Battleforge management and passage

Jo-jim Gregory played with himself in checkers. He used to play cards with himself, but Joe – his right head – suspected that Jim – his left head – jerks. They quarreled, but then reconciled, because they had long realized that two heads on one pair of shoulders just need to be able to find compromises.

Robert Heinline, "Passenings of the Universe"

Easier! Even easier! More dynamic!

Such slogans hide over the heads of developers. It's okay if according to such principles they work on an arcade or action movie, here the movement can compensate for a lot. Confuses another: these words overcome genre boundaries.

The creators of the strategies turned out to be between two lights: long batches have a poor effect on sales, and short contractions are fraught with primitive tactics. Is there a way out of this vice?

The struggle against time

In well -posed questions, half a response contains. Let's imagine the course of developers' thoughts!

How to reduce the length of the strategic party? Very simple – remove all superfluous and unnecessary. And what is "unnecessary"? In strategies, all elements are needed.

We formulate the answer differently: it is necessary to remove the most boring, routine element from the party. The candidate for dismissal is clear: the construction turned out to be superfluous. True, you can’t just cross out the development of the base – the parties will be the same.

We will approach the problem on the other hand.Why the construction turned out to be boring? The answer is known: the fact is that in each batch we repeat the same scenario compiled in advance over and over again. Only at the first acquaintance with the game do we try different options, and then, as a rule, we only use one of our favorite options.

Here it is, the decision! It's all about the word “in advance” – it is necessary to make the entire stage of preparation preliminary, as if dividing the battle into two parts. Recipes for this are known: card decks make the player’s initial position unique. The rich experience of board games will surely help us!

The solution is similar to the actions of a programmer who allocates a repeating fragment in the subprogram. It is enough to write a code once for this fragment, and then you can call the necessary function as many times.

Table 1 Hot keys
The key is expected
Camera
W, s, a, D movement of the camera
Ins, del (center) camera rotation
Home return the camera
End, backspace camera by default
Page Up / Down approach / removal
Span to the last alarm
Fight
From F1 to F10 map from 1 to 10
From F1 to F10 twice map from 11 to 20
From 1 to 10 groups group
Q attack
E Stand
F defend
Z, x, C special abilities
B repair mode
N repair now

Pasiyants in a new way

Battleforge – Strategy in real time, oriented exclusively on the Internet. In general, it fits into the usual RTS standards, except for one part: we choose a set of available detachments, buildings and spells before battle. It is this set that distinguishes the player from the enemy.

Before the battle, we make a deck of twenty kart , Moreover, each denotes either a separate type of troops, or a certain type of spell. Each card can only be taken once.

Such a mechanism made it possible to get rid of the construction of the base: the buildings here either protect important places or help the fighting armies. There are no “barracks” and “factories” – you are free to create a detachment next to any of the captured mines. Moreover, you can even choose any place next to your other detachment, but then initial health will be only half from the maximum.

Not all twenty cards are available at the beginning of the party: special Monuments symbolize the development of our army. At first we only have primitive detachments, then truly powerful giants appear.

To use the card is needed energy – This is what local money is called. The game has only one accumulative resource, and such a simplification turned out to be successful.

The game process is based on the fight for Key points : energy mines and monuments. The well -known principle did not fail this time – battles for control over the map turned out to be interesting.

Maryazh genrov

Three options are available, and the developers declare their equivalentness: they say that all elements are important for them. Of course, we doubt it, but we value good intentions.

The scenarios against the computer are most reminiscent of the standard Campaign – But for them, in any case, you need to go to the server. At the same time, the enemy does not have a single “control center”, we gradually move on the map, opening new fragments, or fight against the hostile environment. In general, we have a standard PVE mode: there are a lot of enemies, but they do not know how to negotiate among themselves.

What's good in scenarios? I will answer simply: they are interesting and diverse! The plots are well thought out, and sometimes you have to think about the way to win. Just a strong army will not be a guarantee of victory if you do not think about steps in advance.

Favorite reception of screenwriters in PVE – division of attention. Be kind, guard two points at the same time, and full attacks will go to each!

At the first acquaintance, you will act on normal complexity, and in this case the game will forgive mistakes – of course, you act at random. However, the life of the script does not end there, there are two more difficulty levels, and they will have to prepare for them.

Disadvantages of scripts follow directly from advantages: today there are very few cards. Only a few evenings will need to conquer free wastelands.

