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Ember-Eyed Behemoth

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Behemoth Openings 1–2. No Rei guide. No BGG-canonical opener thread.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityModerate
Play Difficulty[VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (bundled)
Power summary (1–5)Offense 5 · Control 1 · Fear 1 · Defense 1 · Utility 2
Primary ElementsFire (everything — Special Rule + innate all tiers) · Earth (Smash L1/L2/L3/L4) · Plant (L2/L3/L4)
Special RulesThe Behemoth Rises (Incarna push/move) + Unrelenting Strides (use Behemoth Rises twice on non-innate turns)
AspectsNone
Rei’s GuideNot covered
latentoctopusOpening 1 + Opening 2

Spirit Overview — Framing

Behemoth is a Fire-locked Incarna spirit — one of four Nature Incarnate spirits that field a named physical piece (the Behemoth) that walks the island delivering damage on the Smash, Stomp, and Flatten innate. Everything keys off Fire + Earth thresholds, and the Empowerment mechanic (G4, max once per game) is the central power spike.

Wiki-printed playstyle note:

Aggro Incarna spirit — flexible placement, Fire-scaling damage, Incarna movement via sacred-site teleport. High offense, low defense.

Identity capture (jyonker13, BGG):

Perhaps the most flexible and challenging Aggro Spirit the game has to offer.

The Fire-lock: Behemoth’s opening lives or dies on hitting 2 Fire + 1 Earth by end of T1 to unlock Smash L1 (2 Damage). Without a Fire Minor drafted or a Fire-Unique played, the innate lies dormant and Behemoth falls a turn behind.

Complexity signal: Moderate — 4 Uniques, 1 innate with 4 tiers, 2 Special Rules. But the Incarna-movement planning adds decision-load: every sacred site is a Behemoth-teleport target, so sacred-site placement is a damage-targeting decision.

Starting Setup

Put 2 Presence and {Behemoth, Unempowered side up} in the highest-numbered Wetland on your starting board that is adjacent to any Jungle. You start with your 4 Unique Power Cards.

Behemoth the incarna piece sits on that starting Wetland. Empowerment happens later via G4.

Growth Options (growthtype: “one” — pick one per turn)

GrowthEffectsBest when
G1Reclaim + Gain 1 Power CardHand depleted; mid-game Reclaim cycle
G2Add Presence (R3 Jungle-presence path) + Add Presence (Range 0)Spread reach to Jungle-accessible lands
G3Gain 1 Power Card + Add Presence (Range 1) + +3 Energy + discard-fire-powerDefault opening — biggest energy jump + card draw (cost: discard Fire card)
G4MAX 1/GAME — Reclaim-all-Fire + Empower Behemoth + Move BehemothThe single biggest power spike in Behemoth’s arc

G4 is the transformational turn. Empowers Behemoth (unlocks the “you may Repeat Smash once each turn” clause) + reclaims all Fire cards + moves Behemoth to any sacred site.

G3’s “discard-fire-power” cost: you must discard one Fire-element Power card from hand to take the +3E. Plan Fire-card selection T1–T2 around this constraint.

Presence Tracks

  • Energy track (7 slots): energy0 → energy1 → energy2fire → energy3 → earth → energy4plant → energy5fire
    • 0E → 1E → 2E + Fire marker → 3E → +Earth marker → 4E + Plant marker → 5E + Fire marker
  • Card-play track (6 slots): card1 → card2 → card2 → card3 → fireX → card4
    • 1 CP → 2 CP → 2 CP → 3 CP → Fire scaling → 4 CP

Starting income: 0 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: The Behemoth Rises

You have an Incarna (Behemoth). Once per turn, during the Spirit, Fast, or Slow phase, you may either:

  • Push Behemoth; or
  • Add or Move Behemoth to any of your Sacred Sites on the island.

Free sacred-site teleport per turn. Every sacred site is a valid Smash target as long as you can move Behemoth there.

Special Rule: Unrelenting Strides

On any turn that you don’t use Innate Powers, you may use The Behemoth Rises an additional time.

On innate-idle turns, double the Incarna movement. Useful for T1–T2 pre-positioning before the Fire-element threshold is online.

Innate: Smash, Stomp, and Flatten

  • Speed: Slow · Range: — · Target: Behemoth (the incarna land)

Text: If Behemoth is Empowered, you may Repeat this Power once each turn.

LevelThresholdsEffect
12 Fire Fire + 1 Earth Earth2 Damage.
23 Fire Fire + 1 Earth Earth + 1 Plant Plant1 Damage. Push 1 Dahan.
34 Fire Fire + 2 Earth Earth + 1 Plant Plant1 Fear. 1 Damage.
45 Fire Fire + 2 Earth Earth + 2 Plant Plant2 Damage. 2 Damage to Dahan.

