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BattleForge Game Guide by gamepressure.com

BattleForge Game Guide

Table of Contents

Game Guide - General tips BattleForge Guide

Last update: 11 May 2016

Throughout this guide, the cards of the four elements - Fire, Frost, Nature and Shadow have been marked with appropriate colors so that you can tell straight away which deck they belong to.

  • In PvE, especially in your first hours in the game, you should use Nature in combination with cards of other elements or a purely green deck. That's because of the very useful are of effect spells (like Ensnaring Roots or Hurricane) that you get at the beginning. Thanks to them you can stop your enemies in their tracks and kill them one by one with no hurry, using, for example, Windweavers - the great Nature archers. The great healing abilities found in a green deck are priceless as well - they can turn the tide of battle (also a PvP one).
  • Watch the replays of your last battles - see what you can do better, where you could have made better decisions. See which player uses the game's rules better. Pay attention to Power changes- both your own and that present in the Void.
  • Don't attack your enemy's base alone - don't count on stealthily destroying their Orb - it can shoot and defend itself against a weaker single enemy. Now, a bigger group is a different thing - the element of surprise is always beneficial, there's a chance that the enemy is so busy with one action that they forgot about the rest of the map.
  • Don't forget about the weapon type of the units you summon. In the bottom left corner of every card, next to a sword or a bow you will find a letter, which tells the size of an enemy that will be hit for 150% of the base damage. S is for small, M medium, L large, a XL extra large. Also check the size of your own unit (the letter to the left of the Card Life) and try not to send it against enemies with such weapons. Your armament sometimes comes in the "specjalnego" type - in such cases the letter is replaced by a star, and the unit doesn't receive a bonus to attack on any kind of unit. Some creatures are able to change their weapon type (Spearmen, Ghostspears). For example - our warrior's weapon is type M and changes (also visually) to type S.
  • Destroying enemy's Power Well/Monument is much more important than killing his units. Firstly, because we reduce the amount of Power they receive/number of their Orbs. Secondly, our enemy doesn't get Power for destroyed Power Wells/Monuments, as opposed to killed units or demolished buildings (which return 90% of the summoning cost to thei Void).
  • Guard your Orbs and Power Wells well, because you don't get Power back when your adversary destroys them. There are exceptions however - sometimes, when the enemy is, for example, destroying your Power Well, you - instead of using up the Power for units to protect it - can assault his base and use the Power stored there. Such situations happen quite rarely though. Try to prevent your enemy from contstructing a building near your base, it's always going to cause you problems.
  • Always have some creatures able to attak airborne targets. Otherwise you will be defeated by such units as Skyfire Drake or War Eagle.
  • Don't build walls you don't need - they cost you too. Don't put up too many Power Wells because you may not be able to defend them. You can't ingore building them either. Try to have one more Power Well than your opponent, if it's possible.
  • All cards, except spells, can have these four symbols in their descriptions:
  • In card description you can often encounter expressions like: "...deals xx damage to enemies in a yy m radius around its target, up to zz in total". It means that a given spell or attack deals "xx" damage to enemies in the range of radius "yy" and it can deal as much damage as "zz". When there is enough units so that their number multiplied by "xx" is greater than "zz", it usually means that the unit nearest to the center of action will be hurt the most and the remaining ones accordingly less, depending on how far away they are from it.
  • 1 - General tips - BattleForge - Game Guide and Walkthroughis a ranged attack, the unit can attack from a distance;
  • 2 - General tips - BattleForge - Game Guide and Walkthroughmeans a clickable ability that you have to trigger on an ability symbol, which, most of the times, appears above the unit ;
  • 3 - General tips - BattleForge - Game Guide and Walkthroughallows to change the card's mode. After the change, depending on the card, we can deal extra damage at the cost of speed, attack only ground/air targets and much more;
  • 4 - General tips - BattleForge - Game Guide and Walkthroughtells us that the given ability is passive which means that it's active all the time. Some passive abilities work only in an appropriate card mode (look above).
  • In PvE, especially in your first hours in the game, you should use Nature in combination with cards of other elements or a purely green deck. That's because of the very useful are of effect spells (like Ensnaring Roots or Hurricane) that you get at the beginning. Thanks to them you can stop your enemies in their tracks and kill them one by one with no hurry, using, for example, Windweavers - the great Nature archers. The great healing abilities found in a green deck are priceless as well - they can turn the tide of battle (also a PvP one).
  • Watch the replays of your last battles - see what you can do better, where you could have made better decisions. See which player uses the game's rules better. Pay attention to Power changes- both your own and that present in the Void.
  • Don't attack your enemy's base alone - don't count on stealthily destroying their Orb - it can shoot and defend itslef against a weaker single enemy. Now, a bigger group is a different thing - the element of surprise is always beneficial, there's a chance that the enemy is so busy with one action that they forgot about the rest of the map.
  • Don't forget about the weapon type of the units you summon. In the bottom left corner of every card, next to a sword or a bow you will find a letter, which tells the size of an enemy that will be hit for 150% of the base damage. S is for small, M medium, L large, a XL extra large. Also check the size of your own unit (the letter to the left of the Card Life) and try not to send it against enemies with such weapons. Your armament sometimes comes in the "specjalnego" type - in such cases the letter is replaced by a star, and the unit doesn't receive a bonus to attack on any kind of unit. Some creatures are able to change their weapon type (Spearmen, Ghostspears). For example - our warrior's weapon is type M and changes (also visually) to type S.
  • Destroying enemy's Power Well/Monument is much more important than killing his units. Firstly, because we reduce the amount of Power they receive/number of their Orbs. Secondly, our enemy doesn't get Power for destroyed Power Wells/Monuments, as opposed to killed units or demolished buildings (which return 90% of the summoning cost to thei Void).
  • Guard your Orbs and Power Wells well, because you don't get Power back when your adversary destroys them. There are exceptions however - sometimes, when the enemy is, for example, destroying your Power Well, you - instead of using up the Power for units to protect it - can assault his base and use the Power stored there. Such situations happen quite rarely though. Try to prevent your enemy from contstructing a building near your base, it's always going to cause you problems.
  • Always have some creatures able to attak airborne targets. Otherwise you will be defeated by such units as Skyfire Drake or War Eagle.
  • Don't build walls you don't need - they cost you too. Don't put up too many Power Wells because you may not be able to defend them. You can't ingore building them either. Try to have one more Power Well than your opponent, if it's possible.
  • All cards, except spells, can have these four symbols in their descriptions:
  • In card description you can often encounter expressions like: "...deals xx damage to enemies in a yy m radius around its target, up to zz in total". It means that a given spell or attack deals "xx" damage to enemies in the range of radius "yy" and it can deal as much damage as "zz". When there is enough units so that their number multiplied by "xx" is greater than "zz", it usually means that the unit nearest to the center of action will be hurt the most and the remaining ones accordingly less, depending on how far away they are from it.
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