Elfinkazes come into play at the start of the onslaught phase, on top of any
active units or spires that have the
talent Elfin. Any units with the Elfin
talent that are in the
deployment stack also get an elfinkaze placed on top of them when they are deployed. You must choose whether the elfinkaze comes out on its Glidebomb side or its Save side when it enters play. An elfinkaze can stay on that
unit or
spire without being considered a
group. Both the elfinkaze and the
unit or
spire underneath it are considered
active and can
attack and be attacked. Unlike other minions, the elfinkaze may choose whether or not it attacks an
adjacent unit during the
attack stage of your
turn. When the bottom
unit moves, the elfinkaze goes along with it. The elfinkaze can also move off of the
unit. If it will move, it moves like a
hero due to its Roost Roam
talent. This means that it moves either before or after all other minions, and you may choose how much of its
movement to use and where it moves. Its
movement stat is dictated by the Roost number it was most recently, or is currently, perched on. If an elfinkaze starts its
turn not on a roost, perhaps because it moved away the previous
turn or its perch was defeated, it has to either use its
movement to return to a roost, or use its Glidebomb or Save
talent. Glidebomb and Save are both triggered either before or after the elfinkaze's
movement. Glidebomb will deal 2
damage to all
adjacent units,
fortress gates, and spires; it will also
defeat the elfinkaze, which is then returned to your
barracks. Save allows an
adjacent unit to
recover up to 4
health. Again, the elfinkaze is defeated when this
talent is used. If elfinkazes are the only minions
in play, the
wave ends and the elfinkaze should be returned to your
barracks.