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.
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.
The framed parts are described below:
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). 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). 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.
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. 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;
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;
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.
Type: Creature
Rarity: Common
Charges: 5x6
Orbs:
Power: 60
Attack: 660
Defense: 450
Weapon type: S
Size: S
Looter - 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 50
Attack: 450
Defense: 360
Weapon type: M
Size: S
Bow Attack - every 2.5 seconds shoots arrows at enemies, dealing 9 damage.
Suppression 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
Rarity: Common
Charges: 4
Orbs:
Power: 50
Attack: 570
Defense: 540
Weapon type: M
Size: M
Rallying 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
Rarity: Common
Charges: 3
Orbs:
Power: 50
Defense: 500
Glorious 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
Rarity: Common
Charges: 5
Orbs:
Power: 50
Defense: 850
Explosive - when Fire Bomb is destroyed, it explodes, dealing 560 damage to up to 1300 enemies in 20 metres radius.
Self-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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 60
Attack: 345
Defense: 800
Grenade 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
Rarity: Rare
Charges: 2
Orbs:
Power: 110
Attack: 1100
Defense: 800
Weapon type: Special
Size: L
Sundering - activate to shatter enemy building, dealing 775 damage. Additional damage bonus against strctures applies as well. Reusable after 20 seconds (Power Cost: 80).
Siege - 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
Rarity: Common
Charges: 5
Orbs:
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).
Type: Spell
Rarity: Rare
Charges: 3
Orbs:
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
Rarity: Uncommon
Charges: 4
Orbs:
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
Rarity: Rare
Charges: 4
Orbs:
Power: 50
Defense: 1000
Mortar 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
Rarity: Uncommon
Charges: 4x6
Orbs:
Power: 90
Attack: 600
Defense: 600
Weapon type: M
Size: S
Charge - unit charges at enemy.
Looter - 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.
Swift - 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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 60
Attack: 570
Defense: 540
Weapon type: S
Size: M
Crippling Bite - attacked units move slowly for 5 seconds.
Swift - 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
Rarity: Uncommon
Charges: 5
Orbs:
Power: 60
Attack: 700
Defense: 670
Weapon type: M
Size: M
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
Rarity: Common
Charges: 5x6
Orbs:
Power: 70
Attack: 360
Defense: 960
Weapon type: M
Size: S
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.
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
Rarity: Common
Charges: 4
Orbs:
Power: 70
Attack: 820
Defense: 580
Weapon type: L
Size: M
Swift - unit moves at high speed
Inner Fire - after triggering gets :
Unstable 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 .
Siege - 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.
Type: Structure
Rarity: Common
Charges: 5
Orbs:
Power: 50
Defense: 1200
Explosion 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).
Detonation - 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 50
Defense: 560
Rally - 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
Rarity: Rare
Charges: 4x4
Orbs:
Power: 100
Attack: 1100
Defense: 1040
Weapon type: S
Size: M
Tunelling - activate to teleport unit to a location of another of your ground units or structures in 30 metres radius. Reusable after 10 seconds.
Swift - 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
Rarity: Common
Charges: 3
Orbs:
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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Uncommon
Charges: 5
Orbs:
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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 110
Attack: 1360
Defense: 390
Weapon type: M
Size: L
Fireball - 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
Rarity: Rare
Charges: 3
Orbs:
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.
Type: Creature
Rarity: Ultra Rare
Charges: 4
Orbs:
Power: 70
Attack: 740
Defense: 430
Weapon type: Special
Size: M
Pillar 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.
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
Rarity: Rare
Charges: 3
Orbs:
Power: 80
Attack: 1700
Defense: 2000
Rocket 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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 40
Defense: 860
Termite 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
Rarity: Rare
Charges: 1
Orbs:
Power: 220
Attack: 3750
Defense: 3550
Weapon type: XL
Size: XL
Stampede - 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
Rarity: Common
Charges: 4
Orbs:
Power: 50
Attack: 1260
Defense: 470
Weapon type: L
Size: M
Magma 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.
