recursal/Fanatic-Fandom huggingface dataset:
Lost Dragon

## Lost Dragon**Edit**

* Nature
* Shadow

 **Lost Dragon**Lost Dragon2504 Dragonkin CorruptorGifted SpitRevenant's Doom37154080

 **Lost Dragon**Lost Dragon2504 Dragonkin CorruptorTainted SpitRevenant's Doom37154080

## Statistics

### Card ID (Shadow)

1545

**Lost Dragon** is a Tier 4 () Unit of the Lost Souls faction. This common card was released with the Amii Edition and has 2 affinity variants,  Nature and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Lost Dragon (Nature)
* Lost Dragon (Shadow)

**Gifted Spit**
Affinity Dependency:  Nature **Autocast:** Every 2.8 seconds, unit throws out its corruptive spit dealing 416 damage to enemies in a 20m radius, up to 624 in total. Knocks back small and medium units. Enemies within the affected area will additionally be contaminated and can neither use ranged attacks nor special abilities for 5 seconds.

**Revenant's Doom**
Power Cost: 190 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

**Tainted Spit**
Affinity Dependency:  Shadow **Autocast:** Every 2.8 seconds, unit throws out its corruptive spit dealing 416 damage to enemies in a 20m radius, up to 624 in total. Knocks back small and medium units. Enemies within the affected area will additionally be contaminated and deal 50% less damage for 5 seconds.

**Revenant's Doom**
Power Cost: 190 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Nature
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Increased the unit's life points from 3120 / 3250 / 3500 / 3780 to 3420 / 3550 / 3800 / 4080.
* Autocast ability  / :
	+ Increased damage from 335 (502 in total) to 416 (624 in total).
	+ Increased displayed attack speed from attacking every 3 seconds to every 2.8 seconds.
		- Increased displayed attack value of total damage dealt over 20 seconds from 3000 to 3715.

Patch #400031
* Autocast ability  / :
	+ Improved description to be more consistent.
* Active ability :
	+ The power cost of the Revenant has been decreased from 190 to 0, as the unit is unbound.
		- Thus, there is no longer a power cost displayed on the card representation.
		- The ability cost itself was not changed.

Patch #400030
* The classification has been changed from `Undead` to `Dragon`
* Active ability :
	+ The classification of the revenant has been changed from `Undead` to `Dragon`

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Frost Sorceress

## Frost Sorceress**Edit**

 **Frost Sorceress**Frost Sorceress6016 Human WizardIce BlastIce Shield290600

**Frost Sorceress** is a Tier 1 () Unit of the Frost faction. This uncommon card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Ice Blast**
 **Autocast:** Every 1.9 seconds, unit hurls an ice blast that deals 17 / 18 / 20 / 22 damage to enemies in a 5m radius around its target, up to 25 / 27 / 30 / 33 in total.

**Ice Shield**
Power Cost: 20 **Active:** Activate to apply Ice Shield on a friendly unit. Absorbs up to 520 / 550 / 600 / 660 damage for 30 seconds. Reusable every 8 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Increased the unit's rotation speed from 200 to 300.

Patch #400030
* Autocast ability :
	+ Now correctly displays the attack speed of 1.9 instead of 2 and thus an attack value of total damage dealt over 20 seconds of 220 / 235 / 265 / 290 instead of 285 / 300 / 330 / 370.
* Active ability :
	+ Decreased time until reusable on all upgrades from 10 to 8 seconds.
	+ Added a preview of the ability radius that is displayed on hover over the activation button.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Mine

## Mine**Edit**

 **Mine**Mine7012 SpellGoblin Trap

**Mine** is a Tier 1 () Spell of the Fire faction. This rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

## Card Info

**Goblin Trap**
Creates a mine for 20 / 25 / 30 / 30 seconds that explodes as soon as enemies are nearby triggering 6 bursting waves that each deal 200 damage to enemies and 50 to structures in a 15m radius, up to 600 in total. Affects ground targets only. Knocks back small units. Reusable every 10 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

This card has not been changed yet, compared to its original appearance in BattleForge.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Factions

There are nine factions in BattleForge, each represented by a different color combination. Four of the factions are monocolored, requiring at least some orbs of one color. The other five factions are dual colored, requiring at least orbs of two different colors. Legendary cards do not belong to any faction and can be summoned with any orb colors.

Each monocolored faction has a different soundtrack that plays depending on the first orb summoned in a match. Monocolored units from the Twilight Edition have special voice lines if units from other factions are nearby.
Lost Horror

## Lost Horror**Edit**

* Fire
* Nature

 **Lost Horror**Lost Horror2304 Undead CorruptorLost GooInfused MultishotRevenant's Doom18703730

 **Lost Horror**Lost Horror2304 Undead CorruptorLost GooGifted MultishotRevenant's Doom18703730

## Statistics

### Card ID (Nature)

1543

**Lost Horror** is a Tier 3 () Unit of the Lost Souls faction. This common card was released with the Amii Edition and has 2 affinity variants,  Fire and  Nature, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Lost Horror (Fire)
* Lost Horror (Nature)

**Lost Goo**
 **Autocast:** Every 4 seconds, unit spits gooey stuff that deal 300 damage to enemies within 15m radius, up to 450 in total.

