Water Elemental
Note: All unit upkeeps listed are from the most recently updated (newest reset) Ultimate Servers (Guild or Solo).
Please check Arch Server values from the in game server encyclopedia or multiply M.P. upkeeps by two
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: | Phantasm | Spell Resistance: |
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Race: | Elemental | ||
Attribute: | Summon NoMarket | ||
Power Rank: | 19,406 | ||
Attack Power: | 400,000 | ||
Attack Type: | Poison Ranged | Attack Resistance: |
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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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