Tue Dec 13, 2016 12:05 pm
Player ID - 5e326u
Kensei/Samurai 5*
Swallow's Return "燕返し"
Active/Cooldown 5 turns
-Hits 2 blocks ahead of user with 130% of ATK of hero as Magic damage, can be critically hit
-has a 50%(increased to 70% at +2) probability to reduce CD of skill by 3 turns when crit).
One with the sword
Aura
-When hit, there's 30% chance to increase CRIT by 15% of ATK to self and allies in aura.
Think: Kojiro Sasaki, the Japanese Mythical swordsman. Chopping tofu so fast you never saw him attacking
Spirit Walker 5*
Slyph's Call
Active/Cooldown 6 turns
-Calls the power of the winds to block projectiles within "home territory" (The nine squares on the our side *points*)for 1 turn,
-reduces CD of whole party by 1 turn, and
-increases CRIT of party by 15%~35% of MAG for 2 turns.
-Glossary: Projectiles = anything thrown at heroes, flying heroes aren't projectiles, they're flying heroes.
Float like a butterfly
Aura
-When hit, there's 45% chance to reduce cooldown of skills of all allies in aura by 1 turn, cannot be triggered more than once in a turn.
Note :A class that provides distinctive utility in damage mitigation and skill Cooldown, rather than heal heal heal. For the wind thing, think Yasuo's Wind Wall at level 5 *wink*.
Elementalist 5*
Absolute Zero
Active/6 turns
-Teleport to empty tile, deals 150%~170% of MAG as Magic damage to 3*3 grid of location, freezing enemies for 1 turns
Frost Shield
Aura
-Increase 30% of MAG as defense to self,
-has 25% chance to Freeze enemies in aura for 2 turns when getting hit.
Note: Slight Melee, needs careful positioning to prevent instant kills by enemy's champions. While having cc to compensate
Ninja 5*
Now you see me
Active/5 turns
-Deals 130%~150% of CRIT to 1 enemy, has a chance to critically strike.
-Killing an enemy with this skill refreshes its cooldown.
Now you don't
Aura
-When hit with less than 40% health, Switch places with attacker, stealth self for 5 turns. Stealth breaks when attacking in "enemy territory". (The nine squares on the other side *points again*)
-Killing an enemy in aura restores stealth for 2 turns, doesn't matter who did the killing blow.
Note: PVP wise, Ninja swapping is nice, but people tend to swap Guardians over instead, why not swap over some tofu and chop chop =D also, players need to know when should they use their skills, rewarding and players for "timing" and punishing "blindless nuking".
PS. Please please please put my ninja idea into a cute loli if you take it in ε≡≡ヘ( ´Д`)ノ
Chaos Knight 5*
Ascension
Active/7 turns
-Shields hero for 25~45% of Max HP for 3 turns, increase ATK by 15% of Max HP, as long as shield is on
-Could not be Rooted/Knocked back while shield is in effect.
Wandering Sentinel
Aura
-When in enemy territory, with 2 or less enemies in aura, heal for 10% of MAX HP every turn,
-When in home territory, when allies in aura gets hit, absorbs 15% of damage received by allies in aura.
Note: Wonderful addition PvP or PvE wise, makes Ninja's think twice about swapping. and also making CK a little more popular, rather than the current ninja turtle.
Royal Huntsman 5*
Summon Catapult
Active/4 turns
-Summons catapult next to hero for 3 turns, can be summoned on to occupied tile, Loading the hero onto it.
-Catapults have HP of 240% of hero's ATK
-Heroes can only be catapulted forward, and randomly,have different effects depending on classes loaded.
-Catapults can only be summoned on home territory
Class Effects
-Guardian (Shield Smash) : Deals 10%~30% of MAX HP as damage in a + shaped area.
-Champion (Ground Break) : Deals damage depending on their normal attack in a + shaped area, lowers defense of units hit by 10~30%.
-Shadow (Got Smoke?): Stealths for 1 turn, poisoning a 3*3 grid with 10~30% of Shadow's CRIT.
-Ranger (Frame Splash): Deals 110~130% ATK everywhere within enemy territory.
-Healer (Divine Grace): Blinds enemy within enemy territory, misguiding all attacks.
-Mystic (Napalm Bomb): Deals shields Mystic for 1 turns, exploding after it, dealing 110~130% MAG as damage, burning the ground for 3 turns
-Enemy heroes will be catapulted back to their territory, dealing 15~35% of their Max HP as damage in a + shaped area and 100% ATK to themselves
Siege Weaponry
Aura
-When a Catapult is in aura of the summoner, catapult attacks with 125% ATK of summoner to the same hero targeted by summoner
Note: Other than the trigger effect, our Royal Huntsman doesn't seem to have a distinct skill set, rather than being trigger happy, try flinging stuff to enemy territory, dealing something "right back at cha", great to counter swaps. Our huntsman may have a little less damage before the Catapult comes out, but once its out, hohoho Merry Christmas =D
Rune Magus 5*
Engrave
Active/5 turns
- Engraves 4 random skill/stat runes into tiles within home territory for 3 turns, effects of rune increases by skill level
- Allies or enemies that stay on runes for more than one turn with receive rune's effect for 2 turns
- If hero/summoned object is knocked back/teleported away, engraved tile will turn into normal.
Glyph: Empower
Aura
- Increases effect of equipped runes on allies in aura by 35%
Note: Well, having a rune magus that actually have skills that effects runes can be pretty cool. Provides a different kind of utility and unique in its own way.
Down side: Doesn't work well early in game.
Miner 4*
Mine Blast
Active/6 turns
Deals damage equal to 100% of ATK +200%~240% of gold gained in current quest, killing enemies drops 2*~5* gold mine items.
Pillage
Aura
Has 25% chance to drop gold mine item 2*~5* if allies in aura kills an enemy.
Note:
A PvE only hero, suitable for any player, rates for items dropped can be adjusted
- 2* = 40%
- 3* = 40%
- 4* = 15%
- 5* = 5%
Mind Warder 5*
Songstress
Active/6 turns
Sings one of 4 songs below with different effects
- Charms 2 enemies for 1 turn
- Gives "Miracle" buff to allied hero, yes like the skill rune miracle
- Raises attack of allies in home territory for 1 turn
- Gives "Stand Tall" buff to allied hero, resists knockback for 1 turn.
Encore
Aura
- Once every 2 turns, sings an encore of the last song played, affecting only allies in aura
Note: Go for a Kpop or Jpop Idol feel, mind warders can specialize in motivating allies and disrupting enemies within their minds.
Last edited by
Ero on Sun Dec 18, 2016 11:39 pm, edited 4 times in total.