Ground 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
Rarity: Rare
Charges: 3
Orbs:
Power: 80
Attack: 520
Defense: 980
Weapon type: XL
Size: M
Charge - unit charges at enemy.
Harmstring 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.
Swift - 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
Rarity: Common
Charges: 3
Orbs:
Power: 100
Attack: 1700
Defense: 975
Weapon type: L
Size: L
Magma 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 120
Attack: 2700
Defense: 2100
Fire 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.
Volcanic 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.
Type: Creature
Rarity: Uncommon
Charges: 2
Orbs:
Power: 120
Attack: 2400
Defense: 950
Weapon type: M
Size: L
Flamethrower - unit throws flames that deal 120 damage to enemies every second.
Conflagrate - 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
Rarity: Rare
Charges: 1
Orbs:
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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 300
Attack: 3790
Defense: 1900
Weapon type: Special
Size: XL
Ground 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.
Air 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.
Siege - 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
Rarity: Ultra Rare
Charges: 2
Orbs:
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
Rarity: Ultra Rare
Charges: 3
Orbs:
Power: 50
Defense: 1700
Deathcounter - 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
Rarity: Uncommon
Charges: 3
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 300
Defense: 1600
Song 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
Rarity: Rare
Charges: 2
Orbs:
Power: 120
Attack: 1790
Defense: 1700
Weapon type: L
Size: L
Trumpet 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 100
Attack: 2800
Defense: 2000
Weapon type: XL
Size: L
BOOM - 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.
Type: Creature
Rarity: Common
Charges: 3
Orbs:
Power: 120
Attack: 3025
Defense: 1960
Weapon type: M
Size: L
Fire 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).
Fiery 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
Rarity: Uncommon
Charges: 1
Orbs:
Power: 250
Attack: 2150
Defense: 2400
Weapon type: XL
Size: XL
Fire 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.
Rage - 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
Rarity: Rare
Charges: 1
Orbs:
Power: 250
Attack: 5200
Defense: 3170
Weapon type: L
Size: XL
Fire Stream - unit releases streams of fire, dealing 300 damageto enemies every second.
Burning 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
Rarity: Common
Charges: 2
Orbs:
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
Rarity: Rare
Charges: 2
Orbs:
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
Rarity: Uncommon
Charges: 3
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 250
Defense: 5000
Fiery 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
Rarity: Rare
Charges: 1
Orbs:
Power: 210
Attack: 4800
Defense: 2100
Weapon type: L
Size: XL
Fiery 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.
Earthquake - 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).
Percussive 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.
Earth 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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 350
Attack: 5000
Defense: 5000
Weapon type: Special
Size: XL
Hardened Skin - receives 50% less damage from ranged and magical attacks.
Siege - unit deals 100% more damage to structures.
Slow - 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.
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.
Type: Creature
Rarity: Rare
Charges: 4
Orbs:
Power: 50
Attack: 500
Defense: 400
Weapon type: M
Size: M
Frost 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 50
Attack: 300
Defense: 600
Weapon type: S
Size: S
Crossbow 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
Rarity: Common
Charges: 5x6
Orbs:
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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 60
Attack: 360
Defense: 570
Weapon type: S
Size: M
Ice 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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 60
Attack: 285
Defense: 600
Weapon type: M
Size: M
Ice 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.
Ice 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 70
Attack: 660
Defense: 690
Weapon type: M
Size: S
Defensive Stance - after activating, unit gains:
Resilient - receives 40% less damage.
Slow - 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
Rarity: Common
Charges: 6
Orbs:
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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 50
Defense: 1120
Maintenance - 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.
Type: Structure
Rarity: Common
Charges: 4
Orbs:
Power: 50
Attack: 640
Defense: 1500
Frost 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
Rarity: Common
Charges: 5
Orbs:
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
Rarity: Rare
Charges: 2
Orbs:
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
Rarity: Uncommon
Charges: 3
Orbs:
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
Rarity: Rare
Charges: 3
Orbs:
Power: 50
Attack: 640
Defense: 1100
Ice 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.
