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FrozenEdge
06-17-2009, 01:19 PM
Since you all seem so apt on ignoring my posts about Skeezicks, the different styles of abilities and variations I was thinking of. I'm culiminating all my current ideas into this post, as well as future ideas for Skeezicks. So to begin with, let's start with a new idea, the Heroic Shield for the Dragonic Race!


Name :Skeezick Shield
Race : Skeezick
Class : Warrior
Rarity : Exotic
Size : 1x1
Attack : 10
Defense : 25
Speed : 9
Damage : 7
Hitpoints : 45
Attack Range : 1-1
Quote : "When the blood of our brothers spill upon the ground, one Skeezick feels it must be him to become the shield of his people" Valdac, the Dragon of Creation
Description : A Skeezick bound in heavy mail, wielding a giant shield in his right hand and appears about to punch someone's face in with his viewable left hand.



Attack - Physical
Block 1 -
Bodyguard -
Pace -
Skeezick Alliance -
Riptose 1
Skeezick Warcry
Hero



Block 2 - He wields the shield, doy.
Block 3 - The shield got biggah and baddah!
Zealot : Skeezick -He is a Hero after all.

FrozenEdge
06-17-2009, 01:28 PM
Another new idea I had for another variation of Skeezick as well as a summonable creature.


Name :Skeezick Elementalist
Race : Skeezick
Class : Shaman
Rarity : Either Uncommon or Rare
Size : 1x1
Attack : 12
Defense : 10
Speed : 8
Damage : 10
Hitpoints : 31
Attack Range : 2-5
Quote : "Why waste precious ammunition fighting our enemies when the sands themselves, are willing to remove our enemies for us" Ingolth, Skeezick Elementalist
Description : Clad in red and gold robes, his claws appearing to be thrust into the ground, while he is chanting something looking up at the sky.


Attack - Green Magic
Terraform - Sand
Summon Sandfly 1 - More explained below
Deflect - Wheee, deflection!


Terraform - Lava
Terraform - Rock


This would be the summon's statistics. As you can see, it's not meant to be powerful, just annoying as heck.

Name :Sandfly
Race : Insect
Class : Construct
Size : 1x1
Attack - 10
Defense - 5
Speed - 9
Damage - 5
Hitpoints - 20
Attack Range - 1
Quote : "I think I'm going crazy Euan. I can almost swear I hear a fly buzzing near my head closeby in this unbearable desert" Hargolt, Dwarven Brawler
Description of unit : Similar to the Gathering at dawn Flies, except these have what appears to be sand falling off their backs constantly from hiding under the desert waiting to get their daily meal and escape the heat.


Attack - Physical
Life Siphon
Skirmisher


None

FrozenEdge
06-17-2009, 01:40 PM
Let's keep the creativity flowing like a raging torrent of ideas!


Name :Skeezick Fencer
Race : Skeezick
Class : Warrior
Rarity : Uncommon
Size : 1x1
Attack : 15
Defense : 12
Speed : 8
Damage : 8
Hitpoints : 34
Attack Range : 1-2
Quote : "Parry, Thrust, and Death. That's the way it's done brothers and sisters" Vinidrax, Legendary Dragon of Destruction
Description : Dressed in light leather, you see him wielding a hammer, forging a thin blade on an anvil.


Attack - Physical
Cou De Grace - If an enemy champion is at 10% or less health, this unit may deal an attack to that champion. If an enemy champion is killed with this ability, it may not activate any abilities upon death. AP Cost 3
Skeezick Alliance - Wewt.


Dodge 1 - Just for Fun

FrozenEdge
06-17-2009, 07:42 PM
Here's a few old ideas, and just a tad sad I've no input or responses to this lengthy and creative thread yet.


Name : Skeezick Lunatic
Race : Skeezick
Class : Warrior
Attack : 15
Defense : 8
Speed : 9
Damage : 12
Hitpoints : 40
Attack Range : 1 - 2


Attack - Physical
Determined - Mwahahaha, the determination of a mad Skeezick.
Chaotic Shift - Every round, this unit's basic attack type shifts to a random type from the following list. Frost, Fire, Physical, Sonic, Magic, Poison, and Acid.
Berserker 1 - Sundered Lands needs the raw power of a Berserker!
Skeezick Alliance - Mwahahaha, the power!


