Automaton and Sentinel Automaton

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


Attack 12
Defense 10
Damage 7
Health 30
Speed 8
Movement Ground
Size 2
Growth 5
AI Value 669
 Special abilities:
Detonation at death
Sentinel Automaton
 Cost per troop 


Attack 12
Defense 10
Damage 9
Health 30
Speed 9
Movement Ground
Size 2
Growth 5
AI Value 947
 Special abilities:
Detonation at death
No enemy retaliation

Automatons and Sentinel Automatons are level 4 creatures of Factory. They are recruited from the Manufactory.

Heroes with a specialty[edit]

  • Todd Todd the Artificer has Automatons as a specialty, which increases the attack and defense skills of any Automatons or Sentinel Automatons for each level attained after 4th level, and gives them a speed bonus of 1.
  • Frederick Frederick the Artificer Horn of the Abyss (Campaign/Custom) has Automatons as a specialty, which increases the damage dealt by the explosion of Automatons and Sentinel Automatons by 5% for every level (rounded up).

Special Ability: Detonation[edit]

If Detonation is on when the stack dies, the automatons explode, dealing damage to all adjacent creatures. Detonation removes the corpse from the battlefield, making the Automatons impossible to repair. Detonation can be turned on without using a turn. Once it is turned on, it can not be turned off. Detonation deals damage equal to 70 + 5x. X is the number of Automatons that remained in the stack before they were destroyed in one attack.

Detonation works on Cloned Automatons.

Protection from fire doesn't reduce damage.

User commentary

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

The Clone spell may be the best way to use the Detonation ability, as a clone stack is guaranteed to be entirely destroyed at the first hit, provoking the best explosion damage the stack can provide. It may even be useful to keep a stack of non-upgraded Automatons so that their clones can attack, provoking retaliation and subsequent detonation. Eovacius, with his Cloning specialty, provides an especially interesting synergy.

See also: