
How to use this creature in practice
Mobile attacks and screening across obstacles
Energy Phoenix can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 10 and Initiative 15 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Awaken: Fire II: Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
- Supernova: Deals 60 × caster count Magic damage to enemies within two hexes. Applies two rounds of burning for 60 + 30 × caster count Magic damage at the victim’s turn start. Burning applications can accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).
- Attack
- 28
- Defense
- 39
- Damage
- 45–65
- Health
- 250
- Speed / reach
- 10
- Initiative
- 15
- Movement type
- Flying
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- -3 … 3
- Luck limits
- -3 … 3
- Base weekly growth
- 1
- Creature type
- Embodiment
Cost per creature: 4800 gold + 2 crystals
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Awaken: Fire II
Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
Supernova
Deals 60 × caster count Magic damage to enemies within two hexes. Applies two rounds of burning for 60 + 30 × caster count Magic damage at the victim’s turn start. Burning applications can accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Embodiment
Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Flying
Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Sweeping Strike
Hits the target and the two hexes beside it. Inspect their occupants before committing to the attack.
Embodiment of Fire
Leaves no corpse and is unaffected by Fireball, Firewall and Armageddon.
Eternal Flame
At its turn start, restores 25% of health lost since combat began. This recovery can restore dead stack members.