Phoenix: Difference between revisions

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{{Unit_Infobox
{{Unit_Infobox
|name=Phoenix
|name=Phoenix
|dwelling=[[Pyre II]]
|dwelling=[[Pyre]]
}}
}}
'''Phoenixes''' are tier-VII [[units]] of the [[Grove]] faction. They can be recruited from [[Pyre II]].
'''Phoenixes''' are tier-VII [[units]] of the [[Grove]] faction. They can be recruited from [[Pyre]].


They can be upgraded into the [[Flaming Phoenix]] or [[Energy Phoenix]].
They can be upgraded into the [[Flaming Phoenix]] or [[Energy Phoenix]].

Revision as of 23:46, 7 May 2026


Phoenix
Faction Grove
Tier VII
Cost 2800Gold 1Crystals
Base Growth +1
SquadValue 4330
Stats
Health
Health
Attack
Attack
Defense
Defense
Damage
Damage
200 26 24 45-65
Morale
Morale
Luck
Luck
Initiative
Initiative
Speed
Speed
0 0 14 7
Other Info
Dwelling Pyre
Related Units
Base unit Phoenix
Upgrade A Flaming Phoenix
Upgrade B Energy Phoenix
Internal ID
phoenix

Phoenixes are tier-VII units of the Grove faction. They can be recruited from Pyre.

They can be upgraded into the Flaming Phoenix or Energy Phoenix.

Description

Phoenixes are not native to Jadame but travelers who entered the land willingly. Nesting deep within the forest, they display remarkable intelligence.

It is said that a single spark of flame is enough to bring them back to life.

Abilities

Creature Type
Embodiment
-3 to 3Morale Range
|
-3 to 3Luck Range
|
NoCounts for Necromancy?
A spirit, soul, or other intangible power that has coalesced into material form.

Morale range: –3 to -3.
Luck range: –3 to -3.

Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.
Attack Type
Flying
Movement ignores obstacles and traps.
Movement Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Sweeping Strike
Deals Damage to the target and two adjacent hexes to its sides.
Passive Ability
Embodiment of Fire
This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
Passive Ability
Immortal
Leaves a pile of ash upon death. At the start of the following round, [ 1 + 50% of the original units in the stack ] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way.
The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.
Active Ability
Awaken: Fire II
3 Focus Charge(s)
Increase this creature’s Speed and Initiative by 1 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Does not end the turn.
Active Ability
Heatwave
2 Focus Charge(s)
Dispels all negative effects from friendly creatures and all positive effects from enemies.

Can only be used after “Awaken.”

Laws

This unit is specifically affected by following Faction Laws:

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