Ice 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 70
Attack: 540
Defense: 630
Weapon type: L
Size: S
Crossbow Attack - every 2 seconds unit shoots bolts at enemies, dealing 9 damage to them.
Stand Ground - unit can't move and gains:
Resilient - receives 40% less damage.
Steadfast - 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 80
Attack: 570
Defense: 1320
Weapon type: L
Size: S
Defensive Formation - after activating, unit gains:
Payback - when unit gets trampled it deals 230 damage to enemy.
Steadfast - can't be knocked back.
Slow - 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
Rarity: Uncommon
Charges: 5x6
Orbs:
Power: 80
Attack: 528
Defense: 780
Weapon type: M
Size: S
Bow Attack - every 3 seconds unit shoots arrows at enemies, dealing 11 damage.
Home 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.
Type: Creature
Rarity: Rare
Charges: 3
Orbs:
Power: 100
Attack: 1350
Defense: 650
Weapon type: M
Size: L
Screech - 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.
Sonic 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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 50
Defense: 1550
The 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
Rarity: Common
Charges: 4
Orbs:
Power: 70
Attack: 1380
Defense: 2000
Cannon - 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
Rarity: Uncommon
Charges: 4
Orbs:
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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 50
Defense: 1300
Mason Mastery - player's buildings in 25 metres radius only take 60% damage for 15 seconds. Reusable after 30 seconds (Power Cost: 40).
Material 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
Rarity: Rare
Charges: 3
Orbs:
Power: 100
Attack: 1350
Defense: 645
Weapon type: XL
Size: L
Sword 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.
High Guard - activate, to connect a unit with an allied building. Unit can't attack when active.
Blessing 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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Rare
Charges: 3
Orbs:
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.
Type: Creature
Rarity: Uncommon
Charges: 5
Orbs:
Power: 60
Attack: 500
Defense: 775
Weapon type: S
Size: M
Protector - in proximity of players buildings, receives:
Surge of Strength - deals 50% more damage.
Swift - unit moves at high speed
Stomp - 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
Rarity: Rare
Charges: 3
Orbs:
Power: 70
Attack: 900
Defense: 1460
Ice 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.
Frost 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
Rarity: Ultra Rare
Charges: 2
Orbs:
Power: 150
Attack: 1200
Defense: 1350
Weapon type: Special
Size: L
Bombard - 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.
Siege - 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
Rarity: Common
Charges: 5x4
Orbs:
Power: 80
Attack: 1040
Defense: 1680
Weapon type: L
Size: M
Swift - unit moves at high speed
Stomp - 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
Rarity: Common
Charges: 3
Orbs:
Power: 100
Attack: 1700
Defense: 1800
Weapon type: Special
Size: L
Ground 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).
Siege - unit deals 50% more damage against buildings.
Slow - 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 80
Attack: 1420
Defense: 2590
Ice Bolt - every 2 seconds tower throws an icey missile, that deals 110 damage to enemies in 5 metres, up to 170 in total.
Gift 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
Rarity: Rare
Charges: 3
Orbs:
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
Rarity: Rare
Charges: 3
Orbs:
Power: 50
Attack: 480
Defense: 850
Weapon type: M
Size: M
Time 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.
Frozen 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.
Type: Creature
Rarity: Rare
Charges: 3
Orbs:
Power: 100
Attack: 1030
Defense: 975
Weapon type: L
Size: L
Celestial 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.
High Guard - activate, to connect a unit with an allied building. Unit can't attack when active .
Surge 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
Rarity: Rare
Charges: 1
Orbs:
Power: 300
Defense: 1800
Shield 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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 250
Attack: 3200
Defense: 500
Weapon type: L
Size: XL
Frozen 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
Rarity: Ultra Rare
Charges: 4
Orbs:
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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 100
Attack: 950
Defense: 2000
Weapon type: M
Size: L
Architect - 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
Rarity: Uncommon
Charges: 2
Orbs:
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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 150
Attack: 2155
Defense: 3600
Cannon Turrets - every 3 seconds each of 8 cannons deals 52 damage to enemies in 5 metres, up to 75.