It is worth saying about joint scenarios. Success World in Conflict convinced everyone – strategists love to cooperate! Almost half of the scripts are designed for several people, so you will have a good reason to invite friends to the game.

But what about PVP? Of course, in the network game special attention is paid to the battle between the players. In BattleForge, you can arrange both a duel one on one and mass battles.

Unlike Dawn of War 2 , Group battles are not a prerequisite for interesting battles. Cards allow you to make any battles diverse, and this is an undoubted success of the developers.

Such success is very useful, since big battles often slow down without any mercy: playing in such conditions is simply impossible. However, it is too early to write such errors into shortcomings. I see only a preliminary version of the game, and progress is obvious in every week. Developers work at a really enviable pace!

Another question is more important – how are you with a balance? The ideal is far away, even now, shortly before the exit, there are often editing. The reasons for this are understandable: cards are so different from each other that it is simply impossible to bring them under one line.

On the other hand, you can see: the work is a competent. Now obviously unprofitable cards that will not be popular are noticeable, but finding a definitely strongest one is very difficult.

Clear layout

Analogies with the card party arise in the most unexpected places. If each player has a secret, then the game field is open to everyone – that is, the “fog of war” in duels is missing!

As it turned out, this is a fundamental solution to developers: they believe that dishonest players get an advantage too often due to fog. The fact is that the technical features of programming force to transmit complete information about the troops from the server to the client. These messages can be intercepted, and the crook will see the whole card – which, of course, will give a decisive advantage.

Alas, such a decisive step reduced the strategic value of Battleforge, intelligence is no longer needed. We can constantly monitor the opponent, suppress all surprises, choose better critical points.

What can the enemy surprise? The main advantage of the game is special abilities! Each detachment knows something of its own, special. Someone accelerates at the sight of the enemy, someone is able to knock down, someone can treat … The number of options is so great that many and many days will go to acquaintance!

It is special abilities that give the character of each of the four elements. "Ice" detachments are concentrated on protection, it is difficult to attack them. "Natural" forces are often able to be treated and ready for various tricks. "Dark" detachments are able to sacrifice themselves to take more opponents to the grave. The "fiery" troops are most straightforward – they are focused on the greatest damage.

This is important: Sometimes a call of special abilities requires energy no less than a new detachment!

Of course, the better we know the capabilities of the enemy, the better he was anti -resistant. From this we can conclude: the more we study different detachments, the better we control our own army.

This conclusion is logical, but not entirely true. The fact is that not all two hundred cards are available to us initially.

Cards, money, two principles

Maps are divided into ordinary (Common), unusual (uncommon), rare (RARE), ultraced (UltraRe. If you want to expand your own capabilities, you need to spend money.

Of course, there are other ways to get new detachments: most likely, you will receive a game currency for victories. However, the main thing here is real profit, this is not in doubt.

Earlier, the developers stated that “ultraced” cards are no stronger than usual, they simply differ from them. This is not so: the more expensive the card, the easier it is to use it and the more it gives to win.

It is clear that this approach will negatively affect the popularity of Battleforge. It is more important how negatively it will affect, but on the basis of the preliminary version, I cannot draw full conclusions.

We can say that while the intra -game market works disgustingly: there are really no good cards, it is easy to find only “unsuccessful” units.

This is interesting: The project managers decided on an unexpected step – they separately sell Sound path to the game via the Internet! The music really turned out to be good, albeit pathos.

Not all ideas of developers have embodied in full force. For example, special places for walls work well only against the computer, and a person easily overcomes them.

Many such details have already been fixed, many are waiting for the attention of developers. There is a hope that even after the release of the game, labor will continue and Battleforge will constantly change. Only in this case, the strategy will be successful.

Such a noticeable project will surely attract players, and the question will sound as follows: how to keep all those who have come? The current entertainment is quickly boring, and therefore we will wait for new impressions.

Verdict: The combination of cards and RTS was a success, and we received a variety of detachments with bright characters. Since the strategy is exclusively network, the success of the game depends on the actions of the developers after the release of the game: if the world develops, then the inhabitants will remain, otherwise the duel venues will be empty.

Battle forge

Cards, decks … The main thing is the principle!

Battleforge consists of a large number of rules connected in surprise a simple system. I think the transfer of all the components of the game can only confuse recruits. The cards pile up to each other, interfering with the choice of one thing-whether a joke, twenty cards of two hundred options!

