Guardian Griffin

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Guardian Griffin
Faction
Tier
III
Cost
360Gold
(Upgrade cost)
( 90Gold)
Base growth
+7
Squad value
340
Stats
Health
30
Attack
9This stat is higher compared to the base unit.

Base: 7
Increase: +2
Defense
10This stat is higher compared to the base unit.

Base: 6
Increase: +4
Damage
7This stat is higher compared to the base unit.

Base: 5
Increase: +2
-7This stat is lower compared to the base unit.

Base: 9
Decrease: −2
Morale
0
Luck
0
Initiative
10This stat is higher compared to the base unit.

Base: 9
Increase: +1
Speed
6This stat is higher compared to the base unit.

Base: 5
Increase: +1
Other Info
Related Units
Base unit
Upgrade B
Guardian Griffin
Internal ID
griffin_upg_alt

Guardian Griffins are upgraded tier-III units of the Temple faction. They can be recruited from Griffin Rookery II.

They are one of the upgraded versions of the Griffin, the other being the Temple Griffin.

Description

The Order of the Sky is entrusted with the care and breeding of griffins. These intelligent and powerful creatures are not only heavily armored but also fiercely protective of their handlers. The bond between the griffins and the Order runs deep, with the beasts displaying an unwavering loyalty to those they serve, making them invaluable assets in the Templar ranks.

Abilities

Creature Type
Magic Creature
-3 to 3Morale 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.
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Alert I
Can counterattack up to twice per round.
Passive Ability
Loyal Protector
Counterattacks each time an adjacent enemy attacks a friendly creature.
Active Ability
Valiant CryRank II
2 Focus Charge(s)
This creature’s Attack increases by 10 and Initiative by 2. Caw!
Duration: 2 round(s).

Does not end the turn.

Laws

This unit is specifically affected by following Faction Laws:

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