Considering that it takes 4 attacks from a champ with Lethal Poison to score a kill and most champs would be lucky to survive 5 attacks from normal UD champs anyway, it's not all that powerful. The only place it really excels is versus exceptional defensive or healing capabilities (where an attacked champ can keep going and going and going...). That said, it probably shouldn't go on a ranged champ or too many champs.
YYYYYYYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!! <3 Sok
yeah, I think this would actually be fairly easy to balance - you just need to ensure it isn't on a long rang champ.
Oh god i love you. Destroyer..., look at its art, is screaming for Swallow Whole. Could Destroyer be worked to not have a basic attack but SW? My idea: dmg: 5 Spd: 6 def: 2 HP: 50 Base: Swallow Whole Charge 1 Regen 1 Path 1: Charge 3 Massive Leap Crushing Charge Path 2: Tough 2 Regen 3 Stunning Sweep
My bad -.-' I play him in the KF/UD split and only see the KF avatar ~.~' So I assumed he is 6 speed + 1 KF (which isn't true because it's a splitt). The additional AP storage does wonders for him though Still hard to make the poison stick. You normaly need a 2nd katipo/time slip - on top of 1-2 nightfall spiders. A second unit (spider) to apply the poison is a good idea. Scorpic doesn't see much play - but would be to tanky - or he would need a little rebalance. like +4 damage, loosing multi attack, +2AP for attacking on top - so he would be a tanky poison giver with 1 stack per turn normaly that would balance his kit while the higher base damage would mitigate the higher AP cost. @Sokolov: would an extra thread for a direction idea for spiders worth doing or is the spider theme done with CnC change and small buffs. Sincerely
Not sure if thread is closed to buff ideas but: Rallying Flag: This relic has Rally (Champions that come into play under your control within 3 spaces of this unit are Impervious for 4 turns). Paladins deployed within 3 spaces of this unit have one rank of Initiative. Will help the melee heavy nature of Paladins.
As much as I love buffs to runes I use, I'm not sure battlerager needs one. He seems about the right power level, esp with the brew/brute interaction. Everything else suggested stronghold wise gets a dwarven seal of approval.