Imp and Familiar

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Inferno creatures
Level 1
Imp Imp
Familiar Familiar
Level 2
Gog Gog
Magog Magog
Level 3
Hell Hound Hell Hound
Cerberus Cerberus
Level 4
Demon Demon
Horned Demon Horned Demon
Level 5
Pit Fiend Pit Fiend
Pit Lord Pit Lord
Level 6
Efreeti Efreeti
Efreet Sultan Efreet Sultan
Level 7
Devil Devil
Arch Devil Arch Devil
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Creature-box.png
Familiar
Creature Familiar.pngCreature Familiar.png
CreatureBackground Inferno.png
4
4
1–2
4
7
Move
Ground
Size
1
Growth
15 (+8)
60
60
Cost Per Troop
Gold symbol for text.png
60
Creature-box.png
Imp
Creature Imp.pngCreature Imp.png
CreatureBackground Inferno.png
2
3
1–2
4
5
Move
Ground
Size
1
Growth
15 (+8)
50
50
Cost Per Troop
Gold symbol for text.png
50

Imps and Familiars are level 1 creatures of Inferno. They are recruited from the Imp Crucible. Building the Birthing Pool increases Imp and Familiar growth by 8 per week. With the Grail building of Inferno built, the Deity of Fire, will also make every upcoming week to be the week of the imp, which will double their growth.

"Small, frail, and armed only with their natural scratching claws, imps and familiars are among the weakest units in the game. They are, however, produced in great numbers. When familiars are on the battlefield, they channel 20% of spell points spent by enemy spellcasters directly into their hero's spell point pool. " RoE manual

Dwelling-portrait-box.png
Imp Crucible
Shadow of Death map icon.png
Horn of the Abyss map icon.png
Imp (adventure map).gif
Familiar (adventure map).gif
Imp portrait.png
Imp portrait (HotA).png
Mini Portrait Imp.png
Familiar portrait.png
Mini Portrait Familiar.png

Heroes with a specialty[edit | edit source]

Special Ability: Magic Channel[edit | edit source]

While Imps possess no special abilities, Familiars have ability phrased as magic channel. It enables hero to gain spell points during combat if the enemy hero casts any spells and at least one stack of familiars are alive. Mana received this way is 20% of the points the enemy hero uses for the spell (rounded down). The points go straight to hero's mana pool and are at disposal the next time hero wishes to cast a spell.

However, the effect is not cumulative, which means that the channeling works only once no matter the number of familiar stacks. Naturally, the channeling does not work if all the familiar stacks have died during combat.

Official Renders[edit | edit source]

User commentary

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Some may find the information in this section subjective or irrelevant.

Imps and Familiars are literally one of the worst creatures in the game, upgraded or not, except for the peasant, pixie which becomes a strong and fast unit when upgraded to sprite, and the regular gremlin, who becomes an useful shooter when upgraded. However, they are nice to have as cannon fodder and also to steal some mana from the enemy hero. They can also be farmed for Demons, or, with the Grail building of Inferno, become more than a decent stack, with their double growth. Still, they are more expensive than they should be.

Enemy shooters will often prefer Imps to other Inferno creatures. Therefore, if you intend to turn them into Demons anyway, a good tactic is to let them soak ranged attacks while the rest of your army closes the distance.

Familiars have decent speed for a level 1 creature and can be given to army-less scouting heroes to boost their overland movement.


See also:[edit source]