Cards list - Fire - part 2 | Cards list BattleForge Guide
Last update: 11 May 2016
Mine
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. |
Suppression
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. |
Mortar Tower
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. |
Strikers
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. |
Scavenger
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. |
Enforcer
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. |
Rageclaws
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. |
Fire Stalker
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. |