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Here you will find a number of common PvP tactics and appropriate counters for each.

Cannon Tower AssaultEdit

Artwork Cannon Tower
Overview
Before the Renegade Edition was released, most decks that had any Frost at all would play Cannon Towers. The longer build times that were introduced with the Renegade Release pretty much made this tactics no longer viable, because it gives everyone enough time to destroy the tower during build up.

Combo

Cannon Tower, Glacier Shell and/or Kobold Trick (optional: Construction Hut, Crowd Control Cards)
Counters

Drakes on DrugsEdit

Artwork Skyfire Drake
Overview
If your opponent has both Fire and Shadow Orbs at T2, you can expect that they will be playing Buffed Skyfire Drakes. For some decks, pure Fire in particular, this can be an extremely difficult to counter tactic.
Combo
Skyfire Drake, Ravage, and Unholy Power
Counters
Nomad - his ability costs 90 power and can kill a fully healed drake in a single shot

Pure fire counters here finally ;):

Embalmer's FurnaceEdit

Artwork Furnace of Flesh
Overview
This combo is a very powerful method of void manipulation. Essentially, once the three pieces are built you can empty you void completely for about 100 power.
To setup the combo, you need to build the Furnace of Flesh in range of the Soul Splicer. You can use the Construction Hut reduce the total cost of the buildings if you wish. Once you have built all three buildings, follow these steps.
  1. Put the Splicer in sharing mode.
  2. Summon a unit, a high health to cost ratio is best.
  3. Activate the Embalmer's Shrine.
  4. Kill the unit in range of the Splicer's Soul Suction ability, but out of range of the Furnace.
  5. Activate Soul Suction on the corpse.
  6. Once your void is empty you can deactivate the Splicer's sharing and often end up with a full Splicer.
This combo makes for a high maintenance void cycle, so you must be prepared to micro it on a regular basis. Additionally, an empty void means a reduced income so you must be able to pace your spending to some extent. The largest drawback is the need for three deck slots. The rewards can be worth it though.
Combo
Embalmer's Shrine, Soul Splicer, and Furnace of Flesh
Counters

Immortal Ashbone PyroEdit

Artwork Ashbone Pyro
Overview
Ashbone Pyros (upgraded to at least upgrade 2) are a very effective method to end a game once it reaches T3. Because they do siege damage, they are much better against buildings (and Wells and Orbs) than against units, so if you can, you should try to intercept them on the way to your base. You will have an easier time killing them if they are not doing damage to a structure.
The main problem with them is their Lifeleach ability - the more damage they do, the more they will heal themselves. That is also why Unholy Power is so strong on them. It increases the damage they do while decreasing the damage they take, both effects work to magnify the Lifeleach ability.
A single Ashbone isn't generally that hard to kill; however, if there is an Ashbone attacking each of your Orbs you are generally unable to cost effectively counter them all.
Combo
Ashbone Pyro, Unholy Power, Life Weaving, and (Ravage and/or Surge of Light)
Counters

Mortar Tower BombardmentEdit

Artwork Mortar Tower
Overview
Fire T1 will often come to rush your starting base (or the middle of the map) with Mortar Towers. One mortar Tower alone can be easily killed if you get units in melee range, because it has a deadzone where it can't fire. So often, two mortar towers are built so they cover each other. This can be especially difficult to counter at T1. Additionally, Mortar Towers are often built above or below a cliff, so you cannot easily reach them with ground units. Even when you can reach the Mortar with ground units, it will usually be protected by Mines. This strategy is especially successful on Wazhai - most decks can't counter the Mortar Tower rush through the middle on this map, and it means you'll lose at least two wells in the first few minutes.
Combo
Mortar Tower (optional: Mine, Glacier Shell, Kobold Trick)
Counters
  • Eruption - Kill them before they are built. Eruption does mean you spend more energy, but if possibly damage their ground unit along with the Mortar.
  • Nox Trooper - Ability can kill Mortar under construction so long as you can get in range.
  • Phase Tower - Teleport inside the Mortar's deadzone and you will be safe from the Mortar's fire.
  • Flying Cards - They can reach the Mortar even when behind cliffs, and Mortar can only attack ground.
    • Shadow Phoenix - Two Phoenixes can kill grouped Mortars very effectively. Though generally not cost effective against less than three Mortars, unless there are other enemy entities around.
  • Glacier Shell and Kobold Trick - Can buy you time to kill the Mortar before it destroys too much. It is best to focus on saving only one well if more than one are attacked, you probably won't be able to save more than one and can lose all if you divide your spells.

