Juice Tank is a Tier 2 ()
Building of the Frost faction. This uncommon card was released with the Twilight Edition and has no affinity variants, nor a promo version.
A special structure that is designed to prolong your power gain by reducing the expense of reserve power from wells near it.
Contents
Lore
Abilities

The Juice Must Flow Own power wells in a 20m radius consume 40% / 45% / 50% / 55% less power, thus producing more.
The effect juice tank has on power wells is on the wells RESERVE. The amount of power it can spend before de-activating. When under the Juice Tanks effect, this reserve will not spend power from the reserve every other increment of power.
Notes & Strategies
Juice Tank is an incredibly good card for long matches where you need to really squeeze as much power from wells as you can. Defensive maps in particular benefit greatly from these buildings.
The card needs only one frost orb to be used, enabling it to tag along with many splash decks that include a frost orb. Although its benefit to a pure frost player is also significant.
Additionally, the buildings power cost is a dirt-cheap 50. This tank pays for itself in moments!
This building, like any unarmed structure; is completely vulnerable to attack. Although its high amount of health ensures it can take a beating, offering a leisurely window to defend it.
Campaign PvE
Juice Tanks will serve best on maps with a long gameplay time, or maps which are defensively oriented. They can often help squeeze out extra power from limited supplies or can enable a well to last longer if necessary.
Defending Hope is a prime example of a map where Juice Tank can be quite beneficial, due to the long game-time and defensive nature of the map.
Random PvE
The Juice Tank should not be used in rPvE, as those matches do not last long enough for the tank to show any true benefit. You should consider the
in its place, as it is better suited to faster-paced matches.PvP
Due to the fast-paced nature of PvP, it is unlikely that juice tank would ever truly pay off in the long-run. Power is spent so quickly that a longer well lifetime often doesn't make a difference, and matches can end before a well would even drain normally.
Strengths
N/A
Weaknesses
N/A
Upgrades
Upgrade Cards
WIP - Coming Soon
Upgrade Drop Locations
Upgrade I | Upgrade II | Upgrade III | |
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Map name | ![]() |
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Map difficulty | Standard | Advanced | Expert |
Drop percentage | 3.85% | 5% | 5% |
Patch History
- Improved the card's tooltip.