Fire Bomb is a ) Building of the Fire faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
An immobile explosive that is detonated upon destruction or by command of its Skylord.
Fire Bombs tend to be more effective when fighting the AI, as they will not think twice about entering the explosive radius.
This card has no associated lore.
Notes & Strategies
Fire Bombs serve as a landmine of sorts. If detonated, the resulting blast can decimate a small first tier army.
Positioning the Fire Bomb is key to getting the most out of it, since improper placement will render it moot, and siege weapons easily take it out.
Airborne creatures can destroy this bomb from perfect safety, so be certain to have ranged units defending the bomb if you intend to play around it.
Fire Bombs are incredibly useful against the AI, who will often blindly run into the bomb and attack it.
They can serve as a stationary tank for early battles thanks to its 850 hitpoints. This in addition to the damage burst enable it to fell some early enemy groups without risking your units.
In many campaign missions, fire bombs can serve the role as a cheaper alternative to. However, it is recommended to obtain Mine as soon as feasible.
Fire Bombs can be used to defeat the initial camps by pulling their forces into range. But outside of this specific use, the Fire Bomb is not particularly applicable to RPvE.
is a superior alternative to the Fire Bomb in this mode, delivering much higher damage and with a great deal of control thanks to it being a spell.
Since Fire Bombs can only deal damage through being destroyed, and with no other capacity to deal damage they are incredibly vulnerable. But still serve some use.
It is not recommended to run this card in PvP however.
- Delivers significant damage for the cost.
Fire Bombs can unleash a very decent amount of damage for their price. Exceeding 700 damage at U-3. Only a few creatures from tier one have the health to tank this.
- Area denial
Fire Bombs are a permanent landmine until destroyed. This means that they create a 20m danger zone that players will not want to blindly rush into. Archers and siege weapons can still fire with impunity, but the bomb typically needs to be ridden of.
- Dirt cheap
Fire Bombs only cost 50 power. So they can be easily built.
- Incapable of attacking normally
Fire Bombs lack the ability to deal damage except through being destroyed. From a ranged or airborne attack they are helpless.
- Countered by Airborne Units
Since the bomb cannot damage an airborne unit, cards like theare a direct counter.
- Can be avoided
Players can easily just ignore and go around a Fire Bomb. So even good positioning has limits.
Card Upgrades & Drop Locations
Displayed below are the card's upgrades and where to obtain them.
+30 damage per target, 60 in total
+60 damage per target, 140 in total
+65 damage per target, 150 in total
|Drop Location||Siege of Hope||Siege of Hope||Siege of Hope|
This card has not been changed yet, compared to its original appearence in BattleForge.