Tremor is a Tier 3 ()
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.
The Tremor is a very bulky and powerful card in the third era, boasting immense siege potential for such a modest power cost. But with slow movement and at disadvantage in unit confrontations.
Lore
Legend
“To turn a whole world into a city would require power, madness and… well, level ground.” – H.R. Lywin For a moment… a wisp of vision passed before my eyes and I beheld the kind of brute the Tremor really was. I saw him marching with others of his kind, a line spanning the horizon, their enormous fists rising and falling, crushing wood and stone alike. Eyes glowing with malice, they tirelessly leveled the face of the earth, the Endless City’s growing palaces already towering in the dust behind them. |
— “The Ancients and the Endless City” – Unknown Scribe |
Card Info



Notes & Strategies
The Tremor is a very strong unit to bear, while its attack strength is only average it has an immense level of health exceeding 2000. This makes the Tremor not only exceptionally durable to attack, but allows it to face down powerful enemy turrets where other creatures would either be killed or forced to withdraw.
Due to the lack of any counter damage bonus, Tremors are at a disadvantage when engaging enemy units, particularly so if those units have L-Counter damage.
Campaign PvE
Tremors are the Frost Equivalent of the
, cheap and versatile while very powerful for their intended use. In this case, Tremors excel at smashing structures though can hold their own in a fight with weaker creatures. Tremors can easily aid in smashing up most bases that can be found in the standard campaign missions, and make strong tanks in combat so long as supported by other units who can make up for the Tremors average combat strength.Random PvE
Due to the Tremors slow movement speed, he is seldom used in rPvE which frequently demands a brisk pace to keep up with the clock. If necessary, calling a Tremor to arms for pushing the 4th camp can offer you a damage sponge, on top of a quick burst of damage which may just shatter a spawn building.
Card Upgrades & Drop Locations
Displayed below are the card's upgrades and where to obtain them.
Upgrade I | Upgrade II | Upgrade III | |
---|---|---|---|
Upgrade Card | ![]() ![]() ![]() Tremor Lifepoints +100 Ground Slam +5 damage per unit and 25 damage per structure, 35 in total | ![]() ![]() ![]() ![]() Tremor Lifepoints +200 Ground Slam +10 damage per unit and 50 damage per structure, 65 in total | ![]() ![]() ![]() ![]() ![]() Tremor Lifepoints +210 Ground Slam +10 damage per unit and 50 damage per structure, 70 in total |
Drop Location | ![]() |
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Scenario Difficulty | Standard | Advanced | Expert |
Gallery
Patch History
- Decreased the unit's movement speed from 4.8m/s (4.8m/s walk speed) to 4.8m/s (2.4m/s walk speed).
- Active ability
Ground Slam:
- Increased the activation cost from 30 power to 40 power.
- Increased the time until reusable from 15 seconds to 20 seconds.
- Adjusted the card's upgrade drop locations:
Card Name Former Scenario Drop Locations New Scenario Drop Locations Upgrade 1 Upgrade 2 Upgrade 3 Upgrade 1 Upgrade 2 Upgrade 3 Siege of Hope Siege of Hope Siege of Hope Raven's End Raven's End Raven's End
- Active ability
Ground Slam:
- Upgrade cards and tooltip now properly describe damage gained against units per upgrade.
- Improved description text for English and German.
- Stonekin Starter Deck and replaced . was added to the PvE