Water Elemental

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From the depths of the deepest sea, water elementals are sent by the great god of the oceans to aid in your conquest. Impervious to normal weapons, and poisonous to the touch, water elementals are the bane of Terra.


Magic Speciality:PhantasmSpell Resistance:
  • Ascendant: 0%
  • Verdant: 0%
  • Eradication: 80%
  • Nether: 75%
  • Phantasm: 35%
Race:Elemental
Attribute:Summon NoMarket
Power Rank:19,406
Attack Power:400,000
Attack Type:Poison Ranged 
Attack Resistance:

  • Missile: 100%
  • Fire: 50%
  • Poison: 100%
  • Breath: 0%
  • Magic: 50%
  • Melee: 100%
  • Ranged: 75%
  • Lightning: 100%
  • Cold: 25%
  • Paralyse: 100%
  • Psychic: 50%
  • Holy: 80%
Attack Initiative:2
Counter Attack:5,000
Extra Attack Power:-
Extra Attack Type:-
Extra Attack Initiative:-
Hitpoints:72,000
Recruit Costs:-
Upkeep Costs:30.00 M.P.
Unit Abilities:Endurance
Related spell:Conjure Elemental
Related item:-

-WE are one of the 3 elementals you can randomly get from the Conjure Elemental spell. It can be difficult to use the spell because it is expensive, it is random in what it provides, and each elemental has relatively different characterstics, making it hard to plan for them. -WE suffer from the same weaknesses as all Phantasm elementals in that they aren't very sturdy. They are, however, extremely high damage for net power, doing more damage even than a corresponding number of Chimeras. Their single attack is all Primary and thus it is directly affected by things such as Valor and spells/items that work only on the Primary and not secondary (Bubble Wine, etc). -With no Breath resists, low Fire and relatively low health, they are very vulnerable to Red mages. Their one good point on defense is 100% Melee resists, which can sometimes let them sponge Green attacks. -It is best to stack them low in your army.


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