The Conflux has been rebalanced from the ground up. The core 4 Elementals are no longer "Level 3.5 units"; they have been given appropriate stats for their level while still retaining the key features that make both them and the overall balance of Conflux unique.
All Elementals' Magic School protections and vulnerabilities have been appropriately changed so that each Elemental is protected from their own element's spells and vulnerable to their opposite element's spells. Magma and Lava Elementals are made from rock and fire, therefore their protections and vulnerabilities reflect that.
The Pixie line has been redesigned so that they aren't complete cannon fodder; they now provide unique functions to the army. They are much more versatile than before, with the upgrades' 3-headed attack (reminiscent of the spray attack from Heroes V's Pixie line) being used to reward clever manipulation of enemy creatures' positions. Sprites can cast Basic Cure at 5% Power, meaning 20 Sprites = 1 Power; this will help keep units like those from the Psychic Elemental and Firebird line alive in early/lower-risk combats. Faeries instead act like Familiars with their Magic Channel ability.
The Air Elemental line is no longer completely overpowered for its level, with the original Storm Elemental's high ranged damage being split across its new incarnation and its alternate upgrade. The new Air and Storm Elementals still have an above average Damage range, but it has been neutered to a more tolerable level. Combined with their far lower Health values, this brings this line of units from being an obvious game-winner to a strong early- and mid-game option that has the potential to remain powerful in the late-game. Given that this line of units now fly, there is now a difficult choice to make between the ranged Storm Elemental and the infiltrating Hurricane Elemental, all depending on the player's strategy.
The Water Elemental line's major point of interest is the addition of casting a spell thrice per battle: the Ice Elemental gains Ice Bolt and the Frost Elemental gains Frost Ring. Both upgrades can still shoot, but the choice of spell (and unit passives) may dictate a player's decision as to which upgrade they focus on. Considering that spells do flat damage compared to the formulaic approach of creature damage, players will find that they must be tactical in their usage of spellcasting and shooting if they wish to maximise damage output.
The Earth Elemental line now appropriately fills the tank role in the Conflux. As the upgrades are both protected from and vulnerable to multiple Magic Schools, enemies will have to play smarter to counter them effectively. They possess passive enemy Attack reduction, with the Lava Elemental also melting 20% of enemy Defense with its attacks.
The Psychic Elemental line has received minor tweaks, with the upgrades sporting a major tactical choice between the two units. They are also more expensive than before due to their potential. The Magic Elemental is a powerhouse that cannot be affected by magic whatsoever, leaving its only weakness to be an army that can out-muscle it in raw combat. The Astral Elemental sports some magical immunity to lower level enemy spells, making it unable to be slowed or damaged by more common spells; it is still susceptible to damage from Meteor Shower, Implosion, or Deep Freeze, but it is also able to be buffed by any and all positive spells, making its overall potential higher than its counterpart at the cost of multiple turns of spell casting... unless you possess creatures that can do so for you!
The Firebird line has also received minor tweaks. Notably, the Firebird and Phoenix have lost 2 points of Speed but compensate for it with their Fire Shield (and increased Rebirth capability for the Phoenix). They are still at the apex of Speed for their Level, but bringing down their Speed reduces the frustration caused with them being incredibly hard to out-speed in combat with other Level 7 units (even with multiple Speed boosting artifacts). The choice between Phoenix and Sacred Phoenix comes down to how prepared the player is to Resurrect them and what their strategy in combat is; do you hit hard and fast with the Phoenix and risk losing units quicker (albeit units that revive half of themselves after falling once), or do you fight with the bulkier Sacred Phoenix and conserve more Spell Points by comparatively having to Resurrect your units fewer times?
Flies.
3-headed attack.
Attack 2
Defense 1
Shots -
Damage 1–2
Health 5
Speed 7
Move Flying
Size 1
Growth 14 (+6)
AI Val. 70
Fight Val. 70
Cost 60
Attack 3
Defense 2
Shots -
Damage 1–3
Health 5
Speed 9
Move Flying
Size 1
Growth 14 (+6)
AI Val. 120
Fight Val. 100
Cost 90
Attack 2
Defense 3
Shots -
Damage 1–3
Health 6
Speed 8
Move Flying
Size 1
Growth 14 (+6)
AI Val. 120
Fight Val. 100
Cost 90
Pixie:
Defense 2 → 1
Health 3 → 5
Growth 20 (+10) → 14 (+6)
AI Value 55 → 70
Fight Value 40 → 70
Cost 25 → 60
Sprite:
Attack 2 → 3
Health 3 → 5
Growth 20 (+10) → 14 (+6)
AI Value 95 → 120
Fight Value 70 → 100
Cost 30 → 90
Elemental.
