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BattleForge Game Guide & Walkthrough

In this guide to BattleForge you will find a description of 200 cards available at the games launch - BattleForge - Game Guide and Walkthrough

In this guide to BattleForge you will find a description of 200 cards available at the game's launch. There's also a walkthrough for the first four scenarios of the single player campaign - while reading this you will get to know the nuts and bolts of the PvE part of BattleForge and get acquianted with the four basic decks, which you get right after creating your account. I decided that describing the remaining scenarios would be pointless, as every player has a different set of cards and uses a different strategy as a consequence. If you have a problem creating your first deck, have a look at the chapter with the descriptions of sample deckbuilds and strategies for using them. I also recommend reading the general tips. If you don't understand any of the expressions used, you're bound to find it's definition in the dicitionary.

Michal "aRusher" Urbanek

Throughout this guide, the cards of the four elements - Fire, Frost, Nature and Shadow have been marked with appropriate colors so that you can tell straight away which deck they belong to.

  • In PvE, especially in your first hours in the game, you should use Nature in combination with cards of other elements or a purely green deck. That's because of the very useful are of effect spells (like Ensnaring Roots or Hurricane) that you get at the beginning. Thanks to them you can stop your enemies in their tracks and kill them one by one with no hurry, using, for example, Windweavers - the great Nature archers. The great healing abilities found in a green deck are priceless as well - they can turn the tide of battle (also a PvP one).
  • Watch the replays of your last battles - see what you can do better, where you could have made better decisions. See which player uses the game's rules better. Pay attention to Power changes- both your own and that present in the Void.
  • Don't attack your enemy's base alone - don't count on stealthily destroying their Orb - it can shoot and defend itself against a weaker single enemy. Now, a bigger group is a different thing - the element of surprise is always beneficial, there's a chance that the enemy is so busy with one action that they forgot about the rest of the map.
  • Don't forget about the weapon type of the units you summon. In the bottom left corner of every card, next to a sword or a bow you will find a letter, which tells the size of an enemy that will be hit for 150% of the base damage. S is for small, M medium, L large, a XL extra large. Also check the size of your own unit (the letter to the left of the Card Life) and try not to send it against enemies with such weapons. Your armament sometimes comes in the "specjalnego" type - in such cases the letter is replaced by a star, and the unit doesn't receive a bonus to attack on any kind of unit. Some creatures are able to change their weapon type (Spearmen, Ghostspears). For example - our warrior's weapon is type M and changes (also visually) to type S.
  • Destroying enemy's Power Well/Monument is much more important than killing his units. Firstly, because we reduce the amount of Power they receive/number of their Orbs. Secondly, our enemy doesn't get Power for destroyed Power Wells/Monuments, as opposed to killed units or demolished buildings (which return 90% of the summoning cost to thei Void).
  • Guard your Orbs and Power Wells well, because you don't get Power back when your adversary destroys them. There are exceptions however - sometimes, when the enemy is, for example, destroying your Power Well, you - instead of using up the Power for units to protect it - can assault his base and use the Power stored there. Such situations happen quite rarely though. Try to prevent your enemy from contstructing a building near your base, it's always going to cause you problems.
  • Always have some creatures able to attak airborne targets. Otherwise you will be defeated by such units as Skyfire Drake or War Eagle.
  • Don't build walls you don't need - they cost you too. Don't put up too many Power Wells because you may not be able to defend them. You can't ingore building them either. Try to have one more Power Well than your opponent, if it's possible.
  • All cards, except spells, can have these four symbols in their descriptions:
  • In card description you can often encounter expressions like: "...deals xx damage to enemies in a yy m radius around its target, up to zz in total". It means that a given spell or attack deals "xx" damage to enemies in the range of radius "yy" and it can deal as much damage as "zz". When there is enough units so that their number multiplied by "xx" is greater than "zz", it usually means that the unit nearest to the center of action will be hurt the most and the remaining ones accordingly less, depending on how far away they are from it.
  • 1 - General tips - BattleForge - Game Guide and Walkthroughis a ranged attack, the unit can attack from a distance;
  • 2 - General tips - BattleForge - Game Guide and Walkthroughmeans a clickable ability that you have to trigger on an ability symbol, which, most of the times, appears above the unit ;
  • 3 - General tips - BattleForge - Game Guide and Walkthroughallows to change the card's mode. After the change, depending on the card, we can deal extra damage at the cost of speed, attack only ground/air targets and much more;
  • 4 - General tips - BattleForge - Game Guide and Walkthroughtells us that the given ability is passive which means that it's active all the time. Some passive abilities work only in an appropriate card mode (look above).
  • In PvE, especially in your first hours in the game, you should use Nature in combination with cards of other elements or a purely green deck. That's because of the very useful are of effect spells (like Ensnaring Roots or Hurricane) that you get at the beginning. Thanks to them you can stop your enemies in their tracks and kill them one by one with no hurry, using, for example, Windweavers - the great Nature archers. The great healing abilities found in a green deck are priceless as well - they can turn the tide of battle (also a PvP one).
  • Watch the replays of your last battles - see what you can do better, where you could have made better decisions. See which player uses the game's rules better. Pay attention to Power changes- both your own and that present in the Void.
  • Don't attack your enemy's base alone - don't count on stealthily destroying their Orb - it can shoot and defend itslef against a weaker single enemy. Now, a bigger group is a different thing - the element of surprise is always beneficial, there's a chance that the enemy is so busy with one action that they forgot about the rest of the map.
  • Don't forget about the weapon type of the units you summon. In the bottom left corner of every card, next to a sword or a bow you will find a letter, which tells the size of an enemy that will be hit for 150% of the base damage. S is for small, M medium, L large, a XL extra large. Also check the size of your own unit (the letter to the left of the Card Life) and try not to send it against enemies with such weapons. Your armament sometimes comes in the "specjalnego" type - in such cases the letter is replaced by a star, and the unit doesn't receive a bonus to attack on any kind of unit. Some creatures are able to change their weapon type (Spearmen, Ghostspears). For example - our warrior's weapon is type M and changes (also visually) to type S.
  • Destroying enemy's Power Well/Monument is much more important than killing his units. Firstly, because we reduce the amount of Power they receive/number of their Orbs. Secondly, our enemy doesn't get Power for destroyed Power Wells/Monuments, as opposed to killed units or demolished buildings (which return 90% of the summoning cost to thei Void).
  • Guard your Orbs and Power Wells well, because you don't get Power back when your adversary destroys them. There are exceptions however - sometimes, when the enemy is, for example, destroying your Power Well, you - instead of using up the Power for units to protect it - can assault his base and use the Power stored there. Such situations happen quite rarely though. Try to prevent your enemy from contstructing a building near your base, it's always going to cause you problems.
  • Always have some creatures able to attak airborne targets. Otherwise you will be defeated by such units as Skyfire Drake or War Eagle.
  • Don't build walls you don't need - they cost you too. Don't put up too many Power Wells because you may not be able to defend them. You can't ingore building them either. Try to have one more Power Well than your opponent, if it's possible.
  • All cards, except spells, can have these four symbols in their descriptions:
  • In card description you can often encounter expressions like: "...deals xx damage to enemies in a yy m radius around its target, up to zz in total". It means that a given spell or attack deals "xx" damage to enemies in the range of radius "yy" and it can deal as much damage as "zz". When there is enough units so that their number multiplied by "xx" is greater than "zz", it usually means that the unit nearest to the center of action will be hurt the most and the remaining ones accordingly less, depending on how far away they are from it.

Interface in BattleForge is really practical once you get used to it. Nevertheless the sheer number of buttons can overwhelm at first. Below you will find descriptions of it's elements along with some general game information.

Battle interface

The framed parts are described below - Interface - Battle interface - Interface - BattleForge - Game Guide and Walkthrough

The framed parts are described below:

This panel allows us to group units - Interface - Battle interface - Interface - BattleForge - Game Guide and Walkthrough

This panel allows us to group units. We can give orders to particular groups.

1 - selects all the units on the battlefield. You should be careful with this tool because if you order your troops to move, all of them will do so, including those left to guard some place;

2 - a click on a number selects a corresponding group;

3 - a click on a plus symbol creates a new group or joins already existing groups.

1 - Description of current mission objectives (in PvE) - Interface - Battle interface - Interface - BattleForge - Game Guide and Walkthrough

1 - Description of current mission objectives (in PvE). In PvP skirmishes the time remaining until the end of the match is displayed here;

2 - the number of unit points you have used (one unit is not equal to one point, the number of points depends on the unit's size) - when you reach the limit of 120 points, you can't summon any more troops, unless you kill some you already own;

3 - Power pool. The number shows how much of Power needed to summon units you have;

4 - The Void. The number inside the skull indicates the amount of Power in the Void (look: dictionary) and the arrow shows how much Power you receive every two seconds;

5 - the number inside the Power Well image tells you how much Power your Power Wells can produce, before they run dry. The arrow shows how much Power the Wells give you every two seconds (one such structure equals one point per two seconds);

6 - the mini-map with marked scenario objectives;

7 - the amount and kind of owned Orbs - in this case the player has two Fire Orbs;

8 - click on this button and on a building to begin it's repair. It doesn't require any kind of "builder", but you have to have a unit near the structure to initiate it's repair. The same can be achieved by clicking on a building and then on the appearing hammer icon;

9 - messages for other player. After clicking you can choose one of the messages ("Beware!", "Defend this place", "Attack here" etc.), than, you have to click on a place you want to indicate;

10 - takes you to a place indicate in the last message (see above);

11 - double-click kills your selecetd units;

12 - a picture of a selected unit with the current attack value and number o hit points (considering all the auras). If the creature is under the effect of spell (like a disease, being slowed down) it is indicated in the bottom - left corner above the attack value;

13 - stops the unit;

14 - orders the unit to remain in place (it doesn't attack an enemy if not ordered to);

15 - after clicking on this button and on an enemy you initiate attack. You can achieve the same by right-clicking on an enemy unit.

1 - a card you can play (all the requirements are fulfilled) - Interface - Battle interface - Interface - BattleForge - Game Guide and Walkthrough

1 - a card you can play (all the requirements are fulfilled). The number in the bottom - left corner (charge) tells you how many times you can use the card before a cooldown (see: dictionary);

2 - a card you can't play because you don't have enough Orbs;

Interface in BattleForge is really practical once you get used to it. Nevertheless the sheer number of buttons can overwhelm at first. Below you will find descriptions of it's elements along with some general game information.

Forge interface

Only the elements not mentioned in the previous section will be covered here - Interface - Forge interface - Interface - BattleForge - Game Guide and Walkthrough

Only the elements not mentioned in the previous section will be covered here:

1 - opens up your Collection, the selection of all the cards you own and can form decks from - Interface - Forge interface - Interface - BattleForge - Game Guide and Walkthrough

1 - opens up your Collection, the selection of all the cards you own and can form decks from. It's here you "unpack" bought boosters and check the amount of BF Points you have;

2 - a menu containing latest news and the option to contac the developers;

3 - a shop with boosters, Tomes and other users' auctions. You can easily find what you're looking for, thanks to the convenient search system, and sell your own cards as well;

4 - a place to check your statistics, read the game's world's history and the cards "legends"; you can also see your replays here;

5 - "world map" - you choose a scenario to play or begin a PvP skirmish here;

6 - the mailbox - a place where messages sent to you by other players go. Cards bought on auctions are also sent here as "attachmentsi";

7 - the community - you can check what your friends are doing and who is online here, thanks to the players search engine;

8 - open up a menu with game's option where you can also log out or quit to desktop.

1, 2 - switch sides buttons - you have to use them to pit your units against each others - Interface - Forge interface - Interface - BattleForge - Game Guide and Walkthrough

1, 2 - switch sides buttons - you have to use them to pit your units against each others;

3 - kill your unit/destroy your building buttin. You have to double-click to do it;

4 - a button used to "reset" the Forge - all units disappear, the walls are rebuilt;

5 - clicking on particular icons summon enemies to tes your unitsi. You can fight Banditsi, Stonek or forces of Twilight;

6 - this panel shows the chat channel you are on, below you can see all players present there. Every place on the "world map" has its own channel.

1 - click to create a new deck - Interface - Forge interface - Interface - BattleForge - Game Guide and Walkthrough

1 - click to create a new deck;

2 - browse your decks, change their names, choose or delete them;

3 - lock/unlock a deck - if you want to make changes in your deck the lock must be unlocked, you should lock it once you're done.

Fire means great attack options, the most powerful offensive spells and powerful units, like, for example, the game's trademark - Juggernaut. These are cards for people who wast no time for sofistication and like to watch earthquakes quite often.

Thugs

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 60 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 660

Defense: 450

Weapon type: S

Size: S

Description: Despite their quite interesting ability, Thugs rather dont deserve a place in your deck - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughLooter - As long as unit attacks a building, 40% of that building's cost multiplied by its remaining life points relative to their maximum number is gained as Power.

Description: Despite their quite interesting ability, Thugs rather don't deserve a place in your deck. Strikers, who posess the same ability, are tougher, have Swift and charge into enemy units, dealing more damage.

Type: Creature - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Sunstriders

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 50 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 450

Defense: 360

Weapon type: M

Size: S

1 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughBow Attack - every 2.5 seconds shoots arrows at enemies, dealing 9 damage.

Description: The only Fire archers can always prove useful - its always a good idea to have somebody on your walls - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSuppression Fire - activate to block attacks and enemy buildings' abilities for 10 seconds. Reusable every 20 seconds. (Power Cost: 25).

Description: The only Fire archers can always prove useful - it's always a good idea to have somebody on your walls. Thanks to ther ability, you will be able to block enemy turrets' attacks for some time or temporarily protcet your units and buildings from such cards as Morklay Trap or Termite Hill.

Type: Creature - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Wrecker

Type: Creature

Rarity: Common

Charges: 4

Orbs: Power: 50 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 570

Defense: 540

Weapon type: M

Size: M

Description: A very slow unit without a really great attack or life points number - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughRallying Cry - activate to create a summoning zone around Wrecker for 15 seconds Summoned units are not dazed (see: Daze in the dictionary). Reusable after 30 seconds (Power Cost: 25).

Description: A very slow unit without a really great attack or life points number. You won't remember to use his ability in battle most of the time. It's a better idea to summon your units near an Orba/Power Well or wait until their "daze" wears off. He is rather not worth a place in a decki. If you want your unit not to be dazed, Rallying Banner is a better choice.

Type: Structure - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Banner of Glory

Type: Structure

Rarity: Common

Charges: 3

Orbs: Power: 50 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 500

Description: Because Power is needed all of the time in PvP Banner of Glory is not all that much useful, at least at the beginning of a match - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughGlorious Death - your and your allies' units, that die in a 25 metre radius of the building, instantly give back 15% of their summoning costs to the Power pool.

Description: Because Power is needed all of the time in PvP Banner of Glory is not all that much useful, at least at the beginning of a match. You can build it later, when the fight is getting more serious, but the amounts of Power this building can deliver won't have much influence on the general pool. It can be useful in PvE, destroy it immediately after a battle.

Type: Structure - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Fire Bomb

Type: Structure

Rarity: Common

Charges: 5

Orbs: Power: 50 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 850

2 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughExplosive - when Fire Bomb is destroyed, it explodes, dealing 560 damage to up to 1300 enemies in 20 metres radius.

Description: As its use relies on catching your opponent off guard you can only use Fire Bomb against less experienced enemies - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSelf-Destruct - activate to destroy Fire Bomb and cause an explosion.

Description: As its use relies on catching your opponent off guard you can only use Fire Bomb against less experienced enemies. A good player shouldn't get fooled by such a trick - they will avoid the bomb or destroy it while still in construction. Morklay Trap gives a similiar effect but with two Orbs. It deals more damage but the explosion is quite expensive - 80 points, so if you really want to have a card of this type in the deck, Fire Bomb is a better choice.

Type: Structure - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Makeshift Tower

Type: Structure

Rarity: Uncommon

Charges: 4

Orbs: Power: 60 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 345

Defense: 800

Description: A cheap defense tower, needed in every Fire deck - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughGrenade Launcher - every 3 seconds the tower shoots an exploding greandes which deals 30 damage to up to 50 enemies in 10 metre radius of the target . Knocks back small units. Knock back small units.

Description: A cheap defense tower, needed in every Fire deck. Not too strong, good mostly against smaller units, which it knocks back, which makes it difficult for them to attack. As long as you only have one Orb, you can use it against flying enemies - it's better to use Skyfire Drake later.

Type: Creature - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Sunderer

Type: Creature

Rarity: Rare

Charges: 2

Orbs: Power: 110 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 110

Attack: 1100

Defense: 800

Weapon type: Special

Size: L

3 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSundering - activate to shatter enemy building, dealing 775 damage. Additional damage bonus against strctures applies as well. Reusable after 20 seconds (Power Cost: 80).

Description: A powerful unit, the strongest of all at the first Orb - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: A powerful unit, the strongest of all at the first Orb. It costs a lot more than weaker soldiers, but it has Siege, allowing you to quickly destroy enemy structures. Two to three Sunderers can get rid of a Power Well or Orb very quickly. It's well-advised to destroy defense towers with it as well. Sunderer also has an active ability which you shouldn't use, due to high Power cost. The only exception are situations in which the enemy is constructing a new Orb. If you use Sundering quickly enough, the structure will be down before it's finished.

Type: Spell - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Eruption

Type: Spell

Rarity: Common

Charges: 5

Orbs: Power: 80 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Explosion - a powerful explosion that deals 250 damage to up to 720 enemies in 10 metres radius of its target. Knocks back smaller units. Immediately reusable.

Description: Another necessary card for the users of Fire decks. When fighting with one-two Orbs, it can really make things dificult for your enemy, if used in the right moment. When, for example, you clash with your opponent far away from his structures, wait until he summons a new unit (it will have half of its life points for 15 seconds) and then use this spell, trying to hit as many enemy units with it. Including the newly summoned one. Eruption also works well against airborne targets and turrets in construction (most of the time it takes only one spell to destroy it).

4 - Cards list - Fire - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Mine

Type: Spell

Rarity: Rare

Charges: 3

Orbs: Power: 80 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Goblin Trap - creates a mine for 20 seconds, the explodes when enemies get near it, bursting six waves that deal 200 damage to up to 600 enemies in 15 metres radius. Only affects ground targets. Reusable after 10 seconds.

Description: Most of the time, planting a miny-trap and counting on enemy to step on it is not very smart while fighting a serious opponent. However, there are ways of making Mine a card worth having in a red deck. The best method is planting a mine next to a Power Well - your, when enemy attacks, or - even better - enemy's. With some skill you can place it so that it won't be visible without rotating a camera. Mine is also useful when you are chased by enemy's units. You only have to throw it jus before them and... there's a big chance that there will be many enemy casualties.

Type: Spell - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Suppression

Type: Spell

Rarity: Uncommon

Charges: 4

Orbs: Power: 40 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 40

Spellblocker - blocks attacks and abilities of a chosen structure for 10 seconds. Immediately reusable.

Description: When you want to quickly block some structure's effects and have a free deck slot - you can use this card. It's worth noting however, that Sunstriders, your archers, have the same ability and it only costs 25 Power for them to use it.

Type: Structure - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Mortar Tower

Type: Structure

Rarity: Rare

Charges: 4

Orbs: Power: 50 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1000

Description: A card for experienced players - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughMortar Attack - activate to shoot 6 fiery bombs, each dealing 170 damage enemies in a 10 metres radius from a chosen target, up to 260 in total. Knocks back small units. A target can be chosen in a range of 40 metres from the tower (but not next to it). Only affects ground targets. Reusable after 20 seconds.

Description: A card for experienced players. Its use is risky but it can give you victory before the battle really takes off. The tower doesn't shoot on it's own, you have to trigger its ability and click on the ring surrounding the building in the place you choose. Because of this, Mortar Tower requires right placing, for its target to be in the "ring". Mos of the time, these towers, 2-3, standing nex to each other, are used to destroy Power Wells.

Type: Creature - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Strikers

Type: Creature

Rarity: Uncommon

Charges: 4x6

Orbs: Power: 90 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 90

Attack: 600

Defense: 600

Weapon type: M

Size: S

1 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughCharge - unit charges at enemy.

2 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughLooter - As long as unit attacks a building, 40% of that building's cost multiplied by its remaining life points relative to their maximum number is gaind as Power.

Description: A first Orb unit with three special abilities is a very interesting thing, but poor attack and defense values for its Power cost have led me to start a match with Sunderera or Scavengera (its abilities are somewhat less useful but its much cheaper) - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A first Orb unit with three special abilities is a very interesting thing, but poor attack and defense values for its Power cost have led me to start a match with Sunderera or Scavengera (its abilities are somewhat less useful but it's much cheaper). Many players use this card with great success - see what suits your playstyle better.

Type: Creature - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Scavenger

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: Power: 60 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 570

Defense: 540

Weapon type: S

Size: M

3 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughCrippling Bite - attacked units move slowly for 5 seconds.

Description: A good unit for a beginning of a match - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A good unit for a beginning of a match. Thanks toi Swift you can quickly get to your enemy's base to, after summoning additional troops, perform a quick attack. Thanks to the unit's second ability, you won't allow the opponent to flee from the battlefield, slowingd down their units that become easy targets for such creatures as Skyfire Drake.

Type: Creature - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Enforcer

Type: Creature

Rarity: Uncommon

Charges: 5

Orbs: 4 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 60 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 700

Defense: 670

Weapon type: M

Size: M

Description: A cheap and useful card, mainly for fighting single, not grouped up foes - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough Charge - unit charges at enemy.

Description: A cheap and useful card, mainly for fighting single, not grouped up foes. The ability, when well used, may kill much stronger units. This can be done when, for example, the enemy gets away from you. With some luck, after issuing attack command. Enforcer will charge the enemy a couple of times and finish the creature off.

Type: Creature - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Rageclaws

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: 5 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 360

Defense: 960

Weapon type: M

Size: S

Description: In theory - a great unit, cheap, with lots of health for a Fire card and an interesting ability - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughRage - unit does increasingly more damage the longer it attacks, but it returns to its original damage, if it doesn't fight for 5 seconds.

Description: In theory - a great unit, cheap, with lots of health for a Fire card and an interesting ability. In practice, units like Enforcer do better - it's because you will rarely fight long enough to gain full advantage of Rageclaws' ability. Enemies know well about it and will cease to fight until you fall back to the original damage output. In PvE scenarios however, this card can prove very useful.

