Basically, he can take a lickin’, and keep on sickin’. He could be a 2 or 3☆, but be able to take on a 4 ☆ ( with some trouble of course because he’d be a 2 or 3☆), but be able to triumph over his foes with super fast mana regeneration, allowing him to stand to to toe with the toughest. Fully leveled up with all talents would allow him to give a 4 ☆ a run for their money, as well as their biscuits. (Biscuits…get it…because he’s a dog)
" If enemy has minion(s), the following effect is applied:
The target summons a dove minion with 10% HP inhetered from the caster. The dove minion drains 2% mana each turn from its owner and trasnfer for the caster."
The dove minion would replace the existing minion of the enemy, or would be added? What if the enemy has 3 minions?
Added. So the original minion will protect the Dove minion who will slowly steal the mana from its owner and send it to Samuramate.
If the enemy has 3 minions it should replace one just like it happens normally.
She deals a little damage so she will kill the first minion sometimes, thought. Letting the dove minion free to receive damage. It will need a lot of strategy. At first I thought she would be Op at Fast Mana but considering her flaws she’s ok at Fast, I think.
A hero can make enemy minions attack their masters would be very funny. I propose a fire element female called Mother of Dragons with the Special Skill called ‘Breaking the Chains’.
Class: Monk
Family: Golden Knights
Resistance: Resists mana ailments
Mana Speed: Slow
Special Skill: Dimensional Twins
Cast “Another Dimension” effect to the target for 4 turns. This effect cannot be dispelled.
During this effect, target cannot gain mana, attack, receive damage (except poison damage casted from this skill), receive a buff or debuff, get healed, and it’s not considered for tile damage.
Target receives 240 poison damage for 4 turns.
Elemental link: All Dark allies get 5% mana for 6 turns. This effect cannot be dispelled.
And since we’re about to get a new batch of costumes on Beta, here’s an idea for one of the neglected heroes:
Justice
The Fairest Sentence
Class: Cleric
Special: Scales of Judgement
Speed: Slow
Redistribute current health of all allies to have the same percentage.
All allies heal 600 health over 3 turns. This effect cannot be dispelled.
All enemies get -40% attack and -40% defense for 3 turns. This effect cannot be dispelled.
Stats remains similar to the picture.
Special : Corrosive breath ( average speed)
Applies corrosive breath to target and nearby enemies dealing 244 poison dmg over 3 turns.
1 turn : reduces defense of target and nearby enemies by 34 for 3 turns
2 turn : apllies second effect, reducing all affected 34% mana generation for 2 turns
3 turn : at the end of their turn, targets explodes from within, dealing 240% dmg to all affected enemies. This effect cant be dispelled.
Dark heroes finallly getting tank hero they deserve! Thoughts?
I thought of a hero design slightly based off Noor. I like the idea of innate abilities activating even when it’s not your turn. So what do you think about this?
Speed: Fast
Innate ability: any time this hero is hit with direct damage, deal 250% damage to that enemy
Innate ability: any time this hero receives a slash attack, deal half of the damage back to that enemy
Innate ability: any time this hero is hit with DoT, deal half of that damage back to that enemy
Summon a minion with 20% attack and 20% HP for yourself and nearby allies.
“Verseau” 725A, 715D, 1310HP (famille du zodiaque)
Special: pluie de tuiles bleues, 60% de plus de tuiles bleues remontent sur le tableau lors des 4prochains tours
Innate Resistance: resists specials that affect mana generation
Special: Time Inversion
All very slow heroes become very fast for 4 turns
All slow heroes become fast for 4 turns
All fast heroes become slow for 4 turns
All very fast heroes become very slow for 4 turns
Dispels all status ailments and buffs from all units
Why? It would present and interesting change to the gameplay in battles as well as giving slow and very slow heroes a place in raids. He would fire early, but makes himself very slow preventing him from changing the balance too much. Effects would be able to be dispelled as well.
After playing a certain absolutely incredible new single-player game, I’ve begun wondering about what the rest of the Greek pantheon could look like in E&P. Here’s some hopefully balanced, relatively simple, but well-flavoured ideas for each element:
Hermes
Element: Holy
Class: Rogue
Base stats @ 4/80: 715 A, 801 D, 1277 HP
Special: Divine Swiftness
Speed: Very Fast
All allies gain 50% increased mana generation for 2 turns.
All allies gain 50% chance to dodge incoming special attacks for 2 turns.
Demeter
Element: Ice
Class: Sorcerer
Base stats @ 4/80: 760 A, 713 D, 1294 HP
Special: Wrath of Winter
Speed: Average
All enemies take 360 Frost damage over 3 turns.
For the next 3 turns, if an enemy is reduced below 20% maximum HP, instantly kill that enemy. This effect cannot be dispelled.
Artemis
Element: Nature
Class: Ranger
Base stats @ 4/80: 801 A, 668 D, 1274 HP
Special: Blessing of the Goddess of the Hunt
Speed: Fast
Deal 410% damage to the target.
