paradrew101 streamer · GTA VI
Vampire
Necropolis · Tier 7

Vampire

Vampire
Base

Vampire

Undead
1200 gold · 1 mercury
Health
150
Attack
22
Defense
20
Damage
25–25
Initiative
11
Speed
6
Morale
0
Luck
0

The origin of vampires remains a mystery to most. Powerful and vain, they see themselves as the pinnacle of creation. The draconic society of Garrote Gorge, however, dismisses such imperious notions.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.
  • Vampirism Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.

Immunities

UndeadCurseBleedingPoison
About class "Undead"

A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.

Vampire Lord
Upgrade

Vampire Lord

Undead
2000 gold · 2 mercury
Health
175
Attack
22
Defense
27
Damage
30–30
Initiative
13
Speed
8
Morale
0
Luck
0

Vampires tend to thrive in aristocratic circles rather than among commoners. It seems only logical — eternal life surrounded by opulence is far more spectacular. The decadence of nobles fuels their midnight ascension into darkness.

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.
  • Vampirism Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.

Immunities

UndeadCurseBleedingPoison
About class "Undead"

A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.

Vampire Scholar
Alt. upgrade

Vampire Scholar

Undead
2000 gold · 2 mercury
Health
150
Attack
25
Defense
20
Damage
30–30
Initiative
12
Speed
5
Morale
0
Luck
0

Some vampires view their condition as an opportunity, delving into study of the powers hidden within blood. Their experiments make them dangerously unpredictable.

Passive abilities

  • Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
  • Flying Movement ignores obstacles and traps.
  • Vampirism Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.

Active abilities

  • Blood Transfusion
    Blood Transfusion Connects an enemy to target friendly creature. The enemy takes [ 30 × amount of units ] Magic Damage. The friendly creature restores [ 30 × amount of units ]% of the Damage dealt as HP. This can revive fallen units.
    Concentration: 3 Cooldown: 3 round(s)
    • Target: single
  • Corpse Explosion
    Corpse Explosion Blows up a chosen corpse. All adjacent enemies take [ 30 × amount of units ] Damage and all adjacent friendly creatures restore [ 30 × amount of units ] HP. This cannot revive fallen units.
    Concentration: 3 Cooldown: 3 round(s)
    • Target: area

Immunities

UndeadCurseBleedingPoison
About class "Undead"

A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.

Tier 7 units

One tier is one dwelling level in town, so units are worth comparing inside a tier. The numbers are for the base form, before upgrades.

Unit Faction Health Attack Defense Damage Initiative Speed
Hive Queen Hive 200 25 25 60 7 6
Cave Dragon Dungeon 275 29 25 45–50 11 8
Angel Temple 225 30 30 50–75 8 4
Phoenix Grove 200 26 24 45–65 14 7
Vampire Necropolis 150 22 20 25 11 6
Sentinel of Glory Neutral 400 40 40 50 7 7
Abyssal Envoy Schism 250 30 30 40–60 9 5
← All units

Type at least two characters