Parasite Swarm
Parasite Swarm-0
Basic Specifications
Type Creature
Faction Nature
Edition Twilight (1st)
Rarity Ultra-Rare
Additional Info
Odds per Booster 1:120
Rarity-Desirability Value 04 RankBadge PvP Lvl05



Parasite Swarm is a second era Nature flying creature. Its primary attack is capable of hitting ground and air targets, but its weakness is its low number of lifepoints.

Its problem of low lifepoints is somewhat diminished by the fact that it is a x6 squad. For the many single attacks (non-splash) that do more than a sixth of the creature's total lifepoints, the damage will not spill over into the next individual creature in the squad. For example, three melee attacks of 100 damage will deal 165 damage instead of 300. Of course if the attacks can hit multiple individual creatures at once, then the fact that it is a squad changes nothing.

Finally, the swarm can be sacrificed to permanently steal an enemy creature. At a cost of 70 power plus 100 for the creature itself, combined with the 150 power limitation, the ability is a net loss (at best, spending 20 extra power for a creature).However, it is hard to quantify the advantages of a stolen creature, as the new creature may synergize or be particularly useful in its new owner's hands. Further, if the Parasite Swarm is low on health, stealing a new, healthy creature from the opponent will be an advantageous swing in the overall balance of a battle.

Stealing an enemy creature is a net loss only when used on a creature with power-cost less then 85 power. This is because the enemy player loses his creature.

  • For example, Player A spends 170 power to obtain Player B's 110 power creature. (Net loss of power: 170-110=60).
    • Player B loses a 110 power creature (Net loss of power: 110)
    • Player A has come out 50 power ahead.

When taking over a creature, the Power bound by that creature is immediately returned to the original owner's void and the power bound by the Swarm is return to the Swarm owner's void as well. As a result, the controlled creature no longer binds any power from either player and returns no power to the void when it dies. This can be a significant advantage for the Swarm player, inasmuch as they get to control a creature but have no void power bound up in it as is normal.

This charm-like ability works on all first era and second era creatures from Twilight edition with the exception of Harvester.

The third upgrade makes the Swarm able to take over third tier creatures.


AbilityIcon AutoCast Mind Blast

Every 3 seconds, unit projects mental energy that deals 16 damage to enemies in a 10m radius around its target, up to 24 in total.

AbilityIcon Activatable Mind Control

Power: 70
Activate to gain permanent control over an enemy unit but kill Parasite Swarm. Restricted to 2 orb creatures with a maximum of 150 power costs. Does not work on extra-large units. The dominated target does not allow play out cards next to it.


  • Oddly, Parasite Swarm is the only flying squad (x6 or x4).



Counter ForEdit

Countered ByEdit




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Upgrade Faction Scenario Difficulty Edit Link
Parasite Swarm II Nature Guns of Lyr Advanced [edit]
Parasite Swarm III Nature Guns of Lyr Expert [edit]
Parasite Swarm I Nature Titans Standard [edit]
Card Upgrade Type or Ability Effect
Parasite Swarm I Lifepoints +5x6
Parasite Swarm I Mind Control -10 power cost
Parasite Swarm II Lifepoints +5x6
Parasite Swarm II Mind Control -10 power cost
Parasite Swarm III Lifepoints +7x6
Parasite Swarm III Mind Control Can take control over Tier 3 creatures with maximum powercost of 150.

See Also

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