Type: Creature - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Fire Stalker

Type: Creature

Rarity: Common

Charges: 4

Orbs: 6 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 820

Defense: 580

Weapon type: L

Size: M

7 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough Swift - unit moves at high speed

8 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughInner Fire - after triggering gets :

9 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughUnstable Ember - every 5 seconds unit shoots a firey bomb which explodesafter 3 seconds, dealing 80 damage ech to up to 120 enemies in 10 metres radius of its target. Knocks back small units. Only affects ground targets .

Description: Shortly speaking: a walking catapult - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage to structures.

Description: Shortly speaking: a walking catapult. A unit perfect for destroying buildings - it moves quicklyand has a structure damage bonus after using Inner Fire. Its bombs' range is so big, that no turret is a threat to it. It's also good for fighting small units from a distance - it knocks back, not allowing them to get close for a long time. You only have to rember to escape quickly when somebody finally manages to attack you, because Fire Stalker's life points output isn't dazzling.

10 - Cards list - Fire - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Morklay Trap

Type: Structure

Rarity: Common

Charges: 5

Orbs: 1 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1200

2 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughExplosion Blast - activate to send a wave that deals 690 damage to each enemy in 45 metres radius, up to 2100 in total, in a chosen direction. Knocks back small and medium units. Activates Detonation (Power Cost: 80).

Description: A not very useful trap that wont fool more experienced players - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughDetonation - explodes when destroyed, dealing dealing 800 damage each to up to 2000 enemies in 20 metre radius. Knocks back small and medium units.

Description: A not very useful trap that won't fool more experienced players. If you want a structure of this type in your deck, Fire Bomb would be a better choice because the cost for using Morklay Trap is staggering.

Type: Structure - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Rallying Banner

Type: Structure

Rarity: Uncommon

Charges: 3

Orbs: 3 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 560

Description: For the explanation of the term Daze, look into the dictionary - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughRally - units summond in 25 metres radius around Rallying Banner are not dazed.

Description: For the explanation of the term Daze, look into the dictionary. A useful card - for example if you use it far away from your Orbs and Pwer Wells, you gain an option to summon units there if you lose your army. Additionally, the summoned troops will be fully ready to fight, with a full health bar and usable abilities.

Type: Creature - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Scythe Fiends

Type: Creature

Rarity: Rare

Charges: 4x4

Orbs: 4 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1100

Defense: 1040

Weapon type: S

Size: M

5 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughTunelling - activate to teleport unit to a location of another of your ground units or structures in 30 metres radius. Reusable after 10 seconds.

Description: A pretty good card, quite cheap and strong with an interesting effect - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A pretty good card, quite cheap and strong with an interesting effect. In pure Fire decks a combination of Enforcer + Fire Stalker/Firedancer is used more often though. In mixed decks, on the other hand, it's quite useful - for example in destroying unguarded Power Wells. It's also very effective against small units (assembled in groups).

Type: Spell - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Ravage

Type: Spell

Rarity: Common

Charges: 3

Orbs: 6 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Infusion - while fighting, a chosen unist regains 75 life points every 2 seconds, up to 750 points. Reusable after 20 seconds.

Description: A necessity in a red deck. A spell that, after casting, regenrates a unit's health, when its being attacked (the spell starts working once damage is dealt). Don't use it when the unit has only little health remaining, because you're probably going to lose it anyway and the spell is going to waste. It's best to cast Infusin before a longer fight on a creature you want to survive.

Type: Spell - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Lava Field

Type: Spell

Rarity: Common

Charges: 4

Orbs: 7 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Burn - covers the ground with a burning liquid, dealing 340 damage to enemies in 25 metres radius, up to 2100 in total Knocks back small and medium units. Only affects ground targets. Reusable after 10 seconds.

Description: Lava Field is a handy Spell when you simply want to do a lot of damage to enemy units, for a relatively low price. It's worth having for the moments when you have too much Power (and not enough cards to play) to wealen your enemy's army significantly.

Type: Spell - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Wallbreaker

Type: Spell

Rarity: Uncommon

Charges: 5

Orbs: 8 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 30 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 30

Destroy Barrier - instantly destroys a segment of a path. Reusable after 30 seconds.

Description: Helpful when your enemy hides behind walls and you don't have units to deal with them quickly. It's also worth using when you're in a hurry (for example - the opponent is building a structure, Orb or Power Well behind the wall that you don't want to be finished). The cost is not too big when you consider that your enemy spent 25-100 Power to put up the wall.

Type: Creature - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Skyfire Drake

Type: Creature

Rarity: Uncommon

Charges: 2

Orbs: 9 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 110 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 110

Attack: 1360

Defense: 390

Weapon type: M

Size: L

Description: Flying units have the advantage of only being vulnerable to ranged attacks, turrets and certain spells - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughFireball - every 3 seconds unit throws a ball of fire, dealing 150 damage to enemies in 5 metres radius of its target, up to 230 in total.

Description: Flying units have the advantage of only being vulnerable to ranged attacks, turrets and certain spells. Skyfire Drake is no exception - it's a unit used very often when the enemy has no creatures able to kill it in vicinity. When the Drake gets in a range of a turret you have to run away quickly, beacuse - due to its low life points outpot - it soon will be dead. Very often used in combination with Ravage.

Type: Spell - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Wildfire

Type: Spell

Rarity: Rare

Charges: 3

Orbs: 10 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Rolling Fire - forms a wall of fire that moves across a chosen path, ktra przemieszcza sie wzdluz okreslonej sciezki, every second dealing 85 damage to every enemy unit and 40 damage to every structure in the area of effect, up to 170 in total. Only affects ground targets. Reusable after 10 seconds.

Description: Unfortunately, players who know something about PvP rather won't get caught in the wall of fire and get away from it quickly, getting only minimal damage. Wildfire can be used against buildings however - after casting it twice on, for example, two Power Wells and an Orb, it will only take a swift attack to get these constructions down. Unfortunately, this trick costs quite a lot of power... Rather not worth a place in a deck.

11 - Cards list - Fire - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Firedancer

Type: Creature

Rarity: Ultra Rare

Charges: 4

Orbs: 1 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 740

Defense: 430

Weapon type: Special

Size: M

2 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPillar of Fire - every 4 seconds, unit creates a pillar of fire that deals 100 damage to each enemy in 5 metres radius of its target, up to 155 in total. Knocks back small units.

Description: Firedancer is a better (and more expensive) version of Fire Stalker - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough Siege - unit deals 75% more damage to structures.

Description: Firedancer is a better (and more expensive) version of Fire Stalker. Only for pure red decks, due to its two Fire Orbs requirement. Deals a bit more damage to structures but slightly less to units. You don't have to wait - as with the Stalker - for explosion. All in all, a slightly better but a lot more expensive unit. If you won't get it by chance in a booster and don't have any extra BattleForge Points, you shouldn't invest in it.

Type: Structure - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Rocket Tower

Type: Structure

Rarity: Rare

Charges: 3

Orbs: 3 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 1700

Defense: 2000

Description: A quite cheap, tough and irritating (for your enemy) unit - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughRocket Barrage - every 5 seconds tower shoots up to 3 rockets, at various targets in a range of 5 metres. Each rocket deals 85 damage to its target. Knocks back small and medium units.

Description: A quite cheap, tough and irritating (for your enemy) unit. Its great advantage is the fact that it knocks back both small and medium units. If used skillfully, it can prove to be a strong asset of a (purely) red deck.

Type: Structure - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Termite Hill

Type: Structure

Rarity: Uncommon

Charges: 2

Orbs: 4 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 40 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 40

Defense: 860

Description: There are better ways to spend 70 (40 + 30) Power in a purely red deck at the second Orb, especially since a better opponent will destroy Termite Hill before it starts to affect them - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughTermite Swarm - activate to send termites to enemy structures in a chosen direction that deal 130 damage every second for 20 seconds. Reusable after 20 seconds (Power Cost: 30).

Description: There are better ways to spend 70 (40 + 30) Power in a purely red deck at the second Orb, especially since a better opponent will destroy Termite Hill before it starts to affect them. But, since the card only requires one red Orb, it can be used with success in splash decks (see dictionary), in which cards dealing much damage to structures are often lacking.

Type: Creature - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Juggernaut

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 5 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough6 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 220 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 220

Attack: 3750

Defense: 3550

Weapon type: XL

Size: XL

Description: Even though the abilit description doesnt look to impressive on paper, its one of the more destructive effects in the game - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughStampede - activate to charge in a target direction, dealing 170 damage to enemies on the way, up to 7750 in total. Reusable after 30 seconds (Power Cost: 100).

Description: Even though the abilit description doesn't look to impressive on paper, it's one of the more destructive effects in the game. What counts is not the damage but the fact that when Juggernaut starts to rush, it won't stop until it reaches its destination. All buildings on its way will be crushed (Orbs and Power Wells as well). Unfortunately, due to its low life points outpot, it's a bit too easy to kill - however, when used with Ravage, it can defeat large groups of weaker enemies on its own. And then there's the roar...

Type: Creature - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Magma Spore

Type: Creature

Rarity: Common

Charges: 4

Orbs: 7 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough8 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 1260

Defense: 470

Weapon type: L

Size: M

9 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughMagma Blast - every two seconds unit throws a fiery comet, that deals 160 damage to flying units in 25 metres radius of its target, up to 200 in total.

Description: Magma Spore has to use its ability to hurt ground units but both the card and the ability dont cost much and the triggered explosion really deals a lot of damage - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughGround Blast - activate to trigger an explosion, dealing 620 damage to enemies in 15 metres of its target, up to 970. Only affects ground units. Reusable after 20 seconds (Power Cost: 30).

Description: Magma Spore has to use its ability to hurt ground units but both the card and the ability don't cost much and the triggered explosion really deals a lot of damage. It's also a flying unit, so not everyone is able to hurt it and it has a bonus to large creatures damage - and it is the most common size at the third Orb. Avery good choice for both pure and splash decks.

Type: Creature - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Giant Slayer

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 10 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough11 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 520

Defense: 980

Weapon type: XL

Size: M

12 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughCharge - unit charges at enemy.

13 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughHarmstring Rage - unit does increasingly more damage the longer it attacks, but it returns to its original damage, if it doesn't fight for 5 seconds. Additionaly, attacked units can only move at walk speed for 10 seconds.

Description: Giant Slayer isnt bad but at the third Orb a better and all that more expensive unit is Magma Hurler - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: Giant Slayer isn't bad but at the third Orb a better and all that more expensive unit is Magma Hurler. Giant Slayer can find its place in PvE missions, where often you fight long enough to use Harmstring Rage.

Type: Creature - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Magma Hurler

Type: Creature

Rarity: Common

Charges: 3

Orbs: 14 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough15 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1700

Defense: 975

Weapon type: L

Size: L

Description: A very good card - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughMagma Balls - every 4 seconds unit throws a magma ball, dealing 240 damage to enemies in 5 metres of its target, up to 360 in total. Knocks back small and medium units.

Description: A very good card. Magma Hurler's attack knocks back both small and medium units and deals a lot of damage, also to flying creatures. Beacuse the unit only requires one Fire Orba, it can be successfully in multicolored decks.

Type: Structure - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Tower of Flames

Type: Structure

Rarity: Uncommon

Charges: 3

Orbs: 16 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough17 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 2700

Defense: 2100

18 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughFire Ball - every 2 seconds tower throws a ball of fire, dealing 216 damage to units in 5 metres radius of its target, up to 324 in total.

Description: A very strong turret, additionally protected against attacking units - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and WalkthroughVolcanic Ground - activate, to trigger 3 fire waves, each dealin 200 damage to enemies in 25 metres around the tower, up to 1000 in total. Only affects ground units. Reusable after 30 seconds (Power Cost: 50).

Description: A very strong turret, additionally protected against attacking units. Useful mainly in PvE, when fighting a strong enemy at third Ordb, it won't do much good - they will use spells to destroy it while in construction or will avoid it.

19 - Cards list - Fire - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Vulcan

Type: Creature

Rarity: Uncommon

Charges: 2

Orbs: 1 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough2 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 2400

Defense: 950

Weapon type: M

Size: L

3 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughFlamethrower - unit throws flames that deal 120 damage to enemies every second.

Description: In comparison to Magma Hurlerem, Vulcan deals much more damage but when fighting with a group of enemies (and thats the case - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughConflagrate - activate to fill a cone-shaped area, in a chosen directory, with flames dealing 210 damage to enemies every second. Lasts 20 seconds. Reusable after 30 seconds.

Description: In comparison to Magma Hurlerem, Vulcan deals much more damage but when fighting with a group of enemies (and that's the case., most of the time), the Hurler is more efficient, because it has a greater "compound" attack. It's also a bit cheaper and knocks back small and medium unitsi. You should check, which of them suits you better.

Type: Spell - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Inferno

Type: Spell

Rarity: Rare

Charges: 1

Orbs: 4 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough5 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Meteor Shower - hurls 8 meteors onto a chosen area, each dealing 200 damage to enemies in 15 metres, up to 600 in total. Knocks back small and medium units. Reusable after 20 seconds.

Description: Nice enough in PvE - you can deal some great damage on a big area, when you have a Power surplus. In PvP however, the cost of casting this spell is much too big. You'd do better to summon some Magma Spores or Magma Hurlers.

Type: Creature - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Spitfire

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs: 6 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough7 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Attack: 3790

Defense: 1900

Weapon type: Special

Size: XL

8 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughGround Bomb - every 4 seconds unit shoots a magma bomb, dealing 270 damage to enemies in 10 metres of its target, up to 420 in total. Knocks back small and medium units. Only affects ground targets.

9 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughAir Defense - every 2 seconds 8 cannons shoot independently, dealing 60 damage to enemies in 5 metres of its target, up to 85 in total. Only affects air targets.

Description: A real building destroyer - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 100% more damage to structures.

Description: A real building destroyer. It deals twice the normal damage to them, and also has special cannons that only attack flying creatures. It has some problems like a huge cost and a small amount of life points but if it gets through to enemy structures, it can crush them with a couple of shots. There are many better options for this Power cost, however.

Type: Spell - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Backlash

Type: Spell

Rarity: Ultra Rare

Charges: 2

Orbs: 10 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough11 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Void Surge - triggers an explosion that deals damage equal to Power stored in Void + 250% of this Power, to enemies in 25 metres radius. Up to 25% of this damage can be taken by one unit. Void Power isn't used up. Knocks back small and medium units. Reusable after 30 seconds

Description: A very useful spell in PvE, rarely seen in battles between players. The reason is simple - you will rarely have enough Void Power for Backslasha to be worthwile. Very recommended for campaings and scenarios though.

Type: Structure - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Voodoo Shack

Type: Structure

Rarity: Ultra Rare

Charges: 3

Orbs: 12 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough13 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1700

Description: In theory, a good card, nevertheless, it has one (apparently) bug associated with it - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughDeathcounter - puts a curse one enemy's building, causing it to explode after some time. This time depends on the building's life points. Reusable after 30 seconds.

Description: In theory, a good card, nevertheless, it has one (apparently) bug associated with it. In the building's description there's not a single word about the range of its effect and no area is highlighted when you click on it. This makes it hard to place Voodoo Shack so it would actually destroy any of the enemy's buildings.

Type: Spell - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Aura of Pain

Type: Spell

Rarity: Uncommon

Charges: 3

Orbs: 14 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough15 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Torment - a chosen unit is surrounded by energy, dealing 34 damage every second to enemies in 15 metres radius, up to 170 in total. Lasts 15 seconds. Reusable after 10 seconds.

Description: For a spell that requires a third Orb, Aura of Pain deals too little damage to use it actively. Additionally, an experienced player will move the afflicted unit away from the others, causing the damage to be dealt to only one creature. Only consider using it in PvE.

Type: Structure - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Shrine of War

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 16 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough17 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Defense: 1600

Description: A card only used in PvE campaing scenarios - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughSong of Battle - everytime an enemy is killed, 4% of the current Power in Void is added to the Power pool. Lasts 20 seconds. Not usable for 60 seconds after construction. Reusable after 60 seconds.

Description: A card only used in PvE campaing scenarios. In matches between players, you won't be killing enough units to really gain benefits from Shrine of War and the cost of building it is very high.

Type: Creature - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Virtuoso

Type: Creature

Rarity: Rare

Charges: 2

Orbs: 18 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough19 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 1790

Defense: 1700

Weapon type: L

Size: L

Description: A very interesting unit, used for destroying enemy buildings - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughTrumpet of Jelico - activate, to deal 10 damage to units and 1300 damage to buildings in a cone-shaped area in chosen direction, up to 3400 in total. Knocks back small and medium units. Reusable after 20 seconds (Power Cost: 100).

Description: A very interesting unit, used for destroying enemy buildings. Because the ability is not exactly cheap, you have to use it to its fullest. Try to have three structures in its area of effect, for exampe twoe Power Wells and an Orb. After using the trumpet twice or with help of other units, you can quickly get rid of these structures important to the enemy.

Type: Creature - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Boom Brothers

Type: Creature

Rarity: Uncommon

Charges: 3

Orbs: 20 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough21 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough22 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 2800

Defense: 2000

Weapon type: XL

Size: L

Description: Instead of spending 100 Power on a unit with not exactly impressive stats and an L-size, its better to wait a little and invest in Fire Dragona or Fire Worma - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and WalkthroughBOOM - activate to shoot a cannon ball, dealing 850 damage to enemies in a cone-shaped area, up to 2100 in total. Only affects ground targets. Knocks back units of all sizes. Reusable after 30 seconds (Power Cost: 50).

Description: Instead of spending 100 Power on a unit with not exactly impressive stats and an L-size, it's better to wait a little and invest in Fire Dragona or Fire Worma. Unless the enemy is already attacking - in such case the Brothers can prove very useful.

23 - Cards list - Fire - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Emberstrike

Type: Creature

Rarity: Common

Charges: 3

Orbs: 1 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough2 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough3 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 3025

Defense: 1960

Weapon type: M

Size: L

4 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFire Lance - activate to shoot a fiery lance at the enemies in a straight line, dealing 850 damage, up to 1300 in total. Reusable after 30 seconds (Power Cost: 50).

Description: For its required four Orbs, its a little low on life points - I advise you to wait for something stronger, especially since you gain Power very quickly when you have four Monuments - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFiery Birth - after summoning, unit triggers an explosion, dealing 500 damage to enemy units in a chosen area, up to 750 in total. Knocks back small and medium creatures. Only affects ground targets.

Description: For its required four Orbs, it's a little low on life points - I advise you to wait for something stronger, especially since you gain Power very quickly when you have four Monuments.

Type: Creature - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Fire Dragon

Type: Creature

Rarity: Uncommon

Charges: 1

Orbs: 5 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough6 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough7 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Attack: 2150

Defense: 2400

Weapon type: XL

Size: XL

8 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFire Breath - every 3 seconds unit breathes a stream of fire, dealing 240 damage to enemies in 35 metres radius of its target, up to 360 in total.

Description: Despite having moderate starting damage, Fire Dragon is a very strong unit, for two reasons - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughRage - unit does increasingly more damage the longer it attacks, but it returns to its original damage, if it doesn't fight for 10 seconds.

Description: Despite having moderate starting damage, Fire Dragon is a very strong unit, for two reasons. Firstly, it can fly - the forth Orb creatures are mostly very large and can reach airborne targets as well. The second reason is more important - Fire Dragon is the strongest of units with Rage and when you're fighting a long battle it damage constantly increases (the flaming wings visualize it). It causes the creature to soon become stronger than the most powerful colosuses of the forth Orb.

Type: Creature - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Magma Fiend

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 9 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough11 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Attack: 5200

Defense: 3170

Weapon type: L

Size: XL

12 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFire Stream - unit releases streams of fire, dealing 300 damageto enemies every second.

Description: Quite big attack outpot but for 40 less Power you can summon Fire Worma, that has a much better ability and gains bonuses while moving - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughBurning Liquid - activate to cover the ground with 8 waves of a burning liquid, that deals damage 8 times. Each time 80 damage is dealt to enemies in a 25 metres radius around the target, up to 480 in total per second. Reusable after 30 seconds (Power Cost: 100)

Description: Quite big attack outpot but for 40 less Power you can summon Fire Worma, that has a much better ability and gains bonuses while moving. For 250 Power you can also get Fire Dragona with poweful Rage.

Type: Spell - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Fire Sphere

Type: Spell

Rarity: Common

Charges: 2

Orbs: 13 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough14 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough15 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Massive Explosion - creates a great ball of fire that exoplodes after 10 seconds, dealing 2240 damage to enemies in 15 metres radius, up to 6730 in total. Knocks back small, medium and large units. Reusable after 20 seconds.

Description: Very powerful, very deadl, not all that expensive. The only problem is keeping the enemy units in one place for ten seconds, because that's how long preparing the spell lasts. If you somehow manage to do this (Ensnaring Roots would be very useful here, suggesting a two-color deck), the enemies receive damage from the strongest offensive spell in the game.

Type: Spell - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Earthshaker

Type: Spell

Rarity: Rare

Charges: 2

Orbs: 16 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough17 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough18 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Quake - triggers five quakes, each time dealing 475 damage to buildings in 15 metres radius, up to 1400 in total and minimally hurts units. Knocks back small, medium and large units. Only affects ground targets. Reusable after 20 seconds.

Description: Earthshaker is a spell, that cast only once, can destroy even three of enemy's Power Wells. Not a bad card to have but you won't use it too often in PvP and there's not much to destroy in PvE.

Type: Spell - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Bloodthirst

Type: Spell

Rarity: Uncommon

Charges: 3

Orbs: 19 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough20 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough21 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Mania - chosen unit starts to regenrate 150 life points each second for 10 seconds for every 1200 damage that this unit deals. Reusable after 20 seconds.

Description: It lasts a bit too short to effectively heal a unit. Not a very good card, considering that it requires four Orbs. If you insist on using it, you should cast it when you're sure that your creature will be fighting for, at least, the next ten seconds.

Type: Structure - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Comet Catcher

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 22 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough23 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough24 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Defense: 5000

Description: A decent card, though mainly useful in PvE due to the long time it takes for a commet to reach its target - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFiery Comet - activate to hurl a huge commet, dealing 2150 damage to enemies in 15 metres radius of its target, up to 13000. It has a very big range - 200 metres - but it can only shoot to a place where a friendly unit is placed. Knocks back small, medium and large units. The ability can't be used for 30 seconds after building was built. Reusable after 30 seconds.

