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Might & Magic: Heroes VI Game Guide by gamepressure.com

Might & Magic: Heroes VI Game Guide

Table of Contents

Warrior's abilities - p. 2 M&M: Heroes VI Guide

Last update: 11 May 2016

Warcries

Name - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Effects

Description

Remarks

Evasive Maneuvers - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Evasive Maneuvers

Tears

2

Active (battle)

All units get 15% less damage during every 2 first turn of battles.

First turns are rather calm - not useful.

Intimidation - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Intimidation

Tears

3

Active (battle)

Core units can't attack elite and champion, elite units can't attack champion. Lasts during 3 first turns of a battle.

Completely useless.

Stand Your Ground - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Stand Your Ground

Tears

1

Active (battle)

Increases unit's defence about 39%. Lasts 3 turns.

Somehow useful - we'll lose less units.

Mass Stand Your Ground - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Stand Your Ground

Tears

2

Active (battle)

Increases all units defence about 18% and gives an additional counterattack. Requires Stand Your Ground.

Defence bonus is small but another counterattack can make a difference.

Taunt - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Taunt

Tears

3

Active (battle)

Pointed enemy units will attack chosen troop from our army, causing 45% of normal damage. Then loses a turn.

Very helpful to eliminate annoying units.

Rush - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Rush!

Neutral

1

Active (battle)

+19 to unit's initiative, and 1,5 times its movement points.

It lasts only one turn, so it's medium useful.

Warlords Command - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Warlord's Command

Neutral

2

Active (battle)

Chosen unit which hasn't move yet, can do it now. Requires Rush!.

Completely useless.

Heroism - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Heroism

Blood

1

Active (battle)

Increases unit's luck and morale about 14 and attack about 17%. Lasts 3 turns.

One of the best warrior's ability - it makes a difference on a battlefield.

 

Mass Heroism

Blood

2

Active (battle)

Increases morale and luck of all friendly unit about 5, also attack about 10%. Lasts 3 turns, requires Heroism.

It affects greatly all our unites - definitely worthy.

Flawless attack - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Flawless attack

Blood

1

Active (battle)

Chosen unit cause maximum damages during 3 turns.

Nice for weak units.

Heroic charge - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Heroic charge

Blood

3

Active (battle)

Chosen unit gains +2 to movement and +12% bonus to caused damages for every square it moves before attack.

You can choose better, but it isn't bad.

Pressed attack - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Pressed attack

Blood

2

Active (battle)

Every time when chosen unit attacks an enemy, hero make an additional strike (not during counterattack). Lasts 2 turns.

Short persist time makes it rather weak ability.

Warfare

Name - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Effects

Description

Remarks

Counterstrike I - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Counterstrike I

Blood

1

Passive

+10% to damages during counterstrikes

Definitely worthy.

Counterstrike II - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Counterstrike II

Tears

2

Passive

All units can do two counterstrikes during first four turns of battle. Requires Counterstrike I.

Perfect complement with I and III

Counterstrike - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Counterstrike

Blood

3

Passive

In first two turns units make a counterstrike, before an enemy's attack.

Remember, that our units will counterstrike twice. Worthy.

Parry - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Parry

Tears

1

Passive

If units can't counterstrike, they get 10% less damage.

10% makes a difference.

Resilience - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Resilience

Tears

3

Passive

If unit gets three hits in a row, it obtains +3 bonus to defence and +3% to maximum hit points (lasts to the end of a battle).

Bonuses are too small, and it requires hero at 15 level.

Toughness I - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Toughness I

Tears

1

Passive

Increases units health about 2%

As a value of HP is rounded up, it's rather worthy choice.

Toughness II - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Toughness II

Tears

2

Passive

Increases units health about 2%. Requires Toughness I.

Like above

Toughness III - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Toughness III

Tears

3

Passive

Increases units health about 2%. Requires Toughness II.

There are better abilities on 15th level.

Rampage - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Rampage

Blood

3

Passive

If any of hero's unit attacks three times in a row, it gets +5 to the attack to the end of battle.

As we'll mainly attack, it's useful.

Archery I - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Archery I

Blood

1

Passive

Shooting units cause 6% more damages.

Difference is rather non-noticable.

Archery II - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Archery II

Neutral

2

Passive

Shooting units damages are bigger about 3% with every attack. But if troop get melee damages an effect is zeroed. Requires Archery I.

Like above

Archery III - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Archery III

Blood

3

Passive

Shooting penalty -50%

Little of units get any penalties - rather not useful.

Giant Slayer - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Giant Slayer

Blood

2

Passive

All damages caused to big creatures increase about 5%

Bonus is low, but it's worthy.

Cleave - Warriors abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Cleave

Blood

3

Passive

First unit in hero's army which killed and enemy's troop get bonuses: additional action, +16 to morale +5 to initiative for three turns.

Having such upgraded unit is cool.

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