**Infused Multishot**
Affinity Dependency:  Fire **Passive:** Unit may shoot at two targets at once, knocking back small and medium units.

**Revenant's Doom**
Power Cost: 170 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

**Lost Goo**
 **Autocast:** Every 4 seconds, unit spits gooey stuff that deal 300 damage to enemies within 15m radius, up to 450 in total.

**Gifted Multishot**
Affinity Dependency:  Nature **Passive:** Unit may shoot at 3 targets at once.

**Revenant's Doom**
Power Cost: 170 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Nature

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Active ability :
	+ Aligned displayed attack value of total damage dealt over 20 seconds of the **Revenant** with the regular card.
		- Decreased displayed attack value of total damage dealt over 20 seconds from 3000 to 1870.

Patch #400031
* Active ability :
	+ The power cost of the Revenant has been decreased from 170 to 0, as the unit is unbound.
		- Thus, there is no longer a power cost displayed on the card representation.
		- The ability cost itself was not changed.

Patch #400030
* Active ability :
	+ The respective affinity classification of the **Revenant** has been added.
	+ Moved the ability to be displayed last on the card and tooltip.

Patch #400022
* Active ability :
	+ now properly spawns the fire affinity as revenant and no longer the nature affinity variant.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Fathom Lord

## Fathom Lord**Edit**

 **Fathom Lord**Fathom Lord12012 Primordial DominatorParalyze21002310

**Fathom Lord** is a Tier 3 () Unit of the Nature faction. This rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Paralyze**
Power Cost: 30 / 25 / 20 / 15 **Active:** Activate to paralyze target enemy for 12 seconds. After the effect wears off, target is immune against Paralyze for a while. Reusable every 20 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Changed the classification from `Beast` to the newly added class of `Primordial`.

Patch #400031
* Active ability :
	+ Decreased the activation cost from 40 / 35 / 30 / 25 to 30 / 25 / 20 / 15 power.
	+ Increased the paralyze duration from 10 to 12 seconds.

Patch #400030
* Increased the card's charges from 4 / 6 / 7 / 8 to 6 / 8 / 10 / 12.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Fire Dragon

## Fire Dragon**Edit**

 **Fire Dragon**Fire Dragon2504 Dragonkin DominatorFire BreathRage27502400

**Fire Dragon** is a Tier 4 () Unit of the Fire faction. This uncommon card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Fire Breath**
 **Autocast:** Every 2.8 seconds, unit exhales a stream of fire that deals 240 / 255 / 280 / 310 damage to enemies in a cone-shaped area of 38m length, up to 360 / 380 / 420 / 460 in total.

**Rage**
 **Passive:** Unit does increasingly more damage the longer it attacks but falls back to its original damage output if it doesn't fight for 10 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Autocast ability :
	+ Fixed incorrect handling of overkill damage.

Patch #400033
* Autocast ability :
	+ Increased displayed attack speed from attacking every 3 seconds to every 2.8 seconds.
		- The attack value of total damage dealt over 20 seconds was already correct.
	+ Increased damage cone length from 35m to 38m.
	+ Improved description to be more consistent.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Burrower

## Burrower**Edit**

 **Burrower**Burrower7016 Beast DestroyerAcid SpitTunnelingSwiftSiege820900

**Burrower** is a Tier 2 () Unit of the Nature faction. This uncommon card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Acid Spit**
Power Cost: 50 **Active:** Activate to knock enemy units off walls. Affected wall segments cannot be mounted again for 15 seconds. Deals 850 / 850 / 1000 / 1100 damage to walls and 30 damage to units. Additionally the damage bonus against structures applies as well. Reusable every 20 seconds.

**Tunneling**
Power Cost: 0Availability: Upgrade 1-3 **Active:** Activate to teleport to the tunnel exit. Reusable every 30 seconds.

**Swift**
 **Passive:** Moves at high speed.

**Siege**
 **Passive:** Deals 50% more damage against structures.

### Strengths

One of several units with the Siege ability, making it deal significant bonus damage against structures.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Active ability :
	+ No longer grants paralyze immunity during the cast time of the ability.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Healing Gardens

## Healing Gardens**Edit**

 **Healing Gardens**Healing Gardens1208 ShrineRitual of RecoveryAura of Recovery2100

## Statistics

### Booster Content

General, Mini, Amii, Nature, Stonekin, Twilight

### Card ID

815

**Healing Gardens** is a Tier 3 () Building of the Nature faction. This uncommon card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

Support building, does not attack.

