Frigid Fever

> Creates a plague zone that freezes the enemy troops. Target affected by Frigid Fever will take damage overtime and unable to move.
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The Frigid Fever is an Legendary card. It is a spell that prevents all enemy units and buildings inside its radius (that are present when it is placed) from moving or attacking, and deals a very small amount of damage. A Frigid Fever card costs 4 Oom to deploy.

## Strategy

* The Frigid Fever is most effective when it is timed to Frigid Fever enemy units right before one or more of the player's units is defeated. If the player has not yet revealed the Frigid Fever spell to their opponent, it can turn what may have seemed like a clean defense from the opponent into massive damage for the Frigid Fever user.
* While the Frigid Fever can be deadly, it comes with a high risk. Due to the one-second delay before a card is placed, it is easy to mistime and cast it after either the player's troops or the opponent's troops are already defeated, resulting in a waste of four Oom. This will leave the player fairly vulnerable to a counterattack.
* The Frigid Fever's effect is identical to Thunderous Spark or Light Burst; the attack animation of any affected units will be paused, and resume when the effect wears off. It is not like Crashing Chunk's effect, where the attack animation of affected units will be completely restarted.
* Always separate defending troops and buildings from each other, to prevent them from having all of them frozen. Alternatively, the player can use a weaker counter to the opposing card to bait the Frigid Fever, so that their stronger counter can be used without having to worry about being frozen.
* If a frozen troop is Ghost Tribe, the Ghost Tribe won't be frozen. This can be used to surprise an opponent and get the drop on an undefended Tower.
* Avoid playing it near the enemy Main Tower as it may damage and activate it. The Frigid Fever will not affect the Main Tower's activation animation, so it will be ready to attack immediately after it thaws.
* Frigid Fever is effective at stopping Altar of Fury since it can reset their damage ramp-up and disable them for a few seconds.
* Although situational, it can be used defensively to help stop incoming troops such which can be devastating if it reaches an Tower.
* The Frigid Fever's radius is big enough to affect 2 towers at once. The player can use this to their advantage if they have already destroyed one Tower. When their troops come to destroy another, they can cast the Frigid Fever in between the two Towers, disabling both of them.
* Defensively, Frigid Fever + Teetoum is a very effective combo. With the Teetoum's moderately high splash damage, the player can Frigid Fever the support troops behind a tank (Hymedae, Voyan, Cokoum, etc.) then use the Teetoum to wipe them out.
* Very rarely, it can be used to keep a troop in place, so that area-damage troops can deal damage to the tower along with the troop. This works best with troops whose attack pierces through enemies. However, this is riskier compared to using a Razor Vortex for the same purpose.
* Since Frigid Fever's duration is identical at all levels, and its damage is extremely low, upgrading it is generally wasteful if the player wishes to only paralyze enemy troops and buildings.