Description: A decent card, though mainly useful in PvE due to the long time it takes for a commet to reach its target. You can try attacking enemy's base in PvP, using this card's amazing range. It's very hard to destroy because of its great endurance.

Type: Creature - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Fire Worm

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 25 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough26 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough27 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 210 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 210

Attack: 4800

Defense: 2100

Weapon type: L

Size: XL

28 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFiery Spit - every 3 seconds unit throws a ball of magma, dealing 480 damage to enemies in 10 metres radius of its target, up to 720. Knocks back small and medium units.

29 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughEarthquake - activate to trigger an earthquake, that deals 850 damage to enemies every 2 seconds for 6 seconds. Knocks back small, medium and large units. Reusable after 30 seconds (Power Cost: 100).

30 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPercussive Birth - after summoning in a chosen place, unit knocks back small, medium and large units, dealing 500 damage to them, up to 2000 in total. Only affects ground targets.

Description: A very good unit with a powerful ability (Earthquake), decent attack - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughEarth Dive - when moving, unit receives 50% less damage and knocks back small, medium and large units, dealing 250 damage to them, up to 1000 in total. Only affects ground targets.

Description: A very good unit with a powerful ability (Earthquake), decent attack. It also damages enemy units after summoning and when moving. It's also very affordable. Its disatvange is the low health outpot, making it well-advised to chose Nature at the fourth Orb since it will allow you to suppor Fire Worm with healing spells.

Type: Creature - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Moloch

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs: 31 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough32 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough33 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 350 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 350

Attack: 5000

Defense: 5000

Weapon type: Special

Size: XL

34 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughHardened Skin - receives 50% less damage from ranged and magical attacks.

35 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 100% more damage to structures.

Description: Big attack and defense values, incredible damage against strucures - these are the upsides - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and WalkthroughSlow - unit moves slowly

Description: Big attack and defense values, incredible damage against strucures - these are the upsides. The disadvantages are the unit's slow movement and high cost, practically exckuding it from PvP . It's better to summon Fire Worma or Fire Dragona for this much Power.

36 - Cards list - Fire - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

A blue deck emphasizes defense - i.e.: you can find very good turrets that will help you strenghten your fortifications. There are units with big defense values and ones that can create ice shields around themselves or their allies. Spells that freeze your enemies and make them easy targets are also interesting.

Ice Guardian

Type: Creature

Rarity: Rare

Charges: 4

Orbs: Power: 50 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 500

Defense: 400

Weapon type: M

Size: M

Description: The units itself is cheap but you should be close to one of your structures if you want to use its shielding ability - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughFrost Ward - activate to create a frosty bareer that ubsorbs up to 520 damage. The bareer degenarates if unit is not in proximity of player's structures - it can be created onlt then, as well. Reusable after 30 seconds.

Description: The units itself is cheap but you should be close to one of your structures if you want to use its shielding ability. Ice Barrier is great suited for this, when you're far away from your Orbs and Power Wells. It only costs 30 Power and can make Ice Guardian's life much longer. Since it's a medium unite it doesn't get knocked back by Firedancer, Fire Stalker, Makeshift Tower and many more.

Type: Creature - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Master Archers

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 50 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 300

Defense: 600

Weapon type: S

Size: S

Description: Archers with not-too-big attack but quite high defense, as it often happens in Frost deck - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughCrossbow Attack - every 2 seconds unit shoots bolts at enemies, dealing 5 damage.

Description: Archers with not-too-big attack but quite high defense, as it often happens in Frost deck. A necessary unit, to have somebody to put on your walls. When you put up a second Orb, Defenders will do better as archers.

Type: Creature - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Northguards

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 50 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 450

Defense: 720

Weapon type: S

Size: S

Brave Defenders.

Description: Low attack, lots of life. A rather worse units than Ice Guardian, because of its low damage outpot. Can be used to fight S-sized units but Frost Mage is better suited for this sice she can knock them back with her attacks.

Type: Creature - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Frost Mage

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: Power: 60 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 360

Defense: 570

Weapon type: S

Size: M

Description: As a ranged attacker it does better than Master Archers, for a couple of reasons - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughIce Lance - every 4 seconds unit shoots an icey lance at enemies in a straight line, dealing 57 damage to each of them, up to 85 in total. Knocks back small units.

Description: As a ranged attacker it does better than Master Archers, for a couple of reasons. It deals more damage, can attack multiple targets and - what's very important - knocks back small units. A couple Frost Magi won't allow S units to even come close, and they also have bonus to damage dealt to such creatures. Worth having and using. The downsides: it's 10 Power more expensive than the Archersw and you can't place it on a wall.

Type: Creature - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Frost Sorceress

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: Power: 60 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 285

Defense: 600

Weapon type: M

Size: M

1 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughIce Blast - every 2 seconds unit throws an icey missile, that deals 17 damage to enemies in 5 metres radius of its target, up to 25 in total.

Description: Not really useful as a fighting unit, it however can be useful in a supporting role - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughIce Shield - activate to protect your unit with an icey shield. It absorbs up to 520 damage for 30 seconds. Reusable after 10 seconds (Power Cost: 20).

Description: Not really useful as a fighting unit, it however can be useful in a supporting role. The ability of Frost Sorceress should be used just before a battle because the shield only lasts for 30 seconds (or until it's destroyed). The question is: is it better to use this card or Ice Guardiana, whose ability is free but only affects him and requires structures in vicinity to be used.

Type: Creature - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Imperials

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 70 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 660

Defense: 690

Weapon type: M

Size: S

2 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughDefensive Stance - after activating, unit gains:

3 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughResilient - receives 40% less damage.

Description: A bit more expensive unit than Northguards but it has a useful ability - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSlow - unit moves slowly

Description: A bit more expensive unit than Northguards but it has a useful ability. After triggering it, they become very tough, they look cool but move slowly, making them easy to run away from. Beacuse of this, they are better suited for PvE scenarios.

Type: Structure - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Ice Barrier

Type: Structure

Rarity: Common

Charges: 6

Orbs: Power: 20 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 20

Defense: 510

Defense bareer, doesn't attack.

Description: Low cost of the card's use makes it worth constructing, when you're about to wage a battle far away from your Orbs and Power Wells, to summon units closer to the enemy. Most often though, this construction is used in combination with Lyrish Knights and Ice Guardianas, beacuse of their abilities requiring a proximity of player's structure. Its big plus is the fact, that you don't "build it" - it's usable immediately after summoning.

Type: Structure - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Construction Hut

Type: Structure

Rarity: Uncommon

Charges: 2

Orbs: Power: 50 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1120

Description: You have to invest a bit, to be able to build faster, but you will get the power spent on it if you use a turrets-based deck - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and WalkthroughMaintenance - structures summoned in 25 metres radius are built 50% faster and cost 25% less.

Description: You have to invest a bit, to be able to build faster, but you will get the power spent on it if you use a turrets-based deck. Very useful in PvE scenarios where you have to defend an area. Unfortunately, in PvP you won't have, most of the time, enough time and Power to use it.

4 - Cards list - Frost - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Defense Tower

Type: Structure

Rarity: Common

Charges: 4

Orbs: Power: 50 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 640

Defense: 1500

Description: As for Frost deck, Defense Tower is a weak tower, but either it or Ice Shield Tower should be a part of every deck, especially one used in PvE - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughFrost Bolt - every 2 seconds tower throws a frosty missile that deals 50 damage to enemies in 5 metres radius of its target, up to 75 in total.

Description: As for Frost deck, Defense Tower is a weak tower, but either it or Ice Shield Tower should be a part of every deck, especially one used in PvE. It's more durable than its rival, but the latter has an ability to protect your units with an ice shield.

Type: Spell - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Glacier Shell

Type: Spell

Rarity: Common

Charges: 5

Orbs: Power: 50 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Encase in Ice - player's building is covered with an icey armor and absorbs 75% damage, up to 1300 in total. It lasts for 30 secnods. Reusable after 10 seconds.

Description: A very nice spell, necessary in decks based on turrets, important for people who play the campaign with a blue deck. You should cast it on your building only when it's being attacked, to fully use the time Glacier Shell lasts.

Type: Spell - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Home Soil

Type: Spell

Rarity: Rare

Charges: 2

Orbs: Power: 40 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 40

To Arms! - all player's units in 25 metres radius will deal 40% more damage until they are in proximity of owned structures. Lasts 30 seconds. Reusable after 30 seconds.

Description: A cheap, good and, most of all, very useful spell improving your units' attack. It can be used to strenghten the attack of archers on your walls, but the more popular use of it is in combination with Ice Guardians summoned near Ice Barrier.

Type: Spell - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Glyph of Frost

Type: Spell

Rarity: Uncommon

Charges: 3

Orbs: Power: 50 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Mark of Frost - creates a glyph that explodes, when enemies get near to it, freezing up to 5 of them in 15 metres radius for 15 seconds. When the effect wears off, the targets are immune to freezing for 10 seconds. Th glyph disappears afterseconds. Only affects ground targets. Reusable after 10 seconds.

Description: A freezing spell that you get already at the first Orb is a very good idea. It's a shame that Glyph of Frost works as a trap a good opponent in PvP rather won't get caught into. You can try to do this when you are being chased but you have to ask yourself whether such a risky turn is worth 50 Power? Good in PvE.

Type: Structure - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Ice Shield Tower

Type: Structure

Rarity: Rare

Charges: 3

Orbs: Power: 50 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 640

Defense: 1100

1 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughIce Bolt - every 2 seconds tower shoots an icey missile, that deals 50 damage to enemies in 5 metres radius of its target, up to 75 in total.

Description: a less durable tower than Defense Tower and also rarer, but it has, characteristically for a Frost card, an ability to protect a unit for a certain time - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughIce Shield - activate, to surround a target unit with a shield of ice, absorbing up to 690 damage for 30 seconds. Reusable after 20 seconds (Power Cost: 30).

Description: a less durable tower than Defense Tower and also rarer, but it has, characteristically for a Frost card, an ability to protect a unit for a certain time. You should decide if you care more for durability of your turret or for an option to cheaply toughen up your soldiers.

Type: Creature - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Defenders

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: 2 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 540

Defense: 630

Weapon type: L

Size: S

3 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughCrossbow Attack - every 2 seconds unit shoots bolts at enemies, dealing 9 damage to them.

4 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughStand Ground - unit can't move and gains:

5 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughResilient - receives 40% less damage.

Description: A good unit, peerless in a couple of PvE missions, in which it soaks enemy attacks after activating Stand Ground - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSteadfast - unit can't be knocked back.

Description: A good unit, peerless in a couple of PvE missions, in which it soaks enemy attacks after activating Stand Ground. Good archers with an ability that makes them a great weapon against all sorts of buildings and units relying on knockbacks, like Makeshift Tower.

Type: Creature - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Phalanx

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: 6 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 570

Defense: 1320

Weapon type: L

Size: S

7 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughDefensive Formation - after activating, unit gains:

8 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPayback - when unit gets trampled it deals 230 damage to enemy.

9 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSteadfast - can't be knocked back.

Description: In PvE, Phalanx is great at defending against large and extra large units, that receive damage from each of your brave troops when they crush them, very often dying as a result - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSlow - unit moves slowly

Description: In PvE, Phalanx is great at defending against large and extra large units, that receive damage from each of your brave troops when they crush them, very often dying as a result. In PvP, they're less useful. At the second Orb they're ability is not really practical.

Type: Creature - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

White Rangers

Type: Creature

Rarity: Uncommon

Charges: 5x6

Orbs: 10 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 528

Defense: 780

Weapon type: M

Size: S

11 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughBow Attack - every 3 seconds unit shoots arrows at enemies, dealing 11 damage.

Description: For the damage it deals, the unit is quite expensive, and you still have to use up 25 Power additionally to use its ability - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and WalkthroughHome Defense - activate, to shoot volleys of arrows in a chosen area of 4 metres radius, dealing 9 damage to enemies there, up to 14 in total. Ability will be interrupted if White Rangers become knocked back. Otherwise, it lasts until unit receives new orders. It can only be activated in vicinity of player's structures. Reusable after 2 seconds (Power Cost: 25).

Description: For the damage it deals, the unit is quite expensive, and you still have to use up 25 Power additionally to use its ability. White Rangers are not really bad, their ability works well with Coldsnap (when frozen, enemies can't run away from the rain of arrows) and other rooting spells, but most of the time, there are better ways to defeat opponent.

12 - Cards list - Frost - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

War Eagle

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 1 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1350

Defense: 650

Weapon type: M

Size: L

2 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughScreech - every 3 seconds unit emits a piercing screech, that deals 170 damage to enemies in 5 metres radius, up to 250 in total. Only affects ground units.

Description: A very strong unit for the second Orb, destroying everything that moves on the ground - either with its basic attack or ability - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughSonic Scream - activate to fill a cone-shaped area with sonic waves, that deal 500 damage to enemies there, up to 900 in total. Knocks back small and medium units. Only affects ground units. Reusable after 10 seconds (Power Cost: 60).

Description: A very strong unit for the second Orb, destroying everything that moves on the ground - either with its basic attack or ability. War Eagle's disadvantes are its realtively low life points outpot and an inability to attack flying units. Essential in PvE, in PvP, better enemies know how to get rid of it quickly.

Type: Structure - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Juice Tank

Type: Structure

Rarity: Uncommon

Charges: 2

Orbs: 3 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1550

Description: A card completely useless in PvP since matches end so quickly most of the time, that you wont run out ouf Power anyway - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughThe Juice Must Flow - player's Power Wells in 20 metres radius use up 40% less Power, while producing the normal amount.

Description: A card completely useless in PvP since matches end so quickly most of the time, that you won't run out ouf Power anyway. Now, PvE is a different thing - there, you can put it in your deck before a particularly long scenario.

Type: Structure - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Cannon Tower

Type: Structure

Rarity: Common

Charges: 4

Orbs: 4 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 1380

Defense: 2000

Description: Cannon Tower is a stronger kind of a turret that deals more damage and is tougher than the ones at the first Orb - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughCannon - every 2 seconds tower shoots a cannon ball, dealing 140 damage to enemies in 8 metres radius of its target, up to 210 in total. Knocks back small units. Only affects ground targets.

Description: Cannon Tower is a stronger kind of a turret that deals more damage and is tougher than the ones at the first Orb. It can be effectively used in multicolored decks Additionally it knocks back small units, significantly slowing them down. Its only disadvantage is an inability to attack flying rargets.

Type: Spell - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Coldsnap

Type: Spell

Rarity: Uncommon

Charges: 4

Orbs: 5 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Area Freeze - freezes up to 5 enemies in 20 metres radius for 15 seconds. When the effect wears off, the targets are immune to freezing for 10 seconds. Reusable after 20 seconds.

Description: An essential card in any Frost deck. For 80 Power you can turn enemies into ice and attack them throughout the spell's duration. A priceless card (and it's available in the basic deck), that will be appreciated by both owners of pure blue and multicolor decks.

Type: Structure - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Kobold Laboratory

Type: Structure

Rarity: Uncommon

Charges: 2

Orbs: 6 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1300

7 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughMason Mastery - player's buildings in 25 metres radius only take 60% damage for 15 seconds. Reusable after 30 seconds (Power Cost: 40).

Description: A useful card in PvE, for decks relying on towers defense - it allows you to repair them for free and increase their durability in the case of attack - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughMaterial Research - player's buildings in 25 metres radius have 100% lower costs of repair.

Description: A useful card in PvE, for decks relying on towers defense - it allows you to repair them for free and increase their durability in the case of attack. Rather useless in PvP, because when you add the cost of summoning and the price for using the ability it sums up to quice a lot of power - too much.

Type: Creature - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Skyelf Templar

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 8 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1350

Defense: 645

Weapon type: XL

Size: L

9 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughSword of the Sky - every 2 seconds unit throws a lance of light, dealing 95 damage to enemies in 5 metres of its target, up to 140. Only affects air targets.

10 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughHigh Guard - activate, to connect a unit with an allied building. Unit can't attack when active.

Description: An essential unit in every Frost deck - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughBlessing of Light - Building, with which Skyelf Templar is connected gains Blessing of Light and regenerates 60 every second.

Description: An essential unit in every Frost deck. In PvE the ability to "heal" buildings works great in a deck based on defense with towers. PvP players use this card to counter units such as Skyfire Drake or War Eagle that are hard to defend otherwise - Skyelf Templar will deal with them in a matter of seconds.

Type: Spell - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Kobold Trick

Type: Spell

Rarity: Common

Charges: 4

Orbs: 11 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Repair Building - instantly repairs target building for 850. Reusable after 10 seconds.

Description: Another vert important part of a Frost deck. Immedaiate building repair will be useful not only when you want to save your Orb but also to regenarate your towers, making it harder for enemy to destroy them.

Type: Spell - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Area Ice Shield

Type: Spell

Rarity: Rare

Charges: 3

Orbs: 12 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Ice Shield - surrounds up to 3 player's units with an icey shield, that absorbs do 520 damage for 30 seconds. Reusable after 20 seconds.

Description: A shield for three units for 80 Power? I like that! If you have a free slot in your deck, take it with no hesitation.

13 - Cards list - Frost - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Lyrish Knight

Type: Creature

Rarity: Uncommon

Charges: 5

Orbs: 1 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 60 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 500

Defense: 775

Weapon type: S

Size: M

2 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughProtector - in proximity of players buildings, receives:

3 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSurge of Strength - deals 50% more damage.

4 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A cheap unit with medium statistics that gains a lot when near your structures - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughStomp - unit stomps little creatures

Description: A cheap unit with medium statistics that gains a lot when near your structures. That's why it works great with Ice Barrier. Swift is not too useful in this case, but the rest of abilities really are.

Type: Structure - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Frost Crystal

Type: Structure

Rarity: Rare

Charges: 3

Orbs: 5 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 900

Defense: 1460

6 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughIce Shard - every 2 seconds tower shoots an icey missile, that deals 72 damage to enemies in 5 metres radius of its target, up to 110.

Description: Frost Crystal looks very good but in most scenarios you wont have enough time to activate the freezing effect once in a while - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughFrost Wave - freezes up to 4 enemies in a target area for 10 seconds. When the effect wears off, the targets are immune to freezing for some time. Reusable after 30 seconds.

Description: Frost Crystal looks very good but in most scenarios you won't have enough time to activate the freezing effect once in a while. When you combine this with a much lower attack value it turns out that it's better to use Cannon Tower. Frost Crystal can be very useful nevertheless, for one reason - it attacksi flying units, as opposed to its stronger alternative. If you have a place in your deck, you can take this tower too.

Type: Creature - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Mountaineer

Type: Creature

Rarity: Ultra Rare

Charges: 2

Orbs: 7 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Attack: 1200

Defense: 1350

Weapon type: Special

Size: L

8 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughBombard - every 4 seconds unit throws balls of ice, which deal 170 damage to enemies in 5 metres radius of its target, up to 260 in total. Knocks back small and medium units. Only affects ground targets.

Description: A destroyer of buildings and Orbs - simply, a great unit - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: A destroyer of buildings and Orbs - simply, a great unit. It's hard to block with anything that moves on the ground. What's more, after the first upgrade, he gets a shield that makes him even more powerful. Unfortunately - Moutaineer can't attack flying targets, so he would do well with some anti-air support - Skyelf Templar gets the job done very well.

Type: Creature - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Silverwind Lancers

Type: Creature

Rarity: Common

Charges: 5x4

Orbs: 9 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 1040

Defense: 1680

Weapon type: L

Size: M

11 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: Not too amazing for the 3rd Orb - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughStomp - tramples small creatures .

Description: Not too amazing for the 3rd Orb. The ability to stomp small units is rather useless in PvP, where at the 3rd Orb there are practically no such creatures in sight. Swift is the unit's advantage but it's not really useful at that stage of the game. It's probably better to wait and summon Tremor for 20 more Power.

Type: Creature - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Tremor

Type: Creature

Rarity: Common

Charges: 3

Orbs: 12 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough13 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1700

Defense: 1800

Weapon type: Special

Size: L

14 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughGround Slam - activate, to create a wave around unit, dealing 170 damage to units and 850 to buildings in 15 metres radius, up to 1200 in total. The damage bonus against buildings applies as well. Knocks back small and medium units. Only affects ground targets. Reusable after 30 seconds. (Power Cost: 50).

15 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against buildings.

Description: A very good unit with a big attack and defense values, that isnt terribly expensive - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSlow - unit moves slowly

Description: A very good unit with a big attack and defense values, that isn't terribly expensive. Works well in multicolor decks. The ability allows it to do much damage ti small and medium units while knocking them back.

Type: Structure - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Armored Tower

Type: Structure

Rarity: Uncommon

Charges: 3

Orbs: 16 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough17 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 1420

Defense: 2590

18 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughIce Bolt - every 2 seconds tower throws an icey missile, that deals 110 damage to enemies in 5 metres, up to 170 in total.

Description: In PvP at the third Orb towers are rather rarely used - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughGift of Ice - player's units and buildings in 25 metres radius receive 50% less damage for 30 seconds, up to 5200 in total.

Description: In PvP at the third Orb towers are rather rarely used. Armored Tower can be used in a PvE scenario that focuses on a defense of an area. The building is very durable, which improves it's value in defense.

Type: Spell - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Ward of the North

Type: Spell

Rarity: Rare

Charges: 3

Orbs: 19 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough20 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Protective Ice - player's units and buildings in 15 metres radius receive 50% less damage, up to 7800 damage in total. Lasts 30 seconds. Reusable after 20 seconds.

Description: The decrease in damage received by your units at an average cost. Good in PvE for defense missions - the abilit to significantly lower enemy's damage is very useful and you often have more than enough Power - If there's space in your deck, this is worth having. In PvP however, it may be too expensive, 100 Power is better spen on, for example, Avatar of Frost.

Type: Creature - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Timeless One

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 21 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough22 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 480

Defense: 850

Weapon type: M

Size: M

23 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughTime Shock - every 3 seconds unit attacks, dealing 45 damage to enemies in 5 metres radius of its target, up to 70 in total. Knocks back small units.

