Flaming Phoenix
From Heroes of Might and Magic: Olden Era Official Wiki
Flaming Phoenix |
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Faction |
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Tier VII |
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Base growth +1 |
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Squad value 7699 |
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| Stats | |||
Health 300
Base: 200 Increase: +100 |
Attack 36
Base: 28 Increase: +8 |
Defense 27
Base: 26 Increase: +1 |
Damage 45-65
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Morale 0
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Luck 0
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Initiative 16
Base: 14 Increase: +2 |
Speed 10
Base: 8 Increase: +2 |
| Other Info | |||
Dwelling |
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| Related Units | |||
Upgrade A Flaming Phoenix |
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| Internal ID | |||
| phoenix_upg | |||
Flaming Phoenixes 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 Energy Phoenix.
Description
Out of all the elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial.
Abilities
| Creature Type Embodiment | |
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.
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| Movement Type Melee Attack | |
Can only attack adjacent enemies. Provokes counterattacks.
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| Passive Ability Sweeping Strike | |
Deals Damage to the target and two adjacent hexes to its sides.
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| Passive Ability Embodiment of Fire | |
This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
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| Passive Ability Immortal | |
Leaves a pile of ash upon death. At the start of the following round, [ 1 + 50% of the original units in the stack ] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way.
The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent. | |
| Active Ability Awaken: Fire II | |
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 Heatwave | |
Dispels all negative effects from friendly creatures and all positive effects from enemies.
Can only be used after “Awaken.” | |
Laws
This unit is specifically affected by following Faction Laws:


