Create/Design Your Own Hero – Player Hero Ideas [MASTER]

Pauli

Element: nature at day, dark at night
Speed: very fast
Initiate ability: summons a wolf minion each time an opponents hero is removed from the field or dies with 20% hp and 20% attack of the removed or killed hero.
Special: stoned howl from beyond
Remove a random opponent hero from the field for 5 turns, when hero comes back he gets a chicken minion with 5% hp and 0% attack of returning hero, as long as opponent hero has a chicken minion it’s mana speed is turned to very slow :fox_face:
Opponent cannot lose as long as he got removed heroes.

1 Like

Your similar , great idea has been proposed and discussed many times before. Here is one of the existing main threads: :stuck_out_tongue_winking_eye:

2 Likes

The cursed chicken idea is the best I have heard. Adds a new layer of strategy to your gameplay (how to NOT kill a specific hero), and that is always appreciated. Oh and on the same theme how about a slow hero whose special reverses the speeds of all heros on the playing field?

1 Like

Emerson

*****/Legendary HOTM

Green/Nature

Att 733
Def 721
HP 1387

Innate abilities: This hero gets +5% attack each time an ally is defeated.

Monochromatic Incitation
Mana speed: Slow

  • Deals 200% damage to all enemies
  • The more enemies with the same colour, the more damage they will receive, up to 360% damage if all the enemies have the same colour.
  • All allies heals themselves 10% per turn for 3 turns.
  • Elemental link gives all nature allies 20% defense against Fire for 4 turns. This effects can’t be dispelled.
1 Like

Hey, nice, I’ve been thinking on designs with dependency on colors, but on allies. They’re not completed, but I’ll share anyway:

Name: Dark Ent
Element: Dark
Attack: 763
Defense: 756
Health: 1361
Mana Speed: Very Slow
Special Skill: The Dark Alliance

  • Deals 120% damage to all enemies. For every Dark ally, additional 50% is dealt (max 320% damage).
  • All enemies receive 100 poison damage over 4 turns. For every Dark ally, additional 48 damage is added (max 292 poison damage).
  • If all allies are Dark element, all allies get +50% defense against Holy for 4 turns. This effect cannot be dispelled.

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Name: Holy Ent
Element: Holy
Attack: 692
Defense: 780
Health: 1487
Mana Speed: Very Slow
Special Skill: The Holy Alliance

  • All allies get +25% attack for 4 turns. For every Holy ally, additional +8% attack is given (max +57% attack).
  • All enemies get -10% accuracy for 4 turns. For every Holy ally, additional -10% is given (max -50% accuracy).
  • If all allies are Holy element, all allies get +50% defense against Dark for 4 turns. This effect cannot be dispelled.

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Name: Nature Ent
Element: Nature
Attack: 713
Defense: 749
Health: 1500
Mana Speed: Very Slow
Special Skill: The Nature Alliance

  • Recovers 20% health for all allies. For every Nature ally, additional 12% health is recovered (max 68% health).
  • All allies get +20% defense for 4 turns. For every Nature ally, additional +8% defense is given (max +52% defense).
  • If all allies are Nature element, all allies get +50% defense against Fire for 4 turns. This effect cannot be dispelled.

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Name: Fire Ent
Element: Fire
Attack: 802
Defense: 731
Health: 1312
Mana Speed: Very Slow
Special Skill: The Fire Alliance

  • Deals 200% damage to the target and nearby enemies. For every Fire ally, additional 60% damage is dealt (max 440% damage).
  • All allies counterattack with 60% of damage received for 3 turns. For every Fire ally, additional 25% damage is dealt (max 160% damage).
  • If all allies are Fire element, all allies get +50% defense against Ice for 4 turns. This effect cannot be dispelled.

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Name: Ice Ent
Element: Ice
Attack: 781
Defense: 725
Health: 1378
Mana Speed: Very Slow
Special Skill: The Ice Alliance

  • Deals 350% damage to the target. For every Ice ally, additional 60% damage is given (max 590% damage).
  • All allies get +10% mana generation for 4 turns. For every Ice ally, additional +10% mana generation is given (max +50% mana generation).
  • If all allies are Ice element, all allies get +50% defense against Nature for 4 turns. This effect cannot be dispelled.

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Name: Ranbow Ent
Element: ¿?
Attack: 718
Defense: 801
Health: 1419
Mana Speed: Very Slow
Special Skill: The Rainbow Alliance

  • Deals 50% damage to all enemies. For every different color from the squad, additional 100% damage is dealt (max 450% damage).
  • All allies receive +10% defense for the element they are weak against for 5 turns. For every different color from the squad, additional 20% defense is given (max 90% defense).
  • If all allies are of different element, summons a ranbow minion for each ally. The rainbow minion inherits 10% health, 10% attack and the element from the hero. The rainbow minion will deal extra damage to the element it is strong against and will have different attack features depending on its element:
    -Dark: deals 80 poison damage for 2 turns.
    -Holy: target gets -10% accuracy for 2 turns.
    -Nature: target gets -15% attack for 2 turns.
    -Fire: deals 80 fire damage for 2 turns.
    -Ice: target gets -15% defense for 2 turns.