Description: A unit worth attention, due to a cheap freezing ability - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and WalkthroughFrozen Stasis - activate to freeze 3 unit in a target zone for 10 seconds. When the effect wears off, the targets are immune to freezing for 10 seconds. Reusable after 20 seconds (Power Cost: 20).

Description: A unit worth attention, due to a cheap freezing ability. If your tactics in using Frost revolver around it, you should be happy with this card. You have to be careful with Timeless One because for the 3rd Orb it doesn't have too many life points.

24 - Cards list - Frost - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Skyelf Sage

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 1 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough2 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1030

Defense: 975

Weapon type: L

Size: L

3 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughCelestial Blade - every 2 seconds unit throws a lance of light, dealing 70 damage to enemies in 5 metres radius of its target, up to 110 in total.

4 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughHigh Guard - activate, to connect a unit with an allied building. Unit can't attack when active .

Description: Rather useless in PvP because you rarely use offensive buildings at the third Orb - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughSurge of Strength - the building connected with Skyelf Sage receives Surge of Strength and deals 85% more damage.

Description: Rather useless in PvP because you rarely use offensive buildings at the third Orb. Worth having in a PvE deck in a scenario where you have to defend an area.

Type: Structure - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Shrine of Martyrs

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 5 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough6 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Defense: 1800

Description: Too expensive - at least in PvP - 300 Power for a building, that an enemy can destroy, is definitely too much - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughShield of the Martyr - activate to create protecting shields with a total strength of 400% of the current Power in the Void, that are applied to player's units. The shields last 30 seconds and absorb 50% of all damage. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds.

Description: Too expensive - at least in PvP - 300 Power for a building, that an enemy can destroy, is definitely too much. Very helpful in PvE thanks to the ability to increase damage multiple times, after building it in a safe place. If you have a place in your deck - take it.

Type: Spell - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Shield Building

Type: Spell

Rarity: Common

Charges: 4

Orbs: 7 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough8 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Ice Shield - applies an icey shield on an allied building, that absorbs 1300 damage for 8 seconds. Ice Shield renews every 7 secnods, up to three times in total. Reusable after 20 seconds.

Description: A very cheap card that gives many profits. Useful when the enemy attacks your base, to protect a tower or keep an Orb for a longer time. Can be used in multicolor decks since it only requires one Frost Orb.

Type: Creature - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Avatar of Frost

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs: 9 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Attack: 3200

Defense: 500

Weapon type: L

Size: XL

Description: A unit with ,theoretically, low defense, but protected by a shiled that makes Avatar of Frost a powerful warropr - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughFrozen Armor - every 15 seconds unit covers itself in an icey armor, which absorbs up to 2150 damage.

Description: A unit with ,theoretically, low defense, but protected by a shiled that makes Avatar of Frost a powerful warropr. If the enemy has no units that can deal more than 2650 damage to the Avatar in 15 seconds, they will lose bitterly. However, when the shield is destroyed, Avatar of Frost dies quickly - that's why it's important to summon it quickly, before the opponent has anything to counter it. Great abilities correspond to the great cost but the unit is well worth spending 250 Power on it.

Type: Spell - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Frost Shard

Type: Spell

Rarity: Ultra Rare

Charges: 4

Orbs: 11 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough12 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 200 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 200

Freezing Shock - casts a freezing shock that deals 750 damage to enemies in 15 metres radius of its target, up to 2250 in total. Freezes enemy units in it's target area for 10 seconds. Reusable after 20 seconds

Description: Freezes and deals damage - and quite a lot of it. If it wasn't for its very high cost, it would be a great card. Most of the time though, it's better to wait a while and summon Avatar of Frost.

Type: Creature - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Kobold Engineer

Type: Creature

Rarity: Uncommon

Charges: 3

Orbs: 13 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough14 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 950

Defense: 2000

Weapon type: M

Size: L

Description: Automatic buildings repair - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughArchitect - every 4 seconds unit repairs a building for 430 points.

Description: Automatic buildings repair? Great! The unit is great both in the defense missions in PvE and in cooperating with some of the buildings in PvP - often seen with Church of Negation in Frost/Shadow decks.

Type: Spell - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Retreating Circle

Type: Spell

Rarity: Uncommon

Charges: 2

Orbs: 15 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough16 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 60 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Homeland Portal - creates a portal that teleports player's units in 15 metres radius to the closest owned monument. Reusable after 20 seconds.

Description: Allows to return to the closest Orba in case of a defeat far away from your base or when the enemy surprisesd you with an attack on your camp. You only have to be careful to be close enough to the siedged place and not to get even further away, having spent 60 Power.

Type: Structure - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Stronghold

Type: Structure

Rarity: Ultra Rare

Charges: 1

Orbs: 17 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough18 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Attack: 2155

Defense: 3600

19 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughCannon Turrets - every 3 seconds each of 8 cannons deals 52 damage to enemies in 5 metres, up to 75.

Description: A very strong tower dealing a lot of damage that also has tons of defense - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and WalkthroughBombardment - every 4 seconds fortress shoots a mortar missile, that deals 180 damage to enemies in 10 metres radius of its target, up to 265. Knocks back small and medium units.

Description: A very strong tower dealing a lot of damage that also has tons of defense. In a defense oriented deck, supported by spells and repairing unitsi - Kobold Trick and Kobold Engineer it's very hard to destroy.

20 - Cards list - Frost - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Winter Witch

Type: Creature

Rarity: Uncommon

Charges: 2

Orbs: 1 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough2 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough3 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 60 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: -

Defense: 1160

Weapon type: Special

Size: M

4 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough Frost Beam - attacks with a frosty beam, that freezes enemy unit after a short time. When the effect wears off, the target is immune to freezing for 10 seconds.

Description: A cheap support unit, good to use in final assaults on enemys base in PvE - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughGift of Winter - creates a frosty aura with 15 metres radius, that gives 3 icey shields for 3 seconds to player's units in it's range, up to 12 in total. Each shield absorbs up to 850 damage for 30 seconds. The spell will be interrupted if unit is knocked back. Otherwise, it lasts until Winter Witch receives another orders. Reusable after 20 seconds (Power Cost: 100).

Description: A cheap support unit, good to use in final assaults on enemy's base in PvE. Not really useful in PvP. It dies rather easily, so it needs to be kept at the back - far away from the enemies's attacks.

Type: Creature - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Construct

Type: Creature

Rarity: Uncommon

Charges: 1

Orbs: 5 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough6 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough7 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Attack: 310

Defense: 5300

Weapon type: Special

Size: XL

8 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughArcane Turret - every 5 seconds unit shoots a ball of power, that deals 690 damage to enemies in 10 metres radius of its target, up to 1030 in total. Knocks back small and medium units. Only affects ground targets.

Description: A very strong building destroying unit - most of them crumble after a few Construct blasts - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: A very strong building destroying unit - most of them crumble after a few Construct blasts. If you don't need such an ability in a given mission, it would be better to take the invredibly powerful Dreadnoughta. More so, because Construct can't attack flying units, which makes it ill-suited for many PvE scenarios, especially at the higher difficulty.

Type: Spell - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Shatter Ice

Type: Spell

Rarity: Common

Charges: 4

Orbs: 9 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough11 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Ice Explosion - deals 2400 damage to frozen units in 15 metres, up to 7200 in total. Reusable after 30 seconds.

Description: A deadly spell for frozen units, but rarely useful in practice. To freeze and then destroy a creature you have to spend 180 points, and one spell is not always enough to kill a powerful fourth Orb unit. Rather not worth a place in your deck.

Type: Spell - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Maelstrom

Type: Spell

Rarity: Uncommon

Charges: 2

Orbs: 12 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough13 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough14 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 240 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 240

Massive Blizzard - casts 10 frosty gusts, each dealing 200 damage to enemies in 25 metres radius, up to 600 in total and freezing them after a while. Reusable after 20 seconds.

Description: In PvE - passable. Not worth a place in a PvP deck, since it costs 240 Power, and gives enemies enough time before freezing them, to run away from the area of effect.

Type: Creature - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Skyelf Commander

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 15 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough16 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough17 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1500

Defense: 1230

Weapon type: XL

Size: L

18 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughCelestial Blade - every 2 seconds unit throws a lance of light, dealing 105 damage to enemies in 5 metres radius of its target, up to 160 in total.

19 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughHigh Guard - activate, to connect a unit with an allied building. Unit can't attack when active.

Description: Another unit that strenghtens your buildings - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughResilient - Building connected with Skyelf Commander receives 65% less damage.

Description: Another unit that strenghtens your buildings. In PvP, it's completely useless - has its role in PvE, in a deck focused on towers defense, but you won't use it too often at the 4th Orb.

Type: Creature - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Battleship

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 20 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough21 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough22 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Attack: 3200

Defense: 4350

Weapon type: L

Size: XL

23 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughCannon Turrets - every 2 seconds 4 cannons deal 80 damage to enemies in 5 metres, up to 120.

Description: An expensive unit with an expensive ability, so you rather shouldnt use it outside of PvE - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughBarrage - activate to shoot five times, dealing 420 damage to enemies in 12 metres radius each time, up to 2500 in time. Knocks back small units. Only affects ground targets. Reusable after 30 seconds (Power Cost: 100).

Description: An expensive unit with an expensive ability, so you rather shouldn't use it outside of PvE. Useful when fighting some big creature at the end of a scenario.

Type: Creature - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Dreadnought

Type: Creature

Rarity: Ultra

Charges: Rare

Orbs: 24 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough25 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough26 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 240 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 240

Attack: 4100

Defense: 6100

Weapon type: XL

Size: XL

27 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPledge of the Giants - unit can't move and gains:

Description: The toughest unit in the game, for pure Frost decks only - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughShared Pain - all the player's units in 25 metres radius only take 20% damage. 75% of the remaining damage is absorbed by Dreadnought, and the rest is returned to the damage dealer.

Description: The toughest unit in the game, for pure Frost decks only. Great for so-called "tanking" - taking the damage so the other units can freely deal it. The ability to protect nearby units is a great help in this. He's also quite strong himslef, possessing a damage bonus against XL creatures. He's not too expensive - as much as 60 Power cheaper than Construct.

Type: Spell - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Ice Tornado

Type: Spell

Rarity: Rare

Charges: 3

Orbs: 28 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough29 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough30 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 30 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 30

Frosty Storm - casts an icey tornado, that moves across a target path, hurling ice shards, each dealing 260 damage to enemies in 10 metres radius, up to 750 in total, each second. The maximum distance it can travel is 30 metres. Reusable after 30 seconds.

Description: Strong but too expensive. What's worse, the enemy can run away from its range when it moves. Rather a was of space in a deck, especially in PvP.

Type: Creature - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Tempest

Type: Creature

Rarity: Common

Charges: 3

Orbs: 31 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough32 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough33 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 90 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 90

Attack: 1720

Defense: 1850

Weapon type: M

Size: L

34 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFrozen Wrath - unit can't move and gains:

Description: A rarely used unit - if you get to the 4th Orb in PvP, you gain Power very quickly and it would be better spent on something more expensive, to finish the enemy for good - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughWhirlwind - two times each second unit attacks with a hail of icey shards, dealing 34 damage to enemies in 5 metres radius of its target, up to 52 in total. Deals additional damage to frozen units.

Description: A rarely used unit - if you get to the 4th Orb in PvP, you gain Power very quickly and it would be better spent on something more expensive, to finish the enemy for good. There's also lots of Power in PvE, so I don't see much use for Tempest - there are so many good cards in the Frost deck that you have to fill the free spaces carefully.

Type: Structure - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Worldbreaker Gun

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 35 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough36 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough37 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Attack: 6900

Defense: 4500

38 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughGround Attack - every 3 seconds cannon shoots a missile, that deals 830 damage to enemies in 15 metres radius of its target, up to 1240 in total. Only affects ground units. Knocks back small and medium units.

Description: An ubelievable might, not useful in PvP, but able to destroy armies in campaing scenarios - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and WalkthroughHeavy Snowball - activate,to shoot a great ball of snow, dealing 1700 damage to enemies in 25 metres radius of its target, up to 10350 in total. It has a great range - 200 metres, but can only be shoot into a place where a friendly unit resides. Knocks back small and medium units. Can't be used for 30 seconds after construction. Reusable after 30 seconds (Power Cost: 100).

Description: An ubelievable might, not useful in PvP, but able to destroy armies in campaing scenarios. Costs a lot, but after building it and assaulting enemy's base, you can watch tens of units dying when you use Heavy Snowball. Frankly speaking, it's rather rarely used but Worldbreaker Gun allows to taste the real power hidden in the cards...

39 - Cards list - Frost - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Nature means great healing options, most of all. Among the green cards you will find healing spells (Surge of Light), healing buildings (Healing Well, Healing Gardens), and even healing units (Shaman). The remaining strong points are useful area of effect spells (Hurricane, Curse of Oink, Ensnaring Roots) and "tunelling", the ability to immediately move from one spot on the map to another, after building a tunnel "exit" there. There are also cards that allow you to take control of enemy units (with some restrictions of course).

Shaman

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: Power: 70 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 410

Defense: 410

Weapon type: M

Size: M

1 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughHeal - every 5 seconds, unit heals another unit, returning 120 life points to it.

Description: A very good card, great support for archers on standing on a wall - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughMystical Bolt - every 3 seconds unit attacks with a mistycal energy, dealing 58 damage to enemies in 5 metres of its target, up to 87 in total.

Description: A very good card, great support for archers on standing on a wall. It should never be summoned to fight, always as a healing bot for other units. It also can heal itself. When you want to pick a particular creature for healing, click on Shaman, and then right-click on the unit in need.

Type: Creature - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Spearmen

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 70 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 600

Defense: 720

Weapon type: S

Size: S

Description: A mediocre unit - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughWeapon Change - makes unit more effective against medium creatures. Lasts until it's deactivated (Power Cost: 10).

Description: A mediocre unit. It can change its damage bonus (from small to medium units), but you will rarely remmber about it in a busy fight. Its damage outpot isn't impressive either.

Type: Creature - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Windweavers

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 70 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 480

Defense: 420

Weapon type: Special

Size: S

2 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughBow Attack - every 2 seconds unit shoots arrows at enemies, dealing 10 damage.

Description: The strongest (at the 1st Orb) archers in the game - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughMultishot - unit can shoot two targets at once.

Description: The strongest (at the 1st Orb) archers in the game. A relatively big attack and life points outpot + the ability to deal damage to two units at the same time. In combination with Shaman, on a wall or after trapping the enemies with Ensnaring Roots it can do much harm to much stronger foes.

Type: Creature - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Werebeasts

Type: Creature

Rarity: Common

Charges: 4x6

Orbs: Power: 80 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 600

Defense: 600

Weapon type: S

Size: S

3 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughRegeneration - unit constantly regenrates 4 life points each second.

Description: A good card, it has Swift, which is a neccessary ability in a deck - each one needs at least one fast moving unit at the first Orb - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A good card, it has Swift, which is a neccessary ability in a deck - each one needs at least one fast moving unit at the first Orb. The alternative to Werebeasts, better, in my opinion, is Swiftclaw - it costs the same, and instead of regenration it has an ability to increase its damage at the cost of speed.

Type: Structure - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Tunnel

Type: Structure

Rarity: Common

Charges: 4

Orbs: Power: 40 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 40

Defense: 690

Description: A good idea that doesnt do as good in practice - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughTunnel Exit - activate to turn building into an exit for a web of tunnels.

Description: A good idea that doesn't do as good in practice. It's very nice to be able to go from one place on end of a map to another one. The problem is - not many units can use this ability - if it changes, the card will become useful, if not, well...

\Type: Structure - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Primal Defender

Type: Structure

Rarity: Common

Charges: 4

Orbs: Power: 60 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 835

Defense: 1300

4 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughEarthstrike - every 3 seconds tower shoots a magical missile, that deals 100 damage to enemies in 5 metres radius of its target, up to 150 in total. Only affects ground targets.

5 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSkywatch - after activating gains:

Description: A very good anti-air targets unit - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughCloudstrike - every 3 seconds tower shoots a magical missile at enemies, that deals 170 damage. Only affects air targets.

Description: A very good anti-air targets unit. If you can only manage to finish it, it will succesfully protect you from lesser attacks by War Eagle or Skyfire Drake.

Type: Structure - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Mark of the Keeper

Type: Structure

Rarity: Rare

Charges: 3

Orbs: Power: 70 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Defense: 1120

Description: Theres not much use in PvP for a card that makes some of the campaing scenarios incredibly eays - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and WalkthroughSpellbane - Building is surrounded by an anti-magcal zone of 35 metres radius, in which enemies can't use ranged attacks or special abilities. No units can be summoned in this zone. It can't be blocked by units blocking special abilities.

Description: There's not much use in PvP for a card that makes some of the campaing scenarios incredibly eays. That's becuase there are units (like Firedancer or Fire Stalker) and buildings, with higher range than 35 metres and can deal with Mark of the Keeper with no problems.

6 - Cards list - Nature - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Ensnaring Roots

Type: Spell

Rarity: Uncommon

Charges: 3

Orbs: Power: 60 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Ensnare - cover a zone of 15 metres radius with roots, that tangle enemies. Affected units can't move but can still use ranged attack and abilities. Only affects ground units. Lasts 15 seconds. Reusable after 20 seconds.

Description: A spell considered to be overpowered by some, because it affects weak units and powerful titans just the same. You only to have to root such a monster to the ground and attack ir from the distance to end its short, miserable life.

Type: Spell - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Surge of Light

Type: Spell

Rarity: Common

Charges: 5

Orbs: Power: 80 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Healing Light - immediately heals player's units in 15 metres radius, regenrating up to 1000 life points in total. Immediately reusable.

Description: The cheapest healing spell, an essential element of a green deck, both in PvP and PvE. It shoudln't be used to heal a single unit that costs less than 80 Power - it's better to summon a new one.

Type: Structure - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Fountain of Rebirth

Type: Structure

Rarity: Uncommon

Charges: 1

Orbs: Power: 100 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Defense: 1300

Description: An interesting idea for an effect but it doesnt work well for a simple reason - it regenerates too few life points - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughRitual of Rebirth - activate to cast a global healing spell. Each of player's units regenerates 20 life points every two seconds for 10 seconds. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds.

Description: An interesting idea for an effect but it doesn't work well for a simple reason - it regenerates too few life points. It takes 100 Power from the pool, that can be used much better.

Type: Creature - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Mana Wing

Type: Creature

Rarity: Rare

Charges: 3

Orbs: Power: 60 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 480

Defense: 210

Weapon type: S

Size: M

1 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughMana Stream - every 3 seconds unit attacks with a mana ray, that deals 60 damage to enemies in 5 metres of its target, up to 90 in total.

Description: A weak unit, both life points and attack-wise, but it has one big advantage - it flies and does so as the only 1st Orb creature - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughBlink - activate to teleport to one of your ground units in 50 metres range. Reusable after 10 seconds.

Description: A weak unit, both life points and attack-wise, but it has one big advantage - it flies and does so as the only 1st Orb creature. It's not very expensive, so you can use it when the enemy has spent too much Power on units with no ranged attack - in such a situation you will be able to stop their army and probably harm their creatures.

Type: Creature - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Swiftclaw

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: Power: 80 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Attack: 660

Defense: 510

Weapon type: M

Size: M

2 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughBestial Fury - activate,to deal 50% morej damage, unit will start moving slowly. Lasts until deactivated.

Description: A fast unit with a not-bad damage capabilities, increased by activating the ability - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A fast unit with a not-bad damage capabilities, increased by activating the ability. Werebeasts can act as its alternative.

Type: Spell - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Hurricane

Type: Spell

Rarity: Rare

Charges: 2

Orbs: Power: 70 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Blow them away! - casts 5 strong gusts of wind, that knock back small units every 3 seconds. It deals 10 damage to units in the target area, up to 100 in total. Reusable after 20 seconds.

Description: Worth having to deal with enemy's Orb with no problems, during an assault on opponent's base, as their units are helplessly rolling on the ground. Useful in defending your own base as well - it allows you to build, for example, a defense tower. A spell similiar to Curse of Oink, but already available at the first Orb, it doesn't deal much damage and only affects small units.

Type: Creature - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Burrower

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: 3 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 820

Defense: 710

Weapon type: Special

Size: M

4 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughAcid Spit - activate, to throw enemy units off a wall. Units can't be placed on the segments of the wall affected by the ability, for 15 seconds. It deals 850 damage to walls and 30 damage to units. Additional damage bonus against strctures applies as well. Reusable after 20 seconds (Power Cost: 50).

5 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A cheap, fast and strong creature - especially against buildings - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage to structures.

Description: A cheap, fast and strong creature - especially against buildings. It's ability is also useful, preventing the opponent from shooting at you from a wall. After using it, walls will loose a lot of their durability - they will be down in a matter of seconds.

Type: Creature - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Ghostspears

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: 6 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 900

Defense: 780

Weapon type: M

Size: S

Description: Ghostspears are a better version of Spearmen with a much stronger attack and more life points - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and WalkthroughWeapon Change - makes the unit more effective against small creatures. Lasts until deactivated (Power Cost: 10).

Description: Ghostspears are a better version of Spearmen with a much stronger attack and more life points. A very good units against medium creatures and, after changing a weapon, small ones as well.

7 - Cards list - Nature - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Mauler

Type: Creature

Rarity: Common

Charges: 4

Orbs: 1 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 710

Defense: 830

Weapon type: L

Size: M

Description: Five seconds of special abilities blocking are not too useful in practice, and the bonus to large units damage, well - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughSlam - attacked units can't use their abilities for 5 seconds.

Description: Five seconds of special abilities blocking are not too useful in practice, and the bonus to large units damage, well... you won't meet too many creatures of this size at the first Orb, so it's hard to recommend Mauler.

Type: Creature - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Spikeroot

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 2 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 300

Defense: 1000

Weapon type: M

Size: L

3 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughRoot - unit can't move and receives:

4 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughSpikes - every 5 seconds unit erupts a line of spikes from the ground that deale damage several times to all enemies they strike. Each erruption deals 100 damage to all enemies they strike up to 150 in total.

Description: Before triggerint the ability, the damage is laughably low for a unit that costs nearly as much as two teams of Ghostspears - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughLinked Fire - up to 5 units, connected by a net of roots support each other, allowing for stronger attacks.

