Cards list - Fire - part 4 | Cards list BattleForge Guide
Last update: 11 May 2016
Firedancer
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. |
Rocket Tower
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. |
Termite Hill
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. |
Juggernaut
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... |
Magma Spore
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. |
Giant Slayer
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. |
Magma Hurler
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. |
Tower of Flames
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. |