![]() Barbarian |
![]() Knight |
![]() Necromancer |
![]() Sorceress |
![]() Warlock | ![]() Wizard | ![]() Neutral |
This is a list of creatures in Heroes of Might and Magic II: The Succession Wars and its expansions.
Barbarian[]
Tier | Unit | Icon | Description |
---|---|---|---|
1 | Goblin | ![]() |
A solid low level creature, packs of Goblins are a match for most level two creatures. |
2 | Orc | ![]() |
Though slow, Orcs provide range attack until Trolls can be recruited. |
2+ | Orc Chief | ![]() |
The upgrade to the Orcs gives them longer durabilty in combat. |
3 | Wolf | ![]() |
2 Attacks. Wolves are incredible offensive units, but they need to be used carefully because they cannot take damage well. |
4 | Ogre | ![]() |
Ogres are the anchor of the Barbarian units. Though tough, Ogres are very slow on the battlefield, making it difficult for them to attack. |
4+ | Ogre Lord | ![]() |
The upgrade to the Ogre not only adds speed, but a sizeable increase in hit points. |
5 | Troll | ![]() |
Regenerates. The ability to regenerate and strike at range makes trolls incredibly useful in castle sieges. |
5+ | War Troll | ![]() |
Regenerates. The Troll upgrade increases in damage and speed, while keeping the ability to regenerate. |
6 | Cyclops | ![]() |
Attack affects 2 spaces, 20% chance to Paralyze creatures. Cyclopes are powerful ground combatants. |
Knight[]
Tier | Unit | Icon | Description |
---|---|---|---|
1 | Peasant | ![]() |
The weakest creature, their only redeeming quality is numbers- they are cheap and plentiful. |
2 | Archer | ![]() |
The only range strike unit for the Knight, the slow speed of the Archers can be a setback. |
2+ | Ranger | ![]() |
Fires 2 shots per turn. The Ranger is almost twice as good as an Archer on offense. |
3 | Pikeman | ![]() |
Though weak on offense, the Pikemen's Defense allows them to last in battle. |
3+ | Veteran Pikeman | ![]() |
The upgrade of the Pikeman gives increased speed and hit points. |
4 | Swordsman | ![]() |
Swordsmen are tougher than Pikemen, and do considerably more damage |
4+ | Master Swordsman | ![]() |
The Swordsman upgrade gives increased speed and hit points. |
5 | Cavalry | ![]() |
Cavalry deal considerable damage, and their high speed allows them to manuever easily. |
5+ | Champion | ![]() |
One of the fastest units, the Cavalry upgrade can move around almost at will on the battlefield. |
6 | Paladin | ![]() |
2 attacks. Paladins are best suited on offense, where they can best use their ability to strike twice. |
6+ | Crusader | ![]() |
2 attacks. Immune to curse. x2 damage vs. undead. |
Necromancer[]
Tier | Unit | Icon | Description |
---|---|---|---|
1 | Skeleton | ![]() |
The best level one creature, Skeletons should be hoarded by Necromancers, as they provide easily available power early on. |
2 | Zombie | ![]() |
Though having more hits than Skeletons, Zombies have a low Defense and speed. |
2+ | Mutant Zombie | ![]() |
The zombie upgrade increases the speed of the Zombies. Mutant Zombies are worthwhile additions to any fledgling undead army. |
3 | Mummy | ![]() |
20% chance to curse enemy creatures. The best ground creature available for the Necromancer. |
3+ | Royal Mummy | ![]() |
30% chance to Curse enemy creatures. The upgrade of the Mummy has improved speed and toughness. |
4 | Vampire | ![]() |
Flies. Creatures attacked by Vampires cannot retaliate. Vampires are necessary for the success of the Necromancer. |
4+ | Vampire Lord | ![]() |
Flies. Creatures attacked by Vampire Lords cannot retaliate. Vampire Lords gain some back some of the damage they do as hit points |
5 | Lich | ![]() |
Range attack affects adjacent hexes. Liches are the only range strike unit available to the Necromancer. |
5+ | Power Lich | ![]() |
Range attack affects adjacent hexes. This upgrade of the Lich improves the durability of the Lich in combat. |
6 | Bone Dragon | ![]() |
Flies. Lowers the morale of opposing creatures. Bone Dragons are fierce creatures, second only to the Warlock Dragons in raw damage. |
Sorceress[]
Tier | Unit | Icon | Description |
---|---|---|---|
1 | Sprite | ![]() |
Flies. Creatures attacked by Sprites cannot retaliate. Sprites are powerful in large numbers. |
2 | Dwarf | ![]() |
25% Magic resistance. Dwarves make excellent garrison units because of their toughness and magic resistance. |
2+ | Battle Dwarf | ![]() |
25% Magic resistance. The upgrade of the Dwarf is faster and tougher. |
3 | Elf | ![]() |
Fires 2 shots per turn. Elves are incredible offensive units, able to deal large amounts of damage at range. |
3+ | Grand Elf | ![]() |
Fires 2 shots per turn. The Elf upgrade becomes faster and more skilled. Grand Elves are able to whittle down enemy forces quickly. |
4 | Druid | ![]() |
Druids are one of the best range strike units available. Though weak, few units can close to melee range on the Druid without dying. |
4+ | Greater Druid | ![]() |
The Druid upgrade is faster and tougher. Greater Druids and Grand Elves complement each other well. |
