Shark Guard / Wanizame M&M: Heroes VI Guide
Last update: 11 May 2016
Unit | Statistics | Attributes | Cost |
Shark Guard
| Ferocious Wound: attacked enemy's initiative is decreased about 2 for two next turns. Additionally he obtains small damages. Water resistance: water magic causes only half damages. Air vulnerability: air magic causes additional 25% damages. Water-land creature: unit is insensitive to water magic decreasing movement. If hero has only such units in army, he can move on the water. Living creature: this unit can be healed and resurrected, insensible on necromancy effects. | 95 gold |
Unit | Statistics | Attributes | Cost |
Wanizame
| Ferocious Wound: attacked enemy's initiative is decreased about 2 for two next turns. Additionally he obtains small damages. Water resistance: water magic causes only half damages. Air vulnerability: air magic causes additional 25% damages. Water-land creature: unit is insensitive to water magic decreasing movement. If hero has only such units in army, he can move on the water. Living creature: this unit can be healed and resurrected, insensible on necromancy effects. Blood Frenzy: unit cause additional damage to creatures with ferocious wound. | 140 gold |
Those shark-like creatures are the very core of Sanctuary's army, especially at the beginning. Supported by coral priestesses can be very dangerous. A huge advantage of this unit is a decreasing enemy's initiative - it will slow our opponent. Important is also fact, that Wanizame inflicts more damages to the units he attacks earlier - so it's worth to concentrate on some crucial aims. It shouldn't be difficult - sharks have big mobility and lot of HP. |