**Ritual of Recovery**
Power Cost: 0 **Active:** Every friendly unit in the current game benefits 85 / 90 / 100 / 110% more from any regenerating ability for 45 seconds. Has a 60 seconds cool-down after the building was built. Reusable every 60 seconds.

**Aura of Recovery**
 **Passive:** Friendly units within a 20m radius will regenerate 2 / 3 / 4 / 5% of their maximum life points every 2 seconds. Cannot be disabled by spellblocking abilities.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Active ability :
	+ Increased duration from 30 seconds to 45 seconds.

Patch #400031
* Active ability :
	+ Corrected small typo in Russian ability description.
* Passive ability :
	+ Added to the description in non-English languages, that the ability cannot be disabled by spellblocking abilities.

Patch #400030
* Initial cooldowns and reusability cooldowns are now properly displayed, especially in non-English languages.

Pre-Release Patch #400002
* Fixed Russian card description spelling mistakes.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Fire

**Fire** is one of the nine playable Factions in BattleForge. It is represented by the colour red; all Fire cards have a red border.

## Description

   Fire Cards are the most offensive ones in BattleForge. It focuses on rushing early in the game, and halting the enemy's ability to build higher-tier units. Due to the aggressive theme of Fire cards, Fire cards often have high attack and low health. Many of them also have Siege, which grants extra damage against Buildings.
Fire has some of the strongest first tier creatures. Additionally, the faction possesses some of the best instant direct damage Spells. While Shadow is also capable of a lot of damage, Fire's spells usually come without a drawback like friendly fire and are more straightforward to use.

## Cards Overview

OrbsNumber of OrbsTypeRarity91 matching cards
## Gallery

* Fire cards ingame
* Fire Banner
* Fire Landscape
1/3
Bloodhorn

## Bloodhorn**Edit**

* Fire
* Shadow

 **Bloodhorn**Bloodhorn2404 Beast DominatorStampedeInfused PurgeLife StealerSwift58005000

 **Bloodhorn**Bloodhorn2404 Beast DominatorStampedeTainted EnrageLife StealerSwift58005000

## Statistics

### Card ID (Shadow)

1171

**Bloodhorn** is a Tier 4 () Unit of the Bandit faction. This rare card was released with the Renegade Edition and has 2 affinity variants,  Fire and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Bloodhorn (Fire)
* Bloodhorn (Shadow)

**Stampede**
Power Cost: 120 / 100 / 100Availability: Upgrade 1-3 **Active:** Activate to rush towards the target dealing 200 / 200 / 220 damage to enemies along the way, up to 9000 / 9000 / 9900 in total. Reusable every 30 seconds.

**Infused Purge**
Power Cost: 0Affinity Dependency:  Fire **Active:** Activate to rid Bloodhorn of all debuff but its own life points are immediately reduced by 1500. It will be immune against all major debuffs for 15 seconds afterwards. Cannot be used anymore once life points have been reduced below 1500. Reusable every 30 seconds.

**Life Stealer**
 **Passive:** 15% of the damage dealt by the unit will be added to its life points.

**Swift**
 **Passive:** Moves at high speed.

**Stampede**
Power Cost: 120 / 100 / 100Availability: Upgrade 1-3 **Active:** Activate to rush towards the target dealing 200 / 200 / 220 damage to enemies along the way, up to 9000 / 9000 / 9900 in total. Reusable every 30 seconds.

**Tainted Enrage**
Power Cost: 0Affinity Dependency:  Shadow **Active:** Activate to put Bloodhorn in a murderous frenzy. The unit will deal 100% more damage for 15 seconds but its own life points are immediately reduced by 1500. Cannot be used anymore once life points have been reduced below 1500. Reusable every 30 seconds.

**Life Stealer**
 **Passive:** 15% of the damage dealt by the unit will be added to its life points.

**Swift**
 **Passive:** Moves at high speed.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400033
* Active ability :
	+ Fixed incorrect handling of overkill damage when destroying buildings.

Patch #400030
* Active ability :
	+ The ability tooltip now displays the correct information and no longer the values of .

Pre-Release Patch #400002
* Added missing passive ability "Swift" to the card display and to its tooltip for both affinities.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Envenom

## Envenom**Edit**

* Fire
* Shadow

 **Envenom**Envenom7012 SpellInfused Intoxication

 **Envenom**Envenom7012 SpellTainted Intoxication

**Envenom** is a Tier 1 () Spell of the Nature faction. This uncommon card was released with the Renegade Edition and has 2 affinity variants,  Fire and  Shadow, but not a promo version.

