Construction Hut

Construction Hut
Type: structure
Rarity: uncommon
Charges: 2
Orbs: frost orb(1)
Power: 50
Defense: 1120
kosoctverecdrba - Spojeneck budovy se uvnit? 25m rdiusu o 50% rychleji stav?j a stoj o 25% mn? energie.

Upgrade I: + 80 k ivotu ( Tedy: 1200 )
Upgrade II: + 100 k ivotu ( Tedy: 1300 )
Upgrade III: + 130 k ivotu ( Tedy: 1430 )
+ drba: o 5% rychlej vstavba
Autorem překladu této karty je: SynchR

Defense Tower

Defense Tower
Type: structure
Rarity: common
Charges: 4
Orbs: frost orb(1)
Power: 50
Attack: 640
Defense: 1500
bleskLedov p - Kad 2 sekundy v? vyst?el jeden ledov p, soupe? uvnit? 5m rdiusu zasaenho cle dostane 50 zran?n ( maximln?: 75 )

Upgrade I: Ledov p: +5 pokozen za cl ( celkov?: 5 )
Upgrade II: Ledov p: +5 pokozen za cl ( celkov?: 10 )
Upgrade III: Ledov p: +8 pokozen za cl ( celkov?: 12 )
Autorem překladu této karty je: SynchR

Frost Mage

Frost Mage
Type: creature
Rarity: uncommon
Charges: 4
Orbs: frost orb(1)
Power: 60
Attack: 360
Defense: 570
Weapon type: S
Size: M
bleskIce Lance every 4 seconds unit shoots an icey lance at enemies in a straight line, dealing 57 damage to each of them, up to 85 in total. Knocks back small units.
Description: As a ranged attacker it does better than Master Archers, for a couple of reasons. It deals more damage, can attack multiple targets and what's very important knocks back small units. A couple Frost Magi won't allow S units to even come close, and they also have bonus to damage dealt to such creatures. Worth having and using. The downsides: it's 10 Power more expensive than the Archersw and you can't place it on a wall.

Frost Sorceress

Frost Sorceress
Type: creature
Rarity: uncommon
Charges: 4
Orbs: frost orb(1)
Power: 60
Attack: 285
Defense: 600
Weapon type: M
Size: M
bleskIce Blast every 2 seconds unit throws an icey missile, that deals 17 damage to enemies in 5 metres radius of its target, up to 25 in total.
ctverecIce Shield activate to protect your unit with an icey shield. It absorbs up to 520 damage for 30 seconds. Reusable after 10 seconds (Power Cost: 20).
Description: Not really useful as a fighting unit, it however can be useful in a supporting role. The ability of Frost Sorceress should be used just before a battle because the shield only lasts for 30 seconds (or until it's destroyed). The question is: is it better to use this card or Ice Guardiana, whose ability is free but only affects him and requires structures in vicinity to be used.

Glacier Shell

Glacier Shell
Type: spell
Rarity: common
Charges: 5
Orbs: frost orb(1)
Power: 50
Encase in Ice player's building is covered with an icey armor and absorbs 75% damage, up to 1300 in total. It lasts for 30 secnods. Reusable after 10 seconds.

Description: A very nice spell, necessary in decks based on turrets, important for people who play the campaign with a blue deck. You should cast it on your building only when it's being attacked, to fully use the time Glacier Shell lasts.

Glyph of Frost

Glyph of Frost
Type: spell
Rarity: uncommon
Charges: 3
Orbs: frost orb(1)
Power: 50
Mark of Frost creates a glyph that explodes, when enemies get near to it, freezing up to 5 of them in 15 metres radius for 15 seconds. When the effect wears off, the targets are immune to freezing for 10 seconds. Th glyph disappears afterseconds. Only affects ground targets. Reusable after 10 seconds.

Description: A freezing spell that you get already at the first Orb is a very good idea. It's a shame that Glyph of Frost works as a trap a good opponent in PvP rather won't get caught into. You can try to do this when you are being chased but you have to ask yourself whether such a risky turn is worth 50 Power? Good in PvE.

Home Soil

Home Soil
Type: spell
Rarity: rare
Charges: 2
Orbs: frost orb(1)
Power: 40
To Arms! all player's units in 25 metres radius will deal 40% more damage until they are in proximity of owned structures. Lasts 30 seconds. Reusable after 30 seconds.

Description: A cheap, good and, most of all, very useful spell improving your units' attack. It can be used to strenghten the attack of archers on your walls, but the more popular use of it is in combination with Ice Guardians summoned near Ice Barrier.

