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.
–3 to 3Morale range
–3 to 3Luck range
NoFallen Embodiments cannot be raised as Undead after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Sweeping Strike
Deals Damage to the target and two adjacent enemies to its sides.
Passive Ability
Embodiment of Fire
This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
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.
The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.
Active Ability
Awaken: Fire II
Special
Cost: 

3 Focus ChargesCooldown: 1 roundTier III
Increase this creature’s Speed and Initiative by 2 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
Special
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
Dispels all negative effects from friendly creatures and all positive effects from enemies.Can only be used after “Awaken.”
Laws
This unit is affected by the following Faction Laws:
Phoenix growth in your cities increases by 1. Their maximum Damage increases by 10/15/20.
Tier VCost: 3/2/1
Law Seals
The abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).
Tier VCost: 5
Law Seals
Tier-7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier VCost: 2
Law Seals
Tier-7 creature growth in your cities increases by 1.
Tier VCost: 2
Law Seals