I will not list all the rules, instead I will tell you about the creation of one deck. At the same time, I will comment on why I am making one or another decision, so the most important principles of the game will become clear.

The first thing you need to know is each party actually consists of four stages. You do not improve the base (you simply do not have the main building), but instead you capture special monuments, but in reality the difference is small. The fact is that a considerable amount of gold is needed to capture the monument, so deciding to decide on it is not easy.

With each capture, you choose the element of a new monument – and this makes it possible to call a new detachment. For example, “battleships” requires four spheres, of which two are ice – it means that you need two ice monuments and two of any others.

When we make a deck, we must put the future actions. Then the success will depend on the accuracy of the implementation of the plan – and on the enemy, of course.

Step one

So, we entered the game, created a new deck and called a list of available cards from the upper menu.

For the first level, we will choose the natural – that is, "green" – the element. Why such a choice is popular? Already at the first level there is a powerful spell called "Enhancing the roots". Its meaning is simple: the enemy detachments in a certain area are freezing and will not be able to move. If your archers are no coincidence somewhere nearby, then the enemy is not. Such combination so popular that archers most often become the first detachment.

So, the first two cards in the deck are selected: archers weaving the wind and spell, flimming roots. But what to do if there are no roots in our stock? This is quite possible, because this is an “unusual” card! We will select a temporary replacement – it will be werewolves. These beasts quickly run and restore health, so they are able to detain the enemy, and this is what we need. This option will go against the computer, although you will have problems against a person.

Note: The right corner of the selected card shows how rare it is. The “bronze” picture means a regular map, “silver” – unusual, “gold” – rare, and “blue” – ultrac.

In some cases, werewolves are even better than entangling roots! The fact is that their price is comparable: werewolves cost 80 units energy , And the roots are as much as 60. At the same time, the werewolves have a chance to survive and improve their health, and the spell takes the resources completely. The conclusion is simple – the roots are good against group fighters.

Another spell will come in handy to us: a wave of light. This is the usual instant treatment, familiar in many games.

This is important: detachments are treated by themselves next to captured monuments and mines.

A combination of three cards described will allow you to capture several mines and the second monument. This must be done early: at the second stage, the troops will be much more diverse.

Now you need to provide opposition The enemy. What will we do if we encounter an early attack? Even if we have enough energy, we will not be able to immediately create many archers! The fact is that each card has a small supply of “instant” applications, and before each subsequent challenge you will need a break.

Due to these breaks, it is advisable to keep a “reserve” card in the deck-spear. If we find the enemy not far away (and if we have energy), we will instantly create five detachments and meet the enemy prepared.

Why exactly spearmen? They have a great ability to change weapons. The fact is that the game has Four types of armor C easily memorable names: s, m, l, xl. The type of weapon with the same name corresponds to each type of armor. Such a system allows you to organize a balance according to the principle of "stone-bumar".

This is important: If the type of weapon coincides with the type of enemy armor, damage increases one and a half times.

Slopene -solders by default wear weapons of type S, but are able to switch it to mode m. Thus, we can organize defense taking into account the type of attackers.

The first part of the deck is completed by the defense tower called primary defender. It is well armored and is inexpensive, so it is useful in key points.

Step two

When we accumulate energy to the second monument, we will again face the choice of the elements. As a rule, it is more profitable to choose the wrong element that at the first step: this is how the choice appears. We will choose a fiery element, since it is easy to use.

Now we can add some second -level cards to the deck. Why only some? It depends on how much spheres The card requires.

Each monument corresponds to one sphere. This means, for example, that we can create claws of rage – they require one fiery sphere and another one. At the same time, it makes no sense to add a muzzle to the deck: it needs two fiery areas at once.

Fire hunter is the best detachment at this stage (at least at the time of writing the article). The close battle of this lizard is weak, but it must be switched to a “long -range” mode, then it is indispensable.

If you are just starting the game, you will not have a special choice. The easiest way to take the tormentor (needs one natural sphere) and claws of rage (one fiery sphere). This army is enough to go to the frontal attack.

The more cards you have, the greater the choice: the “unusual” map of the fiery dragon will allow the enemy to attack From the air. For defense from such animals, the enemy will need archers, towers or magic.

