Genie and Master Genie

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Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Neutral
Creature Genie.gif
 Cost per troop 
Resource Gold 20x18.gif

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 7
Movement Flying
Size 1
Growth 3
AI Value 884
 Special abilities:
Hates Efreet
Master Genie
Creature Master Genie.gif
 Cost per troop 
Resource Gold 20x18.gif

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 11
Movement Flying
Size 1
Growth 3
AI Value 942
 Special abilities:
Hates Efreet
Altar of Wishes  Genie (adventure map).gif   Master Genie (adventure map).gif

Genies and Master Genies are the level 5 creatures of Tower. They are recruited from the Altar of Wishes. In Horn of the Abyss, Master Genies can also be recruited from an Ancient Lamp. Horn of the Abyss 

"Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreet. Once per turn, master genies can cast a random, beneficial spell on an allied troop." RoE manual

Special Ability: Spellcaster[edit]

Spells cast by Master Genie are random, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding school with a spell power of 6.

Spell Lvl School
Master Genie's Spells:
Bless small.png Bless 1 Water Magic
Bloodlust small.png Bloodlust 1 Fire Magic
Cure small.png Cure 1 Water Magic
Haste small.png Haste 1 Air Magic
Protection from Fire small.png Protection from Fire 1 Fire Magic
Protection from Water small.png Protection from Water   1 Water Magic
Shield small.png Shield 1 Earth Magic
Stone Skin small.png Stone Skin 1 Earth Magic
Fortune small.png Fortune 2 Air Magic
Precision small.png Precision 2 Air Magic
Protection from Air small.png Protection from Air 2 Air Magic
Air Shield small.png Air Shield 3 Air Magic
Anti-Magic small.png Anti-Magic 3 Earth Magic
Protection from Earth small.png Protection from Earth 3 Earth Magic
Mirth small.png Mirth 3 Water Magic
Counterstrike small.png Counterstrike 4 Air Magic
Fire Shield small.png Fire Shield 4 Fire Magic
Frenzy small.png Frenzy 4 Fire Magic
Prayer small.png Prayer 4 Water Magic
Slayer small.png Slayer 4 Fire Magic
Magic Mirror small.png Magic Mirror 5 Air Magic

Heroes with a specialty[edit]

  • Iona Iona the Alchemist and
  • Thane Thane the Alchemist have genies as a specialty, which increases the attack and defense skills of any genies or master genies for each level attained after 5th level, and gives them a speed bonus of 1.

User commentary

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

The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their 3 casts have run out.

In a Tower army, their Speed of 11 allows them to cast a spell before Titans act if Master Genies are in higher slot.

Like Enchanters, their spellcasting is not completely random. They will only cast Air Shield if enemy has ranged troops, Slayer only if there are valid targets, Bloodlust only if you have melee troops, Anti-magic and Magic Mirror only if facing spellcasting creatures or enemy Hero. Cure will only be cast if target stack does not have full health. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from Air, Fire etc. won't help against spells of other magic schools, Bless is close to useless on Nagas and other units without damage range, Frenzy may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides Nagas, Cerberi, Harpies and some others) although you can choose to attack creatures with expended retaliation or that you completely destroy, Anti-magic can prevent you from buffing the target up.

Generally in Tower army Nagas and Titans are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, Magi or Master Gremlins are both decent choices.

Their spellcasting is affected by certain terrain types. Army-wide spells like Bless, Haste, Counterstrike, Prayer or Shield can be devastating, especially when combined with another spell cast by your hero.

Despite their Hate for Efreet they should stay away from them, because in combat Efreet are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their innate Fire Shield and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even attacking Efreet Sultans after someone soaked up the retaliation is dangerous, and as Genies do 150% damage to Efreet, Fire Shield will also strike them back harder.

Sometimes Genies can be used as a decoy against AI enemy who would attack them by the majority of his units. This should be exploited to preserve lives of Nagas and Titans, who are much more powerful and will keep wiping out the enemy, or to allow Master Gremlins and Magi to keep shooting.

See also: