Might and Magic Wiki

The dark champion is a fourth-level creature, connected to the Necropolis in Heroes of Might and Magic IV: The Gathering Storm. It can be purchased at the dark knight's sanctum external dwelling.

Dark Champions are powerful, twisted undead Paladins. Those facing the charge of a Dark Campion will often flee in terror, while the few remaining to fight discover the wounds inflicted upon a Dark Champion rapidly fade away.OffBck

Comments[]

The dark champion is one of the strongest creatures in Heroes IV. With three extremely useful abilities - charge, terror, and regeneration - it will do a lot of damage and stay alive long enough to present a real problem to any opponent. If the player finds the creature dwelling, purchase it; it is well worth the cost.

When facing it in combat, try slowing it down and throwing spells at it. Bring enough creature stacks to ensure that terror (which it can cast three times per combat) doesn't completely immobilize the army.

Abilities[]

Charge
Charge allows this creature to do more damage after it charges for a long distance before attacking.
Undead
Undead creatures are not affected by morale, or by spells and abilities that only work on living creatures. Some spells and artifacts (such as Holy Water) have special effects on Undead creatures. Undead creatures, however, give an additional -2 morale penalty to all non-Death creatures.
Terror
Terror allows this creature to cast Terror on an opponent. Enemies who are frozen by Terror cannot take any actions for one turn.
Regeneration
This creature's Regeneration ability allows it to completely heal all of it's wounds at the end of each turn. Regenerates up to 50 hit points per turn.

Notes[]

The ability description states that terror freezes the target for one turn. In reality, it freezes it for two turns.


Necropolis
Town creatures
Skeleton · Imp · Ghost · Cerberus · Vampire · Venom spawn · Bone dragon · Devil
Dwelling creatures
Zombie · Gargoyle · Mummy · Ice demon · Dark champion (TGS)