Cards list - Nature - part 6 | Cards list BattleForge Guide
Last update: 11 May 2016
Grove Spirit
Type: Creature Rarity: Rare Charges: 2 Orbs: Attack: - Power: 70 Defense: 1100 Weapon type: Special Size: M Paralyzing Ray - unit casts a powerful ray, which paralizes a target enemy. Spell will be interrupted, if unit changes a target or gets knocked back. Lasts 10 seconds. Healing Song - activate to create a magical zone of 25 metres radius, in which your units will be healed for up to 860 every second, up to 4300 in total. The effect will be interrupted if unit gets knocked back. Otherwise it lasts until Grove Spirit receives different orders. Reusable after 30 seconds (Power Cost: 100). Description: a unit that heals very well, is cheap (even though you have to pay a bit for its ability) and can root other creatures. Its biggest problem is the low number of life points, but if you ever need to defend yourself with four Orbs (though, most often you're the one attacking in such case), you can place it behind a wall. |
Colossus
Type: Creature Rarity: Rare Charges: 1 Orbs: Power: 280 Attack: 5820 Defense: 5000 Weapon type: XL Size: XL Thunderous Roar - unit releases a blood chilling roar, that prevents enemies in 20 metres radius from using abilities for 10 seconds. Reusable after 30 seconds. (Power Cost: 10). Description: A strong unit with very high attack, a lot of life points and a useful ability. It can be replaced with Grimvine, which costs a little less, can be used in splash decks and has Siege, allowing it to deal with any building very quickly. |
Grimvine
Type: Creature Rarity: Uncommon Charges: 1 Orbs: Power: 260 Attack: 5800 Defense: 5000 Weapon type: Special Size: XL Strangling Vines - binds enemies in 15 metres radius to the ground for 15 seconds, dealing 50 damage to each target every 2 seconds. The trapped units are not able to move but can use ranged attacks. Reusable after 30 seconds (Power Cost: 100). Siege - unit deals 50% more damage to structures. Description: this unit has similiar statistics to Colossusa, but seems a bit better. Grimvine's Siege ability can be useful when, for example, fighting an enemy with a Frost deck who hides behind defense structures - your giant won't have problems dealing with them. It also has an enemy stopping ability, that also deals (a little, but still) damage. It's useful - as the 4th Orb unit - mainly in PvE. Also viable for mixed decks. |
Spore Launcher
Type: Creature Rarity: Uncommon Charges: 1 Orbs: Power: 260 Attack: 1200 Defense: 6500 Weapon type: Special Size: XL Root - unit can't move and gains: Explosive Spores - every 3 seconds unit releases a giant spore, that deals 150 damage to enemies in 10 metres radius of its target, up to 225 in total. It has a long range - 50 metres. Knocks back small and medium units. Only affects ground targets. Linked Fire - up to 5 units, connected by a net of roots support each other, allowing for stronger attacks. Siege - unit deals 50% more damage against structures. Description: A better version of Razorleaf, useful in PvE when you have to defend and since that doesn't happen too often, this card is rarely found in green decks. Considering that at the cost of lower damage it only has slightly more life points than Colossus or Grimvine and costs as much as the latter - if only you can deal with the cooldown, it's better to choose one of the giants. |
Giant Wyrm
Type: Creature Rarity: Common Charges: 1 Orbs: Power: 300 Attack: 4000 Defense: 3530 Weapon type: L Size: XL Corrosive Breath - every 3 seconds unit exhales a corrosive cloud dealing 480 damage to enemies in 10 metres radius of its target, up to 720 in total. Knocks back small and medium units. Description: A flying units, that's why it's useful in scenarios, when you have a lot of Power. In PvP its cost is too much, unfortunately and Giant Wyrm does not compensate for this with any additional ability. |
Regrowth
Type: Spell Rarity: Common Charges: 3 Orbs: Power: 150 Emerald Blessing - instantly regenerates the player's units in 25 metres radius up to 1700 life points in total. Additionally, it creates an aura in which units regenerate 3% of their life every second, up to 4200 points in total. Lasts 30 seconds. Reusable after 10 seconds. Description: For a relatively low Power cost you can buff your army siginifcantly. Thanks to the fact that it only requires one Orb, it can be used in splash decks. You should cast it on an area of a longer battle to use it to its fullest. |
Mind Control
Type: Spell Rarity: Rare Charges: 1 Orbs: Power: 350 Infinite Domination - gives you a permanent control over enemy's unit that requires 4 Orbs and costs up to 300 Power. Reusable after 30 seconds. Description: The cost is high, but thanks to the spell, the enemy loses a creature they could have spent even 300 Power on, and you tak control of it. In practice, it's not used in PvP where you summon cheaper units to quickly destroy the enemy. Mind Control shines in PvE scenarios, in which you can significantly weaken the opposing army and gain a powerful creature before the main fight, thanks to this spell. |
Noxious Cloud
Type: Spell Rarity: Uncommon Charges: 2 Orbs: Power: 290 Intoxication - creates a cloud that poisons all enemies in 25 metres radius, initially dealing 10 damage each second. The longer units are exposed to the poison the more damage they<br>will take. The poisoning wears of slowly after the cloud fades. Lasts 30 seconds. Reusable after 20 seconds. Description: As in many other cases, Noxious Cloud is only useful in PvE. A good player will leave the cloud's area immediately, causing their units to only take 10 damage each second. Considering the cost of this spell and the fact that it's only available at the 4th Orb, this is definitely not enough. |
Lifestream
Type: Structure Rarity: Rare Charges: 1 Orbs: Power: 250 Defense: 5500 Life Link - activate to reduce damage dealt to player's units in a target area of 25 metres radius within a 200 metres range. These units receive only 30% damage all the rest being transfered to Lifestrem. Lasts 30 seconds. Can't be used for 30 seconds after building the structure. Reusable after 30 seconds. Description: It only rarely happens that the enemy can threaten you in any way when you get to the 4th Orb in PvP. That's why you just summon powerful units quickly (in the Nature deck it's Grimvine or Colossus) and finish the opponent off. Lifestream, like most of the 4th Orb buildings, is only useful in PvE. It supports player's units strongly, and heals them as well, making them practically unkillable. |
Primeval Watcher
Type: Creature Rarity: Ultra Rare Charges: 1 Orbs: Power: 260 Attack: 4300 Defense: 3650 Weapon type: Special Size: XL Gaze of the Watcher - every 3 seconds unit shoots an energy ray, that jumps from one enemy to another. It deals 180 damage to the first target, while the following targets will receive continuously less damage. Stasis Field - activate to paralize enemies in 25 metres radius for 10 seconds. When the effect wears off, the targets are immune to paralysis for some time. Reusable after 10 seconds (Power Cost: 50). Description: A weaker unit than Grimvine that costs as much. It has an ability to paralyze, but the mentioned giant can entagnle enemies in its roots, while also having Siege. It's not difficult to pick the better card. |