This is important: Flying units are not able to capture mines and monuments. This sharply limits their importance.

The combination "Fire" plus "Nature" allows you to get powerful magic at the second level. Spell Field Lava strikes a direct blow to the enemy, and this is always useful. Nature gives us a curse of grunts, capable of turning off part of enemy forces for fifteen seconds for fifteen seconds. If half of the enemy detachments for a short time become pigs, the second half will not be easy! Keep in mind: the attacked pig turns again into an previous enemy.

It is also useful to add an eruption that attacks the first -level spell to the deck. By power, it is weaker than the lava field, but the spells also have delays between challenges – now we will call two attacks in turn.

Step third

The third captured monument means the beginning of the third stage. Which element to choose this time? Now we do not need a special variety of detachments, it's time to concentrate on quality. That is why we will take either the second “nature” or the second “fire”.

Both options have the right to life. Two fiery spheres give a powerful fiery spell inferno, which in our case means "fiery rain". A powerful detachment of the killer of giants will also be available – they can stop the fourth -level enemies, because he has an attack by XL level.

Another detachment of the third level, requiring two fiery spheres, is a spraying fire. This is actually a flamethrower who, with the help of the ability of arson, can stop large groups of enemies. Be careful: this ability costs as many as fifty units of energy!

Two natural spheres are needed for the enlightenment spell, which makes up a powerful combination with a strong map. Also, these two spheres will cause the lord of crabs, a good war warrior and hypnotist.

Step fourth

The main question arising at the fourth stage is Do you need the fourth stage in principle?

Third -level detachments are much stronger than analogues of the second level. If you were the first to build the third monument and protect it, you will get a great advantage over the enemy. This advantage may be enough to win a duel.

Another thing is that such an advantage must be realized in time. If you ignore cards of the fourth level, you must attack the third. The attack was unsuccessful? The whole battle is lost.

If you fight on a large map, then the fourth level will be useful: it provides really huge monsters. Sometimes even one such giant is able to make victory!

When you plan a raid against a computer, the fourth -level detachments are absolutely necessary. At the end of the mission, something huge and terrible will probably appear, and you will need to answer.

