Minotaur Vanguard

From Heroes of Might and Magic: Olden Era Official Wiki


Minotaur Vanguard
Faction Dungeon
Tier IV
Cost
(Upg. Cost)
530Gold
(150Gold)
Base Growth +5
SquadValue 559
Stats
Health
Health
Attack
Attack
Defense
Defense
Damage
Damage
40 15This stat is higher compared to the base unit. 12This stat is higher compared to the base unit. 14This stat is higher compared to the base unit.-16This stat is higher compared to the base unit.
Morale
Morale
Luck
Luck
Initiative
Initiative
Speed
Speed
3This stat is higher compared to the base unit. 0 5 6This stat is higher compared to the base unit.
Other Info
Dwelling Labyrinth II
Specialist Hero Devir, son of Devir
Related Units
Base unit Minotaur
Upgrade A Minotaur Lord
Upgrade B Minotaur Vanguard
Internal ID
minos_upg_alt

Minotaur Vanguards are tier-IV units of the Dungeon faction. They can be recruited from Labyrinth II.

They are upgraded versions of the Minotaur, the other being the Minotaur Lord.

Description

“The Vanguard” is a minotaur organization attracting young bulls with promises of adventure and a swift path to the rank of lord. These foot soldiers are impulsive yet efficient, often deployed to places where ruthlessness is considered an act of mercy.

Abilities

Creature Type
Magic Creature
0 to 5Morale Range
|
-5 to 5Luck Range
|
YesCounts for Necromancy?
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so.

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

Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Eager for Battle
This creature always has positive Morale, and its maximum increases to 5. Chance of Morale triggering increases by 5% for each total point.
Passive Ability
Blood for Blood
Whenever this creature takes Damage, its Morale increases by 1.
Passive Ability
Adrenaline Surge
Whenever this creature’s Morale triggers, its Speed increases by 2 and its Attack and Defense increase by 8. Lasts until the end of the next round.
Alternative Attack
Fighting Style: Grand Slam
Hits the target and all creatures within two hexes behind it, dealing –{0}% Damage to each.

Does not spend Focus Charges.

Laws

This unit is specifically affected by following Faction Laws:

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