Cumulative: L1+L2+L3+L4 = 2+1+1+2 = 6 Damage + 1 Fear + Push Dahan + 2 Dahan damage. Empowered Repeat = 12 Damage per round of play. The Repeat clause makes G4 the single biggest turn of a Behemoth game.

Unique Cards (all 4, Wiki-verified)

Blazing Intimidation

  • 2 Energy · Fast · Range 1 · Any Land · Fire, Plant, Animal
  • 1 Fear. Push up to 2 Invaders.

Fast push + Fear; Fire + Plant for innate thresholds. Repositioning tool before Smash cycles.

Surging Lahar

  • 2 Energy · Slow · Range 1 from your Sacred Site · Any Land · Fire, Water, Earth
  • Add 1 Badlands. 1 Damage to each Invader per Badlands in target land.

Badlands-adder + Badlands-scaling damage. 1 Badlands → 1 damage per Invader; 2 Badlands → 2 damage per Invader. Pairs with Behemoth’s Smash-scaling pattern.

Exaltation of Grasping Roots

  • 0 Energy · Slow · No Range · Any Spirit · Moon, Fire, Earth, Plant
  • Target Spirit gains 1 Power Card. Forget a Power Card. If it’s a Major Power, target Spirit may pay 2 Energy instead of Forgetting a Power Card.

Ally-gift; 0E Slow. Self-target gives +1 card gain (useful on card-light turns). Elements cover Earth + Plant for innate.

Terrifying Rampage

  • 1 Energy · Fast · Range 1 · Any Land · Moon, Fire, Earth
  • Push 1 Explorer/Town. 1 Fear per Presence of yours adjacent to target land.

Presence-scaled Fear. Fire + Earth for innate thresholds. Note: “useless T1 — no triggers and no Energy” (latentoctopus warning).

Key Strategic Principles

  1. Fire > Earth > Plant in draft priority. Every Smash tier needs Fire first.
  2. Don’t play Terrifying Rampage T1. Useless without adjacent presence.
  3. G4 is the power spike. Plan the Empowerment turn on T3–T4 — that’s the spike moment.
  4. Behemoth teleports to sacred sites. Sacred-site placement = Smash target selection.
  5. Bottom track first. Skip top-track Energy — 3 CP is the goal.
  6. Keep Fire+Plant cards in hand T2 for next-turn L2 threshold.
  7. Hold Major in hand on non-Fire turns for the right Fire-innate-unlock turn.

Possible Openings

Shared starting state

  • 2 Presence + Behemoth (Unempowered) on starting Wetland adjacent to Jungle.
  • 4 Uniques in hand: Blazing Intimidation (2E Fast, Fire/Plant/Animal), Surging Lahar (2E Slow, Fire/Water/Earth), Exaltation of Grasping Roots (0E Slow, Moon/Fire/Earth/Plant), Terrifying Rampage (1E Fast, Moon/Fire/Earth).
  • Starting income: 0 Energy, 1 Card Play.

Opening A — Standard (Early Badlands + Innate lock-on) 🟨 (default)

From latentoctopus Opening 1.

T1 · Growth: G3 bottom — Gain 1 Minor (Fire/Earth priority) + Presence (R1) + +3E (discard a Fire card as cost).

  • Income: 3E from G3.

T1 · Play (3E, 1 CP — but 4 plays avail from track): unlock Smash L1 via 2 Fire + 1 Earth.

  • Preferred: Surging Lahar + Exaltation of Grasping Roots (if a valid Lahar target exists). Covers Fire+Earth+Moon+Plant.
  • Alternative: Blazing Intimidation + Exaltation of Grasping Roots. Covers Fire+Earth+Plant.
  • Pause-point: Terrifying Rampage is useless T1; don’t pick.

T2 · Growth: G2 top — Add Presence (R3 Jungle-presence) + R0. T2 · Play: 2 cards — may unlock Innate L2 (3 Fire + 1 Earth + 1 Plant) depending on drafts.

T3 · Growth: G4 — Reclaim-all-Fire + Empower Behemoth + Move Behemoth.

  • This is the transformational turn. Every Fire card returns to hand; Behemoth becomes Empowered (Smash now Repeats).

T3 · Play (income + G4-reclaimed hand): Play 2 cards. Smash fires once + Repeats once = 4 Damage baseline.

T4 · Growth: G2 bottom — reach 3 CP for future turns.

  • Even without a Fire-element card this turn, prioritize 3 CP.

T4 end state (audit):

  • Behemoth Empowered; Smash firing twice per turn.
  • 3 CP baseline.
  • Fire + Plant cards staged in hand for L2+ thresholds.

Confidence: 🟨 latentoctopus primary.

