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ndclub's guide on PVE, Economy and life

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-Tome Explination

-Free Deck Analysis





-Recomended Budget Cards



-Economy and Self-Sustaining Wealth




  *General Tips




On 6/6/2012 something fantastic changed in battleforge: Each player who had

unlocked the full game will now recieve a "Tome" every 2 weeks. Each Tome lasts

for 2 weeks and contains 64 unique cards that are all upgraded twice and

charged twice. After the 2 weeks are over, the cards are removed from the

player's account and the player is issued yet another temporary tome.

What makes this so important is the fact that these cards can be added to

whatever permanent cards the player owns to enhance his or her deck for free.

The ability for a new player to instantly have a level 80 deck due to tome

cards is also unprecidented. You cannot charge or upgrade Tome cards.

Another advantage that players have with the new tome system is that if they

create a deck containing only cards from a tome, they may participate in Tome

Pvp 1v1 or 2v2. These matches are the fastest way to earn points that allow you

to upgrade your deck as long as opponents are on that you are able to face.

Though you earn more than double points for winning do not be afraid to lose

due to the fact that the rewards are still fairly lucrative in defeat. Tome

PvP might be the most enjoyable thing the game has to offer due to the fact

that due to the randomness of tomes, you will never see the same decks over

and over, everyone fights only with what they were given.

If for some reason you are unsatisfied with whatever cards were granted to you,

you may buy a 4 week tome for 300 bfp. If this is done enough times, the

chances of having a powerful tome greatly increase and you could end up with

cards that have great synergy with one another.

Refer to the PvP sections for advice on how to duel effectively.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>''THE FREE DECK''<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<


The Free Ceck is the 32 cards you receive when you create a new free account.

This section will detail each card in order to dispel the myth that the free

deck is inferior to decks that are significantly more expensive.

More expensive cards simply create more variety and give access to more options

in more situations. They are by no means more powerful and even the most

expensive deck has the Free Deck cards as its backbone.

As detailed in the Unit Counters section below, each card has an attack type

and a size.  They will be noted below the card name as:


Where X=attack type and Y=size.  NA means no attack type.

Attack type means that a unit of a certain size will take 50% more damage from

a unit with that attack type.  For example, if a Small unit is attacked by a

unit with Small attack type, it will do 50% more damage than if the same

unit were attacking a Medium unit.

The orb costs for each unit describe how many orbs are required for each unit

and which type of orb. (Nature)(0)(0) denotes that 1 nature orb in addition to

2 orbs of any color are needed to bring in a unit.(Shadow)(Shadow) describes

the card as needing 2 orbs to beof the Shadow color.

A rating sytem done with a percentage will also be given in each breakdown.

A 0% rating is as bad as it gets and has no place in any deck but 100% is

a card that should be used whenever the colors allow for it.








The general consensus among veteran players is that Windweavers are

the best archers in the game. Though it is not a sentimant I share, I still

believe them to be excellent units. Their multishot ability allows them to

effectively double their damage output a majority of the time. If they are

attacking a lone squad, they will still get the benefits of hitting 2 units

when they are only attacking one. The multishot also allows them to hit units

that would be slightly out of their range if the primary target is in range but

the secondary one is not. This is a rare occurence but welcomed when it

happens. They come at the highest first-orb powercost of any archer, which

is their main drawback and they have fairly low health for their cost. A must

in 95% of Nature decks in both PVP and PVE.

Rating: 95%





Though they do not synergize well with a PVE offense in a Windweaver group,

they are decent combat units. Quite expensive for a first-orb melee

unit,they suffer from having weak stats. Their advantages come from

having swift speed and regeneration. They are ideal in pve for running past

obstacles you would like to avoid or hit-and-run attacks on small units. They

do more damage against small units but will lose against most other PVP small

units. Their best action can be seen on youtube if you search "free deck expert

solo." They are key in beating most expert maps cheaply. To summarize, they

are decent units but are overshadowed when the card collection grows for

general PVP combat.

Rating: 65%

Surge of light




Surge of light heals your own units.  Surge and Windweavers are

the core of pure nature t1 tactics. Gets

the job done, simple, can be used for most situations, and cheap. Surge is so

effective that it is still decent enough to have continued use even when you

reach t2. Highly needy of having charges due to the fact

that very few things are more irritating than watching your units almost dead

and surge is on cooldown, you will use often. My general rule is never heal any

army unless you can get 80+ power's worth of results out of the heal. For

example, never heal a single windweaver unless it's an emergency. The better

option would simply be to let him die and bring in another windweaver. However,

if you have 300 power's worth of an army about to die, a surge of light is just

what the doctor ordered.

Rating: 100%

Primal Defender




Base defense building.  Can hit both air and ground if its mode is changed to

fit the situation.  While they have excellent stats, Primal Defenders occupy

a large footprint and have difficulty shooting around each other, limiting

their use to PVE maps that require base defense at t1.

Rating: Pve 60% PvP 40%





These are actually interesting little things. Compared to other t3

melee units, their stats are low. However, having a swift melee unit is

important because

it closes the gap more quickly and prevents things from getting away. If you

have the cheap common card Tunnel, you can also use these to teleport back to

the tunnel whenever your heart desires. Large damage modifier lets them take

down most of the opposition due to how common large units are at T3.

Rating: 80%

Swamp Drake




Nature's t3 flying unit.  Their ability gives the free deck its only disable.

While they have a good, cheap ability that should be used in most situations,

they are

mostly brought in to give firepower. Their damage is not exemplary, but the

fact that they are an air unit allow them to avoid most opposition and lay

down precision strikes on targets. Another benefit that is not listed but

should be noted is that they have the same speed as swift units so also use

that to your advantage by either strafing units or running away.  They also

serve as an excellent counter to your opponent's XL units by putting them to

sleep, damaging them with XL damage, and running away faster than XL units can


Rating: PvE 80% PvP 70%

Giant Wyrm




The only XL unit immediately accessable and the king of the

free deck. For a flying unit, it lays down considerable damage and though is

fairly power-needy, it is more than worth it to bring out whenever available.

Players could consider throwing in at least one Nature orb in the free deck in

order to bring out this beast. If it was not so numerously distributed I get

the feeling that this card would be very valuable. Pairs exceptionally well

with the Shadow buff cards as well. I get happy just thinking about them.

Rating 95%





The most healing you will get for the power of any card in the game, this card

will be almost required in any deck with any Nature in it at all. To get the

maximum effect, the caster will need to put it where his units will be for a few

seconds to also gain the heal over time aspect of the spell. Makes giant wyrms

happy (or anything else that would otherwise die). This card also needs

charges so make sure to get ahold of multiples asap to reap the full benefits.

Also note that like all healing spells in the game regrowth is arcane, which

means you can cast it without ground control.

Rating 100%




Master Archers



I have to be honest, when I first started the game I looked over my options and

noticed that these were archers that had more health than damage. My first

thought was how could there possibly be a use for these guys? The whole point

of ranged units are to put a lot of pain in one area without being in harms

way...And then I upgraded them...Boy was I wrong, these little suckers, after

upgrades, have the best stats of any t1 archer in the game. Add to that the

fact that they do more damage against small units(the most common t1 unit)

and you have a powerhouse on your hands. I understand that if you start Frost

orb you dont have immediate access to heals but with these guys it simply wont

matter. HEAVILY needy of upgrades and charges, so planning on starting Frost

orb leaves you planning for the future.

Rating: 95%





An odd card to say the least. They have the best stats per power of any melee

unit and would be overpowered in another color. However they become obsolete

in any deck that has Master Archers upgraded.  If you're lacking upgrades,

throw them in, otherwise don't bother.

Rating 40%

Glaciel Shell




Glacial Shell constructs a barrier around one of your buildings, making it

virtually invincible until the spell wears off.  Frost players in PVP use

Glacial Shell to defend their bases, at which it is almost too good.  It

should be in every Frost PVP deck.  For

PVE, Glacial Shell has little use beyond purely defensive missions.

Rating: For PVE 50% for PVP 100%

Defense Tower




For beginners who haven't learned the right balance of attack and defense,

Defense Towers can be a life-saver.  Once you get that balance down, which

you will very quickly, they become obsolete in most situations, even for PVE.

Rating: PvE 45% PvP 20%





Another archer with more health than attack. They are also needy of upgrades

but remain far more situational than the normal archer. In pve, they only serve

as moderate anti-air and large unit killers.  In pvp, they are far more useful.

It should be noted that their defensive mode counts as a "stance change" which

will return 100% power to void. On walls in defensive mode, they are nearly

unkillable and it is more likely for the wall to crumble before they do. Don't

expect them to shine in every situation, but if you need to hold an area or keep

pressure they are your unit. Immunity to being knocked back is also nice in

defensive mode to take out pesky things knocking you around.

Rating: PvE 70% PvP 80%

Cannon Tower




Though it is only capable of hitting ground units, it is a defensive tower that

packs quite a punch for its cost. Additionally it provides small unit knockback

and shoots fairly quickly which will neutralize small squads that challenge it.

Should only be used in situations where you either know you will be attacked in

an area all game or can construct it offensively while disabling the enemy units

trying to bring it down. If it is built near an enemy well or orb in PvP,

glacier shell usually leads to a victory but this takes practice.

Rating: for PVE 75% for PVP 75%





The first unit of this list that needs more than one orb of its color to bring

out, and what a powerhouse it is. The first temptation is to use it as a unit

whacker which, while not nessessarily a bad use of him due to his great stats,

is not where he shines. You will be hard pressed to find a unit that absolutely

decimates buildings. While he does hold plenty of use in pve clearing out

things that dont fly, in pvp he is king at killing orbs and wells. You will

quickly find him handing you wins on a regular basis because players can't kill

him before he kills their base with his ability.

Rating: For PvE 75% PvP 90%

Shield Building




Essentially a super beefed-up version of glacial shell. If you slap this on a

building, it will keep it alive in the midst of all but the most intense

attacks. However, later in the game it will have more place in pvp than in pve.

This being said, it's absolutely amazing in 2v2 pvp and will irritate your

opponents to the high heavens.

Rating: for PVE 50% for PVP 80%

Silverwind Lancers




They accomplish nearly the same thing as drones do for nature. They are a

slightly more efficient investment than drones and should be used in most

decks due to good stats and swiftness. One of the most common strategies

is to combine these squads with the shadow spell, nasty surprise, which

allows for a highly destructive and fairly cheap bomb. Set them off one

after another to make your enemy fear you.

Rating: for PVE 75% for PVP 85%





A strange unit to be in the free deck. By no means is it a bad unit, but it


ever reach its full potential until a freezing spell is collected. However,

without it nailing frozen targets, it still has respectable damage output and

will work similar to a base defense. You might have some success doing a root-

move-root-move style on attack but that's more work than what some people would

want. As a note, it takes longer to root for attack than to unroot to move, so

remember that.

Rating: 65%




Morklay Trap




This is essentially a bomb that lies in wait for the enemy to walk into its

range. A twist on the base defense, it sacrifices itself either by your order

or the enemy destroying it which causes a fairly destructive blast in a radius.

Its secondary and more powerful ability is a fairly costly skill that fires

a blast wave in a cone that does substantial damage to anything in that line.

The secondary effect also causes the normal blast to go off adding to the

mayhem. Too difficult to construct in the face of the enemy so have them

placed ahead of time to destroy stupid PvE foes or cause PvP enemies to avoid

the area.

Rating: for PVE 70% for PVP 50%

Fire Stalker


L(and siege)///M


At first glance, this card seems fairly average but let me assure you, when you

get a bunch of these puppies all pouring heat on an area, you see them shine.

They are effective in ranged or melee mode but when you have a lot of them

around switch to ranged mode. They are good to pour damage on an area over

cliffs or walls due to their ridiculous range but note that they lose their

swift in ranged mode. The only unit I know of that has both siege and large

unit damage so that makes it more interesting.

Rating: PvE 90% PvP 80%

Rage Claws




Though they have great health, a player might wonder why it appears they have

so little damage for a Fire unit. This is fairly deceptive because the rage

mechanic that they have allows them to do 4x damage after 10 seconds of

attacking. After upgrades this allows them to hit about 1800+ damage for a t2

unit. However, this comes at the cost of having quite

poor damage before being fully ranged, and if they stop attacking for 5 seconds

they lose that bonus. Being a melee unit, it's hard to keep the rage up each

time you kill a unit. Super-underrated unit in my mind, though they are fairly

upgrade-needy because you will see 4x improvement after each

upgrade as well.

Rating: PvE 75% PvP 85%

Lava Field




Incredible damage-dealing card. Anytime you have a little power floating around

and see a lot of units that are begging to be on the recieving end of damage,

throw this sucker in. It is fairly needy of charges and it only does half

damage to buildings, but the majority of the time you hit units with it, you

get your power's worth of destruction.

Rating: For PvP and PvP 100%

Magma Hurler




One of the best free cards. In great number, they are a force to be reckoned

with and can even bring t4 units to their knees. The only drawback that I

can think of is the fact that upgrades don't help them along that much but

charges will be needed. They work fairly well in large groups with swamp drakes

as well.

Rating: PvE 95% PvP 70%

Magma Spore




Generally players view magma spore as worthless. Though this is far from the

truth, I almost can't blame them due to the fact that to effectively use them,

lots of effort needs to be put into running around nuking thigs on the ground

with their skill. I heavily suggest usage of the Z button skill hotkey when

using several of their skills at once. They have difficulty hitting any moving

target either in the air or the ground but if they land hits you will see

significant damage output (greater than magma hurlers but more upgrade needy).

Eventually, if you can afford the shadow card Motivate, it kicks them into

higher gear and catches other players off-guard because its a tactic almost

never seen.

Rating: For PvE 60% PvP 70%





In my mind, it's a heavily underrated card. I know that the temptation is to


stick with XL units but these guys have more burst damage capability.

They do a great job maintaining ground control for giant wyrms and adding to

the carnage. They have a nifty little ability to blow enemies up just by being

summoned but the problem here is that, even though its a nice extra source of

damage, in most cases brought in offensively like this causes him to be dazed.

They have

to be played around with for a while to get a good idea of how they fit your


Rating: 80%

Fire Sphere




Massively damaging spell that has a fairly cheap powercost for what it does.

However it has two fairly large drawbacks. One of which is the fact that it

takes a good amount of time to charge up, during which time it is highly

possible that your enemies might leave the radius. The other issue with the

card is that its orb costs require 3 fire orbs, a very large request for a

basic free deck that gets the most potential from having the biggest mix of

colors. However, it is still highly possible to use if you like it enough and

I suggest users play around with it.

Rating: 70%








Actually one of the more underrated cards in my mind. Much like the majority

of shadow cards, it is heavily dependent on upgrades to function well but once

upped it is a pve beast. They heal when corpses are in the area and practice

will allow you to know how much punishment they can take while healing it all

off. Stat-wise they are not exactly golden for the powercost but that doesn't

matter if they are nearly immortal. In PvP they are entirely made obsolete by

the quick damage of darkelf assassins.

