Energy Phoenix

From Heroes of Might and Magic: Olden Era Official Wiki


Energy Phoenix
Faction Grove
Tier VII
Cost
(Upg. Cost)
4700Gold 2Crystals
(1900Gold 1Crystals)
Base Growth +1
SquadValue 7594
Stats
Health
Health
Attack
Attack
Defense
Defense
Damage
Damage
250This stat is higher compared to the base unit. 26 36This stat is higher compared to the base unit. 45-65
Morale
Morale
Luck
Luck
Initiative
Initiative
Speed
Speed
0 0 15This stat is higher compared to the base unit. 9This stat is higher compared to the base unit.
Other Info
Dwelling Pyre II
Related Units
Base unit Phoenix
Upgrade A Flaming Phoenix
Upgrade B Energy Phoenix
Internal ID
phoenix_upg_alt

Energy Phoenix are upgraded tier-VII units of the Grove faction. They can be recruited from Pyre II.

They are one of the upgrades of the Phoenix, the other being the Flaming Phoenix.

Description

As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy.

To a scholar, they are a marvel — a sentient supernova on the brink of eruption.

Abilities

Creature Type
Embodiment
-3 to 3Morale Range
|
-3 to 3Luck Range
|
NoCounts for Necromancy?
A spirit, soul, or other intangible power that has coalesced into material form.

Morale range: –3 to -3.
Luck range: –3 to -3.

Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.
Attack Type
Flying
Movement ignores obstacles and traps.
Movement Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Sweeping Strike
Deals Damage to the target and two adjacent hexes to its sides.
Passive Ability
Embodiment of Fire
This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
Passive Ability
Eternal Flame
At the start of each turn, this creature restores 25% of HP lost since the start of battle. This can revive fallen units.
Active Ability
Awaken: Fire II
3 Focus Charge(s)
Increase this creature’s Speed and Initiative by 1 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Does not end the turn.
Active Ability
Supernova
2 Focus Charge(s)
Deals [ 50 × amount of units ] Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take [ 50 × amount of units ] Magic Damage at the start of their turn. This effect is stackable.
Duration: 2 round(s).

Can only be used after “Awaken.”

Over Time effect do not affect Phoenixes

Laws

This unit is specifically affected by following Faction Laws:

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