## Card Info

* Envenom (Fire)
* Envenom (Shadow)

**Infused Intoxication**
Affinity Dependency:  Fire **Godspell:** Infuses a perfidious poison in the targeted enemy unit whose life points will be reduced by 40 / 42 / 45 / 45 per second. The poison will be refreshed every time the target deals at least 80 damage. Otherwise it may decay after just 5 seconds. Lasts for 30 seconds.

**Tainted Intoxication**
Affinity Dependency:  Shadow **Godspell:** Infuses a strong poison in the targeted enemy unit whose life points will be reduced by 23 / 24 / 26 / 26 per second. Lasts for 15 seconds. The damage dealt by this substance cannot be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

This card has not been changed yet, compared to its original appearance in BattleForge.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Infernal Machine

## Infernal Machine**Edit**

* Fire
* Shadow

 **Infernal Machine**Infernal Machine2604 DeviceInfused Arson1800

 **Infernal Machine**Infernal Machine2604 DeviceTainted Arson1800

**Infernal Machine** is a Tier 3 () Building of the Fire faction. This uncommon card was released with the Renegade Edition and has 2 affinity variants,  Fire and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

An expensive device that provides a powerful fiery aura to every friendly building on the map.

## Card Info

* Infernal Machine (Fire)
* Infernal Machine (Shadow)
Support building, does not attack.

**Infused Arson**
Power Cost: 0Affinity Dependency:  Fire **Active:** Activate to cast a fiery aura upon every friendly building in the current game. Every hostile unit within a 20m radius around affected buildings will be severely hurt. Each aura deals 45 / 45 / 50 / 50 damage to hostile units, up to 180 / 180 / 200 / 200 per second and incinerates enemies within it. Burned units will additionally lose 25 life points every 2 seconds and stay inflamed for another 10 seconds even after leaving the aura. Lasts for 12 / 15 / 15 / 15 seconds. Has a 60 seconds cool-down after being built. / Has a 60 seconds cool-down after being built. / Has a 60 seconds cool-down after being built. Reusable every 60 seconds.Support building, does not attack.

**Tainted Arson**
Power Cost: 0Affinity Dependency:  Shadow **Active:** Activate to cast a fiery aura upon every friendly building in the current game. Every hostile unit within a 20m radius around affected buildings will be severely hurt. Each aura deals 45 / 45 / 50 / 50 damage to hostile units, up to 180 / 180 / 200 / 200 per second and every enemy within it will deal 50% less damage against structures. Lasts for 12 / 15 / 15 / 15 seconds. Has a 60 seconds cool-down after being built. / Has a 60 seconds cool-down after being built. / Has a 60 seconds cool-down after being built. Reusable every 60 seconds.
## Notes & Strategies

Infernal Machine can be very powerful when used correctly. The tainted affinity weakens damage dealt to buildings which perfectly compliments tower-oriented decks.

The Infused offers much greater damage and best compliments offensive decks with rapid construction buildings.

It is important to note that Arson applies to ALL friendly buildings. Not just your own, so keep this in mind to work with your allies or help protect their buildings.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400030
* Adjusted the usual descriptive sentence that this is a support building that does not attack directly.
* Active ability  / :
	+ Global effect can now be properly disenchanted.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Ice Crystal

## Ice Crystal**Edit**

 **Ice Crystal**Ice Crystal1004 DeviceFrost AffinitySlowed Construction880

**Ice Crystal** is a Tier 2 () legendary Building of no faction. This common card was released with the Amii Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

Support building, does not attack.

**Frost Affinity**
Power Cost: 0 **Active:** Activate to support those that have an affinity towards Frost: every own unit endowed with a Frost Affinity in the current game will take 20% less damage. Lasts for 20 seconds or until crystal is destroyed. Has a 60 seconds cool-down after the building was built. Reusable every 60 seconds.

**Slowed Construction**
 **Passive:** Construction time is increased by 50%.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400030
* Initial cooldowns and reusability cooldowns are now properly displayed, especially in non-English languages.
* Card is now properly affected by the adjusted legendary play-out restriction of Patch #400022.
* Added the usual descriptive sentence that this is a support building that does not attack directly.

Patch #400022
* Added passive ability **Slowed Construction:**
	+ `Construction time is increased by 50%.`
	+ Functionality remains unchanged.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Banditos

## Banditos**Edit**

* Frost
* Nature

 **Banditos**Banditos6020x6 Human SoldiersBlessed AllianceLife Stealer660840

 **Banditos**Banditos6020x6 Human SoldiersGifted AllianceLife Stealer660840

**Banditos** is a Tier 2 () Unit of the Bandit faction. This uncommon card was released with the Renegade Edition and has 2 affinity variants,  Frost and  Nature, but not a promo version.

