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Race nature icon
Nature element is a in-game race. It is specialized in healing, so this is a good choice for Mage or Scout.

Cards

Tier Name Attack Movement Ability
1 Monkey King Range Ground Restores 40% health of friendly units
2 Minotaur Melee Ground 40% chance to deal double damage
3 Firefly Range Ground 40% chance to cast 'Weakness': deals minimum damage
4 Kirin Melee Ground 30% chance to blind the enemy for 1 round: skips the move
5 Basilisk Melee Ground 25% chance to deal double damage. Hates 'Fallen Angel'
6 Griffin Melee Flying Always counterattacks
7 Hydra Melee Ground Attacks all around without hit back. Hates 'Vampire'
8 Cannibal Melee Ground Killing the enemy, restores its health
9 Trint Melee Ground Twists around the enemy, not letting him move until Trint dies or goes away. Hates 'Horror'
10 Satyr Range Ground 40% chance to immobilize the enemy for 1 round
11 Devourer Melee Ground 60% chance to cast 'Corrosion': makes the enemy's armor 0 for 2 round
12 Dryad Range Ground Removes all negative effects from friendly units
13 Chimera Melee Ground Attacks twice
14 Fury Melee Flying 50% chance to deal double damage

Spells

Unlock level Name Description
1 Magic arrow Inflict damage to the enemy
5 Roots Immobilizes the enemy
10 Forest spirits Protects the unit from any damage
15 Hail of arrows Massive damage to all in the attacking zone
20 Heal Heals a friendly units
25 Dispel bad Removes negative spells from a friendly unit
30 Might Creature always deals maximum damage

Racial bonuses

If all of your 5 cards in deck are Nature - your army will get Nature Race Bonus

Level Bonuses
1-9 Health: +8, Spell healing: +10%, Spell dodge chance: +5%, Absorbs all damage: +5%
10-19 Health: +16, Spell healing: +10%, Spell dodge chance: +6%, Absorbs all damage: +7%
20-29 Health: +28, Spell healing: +10%, Spell dodge chance: +7%, Absorbs all damage: +9%
30-35 Health: +49, Spell healing: +15%, Spell dodge chance: +8%, Absorbs all damage: +11%