Ice Barrier

Ice Barrier
Type: structure
Rarity: common
Charges: 6
Orbs: frost orb(1)
Power: 20
Defense: 510
Defense bareer, doesn't attack.

Description: Low cost of the card's use makes it worth constructing, when you're about to wage a battle far away from your Orbs and Power Wells, to summon units closer to the enemy. Most often though, this construction is used in combination with Lyrish Knights and Ice Guardianas, beacuse of their abilities requiring a proximity of player's structure. Its big plus is the fact, that you don't build it - it's usable immediately after summoning.

Ice Guardian

Ice Guardian
Type: creature
Rarity: rare
Charges: 4
Orbs: frost orb(1)
Power: 50
Attack: 500
Defense: 400
Weapon type: M
Size: M
ctverecFrost Ward activate to create a frosty bareer that ubsorbs up to 520 damage. The bareer degenarates if unit is not in proximity of player's structures it can be created onlt then, as well. Reusable after 30 seconds.
Description: The units itself is cheap but you should be close to one of your structures if you want to use its shielding ability. Ice Barrier is great suited for this, when you're far away from your Orbs and Power Wells. It only costs 30 Power and can make Ice Guardian's life much longer. Since it's a medium unite it doesn't get knocked back by Firedancer, Fire Stalker, Makeshift Tower and many more.

Ice Shield Tower

Ice Shield Tower
Type: structure
Rarity: rare
Charges: 3
Orbs: frost orb(1)
Power: 50
Attack: 640
Defense: 1100
bleskIce Bolt every 2 seconds tower shoots an icey missile, that deals 50 damage to enemies in 5 metres radius of its target, up to 75 in total.
ctverecIce Shield activate, to surround a target unit with a shield of ice, absorbing up to 690 damage for 30 seconds. Reusable after 20 seconds (Power Cost: 30).
Description: a less durable tower than Defense Tower and also rarer, but it has, characteristically for a Frost card, an ability to protect a unit for a certain time. You should decide if you care more for durability of your turret or for an option to cheaply toughen up your soldiers.

Imperials

Imperials
Type: creature
Rarity: common
Charges: 5x6
Orbs: frost orb(1)
Power: 70
Attack: 660
Defense: 690
Weapon type: M
Size: S
koleckoDefensive Stance after activating, unit gains:
kosoctverecResilient receives 40% less damage.
kosoctverec2Slow unit moves slowly
Description: A bit more expensive unit than Northguards but it has a useful ability. After triggering it, they become very tough, they look cool but move slowly, making them easy to run away from. Beacuse of this, they are better suited for PvE scenarios.

Master Archers

Master Archers
Type: creature
Rarity: common
Charges: 5x6
Orbs: frost orb(1)
Power: 50
Attack: 300
Defense: 600
Weapon type: S
Size: S
Description: Archers with not-too-big attack but quite high defense, as it often happens in Frost deck. A necessary unit, to have somebody to put on your walls. When you put up a second Orb, Defenders will do better as archers.

Northguards

Northguards
Type: creature
Rarity: common
Charges: 5x6
Orbs: frost orb(1)
Power: 50
Attack: 450
Defense: 720
Weapon type: S
Size: S
Brave Defenders.

Description: Low attack, lots of life. A rather worse units than Ice Guardian, because of its low damage outpot. Can be used to fight S-sized units but Frost Mage is better suited for this sice she can knock them back with her attacks.

Frost Crystal

Frost Crystal
Type: structure
Rarity: Rare
Charges: 3
Orbs: frost orbfrost orb(2)
Power: 70
Attack: 900
Defense: 1460
bleskIce 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.
ctverecFrost 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.

White Rangers

White Rangers
Type: creature
Rarity: uncommon
Charges: 5x6
Orbs: frost orbfrost orb(2)
Power: 80
Attack: 528
Defense: 780
Weapon type: M
Size: S
bleskBow Attack every 3 seconds unit shoots arrows at enemies, dealing 11 damage.
ctverecHome Defense activate, to shoot volleys of arrows in a chosen area of 4 metres radius, dealing 9 damage to enemies there, up to 14 in total. Ability will be interrupted if White Rangers become knocked back. Otherwise, it lasts until unit receives new orders. It can only be activated in vicinity of player's structures. Reusable after 2 seconds (Power Cost: 25).
Description: For the damage it deals, the unit is quite expensive, and you still have to use up 25 Power additionally to use its ability. White Rangers are not really bad, their ability works well with Coldsnap (when frozen, enemies can't run away from the rain of arrows) and other rooting spells, but most of the time, there are better ways to defeat opponent.

