Skylords Reborn

Tremor is a Tier 3 (Tokenslot Orb Neutral.pngTokenslot Orb Frost.pngTokenslot Orb Frost.png) Icon Unit.pngUnit 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.

Tremors are bulky, powerful units that are both cost-effective and very capable. However, they are not very fast and are limited in what feats they can pull off.



“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

Ground Slam
Power Cost: 0 Energy
Tremor Ground Slam Ability Icon.png
Card Icon Active.png Active: Activate to emit a shockwave, dealing 85 / 90 / 100 / 110 damage to units and 425 / 450 / 500 / 550 to structures in 15m radius, up to 600 / 635 / 700 / 770 in total. Additionally the damage bonus against structures applies as well. Knocks back small and medium units. Affects ground targets only. Reusable every 15 seconds.

Ground Slam allows the Tremor to unleash a devastating burst of damage to any structure in his viscinity, in addition to disrupting smaller forces that harrass it. This ability can be very useful in most situations where extra siege power is needed, as the damage bonus applies on this ability as well as Tremor's basic attacks.

Card Icon Passive.png Passive: Deals 50% more damage against structures.
Card Icon Passive.png Passive: Slow movement.

Tremor moves slower than other L creatures, making it more difficult to catch up to a fleeing opponent or to escape an unfavorable confrontation.

Notes & Strategies

Tremor is very powerful, and shares many similarities to the Magma Hurler Card Icon.png Magma Hurler. That said, it also has several weaknesses its rival does not share. Its slow movement speed being its greatest vulnerability, but using it as a siege trooper will mitigate this as you'll be attacking stationary targets.

Facing down enemy creatures will have you at a disadvantage due to Tremor lacking counter damage.

Campaign PvE

Tremors are very useful and beginner friendly for standard maps. Their high life points and raw damage against buildings give them a high grade of versatility. However, they are not great at killing other tough creatures, especially not XLs. In a fight, Tremor is not likely to come out of it with much health; Or he may die completely.

Random PvE

Tremor is rather slow, making him less useful for RPvE due to its fast-paced gameplay. Nevertheless, he can make a good tank for pushing the 4th camp when a damage sponge is needed.


Tremor can be called upon very cheaply and his high hit points, which exceed 2000 at U2; Give it a great deal of survivability. Its high strength against buildings make for an excellent monument crusher, but its slow speed make it easy to disable it.


One of several units with the Siege ability, making it deal significant bonus damage against structures.

  • Tremor only costs 100 power.

As a T3 card, Tremor is incredibly cheap; At only 100 power. You can easily spawn several of them.

  • Tremor exceeds the 2000 HP(U2) threshold, making it very resilient.

It is no XL, but 2000 HP is a high threshold to meet and offers alot of durability in fights, giving Tremor time to position and unleash his fury on an enemy building.

  • Tremor can deliver almost 1500 damage (U3) to a single structure with Tremor Ground Slam Ability Icon.png Ground Slam.

At upgrade 3, Tremor is capable of unleashing a huge burst of damage from his ability against a single enemy structure. If he can get close enough, he can cripple a power well, and nearly cull a monument in half!


  • Tremor is very slow

Tremor is a very slow creature, especially for a Large sized one. As a result, he has difficulty moving into range to attack. This allows enemy players to kite Tremor with ease, and they have ample time to disable him before he can get close to a vital building.

  • Tremor lacks a counter type

Being that Tremor is a siege unit, it lacks any form of counter damage; Preventing it from gaining any extra damage against creatures. As such, L-counter cards will have a sheer advantage against Tremor.

  • Melee Vulnerabilities

Tremor is a melee unit. As such, he is vulnerable to many forms of Crowd Control, and can be rendered harmless by ranged firepower.

Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

Tremor Card Icon.png Tremor Upgrade I Upgrade II Upgrade III
Upgrade Card
Drop Location Siege of Hope Minimap.jpg Siege of Hope Siege of Hope Minimap.jpg Siege of Hope Siege of Hope Minimap.jpg Siege of Hope
Scenario Difficulty Standard Advanced Expert


Patch History

Patch #400030
  • Active ability Tremor Ground Slam Ability Icon.png Ground Slam:
    • Upgrade cards and tooltip now properly describe damage gained against units per upgrade.
    • Improved description text for English and German.
Pre-Release Patch #400019

See also

Number of Orbs