Before that, i'll introduce some new Status Effect.
'Cursed' : When target used skills Deal xx% damage to it.
(may add Status Effect to target if used by Boss Monster or something in Legendary Mode.) - A bit lost here. Is this supposed to mean damage based on skills? or just plain % HP damage? eg, legendary boss has 100,000HP, using skill with 5000 atk. Let's say cursed deals 10%. Does that mean boss gets 10,000 damage or damage based on 500 atk power?
'Bleeding' : When target Attack or Move, Deal xxxx damage to it.
(can take indefinitely times in 1 turn, This will counter Trigger team so hard.) - I like this, really like this. This is like the skill specially designed for shadow-rogue classes!
'Nightmare' : Same as sleep effect, but target takes xxx% more damage when waking by attacks.-
More damage when hit awake by atks, so its good to time champions/archers for that waking hit ^^
Skills/Aura
Shadow Class
(Skill)Deep Wicked : Always Critical, Stealth this Hero's and add Bleeding attacks for x Turns. each time Enemy damaged by this Hero's will cause 'Bleed' to targets for x Turns.
- IMO, this makes the shadow class TOO OP for current build. Maybe something to consider when the game moves forward.
(Aura)Smoke Bomb : When others in Aura gets Defeated, Everyone in aura Stealth for x Turns.
- If it includes the hero, then it will be useful. Otherwise, effect is limited.
(Aura)Death Breath : When Hero attacks, there is xx% chance to Trigger others in aura
to Bleed enemies with xx% less health with xx% of their ATK for x Turns. - Nice!
Archer Class
(Skill)Purify Arrow : Deals damage equal to xx% each buff that target have, Then removes it all.
- Skill buff ok, but aura buff? I would suggest to removing the buff just until end of turn, but arena...
(Aura)Hunting Experience : Everyone in aura Deals xx% more damage to Stun/Root/Sleep targets.
- Too OP. If it has a % chance, then it should be fine.
(Aura)Backup Plan : When others in Aura using Skill, decrease it's Cooldown by 2 Turns. But not less than 4.
- Useful for mystic classes.
Healer Class
(Skill)Mirror of Lies : Chose an Enemy, Disable their Aura for x Turns. Heal Party for XX% of Hero's MAG for x Turns
- This is gonna be good in the arena 
(Aura)Dream Catcher : When others in Aura gets defeated, Restore xx% HP and set both Hero 'Nightmare' for x Turns.(Can active once per wave)
- Not useful imo
(Aura)Corspe Explode : When others in Aura defeats an Enemy, Explode it 3x3 and deal xx% of target HP.
- Tough to use well.
Guardian Class
(Skill)Defensive Ground : Immobilize and Decrease xx% DEF of This Hero's for x Turns, Reduce xx% Damage to All allies in 3x3 Area for x Turns. Unit Moves,Attack will cancel the Effects.
- Tank to Fortress. Good idea, but for those running on auto...
(Aura)Protector's Will : When others in Aura takes damage while below xx% Health, Taunt a random Enemy.
- This is a very good and useful skill for a guardian class. Seconded!
(Aura)Light's Out : Everyone in Aura get's xx% Resistant to Negative Effect. When others in Aura gets defeated, permanently Incresase xxx ATK to this Hero's.
- This looks like some sort of last will... Though, I would suggest not permanently, but something like until hero kills an enemy or maybe x turns... Otherwise, a 'sacrifice' team build might result... and valiant force is a strategy game, not a sacrifice game
Mystic Class
(Skill)Dead Haunt : Chose an Enemy, Cursed it for x Turns and Create Immune Dead Spirit in front of them.
Dead Spirit can moves freely and have '+' Aura that Decrese enemy ATK,DEF,MAG by xx% of Hero's MAG - New class, Necromancer!
(Aura)Witches Wish : When others in Aura using Skills, Random Status Effect to 1 Enemy for x Turns.
- I would suggest both negative and positive status effects, just because.
(Aura)Alchemist Load : Everyone in Aura gets xx% more Item Effective(Potion,Root,Egg) and x% ATK&DEF for each item used for x Turns, Stacking up 5 Times.
- Very very nice! Now all those 1*, 2*, 3* consummables would be more useful!
Champion Class
(Skill)Earth Shatter : Chose an Enemy, Deals xxx% Damage and spread target Status Effect in '+' Area.
- ok, i guess. Just that given the other skills, this sounds rather underwhelming.
(Aura)Furious Execution : When others in Aura attacks Enemy below xx% Health, Trigger This Hero's to deal xxx% damage to target.
- I suggest not using this skill, because it might end up champions next to ranged units killing enemies from far away. Maybe force a stun, or even better, a pull!
(Aura)Charge Forward : Everyone in Aura Move Forward when This Hero's kills 2 or more Enemy in one strike.
- OMG, its a cavalry charge!
And i've some new idea about Mystic skills that may make them more great and Useful Class.
Old Mystic Skills
-they do low Normal Attacks, useless...waiting for 6-7 turns long for skill that's not worth it.
Kiera Elementalist
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy.
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.
Kiera Rune Magus
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s)
Deals magic damage equal to 80% of Hero's MAG to All enemies.
New Mystic Skills
-Three step charges skill cooldown, make them more useful and good at many situation.
- Let me get this straight, skills become more powerful with higher level charges? Maybe should make them kill charges (limited to mystic last hit) instead of turn charges
Kiera Elementalist
Cooldown 3 Turns :
Deals magic damage to 90% of Hero's MAG to Enemy.
Cooldown 5 Turns :
Deals magic damage to 135% of Hero's MAG to Enemy.
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy.
- 90% x 2 = 180% Potentially, why should anyone wait for 7 turns when there is no bonus?
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.
Kiera Rune Magus
Cooldown 2 Turns :
Deals magic damage equal to 50% of Hero's MAG to All enemies.
Cooldown 4 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Deals magic damage equal to 80% of Hero's MAG to All enemies.
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s)
- Wall is currently only really useful in the arena, so the 4 turn version would likely be used.
Deals magic damage equal to 80% of Hero's MAG to All enemies.
at last, i have many and more Idea/Fun strategies for VF. hire me.
i want to be part of your great team and great game!