Description: Before triggerint the ability, the damage is laughably low for a unit that costs nearly as much as two teams of Ghostspears. When you change the mode, Spikeroot attacks only in a stragiht line, so a perceptive player will avoid it. If you want to use it, only do so in PvE, where the opponents are not as smart as living people.

Type: Structure - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Breeding Grounds

Type: Structure

Rarity: Common

Charges: 3

Orbs: 5 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Defense: 1200

Description: A very cool idea for a building, but it costs a bit too much - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughMagic Link - building becomes surrounded by a magical zone of 25 metres radius, in which summoned units cost 15% less than normally.

Description: A very cool idea for a building, but it costs a bit too much. Considering that you're paying 70 Power, to bring on the battlefield, you would have to summon units for about 460 Power, for the cost to return to you. You rarely have such great resoures at hand - at the 3rd Orb if at all, assuming that the enemy won't destroy the structure.

Type: Structure - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Living Tower

Type: Structure

Rarity: Uncommon

Charges: 4

Orbs: 6 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 690

Defense: 1200

7 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughEssence Bolt - every 10 seconds tower shoots a magical missile, that deals 275 damage to enemies in 5 metres radius of its target, up to 410 in total. Knocks back small units.

Description: Deals less damage than Primal Defender - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughLinked Fire - up to 5 buildings, connected by a net of roots support each other, allowing for stronger attacks.

Description: Deals less damage than Primal Defender. The only strength of Living Tower lies in connecting a couple of buildings together, but this is only viable in PvE. It would be a suicide in PvP to build several towers next to each other without protecting or repairing spells.

Type: Spell - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Ray of Light

Type: Spell

Rarity: Common

Charges: 4

Orbs: 8 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Healing Radiance - player's units in 15 metres radius will regenerate 3% of their life points every second, up to 2500 in total. Lasts 30 seconds. Reusable after 10 seconds.

Description: The second healing spell, that works a bit different than Surge of Light. Ray of Light doesn't regenerate lost life points immediately, but constantly increases their number every second. Worth casting on an area of an incoming long battle - it will give an important advantage over the enemy.

Type: Spell - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Curse of Oink

Type: Spell

Rarity: Common

Charges: 4

Orbs: 9 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 65 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 65

Oink! - turns up to five enemies into pigs for 15 seconds. The transformed units can't move or attack. After five seconds they will return to their original form if they are attacked. Reusable after 20 seconds.

Description: Another green card designed to control enemy units. It will give you some time to, for example, put up a building that will destroy the enemy's Orb and Power Wells or prepare defences when the enemy attacks.

Type: Spell - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Creeping Paralysis

Type: Spell

Rarity: Uncommon

Charges: 2

Orbs: 10 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Entrance - after 5 seconds of preparation, up to 5 enemies in 15 metres radius will become paralyzed fot 10 second. When the effect wears off, the targets are immune to paralyze for some time. Reusable after twenty seconds.

Description: Like the previous one, this is a crowd control spell. In my opinion it's worse than Curse of Oink, but if you cast Creeping Paralysis more ore less before the "pigy effect" wears off, the opponent will be blocked for the next 10 (or more - after the upgrade) seconds .

Type: Creature - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Parasite Swarm

Type: Creature

Rarity: Ultra Rare

Charges: 3x6

Orbs: 11 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 780

Defense: 330

Weapon type: M

Size: S

12 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughMind Blast - every 3 seconds unit sends out energy, dealing 16 damage to enemies in 10 metres radius, up to 24 in total.

Description: This unit dies easily when attacked and its summoning costs as much as 170 Power (afer the upgrade - 150) - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and WalkthroughMind Control - activate to gain a permanent control of enemy's unit, but sacrifice Parasite Swarm's life. Can only be used on 2 Orbs creatures, that cost up to 150 Power. Doesn't affect extra large units (Power Cost: 70).

Description: This unit dies easily when attacked and its summoning costs as much as 170 Power (afer the upgrade - 150). It's often worth it though, to summon a creature that, when combined with healing powers of Nature, can become a very poweful weapon at an early stage of the game.

13 - Cards list - Nature - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power Parasite

Type: Creature

Rarity: Uncommon

Charges: 3

Orbs: 1 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 90 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 90

Attack: 520

Defense: 300

Weapon type: S

Size: M

2 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower Shock - every 2 seconds unit shoots a ball of energy, dealing 41 damage to enemies in 8 metres radius of its target, up to 62 in total. Can only attack units (not stuctures).

Description: A good player wont allow Power Parasite to suck the Power off more than once, most of the time, for example by building a turret, that this creature cant attack - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower Drain - activate to suck off 30 Power from a Power Well and add it to your pool. Reusable after 30 seconds.

Description: A good player won't allow Power Parasite to suck the Power off more than once, most of the time, for example by building a turret, that this creature can't attack. Considering that it only steals 30 Power at one time and it costs 90, this is not a very good deal.

Type: Structure - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Healing Well

Type: Structure

Rarity: Uncommon

Charges: 3

Orbs: 3 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 60 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Defense: 950

Description: If you can manage to build it on a battlefield (it can be made easier thanks to, for example, Curse of Oink), Healing Well can really affect the tide of a battle - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughWater of Life - player's units in 25 metres radius will be healed for up to 220 life points each second. The initial healing capability is 3000, the building needs some time to regenerate it after it exhausts. The effect can't be blocked by any abilities.

Description: If you can manage to build it on a battlefield (it can be made easier thanks to, for example, Curse of Oink), Healing Well can really affect the tide of a battle. It has a very good effect for its price of 60 Power.

Type: Spell - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Parasite

Type: Spell

Rarity: Rare

Charges: 3

Orbs: 4 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Epidemic - infects the enemy with a parasite, that deals 60 damage every second. After 10 seconds, the parasite moves to another target available in 15 metres radius. Can deal damage to as much as four units. Parasite disappears if there are no targets in vicinity. Reusable after 20 seconds.

Description: It's rather expensive, considering that it won't do much on its own, since the enemy, realisisng that you've cast Parasite, will move the infected unit away from the others. It works better combined with rooting spells like Ensnaring Roots or Coldsnap (in a splash deck).

Type: Structure - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Shrine of Memory

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 5 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Defense: 1800

Description: It can be useful in PvE because at the second orb you probablu wont have too much Power and the Void pool is quite big - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughEchoes of the Past - activate to regain Power from the Void faster by 100% for 30 seconds. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds.

Description: It can be useful in PvE because at the second orb you probablu won't have too much Power and the Void pool is quite big. In PvP the cost won't return to you soon, and besides, the building has a minute cooldown after construction, which makes it rather useless in a player on player battle.

Type: Creature - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Drones

Type: Creature

Rarity: Common

Charges: 4x4

Orbs: 6 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough7 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 1560

Defense: 1800

Weapon type: L

Size: M

8 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughTunneling - activate to teleport unit to a tunnel's exit. Reusable after 30 seconds.

Description: Tunneling is so underdeveloped (only a couple units use it), that constructing a Tunnel just for Drones to use, doesnt pay off - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: Tunneling is so underdeveloped (only a couple units use it), that constructing a Tunnel just for Drones to use, doesn't pay off. This unit costs 120 Power, for this price, Fathom Lord seems a better choice.

Type: Creature - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Fathom Lord

Type: Creature

Rarity: Rare

Charges: 2

Orbs: 9 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 2100

Defense: 1800

Weapon type: XL

Size: L

Description: It doesnt have Swift, like Drones do, but it deals much more damage and can paralyze enemy units, which can be really useful when fighting strong foes - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughParalyze - activate to paralyze a target enemy for 15 seconds. After the effect wears off, the target is immune to paralyze for some time. Reusable after 20 seconds (Power Cost: 35).

Description: It doesn't have Swift, like Drones do, but it deals much more damage and can paralyze enemy units, which can be really useful when fighting strong foes. Worth a place in a deck.

Type: Creature - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Razorleaf

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 11 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough12 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 260 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 260

Attack: 300

Defense: 2760

Weapon type: L

Size: XL

13 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughRoot - unit can't move and gains:

14 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughRain of Razorleaves - every 5 seconds unit releases a volley of sharp leavesi, dealing 50 damage to enemies in 5 metres radius of its target, up to 70 in total. It has a long range - 50 metres.

Description: A very good unit, with a little initial damage outpot, but some great options iafter changing modes - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughLinked Fire - up to 7 units linked together, by a net of roots, support each other allowing for stronger attacks.

Description: A very good unit, with a little initial damage outpot, but some great options iafter changing modes. Razorleaf has a bigger range than defense towers and can destroy them, while not getting itself hurt. It has very much health so, when supported by. Shamans and healing spells - it's difficult to vanquish. An additional ability is a mutual support of a group of creatures but it's mostly useful in PvE - you rarely gain so much Power in PvP to summon a bigger number of them.

Type: Structure - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Healing Gardens

Type: Structure

Rarity: Uncommon

Charges: 2

Orbs: 15 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough16 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Defense: 2100

17 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughRitual of Recovery - every unit in the game benefits 85% from healing spells and abilities for 30 seconds. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds.

Description: To be used in PvE, when you have a surplus of Power - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and WalkthroughAura of Recovery - player's units in 20 metres radius will regenerate 2% of theri maximu health level 2 seconds. Can't be blocked by any abilities.

Description: To be used in PvE, when you have a surplus of Power. In PvP, Healing Well is a better choice since it's 60 Power cheaper.

18 - Cards list - Nature - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Thunderstorm

Type: Spell

Rarity: Uncommon

Charges: 4

Orbs: 1 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough2 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Storm Cloud - creates a storm, during which enemy units in 20 metres radius are striken with 4 lightnings. Each bolt can jump onto severl unitls, dealing 180 damage to the first one and gradually less to the next ones. Lasts 20 seconds. Reusable after 20 seconds.

Description: It can be used in PvE during a long battle. Enemies in PvP will run away from the spot the moemnt they see the first lightining, unless they are rooted. Even then though, Thunderstorm deals too little damage considering its cost.

Type: Creature - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Swamp Drake

Type: Creature

Rarity: Common

Charges: 2

Orbs: 3 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough4 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 1500

Defense: 875

Weapon type: XL

Size: L

5 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughAcid Breath - every 2 seconds unit spits acid at enemies, that deals 150 damage.

Description: A good card with an ability characteristic to the Nature deck - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughSleep well! - causes 3 enemy units to fall asleep. The units can't move or attack. They will wake up after 3 minutes if they are attacked. Reusable after 20 seconds (Power Cost: 30).

Description: A good card with an ability characteristic to the Nature deck. After two upgrades Swamp Drake can cause 5 units to fall asleep, which makes it a good alternative to such cards as Curse of Oink.

Type: Creature - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Thornbark

Type: Creature

Rarity: Uncommon

Charges: 3

Orbs: 6 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough7 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 700

Defense: 1300

Weapon type: M

Size: L

8 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughRoot - unit can't move and gains:

9 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughRadial Thorns - every 10 seconds unit shoots thorns into all directions, dealing 400 damage to enemies, up to 600 in total.

Description: Another unit with a relatively low attack value, that does best when connected with others - which doesnt work in PvP, so I would leave Thornbark for the campaign scenarios - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughLinked Fire - up to 5 units, connected by a net of roots support each other, allowing for stronger attacks.

Description: Another unit with a relatively low attack value, that does best when connected with others - which doesn't work in PvP, so I would leave Thornbark for the campaign scenarios.

Type: Spell - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Revenge

Type: Spell

Rarity: Rare

Charges: 3

Orbs: 10 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough11 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Mirror Pain - all player's units in 25 metres radius only receive 80% damage, dealing dealing the rest to enemy units in the range. Lasts 20 seconds. Reusable after 20 seconds.

Description: Worth casting when you want to protect your units - the enemey won't be able to harm them until the effect wears off, and if the deal damage to you, they will shorten their own life bars. Can also be succesfully used in PvE.

Type: Creature - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Timeshifter Spirit

Type: Creature

Rarity: Ultra Rare

Charges: 3

Orbs: 12 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough13 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: -

Defense: 775

Weapon type: Special

Size: M

14 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughRejuvinate - every 5 seconds unit triggers a healing chain reactions, that can affect several of player's units. The first one will be healed for 120 life points and the following ones will regenerate progressively less.

Description: Timeshifter is like a mobile version of Mark of the Keeper - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughCountermagic Field - activate to create a 30 metres radius zone that blocks spells, in which enemies can't use their abilities and ranged attacks. No units can be summoned in this zone. The spell will be interrupted if unit is knocked back. Otherwise it lasts until unit receives another orders.

Description: Timeshifter is like a mobile version of Mark of the Keeper. It also heals units and is quite good at it. It's very rare, but if you find it in a booster, it's worth a place in your deck.

Type: Structure - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Mindweaver

Type: Structure

Rarity: Ultra Rare

Charges: 4

Orbs: 15 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough16 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 1724

Defense: 2500

17 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPsionic Blast - every 3 seconds unit emits energy, dealing 190 damage to enemies in 5 metres radius, up to 290 in total. Knocks back small and medium units.

Description: An ok tower with an interesting effect, causing all sorts of various reactions from players encountering it for the first time - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughEdict of Command - lets you control enemy's unit for 12 seconds. The effect only affects creatures that require 3 Orbs and cost no more than 300 Power. The controlled unit can't be killed by the player. Reusable after 10 seconds (Power Cost: 100).

Description: An ok tower with an interesting effect, causing all sorts of various reactions from players encountering it for the first time. 12 seconds is a rather short time though, considering the cost of ability usage.

Type: Creature - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Deepcoil Worm

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 18 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough19 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Attack: 2730

Defense: 2300

Weapon type: Special

Size: XL

20 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughVolatile Spit - co trzy secondsy unit pluje lotna substancja, dealing 330 damage to enemies in 10 metres radius of its target, up to 490. Knocks back small and medium units. deals 50% more damage against structures.

21 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughEarth Dive - gdy unit sie porusza, receives 50% less damage oraz Knocks back small and medium units, dealing dodatkowo po 250 damage przeciwnikom w danej strefie, up to 1000. Only affects ground targets.

22 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughDrill Tunnel - unit can't move and gains:

Description: A strong unit with interesting abilities - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughMaw of the Depths - unit serves as an entrance or exit to a tunnel, allowing the player's units to travel through a network of tunnels. As long as the effect is working, unit receives 50% damage less.

Description: A strong unit with interesting abilities. Thanks to it, using tunnels can start making some sense. When used with Tunnel, it helps to quickly transport units in PvE scenarios. It's not useful in PvP. It doesn't have a damage bonus against any units size, unfortunately and it's not exactly cheap but it's hard to kill once you summon it, mainly thanks to the resistance it has when moving.

Type: Spell - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Enlightenment

Type: Spell

Rarity: Ultra Rare

Charges: 1

Orbs: 23 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough24 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 175 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 175

Wish - cancels requirements for casting a card. One card, played in 20 seconds after casting Enlightenment won't require any Orbs. Reusable after 30 seconds.

Description: A great card, enabling you to, for example, cast Shadow Worm when having two Nature and one Fire Orbs. When you have enough Power to play Enlightenment and a desired unit, you can create some amazing combinations with cards of any color.

Type: Structure - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Wheel of Gifts

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 25 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough26 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 200 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 200

Defense: 1810

27 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughGift of Strength - each unit belonging to the player does 20% more damage. Lasts until building is destroyed.

Description: A very cool building, its main advantage being the fact that it affects all the players units - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and WalkthroughGift of Resilience - each unit belonging to the player receives 20% less damage. Lasts until building is destroyed.

Description: A very cool building, its main advantage being the fact that it affects all the player's units. Power Cost is a bit high, so you'll mainly use Wheel of Gifts in PvE - it rather won't get destroyed there as well, strengthening the creatures you summon constantly.

28 - Cards list - Nature - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Grove Spirit

Type: Creature

Rarity: Rare

Charges: 2

Orbs: 1 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough2 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough3 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughAttack: - - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Attack: -

Power: 70

Defense: 1100

Weapon type: Special

Size: M

4 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughParalyzing Ray - unit casts a powerful ray, which paralizes a target enemy. Spell will be interrupted, if unit changes a target or gets knocked back. Lasts 10 seconds.

Description: a unit that heals very well, is cheap (even though you have to pay a bit for its ability) and can root other creatures - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughHealing Song - activate to create a magical zone of 25 metres radius, in which your units will be healed for up to 860 every second, up to 4300 in total. The effect will be interrupted if unit gets knocked back. Otherwise it lasts until Grove Spirit receives different orders. Reusable after 30 seconds (Power Cost: 100).

Description: a unit that heals very well, is cheap (even though you have to pay a bit for its ability) and can root other creatures. Its biggest problem is the low number of life points, but if you ever need to defend yourself with four Orbs (though, most often you're the one attacking in such case), you can place it behind a wall.

Type: Creature - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Colossus

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 5 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough6 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough7 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 280 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 280

Attack: 5820

Defense: 5000

Weapon type: XL

Size: XL

Description: A strong unit with very high attack, a lot of life points and a useful ability - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughThunderous Roar - unit releases a blood chilling roar, that prevents enemies in 20 metres radius from using abilities for 10 seconds. Reusable after 30 seconds. (Power Cost: 10).

Description: A strong unit with very high attack, a lot of life points and a useful ability. It can be replaced with Grimvine, which costs a little less, can be used in splash decks and has Siege, allowing it to deal with any building very quickly.

Type: Creature - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Grimvine

Type: Creature

Rarity: Uncommon

Charges: 1

Orbs: 8 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough9 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 260 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 260

Attack: 5800

Defense: 5000

Weapon type: Special

Size: XL

11 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughStrangling Vines - binds enemies in 15 metres radius to the ground for 15 seconds, dealing 50 damage to each target every 2 seconds. The trapped units are not able to move but can use ranged attacks. Reusable after 30 seconds (Power Cost: 100).

Description: this unit has similiar statistics to Colossusa, but seems a bit better - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage to structures.

Description: this unit has similiar statistics to Colossusa, but seems a bit better. Grimvine's Siege ability can be useful when, for example, fighting an enemy with a Frost deck who hides behind defense structures - your giant won't have problems dealing with them. It also has an enemy stopping ability, that also deals (a little, but still) damage. It's useful - as the 4th Orb unit - mainly in PvE. Also viable for mixed decks.

Type: Creature - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Spore Launcher

Type: Creature

Rarity: Uncommon

Charges: 1

Orbs: 12 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough13 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough14 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 260 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 260

Attack: 1200

Defense: 6500

Weapon type: Special

Size: XL

15 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughRoot - unit can't move and gains:

16 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughExplosive Spores - every 3 seconds unit releases a giant spore, that deals 150 damage to enemies in 10 metres radius of its target, up to 225 in total. It has a long range - 50 metres. Knocks back small and medium units. Only affects ground targets.

17 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughLinked Fire - up to 5 units, connected by a net of roots support each other, allowing for stronger attacks.

Description: A better version of Razorleaf, useful in PvE when you have to defend and since that doesnt happen too often, this card is rarely found in green decks - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: A better version of Razorleaf, useful in PvE when you have to defend and since that doesn't happen too often, this card is rarely found in green decks. Considering that at the cost of lower damage it only has slightly more life points than Colossus or Grimvine and costs as much as the latter - if only you can deal with the cooldown, it's better to choose one of the giants.

Type: Creature - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Giant Wyrm

Type: Creature

Rarity: Common

Charges: 1

Orbs: 18 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough19 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough20 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Attack: 4000

Defense: 3530

Weapon type: L

Size: XL

Description: A flying units, thats why its useful in scenarios, when you have a lot of Power - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughCorrosive Breath - every 3 seconds unit exhales a corrosive cloud dealing 480 damage to enemies in 10 metres radius of its target, up to 720 in total. Knocks back small and medium units.

Description: A flying units, that's why it's useful in scenarios, when you have a lot of Power. In PvP its cost is too much, unfortunately and Giant Wyrm does not compensate for this with any additional ability.

Type: Spell - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Regrowth

Type: Spell

Rarity: Common

Charges: 3

Orbs: 21 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough22 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough23 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Emerald Blessing - instantly regenerates the player's units in 25 metres radius up to 1700 life points in total. Additionally, it creates an aura in which units regenerate 3% of their life every second, up to 4200 points in total. Lasts 30 seconds. Reusable after 10 seconds.

Description: For a relatively low Power cost you can buff your army siginifcantly. Thanks to the fact that it only requires one Orb, it can be used in splash decks. You should cast it on an area of a longer battle to use it to its fullest.

Type: Spell - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Mind Control

Type: Spell

Rarity: Rare

Charges: 1

Orbs: 24 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough25 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough26 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 350 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 350

Infinite Domination - gives you a permanent control over enemy's unit that requires 4 Orbs and costs up to 300 Power. Reusable after 30 seconds.

Description: The cost is high, but thanks to the spell, the enemy loses a creature they could have spent even 300 Power on, and you tak control of it. In practice, it's not used in PvP where you summon cheaper units to quickly destroy the enemy. Mind Control shines in PvE scenarios, in which you can significantly weaken the opposing army and gain a powerful creature before the main fight, thanks to this spell.

Type: Spell - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Noxious Cloud

Type: Spell

Rarity: Uncommon

Charges: 2

Orbs: 27 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough28 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough29 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 290 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 290

Intoxication - creates a cloud that poisons all enemies in 25 metres radius, initially dealing 10 damage each second. The longer units are exposed to the poison the more damage they<br>will take. The poisoning wears of slowly after the cloud fades. Lasts 30 seconds. Reusable after 20 seconds.

Description: As in many other cases, Noxious Cloud is only useful in PvE. A good player will leave the cloud's area immediately, causing their units to only take 10 damage each second. Considering the cost of this spell and the fact that it's only available at the 4th Orb, this is definitely not enough.

Type: Structure - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Lifestream

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 30 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough31 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough32 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Defense: 5500

Description: It only rarely happens that the enemy can threaten you in any way when you get to the 4th Orb in PvP - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughLife Link - activate to reduce damage dealt to player's units in a target area of 25 metres radius within a 200 metres range. These units receive only 30% damage all the rest being transfered to Lifestrem. Lasts 30 seconds. Can't be used for 30 seconds after building the structure. Reusable after 30 seconds.

Description: It only rarely happens that the enemy can threaten you in any way when you get to the 4th Orb in PvP. That's why you just summon powerful units quickly (in the Nature deck it's Grimvine or Colossus) and finish the opponent off. Lifestream, like most of the 4th Orb buildings, is only useful in PvE. It supports player's units strongly, and heals them as well, making them practically unkillable.

Type: Creature - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Primeval Watcher

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs: 33 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough34 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough35 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 260 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 260

Attack: 4300

Defense: 3650

Weapon type: Special

Size: XL

36 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughGaze of the Watcher - every 3 seconds unit shoots an energy ray, that jumps from one enemy to another. It deals 180 damage to the first target, while the following targets will receive continuously less damage.

Description: A weaker unit than Grimvine that costs as much - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and WalkthroughStasis Field - activate to paralize enemies in 25 metres radius for 10 seconds. When the effect wears off, the targets are immune to paralysis for some time. Reusable after 10 seconds (Power Cost: 50).

Description: A weaker unit than Grimvine that costs as much. It has an ability to paralyze, but the mentioned giant can entagnle enemies in its roots, while also having Siege. It's not difficult to pick the better card.

37 - Cards list - Nature - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

The purple deck is, in a way, the most interesting of the four. It highly depends on various kinds of tricks that can often drive the opponent mad. You can detonate your unit like a bomb, killing enemy soldiers, sacrifce one units to buff others, etc. The spells that deal damaga to both friendly and enemy units are also chracteristic for Shadow. You should experiment with this deck, like with any other.

Decomposer

Type: Structure

Rarity: Common

Charges: 3

Orbs: Power: 50 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1000

Description: Its a bit much to spend 50 Power at the beginning of a game, on a building youre not necessarily going to use - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughShred them! - activate, to decomopose your unit and regain 30% of the Power immediately, with te rest of it returning to the Void. Immediately reusable.

Description: It's a bit much to spend 50 Power at the beginning of a game, on a building you're not necessarily going to use. You can build it later when you have units that can't harm enemy creatures.

Type: Creature - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Executor

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: Power: 50 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 600

Defense: 520

Weapon type: M

Size: M

Description: A good unit for fightring medium creatures, hence its damage bonus - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughBurnout - unit deals 30% more damage for 20 sconds. When the effect wears off, it's weakend and deals 50% less damage for 40 seconds. Reusable after 60 seconds.

Description: A good unit for fightring medium creatures, hence its damage bonus. After trigerring its effect, Executor is capable of deafeating much stronger units of this size.

Type: Creature - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Forsaken

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 50 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 450

Defense: 450

Weapon type: M

Size: S

1 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughCrossbow Attack - every 2 seconds unit shoots bolts at enemies, dealing 6 damage to them.

Description: Great and cheap archers for the first Orb - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughFrenzy - after triggering, unit deals 12 damage przez 20 seconds. When the effect wears off, Forsaken dies.

Description: Great and cheap archers for the first Orb. Their strength lies in the ability that you should use when they are on a lost position - their attack value doubles and even though they finally die, it's worth using - they would probably be defeated anyway, without hurting the enemy.

Type: Structure - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Lifestealer

Type: Structure

Rarity: Common

Charges: 4

Orbs: Power: 50 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 1080

Defense: 1200

2 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughPainful Shot - every 2 seconds tower shoots a pain inducing missile, that deals 85 damage to enemies in 5 metres radius of its target, up to 130 in total. Each shot decreases the number of building's life points by 50. Turret stops shooting when its health is too low.

Description: A good, very cheap turret with high attack value for its cost - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughStill alive - regenerates 5 life points every second.

Description: A good, very cheap turret with high attack value for its cost. The only alternative at the first Orb is Phase Tower, that has an ability to teleport, but it costs a bit more and has a weaker attack.

Type: Creature - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Nox Trooper

Type: Creature

Rarity: Uncommon

Charges: 4

Orbs: Power: 50 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 450

Defense: 450

Weapon type: M

Size: M

3 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughNightfire - every 2 seconds unit shoots a stream of dark energy at enemies, dealing 40 damage to them.

Description: The units statistics are similiar to those of Forsaken, the main difference between the two being their abilities - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughOverload - activate, to release a powerful missile after 6 seconds of preparation, that deals 300 damage to enemies. Knocks back small units. Reusable after 20 seconds (Power Cost: 40).

Description: The unit's statistics are similiar to those of Forsaken, the main difference between the two being their abilities. In practice, Nox Trooper's one is less useful - it has a long loading time during which unit can be easily killed and it costs 40 Power.

Type: Structure - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Phase Tower

Type: Structure

Rarity: Uncommon

Charges: 4

Orbs: Power: 60 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 900

Defense: 950

4 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughShadow Bolts - every 3 seconds tower shoots a missile, that deals 110 damage to enemies in 5 metres radius of its target, up to 160 in total.

Description: One of the two purple towers at the first Orb - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughRelocation - building moves to another spot in a 50 metres range. After moving, tower receives 200% more damage for 40 seconds. Reusable after 30 seconds.

Description: One of the two purple towers at the first Orb. A bit weaker than Lifestealer, but with a very good ability allowing to build it relatively safe next to the enemy's base and then, when finished - transport it inside. The choice beteween these two structures is yours.

Type: Creature - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Skeleton Warriors

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 50 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 600

Defense: 510

Weapon type: M

Size: S

Description: Pretty good statistics for 50 Power cost, effective against medium creatures and in keeping enemy in contac (after using the ability) - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughUnholy Armor - unit recieives 30% less damage for 20 seconds. When the effect wears off, Skeleton Warriors die.

Description: Pretty good statistics for 50 Power cost, effective against medium creatures and in keeping enemy in contac (after using the ability). An alternative for Executor.

Type: Creature - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Wrathblades

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: Power: 50 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 510

Defense: 600

Weapon type: S

Size: S

Description: A unit good for killing little creatures, even better after using the ability - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and WalkthroughBurnout - unit deals 30% more damage for 20 seconds. When the effect wears off, it's weakened and deals 30% less damage for 40 seconds. Reusable after 60 seconds.

Description: A unit good for killing little creatures, even better after using the ability. A lot of life points make it more likely to survive than, say, Dreadcharger.

5 - Cards list - Shadow - part 1 - Cards list - BattleForge - Game Guide and Walkthrough

Dreadcharger

Type: Creature

Rarity: Rare

Charges: 3

Orbs: Power: 60 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 600

Defense: 520

Weapon type: S

Size: M

Description: A necessity in every Shadow deck, mainly because of Swifta - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A necessity in every Shadow deck, mainly because of Swifta. Most of the times you will start a game with Dreadcharger, heading quickly for a Power Well. Effective against small units. It has interesting upgrades, giving it The Reaping ability. It allows you to shield Dreadcharger with other creature's life points - he then becomes a true force to be reckoned with.

Motivate - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Motivate

Type: Spell

Rarity: Rare

Charges: 3

Orbs: Power: 25 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 25

Spur - sacrifices one of the player's units to motivate the remaining ones of the same kind (also allied units). Causes them to deal 50% more damage for 20 seconds. Reusable after 30 seconds.

Description: You can use it if many units of the same kind. Most often used on small creatures (it rarely pays off to scarifice a powerful troop for a 20-seconds bonus). Of course it's best to cast it just before assaulting your opponent.

Type: Spell - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Nasty Surprise

Type: Spell

Rarity: Common

Charges: 5

Orbs: Power: 60 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Foul Play - changes own unit into a living bomb that explodes immediately, dealing 150% of current amount of life points as damage to both enemy and player's units in 25 metres radius, up to 33% per target. Knocks back small and medium units. Reusable after 5 seconds.

Description: It's best to use it on cheap units with as much health as possible - at the first Orb, Wrathblades do well as living bombs. It may be sometimes well-advised to detonate a Dreadcharger, since it has Swift, allowing it to quickly get among enemies. As with other spells you have to be careful not too damage your own units.

Type: Structure - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Embalmer's Shrine

Type: Structure

Rarity: Rare

Charges: 1

Orbs: Power: 30 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 30

Defense: 1032

Description: A card useful for players who like to reap the rewards of amassing units corpses - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPick over the Bones - activate, to increase the number of life points gained from corpses. For the next 40 seconds, all unit remains in the game will give 170% more life points, when they are gathered. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds (Power Cost: 50).

Description: A card useful for players who like to reap the rewards of amassing units' corpses. It's not too expensive and can be safely cast at the 2nd Orb if you plan to use the abilities of cards such as Shadow Phoenix or Furnace of Flesh.

Type: Spell - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Life Weaving

Type: Spell

Rarity: Uncommon

Charges: 4

Orbs: Power: 75 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 75

Pain Link - entire damage dealt to target unit is reduced by 30%, while 50% of the damage is transfered to both friendly and enemy units in 15 metres radius. Lasts 20 seconds. Reusable after 20 seconds.

Description: Not a bad card though you could spend its power cost on something like another unit of Forsaken. Unholy Power is much better and only 25 Power more expensive, but it's only available with the 2nd Orb.

Type: Creature - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Darkelf Assassins

Type: Creature

Rarity: Uncommon

Charges: 4x6

Orbs: 1 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 570

Defense: 450

Weapon type: S

Size: S

2 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughBow Attack - every second unit shoots arrows at enemies, dealing 12 damage.

Description: Better archers than Forsaken for the same price, with a similiar buffing effect - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughUnholy Trance - unit can't move and deals 16 damage for 10 seconds. When the effect wears off, Darkelf Assassins remain immobile and can't attack for 20 seconds. Reusable after 20 seconds.

Description: Better archers than Forsaken for the same price, with a similiar buffing effect. Worth having on your walls and using in PvE - more so, since after the upgrades, the time they can't move after using Unholy Trance drops down to 10 seconds, and the damage dealt while using this ability raises to 20.

Type: Structure - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Furnace of Flesh

Type: Structure

Rarity: Uncommon

Charges: 3

Orbs: 3 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 75 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 75

Defense: 1900

Description: Spending 75 Power in PvP on a building that youre not sure if youre going to use is not a very good idea - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughRecycle - collects all corpses in 25 metres radius, to transfer 2% of their maximum life points from the Void to your Power pool.

Description: Spending 75 Power in PvP on a building that you're not sure if you're going to use is not a very good idea. For the very construction cost to return to you, units of total 3750 maximu life points outpot would have to die in the building's range, and that's not really likely to happen in a battle between players. Only useful in PvE, in situations when you're defending - in such cases you can really profit form Furnace of Flesh.

Type: Creature - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Nightcrawler

Type: Creature

Rarity: Common

Charges: 4

Orbs: 4 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughPower: 60 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 60

Attack: 640

Defense: 745

Weapon type: M

Size: M

5 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughFrenzy - unit deals 50% more damage for 20 seconds. When the effect wears off, Nightcrawler will die.

Description: A unit with an effect similiar to that of Forsaken, but lasting 8 seconds longer - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and WalkthroughSwift - unit moves at high speed

Description: A unit with an effect similiar to that of Forsaken, but lasting 8 seconds longer. Very good against medium units. It also has Swift, allowing it to chase fleeing enemies.

6 - Cards list - Shadow - part 2 - Cards list - BattleForge - Game Guide and Walkthrough

Portal Nexus

Type: Structure

Rarity: Uncommon

Charges: 2

Orbs: 1 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1500

2 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughTeleport Station - activat to build a teleport station near own ground unit. When the station is ready, player's creatures can enter it or the portal to teleport between these two spots. Only one teleport station can be built. The ability can't be blocked with spells.

Description: Its not expensive and allows for a very quick transportation of units - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughExsplosive Death - if the teleport station is destroyed it will also cause the portal to explode, dealing 3000 damage to both units enemy and friendly units in 20 metres radius, up to 12000 in total. Knocks back small and medium units.

Description: It's not expensive and allows for a very quick transportation of units. Unfortunately, after the station is destroyed, the portal harms you much more than the enemy (and they will make sure of it), so you should place this building outside of your base for it not to backfire.

Type: Creature - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Shadow Phoenix

Type: Creature

Rarity: Uncommon

Charges: 3

Orbs: 3 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1500

Defense: 645

Weapon type: Special

Size: L

4 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughCrashdive - unit begins a powerful suicide attack, that deals 500 damage to enemies in 25 metres radius of its target, up to 2000. Shadow Phoenix dies in this attack. Knocks back small and medium units. Only affects ground targets.

Description: A very good unit for clearing the battlefield of all sorts of lesser units (mainly ones with less than 500 life points) - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughReincarnation - when unit dies in Crashdive, it mary rise like a phoenix from the ashes. It has to collect 2000 life points from corpses in 25 metres radius in 3 seconds after the death, for it to resurrect.

Description: A very good unit for clearing the battlefield of all sorts of lesser units (mainly ones with less than 500 life points). Works great in combination with Embalmer's Shrine ability, which makes Reincarnation easier by increasing the number of life points gained from dead bodies.

Type: Structure - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Resource Booster

Type: Structure

Rarity: Uncommon

Charges: 2

Orbs: 5 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Defense: 1500

Description: A good card for short battles, forces Power Wells to produce morei Power, but making them exhaust quicker - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower Flow - owned Power Wells in 20 metres range produce 33% more Power, but exhaust 115% faster than before.

Description: A good card for short battles, forces Power Wells to produce morei Power, but making them exhaust quicker. Cast it when you want to end the match as fast as possible and aggressively harass the enemy. Howver, if the Power Wells run dry, the situation starts looking bad.

Type: Creature - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Ripper

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: 6 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 70 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 70

Attack: 720

Defense: 660

Weapon type: S

Size: S

Description: Good against small units, against which it has a damage bonus - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughCannibalize - unit uses nearby corpses to regenerate 10 life points every second.

Description: Good against small units, against which it has a damage bonus. It's hard to take down, thanks to Cannibalize, which allows Ripper to regenerate life points after each fight.

Type: Creature - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Shadow Mage

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 7 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 960

Defense: 560

Weapon type: Special

Size: M

8 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughSoulborn - every 4 seconds unit shoots a missile of dark energy, that deals 230 damage to enemies in 10 metres radius of its target, up to 345 in total. Each shot decreases Shadow Mage's life poins number by 130. Unit will stop attacking when it's life is below 130 points.

Description: For a unit costing 50 Power, Shadow Mage deals very much damage and does so to multiple targets - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughSacrifice - activate to sacrifice own unit and transef its life points to Shadow Mage. Reusable after 15 seconds.

Description: For a unit costing 50 Power, Shadow Mage deals very much damage and does so to multiple targets. As with all ranged attackers, you shouldn't place them close to each other, so the opponent won't cas the upgraded Eruption and wipe them (the same applies to any multiple targets attacks, actually).

Type: Structure - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Shrine of Greed

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 9 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Defense: 1400

Description: The second Orb and 100 Power (a lot, for Shadow) for a not entirely reliable building - no deal in PvP - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughGimme Power! - activate to immediately transfer 30% of own and ally's Void Power into the Power pool. The Power from Void will not be refunded for 40 seconds after this. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds.

Description: The second Orb and 100 Power (a lot, for Shadow) for a not entirely reliable building - no deal in PvP. It works really well in cooperative scenarios, though, where and your friend (even playing a deck of a different color) can get a pretty big boost after using Gimme Power! To be used mainly at the early stage of a game, as later on you will have more than enough Power, and only be held back by cooldowns.

Type: Structure - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Stone of Torment

Type: Structure

Rarity: Common

Charges: 4

Orbs: 10 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 90 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 90

Defense: 1500

11 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughTormenting - a bad aura that deals 40 damage every second to enemy and own units in 20 metres radius.

Description: One of the Shadow cards that really irritate enemies - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughMalicious Joy - every 6 seconds stucture teleports the most remote enemy unit in 40 metres radius to itself.

Description: One of the Shadow cards that really irritate enemies. A unit that enters the area of the tower's effect will find it difficult to leave, until... it's dead. You have to be careful with Stone of Torment though since it also deals damage to your units in 20 metres radius.

Type: Spell - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Corpse Explosion

Type: Spell

Rarity: Uncommon

Charges: 4

Orbs: 12 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Explosive Bodies - gathers up to 2000 life points from corpses in 25 metres radius, to create a great ball that explodes after 3 seconds, dealing the maximum life points number the dead units had, as an area damage, to both enemy and own creatures. Up to 33% of this damage can be received by one targetl. Only affects ground targets. Knocks back small and medium units. Immediately reusable.

Description: A vert strong spell, you can use it when you've lost many units in an area with enemies' corpses as well. It costs quite a lot but used well, can deprive the enemy of units they paid much more than 100 Power for.

13 - Cards list - Shadow - part 3 - Cards list - BattleForge - Game Guide and Walkthrough

Unholy Power

Type: Spell

Rarity: Common

Charges: 3

Orbs: 1 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Power-up - target playe's units gainst 1700 more attack, which will slowly decrease or can be used to improve the unit's performance. As long as the extra attack lasts, unit deals 50% more damage and receives 50% less. Lasts 20 seconds. Reusable after 10 seconds.

Description: A very good Spell, despite its high cost. Good for splash decks. Worth casting on stronger units, like Harvester. It will hel you to win some seemingly hopeless fights.

Type: Spell - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Undead Army

Type: Spell

Rarity: Common

Charges: 4

Orbs: 2 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Revive - collects corpses in 25 metres radius, to summon up to 3 squads of Skeleton Warriors with the Unholy Armor effect active. One squad requires collecting 600 life points. Summoned unit has the same upgrade level as the Spell itslef. Reusable after 20 seconds.

Description: It's only worth your Power when you are sure that there are dead units in the area that had more than 1800 life points. You also have to remember, that the summoned units will die after 20 seconds, making Undead Army a card for critical moments only, when you're in real need of stopping your enemy. Embalmers's Shrine will surely help you gather the needed life points.

Type: Creature - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Harvester

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs: 3 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Attack: 2700

Defense: 2800

Weapon type: Special

Size: XL

4 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSummon Skeletons - activate to summon a squad of Skeleton Warriors with the Unholy Armor effect active. To do this, Harvester has to collect 2000 life points from corpses. Skeleton Warriors have the same upgrade level as the unit. Reusable after 30 seconds.

5 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughCorpse Gathering - gather energy, equal to their former maximun life points number, from nearby corpses to allow for summoning Skeleton Warriors.

Description: Waiting for 300 Power is long and quite risky but when Harvester appears on a battlefield, it will be a true menace - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: Waiting for 300 Power is long and quite risky but when Harvester appears on a battlefield, it will be a true menace. This is the only XL creature at the 2nd Orb, so it has no worthy opponents in one-on-one fight. It also has a free ability, allowing you, after gathering enough life points from corpses (Embalmer's Shrine will be very helpful) to summon skeletons that live for 20 seconds. They also can, thanks to their sturdiness, irritate your enemy. As I mentioned before, the unit's cost is its big disadvantage, making it not always worth summoning. Works wonders in combination with Unholy Power.

Type: Spell - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Aura of Corruption

Type: Spell

Rarity: Rare

Charges: 2

Orbs: 6 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Mischievous Aura - requires 4 seconds to create a destructive aura with a 30 metres radius where cards played will be rejected. Each rejected card deals five times their Power Cost multiplied byt the number of required Orbs as damage to enemy and friendly units. Lasts for 40 seconds. Reusable after 40 seconds.

Description: Spell useful in critical moments, when, for example, the enemy has beat you to building Orbs and you have no way of hindering his victory. You don't summon units in such a situation but rather waith for enough Power and use Aura of Corruption in the area where the opponent's main forces reside, and then cast cards there (requiring as many Orbs as you have built), dealing a lot of damage to them (the cards don't appear in the game, though).

Type: Structure - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Altar of Nihil

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 7 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough8 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Defense: 1600

Description: A good and too expensive structure, but its use is very risky beacause you too dont get your 90% Power back to Void when your unit dies - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughNihilation - activate to prevent all player from getting Void Power refunds for 20 seconds. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds.

Description: A good and too expensive structure, but its use is very risky beacause you too don't get your 90% Power back to Void when your unit dies. Can be used, for example, just before destroying the enemy's building or when you're sure you're going to kill enemy units and lose yours.

Type: Creature - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Ashbone Pyro

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 9 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1400

Defense: 1500

Weapon type: Special

Size: L

11 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughNightfire Jet - unit casts inferna; flames, dealing 70 damage every second.

12 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughInstability - loses 50 life points every 2 seconds.

13 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughLife Stealer - 30% damage dealt by unit will be added to its life points

Description: When its not attacking it loses life points and dies after a while - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: When it's not attacking it loses life points and dies after a while. But thanks to Life Stealer, it regenerates its life partially when in battle - this works even better when the Pyro attacks buildings, since it has a 50% bonus to damage against them. A unit used mainly against structures.

Type: Creature - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Mutating Frenzy

Type: Creature

Rarity: Common

Charges: 3

Orbs: 14 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough15 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 1630

Defense: 1900

Weapon type: XL

Size: L

Description: Relatively cheap, strong and durable with a bonus agaisnt extra large creatures (useful when the enemy summons, for example, a Juggernauta) - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughDeathwish - unit constantly deals 25% more damage, but loses 30 life points every 2 seconds at the same time. Reusable after 10 seconds.

Description: Relatively cheap, strong and durable with a bonus agaisnt extra large creatures (useful when the enemy summons, for example, a Juggernauta). Also has an ability that permanently increases its attack - works best with healing spells, like Blood Healing.

Type: Creature - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Fallen Skyelf

Type: Creature

Rarity: Rare

Charges: 2

Orbs: 16 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough17 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1400

Defense: 780

Weapon type: L

Size: L

18 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughInfernal Blade - every 2 seconds unit casts a lance of infernal power, dealing 100 damage to enemies in 5 metres radius of its target, up to 150 in total.

Description: A not-too-strong unit for the third Orb, but it has an important advantage over creatures without ranged attacks - it can fly - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and WalkthroughVisions of Despair - significantly weakens enemy's unit. The target receives 150% more damage for 10 seconds. Spell will be interrupted if the caster is knocked back or the target leaves its range. If the target is still alive after the spell ends, it will be entirely healed. Reusable after 30 seconds.

