paradrew101 streamer · video games
Hoplet
Grove · Tier 2

Hoplet

Hoplet
Base

Hoplet

Magic Creature
150 gold
Health
18
Attack
5
Defense
3
Damage
3–6
Initiative
6
Speed
5
Morale
1
Luck
1

The ecosystem of the Murmurwoods is steeped in raw magic, flowing through Enroth. At times, it imbues the most unexpected creatures, resulting in this unique cross of fireflies and common hops.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.

Active abilities

  • Leeching Hop
    Leeching Hop Takes [ 2 + 1 per 6 units in the stack ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).
    Concentration: 2 Cooldown: 2 round(s)

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Dawn Hoplet
Upgrade

Dawn Hoplet

Magic Creature
200 gold
Health
18
Attack
8
Defense
3
Damage
3–6
Initiative
6
Speed
6
Morale
1
Luck
2

Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind‑clearing aroma at dawn. It stands to reason that these little creatures would mimic such behavior, blending both nature’s gift and their mystical influence.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Enemies do not counterattack.
  • Flying Movement ignores obstacles and traps.
  • Swift Strike Enemies do not counterattack.

Active abilities

  • Morning Dew
    Morning Dew Generates 1 Focus Charge(s). Once per battle.
    Charges: 1

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Dusk Hoplet
Alt. upgrade

Dusk Hoplet

Magic Creature
200 gold
Health
18
Attack
5
Defense
5
Damage
3–6
Initiative
9
Speed
5
Morale
2
Luck
1

Whenever nature and magic intertwine, the results are always unpredictable. Closer to their firefly origins, dusk hoplets release bursts of magical energy as the Sun sets and night begins to creep in. The spectacle is nothing short of breathtaking.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.
  • Magic Core Upon death, this creature increases the hero’s Spell Power by 1 until the end of the battle.

Active abilities

  • Leeching Hop
    Leeching Hop Takes [ 2 + 1 per 6 units in the stack ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).
    Concentration: 2 Cooldown: 2 round(s)
  • Bloom
    Bloom Increases the hero’s Spell Power by 3 until the end of round.
    Concentration: 1 Cooldown: 1 round(s)

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

← All units