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2 Likes

Snow Queen

5*****/Legendary

Paladin

Ice/Blue

Att 625
Def 833
HP 1405

Eternal Hibernation
Mana speed: Slow

  • All allies will enter hibernation mode in the next 4 turns (This effect can’t be dispelled, removed or blocked):
    When in hibernation mode:
  • All allies get -100% attack
  • All allies get +100% defense
  • All allies regenerate 612HP over 4 turns.
  • If an ally is killed during the hibernation mode, the target who kills the ally or the caster of the status effect which kills the ally will be reduced to 1HP regardless of their current HP.
2 Likes

MoonFlower (hippy - you know bell-bottoms with embroidered flowers, chain of daisies in the hair, etc. - skipping through a meadow with arms open for a big hug and butterflies, flowers, and rainbows all around)
Yellow Healer Slow

Special Skill: Bursting with Love
Heals everyone (teammates and enemies) 30%. If teammates go over max, they get those as temporary additional HP. If opponents go over max, they “burst with love” and take double the amount of healing as damage.

This makes for tricky timing, but would add a fun element to strategizing. It is kind of like Hansel and Gretel’s cause damage if they max out mana, but for hits. This could be modified to target a specific enemy or enemy and neighbors to make the possibility of just healing all your foes a bit less burdensome.

3 Likes

Seeing the upcoming heroes in beta i would suggest this design:

Greed

Purple
fighter

900 atk 850 def 1600 hp

Innate resistance: Resists ailments affecting mana gain
Innate ability: If hit by direct damage, has 20% more chance to activate class ability for 2 turns

Mana speed: Very fast
Special Skill: Sin of the Fox
Deals 150% damage to all enemies
The damage is increased by 30% per each dead enemy.
All enemies receive -15% mana generation for 2 turns

I guess he can also have a costume which basically transfers him into a very fast sniper with 500% damage output. Put him into an event portal with 0.01% pull chance as a bonus draw. I guess i helped you SG, so please contact me and i give you my bank account details.

1 Like

Destroyer Family
2 heros : +15% Attack & -5% Defense
3 heros (max) : +30% Attack & -10% Defense

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Name : Bulleye
Rate : Legendary
Element : Water
Class : Ranger
Family : Destroyer Family
Innate ability : Perfect Hit, special skill of this hero is never miss. (Only special skill. Can’t be dodge and unaffect by acceracy reduction.)
Note : Perfect Hit doesn’t immune to acceracy reduction ailments.
Atk : 900
Def : 650
Hp : 1300
Power : 800
Special Skill : Arrow Storm
Mana Speed : Very Fast

  • Deals damege to all target three times each times deal 50% damage.
    If caster doesn’t have any ailments, each hit will randomly apply one of these ailments.
    1. -10% defense for 3 turns.
    2. -10% attack for 3 turns.
    3. -10% acceracy for 3 turns.
    4. -10% mana regen for 3 turns.
    5. -20% heal for 3 turns.
    6. -15% special skill attack for 3 turns.
    7. -15% defense against special skill for 3 turns.
    8. 90 fire damage for 3 turns.
    9. 84 poison damage for 3 turns.
      If caster have any ailments, all ally get Perfect Hit buff for 3 turns.
      Perfect Hit buff is similar to this hero innate ability. It will make special skill never miss.

Note : If any after hit apply same ailments as the previous hit, it will stack up, for example, if all 3 hits apply -10% attack for 3 turns, it will be -30 attack for 3 turns.

Summary

His skill deal 50% damage three times to all target. Each hit will randomly apply ailments.
When his ally are affect by any ailments, he will make all ally get Perfect Hit buff which is similar to his innate ability instead of apply ailments.
I think Bulleye is very useful to counter any dodge effect. He also be good flank for defense team. Combo with Telluria tank and Vela on other side flank.

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Name : Seyren
Rate : Legendary
Element : Earth
Class : Wizard
Family : Destroyer Family
Innate ability : Resists ailments affecting attack reduction
Atk : 825
Def : 695
Hp : 1390
Power : 800
Special Skill : Linked Strike
Mana Speed : Very Fast
If target doesn’t have any buffs or ailments,

  • Deals 550% damage to target.
  • The main damage reduce from 550% to 400% if target is titan.
  • All enemy share damage for 4 turn.