Bombardment - 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.
Type: Creature
Rarity: Uncommon
Charges: 2
Orbs:
Power: 60
Attack: -
Defense: 1160
Weapon type: Special
Size: M
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.
Gift 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
Rarity: Uncommon
Charges: 1
Orbs:
Power: 250
Attack: 310
Defense: 5300
Weapon type: Special
Size: XL
Arcane 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.
Siege - 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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Uncommon
Charges: 2
Orbs:
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
Rarity: Rare
Charges: 3
Orbs:
Power: 100
Attack: 1500
Defense: 1230
Weapon type: XL
Size: L
Celestial 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.
High Guard - activate, to connect a unit with an allied building. Unit can't attack when active.
Resilient - 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
Rarity: Rare
Charges: 1
Orbs:
Power: 300
Attack: 3200
Defense: 4350
Weapon type: L
Size: XL
Cannon Turrets - every 2 seconds 4 cannons deal 80 damage to enemies in 5 metres, up to 120.
Barrage - 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
Rarity: Ultra
Charges: Rare
Orbs:
Power: 240
Attack: 4100
Defense: 6100
Weapon type: XL
Size: XL
Pledge of the Giants - unit can't move and gains:
Shared 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
Rarity: Rare
Charges: 3
Orbs:
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
Rarity: Common
Charges: 3
Orbs:
Power: 90
Attack: 1720
Defense: 1850
Weapon type: M
Size: L
Frozen Wrath - unit can't move and gains:
Whirlwind - 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
Rarity: Rare
Charges: 1
Orbs:
Power: 250
Attack: 6900
Defense: 4500
Ground 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.
Heavy 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...
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).
Type: Creature
Rarity: Uncommon
Charges: 4
Orbs:
Power: 70
Attack: 410
Defense: 410
Weapon type: M
Size: M
Heal - every 5 seconds, unit heals another unit, returning 120 life points to it.
Mystical 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 70
Attack: 600
Defense: 720
Weapon type: S
Size: S
Weapon 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 70
Attack: 480
Defense: 420
Weapon type: Special
Size: S
Bow Attack - every 2 seconds unit shoots arrows at enemies, dealing 10 damage.
Multishot - 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
Rarity: Common
Charges: 4x6
Orbs:
Power: 80
Attack: 600
Defense: 600
Weapon type: S
Size: S
Regeneration - unit constantly regenrates 4 life points each second.
Swift - 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
Rarity: Common
Charges: 4
Orbs:
Power: 40
Defense: 690
Tunnel 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...
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Type: Structure
Rarity: Common
Charges: 4
Orbs:
Power: 60
Attack: 835
Defense: 1300
Earthstrike - 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.
Skywatch - after activating gains:
Cloudstrike - 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
Rarity: Rare
Charges: 3
Orbs:
Power: 70
Defense: 1120
Spellbane - 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.
Type: Spell
Rarity: Uncommon
Charges: 3
Orbs:
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
Rarity: Common
Charges: 5
Orbs:
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
Rarity: Uncommon
Charges: 1
Orbs:
Power: 100
Defense: 1300
Ritual 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
Rarity: Rare
Charges: 3
Orbs:
Power: 60
Attack: 480
Defense: 210
Weapon type: S
Size: M
Mana 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.
Blink - 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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 80
Attack: 660
Defense: 510
Weapon type: M
Size: M
Bestial Fury - activate,to deal 50% morej damage, unit will start moving slowly. Lasts until deactivated.
Swift - 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
Rarity: Rare
Charges: 2
Orbs:
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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 70
Attack: 820
Defense: 710
Weapon type: Special
Size: M
Acid 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).
Swift - unit moves at high speed
Siege - 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 70
Attack: 900
Defense: 780
Weapon type: M
Size: S
Weapon 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.