5 | Unicorn | ![]() |
20% chance to Blind enemy creature. Unicorns are solid ground creatures. They are tough, fast, and deal good damage. |
6 | Phoenix | ![]() |
Flies. Attack affects two hexes. Immune to elemental spells. Extremely fast and powerful, Phoenixes can be formidable opponents. |
Warlock[]
Tier | Unit |
Icon |
Description |
---|---|---|---|
1 | Centaur | ![]() |
Centaurs are the only range strike creature available to the Warlock and are valuable for that reason. |
2 | Gargoyle | ![]() |
Flies. Due to their speed and toughness, Gargoyles are one of the most useful Warlock creatures. |
3 | Griffin | ![]() |
Flies. May retaliate against any number of attackers. Griffins are able to fight large numbers of creatures and prove victorious. |
4 | Minotaur | ![]() |
Minotaurs are good offensive creatures but are slow compared to the earlier Warlock creatures. |
4+ | Minotaur King | ![]() |
The Minotaur upgrade saves the Warlock in the midgame because of the increased speed and toughness. |
5 | Hydra | ![]() |
Attacks all adjacent enemies. Though powerful, their slow speed makes the Hydra most useful as a garrison creature. |
6 | Green Dragon | ![]() |
Flies. Attack affects two hexes. Immune to spells. The Dragon easily reigns as the best sixth level creature and can fight small armies itself. |
6+ | Red Dragon | ![]() |
Flies. Attack affects two hexes. Immune to spells. The first upgrade to the Dragon improves speed, toughness, and skill. |
6++ | Black Dragon | ![]() |
Flies. Attack affects two hexes. Immune to spells. The second upgrade to the Dragon improves again in speed, toughness, and skill. |
Wizard[]
Tier | Unit | Icon | Description |
---|---|---|---|
1 | Halfling | ![]() |
Halflings provide solid, early range strike ability for the Wizard. |
2 | Boar | ![]() |
Boars are fast and strong and make excellent units for exploring. |
3 | Iron Golem | ![]() |
1/2 damage from elemental spells. The high defense, partial magic resistance, and slow speed make Golems excellent garrison creatures. |
3+ | Steel Golem | ![]() |
1/2 damage from elemental spells. The Golem upgrade is faster, tougher, and stronger. |
4 | Roc | ![]() |
Flies. The only flying creature available to the Wizard, Roc offers solid offense and defense. |
5 | Mage | ![]() |
No penalty for attacking adjacent units. Though weak, Mages provide incredible offensive power. |
5+ | Archmage | ![]() |
No adjacent penalty. 20% chance to dispel beneficial spells on their target. Archmages are second only to Titans in range strike ability. |
6 | Giant | ![]() |
Immune to mind-affecting spells. Giants do good damage and have enormous hit points, making them the scariest creature on the ground. |
6+ | Titan | ![]() |
Immune to mind-affecting spells. No penalty for attacking adjacent units. Titans are capable of defeating Dragons in one on one combat. |
Neutral[]
Unit | Icon | Description |
---|---|---|
Rogue | ![]() |
Creatures attacked by Rogues cannot retaliate. Rogues are useful early in the game, providing extra offense to any hero’s army. |
Nomad | Nomads provide inexpensive fast creatures that can deal and take damage reasonably well. | |
Ghost | Flies. Undead. Creatures killed by ghosts become ghosts. Ghosts are fearsome opponents. Never attack ghosts with level one creatures! | |
Genie | Flies. 10% halve enemy unit. Between Paladin and Phoenix in power, the Genies low cost and awesome special ability are always useful. | |
Medusa | 20% chance to turn victim to stone for the combat. Medusas make a welcome addition to any army or garrison force. | |
Air Elemental | Neutral morale. Immune to mind spells and Meteor Swarm. Storm and Lightning Bolt do x2 damage. | |
Earth Elemental | Neutral morale. Immune to mind spells, Lightning Bolt, and Storm. Meteor Swarm does x2 damage. | |
Fire Elemental | Neutral morale. Immune to mind and fire spells. Cold spells do x2 damage. | |
Water Elemental | Neutral morale. Immune to mind and cold spells. Fire spells do x2 damage. |
Creatures (H2) | ||
---|---|---|
Barbarian | 1(Goblin) • 2(Orc → Orc chief) • 3(Wolf) • 4(Ogre → Ogre lord) • 5(Troll → War troll) • 6(Cyclops) | |
Knight | 1(Peasant) • 2(Archer → Ranger) • 3(Pikeman → Veteran pikeman) • 4(Swordsman → Master swordsman) • 5(Cavalry → Champion) • 6(Paladin → Crusader) | |
Necromancer | 1(Skeleton) • 2(Zombie → Mutant zombie) • 3(Mummy → Royal mummy) • 4(Vampire → Vampire lord) • 5(Lich → Power lich) • 6(Bone dragon) | |
Sorceress | 1(Sprite) • 2(Dwarf → Battle dwarf) • 3(Elf → Grand elf) • 4(Druid → Greater druid) • 5(Unicorn) • 6(Phoenix) | |
Warlock | 1(Centaur) • 2(Gargoyle) • 3(Griffin) • 4(Minotaur → Minotaur king) • 5(Hydra) • 6(Green dragon → Red dragon → Black dragon) | |
Wizard | 1(Halfling) • 2(Boar) • 3(Iron golem → Steel golem) • 4(Roc) • 5(Mage → Archmage) • 6(Giant → Titan) | |
Neutral | Rogue • Nomad • Ghost • Genie • Medusa • Air elemental • Earth elemental • Fire elemental • Water elemental |