Berserker 2 - Wheeeee
Berserker 3 - More Wheee
Vunerability - Psychic


Well, anyways, this is an idea, to give Skeezicks another card. You don't get a choice in his random element, but it is possible for elements to repeat. It also allows you to add the thrill of chance to the game. I'd say for around 80 - 85 Nora this guy would run around.
------------Separation Line -------

Name : Rider Skeezick
Race : Skeezick, Construct
Type : Construct, Warrior
Size : 2x2
Nora Cost : Somewhere between high 60s and low 70s.
Quote : "By the gods, Talgar, what in the name of Rugloth have the Skeezicks built this time?" Samir, Dwarven Mason
Attack : 18
Defense : 22
Speed : 6
Damage : 15
Hitpoints : 40
Attack Range - 2 to 3


Attack - Physical
Shove - If I recall, it's two spaces, right?
Eject - This champion gains Death Nova - Fire 4, and loses all health. A basic Skeezick Baiter champion is spawned in it's place after Death Nova has taken effect. This effect costs 1 AP to activate.


Stun - This unit makes an attack at it's range, doing 25% of it's actual damage. If sucessful, targeted unit gains the stunned status until the end of the next turn.
Skeezick Alliance - Moo?
Resist Physical - 1
Resist Physical - 2
Rampage - This unit has the ability to attack all surrounding units when it attacks a champion.


As for the look, I'm thinking of a kind of barrel formed body, with long kind of tube arms with cannonballs attached at the end, or some kind of spike, similar to the picture below. I apologize if this link breaks rules, but it leads to a JPEG of said idea.
http://www.armchairempire.com/images/previews/ps2/dark-cloud-2/dark-cloud-2-1.jpg
------------Separation Line -------

Image : Well, first you take a naked Skeezick, dress him in hard leather armor, give him a spyglass and a pistol, and possibly give him some goggles too.
Description - "Well, you've finally done it Valdac, you've driven another one of your loyal followers insane with paranoia" - Farouk, Draskar Explorer


Skeezick Scout
Race : Skeezick
Class : Ranger
Beginning Cost : 67
Rarity : Rare
Attack : 12
Defense : 10
Speed : 9
Damage : 7
Health : 34
Size - 1x1
Range - 3-5
Attack Type - Physical


Skeezick Alliance - If there are 5 or more Skeezick in play, this unit gains +3 attack & +2 damage.
Detection 1 - All units and traps within 3 spaces of this unit that are stealthed, lose the stealthed condition.
Declare Target - This unit gains 3 AP the first time a friendly unit attacks unit with this status effect added.


Detection 2 - All units and traps within 4 spaces of this unit that are stealthed, lose the stealthed condition.
Detection 3 - All units and traps within 5 spaces of this unit that are stealthed, lose the stealthed condition.

saromon50
06-18-2009, 02:38 PM
yay more skeezick (i am still trying to make skeezick deck)...

FrozenEdge
06-18-2009, 10:51 PM
Here's another brilliant skeezick idea from me.



Name : Battle-Ready Skeezick
Race : Skeezick
Class : Warrior
Size : 1x1
Rarity : Rare
Quote : "Some take their time to prepare for battle, while others are born ready to fight in it" Cruxtooth, Skeezick Alchemist
Description : A greenish Skeezick wielding a large battle-ax. His jaw-line is normal, compared to the Skeezick Baiter, and the ax doesn't have spikes on it. He wields the ax in one hand, and whenever he attacks, he swings it around entirely.
Attack : 12
Defense : 9
Speed : 9
Damage : 7
Hitpoints : 31
Attack Range : 1


Attack - Physical
Escalation - We need a unit with this ability
Initiative 1


Skeezick Alliance
Block 1
Riptose 1 - Available after learning Block 1

actionjack
06-18-2009, 11:08 PM
Here's another brilliant skeezick idea from me.

Seems good.

