Cards list - Frost - part 2 | Cards list BattleForge Guide
Last update: 11 May 2016
Defense Tower
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. |
Glacier Shell
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. |
Home Soil
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. |
Glyph of Frost
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. |
Ice Shield Tower
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. |
Defenders
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. |
Phalanx
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. |
White Rangers
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. |