## Card Info

* Banditos (Frost)
* Banditos (Nature)

**Blessed Alliance**
Affinity Dependency:  Frost **Passive:** The unit will be incited to deal more damage when being surrounded by hostile units within a 25m radius. Per every 3 hostile ground units around them Banditos will deal 50% more damage up to a maximum of 9 units that will spur them on.

**Life Stealer**
 **Passive:** 15% of the damage dealt by the unit will be added to its life points.

**Gifted Alliance**
Affinity Dependency:  Nature **Passive:** The unit will be incited to deal more damage when being surrounded by friendly units within a 25m radius. Per every 3 friendly ground units around them Banditos will deal 50% more damage up to a maximum of 9 units that will spur them on.

**Life Stealer**
 **Passive:** 15% of the damage dealt by the unit will be added to its life points.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Frost
* Nature

## Gallery

* Card Artwork
1/1
## Patch History

This card has not been changed yet, compared to its original appearance in BattleForge.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Deepgorge

## Deepgorge**Edit**

* Fire
* Frost

 **Deepgorge**Deepgorge2004 FortressEther EruptionInfused Cold ClutchAdamant Alloy37605000

 **Deepgorge**Deepgorge2004 FortressEther EruptionBlessed Cold ClutchAdamant Alloy37605000

## Statistics

### Card ID (Frost)

1210

**Deepgorge** is a Tier 4 () Building of the Stonekin faction. This uncommon card was released with the Renegade Edition and has 2 affinity variants,  Fire and  Frost, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Deepgorge (Fire)
* Deepgorge (Frost)

**Ether Eruption**
 **Autocast:** Every 4.5 seconds, building emits etherial lava that deals 675 damage to enemies in 10m radius, up to 1015 in total. Knocks back small and medium units.

**Infused Cold Clutch**
Affinity Dependency:  Fire **Passive:** Building is surrounded by a chilling aura of 30m radius that freezes every enemy unit after 7 seconds within it for 10 / 10 / 10 / 15 seconds. What is more, the building is able to ignore the usual damage reduction of frozen enemies and will deal its full damage against them. The targets will then be immune against freezing attacks for 10 seconds.

**Adamant Alloy**
 **Passive:** The building takes 15% less damage.

**Ether Eruption**
 **Autocast:** Every 4.5 seconds, building emits etherial lava that deals 675 damage to enemies in 10m radius, up to 1015 in total. Knocks back small and medium units.

**Blessed Cold Clutch**
Affinity Dependency:  Frost **Passive:** Building is surrounded by an ice-cold aura of 30m radius that freezes every enemy unit immediately upon entering it for 10 / 10 / 10 / 15 seconds. The targets will then be immune against freezing attacks for 10 seconds.

**Adamant Alloy**
 **Passive:** The building takes 15% less damage.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Frost

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400039
* Passive ability  / :
	+ Increased the effect radius from 25m to 30m.

Patch #400035
* Decreased the card's power cost from 225 to 200 power.
* Autocast ability :
	+ Increased damage from 480 (720 in total) to 675 (1015 in total).
	+ Increased displayed attack speed from attacking every 4 seconds to every 4.5 seconds.
		- Increased displayed attack value of total damage dealt over 20 seconds from 3000 to 3760.
* Passive ability :
	+ Increased the effect radius from 20m to 25m.
	+ Can now refreeze enemies that have not left the effect radius after their freeze immunity runs out.
* Passive ability :
	+ Increased the effect radius from 20m to 25m.

Patch #400031 - Mid-Patch Update (06 January 2022)
* Added missing translations for upgrade descriptions in French.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Cultist Master

## Cultist Master**Edit**

 **Cultist Master**Cultist Master6012 Spirit WizardDark BoltCall Horrors770700

**Cultist Master** is a Tier 3 () Unit of the Shadow faction. This rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Dark Bolt**
 **Autocast:** Every 3 seconds, unit casts a dark bolt that deals 70 / 75 / 85 / 94 damage to enemies in a 5m radius around its target, up to 110 / 115 / 125 / 138 in total.

**Call Horrors**
Power Cost: 0 **Active:** Activate to summon 1 / 1 / 2 / 3 Nightcrawler with Frenzy enabled. Nightcrawler has the same upgrade level as the unit itself. Every summoning will reduce own life points by 400. Cannot be used anymore once life points have been reduced below 400. Reusable every 30 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400031
* Active ability :
	+ The summoned **Nightcrawlers** now properly display their passive ability Swift on the card and tooltip.
	+ Shortened the card name of the summoned **Nightcrawlers** in Russian.

Patch #400030
* Cleaned up some inconsistencies regarding unit interactions where the description stated "creature" instead of "unit".
* Active ability :
	+ Improved general description in the tooltip of summoned units to mention that they do not grant ground presence.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Cannon Tower

## Cannon Tower**Edit**

 **Cannon Tower**Cannon Tower7016 TowerCannon16702000

**Cannon Tower** is a Tier 2 () Building of the Frost faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
In Skylords Reborn this card is available to all players as a starter card.

