- 200
- 28
- 26
- 45–65
- 0
- 0
- 14
- 8


Energy Phoenix is one of two alternative upgrades of the tier 7 line for Grove.
Increase this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle.
Deals [ 60 × amount of units ] Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take [ 60 + 30 × amount of units ] Magic Damage at the start of their turn. This effect is stackable.
Duration: 2 round(s).
A spirit, soul, or other intangible power that has coalesced into material form.
Morale range: –3 to 3.
Luck range: –3 to 3.
Fallen Embodiments cannot be raised as Undead after battle.
Movement ignores obstacles and traps.
Can only attack adjacent enemies. Provokes counterattacks.
Deals Damage to the target and two adjacent hexes to its sides.
This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
At the start of each turn, this creature restores 25% of HP lost since the start of battle. This can revive fallen units.



Stats are compared against Phoenix: green is higher, red ▼ lower. A badged glyph is a power the base form does not have; a gold-ringed one is a power it has under the same name but with different rules.
As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy.
To a scholar, they are a marvel — a sentient supernova on the brink of eruption.