Infused Vileblood-0
Gifted Vileblood-0
Basic Specifications
Type Creature
Faction Fire/Nature
Edition Lost Souls (3rd)
Rarity Uncommon
Additional Info
Odds per Booster 1:30
Rarity-Desirability Value 04 RankBadge PvP Lvl05



A second Era Tank with Siege, Vileblood is expensive to cast but powerful for its orb requirements, in the mold of Mo and Aggressor.
The Twilight Transformation allows Twilight cards to be upgraded.


AbilityIcon Activatable Transformation

The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met!

AbilityIcon Passive Infused Infused Liquids

Affinity: Infused
If the unit is transformed it will release vile liquids infesting the ground for 10 seconds. They will emit 4 waves each dealing 100 damage, up to 300 in total in a 15m radius.

AbilityIcon Passive Gifted Gifted Liquids

Affinity: Gifted
If the unit is transformed it will release pure liquids purging the ground for 10 seconds. They will emit 4 waves each restoring up to 200 life points of friendly units in a 15m radius.

AbilityIcon Passive Siege

Deals 50% more damage against structures.



  • Army upgrade. Smaller Twilight units can be transformed into Vileblood.
  • Healing (the Gifted version can heal nearby units).
  • Direct Damage (Infused version only)

Counter ForEdit

  • Buildings, in particular fast third-monument expansion in PvP.

Countered ByEdit

  • Timeshifter Spirit stops the special abilities of units in its vicinity, as does the added effect of Mauler's melee attack.


The Vileblood card is considered an extremely powerful tank-siege unit in this game. One can essentially send it to attack a power well and just leave it there. However, a combo has instated in its fire affinity ability. This combo is regarded as powerful and very efficient in destroying a mass amount of units. Firstly, you need a Vileblood. Secondly, you need an enemy to send it against. Once it enters the vicinity of an opponents base they're probably going to want to destroy it, I mean one hug demon soldier is wrecking your power well one hit at a time, you're going to want to stop it. So they summon units to attack it. Instead of trying to keep it alive, you're going to want it to drop low. As soon as it gets low enough, maybe 400-500 HP. Curse of Oink your opponents (or transform when its at around 700hp depending on how fast its dropping) and transform it into a fire affinity slaver. The slaver will then trigger the Vilebloods pulsating wave abilities, and due to the slaver being low on HP, it will die. This will then trigger another explosion, devastating many armies or structures with a powerful recurring Vileblood wave plus a 300 damage explosion.

Vileblood + Ravage makes it nearly unstoppable

Vileblood + Heals

in Random PvE, Vileblood is generally useful to destroy opposing towers and summoning huts with ease


  • Despite the card description, the minimum number of Twilight units required to perform a Twilight Transformation is one, as units can 'transform' into themselves, e.g. when a Gifted Vileblood activates its Transformation ability, the player can choose to transform it another Gifted Vileblood which will then heal surrounding units in waves. A second card in the deck is not needed.
  • Any effects that trigger "if (the unit is) transformed" are the effects of the unit that is activating the ability, not the unit it is transforming into.
  • The Gifted version will heal up to 800 in total, divided equally between friendly units in the area of effect, when it is Transformed into a new unit (1000 at Upgrade 2, 1200 at Upgrade 3).
  • The mechanics of the Twilight Transformation may be slightly counterintuitive to some players. Some players may see the ability as the developers did, as an ability belonging to the original unit, with the fact that it activates when the transformation is triggered as a purely arbitrary factor. This confuses the heck out of players who believe that because transformation is what triggers the ability, the ability that activates should belong to the transformed unit. Perhaps it is helpful to think of the ability as the essential quality of the Twilight Cursed being released to make way for a new essence.



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


Upgrade Faction Scenario Difficulty Edit Link
Gifted Vileblood I Twilight The Soultree Standard [edit]
Gifted Vileblood II Twilight Nightmare's End Advanced [edit]
Gifted Vileblood III Twilight Nightmare's End Expert [edit]
Infused Gifted
Card Upgrade Type or Ability Effect
Vileblood I Damage +120
Vileblood II Infused Liquids +1 wave
Vileblood III Infused Liquids +1 wave
Card Upgrade Type or Ability Effect
Vileblood I Damage +120
Vileblood II Gifted Liquids +1 wave
Vileblood III Gifted Liquids +1 wave

See Also

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