Cards list - Nature - part 4 | Cards list BattleForge Guide
Last update: 11 May 2016
Power Parasite
Type: Creature Rarity: Uncommon Charges: 3 Orbs: Power: 90 Attack: 520 Defense: 300 Weapon type: S Size: M Power Shock - every 2 seconds unit shoots a ball of energy, dealing 41 damage to enemies in 8 metres radius of its target, up to 62 in total. Can only attack units (not stuctures). Power Drain - activate to suck off 30 Power from a Power Well and add it to your pool. Reusable after 30 seconds. Description: A good player won't allow Power Parasite to suck the Power off more than once, most of the time, for example by building a turret, that this creature can't attack. Considering that it only steals 30 Power at one time and it costs 90, this is not a very good deal. |
Healing Well
Type: Structure Rarity: Uncommon Charges: 3 Orbs: Power: 60 Defense: 950 Water of Life - player's units in 25 metres radius will be healed for up to 220 life points each second. The initial healing capability is 3000, the building needs some time to regenerate it after it exhausts. The effect can't be blocked by any abilities. Description: If you can manage to build it on a battlefield (it can be made easier thanks to, for example, Curse of Oink), Healing Well can really affect the tide of a battle. It has a very good effect for its price of 60 Power. |
Parasite
Type: Spell Rarity: Rare Charges: 3 Orbs: Power: 100 Epidemic - infects the enemy with a parasite, that deals 60 damage every second. After 10 seconds, the parasite moves to another target available in 15 metres radius. Can deal damage to as much as four units. Parasite disappears if there are no targets in vicinity. Reusable after 20 seconds. Description: It's rather expensive, considering that it won't do much on its own, since the enemy, realisisng that you've cast Parasite, will move the infected unit away from the others. It works better combined with rooting spells like Ensnaring Roots or Coldsnap (in a splash deck). |
Shrine of Memory
Type: Structure Rarity: Rare Charges: 1 Orbs: Power: 100 Defense: 1800 Echoes of the Past - activate to regain Power from the Void faster by 100% for 30 seconds. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds. Description: It can be useful in PvE because at the second orb you probablu won't have too much Power and the Void pool is quite big. In PvP the cost won't return to you soon, and besides, the building has a minute cooldown after construction, which makes it rather useless in a player on player battle. |
Drones
Type: Creature Rarity: Common Charges: 4x4 Orbs: Power: 120 Attack: 1560 Defense: 1800 Weapon type: L Size: M Tunneling - activate to teleport unit to a tunnel's exit. Reusable after 30 seconds. Swift - unit moves at high speed Description: Tunneling is so underdeveloped (only a couple units use it), that constructing a Tunnel just for Drones to use, doesn't pay off. This unit costs 120 Power, for this price, Fathom Lord seems a better choice. |
Fathom Lord
Type: Creature Rarity: Rare Charges: 2 Orbs: Power: 120 Attack: 2100 Defense: 1800 Weapon type: XL Size: L Paralyze - activate to paralyze a target enemy for 15 seconds. After the effect wears off, the target is immune to paralyze for some time. Reusable after 20 seconds (Power Cost: 35). Description: It doesn't have Swift, like Drones do, but it deals much more damage and can paralyze enemy units, which can be really useful when fighting strong foes. Worth a place in a deck. |
Razorleaf
Type: Creature Rarity: Rare Charges: 1 Orbs: Power: 260 Attack: 300 Defense: 2760 Weapon type: L Size: XL Root - unit can't move and gains: Rain of Razorleaves - every 5 seconds unit releases a volley of sharp leavesi, dealing 50 damage to enemies in 5 metres radius of its target, up to 70 in total. It has a long range - 50 metres. Linked Fire - up to 7 units linked together, by a net of roots, support each other allowing for stronger attacks. Description: A very good unit, with a little initial damage outpot, but some great options iafter changing modes. Razorleaf has a bigger range than defense towers and can destroy them, while not getting itself hurt. It has very much health so, when supported by. Shamans and healing spells - it's difficult to vanquish. An additional ability is a mutual support of a group of creatures but it's mostly useful in PvE - you rarely gain so much Power in PvP to summon a bigger number of them. |
Healing Gardens
Type: Structure Rarity: Uncommon Charges: 2 Orbs: Power: 120 Defense: 2100 Ritual of Recovery - every unit in the game benefits 85% from healing spells and abilities for 30 seconds. Can't be used for 60 seconds after building the structure. Reusable after 60 seconds. Aura of Recovery - player's units in 20 metres radius will regenerate 2% of theri maximu health level 2 seconds. Can't be blocked by any abilities. Description: To be used in PvE, when you have a surplus of Power. In PvP, Healing Well is a better choice since it's 60 Power cheaper. |