MountaineerEdit

Overview
In general there are two separate Mountaineer tactics. There are those decks that are Nature/Frost and those that are Fire/Frost. Each such deck plays very differently and there are differences in the counters for each.

Mountaineers on the MarchEdit

Artwork Mountaineer
Overview
The goal of the Nature/Frost build is to use Crowd Control to lock down the enemy while either doing damage directly with the Mountaineer or as a distraction while Cannon Towers are being built. You will often see Ice Barriers and Home Soil being used. Once two Mountaineers are on the field they can take down a Well or Orb quite quickly.
Combo
Mountaineer, Home Soil, Surge of Light, and Crowd Control Cards. With an optional expansion into a Cannon Tower Assault.
Counters

Mountaineer RampageEdit

Artwork Ravage
Overview
The goal of the Fire/Frost build is to use the Mountaineer as a lure for Mines or to run interference for Mortar Towers. Generally, the Mountaineer won't be the card that is actually destroying things.
Of the two builds, the Fire/Frost build is the more difficult to counter.
Combo
Mountaineer, Mine, Mortar Tower, and Ravage.
Counters
  • Parasite Swarm
  • Nightguard - Difficult to use, if it isn't upgraded completely, because of Mountaineer's knockback. Summon the Nightguard out of his range.
  • Defenders
Beware that the Mountaineer can trample Defenders and knock them into the Mine. The knockback from Eruption can also throw Defenders onto the Mine.

Phase Tower ShiftEdit

Artwork Phase Tower
Overview
The first Era Shadow tower, the Phase Tower, is the only tower in the game that can move. This aspect can make it extremely deadly in large numbers. They can be built at a safe range and moved forward into combat range as they are finished. The key to killing them lies in the fact that they are vulnerable for a short period of time after teleporting during which they take double damage. The simplest counter is the Mortar Tower, but be careful because the Phase Towers can teleport inside the Mortar's deadzone. Once there they can deal enough damage to deal with the Mortar and any units that try to help.
Some players use a Construction Huts built at a safe distance in order to spam towers. This is especially dangerous, though at T2 there are more options for dealing with the Phase Towers.
Combo
Phase Tower, often supported by Nox Trooper or Dreadcharger. Sometimes used with Construction Huts, Glacier Shell, and Kobold Trick.
Counters

Rooting PigsEdit

Artwork Curse of Oink
Overview
Often you will find that your creatures have gotten themselves mired down by some form of permanent Crowd Control. The more creatures stuck in this matter, the worse it is for you power wise. Each of your creatures binds power until it dies, but this is not the case with spells. Your opponent's spells go straight into void eventually giving them the power advantage. Under this threat of impotence, attacking becomes difficult and so does defending. One possibility is to split your forces and attack multiple locations or at least keep your creatures spread out so that they can't all be hit with one spell.
This tactic lost a lot of its strength with the Lost Souls release. Now every Crowd Control effect that is cast within 10 seconds of the last Crowd Control effect, will only have last half of its original duration. This stacks.


Combo
Some combination of Ensnaring Roots, Curse of Oink, Creeping Paralysis, Swamp Drake, and Coldsnap. Often the prelude to a Cannon Tower Assault.
Counters

See AlsoEdit

Community PvP GuidesEdit

  • Circadia's PvP guide - An extensive PvP guide for new players or players looking to improve, specifically focusing on 1v1 PvP. It deals with many of the mechanics of BattleForge and offers insights into strategies and counters.
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