If target have any buffs or ailments,

  • All enemy share damage for 4 turn.
  • Deals 850% damage to target.
  • The main damage reduce from 850% to 500% if target is titan.
Summary

His skill that deal 550% damage to target with very fast mana speed make him very powerful sniper.
However, there is a drawback that his skill will make all enemy share damage.
And if you use his skill on target that have buffs or ailments, he will make all enemy share damage before he deal damage. In this case, the damage will increase to 850%.
Because of the drawback have no effect on titan, his skill damage have to be reduced on titan.
I think Seyren will be best sniper against Krampus, Aegir and Boril.
Krampus : His share damage effect allow other hero to deal damage to other target when Krampus is taunt.
Aegir : He deal more damage than any other sniper when Aegir make defense team share damage.
Boril : His share damage effect will make Boril’s counter attack ineffective.
He is also best hero for clean up in war.

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Name : Cecil
Rate : Legendary
Element : Light
Class : Rogue
Family : Destroyer Family
Innate ability : Resists ailments affecting acceracy reduction
Atk : 800
Def : 710
Hp : 1420
Power : 800
Special Skill : Weaken then Slash
Mana Speed : Very Fast
If target doesn’t have reduce defense against special skill ailments,

  • Target get -65% defense against special skill for 4 turns.
  • The reduction of defense against special skill reduce from -65% to -34% if target is titan.
  • Boost max hp of target by 250.
  • All enemy except target get +65% defense against special skill for 4 turns.
  • Caster gain 65% mana.

If target have reduce defense against special skill ailments,

  • Deals 450% damage to target.
Summary

When you use her skill in the first, she will reduce target defense against special by 65% and gain 65% mana. Gaining 65% mana will make her very easy to use skill on second time.
When you use her skill on target again, she will deal high damage to target.
However, there is a drawback that her skill will boost max hp of target by 250 and increase defense against special of all enemy beside target by 65%.
Because of the increase defense against special drawback have no effect on titan, reduce defense against special effect of her skill have to be reduced on titan.
I think Cecil will be best sniper against Kunchen. Combo with Joon Costume and Wu Kong, first, use her skill follow by Joon Costume skill will easily kill any tank. Then, use Wu Kong skill to kill flank and wing.

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Name : Shura
Rate : Legendary
Element : Fire
Class : Barbarian
Family : Destroyer Family
Innate ability : Uneffect by attack reduction ailments
Note : Doesn’t immune to attack reduction ailments.
Atk : 1050
Def : 600
Hp : 1040
Power : 800
Special Skill : Guillotine Fist
Mana Speed : Slow

  • Deals 1200% damage to target.
  • This special skill is never miss. (Can’t be dodge and unaffect by acceracy reduction.)
  • Caster can’t gain mana for 2 turns.
Summary

Shura is one hit kill hero. His skill deal about 3 times of normal sniper make he can kill any hero in one hit. His skill also can’t be dodge too.
However, there is a drawback that he can’t gain mana after he use skill for 2 turns.
He is only 5* hero that have 1000+ base attack and have base attack higher than hp. (3* hero, Muggy is only another hero that have attack higher than hp.)
I think Shura will be best titan killer. Combo with Cecil’s lower defense against special skill, I think his skill can deal 10k+ damage in one shot !!!.
He is also very powerful in rush atack.

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Name : Hellfire
Rate : Legendary
Element : Dark
Class : Fighter
Family : Destroyer Family
Innate ability : Uneffect by acceracy reduction ailments
Note : Doesn’t immune to acceracy reduction ailments.
Atk : 750
Def : 630
Hp : 1700
Power : 800
Special Skill : Gate of Hell
Mana Speed : Average

  • Deals 250% damage to target and nearby
  • The damage increase 1% every 6 it has lost from Max Hp.

Note : For example, Hellfire with 1700 Max Hp. You deal total 800 damage to him (He has 900 hp remain.). Then he cast skill, it will deal 250%+floor(800/6)% = 383% damage.
Note : If he have Hp boost, he still deal 250% damage.

Summary

The more his hp lost, the more powerful his skill is.
Hellfire skill deal target and nearby 250% which increase 1% every 6 it has lost from Max Hp.
He is also fighter. If he revieve then cast skill, it will deal up to 533% to target and nearby !!!.
I think Hellfire will be good for killing three boss in any stage or tank in defense team. Combo with Isarnia’s or Athena’s lower defense, he can deal very high damage to the three boss.

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Name : Howard
Rate : Legendary
Element : Fire
Class : Special (Read Class Special Details)
Family : Destroyer Family
Innate ability : Uneffect by attack and defense reduction ailments.
Note : Doesn’t immune to attack and defense reduction ailments.
Atk : 888
Def : 888
Hp : 888
Power : 808
Special Skill : Reckless Power
Mana Speed : Fast

  • Deals 265% damage to target.
  • Boost max hp of all fire ally by 200.
  • All ally get Reckless Power buff for 5 turns.
    Reckless Power increase attack by 150% and reduce defense by 40%. Stacks with simlar status effects up to a maximum of +200% attack.

