Stone Golem and Iron Golem

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Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral
Statistics
Stone Golem
 Cost per troop 

150

Attack 7
Defense 10
Damage 4–5
Health 30
Speed 3
Movement Ground
Size 1
Growth 6
AI Value 250
 Special abilities:
Spell damage reduction 50%
Non-living
Iron Golem
 Cost per troop 

200

Attack 9
Defense 10
Damage 4–5
Health 35
Speed 5
Movement Ground
Size 1
Growth 6
AI Value 412
 Special abilities:
Spell damage reduction 75%
Non-living
Golem Factory  

Stone Golems and Iron Golems are the level 3 creatures of Tower. They are recruited from the Golem Factory. Both Stone Golems and Iron Golems (along with Gold Golems and Diamond Golems) can be recruited from a Golem Factory on the adventure map.

"Stone and iron golems are built and animated through a process involving both precise craftsmanship and complex magic. Though slow, they are strong and durable combatants. Stone golems take half damage from spell attacks, while iron golems take only a quarter of such damage." RoE manual

Heroes with a specialty[edit]

  • Josephine Josephine the Alchemist has golems as a specialty, which increases the attack and defense skills of any stone or iron golems for each level attained after 3rd level, and gives them a speed bonus of 1.

Horn of the Abyss[edit]

In Horn of the Abyss, Tower heroes spawn with additional Stone Golems, and these stacks (as all level 3 creatures in the mod) have a 100% chance of appearing.

Appearance[edit]

Some Stone Golems and Mages appears at the beginning of the Neutral Affairs scenario from the Liberation campaign in Restoration of Erathia.

User commentary

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Some may find the information in this section subjective or irrelevant.

Their only problem is their low speed. In early game, they can be okay, also serving as protectors for your Master Gremlins, but later on it is recommended to leave them in the castle, as to not slow down your hero. However, they are good castle defenders, boasting low cost and natural magic resistance, and can still be used for final battles, as any slow unit, since it doesn't matter that much whether you're slowed down or not at the end of the game.

Their 7-9 Attack and solid 10 Defense are top-tier. 30-35 Health is the highest of all level 3 troops. 4-5 Damage is slightly lacking, but they make up for it in their great resilience. Low Speed combined with their toughness makes Golems natural defenders for ranged stacks or town garrison, especialy if town is upgraded with towers as they deal good ranged damage that Golems themselves lack.

Their damage spread is minimal, so Bless and Curse have next to no effect on them, unless the casting hero has at least Advanced Water Magic or Fire Magic.

Golems' only lacking stat is Speed, so Haste seems most obvious beneficial spell to cast on them.

Against melee stacks, Shield, Stone Skin and Fire Shield should have higher priority than damage buffs, as Golems are more suited to keep opponents from hitting your own ranged stacks than to cross the battlefield because of their low Speed.

Depending on situation, casting Counterstrike can be surprisingly good, because while Golems aren't hard hitters by any means, they are very resilient, so when fighting multiple enemy stacks in melee these additional retaliations can take high toll on opposing army.

Against ranged stacks, Haste and Air Shield should be used, as their low Speed means they will be shot at more often before they can reach melee range.

They ignore 50%-75% of magic damage. This makes them passable candidates for Dragogeddon tactics, as their great effective Health gives them a good chance to survive Armageddon and still be able to mop up the survivors, if any remain. AoE spells also can be cast more aggressively on Golems than on other, more vulnerable troops.

Tower Land Mines also counts as magic for their damage reduction, so they are great shock troops to send first into the wall breach if you siege enemy Tower.

Because of their unliving and Golem nature, they always have neutral Morale, are completely immune to mind spells and many abilities that only have effect on living troops: Zombie's Disease, Vampire Lord's Life Drain, Lich's death cloud attack (Golems must be main target of Lich's attack to take damage), Ghost Dragon's Aging, Mighty Gorgon's Death Stare, Wyvern Monarch's and Haspid's Poison, Azure Dragon's Fear. Pit Lords cannot summon Demons from their remains.

However they also cannot be resurrected by Archangels and spells Animate Dead and Resurrection do not work on them - any casualties that Golems take are unsalvageable.

Thanks to this immunity, Golems are great counter to any troop that can debilitate opponents, and are especially useful against Necropolis armies, as none of their tricks are effective on Golems.

When fighting Necropolis army, make sure Golems do not stand next to any other troop to avoid them being targeted by Liches' death cloud, as it can only damage Golems directly and also will harm other living stacks nearby. Golems should be used to take Vampire Lords' counterattack, as Vampire Lords are not healed by attacking unliving targets, and Golems are tough enough to survive retaliation. Then hard-hitting but living stacks of Genies or Nagas can decimate the Vampire Lords. Gargoyles can be used in this way, but are relatively more fragile than Golems and thus less suited to take hits.


See also: