Wings

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Wings
Wings

Edit Data

TYPE Permanent
ELEMENT Air
COST 4 Air
ATK | HP -
DESCRIPTION Only flying or ranged creatures can harm you. Lasts 5 turns.
SKILL
PASSIVES
RARITY Common
BUY/SELL 58/40
Wings
Wings

 

TYPE Permanent
ELEMENT Air
COST 3 Air
ATK | HP -
DESCRIPTION Only flying or ranged creatures can harm you. Lasts 5 turns.
SKILL
PASSIVES
RARITY Common (Upgraded)
BUY/SELL Impossible/1159


Overview

As a clever defensive mechanic, Air elemental players can thematically grow Wings to soar above their opponent (and creatures). Wings is a shield that will last 5 turns upon being deployed, and will completely block any non-airborne creature (or weapon) on the opponent’s side.

General Use

Quick Facts:

  • Lasts 5 turns upon being played.
  • Blocks all creatures that do not have the Airborne or Ranged passives; momentum-affected creatures can still penetrate the shield though.

While Fog Shield may be cheap (Wings costs 4 and 3 respectively for its non-upped and upgraded versions), Wings has a much more reliable success rate against several deck archetypes (such as the Graboid Rush) that don’t use many or any Airborne creatures. Unlike the chancy Fog Shield, Wings will completely block all damage from a creature that lacks the Airborne passive, and can also block any non-Airborne weapon damage from striking as well.

The shield lasts 5 turns, which can end up being 30 turns total if chained properly (making it longer than using back-to-back Dimensional Shields). However, like every other shield, Wings can still be penetrated by creatures or weapons with momentum, and is also very susceptible to permanent control. For a couple of weapons Owl's Eye and Short Bow), rather than having the Airborne passive, they instead have ‘Ranged’, which still allows them to hit through players with Wings.

Despite these small drawbacks, Wings can make an Air player near invulnerable to damage from the opponent. While some elements have a variety of Airborne creatures to penetrate through the shield, others must solely rely on their Dragons (or other potentially weaker and/or utility based creatures) to strike.

Synergies

To help reduce the number of enemy attackers while Wings is in play, Flesh Spider | Flesh Recluse can often take out Airborne creatures by using its ‘ Web’ ability. The Spider’s skill makes it one of two that can remove a passive skill (the other being the Phase Spider), and creates a powerful combo with Wings. As it deals a decent amount of damage, its skill can help reinforce the Airborne bonus of the shield, making it a noted design between the Death and Air elements.

Owl’s Eye | Eagle’s Eye can also assist with removing several Airborne creatures. With its Sniper skill, an Owl’s Eye will cause 3 damage towards a creature; the majority of dragons have 5 or less HP unupped, allowing two strikes of the bow to kill it. The downside of using Owl’s Eye in this deck, however, is that if the enemy decides to steal it, the weapon can still penetrate Wings due to the fact that it is Ranged.

Other Cards With Synergy

Shockwave, Thunderstorm, and even Unstable Gas can have their uses with a pair of Wings in a deck. Lobotomizer can also serve as a useful tool against momentum-based creatures that don’t have Airborne, as once they’re status is removed, they won’t be able to penetrate the shield.

Conclusion

Although Wings is a picky shield in terms of what it chooses to block, its opposing element (alongside a few others) will often find out that they are unable to reach the player above them with their creatures. The power of a 5 turn near-invulnerable shield can do wonders against most tactics, especially against deck archetypes that focus on rushing or non-flown weapons to do their job.

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