Note : Reckless Power is buff not ailments, so the innate ability won’t protect the drawback.

Class Special Details

Standard : You can any class emblem to upgrade standard node and you can choose atk, def or hp. However, there are some rule for standard node.

  • Node 2 and 3 can’t be same type.
  • Node 5 and 6 can’t be same type.
  • Node 9 can’t be same type as node 8.
  • Node 13 and 14 can’t be same type.
  • Node 16 and 17 can’t be same type.

Talent node : You can choose talent of any class and will use that class emblem. Each talent node can be different.
Expensive node and Final node : You can any class emblem to upgrade expensive and final node and you can choose atk, def, hp, cri, heal or mana regen. However, all expensive and final node can’t be same type.

Summary

Howard is fire version of Ranvir but his skill reduce defense instead of acceracy and boost hp instead of give spiritual link to all fire ally.
He is only hero that have attack = defense = hp.
I think Howard will be best increase attack fire hero for killing titan.

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If you have them, how do you use them ? What hero do you use to combo with them ?

If Joakim is 5* heros, what is his stat and his skill ?

Tavern of legends mystery hero of the month. 10 heroes, each representing one talent class and two are of same colour. Cycles every 3 months with a 0.01% pull rate. Will be doing 9 heroes as myztero has been represented for rogue

  1. Sekimis (Dark legendary hero)
    Class: sorcerer
    Attack: 764
    Defence: 708
    Health: 1436
    Title: enchantress of the underworld

Special: requiem of the doomed- mana speed slow

  • the target receives 2130 damage over 10 turns. This effect can’t be cleansed. If the target dies, this effect and it’s remaining turns gets transferred to a random enemy. If the skill is used consecutively, this effect and it’s remaining turns gets transferred to the target

  • the target gets -75% healing over 4 turns

Innate ability: Doomed target- this hero’s special bypasses buffs that resist ailments

Click here for design inspiration

Summary

One of the most devastating DOTs, uncleansable but limited to 10 turns. When the match draws out, she is going to be really devastating. Could only have one of this effect in play though.

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  1. Occam (holy legendary attribute)
    Class: fighter
    Attack- 681
    Defence- 756
    Health- 1378
    Title: Dragonia Messenger

Special: Offerings to Dragonia- Mana speed fast

  • All allies’ buffs get their effect duration extended by 1 turn

  • the caster and nearby allies receive +24% mana generation. After 3 turns, reduce the caster and nearby allies’ mana to 0%. In return, restore the % of health equivalent to 80% of mana it has lost. This effect can’t be dispelled

Innate ability: Dragonia’s Blessing- This hero gains +10% Def for each ailment it receives.

Click here for design inspiration

Summary

A priest from the land of dragonia, Kelile’s master and direct messager of dragonia.
Very powerful support when it comes to raid offence, this hero has some form of strategy, do you fire your skill or do you feed away the hero’s mana to recover a high amount of health. Keep in mind this health recovery is not affected by minus healing debuffs. I also introduced buff duration extender as a new mechanic to compensate the 100% mana cut. In defence, unfortunately because of how I designed him, he is quite unusable as tank and only serves as a fast mana provider with no other benefits. However he is quite usable as flank and has the perfect synergy with baldur which prevents any mana cut as long as baldur has boosted health

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  1. Harper (holy legendary hero)
    Class: cleric
    Attack: 817
    Def: 690
    Health: 1316
    Title: field’s aide
    Special: healer’s snipe- mana speed fast
  • The target and nearby enemies receive -34% mana generation for 2 turns. The effect duration will reset if the target is healed. This effect cannot be cleansed

  • Dispel all buffs from the target and nearby enemies

  • The target and nearby enemies regenerate 200 health over 2 turns

Innate ability: containment- all status effect on this hero cannot be dispelled or cleansed, but the maximum number of status effects this hero could have is 3

Click here for character inspiration

Summary

Having the ability to heal the enemy might seem detrimental. But Harper debuffs mana gen and dispels at the same time, all at the cost of healing 200 hp for the enemy. Also, heroes like alice and white rabbit greatly benefit from her effect

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  1. Claudia (Ice legendary hero)
    Class: Paladin
    Attack: 744
    Defence: 689
    Health: 1422
    Title: Warrior mage

Special: inverse charge- mana speed average

  • All allies get +48% defence against fire for 4 turns

  • All allies receive 2% damage for each buff on them. In return, all attack and defence buff conditions are swapped for 4 turns

Innate ability: reinforce- buffs that only provide +30% effect and below cannot be dispelled on this hero

