Ungrouped only. This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit.
This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit.
If elfinkaze are the only minion type in play, the wave ends. Remaining elfinkaze are returned to your barracks.
If elfinkaze are the only minion type in play, the wave ends. Remaining elfinkaze are returned to their faction’s barracks.
This unit moves and attacks like a hero. Its movement stat is the Roost value of the chip with which it most recently shared a hex. If this unit was not on a chip with Roost at the start of your turn, it must end its movement on a chip with Roost or use Glidebomb or Save this turn.
This unit moves like a hero and does not attack. Its movement stat is the Roost value of the chip with which it most recently shared a hex. It will use any amount of its movement to get adjacent to an opposing hero. Otherwise, it does not move from its Roost. If this unit has multiple hexes it can move onto, it will move to the hex that is adjacent to as many opposing units as possible. If this unit starts a turn off a Roost because its Roost was defeated, it will move adjacent to an opposing hero if possible. If it cannot, it will move adjacent to the closest opposing minion or spire.
After or instead of this unit’s movement, you may defeat it. If you do, deal 2 damage to all adjacent units, fortress gates, and spires.
After this unit uses Roost Roam to move, it is defeated. It deals 2 damage to all adjacent units, fortress gates, and spires.
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