Cards list - Frost - part 6 | Cards list BattleForge Guide
Last update: 11 May 2016
Winter Witch
Type: Creature Rarity: Uncommon Charges: 2 Orbs: Power: 60 Attack: - Defense: 1160 Weapon type: Special Size: M Frost Beam - attacks with a frosty beam, that freezes enemy unit after a short time. When the effect wears off, the target is immune to freezing for 10 seconds. Gift of Winter - creates a frosty aura with 15 metres radius, that gives 3 icey shields for 3 seconds to player's units in it's range, up to 12 in total. Each shield absorbs up to 850 damage for 30 seconds. The spell will be interrupted if unit is knocked back. Otherwise, it lasts until Winter Witch receives another orders. Reusable after 20 seconds (Power Cost: 100). Description: A cheap support unit, good to use in final assaults on enemy's base in PvE. Not really useful in PvP. It dies rather easily, so it needs to be kept at the back - far away from the enemies's attacks. |
Construct
Type: Creature Rarity: Uncommon Charges: 1 Orbs: Power: 250 Attack: 310 Defense: 5300 Weapon type: Special Size: XL Arcane Turret - every 5 seconds unit shoots a ball of power, that deals 690 damage to enemies in 10 metres radius of its target, up to 1030 in total. Knocks back small and medium units. Only affects ground targets. Siege - unit deals 50% more damage against structures. Description: A very strong building destroying unit - most of them crumble after a few Construct blasts. If you don't need such an ability in a given mission, it would be better to take the invredibly powerful Dreadnoughta. More so, because Construct can't attack flying units, which makes it ill-suited for many PvE scenarios, especially at the higher difficulty. |
Shatter Ice
Type: Spell Rarity: Common Charges: 4 Orbs: Power: 100 Ice Explosion - deals 2400 damage to frozen units in 15 metres, up to 7200 in total. Reusable after 30 seconds. Description: A deadly spell for frozen units, but rarely useful in practice. To freeze and then destroy a creature you have to spend 180 points, and one spell is not always enough to kill a powerful fourth Orb unit. Rather not worth a place in your deck. |
Maelstrom
Type: Spell Rarity: Uncommon Charges: 2 Orbs: Power: 240 Massive Blizzard - casts 10 frosty gusts, each dealing 200 damage to enemies in 25 metres radius, up to 600 in total and freezing them after a while. Reusable after 20 seconds. Description: In PvE - passable. Not worth a place in a PvP deck, since it costs 240 Power, and gives enemies enough time before freezing them, to run away from the area of effect. |
Skyelf Commander
Type: Creature Rarity: Rare Charges: 3 Orbs: Power: 100 Attack: 1500 Defense: 1230 Weapon type: XL Size: L Celestial Blade - every 2 seconds unit throws a lance of light, dealing 105 damage to enemies in 5 metres radius of its target, up to 160 in total. High Guard - activate, to connect a unit with an allied building. Unit can't attack when active. Resilient - Building connected with Skyelf Commander receives 65% less damage. Description: Another unit that strenghtens your buildings. In PvP, it's completely useless - has its role in PvE, in a deck focused on towers defense, but you won't use it too often at the 4th Orb. |
Battleship
Type: Creature Rarity: Rare Charges: 1 Orbs: Power: 300 Attack: 3200 Defense: 4350 Weapon type: L Size: XL Cannon Turrets - every 2 seconds 4 cannons deal 80 damage to enemies in 5 metres, up to 120. Barrage - activate to shoot five times, dealing 420 damage to enemies in 12 metres radius each time, up to 2500 in time. Knocks back small units. Only affects ground targets. Reusable after 30 seconds (Power Cost: 100). Description: An expensive unit with an expensive ability, so you rather shouldn't use it outside of PvE. Useful when fighting some big creature at the end of a scenario. |
Dreadnought
Type: Creature Rarity: Ultra Charges: Rare Orbs: Power: 240 Attack: 4100 Defense: 6100 Weapon type: XL Size: XL Pledge of the Giants - unit can't move and gains: Shared Pain - all the player's units in 25 metres radius only take 20% damage. 75% of the remaining damage is absorbed by Dreadnought, and the rest is returned to the damage dealer. Description: The toughest unit in the game, for pure Frost decks only. Great for so-called "tanking" - taking the damage so the other units can freely deal it. The ability to protect nearby units is a great help in this. He's also quite strong himslef, possessing a damage bonus against XL creatures. He's not too expensive - as much as 60 Power cheaper than Construct. |
Ice Tornado
Type: Spell Rarity: Rare Charges: 3 Orbs: Power: 30 Frosty Storm - casts an icey tornado, that moves across a target path, hurling ice shards, each dealing 260 damage to enemies in 10 metres radius, up to 750 in total, each second. The maximum distance it can travel is 30 metres. Reusable after 30 seconds. Description: Strong but too expensive. What's worse, the enemy can run away from its range when it moves. Rather a was of space in a deck, especially in PvP. |
Tempest
Type: Creature Rarity: Common Charges: 3 Orbs: Power: 90 Attack: 1720 Defense: 1850 Weapon type: M Size: L Frozen Wrath - unit can't move and gains: Whirlwind - two times each second unit attacks with a hail of icey shards, dealing 34 damage to enemies in 5 metres radius of its target, up to 52 in total. Deals additional damage to frozen units. Description: A rarely used unit - if you get to the 4th Orb in PvP, you gain Power very quickly and it would be better spent on something more expensive, to finish the enemy for good. There's also lots of Power in PvE, so I don't see much use for Tempest - there are so many good cards in the Frost deck that you have to fill the free spaces carefully. |
Worldbreaker Gun
Type: Structure Rarity: Rare Charges: 1 Orbs: Power: 250 Attack: 6900 Defense: 4500 Ground Attack - every 3 seconds cannon shoots a missile, that deals 830 damage to enemies in 15 metres radius of its target, up to 1240 in total. Only affects ground units. Knocks back small and medium units. Heavy Snowball - activate,to shoot a great ball of snow, dealing 1700 damage to enemies in 25 metres radius of its target, up to 10350 in total. It has a great range - 200 metres, but can only be shoot into a place where a friendly unit resides. Knocks back small and medium units. Can't be used for 30 seconds after construction. Reusable after 30 seconds (Power Cost: 100). Description: An ubelievable might, not useful in PvP, but able to destroy armies in campaing scenarios. Costs a lot, but after building it and assaulting enemy's base, you can watch tens of units dying when you use Heavy Snowball. Frankly speaking, it's rather rarely used but Worldbreaker Gun allows to taste the real power hidden in the cards... |