Transformation is the faction ability of Twilight units and allows ground units to transform into any other Twilight unit in the deck whose orb requirements are met.
Functionality[]
When transforming a card charge is used as if the resulting unit was played out directly.
By utilizing Transformation Twilight units can switch between one another on the fly while often triggering powerful transformation effects in the process. Each Twilight unit has a separate power cost that notes how much power transforming into this unit will bind. Since patch Patch #400033 this cost is standardized and based on the card's tier (number of orbs required):
- Tier 2 units cost 85% of their original power cost.
- Tier 3 units cost 80% of their original power cost.
- Tier 4 units cost 75% of their original power cost.
90% of the bound power of the transforming unit flows into the void pool as per usual, as if it had died. Meanwhile the resulting Twilight unit will not bind the power cost as stated on the card itself but its individual cost to transform into it.
This means that not only are Twilight units less reliant on
in order to reduce their power cost. It is also beneficial to keep lower tier units alive in order to transform them into higher tier ones instead of playing those out directly. It is important to keep in mind that the resulting Twilight unit will retain their health percentage after transformation.A Twilight unit can also transform into itself in order to bind less power and trigger its own transformation effect.
Airborne Twilight units, like
and , lack the ability to transform and can instead cast Twilight Infection on any own ground unit in order to give it the ability to transform into other Twilight units regardless of its faction.Example[]
First off it is always important to keep the health conversion in mind. If a unit that has 200/1000 of its health points left transforms into a unit that has a total of 4000 health points, it will end up having 800/4000 health points.
Say a
is played out, binding 70p. It then transforms into a Vileblood, only binding 102p, while 90% of the Slavers bound power - 63p - flows into the void pool. Simultaneously the transformation effect, Blowout, of Slaver gets triggered. Blowout can effectively be treated as a spell that costs 70p, Slavers original bound power cost.Meanwhile the resulting Vileblood could then transform into itself, once again binding 102p to transform and sending 91p into the void pool, triggering Gifted/Infused Liquids. Healing for a total of 960 to 4000 or damaging enemy units for 960 to 5760 respectively. Which are both very powerful effects for 102p on Tier 2.
Related cards overview[]
Unit Name | Power cost to play out directly | Power cost to transform into | Transformation discount (rounded) | Transformation effect | Additional Information |
---|---|---|---|---|---|
70 | 60 | 15% | If the unit is transformed or dies it will trigger an explosion. | - | |
60 | 51 | 15% | If the unit is transformed it will incite friendly units to restore 25% of their damage dealt as life points. | - | |
80 | 68 | 15% | Transformation time is reduced by 60%. | - | |
60 | 51 | 15% | If the unit is transformed it will incite friendly units to deal more damage. | - | |
120 | 102 | 15% | If the unit is transformed it will release waves of liquids. Either dealing damage and knocking back enemies or healing allies. | - | |
120 | 96 | 20% | If the unit is transformed it will incite friendly Twilight units to move 40% faster. And either dealing more damage or being immune to all major debuffs. | - | |
260 | 180 | 30% | - | Greater cost reduction due to passive ability. | |
150 | 120 | 20% | - | - | |
100 | 80 | 20% | - | - | |
75 | 60 | 20% | - | - | |
75 | 60 | 20% | - | - | |
220 | 165 | 25% | - | - | |
240 | 180 | 25% | If the unit is transformed the card of every Fire, Nature, and Twilight spell will be granted one more charge or will be immediately reusable. | - |
See also[]
- Category Gameplay