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Balance Proposal: Emberstrike

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• Card Changes 

Ability dmg 1100(1650max) -> 1300 (3250max) 
Passive dmg:  500(750max) -> 900 (2700max)


There is a general issue with current L units in T4. They have several downsides to XL units such as scaling limitations through unit & charge limit, L knockback, higher vulnerability vs burst, lower movement speed, damage loss as only a limited amount of creatures are able to attack one target (melee problem only) or the inability to attack air units (melee only). There is almost nothing that makes up for these downsides leaving L T4 units mostly behid.
The AOE increase for Emberstrike is supposed to open up a somewhat unique playstyle by using their ability more frequently in order to clear big camps alot quicker than before. In addition to that you should be able to spawn them alot more aggressively into fights with a massively increased passive.

I might extend this thread and add some more information in about 2 weeks (I'm short on time for now).

Best regards


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5 hours ago, Flrbb said:

I'd suggest to remove the restrictions of spawning without beeing near to a home base. (Half lifepoints etc.) This is more radical but would support this units' unique mechanic.

This was discussed in the discord channel too. I think it is a reasonable idea, but impossible to implement for now. 

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  • 1 year later...
  • Kubik featured and pinned this topic

Summon on effect cards like Emberstrike, Soulhunter and Fireworm only really combo with Twi warfare and wrecker due to summoning sickness. Or Flesh benders........ and Second chance.

Not ideal....


Since Summon on effect is a fire exclusive because it's so rare, It would be more thematic to just give 3 orb fire a creature or spell that grants rally in an area as an ability like wrecker or a spell.


That or Pure fire 4 orbs or t4 3 fire 1 other orb etc.


Then if necessary, put an exception block to prevent people using enlightenment for the card.


Edited by chickennoodler
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