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BattleForge - Cards list - Frost - part 4 - game guide, walkthrough, secrets, game tips & strategies

BattleForge Game Guide
Cards list - Frost - part 4
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 - Frost - part 4  (14/38)

 

Lyrish Knight

Type: Creature

Rarity: Uncommon

Charges: 5

Orbs:

Power: 60

Attack: 500

Defense: 775

Weapon type: S

Size: M

Protector – in proximity of players buildings, receives:

Surge of Strength – deals 50% more damage.

Swift – unit moves at high speed

Stomp – unit stomps little creatures

Description: A cheap unit with medium statistics that gains a lot when near your structures. That's why it works great with Ice Barrier. Swift is not too useful in this case, but the rest of abilities really are.

 

Frost Crystal

Type: Structure

Rarity: Rare

Charges: 3

Orbs:

Power: 70

Attack: 900

Defense: 1460

Ice Shard – every 2 seconds tower shoots an icey missile, that deals 72 damage to enemies in 5 metres radius of its target, up to 110.

Frost Wave – freezes up to 4 enemies in a target area for 10 seconds. When the effect wears off, the targets are immune to freezing for some time. Reusable after 30 seconds.

Description: Frost Crystal looks very good but in most scenarios you won't have enough time to activate the freezing effect once in a while. When you combine this with a much lower attack value it turns out that it's better to use Cannon Tower. Frost Crystal can be very useful nevertheless, for one reason – it attacksi flying units, as opposed to its stronger alternative. If you have a place in your deck, you can take this tower too.

 

Mountaineer

Type: Creature

Rarity: Ultra Rare

Charges: 2

Orbs:

Power: 150

Attack: 1200

Defense: 1350

Weapon type: Special

Size: L

Bombard – every 4 seconds unit throws balls of ice, which deal 170 damage to enemies in 5 metres radius of its target, up to 260 in total. Knocks back small and medium units. Only affects ground targets.

Siege – unit deals 50% more damage against structures.

Description: A destroyer of buildings and Orbs – simply, a great unit. It's hard to block with anything that moves on the ground. What's more, after the first upgrade, he gets a shield that makes him even more powerful. Unfortunately – Moutaineer can't attack flying targets, so he would do well with some anti-air support - Skyelf Templar gets the job done very well.

 

Silverwind Lancers

Type: Creature

Rarity: Common

Charges: 5x4

Orbs:

Power: 80

Attack: 1040

Defense: 1680

Weapon type: L

Size: M

Swift – unit moves at high speed

Stomp – tramples small creatures .

Description: Not too amazing for the 3rd Orb. The ability to stomp small units is rather useless in PvP, where at the 3rd Orb there are practically no such creatures in sight. Swift is the unit's advantage but it's not really useful at that stage of the game. It's probably better to wait and summon Tremor for 20 more Power.

 

Tremor

Type: Creature

Rarity: Common

Charges: 3

Orbs:

Power: 100

Attack: 1700

Defense: 1800

Weapon type: Special

Size: L

Ground Slam - activate, to create a wave around unit, dealing 170 damage to units and 850 to buildings in 15 metres radius, up to 1200 in total. The damage bonus against buildings applies as well. Knocks back small and medium units. Only affects ground targets. Reusable after 30 seconds. (Power Cost: 50).

Siege – unit deals 50% more damage against buildings.

Slow – unit moves slowly

Description: A very good unit with a big attack and defense values, that isn't terribly expensive. Works well in multicolor decks. The ability allows it to do much damage ti small and medium units while knocking them back.

 

Armored Tower

Type: Structure

Rarity: Uncommon

Charges: 3

Orbs:

Power: 80

Attack: 1420

Defense: 2590

Ice Bolt – every 2 seconds tower throws an icey missile, that deals 110 damage to enemies in 5 metres, up to 170 in total.

Gift of Ice – player's units and buildings in 25 metres radius receive 50% less damage for 30 seconds, up to 5200 in total.

Description: In PvP at the third Orb towers are rather rarely used. Armored Tower can be used in a PvE scenario that focuses on a defense of an area. The building is very durable, which improves it's value in defense.

 

Ward of the North

Type: Spell

Rarity: Rare

Charges: 3

Orbs:

Power: 100

Protective Ice – player's units and buildings in 15 metres radius receive 50% less damage, up to 7800 damage in total. Lasts 30 seconds. Reusable after 20 seconds.

Description: The decrease in damage received by your units at an average cost. Good in PvE for defense missions – the abilit to significantly lower enemy's damage is very useful and you often have more than enough Power – If there's space in your deck, this is worth having. In PvP however, it may be too expensive, 100 Power is better spen on, for example, Avatar of Frost.

 

Timeless One

Type: Creature

Rarity: Rare

Charges: 3

Orbs:

Power: 50

Attack: 480

Defense: 850

Weapon type: M

Size: M

Time Shock - every 3 seconds unit attacks, dealing 45 damage to enemies in 5 metres radius of its target, up to 70 in total. Knocks back small units.

Frozen Stasis - activate to freeze 3 unit in a target zone for 10 seconds. When the effect wears off, the targets are immune to freezing for 10 seconds. Reusable after 20 seconds (Power Cost: 20).

Description: A unit worth attention, due to a cheap freezing ability. If your tactics in using Frost revolver around it, you should be happy with this card. You have to be careful with Timeless One because for the 3rd Orb it doesn't have too many life points.

 

 

Cards list - Frost - part 4  (14/38)
comments and responses

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
Fire - part 6
Frost - part 1
Frost - part 2
Frost - part 3
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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