Opening B — Early Major 🟥

From Opening 2.

T1 · Growth: G2 top — Add Presence; start 2E / 4 cards / 4 plays. T1 · Play: Surging Lahar (unlocks Innate via Fire+Earth).

T2 · Growth: G3 bottom (discard/gain Minor or Major). T2 · Play: 2 cards. “If the Major does not have Fire element, keep it in hand and play the other two cards to unlock your Innate level 2.”

T3 · Branch:

  • Fire-Major route: G4, Empower Behemoth, play 2.
  • Non-Fire-Major route: G3 top, gain Major from discard, play both Majors.

T4 · Branch:

  • Fire route: G3 top.
  • Non-Fire route: G4 Empower.

The Fire-element check on the drafted Major is the central pivot.

Opening Decision

  • Default Opening A — reliable across most matchups.
  • Opening B when the Major draft lands with Fire or Moon elements; riskier.

Card Priority Ratings

Uniques — Behemoth-specific ranking

  1. Surging Lahar — Badlands engine + Fire/Earth threshold.
  2. Exaltation of Grasping Roots — 0E flex + ally-gift + four primary elements.
  3. Blazing Intimidation — Fast push; Fire/Plant.
  4. Terrifying Rampage — situational; presence-scaled Fear.

Top 10 Minor Draft Picks (Fire > Earth > Plant)

#CardCostSpeedElementsWhy
1Pyroclastic Friction1FastFire, EarthFire + Earth double-prime
2Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
3Call to Migrate0FastAir, Animal0-cost flex
4Rain of Blood1SlowMoon, Fire, WaterFire-feeder
5Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth + Plant
6Visions of Fiery Doom1SlowMoon, FireFire + Moon
7Unrelenting Growth0SlowSun, Plant0-cost Plant
8Drift Down to Rest0SlowSun, Air, Plant0-cost Plant
9Sap Their Strength1FastMoon, Earth, PlantEarth + Plant
10Gift of Constancy0FastSun, Plant, Animal0-cost Plant

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Pyroclastic Flow6SlowFire, EarthFire-Earth multi-land
2Volcanic Eruption8SlowMoon, Fire, EarthLate-game closer
3Tigers Hunting3FastFire, AnimalCheap Fire
4Infinite Vitality4FastFire, Water, PlantFire + Plant
5Pillar of Living Flame4FastSun, Fire, AirFire-element flex

Cards to Avoid

CardReason
Non-Fire 2-cost MinorsCan’t amortize through G3 discard-Fire
Defense-only PowersBehemoth kit is aggro-only

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Direct damage fits Prussia ravages
SwedenA★★★☆☆Build-spam can outpace Behemoth clears
France-PlantationA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
EnglandB★★☆☆☆Damage-resistant; Major route only
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY — latentoctopus no per-board ratings]. Heuristic: boards with Mountains/Sands adjacent to Wetlands reward Lahar’s Badlands scaling. Board E/F have good terrain mix.

Game-Phase Strategy

Early (T1–3)

  • T1: Surging Lahar / Blazing Intimidation to unlock Smash L1.
  • T2: stack Fire + Plant cards in hand for L2.
  • T3: G4 Empowerment — the power spike.

Mid (T4–6)

  • Empowered Smash firing twice per turn.
  • 3 CP baseline.
  • Major integration (Opening B variant).

Late (T7+)

  • Smash L2/L3/L4 cycle (6+ damage per round).
  • Volcanic/Pyroclastic Major for board-wide closes.

Synergy Partners (Multiplayer)

  • Badlands/Blight-tolerant partners — Wildfire, Volcano.
  • Defense partners — cover Behemoth’s ravage lands.
  • Fire-element donors — Lightning, Wildfire (via repeat of Fire Minors).

Common Mistakes

latentoctopus named mistakes

  1. Playing Terrifying Rampage T1. Useless without triggers and no Energy.
  2. Dropping a non-Fire Major T2 instead of holding it to unlock Innate L2 via starting Uniques.
  3. Skipping Incarna empowerment on T3. The G4 option IS the build curve.
  4. Top-track chase. 3 CP is the real priority.

Tempo Profile

TurnTarget state
1G3 bottom + Surging Lahar/Exaltation; Smash L1 live
2G2 top + 2 cards; L2 reachable with Plant draft
3G4 — Empower Behemoth; Smash Repeat active
4G2 bottom → 3 CP; Empowered Smash firing twice per turn
5–7Smash L2/L3 cycle; Major integration (if Opening B)
8+Smash L4 + Major board-wide closes

Source Notes

  • Mechanics: data/references/wiki/ember-eyed-behemoth.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus Opening 1 + Opening 2.
  • Note: No Rei guide; no BGG-canonical opener thread. Strategic framing thin compared to older spirits.