Health
590 per model
9,440
Armour
0
Leadership
65
Speed
54
Melee attack
24
Melee defence
55
Weapon strength
64 base + 31 armour-piercing, +14 vs infantry
95
Charge bonus
16
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Elemental
Elementals cannot be routed, but take damage when their Leadership is broken. Elementals also have: Physical Resistance Fear and Terror Immunity

Perfect Vigour
Even when performing the most fatiguing actions, this unit never loses vigour.

Hide (forest)
This unit can hide in forests until enemy units get too close.

Immune to Contact Effects
Entities with this attribute ignore the effects of enemy contact effects such as Poison

Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
Elemental InstabilityDirect Damage · Causes damage to selfpassiveElemental InstabilityDirect DamageCauses damage to selfPassiveThe Winds of Magic ebb and flow with the tide of battle. The more heavily-beset an Elemental is, the more likely the sorcery that binds them will fade away.
Fade Away!Direct Damage · Causes severe damage to selfpassiveFade Away!Direct DamageCauses severe damage to selfPassiveIts magic binding failed, the corporeal form of this Elemental gradually fades from this reality.
Who can field it
- Lothern
The game also has 2 summoned or scripted copies of this unit that players don't recruit directly (wh3_dlc27_hef_inf_oceanids_split_up_summoned, wh3_dlc27_hef_inf_oceanids_summoned).
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.