Flies.
Damage from Air Magic spells reduced by 50%.
150% Base Damage from Earth Magic spells.
Attack 7
Defense 5
Shots -
Damage 2–6
Health 15
Speed 7
Move Flying
Size 1
Growth 8
AI Val. 210
Fight Val. 180
Cost 175
Elemental.
Flies.
Shoots.
Damage from Air Magic spells reduced by 75%.
150% Base Damage from Earth Magic spells.
Attack 9
Defense 5
Shots 24
Damage 2–6
Health 15
Speed 8
Move Flying
Size 1
Growth 8
AI Val. 350
Fight Val. 240
Cost 230
Attack 7
Defense 7
Shots -
Damage 2–8
Health 15
Speed 9
Move Flying
Size 1
Growth 8
AI Val. 350
Fight Val. 240
Cost 230
Air Elemental:
Attack 9 → 7
Defense 9 → 5
Damage 2–8 → 2–6
Health 25 → 15
Move Ground → Flying
Growth 6 → 8
AI Value 356 → 210
Fight Value 324 → 180
Cost 250 → 175
Storm Elemental:
Defense 9 → 5
Damage 2–8 → 2–6
Health 25 → 15
Move Ground → Flying
Growth 6 → 8
AI Value 486 → 350
Fight Value 324 → 240
Cost 275 → 230
Attack 10
Defense 8
Shots -
Damage 3–7
Health 25
Speed 5
Move Ground
Size 2
Growth 6
AI Val. 315
Fight Val. 315
Cost 280
Elemental.
Damage from Water Magic spells reduced by 75%.
150% Base Damage from Fire Magic spells.
Spellcaster: 3x Basic Ice Bolt (50% Power).
Attack 12
Defense 8
Shots 24
Damage 3–7
Health 25
Speed 7
Move Ground
Size 2
Growth 6
AI Val. 400
Fight Val. 400
Cost 350
Elemental.
Immune to enemy Water Magic spells.
150% Base Damage from Fire Magic spells.
Spellcaster: 3x Basic Frost Ring (50% Power).
Attack 10
Defense 10
Shots 24
Damage 3–7
Health 25
Speed 7
Move Ground
Size 2
Growth 6
AI Val. 400
Fight Val. 400
Cost 350
Water Elemental:
Attack 8 → 10
Defense 10 → 8
Health 30 → 25
Cost 300 → 280
Ice Elemental:
Defense 8 → 12
Defense 10 → 8
Health 30 → 25
AI Value 380 → 400
Fight Value 315 → 400
Cost 375 → 350
Elemental.
Flies.
Damage from Fire Magic spells reduced by 50%.
150% Base Damage from Water Magic spells.
Natural Fire Shield (Basic).
Attack 12
Defense 10
Shots -
Damage 5–10
Health 35
Speed 6
Move Flying
Size 1
Growth 5
AI Val. 600
Fight Val. 475
Cost 350
Elemental.
Flies.
Damage from Fire Magic spells reduced by 75%.
150% Base Damage from Water Magic spells.
Natural Fire Shield (Basic).
Spellcaster: 2x Basic Fire Shield (6 Power).
Attack 14
Defense 10
Shots -
Damage 6–12
Health 35
Speed 8
Move Flying
Size 1
Growth 5
AI Val. 900
Fight Val. 750
Cost 425
Elemental.
Flies.
Immune to enemy Fire Magic spells.
150% Base Damage from Water Magic spells.
Natural Fire Shield (Advanced).
Attack 12
Defense 12
Shots -
Damage 6–12
Health 35
Speed 9
Move Flying
Size 1
Growth 5
AI Val. 900
Fight Val. 750
Cost 425
Fire Elemental:
Attack 10 → 12
Defense 8 → 10
Damage 4–6 → 5–10
Move Ground → Flying
AI Value 345 → 600
Fight Value 345 → 475
Energy Elemental:
Attack 12 → 14
Defense 8 → 10
Damage 4–6 → 6–12
AI Value 470 → 900
Fight Value 360 → 750
Cost 400 → 425
Elemental.
Damage from Earth Magic spells reduced by 50%.
150% Base Damage from Air Magic spells.
Ignores 20% of enemy Attack skill.
Attack 10
Defense 15
Shots -
Damage 10–16
Health 50
Speed 4
Move Ground
Size 1
Growth 4
AI Val. 825
Fight Val. 600
Cost 500
Elemental.
Damage from Earth Magic spells reduced by 75%.
Damage from Fire Magic spells reduced by 75%.
150% Base Damage from Air Magic spells.
150% Base Damage from Water Magic spells.
Ignores 40% of enemy Attack skill.
Attack 10
Defense 17
Shots -
Damage 10–16
Health 60
Speed 6
Move Ground
Size 1
Growth 4
AI Val. 1150
Fight Val. 780
Cost 650
Elemental.
Damage from Earth Magic spells reduced by 75%.
Damage from Fire Magic spells reduced by 75%.
150% Base Damage from Air Magic spells.
150% Base Damage from Water Magic spells.
Ignores 20% of enemy Attack skill.
Ignores 20% of enemy Defense skill.
Attack 12
Defense 15
Shots -
Damage 10–18
Health 50
Speed 6
Move Ground
Size 1
Growth 4
AI Val. 1150
Fight Val. 780
Cost 650
Earth Elemental:
Defense 10 → 15
Health 40 → 50
AI Value 330 → 825
Fight Value 415 → 600
Cost 400 → 500
Magma Elemental:
Attack 11 → 10
Defense 11 → 17
Health 40 → 60
AI Value 490 → 1150
Fight Value 490 → 780
Cost 500 → 650
No enemy retaliation.
Attacks all adjacent enemies.
50% damage to creatures with mind spell immunity. Note: Does not work in VCMI yet.
Attack 14
Defense 14
Shots -
Damage 10–20
Health 75
Speed 8
Move Ground
Size 1
Growth 2
AI Val. 1680
Fight Val. 1440
Cost 1000
No enemy retaliation.
Attacks all adjacent enemies.
50% damage to creatures with total spell immunity. Note: Does not work in VCMI yet.
Attack 18
Defense 14
Shots -
Damage 15–25
Health 100
Speed 10
Move Ground
Size 1
Growth 2
AI Val. 2250
Fight Val. 1850
Cost 1450
No enemy retaliation.
Attacks all adjacent enemies.
Immune to enemy spells level 1–3.
50% damage to creatures with total spell immunity. Note: Does not work in VCMI yet.
Attack 16
Defense 16
Shots -
Damage 10–30
Health 75
Speed 8
Move Ground
Size 1
Growth 2
AI Val. 2250
Fight Val. 1850
Cost 1450
Psychic Elemental:
Attack 15 → 14
Defense 13 → 14
Speed 7 → 8
AI Value 1669 → 1680
Fight Value 1431 → 1440
Cost 950 → 1000
Magic Elemental:
Attack 15 → 18
Defense 13 → 14
Health 80 → 100
Speed 9 → 10
AI Value 2012 → 2250
Fight Value 1725 → 1850
Cost 1200 → 1450
Attack 20
Defense 16
Shots -
Damage 30–50
Health 150
Speed 13
Move Flying
Size 2
Growth 1 (+1)
AI Val. 5200
Fight Val. 3500
Cost 2500 + 1M
Attack 21
Defense 21
Shots -
Damage 30–50
Health 200
Speed 19
Move Flying
Size 2
Growth 1 (+1)
AI Val. 7700
Fight Val. 5700
Cost 4000 + 2M
Attack 24
Defense 18
Shots -
Damage 30–50
Health 250
Speed 16
Move Flying
Size 2
Growth 1 (+1)
AI Val. 7700
Fight Val. 5700
Cost 4000 + 2M
Firebird:
Attack 18 → 20
Defense 18 → 16
Damage 30–40 → 30–50
Speed 15 → 13
AI Value 4336 → 5200
Fight Value 3097 → 3500
Cost 2000 → 2500 + 1M
Phoenix:
Defense 18 → 21
Damage 30–40 → 30–50
Speed 21 → 19
AI Value 6721 → 7700
Fight Value 4929 → 5700
Cost 3000 + 1M → 4000 + 2M