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Scythe Fiends
Scythe Fiends-0
Basic Specifications
Type Creature
Faction Fire
Edition Twilight (1st)
Rarity Rare
Additional Info
Odds per Booster 1:72
Rarity-Desirability Value 09 RankBadge PvP Lvl10

Overview

DescriptionEdit

Scythe Fiends are second era Fire creatures and have the privilege of being the only second era medium-sized squad (four creatures per squad). They also have good numbers for damage and lifepoints for their era, which along with swiftness make them a very worthwhile creature.


AbilitiesEdit

AbilityIcon Activatable Tunneling

Activate to teleport unit to an own ground unit or structure within a 30m range. Reusable every 10 seconds.
This ability is properly, a teleportation ability rather than a tunneling ability as with many Nature Cards; it does not require a tunnel nor can it use the tunnel network.

AbilityIcon Passive Swift

Moves at high speed.

Uses

Artwork Scythe Fiends

RolesEdit

Counter ForEdit

Countered ByEdit

CombosEdit

Upgrades

LocationsEdit

{{Loot row|Card:Scythe Fiends|Stone Launcher|III|Stonekin|Mo|Expert|Tapppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp}

EffectsEdit

Upgrade Faction Scenario Difficulty Edit Link
Scythe Fiends I Fire Nightmare Shard Standard [edit]
Scythe Fiends II Fire Nightmare's End Advanced [edit]
Scythe Fiends III Fire Nightmare's End Expert [edit]
Card Upgrade Type or Ability Effect
Scythe Fiends I Damage +15x4
Scythe Fiends I Tunneling +10m range
Scythe Fiends II Damage +30x4
Scythe Fiends II Tunneling +10m range
Scythe Fiends III Damage +30x4
Scythe Fiends III Tunneling -5s until reusable

Gallery


See Also

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