Click here for design inspiration

Summary

Claudia is meant for more an alternative to the standard titan killers and she introduces a new mechanic, elemental attack. That +48% defence against fire she gives flips to become +48% attack against fire. Plus she is paladin so the talent skill of protect turns into additional +25% attack instead of def, which will also benefit any paladin on your side. Now of course buffs that regularly increases attack will also flip into defence. Any buffs that gives def for elemental, immediately flips their defence to attack. Heroes that can benefit from this buff includes:
Anzogh- +46% defence against ice (elemental link)
Guardian Kong- 94% Defence against ice
Jean-francois- 94% Defence against ice (and a unique interaction with his buff. His usual def down shield will turn into an attack down shield, instead giving +42% attack when hit with an attack down. compliments a lot since attack down is mostly used by green enemies)
agwe- +54% defence against nature
Frida- +46% defence against nature (Elemental link)
Perseus- +94% defence against nature
Kashhrek- +94% defence against fire
Margaret- +46% defence against fire (Elemental link)
Morgan le fay- +94% defence against fire
Boomer- +94% defence against holy
Domitia- +94% defence against holy
Kunchen- +46% defence against holy (Elemental link)
Guinvere- +54% defence against dark
Ranvir- + 46% defence against dark (Elemental link)

All of this for a 2% burn damage every turn. 2% might not seem much at first but it stacks with every buff. Claudia is more technical to use but her skills can cover a lot of ground and introduce different mechanics

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  1. Zi’an (Ice legendary hero)
    Class: barbarian
    Attack: 776
    Defence: 738
    Health: 1396
    Title: Rider of thunder unicorn

Overcharged cleave- mana speed average

  • Deals 250% damage to the target and nearby enemies

  • the target and nearby enemies receive 277 electric damage once per turn when it’s mana is full. This effect lasts for 3 turns

  • the target is silenced for 3 turns

  • deals extra damage to fire and ice

Innate ability: bypass reflect- this hero’s normal attacks and special skills bypasses elemental reflect

Click here for design inspiration

Summary

Lore wise he is a spiteful god that allows his steed, the thunder unicorn to run amuck in the overworld.
New ailment overcharged is introduced so that it deals damage whenever the target has full mana. Situational on raid offence but pressurising on defence as he can punish players for saving their fully charged heroes by damaging them. Innate ability makes him to be the only blue hero that can be used in the Avalon event

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  1. Tessley (nature legendary hero)
    Class: Wizard
    Attack: 782
    Defence: 696
    Health: 1417
    Title: lunar mage

Special: gravitational crush- mana speed average

  • Deals 100% damage to all enemies

  • removes temporary hp from all enemies. Deals additional 10% damage for every 200 hp removed. Up to 320% damage

Click here for design inspiration

Summary

Boosted health is getting more frequent in the meta, so I design a hero that specifically counters boosted health. Tessley’s role is more for supporting offence, being able to removed padded health helps any hitter maximise their damage

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  1. Stromberg (nature legendary hero)
    Class: druid
    Attack: 589
    Defence: 852
    Health: 1372
    Title: forest ranger

Special: forestfire- mana speed average

  • the caster gains taunt for 4 turns

  • changes the element of the target and nearby enemies to fire for 4 turns

  • The caster reflects 100% damage and negative effects from enemies fire special skills and dispels buffs on all fire enemies over 4 turns

Innate ability: impenetrable- this hero blocks the effects of bypass

Click here for design inspiration

Summary

imagine a fantasy version of a firefighter. A hero representing red elemental reflect. Has a neat trick to force enemies to turn into the fire element

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  1. Halford (fire legendary attribute)
    Class: monk
    Attack: 582
    Defence: 831
    Health: 1469
    Title- Champion guardsman

Special: Stronghold- Mana speed slow

  • the caster and nearby allies regenerate 1044 hp over 3 turns

  • all allies are immuned to status ailments for 4 turns

  • all allies are immuned to buff dispells for 4 turns

Innate ability: Wide guard- this hero has the innate ability to block consercutive attacks from chaining

Click here for character design inspiration

Summary

I design a tank that can take hits and build pressure. An unforgiving tank, but fair. Halford hard counters heroes like Finley who not only is not affected by the Def down, but stops his consecutive attacks from chaining

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  1. Alfira
    Class: Ranger
    Attack: 787
    Defence: 667
    Health: 1452
    Title: tactical blademaster

Special: Pivot charge- Mana speed very fast

  • Deals 270% to the target. this attack can only be aimed at targets with the least mana, ignoring any enemy effects.

  • The more mana the target, the more damage it will receive, up to 540%

  • Removes all status conditions on the target

Innate ability: heightened focus- the caster ignores blind and attack down ailments on itself, but it cannot apply any dispelling effects when afflicted by those ailments

Summary

I design a fire version of kageburado with scalable damage mechanic with regular priority to dispell. While only being able to target enemies with the least mana might seem like a drawback at first, it’s not really because the scaled damage is very high, she could easily hit 300-400% damage to a target. It’s also the only hero at the moment to not subjected to randomness when it’s attacking on defence because she will only attack your hero with the least mana, even when taunt is active

Hero Family: Executive Profits
Family Bonus:
2 hero - Forcing Defender to do a 5 pull
3 hero - Forcing Defender to do a 10 pull
4 hero - Forcing Defender to do a 30 pull

Zynga CEO
Dark hero - Ranger
Abilities: Steal all abilities from the defender team and force the defender to do a forced 3-star hero pull for 6 turns.

