[ Hero Concept 34 ] [1]
This is the 34th original hero concept.
Enjoy :)
Initial Element: Fire
[ S1 - Blessing of Nature ]
Attack an enemy, granting the caster a buff for 1 turn (Based on the caster's element).
//Fire: Increase Attack, Water: Increase Defense, Earth: Increase Speed
[ S2 - Elusive ] CD: Passive
At the start of battle and at the end of the caster's turn, set the caster to a random element (Fire, Water, or Earth).
The caster is Immune to Debuffs, Negative Effects and Additional damage from enemies who are NOT Element Advantageous.
[ S3 - Strike Flow ] CD: 5 Turns
Attack an enemy, then an ally of the caster's Advantageous Element and an ally of the caster's Disadvantageous Element attack the target with their basic skill respectively.
These attacks cannot trigger any enemy skills.
For each ally basic skill triggered, decrease cooldown of this skill by 2 turns.
//Counted as normal attacks instead of dual attacks
//Example: The caster is currently Fire. So it triggers Water and Earth ally's attack
Note:
This hero promotes RGB element team comp.
Along with a Fire hero, a Water hero and an Earth hero, S3 is guaranteed to maintain its "Flow", e.g. can be casted every turn.
The effect is rewarding, but heavily limits team comp. That's the price.
A workaround is only picking two of RGB elements.
Less limit to team comp, but weakened S3.
For the opponent, they may find this hero being at their element blindspot, hence hard to deal with.
If they have RGB team comp, there will be no blindspot.
If they don't, just some time this hero will turn into the vulnerable element.
Overall, this hero plays around both player's comp.
The more RGB variety your team has, the less your opponent has, the better this hero.
I like this kind of design, which can limit Dark/Light abuse.
Comments are welcomed.
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Right on cue, TC is back with another edition of faulty logic in a low effort post format! What a surprise!