Cards list - Frost - part 1 | Cards list BattleForge Guide
Last update: 11 May 2016
A blue deck emphasizes defense - i.e.: you can find very good turrets that will help you strenghten your fortifications. There are units with big defense values and ones that can create ice shields around themselves or their allies. Spells that freeze your enemies and make them easy targets are also interesting.
Ice Guardian
Type: Creature Rarity: Rare Charges: 4 Orbs: Power: 50 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. |
Master Archers
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. |
Northguards
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. |
Frost Mage
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 Archersów and you can't place it on a wall. |
Frost Sorceress
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. |
Imperials
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. |
Ice Barrier
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. |
Construction Hut
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. |