Zynga CFO
Red Hero - Paladin
Abilities: Drain 50 gems for 6 turns for every effected hero and this effect can’t be dispelled

Zynga CTO
Blue Hero - Wizard
Abilities: To manipulate the board according to his colour. After using the special all-new spawned titles will automatically turn to blue tile for 6 turns.

Zynga CRO
Yellow Hero - Barbarian
Abilities: Force player to sign up for VIP at least 12 months and second special will auto-subscribe to POV for 6 months.

Summary: nothing can boost Zynga revenue better than these hero’s. Come on Zynga deploy these :slight_smile:

I’ve got an idea

Joakim

blue
paladin

atk: 720 def: 800 hp: 1480
mana speed: average
special skill: Resist and bite
Summons a ghost soldier minion for each ally with 0% atk and 20% def inherited from the caster
ghost soldiers cannot be killed but will disappear after 4 turns
ghost soldiers don’t prevent its owner from being hit, but absorb 50% damage while present
after 4 turns the ghost soldiers disappear and all the soaked up damage is distributed among the enemy team evenly
all allies regenerate 600 hp over 4 turns

It is a good idea. What is his title should be? I think “Metal Machine”.

About his skill,
Can Bera skill prevent summing ghost soldiers ?
Will ghost soldiers die for the owner die ?

I imagine him being a military commander in a generals or admirals uniform, and his title could be “Pride of a nation”.
Yes, ghost soldiers would behave just as normal minions otherwise they would be very OP, so yes, Bera could prevent them and they die if the owner dies

1 Like

Sekimis
Can effect of Withstand (Monk) and passive of some HOTM resist Sekimis skill ?
I think the best hero against Sekimis is Malosi.
Occam
I think the best hero against Occam flank with Baldur tank is Vanda.
Harper
Harper isn’t very powerful at all. She have high attack but her skill isn’t direct attack skill. Her reduce mana generation and dispel buff isn’t worth for 200 Hp.
Claudia
Does Claudia flip Wu Kong and Miki effect ? If she do, I think she can be alternative hero for Miki but isn’t more powerful than him.
However, I think she is useful to combo with Kadien.
Zi’an
He is very powerful in rush attack and is better for defense side than attack.
Tessley
I think she is good support offence against Heimdel, Balder and Garnet. However, her element is nature so she isn’t perfect design for against them.
Stromberg
He is very useful for titan.
For defense, Cure is the choice against Stromberg. “Changes the element of the target and nearby enemies to fire” isn’t good when Stromberg is nature.
I think his best position is flank combo with blue tank. But, he isn’t very good for defense at all.
Halford
I think the best hero against Halford is Malosi. I think Halford is good tank comparable to Krampus.
Alfira
What is her element ? If there is 2 target have 0% mana, what is her target ?
If full mana is 540%, half mana will be 405%.
I think she isn’t very powerful because normally wing hero have lowest mana.
She is good to remove Black Knight’s taunt but have to use immediately before Black Knight gain mana.
Overall, I think Kage is still better.

How do you think about my heros (Destroyer Family) ?

Thank you.

Got a Ninja hero

Emerald
4* Nature
Rogue

Attack: 770
Defense: 501
Health 1057

Special:
1x Mana Charge: Deals 185% damage to the target. Tagret gets -28% attack for 2 turns.

2x Mana Charge: Deals 215% damage to the target and nearby enemies. Targets gets -34% attack for 3 turns

3x Mana Charge: Deals 245% to all enemies. All enemies get -40% attack for 4 turns.

I know that last one may be a bit excessive, but this is my design for a hero

Thank you for your feedback, appreciate it. To respond to your feedback before I review your heroes.

Sekimis- this is not the regular poison/burn/sand DOT. It’s a completely different DOT, where no hero has the innate ability to resist. darn, I totally forgot about monks. Her DOT is supposed to be unresisted under any circumstances. I thought I covered it up by giving her ailment shield bypass. Her innate doesn’t include monk’s withstand, so by right monks can still block her DOT. I shall correct that in a later version. Thanks for pointing it out

Occam- he’s a little bit too unstable in the sense he is unusable as tank. He used to be much more unstable as his mana cut on self applies to everyone. Now I made it so that it’s just him and nearby allies.