FrozenEdge
06-19-2009, 01:35 AM
Even more ideas from me!


Name : Skeezick Harlot
Race : Skeezick
Class : None
Size : 1x1
Rarity : Common
Quote : "I think we really need to begin drinking more beer" Pruckshank, Skeezick Ruffian
Description : I don't have one available. But in my mind this is a female skeezick. Images of these can be seen in the Slum Market for inspiration.
Attack : 4
Defense : 10
Speed : 7
Damage : 5
Health : 35
Attack Range : 1


Attack - Psychic
Charm 2
Invigorate 1
Antagonize


Charm 3
Skeezick Alliance

FrozenEdge
06-20-2009, 02:05 AM
It saddens me a tad that not a soul comments on my posts. I've made more than six so far and I haven't gotten any feedback.


Name : Skeezick Boomer
Size : 1x1
Race : Skeezick, of course.
Type : Warrior
Quote : "Those Elves sure make pretty colors when they explode" Rokanis, Skeezick Baiter
Description : No idea, but Skeezick, so roll with it.
Nora Cost : 69
Attack : 8
Defense : 12
Speed : 9
Damage : 5
Hit Points : 31


Attack - Physical
Grant Fire Death Nova 3 - When this unit dies, it deals 14 Fire damage to all units within two spaces of this unit. Only champions who are not summoned or illusioned may be targeted with this ability.
Grant Frost Death Nova 3 - When this unit dies, it deals 14 Ice damage to all units within two spaces of this unit. Only champions who are not summoned or illusioned may be targeted with this ability.
Grant Acid Death Nova 3 - When this unit dies, it deals 14 Acid damage to all units within two spaces of this unit. Only champions who are not summoned or illusioned may be targeted with this ability.
Skeezick Alliance - Moo?


Grant Electric Death Nova 3 - When this unit dies, it deals 14 Electric damage to all units within two spaces of this unit. Only champions who are not summoned or illusioned may be targeted with this ability.
Grant Sonic Death Nova 3 - When this unit dies, it deals 14 Sonic damage to all units within two spaces of this unit. Only champions who are not summoned or illusioned may be targeted with this ability.

Of course, the cooldowns for all these skills would be 3, but it would easily offer a tatic advantage for those decks that spawn lots of little units, or sending in a Kamikaze Unit. Feel free to modify as needed.

Rykou
06-20-2009, 02:06 PM
ooo, I like the grant death nova idea. He should only hav grant - death nova fire tho, so that ppl don't put 10 of em on 1 broodling and deal 100 dmg with one sacrifice.

killo12
06-20-2009, 02:22 PM
I like it Alot!!!!!!!

FrozenEdge
06-20-2009, 02:23 PM
Well, of course, each would cost Action Points, as well as not being able to be placed on Summoned or Illusioned Units. Me-thinks you only read the names, but I should add that it overwrites any current Death Nova Skill.

FrozenEdge
06-20-2009, 02:31 PM
Here's another interesting idea from me. This time, a Skeezick for the Dune Decks.


Name :Dune Pirate
Size : 1x1
Race : Skeezick
Type : Rogue
Quote : "I say if they want to take our weapons, we take theirs and break them in two" Pulwart, Pirate of the Desert Dunes
Description : This unit uses a kind of scythe attached to a chain to attack and pilfer weaponry. He is wearing heavy leather armor and has yellowish skin from the desert sand. To top it all off, he's wearing a kind of bandana instead of a hood on top of his head. When he attacks, he spins the chain around his head and throws it.
Nora Cost : 54
Attack : 15
Defense : 9
Speed : 8
Damage : 8
Hit Points : 34
Attack Range - 1-2


Attack - Physical
Hidden : Sand - Sneaky sneaky
Snatch - Equipment within 3 spaces is destroyed, you gain 2 AP per equipment destroyed in this manner.
Skeezick Alliance - Hawhar!


Sandstriker - When this unit occupies a space at least half filled with sand, this unit gains 5 damage.
Tunnel - Sand 1 - Sneakier
Tunnel - Sand 2 - Sneakier still
Tunnel - Sand 3 - Dear god, the sneakyness.

