CONFLUX UNITS
 
 
Level 1
 
Basic Unit
Pixie
Sprite
Upgrade
 
2

Attack Skill

Attack Skill

2
2
Defence Skill
Defence Skill
2
n/a
Shots
Shots
n/a
1-2
Damage
Damage
1-3
3
Health
Health
3
7
Speed
Speed
9
25 gold
Cost
Cost
30 gold
 
 
Special Abilities
Weekly Growth = 20 per week (Horde +10)
Special Abilities
Flying
No Retaliation - Flying
Tips
Upgrade Value = Essential
Tips
Pixies are the weakest 1st level unit statistically, but they rely on 'strength in numbers' to win battles. Get the Pixie/Sprite horde building right away to get the full value out of these cheap, but plentiful, units.
'No Retaliation' and a significant Speed increase make Sprites much more valuable than Pixies. They won't last long in the heat of battle, so keep them outside and have them jump in for a good attack when the oppurtunity arises.
 
 
Level 2
 
Basic unit
Air Elemental
Storm Elemental
Upgrade
 
9

Attack Skill

Attack Skill

9
9
Defence Skill
Defence Skill
9
n/a
Shots
Shots
24
2-8
Damage
Damage
2-8
25
Health
Health
25
7
Speed
Speed
8
250 gold
Cost
Cost
275 gold
 
 
Special Abilities
Weekly Growth = 6 per week
Special Abilities
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Unaffected by morale - Receives double damage from Lightning Bolt, Chain Lightning, and Armageddon spells - Immune to Meteor Shower spell
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Unaffected by morale - Receives double damage from Lightning Bolt, Chain Lightning, and Armageddon spells - Ranged - Can cast Protection from Air spell on an ally instead of attacking/defending/moving - Immune to Meteor Shower spell
Tips
Upgrade Value = Essential
Tips
Air Elementals, compared to other level 2 units, have high Attack, high Defense, and just about high everything, including Cost. A wide Damage range and good Speed makes them valuable on the field early on in most adventures. Use the Air Elemental to tank instead of Pixies early on in a game before you get the upgrade.
As if Air Elementals were not strong enough, Storm Elementals unleash high damage from long range. They also tend to unleash high prices for your treasury, though, but having a shooter that can take it and dish it is well worth it.
 
 
Level 3
 
Basic unit
Water Elemental
Ice Elemental
Upgrade
 
8

Attack Skill

Attack Skill

8
10
Defence Skill
Defence Skill
10
n/a
Shots
Shots
24
3-7
Damage
Damage
3-7
30
Health
Health
30
5
Speed
Speed
6
300 gold
Cost
Cost
375 gold
 
 
Special Abilities
Weekly Growth = 6 per week
Special Abilities
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Unaffected by morale - Receives double damage from Fire Shield, Fireball, Inferno, and Fire Wall spells - Immune to Ice Bolt and Frost Ring spells
Elemental: Immune to mind-affecting spells, Resurrection, Ice Bolt and Frost Ring spells, Meteor Shower, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Unaffected by morale - Receives double damage from Fire Shield, Fireball, Inferno, and Fire Wall spells - - Ranged - Can cast Protection from Water on an ally instead of moving/attacking/defending
Tips
Upgrade Value = Essential
Tips
Water Elementals pose yet another threat from the Conflux with very high Defense and exceptional Damage. Water Elementals are also able to take a good amount of damage before perishing, so, as with the Air Elementals, use them to tank in the time period before you get the upgrade.
The Ice Elemental's ability to shoot enemies from a distance adds extra cost onto the Water Elemental's initial costly price. Other than that, this upgrade does little stat-wise. Don't bother defending them too heavily; they can stand on their own in a rough spot most of the time.
 
 
Level 4
 
Basic unit
Fire Elemental
Energy Elemental
Upgrade
 
10

Attack Skill

Attack Skill

12
8
Defence Skill
Defence Skill
8
n/a
Shots
Shots
n/a
4-6
Damage
Damage
4-6
35
Health
Health
35
6
Speed
Speed
8
350 gold
Cost
Cost
400 gold
 
 
Special Abilities
Weekly Growth = 5 per week
Special Abilities
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Unaffected by Morale - Receives double damage from the Ice Bolt and Frost Ring spells - Immune to all Fire School Spells
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Unaffected by Morale - Receives double damage from the Ice Bolt and Frost Ring spells - Immune to all Fire School Spells - Flying - Can cast Protection from Fire on an ally instead of attacking/defending/moving
Tips
Upgrade Value = Important
Tips
Fire Elementals are similar to Swordsmen in almost every aspect, but they are slightly faster and deal less Damage. Fire Elementals have less Defense than most other level 4 units, so be careful how you use them in big battles.
Energy Elementals are a good bit faster and stronger than Fire Elementals, but their defensive capabilties remain the same. One bonus is that Energy Elementals can fly, making it easier to traverse the battlefield. Use them the same way as you would Fire Elementals, because they are still prone to being defeated easily occasionally when fighting stronger foes.
 
