Flaming Phoenix

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Revision as of 07:08, 19 July 2026 by Aurelain (talk | contribs)


Flaming Phoenix
Faction
Tier
VII
Cost
4800Gold 2Crystals
(Upgrade cost)
( 1900Gold 1Crystals)
Base growth
+1
Squad value
7699
Stats
Health
300This stat is higher compared to the base unit.

Base: 200
Increase: +100
Attack
36This stat is higher compared to the base unit.

Base: 28
Increase: +8
Defense
27This stat is higher compared to the base unit.

Base: 26
Increase: +1
Damage
45-65
Morale
0
Luck
0
Initiative
16This stat is higher compared to the base unit.

Base: 14
Increase: +2
Speed
10This stat is higher compared to the base unit.

Base: 8
Increase: +2
Other Info
Dwelling
Related Units
Base unit
Upgrade A
Flaming Phoenix
Internal ID
phoenix_upg

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

They are one of the upgrades of the Phoenix, the other being the Energy Phoenix.

Description

Out of all the elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial.

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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