FrozenEdge
06-22-2009, 02:46 PM
Can a Moderator please move this thread to the Rune Idea section of General Chat? Also, to prove I'm continuing this thread, another random idea!


Name of Rune : The Honor Of The Skeezick
Rarity : Common
Type : Spell Card
Nora Cost : 35
Cooldown : 9 Turns
Effect of card : Targeted unit gains Surge : Skeezick 2 until end of the next turn, this unit also gains Skirmisher and cannot be the target of abilities or spells your opponent controls until the effects of The Honor Of Skeezick wears off.

Wyldmage
06-22-2009, 04:34 PM
Given the flavor text you gave for the sandfly, I think it would be "better" to adjust the hp down (to 14 or so), damage down to 3, and give it Hidden: Sand and Sandstriker. It would effectively be a tiny Draksar Sandstalker - capable of spitting out 8 damage from the sand as well as fading back into the terrain.

For the Boomer, I'd suggest having it set up similar to the Wyrmpriest. 3 choices for what to do - but all sharing the same cooldown. Effectively the "ultimate" in alternate damage types. If you're going to limit it to non-summoned champs though, the granting champion definitely needs to be worth his own nora (in damage output) or grant Death Nova 4 for serious damage when it works.
Where you have him right now is 69 nora for a 5 dmg 31 hp unit which is terrible. Here's what a rather explosion-obsessed Boomer would look like to me:

14 attack
6 defense
41 hp
8 damage, range 1-3, fire
7 speed
Grant Death Nova: Fire 4
Grant Death Nova: Acid 4
Grant Death Nova: Sonic 4
--All three share the same 2 round cooldown, and have a duration of 2 turns (your turn, opponenets turn), or all have a 5 turn cooldown but don't share.

Upgrade options:
Martyr (new ability - When this unit dies, all champions that share a race with it gain +2 damage and 2 additional ranks of Regeneration for 2 rounds)
Death Nova Fire 1 through 3
Death Nova Acid 1 through 3
Death Nova Sonic 1 through 3
Skeezick Alliance
Grant Death Nova: Physical 4
Wisdom

With this package he has access to a small range for attacks - small enough that he has to be effectively a melee champion, but can stay out of range of the explosions he makes. It would be a balance issue whether he can grant his abilities to enemy champions (Grant abilities currently can be used on enemy champions). With this setup, his grants would already have to be restricted to real champions.

As far as nora cost, his range/damage/hitpoints put him solidly at the 50-55 nora level (with 7 speed). The grant abilities put together should be worth around 10 nora. So if he is given 63 nora base cost, he would be 74 nora with just 9 speed and hp upgrades. Which I assume would be runnable. His damage definitely is sub-par for a mid-70 nora unit, but the potential swing from his novas could make it happen. And with a package of upgrade options, including the ability to blow up for over 40 damage (buy all 3 death novas at 3), give him some interesting combo options. Martyr provides another "when I die" benefit, and I chose Wisdom over Parting Gift because it helps provide access to your spells while he's still alive which seems more "thematic" to me.

KnightOmen
06-22-2009, 04:59 PM
Pretty decent ideas

Flavor text is yum

However the Hero exo u made seems lack luster for a hero and needs a special ability to encompass his sheild, i'd consider forming a new 1 or if u don't see the need borrow the sheild throw

The elementalist is neat

I like the lunatic the most!!

Harlot? A Girl Skeezick? charmed by a skeezick?

A fencing Skeezick? I doubt they have any grace to perform this, i see FS,KF,ST, or UD with a fencer b4 any1 else

I didn't care much for the fencer or harlot


I think the rider needs to have the death nova reduced to 2 on eject



The boomer is a little much...i mean even the trapsmith is passive



Overall its neat to see ppl working so hard to come up with new idea's
Keep it coming

FrozenEdge
06-22-2009, 06:53 PM
Changed the Hero a bit by giving him Riptose and Skeezick Warcry. *Grin*, As for the Harlot & Fencer, sorry you don't like them. I'll consider how to fix the sandfly in the morning. Goodnight world. The reason the Boomer is not passive, is because traps stay forever on the map until triggered or eaten. The Death Nova will only last a turn and has a 2 space radius. I figure by giving him the ability to fight, although weak without the Alliance activated, is good measure for him. The Grant ability would be only 5 or 6 spaces. Not the 7 of Grant Trap.