 
Level 5
 
Basic unit
Earth Elemental
Magma Elemental
Upgrade
 
10

Attack Skill

Attack Skill

11
10
Defence Skill
Defence Skill
11
n/a
Shots
Shots
n/a
4-8
Damage
Damage
6-10
40
Health
Health
40
4
Speed
Speed
6
400 gold
Cost
Cost
500 gold
 
 
Special Abilities
Weekly Growth = 4 per week
Special Abilities
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, Raise Demon and Lightning Bolt, Chain Lightning, and Armageddon spells - Unaffected by morale - Receives double damage from the Meteor Shower spell
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - Immune to Lightning Bolt, Chain Lightning, and Armageddon spells - Unaffected by morale - Receives double damage from the Meteor Shower spell - Can cast Protection from Earth on an ally instead of moving/attacking/defending
Tips
Upgrade Value = Important
Tips
Earth Elementals have less-than desirable stats, but they dedicate themselves to their defensive skills. They have average Defense and good Health, but because of their low Damage I suggest they stay far back and shield ranged allies like the Storm or Ice Elementals instead of arriving at the battle too late.
An all-around increase in stats qualifies the Magma Elemental for effective melee. The best increase is in their Damage, which is essential in warding off attackers. With this upgrade, the choice is yours for whether you want them to defend allies or rush into your enemies, making them very versatile units.
 
 
Level 6
 
Basic unit
Psychic Elemental
Magic Elemental
Upgrade
 
15

Attack Skill

Attack Skill

15
13
Defence Skill
Defence Skill
13
n/a
Shots
Shots
n/a
10-20
Damage
Damage
15-25
75
Health
Health
80
7
Speed
Speed
9
750 gold
Cost
Cost
800 gold
 
 
Special Abilities
Weekly Growth = 2 per week
Special Abilities
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - No Retaliation - Hydra-Headed Attack - Psychic Elementals deal half damage to enemies who are immune to Mind spells or have Complete Magic Immunity - Unaffected by Morale
Elemental: Immune to mind-affecting spells, Resurrection, Aging, Fear, Death Stare, Life Drain, Poison, Disease, Death Cloud splash damage, and Raise Demon - No Retaliation - Hydra-Headed Attack - Magic Elementals deal half damage to enemies who have Complete Magic Immunity - Unaffected by Morale - Immune to Petrify/Stone Gaze, Weakness, and Paralysis - Complete Magic Immunity
Tips
Upgrade Value = Optional but Useful
Tips
Psychic Elementals have poor Health and low Defense, but their immunity to Mind spells is very useful. These guys can hit every unit around them at once, so use those Teleport and Counterstrike spells to maximize their unlimited potential. Be careful, you may need to Teleport them out of danger too, because they still cannot match other level 6 units such as the Cavalier or Black Knight.
Magic Elementals are immune to all forms of magic and magical effects, so that means the Teleport spell won't be helping you any more. Besides that inconvienience, better Health, Speed, and Damage grant the Magic Elemental a much stronger presence on the battlefield. Use their farther movement to get in a few free shots before enemies start to approach your ranged allies.
 
 
Level 7
 
Basic unit
Firebird
Phoenix
Upgrade
 
18

Attack Skill

Attack Skill

21
18
Defence Skill
Defence Skill
18
n/a
Shots
Shots
n/a
30-40
Damage
Damage
30-40
150
Health
Health
200
15
Speed
Speed
21
1,500 gold
Cost
Cost
2,000 gold + 1 Mercury
 
 
Special Abilities
Weekly Growth = 2 per week
Special Abilities
Immune to all Fire School spells - Flying - Breath Attack
Immune to all Fire School spells - Flying - Rebirth: A fraction of the total number of Phoenixes will be resurrected when the stack is destroyed once per battle; exact formula is 20% chance per Phoenix of reviving one Phoenix; ex. 1 Phoenix grants a 20% chance to have 1 Phoenix revived, 4 Phoenixes grants an 80% chance to have one Phoenix revived, 5 Phoenixes automatically revives one Phoenix, 7 Phoenixes automatically brings one back to life with a 40% chance of reviving a 2nd - Breath Attack
Tips
Upgrade Value = Essential
Tips
The magnificent Firebird has rather weak stats for a level 7, but it still does good Damage to most enemies. All Firebirds are immune to fire spells and effects, which protects them from some of the strongest spells in the game! Aside from those facts, Firebirds, on their own, are faster than almost any other creature. The Speed and far movement make them good for destroying enemy ranged units with ease.
Phoenixes are THE fastest unit in Heroes 3. A good improvement to a few stats make Phoenixes much better than Firebirds for dealing with opposing units. Phoenixes can revive some of themselves when a stack dies with their special Rebirth ability, and they are still great at eliminating enemy ranged attackers or weaker melee units like its predecessor.
 Level 8
Sacred Phoenix
Stats
 

Attack Skill

28
Defence Skill
28
Shots
n/a
Damage
45-60
Health
400
Speed
21
Cost
5.000 gold + 3 mercury
 
 
Weekly Growth
Special Abilities
Improved Rebirth: When a stack of Sacred Phoenixes are destroyed, 20% of them are automatically revived with an 100% chance that another will be revived if there are any remaining - Immune to Fire Magic - Flying - Fire Shield - Slayer
1 per week
Tips
The Sacred Phoenix is still the fastest unit in Heroes III, but some handy new feats separate itself from its regular cousin. Sacred Phoenixes have relatively low stats, but good Damage and low Cost. A Fire Shield protects the Sacred Phoenix by damaging attackers, and Immunity to Fire protects it from enemy Fire Shields. Sacred Phoenixes always perform better against level 7 and 8 units because of their Slayer skill, so this combination of abilities calls for a different strategy when using the Sacred Phoenix. Regular Phoenixes require a good bit of caution because of their lower stats; they cannot get too deep in the fray or they will be ground to ashes in seconds. Sacred Phoenixes, however, can hold off enemies better and deal more damage overall, so they invite a more relaxed play experience. If you happen to lose a stack of them, don't despair, their 'Improved Rebirth' ability brings more back to life than regular Phoenixes. (Note that the Sacred Phoenix is only available in the Wake of Gods add-on to Heroes III)

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