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BattleForge - Cards list - Fire - part 6 - game guide, walkthrough, secrets, game tips & strategies

BattleForge Game Guide
Cards list - Fire - part 6
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.
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Cards list - Fire - part 6  (10/38)

 

Emberstrike

Type: Creature

Rarity: Common

Charges: 3

Orbs:

Power: 120

Attack: 3025

Defense: 1960

Weapon type: M

Size: L

Fire Lance – activate to shoot a fiery lance at the enemies in a straight line, dealing 850 damage, up to 1300 in total. Reusable after 30 seconds (Power Cost: 50).

Fiery Birth – after summoning, unit triggers an explosion, dealing 500 damage to enemy units in a chosen area, up to 750 in total. Knocks back small and medium creatures. Only affects ground targets.

Description: For its required four Orbs, it's a little low on life points – I advise you to wait for something stronger, especially since you gain Power very quickly when you have four Monuments.

 

Fire Dragon

Type: Creature

Rarity: Uncommon

Charges: 1

Orbs:

Power: 250

Attack: 2150

Defense: 2400

Weapon type: XL

Size: XL

Fire Breath – every 3 seconds unit breathes a stream of fire, dealing 240 damage to enemies in 35 metres radius of its target, up to 360 in total.

Rage – unit does increasingly more damage the longer it attacks, but it returns to its original damage, if it doesn't fight for 10 seconds.

Description: Despite having moderate starting damage, Fire Dragon is a very strong unit, for two reasons. Firstly, it can fly – the forth Orb creatures are mostly very large and can reach airborne targets as well. The second reason is more important – Fire Dragon is the strongest of units with Rage and when you're fighting a long battle it damage constantly increases (the flaming wings visualize it). It causes the creature to soon become stronger than the most powerful colosuses of the forth Orb.

 

Magma Fiend

Type: Creature

Rarity: Rare

Charges: 1

Orbs:

Power: 250

Attack: 5200

Defense: 3170

Weapon type: L

Size: XL

Fire Stream – unit releases streams of fire, dealing 300 damageto enemies every second.

Burning Liquid – activate to cover the ground with 8 waves of a burning liquid, that deals damage 8 times. Each time 80 damage is dealt to enemies in a 25 metres radius around the target, up to 480 in total per second. Reusable after 30 seconds (Power Cost: 100)

Description: Quite big attack outpot but for 40 less Power you can summon Fire Worma, that has a much better ability and gains bonuses while moving. For 250 Power you can also get Fire Dragona with poweful Rage.

 

Fire Sphere

Type: Spell

Rarity: Common

Charges: 2

Orbs:

Power: 150

Massive Explosion – creates a great ball of fire that exoplodes after 10 seconds, dealing 2240 damage to enemies in 15 metres radius, up to 6730 in total. Knocks back small, medium and large units. Reusable after 20 seconds.

Description: Very powerful, very deadl, not all that expensive. The only problem is keeping the enemy units in one place for ten seconds, because that's how long preparing the spell lasts. If you somehow manage to do this (Ensnaring Roots would be very useful here, suggesting a two-color deck), the enemies receive damage from the strongest offensive spell in the game.

 

Earthshaker

Type: Spell

Rarity: Rare

Charges: 2

Orbs:

Power: 100

Quake – triggers five quakes, each time dealing 475 damage to buildings in 15 metres radius, up to 1400 in total and minimally hurts units. Knocks back small, medium and large units. Only affects ground targets. Reusable after 20 seconds.

Description: Earthshaker is a spell, that cast only once, can destroy even three of enemy's Power Wells. Not a bad card to have but you won't use it too often in PvP and there's not much to destroy in PvE.

 

Bloodthirst

Type: Spell

Rarity: Uncommon

Charges: 3

Orbs:

Power: 120

Mania – chosen unit starts to regenrate 150 life points each second for 10 seconds for every 1200 damage that this unit deals. Reusable after 20 seconds.

Description: It lasts a bit too short to effectively heal a unit. Not a very good card, considering that it requires four Orbs. If you insist on using it, you should cast it when you're sure that your creature will be fighting for, at least, the next ten seconds.

 

Comet Catcher

Type: Structure

Rarity: Rare

Charges: 1

Orbs:

Power: 250

Defense: 5000

Fiery Comet – activate to hurl a huge commet, dealing 2150 damage to enemies in 15 metres radius of its target, up to 13000. It has a very big range – 200 metres – but it can only shoot to a place where a friendly unit is placed. Knocks back small, medium and large units. The ability can't be used for 30 seconds after building was built. Reusable after 30 seconds.

Description: A decent card, though mainly useful in PvE due to the long time it takes for a commet to reach its target. You can try attacking enemy's base in PvP, using this card's amazing range. It's very hard to destroy because of its great endurance.

 

Fire Worm

Type: Creature

Rarity: Rare

Charges: 1

Orbs:

Power: 210

Attack: 4800

Defense: 2100

Weapon type: L

Size: XL

Fiery Spit – every 3 seconds unit throws a ball of magma, dealing 480 damage to enemies in 10 metres radius of its target, up to 720. Knocks back small and medium units.

Earthquake – activate to trigger an earthquake, that deals 850 damage to enemies every 2 seconds for 6 seconds. Knocks back small, medium and large units. Reusable after 30 seconds (Power Cost: 100).

Percussive Birth – after summoning in a chosen place, unit knocks back small, medium and large units, dealing 500 damage to them, up to 2000 in total. Only affects ground targets.

Earth Dive – when moving, unit receives 50% less damage and knocks back small, medium and large units, dealing 250 damage to them, up to 1000 in total. Only affects ground targets.

Description: A very good unit with a powerful ability (Earthquake), decent attack. It also damages enemy units after summoning and when moving. It's also very affordable. Its disatvange is the low health outpot, making it well-advised to chose Nature at the fourth Orb since it will allow you to suppor Fire Worm with healing spells.

 

Moloch

Type: Creature

Rarity: Ultra Rare

Charges: 1

Orbs:

Power: 350

Attack: 5000

Defense: 5000

Weapon type: Special

Size: XL

Hardened Skin – receives 50% less damage from ranged and magical attacks.

Siege – unit deals 100% more damage to structures.

Slow – unit moves slowly

Description: Big attack and defense values, incredible damage against strucures – these are the upsides. The disadvantages are the unit's slow movement and high cost, practically exckuding it from PvP . It's better to summon Fire Worma or Fire Dragona for this much Power.

 

 

Cards list - Fire - part 6  (10/38)
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Introduction
General tips
Interface
Battle interface
Forge interface
Cards list
Fire - part 1
Fire - part 2
Fire - part 3
Fire - part 4
Fire - part 5
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
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