Description: A not-too-strong unit for the third Orb, but it has an important advantage over creatures without ranged attacks - it can fly. A relatively low life points outpot makes it easy to kill the Skyelf. It also has an ability that fits very well into the Shadow deck: it's very risky. When you use it on an already wounded enemy and don't manage to kill them, the fight will become even more difficult beacuse the creature will be fully healed, putting you in quite a tough situation.

19 - Cards list - Shadow - part 4 - Cards list - BattleForge - Game Guide and Walkthrough

Unholy Power

Type: Spell

Rarity: Common

Charges: 3

Orbs: 1 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Power-up - target playe's units gainst 1700 more attack, which will slowly decrease or can be used to improve the unit's performance. As long as the extra attack lasts, unit deals 50% more damage and receives 50% less. Lasts 20 seconds. Reusable after 10 seconds.

Description: A very good Spell, despite its high cost. Good for splash decks. Worth casting on stronger units, like Harvester. It will hel you to win some seemingly hopeless fights.

Type: Spell - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Undead Army

Type: Spell

Rarity: Common

Charges: 4

Orbs: 2 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Revive - collects corpses in 25 metres radius, to summon up to 3 squads of Skeleton Warriors with the Unholy Armor effect active. One squad requires collecting 600 life points. Summoned unit has the same upgrade level as the Spell itslef. Reusable after 20 seconds.

Description: It's only worth your Power when you are sure that there are dead units in the area that had more than 1800 life points. You also have to remember, that the summoned units will die after 20 seconds, making Undead Army a card for critical moments only, when you're in real need of stopping your enemy. Embalmers's Shrine will surely help you gather the needed life points.

Type: Creature - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Harvester

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs: 3 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 300 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 300

Attack: 2700

Defense: 2800

Weapon type: Special

Size: XL

4 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughSummon Skeletons - activate to summon a squad of Skeleton Warriors with the Unholy Armor effect active. To do this, Harvester has to collect 2000 life points from corpses. Skeleton Warriors have the same upgrade level as the unit. Reusable after 30 seconds.

5 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughCorpse Gathering - gather energy, equal to their former maximun life points number, from nearby corpses to allow for summoning Skeleton Warriors.

Description: Waiting for 300 Power is long and quite risky but when Harvester appears on a battlefield, it will be a true menace - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: Waiting for 300 Power is long and quite risky but when Harvester appears on a battlefield, it will be a true menace. This is the only XL creature at the 2nd Orb, so it has no worthy opponents in one-on-one fight. It also has a free ability, allowing you, after gathering enough life points from corpses (Embalmer's Shrine will be very helpful) to summon skeletons that live for 20 seconds. They also can, thanks to their sturdiness, irritate your enemy. As I mentioned before, the unit's cost is its big disadvantage, making it not always worth summoning. Works wonders in combination with Unholy Power.

Type: Spell - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Aura of Corruption

Type: Spell

Rarity: Rare

Charges: 2

Orbs: 6 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Mischievous Aura - requires 4 seconds to create a destructive aura with a 30 metres radius where cards played will be rejected. Each rejected card deals five times their Power Cost multiplied byt the number of required Orbs as damage to enemy and friendly units. Lasts for 40 seconds. Reusable after 40 seconds.

Description: Spell useful in critical moments, when, for example, the enemy has beat you to building Orbs and you have no way of hindering his victory. You don't summon units in such a situation but rather waith for enough Power and use Aura of Corruption in the area where the opponent's main forces reside, and then cast cards there (requiring as many Orbs as you have built), dealing a lot of damage to them (the cards don't appear in the game, though).

Type: Structure - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Altar of Nihil

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 7 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough8 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

Defense: 1600

Description: A good and too expensive structure, but its use is very risky beacause you too dont get your 90% Power back to Void when your unit dies - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughNihilation - activate to prevent all player from getting Void Power refunds for 20 seconds. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds.

Description: A good and too expensive structure, but its use is very risky beacause you too don't get your 90% Power back to Void when your unit dies. Can be used, for example, just before destroying the enemy's building or when you're sure you're going to kill enemy units and lose yours.

Type: Creature - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Ashbone Pyro

Type: Creature

Rarity: Rare

Charges: 3

Orbs: 9 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1400

Defense: 1500

Weapon type: Special

Size: L

11 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughNightfire Jet - unit casts inferna; flames, dealing 70 damage every second.

12 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughInstability - loses 50 life points every 2 seconds.

13 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughLife Stealer - 30% damage dealt by unit will be added to its life points

Description: When its not attacking it loses life points and dies after a while - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughSiege - unit deals 50% more damage against structures.

Description: When it's not attacking it loses life points and dies after a while. But thanks to Life Stealer, it regenerates its life partially when in battle - this works even better when the Pyro attacks buildings, since it has a 50% bonus to damage against them. A unit used mainly against structures.

Type: Creature - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Mutating Frenzy

Type: Creature

Rarity: Common

Charges: 3

Orbs: 14 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough15 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 120 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 120

Attack: 1630

Defense: 1900

Weapon type: XL

Size: L

Description: Relatively cheap, strong and durable with a bonus agaisnt extra large creatures (useful when the enemy summons, for example, a Juggernauta) - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughDeathwish - unit constantly deals 25% more damage, but loses 30 life points every 2 seconds at the same time. Reusable after 10 seconds.

Description: Relatively cheap, strong and durable with a bonus agaisnt extra large creatures (useful when the enemy summons, for example, a Juggernauta). Also has an ability that permanently increases its attack - works best with healing spells, like Blood Healing.

Type: Creature - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Fallen Skyelf

Type: Creature

Rarity: Rare

Charges: 2

Orbs: 16 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough17 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1400

Defense: 780

Weapon type: L

Size: L

18 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughInfernal Blade - every 2 seconds unit casts a lance of infernal power, dealing 100 damage to enemies in 5 metres radius of its target, up to 150 in total.

Description: A not-too-strong unit for the third Orb, but it has an important advantage over creatures without ranged attacks - it can fly - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and WalkthroughVisions of Despair - significantly weakens enemy's unit. The target receives 150% more damage for 10 seconds. Spell will be interrupted if the caster is knocked back or the target leaves its range. If the target is still alive after the spell ends, it will be entirely healed. Reusable after 30 seconds.

Description: A not-too-strong unit for the third Orb, but it has an important advantage over creatures without ranged attacks - it can fly. A relatively low life points outpot makes it easy to kill the Skyelf. It also has an ability that fits very well into the Shadow deck: it's very risky. When you use it on an already wounded enemy and don't manage to kill them, the fight will become even more difficult beacuse the creature will be fully healed, putting you in quite a tough situation.

19 - Cards list - Shadow - part 5 - Cards list - BattleForge - Game Guide and Walkthrough

Overlord

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 1 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough2 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough3 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 220 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 220

Attack: 3450

Defense: 4000

Weapon type: L

Size: XL

4 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughBlood Share - activate to transfer 1000 life points from Overlord to your units in 15 metres radius. Reusable after 5 seconds.

Description: Probably the best choice for the 4th Orb in PvP - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughFlesh Feast - gathers nearby corpses, to regenerate 300 life points every 6 seconds.

Description: Probably the best choice for the 4th Orb in PvP. Strong attack and lots of life points that it can use to heal other units. It also regenerates quickly after collecting corpses. Used by an experienced player, it's really hard to kill, mainly thanks to the ability to regenerate.

Type: Creature - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Rifle Cultists

Type: Creature

Rarity: Common

Charges: 5x6

Orbs: 5 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough6 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough7 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 50 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 50

Attack: 960

Defense: 810

Weapon type: L

Size: S

8 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughRifle Attack - every 2 seconds unit shoots slugs at enemies, dealing 16 damage to them.

Description: A card this cheap at the 4th Orb means lots of small units and amazing damage - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughDark Grenade - activate to charge a dark sphere, that explodes after 24 shots, dealing 2400 damage to enemy and own units in 20 metres radius of its target, up to 3600 in total. Knocks back small and medium units. Reusable after 20 seconds. (Power Cost: 100).

Description: A card this cheap at the 4th Orb means lots of small units and amazing damage. A very good choice for a PvP deck. They're difficult to kill because there really can be many of them.

Type: Creature - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Void Maw

Type: Creature

Rarity: Uncommon

Charges: 2

Orbs: 9 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough10 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough11 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 100 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 100

Attack: 1900

Defense: 1640

Weapon type: XL

Size: L

12 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughNether Strike - every 4 seconds unit shoots an infernal sphere, dealing 300 damage to enemies in 5 metres radius of its target, up to 450 in total. Knocks back small and medium units.

Description: In PvP its practically useless with its incredibly expensive ability for 200 Power - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughVoid Shear - activate to initiate a powerful suicide attack that kills Void Maw, but gives an absolute certainty that the target will die... (Power Cost: 200)

Description: In PvP it's practically useless with its incredibly expensive ability for 200 Power. Can be used when the enemy uses a card for more than 300 Power, but this happens very rarely. In PvE, where you have lots of Power at the fourth Orb it serves well as a kamikaze killing the strongest of the enemies instantly with its ability.

Type: Creature - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Death Ray

Type: Creature

Rarity: Rare

Charges: 1

Orbs: 13 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough14 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough15 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 240 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 240

Attack: 4000

Defense: 3000

Weapon type: XL

Size: XL

16 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughNecro Beam - every 4 seconds unit shoots a deadly ray, that deals 550 damage to enemies in 15 metres radius of its target, up to 830 in total. Knocks back small and medium units.

Description: Quite strong but Overlord seems better and is a bit cheaper - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughLeech Guns - activates four cannons, each sucking 100 life points every second from own units in its range. Can gather up to 3000 life points at once. Before the gathered life points run out, unit deals 50% more damage. Leeching lasts until deactivated.

Description: Quite strong but Overlord seems better and is a bit cheaper. Death Ray does have the ability to increase its attack even more, but it doesn't have as much health as the other unit.

Type: Spell - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Unholy Hero

Type: Spell

Rarity: Common

Charges: 4

Orbs: 17 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough18 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough19 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 80 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 80

War Cry - target player's unit will deal 150% more damage for 20 seconds, but 150% of damage it receives will be additionally dealt to own units in 15 metres radius. Reusable after 20 seconds.

Description: A good spell to be cast on powerful units like Overlord or Death Ray, but only when they're on their own. After using it, don't come close to the unit under buffed by the spell for 20 seconds, or you'll get to now it's negative effects.

Type: Spell - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Plague

Type: Spell

Rarity: Rare

Charges: 2

Orbs: 20 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough21 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough22 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Mass Epidemic - infect each of up to 5 enemy or own units with a parasite that deals 100 damage every second. After 4 seconds, the parasites move to a next target available in 25 metres range. Each parasite can deal damage to up to 4 own or enemy units. The parasites disappear if they don't find a target in their range. Reusable after 30 seconds.

Description: It costs 150 Power and is very risky - for two reasons. Firstly, it can harm your units, if you're not careful enoughi. Secondly, even if only opponent's units are in the range, they can quickly separate the infected ones from the rest, causing the parasites to disappear quickly, before using even a half of their potential. A very godd spell in PvE, not recommended for PvP.

Type: Structure - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Altar of Chaos

Type: Structure

Rarity: Rare

Charges: 1

Orbs: 23 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough24 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough25 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Defense: 4482

26 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughMass Destruction - activate to place an infernal bomb on the battlefield, that explodes after 10 seconds, dealing 1500 damage to enemy and own units in 25 metres radius of its target, up to 9000 in total. Only one bomb can be placed on the map at any given time. Can't be blocked by blocking abilities.

Description: Another building thats very good in PvE, which I dont recommend using in PvP - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughSelf-Abandonment - player's units can be sent to Altar of Chaos to be sacrificied. Their life points are stored. Up to 8000 points can be stored. 300% of collected points will be dealt as additional damage, when the bomb explodes. Units can't be sacrificied after placing the bomb on the battlefield.

Description: Another building that's very good in PvE, which I don't recommend using in PvP. 10 seconds between setting up the bomb and its explosion is just enough for the enemy to run away. The enemies in PvE rather won't escape death if you use the powerful ability of Altar of Chaos, making it even stronger with Self-Abandonment.

Type: Creature - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Shadow Worm

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs: 27 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough28 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough29 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 250 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 250

Attack: 4000

Defense: 3000

Weapon type: L

Size: XL

30 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughNether Bolt - every 3 seconds unit hurls an infernal missile, that deals 400 damage to enemies in 10 metres radius of its target, up to 600 in total. Knocks back small and medium units.

31 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughMass Disintegration - disintegrates up to 5 units at once. During this process they are paralyzed and can't be attacked by other creatures. If disintegration is interrupted the target will be freed with no damage. Spell immobilizes Shadow Worm and receives more damage the more targets it's disintegrating. Lasts until deactivated.

Description: A very good unit, both in PvP and PvE - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughEarth Dive - when moving, unit receives 50% less damage and lnocks back small and medium creatures, dealing additionally 250 damage to enemies in a given area, up to 1000 in total. Only affects ground targets.

Description: A very good unit, both in PvP and PvE. It deals a lot of damage and has an ability to diisintegrate units, that will drive your opponent mad, after their expensice creature disappears into thin air. Small and medium creatures mean nothing to Shadow Worm, as it thrusts them aside while moving. It can be considered better than Overlorda, though it's rarer.

Type: Spell - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Voidstorm

Type: Spell

Rarity: Uncommon

Charges: 1

Orbs: 32 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough33 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough34 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and WalkthroughPower: 150 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Power: 150

Total Destruction - each player's Void Power is changed into an enormous damage potential. 850% of a current Power in a player's Void is dealt as damage and split amongst all units in the game. Affectes every player. Reusable after 30 seconds.

Description: A card used to wipe the battlefield of both your and enemy's units. Personally, I only see senese in such an action in a situation when you don't summon any units, storing the Power for later on while the enemy has summoned many creatures.

35 - Cards list - Shadow - part 6 - Cards list - BattleForge - Game Guide and Walkthrough

Let's start the first scenario of the single player campaign. In each of four missions described below, I used one of basic (available after buying the game) decks. By doing this, I wanted to present the rules of the game and the features of each color. We'll start with Fire, the red deck. The objective in Encounters with Twilight is to clear an old city of the forces of Twilight. You will also have to look after a human hero - Rogana Kayle'a - if he dies, the mission is lost.

At the beginning of the game you already habe two Power Wells and quite a lot of Power - Example scenarios - Encounters with Twilight - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

At the beginning of the game you already habe two Power Wells and quite a lot of Power. Summon five teams of Sunstriders - they need one Fire Orb, a Monument with this Orb will be built automatically after playing the first card.

Send your

Send your "army" north, to kill one Twilight Devastator with no difficulties. Build a Power Well on the left, summon another group of archers next to it and go right, where you will fight three enemy squads. It shouldn't be difficult.

Next, kill two Twilight Brutes and build a Monument with a Fire Orb by clicking on the suitable place and choosing a red ball - Example scenarios - Encounters with Twilight - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Next, kill two Twilight Brutes and build a Monument with a Fire Orb by clicking on the suitable place and choosing a red ball. Place your units next to the building being constructed so they can regenrate life. Summon one Skyfire Drake. Suddenly gates will open and a Twilight Slayer will charge through them - when the creature dies under the fire of your archers, quickly move your units away, because the monster's body will explode.

Go right, you will be attacked by five enemy squads - Example scenarios - Encounters with Twilight - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Go right, you will be attacked by five enemy squads. Don't worry if two - three groups of archers will die. During the fight, whene there'll be 110 Power in the pool, summon a second Skyfire Drake. Wait a moment and build a Power Well near. Go down and attack the enemy's camp. When you get to 110 Power during this battle, build another Power Wells.

Destroy the camp but dont go near the turret in the bottom left corner - Example scenarios - Encounters with Twilight - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Destroy the camp but don't go near the turret in the bottom left corner. When all the enemies are dead, move towards it and use the Sunstriders ability that will prevent the tower from shooting you. Destroy it quickly, next kill your Skyfire Drakes (clicking the skull icon in the upper right corner). Wait until you get 250 Power and built a third Monument with a Fire Orb. Let your units regenerate life ponts next to it. Slightly to the right there's a chest with some gold.

1 - Example scenarios - Encounters with Twilight - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

When the Orb is ready, summon Magma Hurler. Wait some time, until you have three such creatures. Afther that attack the camp on the right. With such an army, you shouldn't have any problems, even though there's quite a lot of enemies. After anihilating your foes, build a Power Well, open another chest with gold and move upwards.

On the road, you will find another camp, act just like before - Example scenarios - Encounters with Twilight - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

On the road, you will find another camp, act just like before. Twilight Crawlers will come from under the ground, but you won't have problems dealing with them. Now you have two options: either prepare a big army and attack the enemy or defend your base. We'll follow the second route here.

Put up a wall on the north and start preaparing for defense - Example scenarios - Encounters with Twilight - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Put up a wall on the north and start preaparing for defense. You should await the enemy with 6 teams of Sunstriders, six Magma Hurlers and three Towers of Flames behind the wall. When all of this is ready, you should wait a while, until you have about 250 Power in supply. Then summon the enemies by clicking the Screaming Stone that stands on the hill (in the green box in the screen above), and then "Sound the Call". Before the foes arrive, send your Magma Hurlers towards the wall.

After a while, the enemies appear - Example scenarios - Encounters with Twilight - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

After a while, the enemies appear. When there's enough of them, and an enormous Twilight Hulk among them, use the spell Inferno, which decimates enemy unitsi. Kill off the remaining opponents and move through the northern gate. Leaving, destroy the turrets and the wall, since you won't need them anymore - if you do this, 90% of the Power spent on them will return to the Void and from there, slowly fill your pool.

Send a squad of archers to each of the three spots for Power Wells visible on the map and build them - Example scenarios - Encounters with Twilight - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Send a squad of archers to each of the three spots for Power Wells visible on the map and build them. In the middle of the large area where you are there's also a place for a Monumen - click on it, of course, and choose a Fire Orb. Near the structure and also in the vicinity of one of the Power Wells you will find gold chests. Kill off the Sunstriders you don't need anymore.

Get ready for the final mission objective - the fight with Twilight Wrathgazer - Example scenarios - Encounters with Twilight - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Get ready for the final mission objective - the fight with Twilight Wrathgazer. There are two ways to get to it. You need to have four Magma Hurlers on each side (eight in total), also summon four Fire Dragons - the most powerful creatures in the starter deck. Then attack the Wrathgazer. It's a kind of a boss that doesn't deal direct damage to your units, but disintegrates them, so they simply disappear. It can also consume souls of the dead - when of them reaches it, it will regenerate life points, freeze your units or cust a destrcutive spell.

It wont be a problem for your army as long as you stick to this tactic: whenever a soul moves towards the Wrathgazer, attack it with one of the Magma Hurlers squads (thats why should have four on each side) - Example scenarios - Encounters with Twilight - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

It won't be a problem for your army as long as you stick to this tactic: whenever a soul moves towards the Wrathgazer, attack it with one of the Magma Hurlers squads (that's why should have four on each side). In the meantime, use Fire Sphere twice and Inferno once. After a minute or so, Wrathgazer should fall dead.

1 - Example scenarios - Encounters with Twilight - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Let's play the second scenario with a Frost deck. You have to defend the city of Hope from the forces of Twilight. Our first goal is to hold the western part of the city. At least one of its human defending teams needs to stay alive.

You start with two Power Wells - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

You start with two Power Wells. Summon three teams of Master Archers head to the right. On the road add two more archers squads. After a while a group of enemies will attack you - it turns out that their stationed not far ahead.

Shoot them as fast as possible, also try to destroy two Twilight Infestation structures that spawn enemies - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Shoot them as fast as possible, also try to destroy two Twilight Infestation structures that spawn enemies. At the end of the attack take one of the teams and put up two Power Wells, and then a Monument with a Frost Orb - the right spot is just above the enemy's camp.

After destroying the whole camp, let your wounded units stand near the Power Wells for a moment, so they can regain health - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

After destroying the whole camp, let your wounded units stand near the Power Wells for a moment, so they can regain health. Next go up north and build a wall. Leave two teams of Master Archers on it. Wait for 100 Power and summon a War Eagle to assist the remaining troops.

When you reach the crossroads, take a path to the north-west, in the direction of a camp in need of help - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

When you reach the crossroads, take a path to the north-west, in the direction of a camp in need of help. You will meet a couple of enemy squads on your way, you should summon a second War Eagle here. Kill the units on the hills to the left and the right just before the camp's entrance. You can find a chest of gold before the defense wall.

Meanwhile, build a Cannon Tower behind the wall with the archers - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Meanwhile, build a Cannon Tower behind the wall with the archers. It will help them defend against small attacking enemy groups.

After entering the camp, put up four Power Wells and get ready to defend - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

After entering the camp, put up four Power Wells and get ready to defend. The strike forces won't bee too big, so the units you already have - three squads of Archers and two War Eag;es - will suffice. You can use the Eagles' special ability and screech at enemies, knocking them back and deling much damage. After killing the attackers, go back to the crossroads.

Wait for AI controlled supporting troops at the crossroads (the clock next to the mission objectives shows you the remaining time) - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Wait for AI controlled supporting troops at the crossroads (the clock next to the mission objectives shows you the remaining time). Meanwhile, summon three squads of Defenders. Your aim now is to defend two camps at once - a northern and a southern one. Before looking to this,go north and attack a medium-sized enemy camp there, leaving the birds behind at the beginning, so they will stay out of range of a turret. In case of trouble, freeze the enemies with Coldsnap.

1 - Example scenarios - Siege of Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

When the tower falls down, move the War Eagles forward, send them to the right (there are no units there that could harm them). Move the rest of the troops to the right and destroy the camp. Kill your Eagles, by double-clicking the skull icon, like before.

Build two Power Wells and a third Monument with a Frost Orb in the destroyed Twilight lair - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Build two Power Wells and a third Monument with a Frost Orb in the destroyed Twilight lair. You can also find a chest of gold aboce the camp. Let your units regenerate life and summon Tremors when the Orb is already available.

Take this army east - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Take this army east. You will reach another crossroads, leading to two camps. Send Two Tremors and two archer squads (any of them) to the one on the south, turning left on the road to destroy a turret there and build Power Well in its place. Then continue south.

The rest of your army should go north - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

The rest of your army should go north. Summon one Tremor and two teams of Silverwind Lancers to aid. After a while you will reach the enemy's base - it shouldn't be a challenge to your units supported by Coldsnap.

