Couatl and Crimson Couatl

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Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.
Horn of the Abyss Factory creatures Horn of the Abyss
Level 1
Halfling (Factory) Halfling
Halfling Grenadier Halfling Grenadier
Level 2
Mechanic Mechanic
Engineer Engineer
Level 3
Armadillo Armadillo
Bellwether Armadillo Bellwether Armadillo
Level 4
Automaton Automaton
Sentinel Automaton Sentinel Automaton
Level 5
Sandworm Sandworm
Olgoi-Khorkhoi Olgoi-Khorkhoi
Level 6
Gunslinger Gunslinger
Bounty Hunter Bounty Hunter
Level 7a
Couatl Couatl
Crimson Couatl Crimson Couatl
Level 7b
Dreadnought Dreadnought
Juggernaut Juggernaut
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Statistics
Couatl
 Cost per troop 

2000
Attack 17
Defense 17
Damage 25-45
Health 160
Speed 11
Movement Flying
Size 2
Growth 1
AI Value 3574
 Special abilities:
Meditation but skips a turn
Crimson Couatl
 Cost per troop 

3500

1
Attack 21
Defense 21
Damage 25-45
Health 200
Speed 15
Movement Flying
Size 2
Growth 1
AI Value 5341
 Special abilities:
Meditation without skipping a turn
Portraits
Serpentarium  

Couatls and Crimson Couatls are one half of the level 7 creatures of Factory. They are recruited from the Serpentarium.

Couatls and Crimson Couatls, as well as Hydras, Chaos Hydras, Sea Serpents, Haspids Horn of the Abyss, and all living Dragons, can be transformed into Bone Dragons at a Skeleton Transformer.

Special Ability: Meditation

Couatls and Crimson Couatls can activate their meditation ability once per combat to become completely invulnerable until their first turn in the next round. Opponents cannot target them with spells or attacks and they cannot be affected by anything while they are invulnerable, even if a player has Orb of Vulnerability. Couatls must skip their turn to meditate, while Crimson Couatls can still move and attack after meditating.

While meditating, a glow pulses down the unit's body periodically.

Note: It's unclear why you have to cast Frenzy BEFORE Meditation and not the other way around, or why Master Genies can still buff immune Crimson Couatls. Judging by the description, the unit should be immune to OPPONENT targeted spells or attacks. So either the description is wrong or there are certain bugs at play. Master Genies seem to only buff immune Couatls with Anti-magic or Magic Mirror too.

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

Couatls and Crimson Couatls are statistically weak for level 7 creatures, however their strength lies in the meditation ability. This can allow you to cast Armageddon without taking any damage, although you will need another unit to cast the spell from if you don't have Crimson Couatls yet. Once upgraded to Crimson Couatls, the units can also dive the opponent's shooters and meditate to avoid taking damage. It also makes them extremely powerful with the Frenzy and Clone spells, with the ability essentially granting them a free frenzied hit without the possibility of getting hit while in the 0 defense frenzied state. The cloned Couatl's meditation ability allows them to deliver 2 hits instead of the usual one.

Couatls are much cheaper than Dreadnoughts, making them ideal as your first tier 7 to build or for shorter maps. They're also the fastest creature available to Factory, both unupgraded and especially upgraded.


Official Renders

See also: