydra and the Archlich are the best of this particular bunch without a doubt.  The 2 Equine's are both decent, middle of the road kind of units....but neither the Nightmare or the Silver Unicorn are anything to write home about.  And last but not least, the Inquisitor is a durable and deadly ranged unit that no Haven force should leave home without.

Level 6

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Abilities Summary
Rakshasa Rani 25 20 15-23 4 9 0 0 90 2 1400

No Retaliation

 
Shadow Witch 18 18 17-24 3 10 4 16 80 2 1500 Ranged / Spell Caster  
Cavalier 20 20 20-30 6 11 0 0 80 2 1400 Charge  
Pit Fiend 22 21 13-25 3 8 0 30 90 2 1700 Spell Caster  
Wight 23 22 20-25 5 11 0 0 83 2 1500 Incorporeal / Cursing Attack  
Treant 19 27 7-17 5 7 0 0 120 2 1200 Entangling Roots  

Recap:  If you can manage to get a hold of the spell Teleport, then the debate on the level 6 units is over.  The Treant is a monster.  But with a speed of 5 and an initiative of only 7, he needs some help.  If he gets it, the Treant will become the anchor of your Sylvan army.  Without the movement enhancements....middle of the pack.  While most all of the other level 6 units have potent Abilities, the Cavalier should NOT be overlooked.  With excellent battlefield mobility, superb damage and a cheap price...stock up on these ponies.  While most Necropolis units are average or below average units (statistical-wise), the Incorporeal ability of the Wight gives this unit just enough staying power to make you spend that hard earned gold.  They're well worth it.  In regards to the Shadow Witch and the Pit Fiend, I'll hold off on my judgment on them until I've had more time to work with them.

Level 6:  Upgrades

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Abilities Summary
Rakshasa Raja 25 20 23-30 5 8 0 0 100 2 1900

No Retaliation / Dash

 
Shadow Matriarch 20 20 17-27 3 10 4 20 90 2 2000 Ranged / Spell Caster / Whip Attack  
Paladin 24 24 20-30 7 12 0 0 100 2 2000 Charge / Remove Curse  
Pit Lord 22 21 13-31 3 8 0 30 110 2 2000 Spell Caster / Vorpal Sword  
Wraith 25 24 25-30 5 11 0 0 90 2 1800 Incorporeal / Cursing Attack / Harm Touch  
Ancient Treant 19 29 10-20 5 7 0 0 140 2 1500 Entangling Roots / Take Roots  

Recap:  The biggest weakness for the Rakshasa Raja was it's speed/initiative.  With the Dash ability, that's no longer a problem.  While being an absolutely stunning unit visually, they're not just a pretty face.  They are just as versatile as my beloved Naga Queens were in Heroes 3.  (you have NO idea how painful that was to admit).  But the top unit of this level would have to go to...the Necropolis' Wraith.  Considering the below average stats of the Necro's level 7 Bone Dragon, the Wraith had BETTER be a good unit.  Otherwise, the Necropolis fans out there would go ballistic.  But not to worry, the Wraith will be a focal point of any Necro-army.  Again, the Pit Lord and the Shadow Matriarch...I need more testing time with those 2.  On the surface they both look below average, however...as usual, the abilities hold the key.  :O)

Level 7

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Abilities Summary
Colossus 27 27 40-70 5 10 0 0 142 1 3500 + 1

Immunity

 
Shadow Dragon 25 24 45-70 6 10 0 0 150 1 3700 + 1 Flying / Fire Breath / Magic Resistance  
Angel 27 27 45 5 11 0 0 150 1 3500 + 1 Flying  
Devil 27 25 26-66 5 11 0 0 166 1 4166 + 1 Teleport  
Bone Dragon 27 28 15-30 5 11 0 0 140 1 2400 + 1 Flying  
Green Dragon 27 25 30-50 6 12 0 0 170 1 3500 + 1 Flying / Acid Breath  

Recap:  Over 4000 gold for the Devil?  I think not.  Hopefully we'll see some stat changes for the Devil.  Either that, or I'm hoping to see him displayed on the "clearance shelf".  As it is, he's not worth the cost IMO.  The Bone Dragon, as usual...pitiful stats.  But with a price nearly half of the over-priced Devil and it's worth spending some gold on.  But now we get to the real JUICY units.  The Colossus is an excellent melee unit.  Bless and Haste him and you'll really  see him shine.  The Angel...an excellent unit but without the Resurrection ability of it's upgrade...it's stuck in the middle of the pack here.  That leaves the dragons.  The Green Dragon is quick and beefy...and surprisingly, moderately priced.  But as usual, the Dungeon's Shadow Dragon is the monster of this group.  The damage output and magic resistance alone put this unit at the top of the heap.

Level 7:  Upgrades

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Abilities Summary
Titan 30 30 40-70 5 10 5 0 175 1 4700 + 2

Immunity / Ranged / No Range Penalty

 
Black Dragon 30 30 45-70 7 10 0 0 200 1 4500 + 2 Flying / Fire Breath / Immunity  
Archangel 31 31 45 7 11 0 0 200 1 4900 + 2 Flying / Resurrection  
Arch Devil 30 28 26-66 6 11 0 0 199 1 4666 + 2 Teleport / Summon Pit Lord  
Spectral Dragon 30 28 25-35 5 11 0 0 150 1 2900 + 2 Flying / Incorporeal  
Emerald Dragon 31 27 33-57 7 15 0 0 200 1 4700 + 2 Flying / Acid Breath / Immunity  

Recap:  I'm not sure if it's possible to pick the best unit here.  This is a VERY well balanced line-up.  At first glance, the Spectral Dragon would seem to be the worst unit.  But the Incorporeal ability should NOT be overlooked.  It adds so much to their durability that with a bargain-basement price of under 3000 gold...you'd be a fool not to bring these along.  The Archangel is about as versatile as they come.  With Resurrection thrown in, they're a top flight pick.  The Arch Devil....while it's stats are middle of the road, the Summon Pit Lord ability really give it a boost.  The Titan, what's not to like about a level 7 ranged unit.  Nothing, that's what.  Absolutely great unit.  But as expected, the dragons lead the pack yet again.  However, the winner between these two may surprise you.  The Emerald Dragon gets the nod here.  While the Black Dragon has much better damage output, the large edge in Initiative will have the Emerald Dragon attacking much more often.  But all of this is nit-picking anyway.  Is there anybody out there that's going to shy away from ANY level 7 upgrades?  Doubtful....HIGHLY doubtful.