DarkZoul
06-22-2009, 07:29 PM
All the Skeez ideas are completely welcome :D keep them coming !!!!!!

FrozenEdge
06-23-2009, 03:39 AM
Another random idea from me...


Rune Name : Basic Trap-Making Kit
Rune Type : Equipment
Rarity : Uncommon
Nora Cost : 30
Effect Upon Equipment : When a unit is equipped with this rune, he gains one or several abilities depending upon his level. If the champion is level 1, the champion gains Place Fire Trap 1. If the champion is level 2, the champion gains Place Fire Trap 2. If the champion is level 3, the champion gains Place Fire Trap 3. If the champion is level 4, the champion gains Frost Trap 1. If the champion is level 5, the champion also gains Place Poison Trap. If the champion equipped is not from the same faction as this card, the champion may only learn up to Place Fire Trap 3.


Not quite sure how to word this one. The idea is basically, you want to equip it on a high level unit to gain all the traps available. The traps do not exactly stack. You only gain Place Fire Trap, Place Poison Trap, and Place Frost Trap.

FrozenEdge
06-24-2009, 01:39 AM
Another crazy idea from me, inspired by watching the movie, Hitman. A truly determined sniper, whose beginning costs leave much to be desired. With the highest range I think this game could muster, I gave it careful thought, and though the options to upgrade are not much, this would replace the sniper. The downside to this unit is that if you upgrade to no recoil, you've very little left for speed, and his cost goes above one hundred. But his damage is physical, the most commonly resisted type there is. Thoughts and comments on this rune by not just players, but the game administrators would be greatly appreciated.


Rune Name : Skeezick Maverick
Rune Type : Champion
Rune Rarity : Uncommon
Rune Race : Skeezick
Rune Class : Archer
Rune Size : 1x1
Rune Description : A unit dressed in heavy leather armor, and a green cape with no hood. He carries a rather large gun and has a spyscope over one of his eyes. When he attacks, it looks somewhat similar to the Dwarven Sharpshooter.
Rune Quote : "Some are just born bad eggs, and that's why I'm hired to hunt them" Galvin, Skeezick Maverick
Attack : 16
Defense : 10
Speed : 7
Damage : 14
Hitpoints : 35
Attack Range : 5-9
Ideal Cost : 59 [Explained below]



Attack - Physical
Recoil 2 - When this unit attacks with it's basic attack, it is knocked back 2 spaces.
Bounty Hunter - Wewt for the Maverick
Skeezick Alliance



Recoil 1 - When this unit attacks with it's basic attack, it is knocked back 1 space. [CP Cost, 75 - Nora Increase 30]
Remove Recoil - CP Cost, 75 again, another increase by 30 Nora.
Determined - Mwahahaha! A determined bounty hunter!

FrozenEdge
06-24-2009, 04:08 AM
Rather disappointed that I've no feedback on the post above. Especially considering if added, it would have the biggest natural range in-game. Anyways, here's a relic idea from me.


Rune Name : Hall of the Skeezick
Rune Type : Relic
Rune Rarity : Common
Nora Cost : 50
Rune Effect : While this relic is in play, anytime a friendly Skeezick Champion kills a champion not owned by you, all Skeezicks in play gain 1 AP, 1 Damage, 1 Attack, and 1 Defense for the rest of the round. When any Skeezick Champion you own leaves play for any reason, all Skeezicks gain Determined for the rest of the round.

Daner04
06-24-2009, 04:18 AM
Post them in the right subforum instead.

FrozenEdge
06-24-2009, 04:43 AM
Sorry, but I ain't reposting the entire thread. I've already emailed RadarX to move it, complete with a link. But he has yet to respond. If any moderators see this, please move it to the appropiate thread. Also, another idea.