Defenders

Defenders
Type: creature
Rarity: common
Charges: 5x6
Orbs: frost orbanyone orb(2)
Power: 70
Attack: 540
Defense: 630
Weapon type: L
Size: S
bleskCrossbow Attack every 2 seconds unit shoots bolts at enemies, dealing 9 damage to them.
koleckoStand Ground unit can't move and gains:
kosoctverecResilient receives 40% less damage.
kosoctverec2Steadfast unit can't be knocked back.
Description: A good unit, peerless in a couple of PvE missions, in which it soaks enemy attacks after activating Stand Ground. Good archers with an ability that makes them a great weapon against all sorts of buildings and units relying on knockbacks, like Makeshift Tower.

Lyrish Knight

Lyrish Knight
Type: creature
Rarity: Uncommon
Charges: 5
Orbs: frost orbanyone orb(2)
Power: 60
Attack: 500
Defense: 775
Weapon type: S
Size: M
kosoctverecProtector in proximity of players buildings, receives:
kosoctverec2Surge of Strength deals 50% more damage.
kosoctverec3Swift unit moves at high speed
kosoctverec4Stomp unit stomps little creatures

Description: 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.

Mountaineer

Mountaineer
Type: creature
Rarity: Ultra Rare
Charges: 2
Orbs: frost orbanyone orb(2)
Power: 150
Attack: 1200
Defense: 1350
Weapon type: Special
Size: L
bleskBombardovn: Mountaineer kad 4 sekundy vyst?el ledovou kouli, kter soupe??m zp?sob 170 zran?n uvnit? 5m rdiusu zasaen jednotky ( 260 zran?n celkem ). Odhazuje mal a st?edn jednotky. Vyuit pouze u zemnch cl?.
kosoctverecOblhn: Dv budovm 50% v?t pokozen.

Upgrade I: Bombardovn : + 10 k zran?n za cl (celkov? : 10) + schopnost : Ledov tt
Upgrade II: Bombardovn : + 20 k zran?n za cl (celkov? : 30)
Autorem překladu této karty je: SynchR

Phalanx

Phalanx
Type: creature
Rarity: common
Charges: 5x6
Orbs: frost orbanyone orb(2)
Power: 80
Attack: 570
Defense: 1320
Weapon type: L
Size: S
koleckoDefensive Formation after activating, unit gains:
kosoctverecPayback when unit gets trampled it deals 230 damage to enemy.
kosoctverec2Steadfast can't be knocked back.
kosoctverec3Slow unit moves slowly
Description: In PvE, Phalanx is great at defending against large and extra large units, that receive damage from each of your brave troops when they crush them, very often dying as a result. In PvP, they're less useful. At the second Orb they're ability is not really practical.

Armored Tower

Armored Tower
Type: structure
Rarity: uncommon
Charges: charges
Orbs: frost orbanyone orbanyone orb(3)
Power: 80
Attack: 1420
Defense: 2590
bleskLedov p: Kad 2 sekundy v? vyst?el ledov p, soupe?i zp?sob 110 zran?n uvnit? 5m rdiusu zasaenho cle ( maximln?: 170 ).
ctverecLedov dar: Spojeneck jednotky, uvnit? 25m rdiusu, dostvaj 30s dlouho o 50% men zran?n. Celkov? absorbuje 5200 zran?n.

Upgrade I: + 140 k ivotu ( Tedy: 2730 ) + Ledov dar: absorbuje o 300 zran?n vce ( Tedy: 5500 )
Upgrade II: + 270 k ivotu ( Tedy: 3000 ) + Ledov dar: absorbuje o 500 zran?n vce ( Tedy: 6000 )
Upgrade III: +300 k ivotu ( Tedy: 3300 ) + Ledov dar: absorbuje o 600 zran?n vce ( Tedy: 6600 )
Autorem překladu této karty je: SynchR

Retreating Circle

Retreating Circle
Type: spell
Rarity: uncommon
Charges: 2
Orbs: frost orbanyone orbanyone orb(3)
Power: 60
Domovn portl: vytvo? portl vem spojeneckm jednotkm uvnit? 15m rdiusu, kter teleportuje k nejblimu monumentu jeho vlastnka. Vydr 30 sekund dlouho. M?e bt op?t pouit po kadch 20 sekundch.


Upgrade I: stoj o 5 mn? energie ( Tedy: 55 )
Upgrade II: stoj o 5 mn? energie ( Tedy: 50 )
Upgrade III: stoj o 10 mn? energie ( Tedy: 40 )
Autorem překladu této karty je: SynchR

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