[ Hero Concept 13 ]
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    General Discussion

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    General Discussion

    [ Hero Concept 13 ] [2]

    This is the 13th original hero concept. Enjoy :)


     




    S1

    Attack an enemy.

    Has a 50% chance to make the target Counterattack with basic skill once when attacking a hero.

     

    //This effect CAN be resisted


     

     

    [S2 - Inundation] CD: 3 Turns

    <This skill is locked. It is unlocked this battle when the caster has lost a total of 5000 health>

     

    Memorize: The caster becomes Immune to a debuff this game after suffering it once.

    Attack an enemy, inflicts Extinction on kill.

    Damage dealt increases by 2000 for each kind of Memorized debuff.

     

     


    [S3 - Apotheosis] CD: 13 Turns

    <This skill is locked. It is unlocked this battle when S2 Extincted an enemy>

     

    Enemies receive each of the 5 unique effects listed below, distributed randomly among them:

     

    Deal considerable damage;

    Inflict 3 random debuffs for 3 turns;

    Decrease Level by10;

    Increase skill cooldown by 4 turns, with no cooldown capacity;

    Dispell all buffs, before decrease Combat Readiness to 0%.








    Note:

    S2 is not available until the caster is mildly damaged.

    It needs more time after that to memorize debuffs.

    Plus it is the essential unlocker for S3.

    As a result, it has a 3 turn cooldown to compensate for all these.


    S3 is pretty much a one-time-only skill, unless paired with Iseria.

    Player can use it as soon as it becomes available;

    Or wait until there are only 1 or 2 enemies to make sure the enemy is severely crippled.



     

    Comments are welcomed.

    Reply 2
    Notification has been disabled.

    I will steal some ideas from other game to help you for some future creation.

    - Force enemy take turn right away and hit with S1 (like A.Lot push our team to 100% CR but this force enemy to hit the caster with S1 to destroy enemy turn)

    - Force enemy to hit caster of this skill to hit him until some condition meet (Mean steath for whole team except the caster)

    - Share single target dmg to all team (Reduce dmg from single target and keep weak unit stay alive longer)

    - Passive heal when alive turn start or end (Can't heal if get disable)

    - Passive heal when enemy turn end and revive team right away (Revive must have high CD)

    - Provoke enemies but instead of they have to hit our team like provoke or redirect provoke, we can select enemy target so they need to hit their ally (low success rate but dangerous).

    - Put some stack on an enemy, these stacks only reduce enemy spd (5% each, max 5 stacks). If caster apply stack on the enemy with 5 stacks, deal dmg base on max HP (like poison)

    Thanks for sharing :)


    I think it's closer to "Reference" than "Steal".

    As of the second one, one of my unrevealed designs has something in common.

    But tbh these ideas are not innovative enough :(


    That's why I shared DotA designs at first; They are really something out of the line.

    That's what I love and what I'm aiming for :)


    e.g.

    Doom Bringer

    [S1 - Devour]

    Soulburn (10): Casts S2 of the 2* unit last used to enhance this hero.


    Shadow Fiend

    [S1 - Shadowraze]
    Shadow Fiend utilizes his power, attacking an enemy, before inflicting the same amount of damage to enemies whose CR fall in [Target CR-20%, Target CR+20%].


    Phantom Assassin

    [S2 - Blur] CD: Passive

    The Phantom Assassin blurs her body.

    The caster cannot be seen by the opponent in the Combat Readiness Meter (And her teammates' order number excludes her).

    When the enemy choose her as the target, has a 35% chance to choose someone else.

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