Energy Phoenix

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Energy Phoenix
Faction
Tier
VII
Cost
4800Gold 2Crystals
(Upgrade cost)
( 1900Gold 1Crystals)
Base growth
+1
Squad value
7699
Stats
Health
250This stat is higher compared to the base unit.

Base: 200
Increase: +50
Attack
28
Defense
39This stat is higher compared to the base unit.

Base: 26
Increase: +13
Damage
45-65
Morale
0
Luck
0
Initiative
15This stat is higher compared to the base unit.

Base: 14
Increase: +1
Speed
10This stat is higher compared to the base unit.

Base: 8
Increase: +2
Other Info
Dwelling
Related Units
Base unit
Upgrade B
Energy Phoenix
Internal ID
phoenix_upg_alt

Energy 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 Flaming Phoenix.

Description

As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy.

To a scholar, they are a marvel — a sentient supernova on the brink of eruption.

Abilities

Creature Type
Embodiment
A spirit, soul, or other intangible power that has coalesced into material form.
–3 to 3Morale range
–3 to 3Luck range
NoFallen Embodiments cannot be raised as Undead after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Sweeping Strike
Deals Damage to the target and two adjacent enemies to its sides.
Passive Ability
Embodiment of Fire
This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
Passive Ability
Eternal Flame
At the start of each turn, this creature restores 25% of HP lost since the start of battle. This can revive fallen units.
Active Ability
Awaken: Fire II
Special
Cost: 3 Focus ChargesCooldown: 1 roundTier III
Increase this creature’s Speed and Initiative by 2 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
Supernova
Attack
Cost: 2 Focus ChargesCooldown: 2 roundsTier II
Deals [ 60 × amount of units ] Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take [ 60 + 30 × amount of units ] Magic Damage at the start of their turn. This effect is stackable.
Duration: 2 round(s).
Can only be used after “Awaken.”
Over Time effect does not affect Phoenixes.

Laws

This unit is affected by the following Faction Laws:

Phoenix growth in your cities increases by 1. Their maximum Damage increases by 10/15/20.
Tier VCost: 3/2/1 Law Seals
The abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).
Tier VCost: 5 Law Seals
Tier-7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier VCost: 2 Law Seals
Tier-7 creature growth in your cities increases by 1.
Tier VCost: 2 Law Seals

Strategy

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Related pages