Harper- having 4 turns of mana slow on a fast character imo is already quite powerful. Because she is holy, she pairs up incredibly well with white rabbit who is also fast. So the 200 hp regeneration on the enemy is not really a big deal. Maybe I should lower the healing range between 100-200 hp

Claudia- as long as the effect text has the words attack and defence, it will be swapped respectively. Yes unfortunately for wukong it will flipped to defence and Miki/tarlak as well. So do not use Claudia and Miki together! But it greatly benefits regular heroes that generally buff elemental defence. Guardian Kong who naturally buffs a +94% defence against ice defence, becomes 94% attack against ice. So you can now experiment to use him in your green stack. Many possibilities for titan teams with Claudia

Zi’an- nothing really to be said, but a really good pressure hero on defence. But hey, this is a taverns portal with 0.1% pull rate.

Tessley- I just realised I forgot to give her an innate ability. And I might rework her because looks underwhelming. Easily the weakest of my taverns roster

Stromberg- his uniqueness is his ability to change enemies to a specific colour and taunt, dispel and red reflect. Even though he is nature, he is designed to hard counter fire heroes. On titans, he fits really well with any blue stack because he will change any colour target to red. In fact I think he’s the most silliest and OP one of them all.

Halford- nothing much to say but a strong tank

Alfira- oops, she is fire. I design alfira to be more technical. If two enemies have the same lowest mana, she can choose between the two enemies. Even though her damage is scalable, she has her base attack to make up the scaling damage. Her drawback is a way to respond to any enemies who just fired their skill and managed to buff themselves. Her innate is two innate abilities built into one (resist attack down and blind) but at the cost of not being able to remove any status ailments. She is imo, quite balanced and requires some thinking on the offence side

Okay now it’s time for your heroes

The trade-off for the family bonus makes them frail in defence. So I can see them dealing massive damage in raid offence, but quite glass cannon on defence. I won’t use any of them on defence to be honest

Bulleye- does it mean it hits three targets?
There’s a lot of rng in place though. I find too many ailments and quite unreliable.

Seyren- don’t really understand why damage is reduced for Titans. I feel that it’s quite detrimental for a sniper to hit enemies with shared damage. AOE would be better. Also that damage is powerful and quite OP. It is in a way good that the shared damage is introduced, it gives aoe a way to spread more damage.

Cecil- I understand that the giving of special defence is a way to balance him, but I can’t think of any way it helps you. Maybe hatter can steal the buffs after Cecil attacks, but that’s quite a gimmicky strategy. And because he is very fast, the enemy is literally going to get a special defence boost perpetually

Shura- one hit kill character, unbalance in raid format and doesn’t really do much unfortunately because he has very low defence (his family bonus makes it worse) and low health. Sorry, just unusable in raids

Hellfire- confusingly worded. maybe…

  • deals 250% damage to the target and nearby enemies

  • the damage is increase every 6hp it has lost, up to 391%

Battle items family, skills inspired by the forge’s battle items

  1. Otario ( :snowflake: legendary hero, male)
    Attack: 698
    Defence: 767
    Health: 1482
    Class: rogue
    Title: deep time mage

Battle items family
Families give bonus for each unique hero of the same family in battle
Bonus for 2/3/4/5 heroes
Battle Item % effect: 5/10/15/20
This hero’s skill name is also treated as the battle item ‘time stop’

Crush of time: mana speed- very slow

  • all enemies get -80% normal attack for 3 turns. This effect can’t be cleansed

  • reduces the mana on all enemies by 80%. If the target has lesser mana, it is subtracted accordingly as negative mana. Up to -20% negative mana

///////////////////////////////////////////////////////////////

  1. Waylen ( :leaves: legendary hero, male)
    Attack: 767
    Defence: 712
    Health: 1405
    Class: barbarian
    Title: half dragon of raging assault

Battle items family
Families give bonus for each unique hero of the same family in battle
Bonus for 2/3/4/5 heroes
Battle Item % effect: 5/10/15/20
This hero’s skill name is also treated as the battle item ‘dragon attack’

Nature’s inferno: mana speed- fast

  • Deals 200 damage to all enemies

  • all enemies receive 132 burn damage over 6 turns. Increase skill damage by 20 for every resisted or dodged burn from the enemy. Up to 600 damage. Stack: 20

///////////////////////////////////////////////////////////////

  1. Zephyriel ( :fire: legendary hero, female)
    Attack: 834
    Defence: 696
    Health: 1280
    Class: ranger
    Title: breeze of the wild

Battle items family
Families give bonus for each unique hero of the same family in battle
Bonus for 2/3/4/5 heroes
Battle item % effect: 5/10/15/20

This hero’s skill name is also treated as the battle item ‘tornado’

Tailwind: mana speed- average

  • reshuffles the board

  • all allies gain +35% mana

  • The speed on all normal attacks are doubled for 3 turns

///////////////////////////////////////////////////////////////

  1. Anita ( :sunny: legendary hero, female)
    Attack: 742
    Defence: 744
    Health: 1559
    Class: paladin
    Title: Saint of the stars

Battle items family
Families give bonus for each unique hero of the same family in battle
Bonus for 2/3/4/5 heroes
Battle Item % effect: 5/10/15/20
This hero’s skill name is also treated as the battle item ‘miracle scroll’

Dawn of resurgence: mana speed- average

  • revives all dead allies with 400 hp. This effect can only be used once per battle

  • all allies are immuned to buff dispells for 3 turns

  • all allies gain +24% mana generation for 3 turns

  • all revived allies gain +48% mana generation for 6 turns.