Table 2 Fiery detachments
Russian name English name sphere price attack protection
Sunstriders 1/1 50 450 m 360 S Strauers
Archer, suppresses buildings for 25 energy
Destroyer WreCker 1/1 50 570 m 540 m
Helps create detachments
Bandits Thugs 1/1 60 660 S 450 S
Looting when attacking buildings
SCAVENGER 1/1 60 570 S 540 m
Fast, slows down
Forwards Strikers 1/1 90 600 m 600 S
Fast, looting
Sunderer https://damslots-casino.co.uk/ divider 1/1 110 1100 800 l
Blows buildings for 80 energy
Rageclaws rage claws 1/2 70 360 m 960 S
It attacks protected detachments well
Fiery Okhoknik Fire Stalker 1/2 70 820 l 580 m
Fast, long -range, blows buildings
Skyfire Drake 1/2 110 1360 M 390 L Fiery Dragon
Flies, a blow to many
Creators with braids Scythe Fiends 1/2 120 1100 S 1040 m
Fast, not far teleported
Enforcer Muzzle 2/2 60 700 m 670 m
Attacks well
Fire Dancer FireDancer 2/2 75 740 430 m
Blows buildings, hits in the area
Magma Spore Spore 1/3 50 1120 L 470 m dispute
Cheap long -range aircraft protection capable of hitting the Earth for 30 energy
Magma Magma Hurler 1/3 100 1700 L 975 L
A blow to many
Virtuoso Virtuo 1/3 100 1790 l 1700 l
Blows a pipe voice and blows buildings for 100 energy
Giant Slayer 2/3 80 520 XL 980 m killer
Fast killer of large detachments
Vulcan volcano 2/3 120 2400 m 950 L
Floods with fire for 50 energy (confusion is possible with a translation in the game)
Juggernaut Juggernaut 3/3 220 3750 XL 3550 XL
Attacks in a straight line for 100 energy
Spitfire 3/3 300 3790 1900 XL
Flying, bombing, blows buildings
Boom Brothers 1/4 100 2800 XL 2000 L
Shoots a gun on an area with a damage to 2100 for 50 energy
Harronomer Emberstrike 1/4 120 3035 m 1960 L
Shoots in a straight line for 50 energy
Fiery Cherita Fire Worm 2/4 210 4800 L 2100 XL
Fights with small detachments with an earthquake for 100 energy, birth scatters enemies with a doubled protection
Magma Fiend 2/4 250 5200 L 3170 XL Magma creature
Flies, hits a large area per 100 energy
Fire Dragon Fire Dragon 3/4 250 2150 XL 2400 XL
Flies, shoots in the area after the order
Moloch Moloch 4/4 350 5000 5000 XL
Slow, demolitions buildings, strengthened against distant attacks
Table 3 Dark detachments
Russian name English name sphere price attack protection
Executor executioner 1/1 50 600 m 520 m
Temporarily intensified by order
WRETHBLADES races 1/1 50 510 S 600 S
Temporarily intensified by order
Soldier Knox Nox Trooper 1/1 50 450 m 450 m
Shooter, intensifies for 40 energy
Skeleton Warriors 1/1 50 600 m 510 s warriors
Temporarily intensifies by order, then dies
Abandoned Forsaken 1/1 50 450 S 450 S
Shooter, temporarily intensifies by order, then dies
Dreadcharger's instilling fear 1/1 60 600 S 520 m
Fast
Dark elves – killers Darkelf Assassins 1/2 50 570 S 450 S
Temporarily intensified by order
NightCrawler sneaking in the darkness 1/2 60 640 m 745 m
Fast, temporarily intensifies by order, then dies
Phenix-ton ​​Shadow Phoenix 1/2 100 1500 x 645 L
Flies, on orders hits the square and dies
Ripper Ripper 1/2 70 720 S 660 S
It is treated with cannibalism
Sharta Shadow Mage 2/2 50 960 560 m
Flies, hits at the expense of health, pumps the health of an ally
Reaper Harvester 2/2 300 2700 2800 XL
Blows buildings, temporarily raises skeletons
Ashbone Pyro pies 1/3 100 1120 L 470 m pies
Blows buildings, vampire, beats with his own health
Dark Shadow Insect 1/3 100 1200 L 1030 m
Fast, hits the area after collecting corpses
Unpredictable demon Unstable Demon 1/3 100 2000 M 1800 L
It is born half healthy, with full cure explodes, dangerous for its own army
Fallen Heavenly Elf Fallen Skyelf 2/3 100 1400 l 780 l
Hits the area, temporarily weakens the enemy by order
Muttered Mutting Frenzy 2/3 120 1630 XL 1900 l
By order, he intensifies, but spends health
Cultist Master Cultist Master 2/3 60 700 m 700 m
Hits the area, temporarily causes creatures
Angry Wrathgazer 3/3 220 no 2000 XL
A special remedy against large lonely goals: paralyzes them and slowly destroys them
Dead Furia Necrofury 1/4 220 1100 XL 3570 XL
Grows into the ground and shoots powerfully
Rifle Cultists 1/4 50 960 l 810 S rifle rifles
Shoots, throws grenades for 100 energy
Overlord Overlord 2/4 220 3450 L 4000 XL
Heals allies, heals himself with cannibalism
Void MAW 2/4 100 1900 XL 1640 L Wittance
Exchanged for the enemy for 200 energy
Death Ray Death Ray 3/4 240 4000 XL 2400 XL
Flies, firing powerfully by order