A powerful, yet simple card that fully encapsulates the defensive nature of Frost, combining immense health with solid attack damage.

## Card Info

**Cannon**
 **Autocast:** Every 2 seconds, tower launches a cannon ball that deals 140 / 145 / 160 / 167 damage to enemies in a 8m radius around its target, up to 210 / 220 / 240 / 250 in total. Knocks back small units. Affects ground targets only.
## Notes & Strategies

Despite being only second tier, the Cannon Tower is a powerful defensive structure, capable of putting out decent amounts of damage but most notable for its immense ability to tank, with a whopping 2000 base HP. When supported from other frost-oriented cards like , , , and , this tower can become **Extremely** difficult to destroy.

For its strengths however, it has one glaring weakness: **Inability to attack airborne targets**. Without proper defense measures in play and synergy from archers or anti-air towers, the Cannon Tower is a sitting duck to any assault from the skies.

## Campaign PvE

Maps that are defensive in their objectives, such as Siege of Hope and Defending Hope, are prime missions to use this tower. Other missions can also incorporate them as protection for your wells and monuments, such as in Sunbridge and Behind Enemy Lines.

On higher difficulties, expert particularly; the Cannon Tower can still be effective and useful so long as it is given proper support. Be wary however, that powerful enemy siege units like the  Twilight Hulk and  Stonekin Grinder will shred through this tower even with support, though it will certainly hold their attention for a time.

Cannon Towers should be paired alongside another tower with anti-air capability. Even a  will aid in covering its greatest weakness. The  is a great asset for pure decks, while the ,  and  can cover this for splash decks.

## Random PvE

Despite the usefulness of combat towers being rather low in rPVE, they can still aid in protecting your monuments and wells from enemy attack waves on the higher difficulties, and will usually be a distraction to give you time to summon defenses. But otherwise the use of this card is rather redundant.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

This card has not been changed yet, compared to its original appearance in BattleForge.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Breeding Grounds

## Breeding Grounds**Edit**

 **Breeding Grounds**Breeding Grounds7012 HutMagic Link1100

**Breeding Grounds** is a Tier 2 () Building of the Nature faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
In Skylords Reborn this card is available to all players as a starter card.

This card has been changed already, compared to its original appearance in BattleForge.

A very popular card for skylords that run a nature orb. The Breeding Grounds reduce the amount of power spent to summon creatures near it.

## Card Info

Support building, does not attack.

**Magic Link**
 **Passive:** Building is surrounded by a magical zone of 25m radius where summoning friendly units requires 12 / 15 / 20 / 25% less of the usual power costs.* Hide
* Show Details

Magic Link will not stack with other Breeding Grounds, but the effect can be shared by all friendly players.
## Notes & Strategies

Breeding Grounds serve as an augmentation to existing bases, or to create cheaper summoning zones at various locations.

Because its ability can be shared, many groups need only run one breeding grounds between themselves.

## Campaign PvE

Breeding Grounds benefits any PvE game very well. Most notably in 2-Player or 4-Player games where multiple players can benefit from the building.

Breeding Grounds is often used on Bad Harvest due to the proximity of each players starting orbs to one another, as only one player needs to use it for the whole party to benefit.

## Random PvE

Breeding Grounds are best used to more quickly raise a T4 army than anything else. Placing it at your fourth orb will reduce the time needed to create an army.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400031
* Decreased the building's life points from 1200 / 1300 / 1500 / 1650 to 800 / 850 / 950 / 1100.
* Passive ability :
	+ Improved description to be more consistent in non-English languages.

Patch #400030
* Passive ability :
	+ Description in German now specifies that friendly units benefit aswell.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Ethereal Storm

## Ethereal Storm**Edit**

* Fire
* Frost

 **Ethereal Storm**Ethereal Storm1508 SpellInfused Shift

 **Ethereal Storm**Ethereal Storm1508 SpellBlessed Shift

**Ethereal Storm** is a Tier 3 () Spell of the Lost Souls faction. This common card was released with the Amii Edition and has 2 affinity variants,  Fire and  Frost, but not a promo version.

## Card Info

* Ethereal Storm (Fire)
* Ethereal Storm (Frost)

**Infused Shift**
Affinity Dependency:  Fire **Godspell:** Tears a hole in the barrier between the world of the living and the in-between. A storm will break loose that deals 34 / 34 / 40 / 40 damage to every unit within a 25m radius per second. The presence of a Revenant will deepen the hole and thus enforce the storm: if one Revenant is nearby, every unit within the storm additionally takes 20 more damage per second. More Revenants will further increase this effect. Lost Souls are generally immune to all damage dealt by the Ethereal Storm. Lasts for 21 / 21 / 21 / 26 seconds. Reusable every 30 seconds.