Rating: PvE 80% PvP 65%





This bug will turn a lot of players off at first glance. It has moderate stats

but a skill that kills itself? Why would anyone want to do that? To answer this

question I would say that after upgrades it becomes borderline overpowered and

an absolute must for any pvp deck with a shadow orb. They double their damage

during their frenzied state which allows you to gain incredibly cheap damage

output in little bursts if you keep these guys comming. Heavily needy of

charges as well because even top decks run out of charges most often of


Rating: PvE 65% PvP 100%

Unholy Power




Relatively confusing card when you first read it but the best summary I could

make is that it makes a single unit take 50% less damage and do 50% more

damage. This makes it an incredible card to be used at any orb level. It also

is one of the only shadow cards that is pretty decent without being upgraded.

On raged rageclaws they will blow your mind, on a fourth orb unit tanking you

will see better results, and on any unit that you simply want to fight harder

this is your card. My only recomendation is to not use it on cards that

have powercosts less than about 70 unless you simply have lots of power laying

around. Play with it and find out what units you think benefit the most from


Rating: 95%

Shadow Insect




I tried to make this card work...I really did. Its stats are beyond pitiful

for the power cost and to top it off its a melee unit? I know it has swift and

immune to knockback but that's not enough to send it into viability. It gathers

up souls to shoot a projectile at enemies but it only does decent damage when

hitting a large unit or small squads. They can make interesting hit and run

attack groups if you have a steady supply of corpses but for that amount of

power most things will work. In summary the only reason to use them is if you

simply feel like being different, enjoy the extra clicking involved, or just

have deck slots avaiable.

Rating: For PvE 25% For PvP 20%

Unholy Hero




Unholy hero might just be the most underrated card in the game. It increases

damage greatly of your unit in exchange for any damage taken by the unit being

shared by your allied units in the small radius. After upgrades shared damage

is lowered significantly and the target of the spell will enjoy triple damage.

At first look it would seem that the card would only be suitable to lone

combatants, which truthfully its good with. However in the vast majority of

fights you will have ranged units sending in damage without being

counterattacked. These are prime targets for unholy power and I get much joy

out of throwing it on giant wyrms for over 15k damage. The unit being hit takes

unholy power and the others take unholy hero for maximum results.

Rating: 85%

Rifle Cultists




The only 4th orb small unit in the game these guys actually have decent stats

for their minimal cost. However, the big issue lies in the fact that being

small units, they will not be able to keep up with a fourth orb general attack


Just about anything will outrun them or wait for them to catch up. Instead

their main purpose after needed upgrades is to use their unholy grenade skill

to literally snipe units and buildings far out of normal range. It will damage

your units as well so keep that in mind but also note that things like unholy

hero and unholy power will increase grenade damage. Also there is a card called

offering that was almost made for these guys and very cheap.

Rating: 75%


>>>>>>>>>>>>>>>>>>>>>>>>>>>>''CHEAP POWERFUL CARDS''<<<<<<<<<<<<<<<<<<<<<<<<<<<


The majority of players are on some sort of budget, so in this section,

game-changing cards will be suggested to improve on the free deck. They are

incredibly easy to attain by any player. Common cards are only worth 1/2 to 1/3

battleforge point apiece as long as you can find a reasonable seller.

Uncommons range more in price but I tried to pick out the cheapest ones to get

a player started.

Frostbite (tainted affinity/Purple Dot)




For only 20 power after upgrades, you can slow a unit down to a crawl as well

as deal 25% more damage to it. This is a card that is incredible on any orb

level for slowing things down, getting more damage output on everything, and

killing bosses. As an added bonus, its cooldown is faster than its reusable

timer, meaning that no charges will even be nessesary saving you money. For a

common card this is killer for any deck with a frost orb in it.

Rating: 90%





Very upgrade-needy card, but for the cost of moving very slow, has incredible

staying power due to massive amounts of health and damage reduction. It is the

ultimate tanking unit for 1 orb but due to its speed the player will need to

activate and deactivate the skill while going in and out of combat. Has much

more pvp use due to medium damage modifier and generally lengthy 1 orb combat.

For most of pve only master archers are really needed but try this unit out

after upgrades and see if its playstyle suits you for pve. For a common card

hardly a reason not to buy as a frost player.

Rating: For PVE 60% For PVP 85%

Breeding Grounds




A building that makes any allied unit cost 25% less when summoned in its

radius. A must to build for any nature player in an area that the player knows

that they will bring in lots of power costs-worth of units. Good enough to

continue being used at any orb level and if not more summoning will occur at

the area then it is best to destroy the building in order to get some void

back. They are best built on multiplayer maps in an area that as many players

as possible can access it in order allow others cheaper units. Much more

oriented to PVE due to the fact that the initial 70 power is a big investment

and units generally do not live nearly as long, which limits the effect.

Rating: For PVE 95% for PVP 40%

Curse of Oink




Though probably one of the strangest named cards in the game, its value is

unmatched. The effect of the spell is that it turns every enemy unit in the

area into pigs that cannot attack or use spells but will revert to normal units

if attacked or the duration ends. There are two things that makes this disable

so great. The first thing is that you can disable an army but focus fire on one

unit to "single" it out and continue to do this killing units one by one with

almost no resistance. The other thing that makes it strong is that for the

first 5 seconds of the spell all of the units can be attacked and still remain

as pigs giving you a chance to fully attack without any retaliation. A common

and absolute must for any PVE or PVP deck.