Type: Creature
Rarity: Common
Charges: 4
Orbs:
Power: 70
Attack: 710
Defense: 830
Weapon type: L
Size: M
Slam - 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
Rarity: Rare
Charges: 3
Orbs:
Power: 120
Attack: 300
Defense: 1000
Weapon type: M
Size: L
Root - unit can't move and receives:
Spikes - 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.
Linked 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
Rarity: Common
Charges: 3
Orbs:
Power: 70
Defense: 1200
Magic 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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 70
Attack: 690
Defense: 1200
Essence 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.
Linked 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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Uncommon
Charges: 2
Orbs:
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
Rarity: Ultra Rare
Charges: 3x6
Orbs:
Power: 100
Attack: 780
Defense: 330
Weapon type: M
Size: S
Mind Blast - every 3 seconds unit sends out energy, dealing 16 damage to enemies in 10 metres radius, up to 24 in total.
Mind 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.
Type: Creature
Rarity: Uncommon
Charges: 3
Orbs:
Power: 90
Attack: 520
Defense: 300
Weapon type: S
Size: M
Power 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).
Power 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 60
Defense: 950
Water 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
Rarity: Rare
Charges: 3
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 100
Defense: 1800
Echoes 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
Rarity: Common
Charges: 4x4
Orbs:
Power: 120
Attack: 1560
Defense: 1800
Weapon type: L
Size: M
Tunneling - activate to teleport unit to a tunnel's exit. Reusable after 30 seconds.
Swift - 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
Rarity: Rare
Charges: 2
Orbs:
Power: 120
Attack: 2100
Defense: 1800
Weapon type: XL
Size: L
Paralyze - 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
Rarity: Rare
Charges: 1
Orbs:
Power: 260
Attack: 300
Defense: 2760
Weapon type: L
Size: XL
Root - unit can't move and gains:
Rain 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.
Linked 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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 120
Defense: 2100
Ritual 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.
Aura 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.
Type: Spell
Rarity: Uncommon
Charges: 4
Orbs:
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
Rarity: Common
Charges: 2
Orbs:
Power: 120
Attack: 1500
Defense: 875
Weapon type: XL
Size: L
Acid Breath - every 2 seconds unit spits acid at enemies, that deals 150 damage.
Sleep 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 120
Attack: 700
Defense: 1300
Weapon type: M
Size: L
Root - unit can't move and gains:
Radial Thorns - every 10 seconds unit shoots thorns into all directions, dealing 400 damage to enemies, up to 600 in total.
Linked 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
Rarity: Rare
Charges: 3
Orbs:
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
Rarity: Ultra Rare
Charges: 3
Orbs:
Power: 100
Attack: -
Defense: 775
Weapon type: Special
Size: M
Rejuvinate - 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.
Countermagic 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
Rarity: Ultra Rare
Charges: 4
Orbs:
Power: 120
Attack: 1724
Defense: 2500
Psionic 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.
Edict 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
Rarity: Rare
Charges: 1
Orbs:
Power: 250
Attack: 2730
Defense: 2300
Weapon type: Special
Size: XL
Volatile 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.
Earth 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.
Drill Tunnel - unit can't move and gains:
Maw 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
Rarity: Ultra Rare
Charges: 1
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 200
Defense: 1810
Gift of Strength - each unit belonging to the player does 20% more damage. Lasts until building is destroyed.
Gift 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.
Type: Creature
Rarity: Rare
Charges: 2
Orbs:
Attack: -
Power: 70
Defense: 1100
Weapon type: Special
Size: M
Paralyzing 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.
Healing 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
Rarity: Rare
Charges: 1
Orbs:
Power: 280
Attack: 5820
Defense: 5000
Weapon type: XL
Size: XL
Thunderous 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
Rarity: Uncommon
Charges: 1
Orbs:
Power: 260
Attack: 5800
Defense: 5000
Weapon type: Special
Size: XL
Strangling 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).
Siege - 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
Rarity: Uncommon
Charges: 1
Orbs:
Power: 260
Attack: 1200
Defense: 6500
Weapon type: Special
Size: XL
Root - unit can't move and gains:
Explosive 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.
