Cards list - Nature - part 1 | Cards list BattleForge Guide
Last update: 11 May 2016
Nature means great healing options, most of all. Among the green cards you will find healing spells (Surge of Light), healing buildings (Healing Well, Healing Gardens), and even healing units (Shaman). The remaining strong points are useful area of effect spells (Hurricane, Curse of Oink, Ensnaring Roots) and "tunelling", the ability to immediately move from one spot on the map to another, after building a tunnel "exit" there. There are also cards that allow you to take control of enemy units (with some restrictions of course).
Shaman
Type: Creature Rarity: Uncommon Charges: 4 Orbs: Power: 70 Attack: 410 Defense: 410 Weapon type: M Size: M Heal - every 5 seconds, unit heals another unit, returning 120 life points to it. Mystical Bolt - every 3 seconds unit attacks with a mistycal energy, dealing 58 damage to enemies in 5 metres of its target, up to 87 in total. Description: A very good card, great support for archers on standing on a wall. It should never be summoned to fight, always as a healing bot for other units. It also can heal itself. When you want to pick a particular creature for healing, click on Shaman, and then right-click on the unit in need. |
Spearmen
Type: Creature Rarity: Common Charges: 5x6 Orbs: Power: 70 Attack: 600 Defense: 720 Weapon type: S Size: S Weapon Change - makes unit more effective against medium creatures. Lasts until it's deactivated (Power Cost: 10). Description: A mediocre unit. It can change its damage bonus (from small to medium units), but you will rarely remmber about it in a busy fight. Its damage outpot isn't impressive either. |
Windweavers
Type: Creature Rarity: Common Charges: 5x6 Orbs: Power: 70 Attack: 480 Defense: 420 Weapon type: Special Size: S Bow Attack - every 2 seconds unit shoots arrows at enemies, dealing 10 damage. Multishot - unit can shoot two targets at once. Description: The strongest (at the 1st Orb) archers in the game. A relatively big attack and life points outpot + the ability to deal damage to two units at the same time. In combination with Shaman, on a wall or after trapping the enemies with Ensnaring Roots it can do much harm to much stronger foes. |
Werebeasts
Type: Creature Rarity: Common Charges: 4x6 Orbs: Power: 80 Attack: 600 Defense: 600 Weapon type: S Size: S Regeneration - unit constantly regenrates 4 life points each second. Swift - unit moves at high speed Description: A good card, it has Swift, which is a neccessary ability in a deck - each one needs at least one fast moving unit at the first Orb. The alternative to Werebeasts, better, in my opinion, is Swiftclaw - it costs the same, and instead of regenration it has an ability to increase its damage at the cost of speed. |
Tunnel
Type: Structure Rarity: Common Charges: 4 Orbs: Power: 40 Defense: 690 Tunnel Exit - activate to turn building into an exit for a web of tunnels. Description: A good idea that doesn't do as good in practice. It's very nice to be able to go from one place on end of a map to another one. The problem is - not many units can use this ability - if it changes, the card will become useful, if not, well... | \ |
Primal Defender
Type: Structure Rarity: Common Charges: 4 Orbs: Power: 60 Attack: 835 Defense: 1300 Earthstrike - every 3 seconds tower shoots a magical missile, that deals 100 damage to enemies in 5 metres radius of its target, up to 150 in total. Only affects ground targets. Skywatch - after activating gains: Cloudstrike - every 3 seconds tower shoots a magical missile at enemies, that deals 170 damage. Only affects air targets. Description: A very good anti-air targets unit. If you can only manage to finish it, it will succesfully protect you from lesser attacks by War Eagle or Skyfire Drake. |
Mark of the Keeper
Type: Structure Rarity: Rare Charges: 3 Orbs: Power: 70 Defense: 1120 Spellbane - Building is surrounded by an anti-magcal zone of 35 metres radius, in which enemies can't use ranged attacks or special abilities. No units can be summoned in this zone. It can't be blocked by units blocking special abilities. Description: There's not much use in PvP for a card that makes some of the campaing scenarios incredibly eays. That's becuase there are units (like Firedancer or Fire Stalker) and buildings, with higher range than 35 metres and can deal with Mark of the Keeper with no problems. |