Rating: 100%

Offering (Gifted Affinity/Green Dot)




A somewhat difficult card to explain, but any time you find yourself waiting on

power-heavy cards to cooldown, offering is the answer. Playing a giant wyrm

without charges causes a player to wait 150 seconds until it is able to be

played again. If offering is played on a cheap card like rifle cultists, the

most common offering target, the player will then be able to immediately bring

out another giant wyrm. An absolutely nessesary card to use for anyone short of

charges with a shadow orb and a great option for even players who due have full

charges due to the fact that 4 orb units in pve generally are used enough to

run out. Common card that once you start using it you will find yourself

wanting it in non-shadow decks as well.

Rating: For PvE 95% for PvP 0%

Nasty Surprise




Another difficult card to see the benefit from at first glance but rest assured

it's a good one. It sacrifices one of your own units in order to deal damage to

both allied and enemy units in the area based on how much health the unit you

blew up had at the time of the spell casting. A few conditions have to be met

for an ideal nasty suprise to occur. One is a full-health or nearly

full-health unit. If a unit is less than about 75% health, it is generally not

efficient to be blowing up. The second condition is that your units that you

are not blowing up are clear of the blast radius. You don't want to spend a

bunch of power killing your own units and absorbing damage meant for the enemy.

Third condition is using it on a relatively high hitpoint unit which Works very

well combined with high hitpoint frost units. Though its generally needed in

pvp, it's use for pve all depends on how this sort of playstyle fits in with

the player and how much practice is put into getting the most out of each and

every explosion.

Rating: For PvE 50% For PvP 90%

Undead Army+Knight of Chaos+Corpse Explosion


-spell-, L///M, -spell-


Throwing all of these cards together due to how cheap they are but take note

that these are ONLY for a pure shadow player on the first 2 orbs. Despite

being generally the most expensive deck in the game, these 3 cards are a cheap

alternative for those who just have to have shadow in their life. Undead army

and corpse explosion are both used when there are corpses in the area only.

The only difference though is that undead army can be used with your own units

in close proximity but corpse explosion will heavily damage allied and enemy

units. Corpse explosion only hits ground units and you can activate it on top

of your army as its about to die or just out of range of your units and over

the enemies they have just slain. Undead army gives you 4 groups of skeleton

warriors that only live for 30 seconds but all take 60% damage reduction,

making them almost unkillable for the duration. Knight of chaos is just a

generally good combat unit that can activate his skill when overrun. None of

these are nessessary for normal players, only suggestions for players who

demand to be shadow. The main reason they are not suggested more highly is that

first orb shadow is the worst orb for pve due to the fact that it needs

upgrades the most, needs TONS of practice and planning, and requires a high

level of skill.

Rating: Undead Army 85%, Corpse Explosion 70%, Knight of Chaos 80%

Nomad (Green Dot/Gifted Affinity)




Many players do not understand how powerful and easy to use this card is.

The free deck does not set things up to be able to have your starting orb as

fire and this unit allows exactly that for minimal cost. When 3 or more are

in the vacinity they heal each other for a sizable amount. Combine this with

swift and good stats and you have a self-supporting 1 orb powerhouse. They

are heavily in need of charges due to the fact that they should be used in

large number or not at all and each upgrade helps their survivability. After

one upgrade they receive the ability to throw a spear at air units that

does cost a lot of power but adds a slight degree of purpose to the unit.

If a deck has these babies fully charged and upgraded along with erruption

it is enough to tackle 90% of what you will face in pve alone with hardly

any skill needed. However, take note that they are far more needed in pve

than in pvp. In pvp they remain simply a noob stomper and will not get far

against a seasoned opponent alone.

Rating: For PVE 100%, For PVP 30%





I would claim that eruption and nomads round out an effective fire-first orb

deck, but truthfully it is needed in every single fire deck in the game. Easy

card to describe, it simply blows things up. One thing to note though is in

PVP try not to blow anything up that is worth less than the power cost of

eruption itself. Works well to damage clusters of any type of unit and has no

cooldown other than the charge cooldown of the card itself. With that in mind,

it is heavily needy of charges. Also note that it also hits air and knocks back

small units, sometimes giving nomads some extra time to heal.

Rating: 100%





Another card that is absolutely nessessary for decks that have a fire orb in

them. It heals a single unit over time as long as that unit is dealing damage

or taking damage. Ironically, a color known for almost no defense or healing

and all offense has possibly the best heal in the game. Combos incredibly well

with unholy power, which virtually makes an unkillable unit in many situations.

Due to its extremely low power cost, it should be used in almost all situations

of t2 and t3. In t4 its use is fairly diminished due to the higher hitpoints

of units but for a incredibly cheap common, this one is a gem.

