Psychic Elemental and Magic Elemental

From Heroes of Might and Magic III
Jump to navigationJump to search
Conflux creatures
Level 1
Pixie Pixie
Sprite Sprite
Level 2
Air Elemental Air Elemental
Storm Elemental Storm Elemental
Level 3
Water Elemental Water Elemental
Ice Elemental Ice Elemental
Level 4
Fire Elemental Fire Elemental
Energy Elemental Energy Elemental
Level 5
Earth Elemental Earth Elemental
Magma Elemental Magma Elemental
Level 6
Psychic Elemental Psychic Elemental
Magic Elemental Magic Elemental
Level 7
Firebird Firebird
Phoenix Phoenix
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Statistics
Psychic Elemental
Creature Psychic Elemental.png
 Cost per troop 
Resource Gold 20x18.gif
750
(950) Horn of the Abyss

Attack 15
Defense 13
Damage 10–20
Health 75
Speed 7
Movement Ground
Size 1
Growth 2
AI Value 1669
 Special abilities:
Non-living
• No enemy retaliation
• Attacks all adjacent hexes
Mind spell immunity
Magic Elemental
Creature Magic Elemental.png
 Cost per troop 
Resource Gold 20x18.gif
800
(1200) Horn of the Abyss

Attack 15
Defense 13
Damage 15–25
Health 80
Speed 9
Movement Ground
Size 1
Growth 2
AI Value 2012
 Special abilities:
Non-living
• No enemy retaliation
• Attacks all adjacent hexes
Immune to all magic
Portraits
Psychic Elemental portrait.gif Magic Elemental portrait.gif
Mini Portrait Psychic Elemental.png Mini Portrait Magic Elemental.png
Altar of Thought   Psychic Elemental (adventure map).gif Magic Elemental (adventure map).gif

Psychic Elementals and Magic Elementals are the level 6 creatures of Conflux. They are recruited from the Altar of Thought.

"Psychic Elementals are the physical evidence of what many consider the fifth element: thought. These creatures are immune to Mind spells. Their attacks overpower the minds of all those surrounding them, causing enough pain to kill. Enemies enduring such an attack rarely are capable of a retaliatory strike. Magic Elementals are a product of the sixth element: magic. Magic Elementals are also immune to all forms of magic." AB manual

Special Abilities[edit | edit source]

  • Psychic Elementals do half damage to units immune to Mind spells. Because all elementals are immune to Mind Spells, Psychic Elementals' Mind Spell immunity is redundant.
  • Magic Elementals do half damage to units immune to magic.

Although Magic Elemental Magic Elementals are immune to all spells, they will still be affected by Quicksand small.png Quicksand, Dispel small.png Dispel and Fire Shield small.png Fire Shield.

Note that the damage is not halved against targets affected by Anti-Magic.

Heroes with a specialty[edit | edit source]

Horn of the Abyss[edit | edit source]

  • Psychic Elementals' cost 750 Gold ArrowL-R.gif 950 Gold
  • Magic Elementals' cost 800 Gold ArrowL-R.gif 1200 Gold.
  • The in-game descriptions for both Psychic and Magic Elementals are updated.

Official Renders[edit | edit source]

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

They are creatures summoned from the Elemental Plane of Magic.


Because all elementals are immune to Mind Spells, Psychic Elementals' Mind Spell immunity is redundant. Psychic Elementals deal half damage to units immune to Mind Spells, while Magic Elementals deal half damage only to units completely immune to magic (Black Dragons and other Magic Elementals).

Toughness

For a level 6 unit, their health and defense values are below-average. However, unlike the other level 6 units with low hp, like the Manticores/Scorpicores and both kinds of Wyvern, they have the no retaliation skill, which means they will not receive damage when attacking (unless facing Efreet Sultans or a troop on which Fire Shield was cast).

Offense

They have very good offensive stats, considering their specials; the no retaliation skill helps them retain numbers and they also strike all adjacent enemies, theoretically enabling them to deal the highest raw damage per unit for a level 6 troop, 60-120 and 90-150 for the upgrade. Still, they will usually hit 2 troops at once, which isn't bad at all.

Efficiency and cost

For a level 6 dwelling, the cost of both the base and the upgraded one together is relatively low, a total of 5 of each resources and only 6000 gold Gold. However, the upgraded dwelling requires a Mage Guild level 2 to be built, which is usually built already. It also requires all other base dwellings except Pyre to be built, so you probably won't be able to have them available since first week.

The cost of the base and upgraded unit is also very low, only 750/800 gold Gold. It was significantly increased in Horn of the Abyss, though. All in all, they are worth their cost.

Tactics

With this unit, the tactic is to wait for the enemy to make their move first and then attack where you can strike the most stacks. Unlike both Hydras, the Psychic and Magic Elemental occupy only 1 hex and are faster, so it's easier for them to attack more enemies. Still, they should be carefully used as not to be overwhelmed by enemies, while it's good to be always accompanied by allied troops so they can take the hits instead, like Earth or Magma Elementals.

Against them, it's recommended to use up their retaliation on only one troop and then overwhelm them with attacks, if next turn these elementals won't be able to deal that much damage to your army. Keep in mind, the base unit can't be Blinded nor Berserked (as any elemental), and the upgrade is immune to all magic.

If you prefer to be able to cast beneficial spells on your own troops, you might want to opt for the Psychic Elemental, but be aware that it deals 5-5 less damage than the upgrade.

Skill bonuses

Offense would be a good skill to have, both because of this unit's specialties and also because at least two Conflux units deal under-average damage for their growth and levels. Armorer would be a good choice too, since out of all Conflux creatures, only Pixies/Sprites and Firebirds/Phoenixes can be resurrected. Tactics could allow you to strike first, using Expert Slow on the Phoenixes' turn and then attack with the Psychic or Magic Elementals where it hurts the most, especially enemy archers and vulnerable or important troops.


See also:[edit source]