///////////////////////////////////////////////////////////////

  1. Kyriel ( :new_moon: legendary hero, male)
    Attack: 803
    Defence: 704
    Health: 1327
    Class: fighter
    Title: War master

Battle items family
Families give bonus for each unique hero of the same family in battle
Bonus for 2/3/4/5 heroes
Battle Item % effect: 5/10/15/20
This hero’s skill name is also treated as the battle item ‘dragon banner’

Banner dance: mana speed- very fast

  • all allies gain +35% attack for 3 turns.

  • all allies gain +35% defence for 3 turns

Thank you for your feedback too.

Sekimis
I know that her DOT is supposed to be unresisted under any circumstances because her skill is slow and slow skill should be powerful (similar to my Shura).
There is only one another thing that can protect her DOT. It is element reflect. Can her skil be reflect ? I know there is no hero that can reflect dark element skill for now but maybe there is in the future.
Occam
After I read her skill description again, I think there is a problem. Because “restore the % of health equivalent to 80% of mana it has lost”, so if mana isn’t lost, it won’t heal.
Harper
In the first time, I actually compare her reduce mana regen to Alasie and her dispell to Seshat. I think I forget about “The effect duration will reset if the target is healed” in that first time.
So, after I read her skill description again, I think she is acceptable well designed (“well designed” mean not too powerful and not too powerless.).
Claudia
“as long as the effect text has the words attack and defence, it will be swapped respectively”, so Wu Kong skill will flipped to defence but the acceracy reduction effect for normal attack and skill stay same. Miki/Tarlak will flipped to defence against only normal attack. Do I understand right ?
She maybe be useful for any person who don’t have Miki. Because you will lose one more position, for example, if you want to attack water titan with Claudia and Guradian Kong, you can use only 3 green heros. Wu Kong increase damage by 93.8% on average when calculate the acceracy reduction but you can use 4 green heros.
Zi’an
I think he is a little bit too powerful when compare to your other hero but is still in acceptable level. I think 277 electric damage per turn (or 831 for 3 turns) is a little bit too high even it is cure able.
I actually compare him to Lady Locke. His DOT may affect only full mana target but he also deal 250% damage to the target and nearby which also deals extra damage to fire and ice. His skill also silence target for 3 turns.
Does the both main damage and DOT deals extra damage to fire and ice ?
Tessley
(nothing to say)
Stromberg
Because if you put him on tank when he use skill, it will be very easy to kill him with only tile. This is a reason why I say “his best position is flank”.
However, there is many better choice for flank. It is a reason why I say “he isn’t very good for defense at all”.
What does OP mean ? I know DOT= damage over turn but I don’t know what OP mean.
Halford
Yes, he is strong tank and acceptable well designed.
Alfira
I think you change Halford element to fire instead.
From “but at the cost of not being able to remove any status ailments”, I think it is better to say “…when afflicted by any ailments” than “…when afflicted by those ailments”.
I still think Kage is still better than Alfira in most scenario. Because he can select any target and he also remove buff before deal damage.
I think idea of Alfira’s skill is good but it is too powerless. The scenario that the lowest mana >= 50% is rarely to happen.

About your feedback of my hero, thank for feedback too. I think I should make the description more clear.

Bulleye
What does “rng” mean ?
In the first, he is hero that do many thing. I think I nerf him too much. Now, he can give his innate ability to ally.

Seyren
He is technical sniper. He deal very high damage with cost of make all enemy share damage.
He will make all enemy share damage before he deal damage if you use skill on target that have buffs or ailments.
There is a different between AOE damage and high damage with share damage.
If there is 5 target with share damage, Seyren skill will deal about 170% to each target.
But if there is only 2 target with share damage, even with share damage, Seyren skill will deal about 425% to both target.
Cecil
She is also technical sniper. I change her skill.
Now, she is hero with skill that can do 2 different thing. Her skil can be use for both support debuff and deal high damage to target.
I’m not sure if her skill is too powerful or not.
Shura
He isn’t useful in normal raid but very powerful in rush attack.
How do you think about using Shura on titan ?
Hellfire
He is different from any other hero skill that “something” increase every “something” up to “something”.
He skill increase every 6 hp he has lost. This mean the more base max hp he has the more damage his skill can deal.

I also add a new hero, Howard to this famliy.
How do you think about him ? And how do you emblem him ?

I change some of them please check them again.


How do you think about my heros after I change some of them ?

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