Cards list - Fire - part 1 | Cards list
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Fire means great attack options, the most powerful offensive spells and powerful units, like, for example, the game's trademark - Juggernaut. These are cards for people who wast no time for sofistication and like to watch earthquakes quite often.
Thugs
Type: Creature Rarity: Common Charges: 5x6 Orbs: Power: 60 Attack: 660 Defense: 450 Weapon type: S Size: S
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. | ![]() |
Sunstriders
Type: Creature Rarity: Common Charges: 5x6 Orbs: Power: 50 Attack: 450 Defense: 360 Weapon type: M Size: S
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. | ![]() |
Wrecker
Type: Creature Rarity: Common Charges: 4 Orbs: Power: 50 Attack: 570 Defense: 540 Weapon type: M Size: M
Description: A very slow unit without a really great attack or life points number. 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. | ![]() |
Banner of Glory
Type: Structure Rarity: Common Charges: 3 Orbs: Power: 50 Defense: 500
Description: Because Power is needed all of the time in PvP Banner of Glory is not all that much useful, at least at the beginning of a match. 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. | ![]() |
Fire Bomb
Type: Structure Rarity: Common Charges: 5 Orbs: Power: 50 Defense: 850
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. | ![]() |
Makeshift Tower
Type: Structure Rarity: Uncommon Charges: 4 Orbs: Power: 60 Attack: 345 Defense: 800
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. | ![]() |
Sunderer
Type: Creature Rarity: Rare Charges: 2 Orbs: Power: 110 Attack: 1100 Defense: 800 Weapon type: Special Size: L
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. | ![]() |
Eruption
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). | ![]() |
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