The caster and nearby allies gain +48% attack for 3 turns.
The caster and nearby allies gain +30% critical chance for 3 turns. This effect also applies to special attacks, which do 50% extra damage if critical.
Hades
Element: Dark
Class: Barbarian
Base stats @ 4/80: 792 A, 694 D, 1402 HP
Special: Curse of Tartarus
Speed: Average
The target and nearby enemies cannot gain mana for 2 turns.
The target and nearby enemies receive -40% defense for 3 turns.
Deal 160% damage to the target and nearby enemies, increased by 40% for each negative status effect on the target.
Hephaestus
Element: Fire
Class: Fighter
Base stats @ 4/80: 692 A, 814 D, 1416 HP
Special: Master of the Forge
Speed: Fast
Boost all allies’ health by 320. Boosted health can exceed maximum health by up to 100%.
While allies have boosted health, they gain +42% attack and +42% defense. This effect cannot be dispelled.
Class: Cleric
Family: Golden Knights
Resistance: Resists blind ailments
Mana Speed: Very Slow
Special Skill: Maiden Eyes of Heaven
Dispells buffs from all enemies.
Deals 100% damage to all enemies.
Casts Heaven Treasure effect on all enemies for 5 turns.
Heaven Treasure effect will have one of following random effects per enemy:
-Target gets -75% accuracy.
-Target gets -70% attack and -70% defense.
-Target gets 960 burn damage,
-Target’s mana goes to 0 and gets -70% mana generation.
-Target receives 50% damage that every ally receives from tiles and slash attacks (includes minion damage).
Elemental link: All Holy allies get 20% chance to block status ailments for 6 turns. This effect cannot be dispelled.
Class: Druid
Family: Golden Knights
Resistance: Resists blind
Mana Speed: Average
Special Skill: Scorpion Red Needle
Deals 15 attacks each with 50% damage to the target, separated in 5 turns of 1, 2, 3, 4 and 5 attacks each (total 750% damage).
After the 5 turns, target gets silenced for 2 turns.
Heals the caster for 50% of damage dealt every turn.
Elemental link: All Fire allies get a 5% chance to reflect damage received from normal attacks and Special Skills for 6 turns. This effect cannot be dispelled.
Class: Paladin
Family: Golden Knights
Resistance: Resists minion effects
Mana Speed: Fast
Special Skill: Dance of Redfish Roses
Casts “Red Rose” effect on the target and nearby enemies for 3 turns.
During Red Rose effect:
-Target and nearby enemies get their max health reduced by 200.
-Target and nearby enemies get -20% attack.
-Target and nearby enemies get -20% mana generation.
If Red Rose effect is not dispelled before it ends, effect is permanent and can be stacked up to 3 times. If effect is casted on a target for a fourth time, same effect applies but only temporary.
Elemental link: All Ice allies give -5% defense (stackable up to 30%) to the enemies they attack for 6 turns. This effect cannot be dispelled.
100% in love with the Virgo concept!
Aquarius seems absolutely nuts damage-wise though
In the meantime, another elemental set from the Greek mythos!
Aphrodite
Element: Fire
Class: Sorcerer
Base stats @ 4/80: 756 A, 767 D, 1268 HP
Special: Deadly Charm
Speed: Slow
Deal 160% damage to the target and nearby enemies.
The target and nearby enemies automatically cast Mindless Attack on a random ally when mana is full during 3 turns.
Aphrodite gains 10% mana for each Mindless Attack cast this way.
Zeus
Element: Holy
Class: Wizard
Base stats @ 4/80: 784 A, 686 D, 1405 HP
Special: Fury of Olympus
Speed: Slow
Deal 260% damage to the target.
The attack chains through all enemies that are adjacent to any hit enemy.
All affected enemies have -80% attack for 2 turns.
All affected enemies generate 64% less mana for 2 turns.
Dionysus
Element: Nature
Class: Rogue
Base stats @ 4/80: 677 A, 784 D, 1364 HP
Special: Unending Revelry
Speed: Average
Recover 42% health for all allies.
All allies get +140% attack with -20% accuracy for 4 turns.
Thanatos
Element: Dark
Class: Fighter
Base stats @ 4/80: 754 A, 732 D, 1347 HP
Special: The Bell Tolls
Speed: Very Fast
Deal 100% damage to the target and nearby enemies.
The target and nearby enemies receive 75% less healing for 3 turns.
Stack: The Bell Tolls deals an additional 200% damage. The maximum size of stack is 2.
Megaera
Element: Ice
Class: Barbarian
Base stats @ 4/80: 824 A, 694 D, 1278 HP
Special: Oathbreaker’s Punishment
Speed: Fast
Deal 140% damage to the target and nearby enemies.
The target and nearby enemies receive 300 Bleed damage over 6 turns. This effect stacks with similar effects.
Instantly deal Bleed damage equal to 75% of current remaining Bleed damage to affected targets.