Imperials is a Tier 1 ()
Unit of the Frost 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.
This card has been changed already, compared to its original appearance in BattleForge.
Imperials offer an unparalleled ability to tank damage in T1, but come with an expensive price.
Contents
Lore
Legend
“How much time can you buy us?“ the Mayor asked Captain Gaeron, nervously fiddling with his golden necklace. The heavy ornament felt more like a chain ever since his town had fallen under siege. Gaerod knew the answer but did the math anyway: the number of gates; the thickness of the walls; the strength of the remaining Imperials. “We can buy 10 or 21 hours.” The Mayor was confused. “Can’t you be more precise?” “It depends on how you would like us to pay,” Captain Gaeron replied. “10 hours if we pay with shields - 21 hours if we pay with blood.” |
Card Info




Notes & Strategies
Although they are expensive to summon, Imperials are a powerful asset in the Frost arsenal. Their life points are the highest of any T1 S squad, and this should not be forgotten as they can tank a large amount of damage.
Imperials are also effective at killing Medium creatures, however they are most powerful when defending; where their resilience can pair with their spears.
Campaign PvE
Imperials are solid in PvE. Their sufficient stats paired with their abilities make them a great all-rounder for early Frost gameplay.
On maps where defending is a key aspect, Imperials truly shine as they are not required to move very much; making them a strong wall of spears on the battlefield. However, they do not lose much effectiveness in offensive situations either.
Maps with alot of archers or flying creatures can prove troublesome for the Imperials, as they lack methods to properly engage them short of going defensive.
Random PvE
Imperials, like the
; are a standard and reliable choice for rPvE in the lower levels. They are potent and can clear early camps when supported by and other Frost units.However, they lose their effectiveness quickly as the camps become more difficult, and do not see significant gameplay beyond the first few camps. And are not used at all in rPvE 10.
PvP
Imperials are not a common sight in PvP.
Strengths
- Imperials can tank the highest amount of damage than any other T1 unit.
When Defensive Stance is active, Imperials have the equivalent of over 1300 HP at U3, making them the most resilient unit in the early game by far.
- Imperials are excellent at holding a position down.
Thanks to their abilities, the Imperials are a solid wall that can be difficult to push through. Cards like
, , and will be shredded if they charge into them.Weaknesses
- Melee Vulnerabilities.
As a melee unit, the Imperials are incredibly vulnerable to CC, and can be weakened by ranged weapons before they get in range.
- Imperials are expensive.
Costing 70 power, Imperials are among the most expensive T1 units.
Due to the immense slowness induced by this ability, Imperials can very easily be kited by ranged units.
Card Upgrades & Drop Locations
Displayed below are the card's upgrades and where to obtain them.
Upgrade I | Upgrade II | Upgrade III | |
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Upgrade Card | ![]() ![]() ![]() Imperials Lifepoints +5x6 Resilient +5% damage reduction | ![]() ![]() ![]() ![]() Imperials Lifepoints +10x6 Resilient +5% damage reduction | ![]() ![]() ![]() ![]() ![]() Imperials Lifepoints +10x6 Resilient +10% damage reduction |
Drop Location | ![]() |
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Scenario Difficulty | Standard | Advanced | Expert |