Rating: 95%

Sun Reaver




Not exactly a needed card due to the fact that Magma Hurlers can clear most

oposition when their numbers are high. However, for a cheap common combat unit

the Sun Reaver simply stands fairly high in general effectiveness. It does

increasing damage the longer that it hits a unit similar to the rage mechanic

but the damage will continue to mount even a slight duration after the Sun

Reaver ceases to attack. The vast majority of its damage comes from the burn

effect which also is increased with buffs such as unholy power. Though the unit

does have a root ability as well as a line area of effect spell, these are

generally not nessessary at all due to the fact that simply whacking units will

reap about the same results. Great choice for the pvp player who does not have

2 frost orbs for tremors but still needs a heavy hitter to kill buildings.

Rating: 80%





To explain how effective this card is I would go as far to say that any pve

deck with at least one frost orb needs maelstrom. For the amount of damage you

pull out of this card for very little orb restriction it is as dirt cheap as

they come. Though its an uncommon card it is often found for only 3 bfp and it

is completely worth it. The powercost of 240 is about average for a damaging

fourth orb spell but after upgrades it drops all the way down to 180 which is

fantastic. Unlike other disables, it literally has no maximum amount of units

that it can freeze, so even the largest armies in the game hit by this not only

will take great damage over time but be frozen in a few seconds. Also combos

incredibly well with shatter ice if your deck has 3 frost orbs; I can't think

of much that will survive that double threat.

Rating: 95%





A unit that only appears to have moderate stats but this is slightly

misleading.In his ranged mode, he deals considerable amount of damage to any

ground unit to effectively be a mobile attack turret with considerable range.

After upgrades it gains the bone shard ability that, while it reduces his own

health to use, causes incredible destruction in the target area. Not only does

this ability one-shot most things with unholy hero, but works really well with

regrowth or infernal chain green affinity. In summary, he is the king of

killing ground and air is the king of killing him. Eventually, he is not mobile

enough to keep up with expensive decks, but he is still underrated in my mind

with support for such a cheap uncommon. You could even snag him from another

player for 2 bfp.

Rating: 65%

Fountain of Rebirth




I often hear of players telling me how much they "need" shaman. Though it is my

opinion it is also supported by results: he is one of the most overrated cards

in the game. Though nature can survive the majority of first orb encounters

with only upgraded surge of light and windweavers, hurricane and ensnaring

roots are the only real need. Though both of these cards hold too high of a

price tag for this section I will suggest an alternative: Fountain of Rebirth.

This little shrine can be assigned to a hotkey to provide gradual healing for

not only your army, but every allies army as well across the entire map. This

card will make you known as a teamplayer and make others love you for very

little powercost. You can also use 2 of them and alternate their abilities for

continual healing. Its prices is a tiny fraction of shaman and its pve uses are

greater due to much less powercost allowing for less offensive loss to gain

healing. Though it cannot make Surge of Light obsolete, it will guarantee you

using it less and you can activate it throught the entire game as long as it

stays alive.

Rating: 80%


>>>>>>>>>>>>>>>>>>''ECONOMY AND SELF-SUSTAINING WEALTH''<<<<<<<<<<<<<<<<<<<<<<<


   Because  Battleforge can be played entirely free with very

little handicap when compared to paid players, many will refuse to ever spend

a dime on the game out of principle. It is also an understood fact that not

every player can afford to buy Battleforge points for some reason or another.

Therefore this section is dedicated to providing guidance to those players who

want to generate enough Battleforge points to sustain most deck choices through

manipulation of the auction house as well as savvy spending without using any

real money. Players that refuse to spend real money should be highly cautioned

that any following measures suggested will all be far less efficient than

buying a digital copy of Battleforge on amazon.com for 12 USD, which gives an

instant cd key that when entered in the game will provide 3000 Battleforge

points and 64 additional free cards. Unless a player straight up donates this

to you, there is absolutely no way to generate that many points without

spending considerable time “investing” to achieve this, which will end up

costing you more money on the electricity bill than the 12 USD option.

Additionally, time is always worth money, and if a player cannot afford 12 USD,

they cannot afford to be spending months in the game investing virtual money.

The developers spent considerable time to give us this excellent game and a

little money goes a long way for their post-release development to always make

this game better. Battleforge has also recently heavily reduced their bfp price

to an insane degree making this possibly the cheapest RTS you can be part of


if you buy straight from EA. That being said, the following are ways to generate

Battleforge points without spending any real money.

   The first rule of thumb that may not be immediately obvious to starting

players is to literally save everything you have for a while. Each player is

awarded one Battleforge point, which from this point on will be referred to as

BFP, for playing 15 minutes per day. Though this may seem like a small amount,

it will be the biggest source of income to a starting free player and will

later be used for investments in the auction house to multiply itself. If you

have read this far and need any bfp whatsoever, message me ingame telling me

you read this and I will happily mail you 5 bfp.

   The initial temptation is to buy the mini-boosters that cost 1 BFP, but I

assure you that there is not a single booster in the game that yields its own

value in cards in the long term. They are all gambles that will lose you BFP in

the long term and the vast majority of the time will give you cards that do not

even fit the structure of your deck. For example the vast majority of common

cards in the game are worth roughly one half of a BFP as long as the seller has

enough supply. If you can buy 2 common cards that you know that you need from

another player, why spend that same 1 BFP for a completely randomized common

that will most likely not be of any use to you and only be worth half of a BFP?

