Name: Jon Snow (or Johns Know for copyright purposes)
Element: Ice
Type: Human Male swordsman, kingly
A/D/H: 750 / 800 / 1200
Special: Kingly Presence
Summons a dire wolf for 4 rounds. DW attacks weakest opponent every round w/ 115% attack of caster. Does not change targets unless target is killed and cannot be dispelled or killed.
Grants 40% crit chance increase to all heroes (including DW) for 4 rounds.
Once defeated, every red troop that passes through a “ghost hole” gives an 8% chance (that multiplies to max of 24%) to revive w/ 60% HP and 75% mana. (ie. 1st 8%, 2nd 16%, 3rd 24%, 4th 24%, etc).
For titans, the crit chance would be benificial and you’d have a chance at revive on the edges.
For defense, the opponent would have to try to avoid dropping reds into a ghost hole and hope they don’t trip into a mega combo. LOL
For attack, the revive may be OP. You could waste turns dumping reds into ghost holes risking that other heroes won’t die in the process. Idk.
Interesting ideas here, particularly the “ghost” concept. One perk of killing someone in a raid is being able to power up specials down the hole (without powering up the remaining foes). Your ghost would create a cost to that. I’d also have the DW not change targets unless it kills the target. Some numbers might need to be tweaked (crit odds seem high; mana on restoration should equal mana when killed), but overall very nice.
I have to say “no” because, to negate the primary purpose of the ability, by leaving it up to chance and losing, would make it no powerful than the abilities of many 3* heroes.
That said, I was being lazy and did not give any rules about the strength of the ability. For instance, I would not expect 100% mana to be stolen from the enemy and stealing all 100% health would kill them, which is obviously unfair. The balancing point, though, would be to receive exactly the same amount taken.
I like your general concept for The Thief, and I agree it’s special should not be random (unless affected by another special, e.g. Wu Kong or Hu Tao). Two things I like in particular are
There is precedent for reducing mana and stealing health; the Thief builds on these mechanics
No new buffs/debuffs, which are proliferating dangerously.
Li Xiu and Chao destroy mana when their specials hit. The Thief would return some or all of the mana back to teammates.
There is also precedent for the “steal back damage” idea, e.g. Elkanen. Note that these heroes first have land damage, using the standard attack/damage mechanics. If the Thief bypasses that mechanics check, it would be very powerful. Some thought need to be given to how it works against titans.
So, it’s just a question of balance. How much mana I stolen, how much returned? How much health is stolen, how much returned?
Name: Narfi Description: A Norse giant, Narfi is the foe of nature, blighting growing things. Stats: Ice (blue) 5*; 720 Attack / 675 Defense / 1380 HP / 770 Power Mana speed: Slow
Special: Deal 210% damage to all enemies; does extra damage against Nature (+40%). On offense, any green tile has a 40% chance of becoming blue. On defense, any green tile has a 40% chance of being frozen. Tile changes affect existing and new tiles for 4 turns.
Mechanics note: Separate logic is needed for this hero’s board manipulation depending on whether he is on offense or defense.
Offense: On initial cast, any matches created by the transformation are automatically triggered. New tiles that appear are generated randomly as usual, but any green tile has a 40% chance of being converted to blue before entering the board.
Defense: On initial cast, green tiles on the board may become frozen (using the mechanics from the Quest for Winter), requiring them to be matched before thawing. New green tiles entering the board have a 40% chance of appearing as frozen for 4 turns. After 4 turns, all frozen tiles thaw.
Name: Ganna
Element: Nature
Type: Female Druid, or Fairie
Mana: Slow, per the rules
Special: One with the Forest
Ability 1 - Spirit Link
Ability 2 - increases critical chance of allies
Ability 3 - 25% chance to revive slain allies
Name: Kentavros
Element: Nature
Type: Centaur, Male
A/D/H: 600 / 750 / 1380
Special: Deal 150% to all ennemies and mark them. Next Kentavros’ special skill will do 150% + 150%/mark. Marks can’t be dispelled.
Can they not make a hero who can manipulate the board like in the game legendary? A hero who can destroy gem of opposing color or generate a power diamond will be awesome!
Name: Twister
Element: Ice
690/685/1375
Especial:It would be like an older brother of Kiril and a tornado hahaha. recover all 30% health and 40% mana moves the gems on the board.
Heeey! You took my tornado idea! also includes…
Either Ice - Northwind, Nature - Storm, Fire - Desert Wind which would act as a shield around hero and bounce back attack.
Visual: A ghost girl with Alice (Alice in Wonderland) Costume, half transparent legs with floating toys around her
Status: Atk: 720, Def: 700, HP: 1330
Special: Supernatural Phenomenon (lv 8)
ー all team member gains 40% attack in 4 turn
ー the caster summons 1 “Teddy” (unstackable) with 25% of caster HP, Atk, and Def for self
ー randomly move 15 tiles on the board, the triggered 3-match will fired instantly but there will be no mana gain in the chain
Name: Morte
Nickname: The Death
Element: Dark
Type: Grim Reaper
A/D/H: 0 / 750 / 1500
Special:(very slow) Kills all ennemies (it’s an effect, can miss or canceled by a protection against effect)
Name: Nicholas
Nickname: Santa Claus
Element: Ice
Type: Human Male with a white beard
A/D/H: 605 / 740 / 1405
Special:
Slow mana: Recover 44% health for all, cure ailments, all allies get a random present (can be +63% defense, +48% attack, +35% critical chance, mana regeneration, health regeneration, +30% lifesteal, +40% to dodge an attack, protection from effect, an elf with 15%HP and 20% attack inehrited from the caster, berserk effect (increase 20% attack everytime they are hit), +94% defense against nature)
Average mana: Recover 35% health for all, give one to 3 presents to all allies (can be like before + crure ailments)
I really like Nicholas. I enjoy playing heroes with some risk but high potential reward—Wu, Alberich. The “presents” might be exactly what you need, or something useless or duplicative. Fun. And we could use a blue 5* healer.
Death, not so much. Only a handful of heroes can counter this, aside from careful killing. Merlin would be a nice counter.
Thought of one on the train. Could be one or multiple heroes that have it, and probably needs tweaking and details but here’s the general idea:
Skill: Russian Roulette
Caster and however many living enemies there are split the odds of death evenly.
For example, if there’s 5 enemies, the hero who casts has a 1/6 chance of dying as well as each one of the enemies. If 4 enemies, then caster and each have 1/5 chance of dying… etc