Guardian Griffin
From Heroes of Might and Magic: Olden Era Official Wiki
Guardian Griffin |
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Faction |
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Tier III |
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Cost 360 (Upgrade cost) ( 90 |
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Base growth +7 |
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Squad value 340 |
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| Stats | |||
Health 30
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Attack 9
Base: 7 Increase: +2 |
Defense 10
Base: 6 Increase: +4 |
Damage 7
Base: 5 Increase: +2-7 Base: 9 Decrease: −2 |
Morale 0
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Luck 0
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Initiative 10
Base: 9 Increase: +1 |
Speed 6
Base: 5 Increase: +1 |
| Other Info | |||
Dwelling |
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| Related Units | |||
Upgrade B Guardian Griffin |
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| 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
A beast or beast-like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so.
–3 to 3Morale range
–5 to 5Luck range
YesFallen Magic creatures can 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
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 Cry - Rank IIThis ability has multiple versions.
Positive effect
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
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 affected by the following Faction Laws:
Griffin growth in your cities increases by 2. They gain 5/10/15 HP.
Tier IICost: 3/2/2
Law Seals
Tier-3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IICost: 2
Law Seals
Tier-3 creature growth in your cities increases by 2.
Tier IICost: 2
Law Seals
Strategy
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