Shadow Worm 4/4 220 4000 L 4000 XL shadow
Moves with double protection, disintegrates enemies
Table 4 Ice detachments
Russian name English name sphere price attack protection
Ice guard Ice Guardian 1/1 50 500 m 400 m
Includes protection by order
Skillful archers Master Arches 1/1 50 300 S 600 S
Archer
Guardians of the NorthGuars 1/1 50 450 S 720 S
Infantry for protection
Frost sorceress Frost Mage 1/1 60 360 S 570 m
Shoots lightning at the group
Frosty sorceress Frost Sorceras 1/1 60 285 m 600 m
Hits with lightning, by order it creates a shield around an ally
Imperials Imperials 1/1 70 660 m 690 S
Go into protective construction for 50 energy
Lyra Knight Lyrish Knight 1/2 60 500 S 775 m
Fast, better acts when protecting buildings
Defenders defenders 1/2 70 540 l 630 S
Arrows, go into protective construction for 25 energy
Phalanx Phalanx 1/2 80 570 l 1320 S
Go into protective construction by order
White rangers White Ranges 2/2 80 528 m 780 S
Arrows, by order, they shoot better during the defense of buildings
Berkut War Eagle 2/2 100 1350 m 650 L
Flies, inflicts powerful strokes for 60 units
Temple. heavenly elves Skyelf Templar 1/2 100 1350 XL 645 L
Able to protect the building
Highlander Mountainer 1/2 150 1200 l 1350 L
Fast, blows buildings
Silverwind Lancers 1/3 80 900 l 1400 m silver wind
Fast
Shaking Tremor 1/3 100 1700 1800 l
Arranges a small earthquake for 75 energy, slow
Kobold-engineer Kobold Engineer 1/3 100 950 m 2000 l
It repair the buildings
Eternal Timeless One 2/3 50 480 m 850 m
Freezes troops for 20 energy
The sorceress is nebes. Elves Skyelf Sage 2/3 100 1030 L 975 L
Able to protect the building
Avatar of frost 3/3 220 3200 l 500 XL frost manifestation
Well protected
Construct Construct 1/4 250 3100 5300 XL
Blows buildings
Tempest 1/4 90 1720 m 2300 L storm
Shooter capable of defending himself against many
Battleship battleship 2/4 300 3200 L 4350 XL
Flies, firing powerfully at 100 energy
Heavenly Elves commander Skyelf Commander 2/4 100 1500 XL 1230 L
Capable of protecting the building, hits in the area
Winter Winter Witch 3/4 60 Winter no 1160 m
Freezes enemies, imposes protection on the allies
Dreadnute Dreadnough 4/4 240 4100 XL 6100 XL
Capable of protecting others due to itself
Table 5 Detachments of nature
Russian name English name sphere price attack protection
Shaman Shaman 1/1 70 410 m 410 m
Heals, shoots
SPEARMENS SPROSELS 1/1 70 600 S/M 720 S
Able to change weapons
Windweavevers woven wind 1/1 70 480 420 S
Shooter
Werebeasts werewolves 1/1 80 600 S 600 S
Fast, treat themselves
Mana Wing Wing 1/1 60 480 S 210 m
Flies, shoots
Swift Claw SwiftClaw 1/1 80 660 m 510 m
By order, goes into combat state
Burrower digger 1/2 70 820 710 m
Demolish buildings, fast, knock enemies from the walls by order
Ghostly spears GhostSpears 1/2 70 900 M/S 780 S
Able to change weapons
Tormentor Mauler 1/2 70 710 l 830 m
Temporarily does not allow enemies to use abilities
Spiked root Spikeroot 2/2 120 300 m 1000 L
Capable of becoming a "tower"
Energy parasite Energy Parasite 2/2 100 520 S 300 m
By order, steals energy, hits the area
Roy parasites Parasite Swarm 2/2 100 780 M 330 S
Can capture someone else's mind at the cost of one’s own life for 70 units
Drown Drones 1/3 120 1380 l 1600 m
Fast, can teleport to the tunnel
Swamp Drake 1/3 120 1500 XL 845 L swamp dragon
It lulls for 15 seconds three detachments for 30 energy
Thorce bark Thornbark 1/3 120 400 m 1300 l
Can become a "tower"
Deep ring -cutting snakes Deepcoil Worm 1/3 250 3170 L 3150 XL
Moves with double protection, can become the end of the tunnel
Ruler of Krabov Fathom Lord 2/3 120 2100 XL 1800 l
Paralyzes for 35 energy
The Ostanist Razorleaf 2/3 260 300 l 2760 XL
Can become a "tower"
TimeShifter Spirit 3/3 100 Time controls is not 775 m
Heals, creates the zone "without magic" for 70 energy
Grimvine Grimvine 1/4 260 5800 x 5000 XL
Blows buildings, ties enemies to the ground
Giant snake Giant Wyrm 1/4 300 4000 XL 3530 XL
Beats in the square
Scatter Spore Spore Launcher 2/4 260 1200 L 6500 XL
Blows buildings, is able to root and shoot from afar
Primitive observer Primeval Watcher 2/4 260 4300 XL 3650 XL
Paralyzes 10 s by order
Colossus Colossus 3/4 280 5820 XL 5000 XL
Blocks 10 special abilities for 10 energy
The spirit of groves Grove Spirit 4/4 70 is no 1100 m
Paralyzes the enemy, massively treats in 100 energy

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