Linked Fire - up to 5 units, connected by a net of roots support each other, allowing for stronger attacks.
Siege - 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
Rarity: Common
Charges: 1
Orbs:
Power: 300
Attack: 4000
Defense: 3530
Weapon type: L
Size: XL
Corrosive 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
Rarity: Common
Charges: 3
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
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
Rarity: Uncommon
Charges: 2
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 250
Defense: 5500
Life 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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 260
Attack: 4300
Defense: 3650
Weapon type: Special
Size: XL
Gaze 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.
Stasis 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.
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.
Type: Structure
Rarity: Common
Charges: 3
Orbs:
Power: 50
Defense: 1000
Shred 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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 50
Attack: 600
Defense: 520
Weapon type: M
Size: M
Burnout - 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 50
Attack: 450
Defense: 450
Weapon type: M
Size: S
Crossbow Attack - every 2 seconds unit shoots bolts at enemies, dealing 6 damage to them.
Frenzy - 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
Rarity: Common
Charges: 4
Orbs:
Power: 50
Attack: 1080
Defense: 1200
Painful 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.
Still 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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 50
Attack: 450
Defense: 450
Weapon type: M
Size: M
Nightfire - every 2 seconds unit shoots a stream of dark energy at enemies, dealing 40 damage to them.
Overload - 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
Rarity: Uncommon
Charges: 4
Orbs:
Power: 60
Attack: 900
Defense: 950
Shadow 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.
Relocation - 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 50
Attack: 600
Defense: 510
Weapon type: M
Size: S
Unholy 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 50
Attack: 510
Defense: 600
Weapon type: S
Size: S
Burnout - 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.
Type: Creature
Rarity: Rare
Charges: 3
Orbs:
Power: 60
Attack: 600
Defense: 520
Weapon type: S
Size: M
Swift - 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
Type: Spell
Rarity: Rare
Charges: 3
Orbs:
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
Rarity: Common
Charges: 5
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 30
Defense: 1032
Pick 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
Rarity: Uncommon
Charges: 4
Orbs:
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
Rarity: Uncommon
Charges: 4x6
Orbs:
Power: 50
Attack: 570
Defense: 450
Weapon type: S
Size: S
Bow Attack - every second unit shoots arrows at enemies, dealing 12 damage.
Unholy 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 75
Defense: 1900
Recycle - 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
Rarity: Common
Charges: 4
Orbs:
Power: 60
Attack: 640
Defense: 745
Weapon type: M
Size: M
Frenzy - unit deals 50% more damage for 20 seconds. When the effect wears off, Nightcrawler will die.
Swift - 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.
Type: Structure
Rarity: Uncommon
Charges: 2
Orbs:
Power: 50
Defense: 1500
Teleport 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.
Exsplosive 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
Rarity: Uncommon
Charges: 3
Orbs:
Power: 100
Attack: 1500
Defense: 645
Weapon type: Special
Size: L
Crashdive - 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.
Reincarnation - 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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 50
Defense: 1500
Power 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 70
Attack: 720
Defense: 660
Weapon type: S
Size: S
Cannibalize - 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
Rarity: Rare
Charges: 3
Orbs:
Power: 50
Attack: 960
Defense: 560
Weapon type: Special
Size: M
Soulborn - 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.
Sacrifice - 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
Rarity: Rare
Charges: 1
Orbs:
Power: 100
Defense: 1400
Gimme 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
Rarity: Common
Charges: 4
Orbs:
Power: 90
Defense: 1500
Tormenting - a bad aura that deals 40 damage every second to enemy and own units in 20 metres radius.
Malicious 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
Rarity: Uncommon
Charges: 4
Orbs:
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.
Type: Spell
Rarity: Common
Charges: 3
Orbs:
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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 300
Attack: 2700
Defense: 2800
Weapon type: Special
Size: XL
Summon 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.
Corpse Gathering - gather energy, equal to their former maximun life points number, from nearby corpses to allow for summoning Skeleton Warriors.
