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BattleForge - Cards list - Nature - part 3 - game guide, walkthrough, secrets, game tips & strategies

BattleForge Game Guide
Cards list - Nature - part 3
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 - Nature - part 3  (19/38)

 

Mauler

Type: Creature

Rarity: Common

Charges: 4

Orbs:

Power: 70

Attack: 710

Defense: 830

Weapon type: L

Size: M

Slam – attacked units can't use their abilities for 5 seconds.

Description: Five seconds of special abilities blocking are not too useful in practice, and the bonus to large units damage, well... you won't meet too many creatures of this size at the first Orb, so it's hard to recommend Mauler.

 

Spikeroot

Type: Creature

Rarity: Rare

Charges: 3

Orbs:

Power: 120

Attack: 300

Defense: 1000

Weapon type: M

Size: L

Root – unit can't move and receives:

Spikes – every 5 seconds unit erupts a line of spikes from the ground that deale damage several times to all enemies they strike. Each erruption deals 100 damage to all enemies they strike up to 150 in total.

Linked Fire – up to 5 units, connected by a net of roots support each other, allowing for stronger attacks.

Description: Before triggerint the ability, the damage is laughably low for a unit that costs nearly as much as two teams of Ghostspears. When you change the mode, Spikeroot attacks only in a stragiht line, so a perceptive player will avoid it. If you want to use it, only do so in PvE, where the opponents are not as smart as living people.

 

Breeding Grounds

Type: Structure

Rarity: Common

Charges: 3

Orbs:

Power: 70

Defense: 1200

Magic Link – building becomes surrounded by a magical zone of 25 metres radius, in which summoned units cost 15% less than normally.

Description: A very cool idea for a building, but it costs a bit too much. Considering that you're paying 70 Power, to bring on the battlefield, you would have to summon units for about 460 Power, for the cost to return to you. You rarely have such great resoures at hand – at the 3rd Orb if at all, assuming that the enemy won't destroy the structure.

 

Living Tower

Type: Structure

Rarity: Uncommon

Charges: 4

Orbs:

Power: 70

Attack: 690

Defense: 1200

Essence Bolt – every 10 seconds tower shoots a magical missile, that deals 275 damage to enemies in 5 metres radius of its target, up to 410 in total. Knocks back small units.

Linked Fire – up to 5 buildings, connected by a net of roots support each other, allowing for stronger attacks.

Description: Deals less damage than Primal Defender. The only strength of Living Tower lies in connecting a couple of buildings together, but this is only viable in PvE. It would be a suicide in PvP to build several towers next to each other without protecting or repairing spells.

 

Ray of Light

Type: Spell

Rarity: Common

Charges: 4

Orbs:

Power: 100

Healing Radiance – player's units in 15 metres radius will regenerate 3% of their life points every second, up to 2500 in total. Lasts 30 seconds. Reusable after 10 seconds.

Description: The second healing spell, that works a bit different than Surge of Light. Ray of Light doesn't regenerate lost life points immediately, but constantly increases their number every second. Worth casting on an area of an incoming long battle – it will give an important advantage over the enemy.

 

Curse of Oink

Type: Spell

Rarity: Common

Charges: 4

Orbs:

Power: 65

Oink! – turns up to five enemies into pigs for 15 seconds. The transformed units can't move or attack. After five seconds they will return to their original form if they are attacked. Reusable after 20 seconds.

Description: Another green card designed to control enemy units. It will give you some time to, for example, put up a building that will destroy the enemy's Orb and Power Wells or prepare defences when the enemy attacks.

 

Creeping Paralysis

Type: Spell

Rarity: Uncommon

Charges: 2

Orbs:

Power: 80

Entrance – after 5 seconds of preparation, up to 5 enemies in 15 metres radius will become paralyzed fot 10 second. When the effect wears off, the targets are immune to paralyze for some time. Reusable after twenty seconds.

Description: Like the previous one, this is a crowd control spell. In my opinion it's worse than Curse of Oink, but if you cast Creeping Paralysis more ore less before the ”pigy effect” wears off, the opponent will be blocked for the next 10 (or more – after the upgrade) seconds .

 

Parasite Swarm

Type: Creature

Rarity: Ultra Rare

Charges: 3x6

Orbs:

Power: 100

Attack: 780

Defense: 330

Weapon type: M

Size: S

Mind Blast – every 3 seconds unit sends out energy, dealing 16 damage to enemies in 10 metres radius, up to 24 in total.

Mind Control – activate to gain a permanent control of enemy's unit, but sacrifice Parasite Swarm's life. Can only be used on 2 Orbs creatures, that cost up to 150 Power. Doesn't affect extra large units (Power Cost: 70).

Description: This unit dies easily when attacked and its summoning costs as much as 170 Power (afer the upgrade – 150). It's often worth it though, to summon a creature that, when combined with healing powers of Nature, can become a very poweful weapon at an early stage of the game.

 

 

Cards list - Nature - part 3  (19/38)
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 4
Frost - part 5
Frost - part 6
Nature - part 1
Nature - part 2
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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