Cards list - Frost - part 4 | Cards list BattleForge Guide
Last update: 11 May 2016
Lyrish Knight
Type: Creature Rarity: Uncommon Charges: 5 Orbs: Power: 60 Attack: 500 Defense: 775 Weapon type: S Size: M Protector - in proximity of players buildings, receives: Surge of Strength - deals 50% more damage. Swift - unit moves at high speed Stomp - unit stomps little creatures Description: A cheap unit with medium statistics that gains a lot when near your structures. That's why it works great with Ice Barrier. Swift is not too useful in this case, but the rest of abilities really are. |
Frost Crystal
Type: Structure Rarity: Rare Charges: 3 Orbs: Power: 70 Attack: 900 Defense: 1460 Ice Shard - every 2 seconds tower shoots an icey missile, that deals 72 damage to enemies in 5 metres radius of its target, up to 110. Frost Wave - freezes up to 4 enemies in a target area for 10 seconds. When the effect wears off, the targets are immune to freezing for some time. Reusable after 30 seconds. Description: Frost Crystal looks very good but in most scenarios you won't have enough time to activate the freezing effect once in a while. When you combine this with a much lower attack value it turns out that it's better to use Cannon Tower. Frost Crystal can be very useful nevertheless, for one reason - it attacksi flying units, as opposed to its stronger alternative. If you have a place in your deck, you can take this tower too. |
Mountaineer
Type: Creature Rarity: Ultra Rare Charges: 2 Orbs: Power: 150 Attack: 1200 Defense: 1350 Weapon type: Special Size: L Bombard - every 4 seconds unit throws balls of ice, which deal 170 damage to enemies in 5 metres radius of its target, up to 260 in total. Knocks back small and medium units. Only affects ground targets. Siege - unit deals 50% more damage against structures. Description: A destroyer of buildings and Orbs - simply, a great unit. It's hard to block with anything that moves on the ground. What's more, after the first upgrade, he gets a shield that makes him even more powerful. Unfortunately - Moutaineer can't attack flying targets, so he would do well with some anti-air support - Skyelf Templar gets the job done very well. |
Silverwind Lancers
Type: Creature Rarity: Common Charges: 5x4 Orbs: Power: 80 Attack: 1040 Defense: 1680 Weapon type: L Size: M Swift - unit moves at high speed Stomp - tramples small creatures . Description: Not too amazing for the 3rd Orb. The ability to stomp small units is rather useless in PvP, where at the 3rd Orb there are practically no such creatures in sight. Swift is the unit's advantage but it's not really useful at that stage of the game. It's probably better to wait and summon Tremor for 20 more Power. |
Tremor
Type: Creature Rarity: Common Charges: 3 Orbs: Power: 100 Attack: 1700 Defense: 1800 Weapon type: Special Size: L Ground Slam - activate, to create a wave around unit, dealing 170 damage to units and 850 to buildings in 15 metres radius, up to 1200 in total. The damage bonus against buildings applies as well. Knocks back small and medium units. Only affects ground targets. Reusable after 30 seconds. (Power Cost: 50). Siege - unit deals 50% more damage against buildings. Slow - unit moves slowly Description: A very good unit with a big attack and defense values, that isn't terribly expensive. Works well in multicolor decks. The ability allows it to do much damage ti small and medium units while knocking them back. |
Armored Tower
Type: Structure Rarity: Uncommon Charges: 3 Orbs: Power: 80 Attack: 1420 Defense: 2590 Ice Bolt - every 2 seconds tower throws an icey missile, that deals 110 damage to enemies in 5 metres, up to 170 in total. Gift of Ice - player's units and buildings in 25 metres radius receive 50% less damage for 30 seconds, up to 5200 in total. Description: In PvP at the third Orb towers are rather rarely used. Armored Tower can be used in a PvE scenario that focuses on a defense of an area. The building is very durable, which improves it's value in defense. |
Ward of the North
Type: Spell Rarity: Rare Charges: 3 Orbs: Power: 100 Protective Ice - player's units and buildings in 15 metres radius receive 50% less damage, up to 7800 damage in total. Lasts 30 seconds. Reusable after 20 seconds. Description: The decrease in damage received by your units at an average cost. Good in PvE for defense missions - the abilit to significantly lower enemy's damage is very useful and you often have more than enough Power - If there's space in your deck, this is worth having. In PvP however, it may be too expensive, 100 Power is better spen on, for example, Avatar of Frost. |
Timeless One
Type: Creature Rarity: Rare Charges: 3 Orbs: Power: 50 Attack: 480 Defense: 850 Weapon type: M Size: M Time Shock - every 3 seconds unit attacks, dealing 45 damage to enemies in 5 metres radius of its target, up to 70 in total. Knocks back small units. Frozen Stasis - activate to freeze 3 unit in a target zone for 10 seconds. When the effect wears off, the targets are immune to freezing for 10 seconds. Reusable after 20 seconds (Power Cost: 20). Description: A unit worth attention, due to a cheap freezing ability. If your tactics in using Frost revolver around it, you should be happy with this card. You have to be careful with Timeless One because for the 3rd Orb it doesn't have too many life points. |