**Blessed Shift**
Affinity Dependency:  Frost **Godspell:** Tears a hole in the barrier between the world of the living and the in-between. A storm will break loose that deals 34 / 34 / 40 / 40 damage to every unit within a 25m radius per second. The presence of a Revenant will deepen the hole and thus enforce the storm: if one Revenant is nearby, every unit within the storm additionally deals 20% less damage. More Revenants will further increase this effect. Lost Souls are generally immune to all damage dealt by the Ethereal Storm. Lasts for 21 / 21 / 21 / 26 seconds. Reusable every 30 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Frost

## Gallery

* Card Artwork
1/1
## Patch History

This card has not been changed yet, compared to its original appearance in BattleForge.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Mindweaver

## Mindweaver**Edit**

 **Mindweaver**Mindweaver12016 TowerPsionic BlastEdict of Command29002500

**Mindweaver** is a Tier 3 () Building of the Nature faction. This ultra rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Psionic Blast**
 **Autocast:** Every 3.3 seconds, tower projects mental energy that deals 230 / 245 / 265 / 290 damage to enemies in a 8m radius around its target, up to 345 / 370 / 400 / 435 in total. Knocks back small and medium units.

**Edict of Command**
Power Cost: 30 **Active:** Activate to gain control over a hostile unit for 12 / 15 / 20 / 20 seconds. Restricted to 3 / 3 / 3 / 4 orb units with a maximum of 250 power costs. The dominated unit does not grant ground presence to play out cards or claim structures next to it. Additionally the unit cannot be executed by the player. Reusable every 10 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Autocast ability :
	+ Increased splash damage radius from 5m to 8m.
	+ Increased damage from 190 / 205 / 225 / 250 (290 / 310 / 340 / 375 in total) to 230 / 245 / 265 / 290 (345 / 370 / 400 / 435 in total).
	+ Increased displayed attack speed from attacking every 3 seconds to every 3.3 seconds.
		- Increased displayed attack value of total damage dealt over 20 seconds from 1724 / 1818 / 2000 / 2230 to 2300 / 2460 / 2660 / 2900.
* Active ability :
	+ Decreased the maximum power cost of targets to take over from 300 to 250 power.
	+ Units that are mind-controlled by this ability can no longer be targeted by reviving effects.

Patch #400030
* Cleaned up some inconsistencies regarding unit interactions where the description stated "creature" instead of "unit".
* Autocast ability :
	+ Can now properly attack walls.
	+ Fixed wrong description on upgrades 0-2.
* Active ability :
	+ Controlled units no longer grant ground presence.
	+ Added temporary immunity to be infected with the Twilight Curse to the controlled unit.
	+ Improved description to be more precise and adjusted status bar icons accordingly.
	+ Added a preview of the ability radius that is displayed on activation.
	+ Adjusted the ability so the controlled unit regains ground presence if disenchanted.

Patch #400022
* Active ability :
	+ Reduced activation cost from 100 to 30 energy.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Bandit Shaman

## Basic Info

Bandit Shamans are **tier one** units of the Wasteland Bandits. He can restore health to his allies.

## Ability Info

**Official Tooltip**
Is capable of healing his allies.

**Bandit Bolt**
 **Autocast:** Every 3.5 seconds, Bandit Shaman casts a bolt of magic that deals 56 damage to enemies in a 5m radius around its target, up to 84 in total.* Hide
* Show Details

* The ability name and description are not official.

**Heal**
 **Autocast:** Every 5 seconds, heals an ally for 80 life points.* Hide
* Show Details

* The ability name and description are not official.
* Like the , Bandit Shamans heal their allies periodically. This ability has a wide range of aggro but is weaker than the mono shamans heal. They typically focus on using this ability over attacking.

## Tips & Strategies

Although weak, the Bandit Shaman can heal his allies periodically. He is a high priority target as he elongates the battle, and should be dispatched as soon as possible to limit his healing. They have a long range of detection for healing, which may pull them into range in rPvE and start a new spawn chain.

## Trivia

* Bandit Shamans are **Reskins** of the .
Lost Wanderer

## Lost Wanderer**Edit**

* Frost
* Nature

 **Lost Wanderer**Lost Wanderer8016 Undead SupporterIce ShieldRevenant's DoomBlessed Breeze745820

 **Lost Wanderer**Lost Wanderer8016 Undead SupporterIce ShieldRevenant's DoomGifted Breeze745820

## Statistics

### Card ID (Nature)

1410

**Lost Wanderer** is a Tier 2 () Unit of the Lost Souls faction. This common card was released with the Lost Souls Edition and has 2 affinity variants,  Frost and  Nature, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Lost Wanderer (Frost)
* Lost Wanderer (Nature)

**Ice Shield**
 **Autocast:** Every 11 seconds, unit is able to cast an Ice Shield on a friendly unit that absorbs up to 520 / 550 / 600 / 660 damage for 20 seconds.

