Aga'Shoth Mat'ha

From Heroes of Might and Magic: Olden Era Official Wiki


Aga'Shoth Mat'ha
Faction Schism
Tier III
Cost
(Upg. Cost)
290Gold
(80Gold)
Base Growth +8
SquadValue 276
Stats
Health
Health
Attack
Attack
Defense
Defense
Damage
Damage
25This stat is higher compared to the base unit. 7 7 5-7
Morale
Morale
Luck
Luck
Initiative
Initiative
Speed
Speed
0 0 7This stat is higher compared to the base unit. 6This stat is higher compared to the base unit.
Other Info
Dwelling Aga’Shoth Stables II
Specialist Hero Mara Mat'ha
Related Units
Base unit Aga'Shoth Rider
Upgrade A Aga'Shoth Tamer
Upgrade B Aga'Shoth Mat'ha
Internal ID
frostworm_rider_upg_alt

Aga'Shoth Mat'ha are upgraded tier-III units of the Schism faction. They can be recruited from Aga’Shoth Stables II.

They are one of the upgrades of the Aga'Shoth Rider, the other being the Aga'Shoth Tamer.

Description

Some riders undergo the ritual of Marash Mat’hash — “Blood Siblings” — which severs a portion of their mind to let it dwell in the Rift, enabling aga’shoth to cross into Jadame through a portal. Forever bound, the rider soon finds their psyche is irreparably shattered, tormented by the ceaseless whispers of their mount.

Abilities

Creature Type
Living
-5 to 5Morale Range
|
-3 to 3Luck Range
|
YesCounts for Necromancy?
A fully sentient inhabitant of Jadame.

Morale range: –5 to 5.
Luck range: –3 to 3.

Fallen Living creatures count towards the power of Necromancy reanimation after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Plow Through
Reduces terrain penalties by {0}% for the hero.
Passive Ability
Piercing Cold
Each attack, counterattack, or ability applies a negative effect that makes the target take +2% Magic Damage.
Duration: 100 rounds.
Passive Ability
Aga’Shoth’s Help
Each attack and counterattack deals +10 Pure Damage.
Active Ability
Icy Spikes
2 Focus Charge(s)
Makes an additional attack, dealing [ 4 × amount of units ]% of a basic attack ({1}–{2}) as Pure Damage to the target enemy and all adjacent enemies.

Does not end the turn.

Laws

This unit is specifically affected by following Faction Laws:

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