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

BattleForge - Cards list - Nature - part 5 - game guide, walkthrough, secrets, game tips & strategies

BattleForge Game Guide
Cards list - Nature - part 5
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 5  (21/38)

 

Thunderstorm

Type: Spell

Rarity: Uncommon

Charges: 4

Orbs:

Power: 150

Storm Cloud – creates a storm, during which enemy units in 20 metres radius are striken with 4 lightnings. Each bolt can jump onto severl unitls, dealing 180 damage to the first one and gradually less to the next ones. Lasts 20 seconds. Reusable after 20 seconds.

Description: It can be used in PvE during a long battle. Enemies in PvP will run away from the spot the moemnt they see the first lightining, unless they are rooted. Even then though, Thunderstorm deals too little damage considering its cost.

 

Swamp Drake

Type: Creature

Rarity: Common

Charges: 2

Orbs:

Power: 120

Attack: 1500

Defense: 875

Weapon type: XL

Size: L

Acid Breath – every 2 seconds unit spits acid at enemies, that deals 150 damage.

Sleep well! – causes 3 enemy units to fall asleep. The units can't move or attack. They will wake up after 3 minutes if they are attacked. Reusable after 20 seconds (Power Cost: 30).

Description: A good card with an ability characteristic to the Nature deck. After two upgrades Swamp Drake can cause 5 units to fall asleep, which makes it a good alternative to such cards as Curse of Oink.

 

Thornbark

Type: Creature

Rarity: Uncommon

Charges: 3

Orbs:

Power: 120

Attack: 700

Defense: 1300

Weapon type: M

Size: L

Root – unit can't move and gains:

Radial Thorns – every 10 seconds unit shoots thorns into all directions, dealing 400 damage to enemies, up to 600 in total.

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

Description: Another unit with a relatively low attack value, that does best when connected with others – which doesn't work in PvP, so I would leave Thornbark for the campaign scenarios.

 

Revenge

Type: Spell

Rarity: Rare

Charges: 3

Orbs:

Power: 100

Mirror Pain – all player's units in 25 metres radius only receive 80% damage, dealing dealing the rest to enemy units in the range. Lasts 20 seconds. Reusable after 20 seconds.

Description: Worth casting when you want to protect your units – the enemey won't be able to harm them until the effect wears off, and if the deal damage to you, they will shorten their own life bars. Can also be succesfully used in PvE.

 

Timeshifter Spirit

Type: Creature

Rarity: Ultra Rare

Charges: 3

Orbs:

Power: 100

Attack: -

Defense: 775

Weapon type: Special

Size: M

Rejuvinate – every 5 seconds unit triggers a healing chain reactions, that can affect several of player's units. The first one will be healed for 120 life points and the following ones will regenerate progressively less.

Countermagic Field – activate to create a 30 metres radius zone that blocks spells, in which enemies can't use their abilities and ranged attacks. No units can be summoned in this zone. The spell will be interrupted if unit is knocked back. Otherwise it lasts until unit receives another orders.

Description: Timeshifter is like a mobile version of Mark of the Keeper. It also heals units and is quite good at it. It's very rare, but if you find it in a booster, it's worth a place in your deck.

 

Mindweaver

Type: Structure

Rarity: Ultra Rare

Charges: 4

Orbs:

Power: 120

Attack: 1724

Defense: 2500

Psionic Blast – every 3 seconds unit emits energy, dealing 190 damage to enemies in 5 metres radius, up to 290 in total. Knocks back small and medium units.

Edict of Command – lets you control enemy's unit for 12 seconds. The effect only affects creatures that require 3 Orbs and cost no more than 300 Power. The controlled unit can't be killed by the player. Reusable after 10 seconds (Power Cost: 100).

Description: An ok tower with an interesting effect, causing all sorts of various reactions from players encountering it for the first time. 12 seconds is a rather short time though, considering the cost of ability usage.

 

Deepcoil Worm

Type: Creature

Rarity: Rare

Charges: 1

Orbs:

Power: 250

Attack: 2730

Defense: 2300

Weapon type: Special

Size: XL

Volatile Spit – co trzy secondsy unit pluje lotn¹ substancj¹, dealing 330 damage to enemies in 10 metres radius of its target, up to 490. Knocks back small and medium units. deals 50% more damage against structures.

Earth Dive – gdy unit siê porusza, receives 50% less damage oraz Knocks back small and medium units, dealing dodatkowo po 250 damage przeciwnikom w danej strefie, up to 1000. Only affects ground targets.

Drill Tunnel – unit can't move and gains:

Maw of the Depths – unit serves as an entrance or exit to a tunnel, allowing the player's units to travel through a network of tunnels. As long as the effect is working, unit receives 50% damage less.

Description: A strong unit with interesting abilities. Thanks to it, using tunnels can start making some sense. When used with Tunnel, it helps to quickly transport units in PvE scenarios. It's not useful in PvP. It doesn't have a damage bonus against any units size, unfortunately and it's not exactly cheap but it's hard to kill once you summon it, mainly thanks to the resistance it has when moving.

 

Enlightenment

Type: Spell

Rarity: Ultra Rare

Charges: 1

Orbs:

Power: 175

Wish – cancels requirements for casting a card. One card, played in 20 seconds after casting Enlightenment won't require any Orbs. Reusable after 30 seconds.

Description: A great card, enabling you to, for example, cast Shadow Worm when having two Nature and one Fire Orbs. When you have enough Power to play Enlightenment and a desired unit, you can create some amazing combinations with cards of any color.

 

Wheel of Gifts

Type: Structure

Rarity: Rare

Charges: 1

Orbs:

Power: 200

Defense: 1810

Gift of Strength – each unit belonging to the player does 20% more damage. Lasts until building is destroyed.

Gift of Resilience – each unit belonging to the player receives 20% less damage. Lasts until building is destroyed.

Description: A very cool building, its main advantage being the fact that it affects all the player's units. Power Cost is a bit high, so you'll mainly use Wheel of Gifts in PvE – it rather won't get destroyed there as well, strengthening the creatures you summon constantly.

 

 

Cards list - Nature - part 5  (21/38)
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 3
Nature - part 4
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 ...