Skylords Reborn
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Skylords Reborn

Witchclaws is a Tier 1 (Tokenslot Orb Shadow.png) Icon Unit.pngUnit of the Shadow faction. This common card was released with the Amii Edition and has 2 affinity variants, Affinity Orb Fire.png Fire and Affinity Orb Shadow.png Shadow, but not a promo version.
In Skylords Reborn the Shadow affinity is available to all players as a starter card.

Considered an alternative to the Dreadcharger Card Icon.png Dreadcharger, Witchclaws provide a swift unit to shadows early game. Additionally, their capacity to teleport and explode offers some tactical use.

This card has been changed already, compared to its original appearance in BattleForge.

Lore

This card has no associated lore.

Card Info

Infused Infiltration
Power Cost: 30 Energy
Affinity Dependency: Affinity Orb Fire.png Fire only
Witchclaws Infused Infiltration Ability Icon.png
Card Icon Active Affinity Fire.png Active: Activate to teleport the unit to a hostile structure within a 50m range: it will no longer grant ground presence to play out cards or claim structures next to it. At its new position it will explode after 10 seconds dealing 255 / 270 / 300 / 330 damage to hostile structures in a 20m radius, up to 765 / 810 / 900 / 990 total. Knocks back small units.
Swift
Card Icon Passive.png Passive: Moves at high speed.

Tainted Infiltration
Power Cost: 30 Energy
Affinity Dependency: Affinity Orb Shadow.png Shadow only
Witchclaws Tainted Infiltration Ability Icon.png
Card Icon Active Affinity Shadow.png Active: Activate to teleport the unit to a hostile structure within a 50m range: it will no longer grant ground presence to play out cards or claim structures next to it At its new position it will explode after 10 seconds dealing 170 / 180 / 200 / 220 damage to hostile units in a 20m radius, up to 510 / 540 / 600 / 660 in total. Knocks back small units.
Swift
Card Icon Passive.png Passive: Moves at high speed.

Notes & Strategies

Witchclaws are not that great in comparison to their other T1 Swift in Shadow, the Dreadcharger Card Icon.png Dreadcharger. They can still get work done, but usually are not able to properly capitalize their ability and mostly serve just as a fast S counter than anything else.

Witchclaws are rather pricey so they shouldn't be summoned in bulk. Its best to use them for their speed or not at all.

Campaign PvE

Witchclaws are a good alternative to the Dreadcharger if you need to go fast, since Shadow T1 lacks swift units outside of the Nightguard Card Icon.png Nightguard or the aforementioned Dreadcharger Card Icon.png Dreadcharger. In battle, they can take down S squads with relative ease but are unlikely to stand out in a fight.

Their ability can add some extra burst damage to buildings or units depending on your affinity, which can save you from having to use Nasty Surprise Card Icon.png Nasty Surprise.

Random PvE

Witchclaws can provide a helpful boost of speed if you need to rush a unit forward for whatever reason. However, it is typically better to run Forsaken Card Icon.png Forsaken and Nox Trooper Card Icon.png Nox Trooper since they pack alot of power.

PvP

Witchclaws are quite obviously completely inferior to the Dreadcharger Card Icon.png Dreadcharger The only reason this card would have presence in PvP is because it is easily obtained and upgraded given its common rarity and dirt cheap cost, opposing the dreadchargers rare status and high expense.

Although it shares the common weaknesses of a melee unit, it lacks the immense benefit of the dreadchargers reaping, preventing it from really cementing its place on the battlefield. But at the very least, it provides a Swift option. The other alternative being the Nightguard Card Icon.png Nightguard.

Strengths

  • Benefits from the Swift ability

Because this unit has Swift, it is a staple for obtaining early map control. In the absence of Dreadcharger or Nightguard, this can permit the Witchclaws some applicability.

  • Infiltration can close a gap

Even despite its relatively minor effectiveness, the Infiltration skill does offer the ability to close a 50m gap between the Witchclaws and an enemy building. This can have some benefit in an early fight when besieging a well, as it allows you to essentially bypass a defensive line, which could cause a distraction.

Weaknesses

  • It's not Dreadcharger

This goes without saying, Dreadcharger is THE T1 Swift unit for Shadow in PvP. Plain and simple, there is really no reason for a serious player to run Witchclaws unless they do not have the Dreadcharger, which does everything the Witchclaws does far better.

  • Infiltration inflicts unimpressive damage

Infiltrations damage output is nothing to bat an eye at, it's rather minor compared to the much more devastating

Card Upgrades & Drop Locations

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

Witchclaws Card Icon.pngAffinity Orb Fire.png Witchclaws (Fire) Upgrade I Upgrade II Upgrade III
Upgrade Card
Witchclaws
Witchclaws
Witchclaws
Drop Location The Treasure Fleet Minimap.jpg The Treasure Fleet The Treasure Fleet Minimap.jpg The Treasure Fleet The Treasure Fleet Minimap.jpg The Treasure Fleet
Scenario Difficulty Standard Advanced Expert

Witchclaws Card Icon.pngAffinity Orb Shadow.png Witchclaws (Shadow) Upgrade I Upgrade II Upgrade III
Upgrade Card
Witchclaws
Witchclaws
Witchclaws
Drop Location Bad Harvest Minimap.jpg Bad Harvest Bad Harvest Minimap.jpg Bad Harvest Bad Harvest Minimap.jpg Bad Harvest
Scenario Difficulty Standard Advanced Expert

Patch History

Patch #400030
  • Active ability Witchclaws Infused Infiltration Ability Icon.png Infused Infiltration / Witchclaws Tainted Infiltration Ability Icon.png Tainted Infiltration:
    • Improved description on card about the loss of ground presence.
    • Added immunity to be infected with the Twilight Curse to the controlled unit.
    • Upgrade card description is now consistent between affinities.
    • Added a preview of the ability radius that is displayed on hover over the activation button.

See also

Orbs
Number of Orbs
Type
Rarity
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