Siege - 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
Rarity: Rare
Charges: 2
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 80
Defense: 1600
Nihilation - 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
Rarity: Rare
Charges: 3
Orbs:
Power: 100
Attack: 1400
Defense: 1500
Weapon type: Special
Size: L
Nightfire Jet - unit casts inferna; flames, dealing 70 damage every second.
Instability - loses 50 life points every 2 seconds.
Life Stealer - 30% damage dealt by unit will be added to its life points
Siege - 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
Rarity: Common
Charges: 3
Orbs:
Power: 120
Attack: 1630
Defense: 1900
Weapon type: XL
Size: L
Deathwish - 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
Rarity: Rare
Charges: 2
Orbs:
Power: 100
Attack: 1400
Defense: 780
Weapon type: L
Size: L
Infernal 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.
Visions 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.
Type: Spell
Rarity: Common
Charges: 3
Orbs:
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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 300
Attack: 2700
Defense: 2800
Weapon type: Special
Size: XL
Summon 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.
Corpse Gathering - gather energy, equal to their former maximun life points number, from nearby corpses to allow for summoning Skeleton Warriors.
Siege - 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
Rarity: Rare
Charges: 2
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 80
Defense: 1600
Nihilation - 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
Rarity: Rare
Charges: 3
Orbs:
Power: 100
Attack: 1400
Defense: 1500
Weapon type: Special
Size: L
Nightfire Jet - unit casts inferna; flames, dealing 70 damage every second.
Instability - loses 50 life points every 2 seconds.
Life Stealer - 30% damage dealt by unit will be added to its life points
Siege - 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
Rarity: Common
Charges: 3
Orbs:
Power: 120
Attack: 1630
Defense: 1900
Weapon type: XL
Size: L
Deathwish - 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
Rarity: Rare
Charges: 2
Orbs:
Power: 100
Attack: 1400
Defense: 780
Weapon type: L
Size: L
Infernal 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.
Visions 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.
Type: Creature
Rarity: Rare
Charges: 1
Orbs:
Power: 220
Attack: 3450
Defense: 4000
Weapon type: L
Size: XL
Blood Share - activate to transfer 1000 life points from Overlord to your units in 15 metres radius. Reusable after 5 seconds.
Flesh 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
Rarity: Common
Charges: 5x6
Orbs:
Power: 50
Attack: 960
Defense: 810
Weapon type: L
Size: S
Rifle Attack - every 2 seconds unit shoots slugs at enemies, dealing 16 damage to them.
Dark 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
Rarity: Uncommon
Charges: 2
Orbs:
Power: 100
Attack: 1900
Defense: 1640
Weapon type: XL
Size: L
Nether 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.
Void 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
Rarity: Rare
Charges: 1
Orbs:
Power: 240
Attack: 4000
Defense: 3000
Weapon type: XL
Size: XL
Necro 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.
Leech 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
Rarity: Common
Charges: 4
Orbs:
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
Rarity: Rare
Charges: 2
Orbs:
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
Rarity: Rare
Charges: 1
Orbs:
Power: 250
Defense: 4482
Mass 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.
Self-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
Rarity: Ultra Rare
Charges: 1
Orbs:
Power: 250
Attack: 4000
Defense: 3000
Weapon type: L
Size: XL
Nether 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.
Mass 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.
Earth 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
Rarity: Uncommon
Charges: 1
Orbs:
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.
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. 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 "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. 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. 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 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.
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. 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. 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. 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. 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. 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 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.
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. 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. 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. 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. 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. It will help them defend against small attacking enemy groups.
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). 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.
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. 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. 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. 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. 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. 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 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. 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. 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.
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. 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. 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. 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. 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. 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 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. 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. 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.
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. On the road, if possible, summon one more archers unit.
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.. 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 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 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.
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. 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. 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. 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 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.
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 - they're quite strong but attack individually and you have Viridy to your aid, so they shouldn't cause much trouble.
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. 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. 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 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.
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:
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.
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.
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.
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.
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!
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.
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.