After destroying the camp entirely, build a fourth Monument (you know which Orb to choose) and two Power Wells - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

After destroying the camp entirely, build a fourth Monument (you know which Orb to choose) and two Power Wells. You don't have to worry about Power - you gain a lot of it every second. Before leaving protect your structures with two Cannon Towers. There's a chest of gold near.

At the same time the other team has reached the southern camp which is defending against the enemy - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

At the same time the other team has reached the southern camp which is defending against the enemy. Kill the encountered enemies, enter the camp and build a wall to put archers on. Go further inside the camp, build four Power Wells there and protect them with another wall. Your two Tremors should now be standing between the two walls.

Send the other team, as fast as you can, to the northern camp thats just being attacked - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Send the other team, as fast as you can, to the northern camp that's just being attacked. Go inside, build a wall and four more Power Wells. Send your archers to the wall. Then summon a Battleship in each camp - because of cooldown, do so in the northern one firstly.

Now defend both parts of the city, until the meter goes down to zero - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Now defend both parts of the city, until the meter goes down to zero. During the fight you can add more archers to the walls or, optionally, get another Battleship. You should remember to repair the walls - to do so, click on them and then on the hammer icon.

When the camps are safe, the only thing left to do is killing Twilight Infester - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

When the camps are safe, the only thing left to do is killing Twilight Infester. Team up your forces (for example, near the fourth Orb), summon as many creatures as cooldowns allow and attack the giant. During the fight you can use Coldsnap and Maelstrom. You don't have to kill the remaining units - after killing the Infester the mission ends successfully.

1 - Example scenarios - Siege of Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

When the tower falls down, move the War Eagles forward, send them to the right (there are no units there that could harm them). Move the rest of the troops to the right and destroy the camp. Kill your Eagles, by double-clicking the skull icon, like before.

Build two Power Wells and a third Monument with a Frost Orb in the destroyed Twilight lair - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Build two Power Wells and a third Monument with a Frost Orb in the destroyed Twilight lair. You can also find a chest of gold aboce the camp. Let your units regenerate life and summon Tremors when the Orb is already available.

Take this army east - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Take this army east. You will reach another crossroads, leading to two camps. Send Two Tremors and two archer squads (any of them) to the one on the south, turning left on the road to destroy a turret there and build Power Well in its place. Then continue south.

The rest of your army should go north - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

The rest of your army should go north. Summon one Tremor and two teams of Silverwind Lancers to aid. After a while you will reach the enemy's base - it shouldn't be a challenge to your units supported by Coldsnap.

After destroying the camp entirely, build a fourth Monument (you know which Orb to choose) and two Power Wells - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

After destroying the camp entirely, build a fourth Monument (you know which Orb to choose) and two Power Wells. You don't have to worry about Power - you gain a lot of it every second. Before leaving protect your structures with two Cannon Towers. There's a chest of gold near.

At the same time the other team has reached the southern camp which is defending against the enemy - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

At the same time the other team has reached the southern camp which is defending against the enemy. Kill the encountered enemies, enter the camp and build a wall to put archers on. Go further inside the camp, build four Power Wells there and protect them with another wall. Your two Tremors should now be standing between the two walls.

Send the other team, as fast as you can, to the northern camp thats just being attacked - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Send the other team, as fast as you can, to the northern camp that's just being attacked. Go inside, build a wall and four more Power Wells. Send your archers to the wall. Then summon a Battleship in each camp - because of cooldown, do so in the northern one firstly.

Now defend both parts of the city, until the meter goes down to zero - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Now defend both parts of the city, until the meter goes down to zero. During the fight you can add more archers to the walls or, optionally, get another Battleship. You should remember to repair the walls - to do so, click on them and then on the hammer icon.

When the camps are safe, the only thing left to do is killing Twilight Infester - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

When the camps are safe, the only thing left to do is killing Twilight Infester. Team up your forces (for example, near the fourth Orb), summon as many creatures as cooldowns allow and attack the giant. During the fight you can use Coldsnap and Maelstrom. You don't have to kill the remaining units - after killing the Infester the mission ends successfully.

1 - Example scenarios - Defending Hope - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Send some of the archers near the upper right wall and place them before it to kill flying Twilight units that appear sometimes and attack your Drones. When the meter goes down to zero, six Soulstone Guardians will arrive to help you defend the stones.

Add another team of Drones, take a squad of Windweavers from each of the upper walls and head north to escort Rogan Kayle to the city - Example scenarios - Defending Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Add another team of Drones, take a squad of Windweavers from each of the upper walls and head north to escort Rogan Kayle to the city. On the road, if possible, summon one more archers unit.

When you reach the place where the enemies are attacking Rogans forces you will join the fihgt - Example scenarios - Defending Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

When you reach the place where the enemies are attacking Rogan's forces you will join the fihgt. Throughout, you can use the healing spell - Surge of Light - and Curse of Oink, that changes your foes into immobile pigs. Destroy two nearby Twilight Infected Tower - deal with remaining enemies and build a fourth Monument with a Nature Orb and two Power Wells somewhere near. There's a chest wih gold in vicinity as well. From nown, your main line of defense will move to this place so you should bring the units reamining on the northern walls to the southern ones.

The fourth Orb allows you to use the most powerful units - Example scenarios - Defending Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

The fourth Orb allows you to use the most powerful units.. Wait for 280 Power and summon a Colossus on the north. You will need a strong defense there, because you will face the attacks from two sides in one place. While waiting for the giiant's cooldown to end, you can summnon some additional units like Thornbark or more Drones.

You shouldnt forget about the south either - whenever possible, summon more Windweavers - Example scenarios - Defending Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

You shouldn't forget about the south either - whenever possible, summon more Windweavers. A Colossus on each side would be quite useful as well - you should send it behind the wall during stronger attacks.

If you dont overlook anything and remember to use the healing spells (Regrowth apart from Surge of Light), everything should go smoothly - Example scenarios - Defending Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

If you don't overlook anything and remember to use the healing spells (Regrowth apart from Surge of Light), everything should go smoothly. After the set time ends, the missin ends successfully, when the ritual of summoning souls from the stones is finished.

1 - Example scenarios - Defending Hope - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Now for the final mission of the first single player campaign and the last deck color - Shadow. It has many tricks that are useful mainly in PvP battles where it's importatnt to get rid of enemy's Orb quickly or gain a minimum adavantage by sacrificying own units. Your goal in The Soultree is to protect the tree from Twilight attacks. You have to stop the enemy forces in cooperation with the human defenders of this powerful object.

At the beginning, summon four squads of Forsaken and head towards the bridge-like structure called Titan's Wall - Example scenarios - The Soultree - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

At the beginning, summon four squads of Forsaken and head towards the bridge-like structure called Titan's Wall. The first thing to take care of is to not allowm the enemies cross it. You should also look after the people there - Lyrish Defenders - at least two of six teams need to stay alive for the mission to end successfully.

Add a fifth team of archers on your way to Titan's Wall - Example scenarios - The Soultree - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Add a fifth team of archers on your way to Titan's Wall. When you reach your destination, send three squads to the walls of Forsaken and make sure they are standing on the segemnts to the east. Order the human defenders on the bridge to join them. The remaining Forsaken should attack from the ground. After a while Twilight forces attack. While facing them, add more teams of archers whenever cooldown ends.

After a couple of smaller attacks, a big force of enemies will arrive but Skylord Viridya, who gives you orders, will freeze them for a long time - long enough for you to kill nearly all of them - Example scenarios - The Soultree - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

After a couple of smaller attacks, a big force of enemies will arrive but Skylord Viridya, who gives you orders, will freeze them for a long time - long enough for you to kill nearly all of them. For the time when the enemies are immobilized, send the units with shorter range down from the walls to use the forces at your disposal to their fullest. Take one team and go a bit to the east, and then turn south to build two Power Wells there (first) and a Monument with a Purple Orb.

When youre done with the frozen enemies approach the second Orb for a moment, to regenerate health - Example scenarios - The Soultree - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

When you're done with the frozen enemies approach the second Orb for a moment, to regenerate health. You have to help Viridya to get to the Soultree so turn back and return to your first Monument and leave only Lyrish Defenders on Titan's Wall. In the meantime, in the place you started at (at the bottom and slightly to the left), build a third Power Well.

1 - Example scenarios - The Soultree - part 1 - Example scenarios - BattleForge - Game Guide and Walkthrough

Send your troops to the north, in the direction of the Skylord heading for the tree. On the way to your destination, when the Orb is finished, summon as many Mutating Frenzies, as you can.

The way to the Soultree is guarded by Stonekin - theyre quite strong but attack individually and you have Viridy to your aid, so they shouldnt cause much trouble - Example scenarios - The Soultree - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

The way to the Soultree is guarded by Stonekin - they're quite strong but attack individually and you have Viridy to your aid, so they shouldn't cause much trouble.

When youre getting near to the target, Titan's Wall gets attacked by the enemy forces - Example scenarios - The Soultree - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

When you're getting near to the target, Titan's Wall gets attacked by the enemy forces. At the same time Viridya sets the energy of the Soultree free and is possessed by evil forces.

The powerful spells will kill the enemies but crazed Viridya will start attacking your units - Example scenarios - The Soultree - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

The powerful spells will kill the enemies but crazed Viridya will start attacking your units. With your Mutating Frenzies, open two chests near the tree and then stand in place so they will take Viridya's attacks - two such creatures are just enough until Moon comes and will block the Skylord's spells.

Only then build a Monument near the tree and a Power Well next to it - Example scenarios - The Soultree - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

Only then build a Monument near the tree and a Power Well next to it. If you still have any Mutating Frenzy, send it back to Titan's Wall. To free Viridya you have to summon a fifth Orb. You will find it in a camp in a top right corner of the map. Prepare an army on the "bridge" for this - summon two Necrofuries, a couple of Mutating Frenzies or Darkelf Assassins and move.

On the way to the enemys base, summon one more Necrofury - Example scenarios - The Soultree - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

On the way to the enemy's base, summon one more Necrofury. When you encounter enemies, change the fighting mode of your most powerful units, so that they shoot from a distance. Three Necrofuries supported by lesser creatures and such spells as, for example, Soulshatter, will quickly deal with the camp. Build a fifth Monument and finish the campaign.

1 - Example scenarios - The Soultree - part 2 - Example scenarios - BattleForge - Game Guide and Walkthrough

All tactics in BattleForge are based on similiar rules. What's most important is a quick expansioni, taking over of important spots before the enemy does it and trying to make enemy spend more Power than you do. In PvP, you don't build fortifications unless you are attacked - when fighting a more seasoned opponent, every (nearly) point of Power counts, so spending it on a turret that does nothing is strictly forbidden... by me :). The other important points of every tactic:

  • the knowledge of your and enemy's cards, knowing how they work to use them properly.
  • no lesser knowledge of the maps on which you play - this is a bit simplier since there are not so many and you can learn which spots are most important for the taking, by playing with a better opponent.
  • a good eye, a fast hand and a good... mouse - all needed to deal with battles at multiple spots at the same time, casting spells in each of them and attacking the right units at the right moment.

Only after getting to know these basic rulse we can delve into particular strategies. Even though there are some testes deckbuilds, a real success is creating your own deck that will be as effective as original. Regardless of a suggested strategy, the most important thing is to quickly react to enemy's actions to counter their moves and don't let them surprise you.

Pure Frost - Tower

Sample cards in the deck:

- Ice Guardian,

- Frost Mage,

- Construction Hut,

- Defense Tower,

- Glacier Shell,

- Cannon Tower,

- Home Soil,

- White Rangers,

- Cannon Tower,

- Coldsnap,

- Skyelf Templar,

- Kobold Trick,

- Frost Crystal,

- Lyrish Knight,

- Tremor,

- Skyelf Sage,

- Shield Building,

- Kobold Engineer,

- Stronghold,

- Dreadnought

Description and tactics:

A deck based on towers and units that gain benefits when being close to structures. There's also a couple of creatures and spells that support your buildings, like all the cards with the word "Kobold" in their names and two Skyelves. When playing with this deck, your priority is to build a tower in the enemy's base - Coldsnap, which freezes enemies, will help you do that - and then keeping it using Kobold Trick, Glacier Shell, Skyelf Templar, and later on, Kobold Engineer. You can support units summoned near your structures with Home Soil, and still freeze enemies. As for towers, you should look most carefully at Cannon Tower, which, when quickly built in enemy's camp, will not only knock back small units but also deal significant damage to the larger ones. Supported by Kobold Trick and Glacier Shell it can create a true icey hell. A good defense deck as well - thanks to Construction Hut you can build cheaper and quicker, and the units and spells mentioned before will let you increase the damage and defense of your towers.

Pure Shadow

Sample cards in the deck:

- Forsaken,

- Nox Trooper,

- Dreadcharger,

- Motivate,

- Nasty Surprise,

- Life Weaving,

- Darkelf Assassins,

- Nightcrawler,

- Shadow Phoenix,

- Resource Booster,

- Shadow Mage,

- Unholy Power,

- Harvester,

- Aura of Corruption,

- Ashbone Pyro,

- Mutating Frenzy,

- Soulshatter,

- Blood Healing,

- Wrathgazer,

- Rifle Cultists/Shadow Worm/Overlord

Description and tactics:

A compilation of everything that's best in Shadow. A deck consisting of the most characteristic purple units and spells supporting them. You have cheap units that improve their attack at the cost of life points, spells dealing damage to both enemy and player's units, the Aure of Corruption for critical moments and Blood Healing to heal. When playing this deck you should use a unit with Swift at the beginning - most obviously Dreadcharger. Then, under the cover of cheap but useful units like Forsaken or Darkelf Assassins you can try to secretly gather Power to summon a Harvester, in which case a Resource Booster may come in handy. In a sudden need of destroying one of the enemy's structures you can use Nasty Surprise. Shadow Phoenix will get rid of the weaker units, additionally resurrecting when there are enough dead. At the 3rd Orb, the Wrathgazer is a very good if expensive counter, that will irritate the calmest of players. If you make it to the 4th Orb, each of the mentioned units can tear the opponent aparat.

Shadow - Frost

Sample cards in the deck:

- Forsaken,

- Nox Trooper,

- Glacier Shell,

- Dreadcharger,

- Home Soil,

- Nasty Surprise,

- Ice Barrier,

- Defenders,

- Kobold Trick,

- Shadow Phoenix,

- Nightcrawler,

- Lyrish Knight,

- Unholy Power,

- Coldsnap,

- Mountaineer,

- Soulshatter,

- Blood Healing,

- Tremor,

- Rifle Cultists/Overlord

Description and tactics: A deck quite smiliar to the previous one. You should put up Orbs in this order: Shadow-Frost-Shadow-either. At the second Orb, instead of the expensive Harvester you now have the twice less expensive Mountaineer, which, when used right, is a really big threat to your enemy, particularly their Orbs and Power Wells. You can use a combination of Ice Barrier + Lyrish Knight, allowing you to show a real strength to the knight. Home Soil will also help. Since we're using Frost here, there's Coldsnap, of course - the best control spell, preventing the enemy from attacking you, while you can do so without any limitations. There's also Glacier Shell, needed to defend Orbs and Power Wells at the moment of attack on your base. Defenders will help protecting the base. At the third Orb, you get Tremor with its ability, appreciated by players.

Nature - Frost

Sample cards in the deck:

- Swiftclaw,

- Shaman,

- Windweavers,

- Ensnaring Roots,

- Surge of Light,

- Ice Barrier,

- Home Soil,

- Defenders,

- Lyrish Knight,

- Curse of Oink,

- Coldsnap,

- Mountaineer,

- Kobold Trick,

- Cannon Tower,

- Glacier Shell,

- Burrower,

- Tremor,

- Swamp Drake,

- Fathom Lord,

- Grimvine

Description and tactics:

A mix of controlling abilities from both colors (Coldsnap, Ensnaring Roots, Curse of Oink), Nature's healing and repair abilities of Frost. Put up Orbs in this order: Nature-Frost-Nature-either. It's best to start a match with Swiftclaw to quickly get to an additional Power Well. Next, you can summon Windweavers and support them with Shaman. When you encounter an enemy, immobilize him with Ensnaring Roots and calmly watch their life bar dwindle. After reaching the second Orb, you can wait for Mountaineer - especially when playing against Fire or Shadow. Thanks to this powerful units you can easily do away with enemy's Orb and Power Wells, and when supported by Shamans, Mountaineer becomes very difficult to kill. It's good to build Cannon Tower in enemy's base, which can be made easier by Curse of Oink, under one condition: you can't attack the rooted enemies. You should guard your own Orbs and Power Wells with Kobold Trick and Glacier Shell. Burrower will be your solution for dealing with enemy units on walls. If you get to the third Orb, you gain Swamp Drake that can make enemies fall asleep and Fathom Lorda who can paralyze them - control rules!

Pure Fire

Sample cards in the deck:

- Sunstriders,

- Scavenger,

- Mine,

- Mortar Tower,

- Eruption,

- Sunderer,

- Makeshift Tower,

- Wallbreaker,

- Rocket Tower,

- Enforcer,

- Fire Stalker/Firedancer,

- Skyfire Drake,

- Scythe Fiends,

- Ravage,

- Lava Field,

- Juggernaut,

- Magma Spore,

- Magma Hurler,

- Virtuoso,

- Fire Dragon

Description and tactics:

A pure fire deck that uses many advantages of this color. You will find strong offensive spells here (Eruption, Lava Field), units with a long range to destroy buildings (Fire Stalker, Firedancer) as well as simply strong and useful creatures. For the more experienced there's also Mortar Tower - a risky building that needs to be placed with precision but can end the battle before it really begins. You can start a match with Sunderer or Scavenger - both have Swift, but the former allows you to quickly destroy enemy buildings, which can enable you to destroy an Orb or a Power Well that are still in construction. Thanks to Makeshift Tower you will make it really hard for small units to move, by knocking them around. When you gaint the second Orb, you can use Enforcera that charges into enemies and deals much damage. Skyfire Drake is great against ground units, and Firestalker/Firedancer to get rid of enemy's Orb or Power Well. Thanks to Ravage your creatures will live longer, Skyfire Drake gains a lot with this spell. With the 3rd Orb Juggernaut, Magma Hurler, Magma Spore and a great building destroyer - Virtuoso await you.

Nature - Fire

Sample cards in the deck:

- Sunstriders,

- Scavenger,

- Eruption,

- Ensnaring Roots,

- Sunderer,

- Makeshift Tower,

- Surge of Light,

- Fire Stalker,

- Skyfire Drake,

- Ternite Hill,

- Curse of Oink,

- Burrower,

- Ravage,

- Deepcoil Worm,

- Magma Hurler,

- Enlightenment,

- Fathom Lord,

- Revenge,

- Grimvine,

- Dreadnought

Description and tactics:

A deck that uses Fire's offensive potential and mixes it with control and healing spells from the green deck. Put up Orbs in this order: Fire-Nature-Nature-either. Like before, you can start with Sunderer or Scavenger, to quickly build a Power Well, defeat any enemy units with Eruption and quickly get another Orb. Then you gain an ability to heal - Surge of Light - and stopping the enemies - Ensnaring Roots, Curse of Oink. The latter two in combination with Termite Hill can destroy even two enemy's Power Wells and an Orba. Build a Termite Hill near the base and if enemies try to destroy it cast Ensnaring Roots/Curse of Oink and wait until the building is ready. Than, use the termites that will significantly damage the buildings in a target area. There's also Burrower for dealing with heavily manned walls or Ravage keeping our units longer alive. At the third Orb, as in the previous deck, use Magma Hurler and also Fathom Lord and Revenge that deals damage back to enemies. Enlightenment is interesting - it allows you to use any unit in 20 seconds time, regardless of its Orbs requirements. That's why Dreadnought is in the deck. If you get enough Power, you can use this trick.

BFP - stands for BattleForge Points. It's a virtual currency that you can buy boosters and cards for on other players' auctions. When registering your account, you get 3000 BFP, later you can buy for the price of 20 dollars = 2000 points.

Booster - a set of 8 cards to be uses in the game.

Charge - a unit's ability that allows it to run towards an enemy and deal more damage to them.

Charges - determines the amount of times a card can be used before cooldown starts.

Cooldown - the time a card is unavailable, even though you meet the requirements to use it; the time in which a cards "charges up".

Daze - the moment of 15 seconds after summoning a unit, in which the units has a half of its life points and can't use its special abilities, only occurs when the unit is summoned far away from an Orb/Power Well.

Deck - your set of cards.

Power - next to the Orbs, the basic criterium for playing cards. Every card has a set Power Cost, that is substracted from the general pool, when you play it. When the unit dies, 90% of the Power spent on its summoning gradually returns to the pool.

Forge - a place in which you can test your cards with (nearly) no restrictions, without needing to build Monuments or Power Wells. You can summon enemies from a designated menu for your tests. You are in Forge when you start the game, from there you can enter PvE or PvP.

Loot - a reward for finishing a scenario/winning a battle.

Monument - one of the two basic structures in the game (next to the Power Well). Every Monument gives you one Orb of a chosen color. Monuments can only be built in designated spots on a map.

Orb - along with Power, the basic criterium for playing cards. Every card requires a specified amount of Orbs of some color. For example, a card can require three red Orbs or one green Orb and one of any color.

Power Well - one of the two basic structures in the game (along the Orb). It supplies you with Power, needed for summoning creatures and buildings and casting spells.

Pure Deck - a deck of only one color, as opposed to a Splash Deck.

PvE (Player versus Environment) - a game against units controlled by artificial intelligence.

PvP (Player versus Player) - a battle with another player. In PvP you can play a one-on-one or two-on-two game.

Siege - a unit's ability to deal x% more damage to structures.

Splash deck - a mixed deck, comprised of cards of different colors See also: Pure Deck.

Swift - a units ability to move at high speed.

Tier - you will encounter this word often in the game. Tier descrives how many Orbs are needed to play a card. For example, a Tier 2 (t2) card needs two Orbs (of some color).

Tome - a set of 6 boosters, meaning 48 cards. Tome costs less than 6 boosters bought separately.

Upgrade - an improvement that gives a card more attack, increases the number of its life points or gives it new abilities. After each upgrade, you can, add a Charge Upgrade, that increases the number of Charges (an expression explained above).

Void - a place, where 90% of the cost of each card's usage is transfered, when a unit/building/spell is killed/destroyed/cast. From there, gradually, the Power spills to your pool.