Rune Name : Horn-Tail Battle Ax
Rune Type : Equipment
Rune Rarity : Common
Nora Cost : 35
Rune Effect Upon Equip : A champion's basic attack when equipped with this rune, temporarily removes 15 defense for the rest of the round. This effect stacks, and wears off altogether at the end of the round. A unit may not go below zero defense.

FrozenEdge
06-24-2009, 05:16 PM
Another random idea from me...


Rune Name : Dragon's Smithy
Rune Type : Relic
Rune Size : 2x2
Nora Cost : 40
Rune Rarity : Exotic
Rune Effect : While this relic is in play, all Sundered Lands equipment and relics have a 1 turn cooldown. In addition, all fire-based attacks made by Dragonkin are increased by 25%. This relic is unique and may only have one included in any deck.

Contextual
06-24-2009, 06:40 PM
Skeezick Shield: It seems kind of bass-ackwards to have a Hero with Bodyguard. He should be the MVP, not the support.

Skeezick Elementalist: Kind of cool, I agree that the sandflies could be jazzed up a bit. They could have Hidden:Sand, Sandstriker, and/or they could cause Distracted.

Skeezick Fencer and Skeezick Harlot: Both seem out of faction flavor and both lack any cool new abilities.

Skeezick Lunatic: I'm cool with giving Skeezicks a berserker champ, but I don't like Chaotic Shift. The champ seems like a physical beater to me; there is no good flavor reason for it to change damage types willy-nilly.

Rider Skeezick: Pretty cool. I thought of it more as a Skeezick in a janky-looking Mech. I would give it more HP and SPD, Lumbering, and Rocket Attack (a CD 2, RNG 5-8 explosive attack).

Skeezick Scout and Battle-Ready Skeezick: Meh

Skeezick Boomer: Neat idea, but OP as it is. I agree that the abilities all need to share a cooldown, and I think it should lose Frost and maybe Electricity, as those don't fit well in the faction.

Dune Pirate: Great idea with a great name--it needs a great ability set to go with it. How about Sand Trap (like Trap Spider's Tunnel Trap, but it only works on Sand) and Essence Capture? That way it would be like he was ambushing anybody that passed through your desert and pilfering from them. Snatch could go to upgrade, but that was also a good call.

Honor of the Skeezick: Meh

Trap-Making Kit: I like the idea of an equip that grants level-based effects, but I don't see why being Level 5 would help you make traps.
How about: Veteran's Gear: Equipped Skeezick gains 1 rank of Block. Equipped champion gets +1 ATK, +1 DEF, and +1 DAM for each level it has.

Skeezick Maverick: I like the idea of a better Skeezick Sniper with more range, Recoil 2, and Bounty Hunter. But you are saying that he should cost 59 with Recoil 2, 89 with Recoil 1, and 119 with no recoil? That is putting way too much nora cost into Recoil. I think instead you should give him another downside like "Skeezickbound: At the beginning of your opponent's turn, if you control no other skeezicks, they gain control of this unit."

Hall of the Skeezick: Pretty good. It might not be worth 50 nora, I might give it a 5 or 10 decrease.

Horn-tail Battle Ax: So the whole point of the equip is a one-turn enemy debuff? I don't like that.

Dragon's Smithy: Pretty cool idea flavor-wise, but I doubt that SL is going to get another relic that amps fire.

So overall I'd say the Elementalist, Lunatic, Rider, Boomer, Maverick, and Dune Rider have the most potential, but none of them are quite "there."

Keep it up!

actionjack
06-25-2009, 09:12 PM
Here's another interesting idea from me. This time, a Skeezick for the Dune Decks.

I like the Dune Pirate.

A bit repeat of many other sand champ thought, but the anti-equipment part could be usefull, as well as tie in some syngery with sand and skeezick.

But still feel iffy about calling a skeezick Pirate... maybe Raider?

FrozenEdge
06-26-2009, 05:17 PM
Well, after a few dozen humiliating losses and recognition that Avatars can apparently portal with Grimlic's, I'm leaving for a few weeks, so I'm afraid I won't get around to make the changes for awhile. If & When I come back, I'll heavily consider it, to those who read this, goodluck in your future games and tournaments.