Each mini-booster has a 10% chance of yielding an uncommon card, which are

generally of more value, but due to the massive amount of mini-boosters bought

over the months by the entire gaming community, the supply of these

uncommon cards has driven the value of each down enough to not make that 10%

chance worth spending the 1 BFPon them statistically. Stories will always be

told about how a player made money off of some booster pack, but I assure you

that these are isolated incidents and that generally the biggest

regret by far of starting players is spending money on boosters. If players

could make money on boosters in the long run then they would constantly buy

them until the end of time and make incredible amounts of money, however this

is not the way markets work, so save your BFP.

   One rule that may sound strange but will actually benefit you and save you

loads of time is avoid trading with other players. I know the idea of trading

sounds great, both players get what they want and everyone leave happy.

However,the way trading pans out in this game is that both players want to

profit off of each other, which is an impossibility. This leads to loads of

offers that will be made for your cards that in the vast majority of cases are

awful value for you. Buying cards from other players with bfp is more than

fine. Let it be noted that if a player is trying to sell you a card make sure

it is being offered for less bfp than the lowest buyout value of that card in

the auction house. Never make a deal with another player before consulting the

auction house because a cards price will always be its lowest buyout at the

time, this fluctuates daily, so check often.

   Another option when it comes to cheap cards is buying cards for gold.

Because the ingame trade mechanic does not allow gold to be traded this has to

occour by mail. As such one player has to heavily trust the other because in

gold trading even if payment is sent, the other player can cheat you and send

nothing back. To avoid this extremely common problem go to the official

battleforge forum where there is a trade section. In this section players

needing gold set up a list of what's for sale and how much it is. These players

usually have several vouches that you can see in the thread that allows him to

be a player you can trust because their shop will close down if people stop

vouching for him. Let it be noted thatgold:bfp ratio is somewhere between

2000:1 to 3000:1 depending on the seller, so be sure you have plenty of gold

left over for upgrades if you trade your gold away.

   Once you have a decent amount of Battleforge points saved up, around 12 or

so, and a decent deck built it will then be time to invest in the auction

house. A general rule to go by when it comes to card buying for use or

investments is to never spend your entire savings on any card ever. Having

usable BFP is always more important than having a card that holds the same

value because of two main reasons. One of which is that you never know when a

great deal will show upm so you want to constantly be ready to jump on deals

when they happen. The second reason is that the more BFP you have, the faster

you can make it; therefore, having no spendable BFP makes earning any more BFP

far too slow of a process.

    Stay away from buying any common card due to the fact that 3 bfp for a

common is ridiculous. My advice would be to find around 3 different uncommon

cards you can count on that generally go for about 6-12 bfp buyout. To find

cards in this range that don't fluctuate that much it will take patience to

monitor. Once your "target" cards are selected and from monitoring them you are

sure that the buyout never hits less than 4 bfp, bid on any of them that you

can put a 3 bfp bid on. Expect to be outbid on around 90% of these so plan for

the long haul and bid on as many as possible. It is the 10% that you are

waiting to slip through the cracks and be awarded to you for a fraction of

their cost. The next step is place these back on the auction house for 1 less

than whatever the lowest bid is. Another expectation is to have many of these

auctions go unsold so prepare to keep putting them up and be patient.

Eventually you will win these bids and sell the cards and you will slowly see

your investment rise. As your usable bfp rises so will the speed at which you

can make it by either bidding on a greater number of cards or moving up to more

expensive cards. An example would be cards that generally sell for 50 you might

be able to grab for 30 or so. My advice is that if you bid on more expensive

cards that you plan to resell make sure your profit is high enough to warrant

the greater risk. Buying a normally prices 50 bfp card for 47 bfp generally

ends in you bein stuck with that card unable to sell it for anything more than

45 due to rising and lowering of prices. Expect your ingame mail to be filled

with "you have been outbid" and "auction unsold" and dont be discouraged

because every "you have won the bid!" and "auction sold!" is money in the

pocket. Over almost a year I have literally generated somewhere around 25,000

bfp but looking back that time would definately have been better spent on

amazon.com buying bfp straight. This method is only for those who enjoy playing

markets or whos time is worthless.

   As an added sidenote, if you have any wealth whatsoever in your account

or value it whatsoever NEVER give your account information to anyone. Not

even Electronic Arts or Phenomic Studios will ever ask you for any of your

account information because they already have every bit of it in their data

base. If you ever have another player send you a message or mail pretending

to be Electronic Arts or asking for account name and password report them

immediately by using "/report playername reason". If EA needs to tell you

anything it will come with a very specific EA stamp on the mail. If it does

not have that it is not EA. We dont need any more accounts stolen or people

trying to steal them. The community is small and fragile and every account



>>>>>>>>>>>>>>>>>>>>>>>>>''PLAYER VS ENVIORNMENT''<<<<<<<<<<<<<<<<<<<<<<<<<<<<<


   Player vs enviornment includes both scenarios as well as randomly generated

battlegrounds. It will now on be referred to as PVE. This will be the source of

the vast majority of your upgrades and is the core of the game's grind.


