Skylords Reborn
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Skylords Reborn

Emberstrike is a Tier 4 (Tokenslot Orb Neutral.pngTokenslot Orb Neutral.pngTokenslot Orb Neutral.pngTokenslot Orb Fire.png) Icon Unit.pngUnit of the Fire faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
In Skylords Reborn this card is available to all players as a starter card.

A very versatile creature. The Emberstrike is powerful and cheap, but its counter type and size make it seldom seen.

Lore

This card has no associated lore.

Ability Info

Fire Lance
Power Cost: 20 Energy
Emberstrike Fire Lance Ability Icon.png
Card Icon Active.png Active: Activate to shoot a fire lance through enemies in a straight line, dealing 1050 / 1100 / 1200 / 1300 damage to enemies, up to 2900 / 2960 / 3100 / 3250 in total. Resuable every 20 seconds.
Fiery Birth
Card Icon Passive.png Passive: When being spawned the unit is undazed and causes an explosion that deals 900 damage to enemy entities in target area, up to 2700 in total. Knocks back small and medium units. Affects ground targets only.

Notes & Strategies

Thanks to its forgiving power cost and versatile orb arrangement, this card can be incorporated into many decks. Its combat proficiency is well suited to an expendable frontline bruiser, putting out a great deal of harm before being killed.

Summoning them in the middle of a fight can be useful thanks to Fiery Birth.

Campaign PvE

Emberstrikes combat strength makes them ineffective at defeating large, powerful creatures like the Bandit Soulhunter Entity Icon.png Bandit Soulhunter or the Twilight Hulk Entity Icon.png Twilight Hulk on their own, but in numbers they can put up a fight.

Fire Lance allows them to engage foes like the Bandit Windhunter Entity Icon.png Bandit Windhunter and Twilight Creep Entity Icon.png Twilight Creep without being helpless.

Random PvE

The slow speed of Emberstrikes and their lower hitpoints make them unreliable in the late-game where large swarms of late tier creatures and towers are encountered.

PvP

Message Box Banner PvP Disclaimer.png
PvP Strategy Disclaimer
  • T4 cards are generally not used in 1vs1 Player vs Player (PvP) matches.
  • The following strategies can be applied to 2vs2 and 3vs3 matches, where T4 can be more often found in play.

Emberstrike is built as a low-cost workhorse. Its high damage output enables it to swarm and conquer unprepared enemy lines, but its low HP and counter type keep it less than favorable.

Strengths

  • Can be very easily spammed and is strong in numbers.

Thanks to a measly 120 power cost, Emberstrikes are very easy to summon in bulk and can do alot of damage in groups.

  • Emberstrike Fire Lance Ability Icon.png Fire Lance can penetrate targets and hit flyers.

The nature of this skill allows Emberstrikes to hit more vulnerable targets sitting behind tougher frontline creatures. Furthermore its capacity to hit a flying target grants it excellent versatility.

Weaknesses

  • Counter Damage is unfavorable

In T4, medium units are few and far between. Rarely do Emberstrikes effectively capitalize on their counter.

  • Emberstrike has low HP.

With an upgraded health pool only modestly above a Power Well, Emberstrike is very easy to kill.

  • Melee Vulnerabilities

While Emberstrike Fire Lance Ability Icon.png Fire Lance can remedy to an extent, Emberstrike is still a melee creature; Innately vulnerable to Crowd Control.

Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

Emberstrike Card Icon.png Emberstrike Upgrade I Upgrade II Upgrade III
Upgrade Card
Emberstrike
Emberstrike
Emberstrike
Drop Location Encounters with Twilight Minimap.jpg Encounters with Twilight Encounters with Twilight Minimap.jpg Encounters with Twilight Encounters with Twilight Minimap.jpg Encounters with Twilight
Scenario Difficulty Standard Advanced Expert
Drop Percentage 3.57% 4.17% 4.17%

Patch History

Patch #400022
  • Active ability Emberstrike Fire Lance Ability Icon.png Fire Lance:
    • Decreased activation cost from 50 to 20 energy.
    • Decreased cooldown from 30 to 20 seconds.
    • Increased damage from 850 / 900 / 1000 / 1100 (1300 / 1360 / 1500 / 1650 in total) to 1050 / 1100 / 1200 / 1300 (2900 / 2960 / 3100 / 3250 in total).
  • Passive ability Firey Birth:
    • Unit is now always being spawned undazed.
    • Minimum distance to be spawned near enemy buildings reduced from 10m to 0m (still 10m for walls).
    • Increased damage on all upgrades from 500 (750 in total) to 900 (2700 in total).

See also

Orbs
Number of Orbs
Type
Rarity