**Revenant's Doom**
Power Cost: 60 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

**Blessed Breeze**
Affinity Dependency:  Frost **Passive:** The unit is surrounded by a frosty breeze. In a 15m radius around it all friendly entities deal 25% more damage against frozen units.

**Ice Shield**
 **Autocast:** Every 11 seconds, unit is able to cast an Ice Shield on a friendly unit that absorbs up to 520 / 550 / 600 / 660 damage for 20 seconds.

**Revenant's Doom**
Power Cost: 60 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

**Gifted Breeze**
Affinity Dependency:  Nature **Passive:** The unit is surrounded by a frosty breeze. In a 15m radius around it every friendly Ice Shield restores 10 hit points per second.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Frost
* Nature

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Increased the unit's rotation speed from 200 to 300.

Patch #400031
* Active ability :
	+ The power cost of the Revenant has been decreased from 60 to 0, as the unit is unbound.
		- Thus, there is no longer a power cost displayed on the card representation.
		- The ability cost itself was not changed.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Kobold Engineer

## Kobold Engineer**Edit**

 **Kobold Engineer**Kobold Engineer10012 Kobold SupporterArchitectFix it up!12602000

## Statistics

### Booster Content

General, Mini, Fire/Frost, Frost, Lost Souls, Stonekin

### Card ID

370

**Kobold Engineer** is a Tier 3 () Unit of the Frost faction. This uncommon card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Architect**
Power Cost: 0 **Toggle:** Enable to lose the ability to melee attack and gain . Immediately reusable.

**Fix it up!**
 **Autocast:** Every 4 seconds, unit repairs a structure for 430 / 455 / 500 / 550 life points.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400030
* Changed the internal specification of his normal attacks from ranged to melee.
	+ Thus his attacks' total damage dealt over 20 seconds is now consistent with the displayed attack value, the attacks knock back S-sized units and get no longer disabled by range attack blockers.
* Changed former autocast ability **Architect** to now serve as a new toggle ability and moved old effect to a new autocast ability:
	+ Added new toggle ability :
	*Enable to lose the ability to melee attack and gain **Fix it up!**. Immediately reusable.*
	+ Added new autocast ability :
	*Every 4 seconds, unit repairs a structure for 430 / 455 / 500 / 550 life points.*

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Bandit Master Healer

## Basic Info

The Bandit Master Healer is a unique type of bandit shaman that can only be found on  and . They have the unique ability to constantly restore the health of whatever they channel their healing beam on, but can be distracted by engaging them in melee.

## Ability Info

**Official Tooltip**
Can deliver a powerful stream of healing, but only as long as he is not attacked in melee.

**Leader Immunities**
 **Passive:** Generic Boss Immunities

**Healing Stream**
 **Autocast:** Placeholder* Hide
* Show Details

* The ability name and description are not official.
* Healing Stream can make it impossible to kill whatever is being healed by it. Focus on the source rather than the target!

## Tips & Strategies

Bandit Master Healers are capable of staggering levels of healing, both to themselves and whatever they are targeting. Engaging them in melee is a must to shut down the constant healing stream they emit, otherwise victory is a fruitless endeavor.

## Trivia

* The Bandit Master Healer is a larger model of the regular  Bandit Shaman.
Forest's Vim

## Forest's Vim**Edit**

* Nature
* Shadow

 **Forest's Vim**Forest's Vim9012 ArcaneGifted Transfer

 **Forest's Vim**Forest's Vim9012 ArcaneTainted Transfer

**Forest's Vim** is a Tier 3 () Spell of the Nature faction. This ultra rare card was released with the Lost Souls Edition and has 2 affinity variants,  Nature and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Forest's Vim (Nature)
* Forest's Vim (Shadow)

**Gifted Transfer**
Affinity Dependency:  Nature **Godspell:** Infuses reviving powers into a root network. The entire root network that the targeted entity is a member of will regenerate 330 life points per second that are distributed among the individual members. Lasts for 18 / 20 / 20 / 20 seconds. Reusable every 25 / 25 / 20 / 20 seconds.

**Tainted Transfer**
Affinity Dependency:  Shadow **Godspell:** Infuses reviving powers into a root network. The entire root network that the targeted entity is a member of will regenerate up to 750 life points per second. A fifth of the healed value is deducted from the target's lifepoints. What is more, the target will deal 50% more damage while the spell is active. Lasts for 18 / 20 / 20 / 20 seconds. Reusable every 25 / 25 / 20 / 20 seconds.

### Strengths

A spell that interacts with Root Network.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Nature
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Pre-Release Patch #400002
* Fixed description in the card's tooltip.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards