login (email): password:
auto log in (cookie) | forgot your password?
all game guides

BattleForge - Cards list - Fire - part 1 - game guide, walkthrough, secrets, game tips & strategies

BattleForge Game Guide
Cards list - Fire - part 1
by Michal ”aRusher” Urbanek (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
This PDF Game Guide is being prepared and will be available next week.
rate guide:
Cards list - Fire - part 1  (5/38)

 

Fire means great attack options, the most powerful offensive spells and powerful units, like, for example, the game's trademark - Juggernaut. These are cards for people who wast no time for sofistication and like to watch earthquakes quite often.

 

Thugs

Type: Creature

Rarity: Common

Charges: 5x6

Orbs:

Power: 60

Attack: 660

Defense: 450

Weapon type: S

Size: S

Looter – As long as unit attacks a building, 40% of that building's cost multiplied by its remaining life points relative to their maximum number is gained as Power.

Description: Despite their quite interesting ability, Thugs rather don't deserve a place in your deck. Strikers, who posess the same ability, are tougher, have Swift and charge into enemy units, dealing more damage.

 

Sunstriders

Type: Creature

Rarity: Common

Charges: 5x6

Orbs:

Power: 50

Attack: 450

Defense: 360

Weapon type: M

Size: S

Bow Attack – every 2.5 seconds shoots arrows at enemies, dealing 9 damage.

Suppression Fire – activate to block attacks and enemy buildings' abilities for 10 seconds. Reusable every 20 seconds. (Power Cost: 25).

Description: The only Fire archers can always prove useful - it's always a good idea to have somebody on your walls. Thanks to ther ability, you will be able to block enemy turrets' attacks for some time or temporarily protcet your units and buildings from such cards as Morklay Trap or Termite Hill.

 

Wrecker

Type: Creature

Rarity: Common

Charges: 4

Orbs:

Power: 50

Attack: 570

Defense: 540

Weapon type: M

Size: M

Rallying Cry – activate to create a summoning zone around Wrecker for 15 seconds Summoned units are not dazed (see: Daze in the dictionary). Reusable after 30 seconds (Power Cost: 25).

Description: A very slow unit without a really great attack or life points number. You won't remember to use his ability in battle most of the time. It's a better idea to summon your units near an Orba/Power Well or wait until their ”daze” wears off. He is rather not worth a place in a decki. If you want your unit not to be dazed, Rallying Banner is a better choice.

 

Banner of Glory

Type: Structure

Rarity: Common

Charges: 3

Orbs:

Power: 50

Defense: 500

Glorious Death – your and your allies' units, that die in a 25 metre radius of the building, instantly give back 15% of their summoning costs to the Power pool.

Description: Because Power is needed all of the time in PvP Banner of Glory is not all that much useful, at least at the beginning of a match. You can build it later, when the fight is getting more serious, but the amounts of Power this building can deliver won't have much influence on the general pool. It can be useful in PvE, destroy it immediately after a battle.

 

Fire Bomb

Type: Structure

Rarity: Common

Charges: 5

Orbs:

Power: 50

Defense: 850

Explosive – when Fire Bomb is destroyed, it explodes, dealing 560 damage to up to 1300 enemies in 20 metres radius.

Self-Destruct – activate to destroy Fire Bomb and cause an explosion.

Description: As its use relies on catching your opponent off guard you can only use Fire Bomb against less experienced enemies. A good player shouldn't get fooled by such a trick – they will avoid the bomb or destroy it while still in construction. Morklay Trap gives a similiar effect but with two Orbs. It deals more damage but the explosion is quite expensive - 80 points, so if you really want to have a card of this type in the deck, Fire Bomb is a better choice.

 

Makeshift Tower

Type: Structure

Rarity: Uncommon

Charges: 4

Orbs:

Power: 60

Attack: 345

Defense: 800

Grenade Launcher – every 3 seconds the tower shoots an exploding greandes which deals 30 damage to up to 50 enemies in 10 metre radius of the target . Knocks back small units. Knock back small units.

Description: A cheap defense tower, needed in every Fire deck. Not too strong, good mostly against smaller units, which it knocks back, which makes it difficult for them to attack. As long as you only have one Orb, you can use it against flying enemies – it's better to use Skyfire Drake later.

 

Sunderer

Type: Creature

Rarity: Rare

Charges: 2

Orbs:

Power: 110

Attack: 1100

Defense: 800

Weapon type: Special

Size: L

Sundering – activate to shatter enemy building, dealing 775 damage. Additional damage bonus against strctures applies as well. Reusable after 20 seconds (Power Cost: 80).

Siege – unit deals 50% more damage against structures.

Description: A powerful unit, the strongest of all at the first Orb. It costs a lot more than weaker soldiers, but it has Siege, allowing you to quickly destroy enemy structures. Two to three Sunderers can get rid of a Power Well or Orb very quickly. It's well-advised to destroy defense towers with it as well. Sunderer also has an active ability which you shouldn't use, due to high Power cost. The only exception are situations in which the enemy is constructing a new Orb. If you use Sundering quickly enough, the structure will be down before it's finished.

Eruption

Type: Spell

Rarity: Common

Charges: 5

Orbs:

Power: 80

Explosion – a powerful explosion that deals 250 damage to up to 720 enemies in 10 metres radius of its target. Knocks back smaller units. Immediately reusable.

Description: Another necessary card for the users of Fire decks. When fighting with one-two Orbs, it can really make things dificult for your enemy, if used in the right moment. When, for example, you clash with your opponent far away from his structures, wait until he summons a new unit (it will have half of its life points for 15 seconds) and then use this spell, trying to hit as many enemy units with it. Including the newly summoned one. Eruption also works well against airborne targets and turrets in construction (most of the time it takes only one spell to destroy it).

 

 

Cards list - Fire - part 1  (5/38)
comments and responses

Introduction
General tips
Interface
Battle interface
Forge interface
Cards list
Fire - part 2
Fire - part 3
Fire - part 4
Fire - part 5
Fire - part 6
Frost - part 1
Frost - part 2
Frost - part 3
Frost - part 4
Frost - part 5
Frost - part 6
Nature - part 1
Nature - part 2
Nature - part 3
Nature - part 4
Nature - part 5
Nature - part 6
Shadow - part 1
Shadow - part 2
Shadow - part 3
Shadow - part 4
Shadow - part 5
Shadow - part 6
Example scenarios
Encounters with Twilight - part 1
Encounters with Twilight - part 2
Siege of Hope - part 1
Siege of Hope - part 2
Defending Hope - part 1
Defending Hope - part 2
The Soultree - part 1
The Soultree - part 2
Additional Info
PvP – Decks and strategies
Dictionary
This site is not assotiated with and/or endorsed by the Electronic Arts or Phenomic. You are not permitted to copy any image or info from this page.
All logos and images are copyrighted by their respective owners. Official BattleForge www page: http://www.battleforge.com
Chronicles of Mystery: The Tree of Life | Dragon Age: Origins | Risen | Divinity II: Ego Draconis | Batman: Arkham Asylum | Fallout 3: Mothership Zeta | ArmA II | Sherlock Holmes vs. Jack the Ripper | Fable II: See the Future | Fable II: Knothole Island | Call of Juarez: Bound in Blood | Fallout 3: Point Lookout | more game guides ...