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Cloudspire Reference Sheet - Grovetenders 2.0
Cloudspire Reference Sheet - Grovetenders 2.0
Cloudspire Reference Sheet - Grovetenders 2.0
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很 When playing as the grovetenders, you must guard and spend spires
⼤ your revered Source conscientiously. Your opponents will be The grovetenders start with access to their reetall and
程 forced to carefully consider their attacks against your units shrubbery spires. They can unlock the muskeg and creeping
度 with high health and low Source rewards. Your success will vines spires by building the Sacred Grove 2 - Forest Sentience
上 depend greatly on your ability to utilize taproots and their fortress advancement. Forming Glade
取 summoned creations at the right time. The grovetenders are
1 – Basic Form
決 one of the most reactionary factions, but strategic use of their
於 talents can make them extremely formidable. 3 Once per wave. At the start of your turn during
the Onslaught Phase, you may place a war briar
您 minions and heroes or treed from your barracks under a grovetender
在 hero that is deploying this wave or that is currently
適 The grovetenders can only promote their minions on a forest hex. This hero now has that minion’s
當 through the use of Summon. Some units also require a Inner Oak talent in addition to its own. If the hero is defeated,
的 fortress advancement in order to be Summoned. return the minion to your barracks.
1 – Amplify
時
2 – Elaborate Form
間 3 Gain +4 Source during each Income Phase. Your
利
Source capacity is now 30.
3 Units with Summon or Evoke may now spend 7
Source to summon an ogregrowth or 8 Source to
⽤ 2 – Petrify summon a grizzled oak.
深
根 gateport 3 At the start of each Prep Phase, your fortress gate
may recover 1 health. Your maximum fortress gate 3 – Master Form
者
和
1 – Earth Affinity health is now 15.
4 Gain the forming die.
Peaceful – This unit can only be damaged by # Range – This unit attacks and retaliates from 1 1 2 Creep – At the start of each of your turns during
the Onslaught Phase, this spire may move onto
merc units and merc spires. Other units may up to # hexes away.
an adjacent non–path hex.
displace this unit. Summon – Ungrouped only. Instead of moving
Yrtel’s Way – Before or after this unit’s 3 1 2 2 this unit, you may spend 3 Source to summon
movement, you may return an adjacent faction a war briar, 4 to summon a vineherald, or 5 to
5 Reetall
minion with equal or less health to its barracks. 1 1 1 2 summon a treed. The unit is summoned on its
2 0 3 0 Air Defense – This spire can attack units with
Minions returned this way are not defeated. promoted side. Flip the taproot and group it
Flying.
Then, promote this unit. under the summoned unit in the same hex. The
2 0 4 0 summoned unit does not move this turn.
Yrtel’s Will – Before or after this unit’s
movement, you may either discard an adjacent
landmark minion to gain 3 Source or remove all 5 Ogregrowth
attack upgrades from an adjacent spire. Then, Rooted – If this unit is adjacent to a spire, it may
1 1 2
flip this unit, removing any upgrades. stay in place instead of moving. It must move
on the next turn in which it can make progress.
5 Muskeg
2 War Briar Challenge – If an opposing hero is within 3 Air Defense – This spire can attack units with
hexes of this unit, any attack that hero makes Flying.
Impale – At the end of this unit’s movement,
must be against this unit.
deal 1 damage to all adjacent opposing units it 5 2 2 3 Wallop – Instead of attacking, this spire may deal
was not adjacent to prior to moving. 1 damage to an adjacent unit and teleport it to
6 3 2 3 a valid hex up to 3 hexes away from this spire.
Then, flip this spire, keeping existing upgrades.
1 1 3
3 1 2 1
4 2 2 1