   Scenarios are also known as missions and can be found listed on the world

map. At the start of the game very few are available but more become unlocked

as you progress through the missions. Beating a mission on standard in single

player yeilds 2 first level upgrades. Advanced yeilds 2 second level upgrades

and expert gives 2 third level upgrades. 2+ player maps give 4 upgrades each

victory even if only one player beat the entire map. A mission has to be

completed in standard difficulty to access its advanced difficulty and the same

is true for advanced in order to unlock expert difficulty.Some missions do

not have a standard difficulty and can only be seen on the world map when

advanced or higher difficulty is selected from the drop down bar. Use

allbfcards.com to know what missions you need to play in order to gain the

upgrades you need and let it be noted that it will usually take several retries

of a map to get the upgrades you need due to randomness in its awards. Just

learn a good system to knock each map out as fast and efficient as possible.


   Battlegrounds are also known as random PvE and are randomly generated maps

in which the user selects a difficulty out of 10 and is given a certain amount

of time in which he or she needs to elemenate every enemy unit and building

before it expires. These are generally maps that require a rolling offense

and where base defense has almost no place whatsoever. The four types of

enemies that a player will find are bandits(easy), stonekin(easy),

twilight(medium), and lost souls(hard). The type of enemy is completely random

and can usually be predicted by the color of the land.

   Instead of assigning direct upgrades for victory, battle tokens instead are

assigned. These can be used in the upgrade menu to buy the exact upgrade you

want as long as you have enough to purchase it. Though this may sound like a

more favorable alternative to the random drops of regular scenarios let me

assure you that it is less efficient. The only times when battlegrounds are a

better source of upgrades are when you cant seem to get a certain upgrade from

scenario because it wont drop or because you cant beat it. If you use

battlegrounds for the majority of your upgrades, not only will you get them at

a slower rate, but the repetitive nature of battlegrounds has burned out many

players who simply get bored of it. Generally decks that are effective in

battlegrounds have very few first, second, and third orb cards because a player

should be able to get to fourth orb quickly and spend the majority of the game

with 4 orbs. Generally avoid 2 player battlegrounds because for some reason or

another they are far more difficult than the single player and 4 player



   A vast majority are my opinions but they are also based on a significant

amount of my experience with what I have been massively successful with. The

amount of options available for pve is just staggering so it is impossible to

address everything. On the bight side of things there are not too many ways to

mess it up in PVE until you hit expert difficulty or lvl 8-10 battlegrounds.

   -One thing most players dont seem to grasp is that even the free deck has

    been proven capable of beating every map on every difficulty. If you do

    not believe mem youtube has every single map beaten with only the free

    deck and I would suggest using this resource to guide you heavily when

    having trouble.

   -PVE is all about clearing out maps as fast as possible. Very few maps need

    any base defense whatsoever and a common mistake are players who sit back

    binding the majority of their power in immobile base defense. Missions and

    battlegrounds are best played literally by an attack that rarely stops.

    Press hard and keep killing, wasting time is the worst thing you can do.

    Find out what the minimum amount of units it takes to get to the next orb

    and remember that each time you play the map to save loads of time.

   -Once the card collection is big enough, the player should make specialized

    decks for each map and a seperate one for battlegrounds. The decks can be

    very close in composition but generally what excels at map map is

    ineficient at others. For example, some maps need an extensive 1 orb

    arsenal and others are almost entirely fought on 4th orb. Some maps

    demand base defense but most are better played without any at all.This

    will become much more apparent at higher map difficulties where the right

    tools for the job become much more nessessary.

  -Power needs to always be used as efficiently as possible. This includes

   actions such as never having any units without an immediate purpose. If you

   have lots of first orb units standing around but have more than one orb in

   your possession, then kill your units to cycle your void power back into

   usable power. It will give you far more power to work with in the long run

   that you can spend on higher orb units that will be quite a bit more bang

   for your buck.

  -Extra large units are not always the best or strongest choice. I know every

   player enjoys seeing a behemoth rampage opposing armies but I find that far

   too many players take this too far. They begin to believe that without XL

   units their deck is "weak" and spend far too much time searching and buying

   units that are not needed just because they are XL units. Any XL unit that

   is not t4 is highly situational and there are always far cheaper


  -When creating a PvE mission ALWAYS set the upgrade distribution type to

   assign. Random upgrade distribution is always asking to have angry players

   due to the rewards either being given to undeserving players, or ones who

   have no use for the upgrade. Note that you cannot set distribution type

   for battlegrounds and 1 player missions.


''Disclaimer:'' Nearly everything in this guide is based on opinion and it is

nearly guaranteed that there will be exceptions to my rules and advice.

That being said, this is the most comprehensive and accurate guide that

was possible at the time and has been based on my most successful techniques

over the course of more than 3 years of play. If you find any obvious

discrepancies or have requests for additional information don’t hesitate to

either send me in-game mail or to email me at caelb1@live.com. I will be

looking to constantly add and improve the contents of the guide. Thanks again

for reading!

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[quote='Aazrl' pid='819' dateline='1434725336']
Damn, I was doing whole AH process bad. I was trading mountaineers and Overlords, instead of uncommon for 5-15bfp : [/quote]

This is more for f2p trading lol

What you were doing was making the big bucks ^^

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