So as some of you know, Charged abilities up for a full scale rework because of its jankiness. It's been rough because of how many parts and champions these changes hits, but I believe I have a good framework mapped out below. Please comment on the following. Try to focus on the bigger picture rather than on how it'll affect any specific individual champion, but if you have a particular rework for a specific champion with the ability, feel free to mention it, but I need to make sure that the overall conceptual framework works before I can start tweaking individual champions. Notes: Generally speaking, 1 Charge expended will be calibrated to be equal to an effect that deals 4 DMG or something like Distracted for 1 turn In many cases, champions that have these abilities now will need to be updated The cost of these abilities will change to reflect their new functions This is not a comprehensive list, but is intended to give the idea of the general direction In most cases, the abilities that currently generate Charges will no longer exist, but some of them might be preserved or adjusted for specific individual cases The overall goal of these changes is to remove ability and complexity bloat on many Charge-based units, as well as make the value of charges more consistent between abilities There may be abilities that interact with Charges in interesting ways introduced, but that's Phase 2 ~ Not Currently Charges Ancient Corruption: (Passive) While this champion has 1 or more Charges, it gains +5 DMG, +1 SPD and <ability value=99>Life Siphon</ability>. When this champion is successfully attacked, it loses a Charge. (Active) This champion gains 6 Charges. Warguard: This unit has 5 Charges. When this unit takes damage from an attack or spell, it loses 1 Charge and that damage is reduced to 0. When this unit has no charges, it is destroyed. Ammunition/Reload Ammunition 1/2 will use Charges to denote how many attacks are left, while Reload can give Charges if the champion captures a nora globe. ~ No Longer Charges Sole Purpose When this champion makes a basic attack, it loses 3 HP. This simplifies the whole interaction with Sole Purpose. Bulwark or Regen can provide a similar overall balance when combined with this new Sole Purpose instead of charge gain abilities. For champions like the Boltcase, the use of it as a negative ability is not impacted. Charged Barricade Simply replaced by Barricade Barrier. Recharge (Renamed to Flagellant) This unit loses 5 HP and the current cooldown of this champion's other abilities are reduced by 2. (Becomes a Wrath only ability) Charged Portal - Removed Nora Hex Replace with Backlash and the like Summon: Tortalleon This unit becomes <condition value=immobile>Immobile</condition> for 2 turns. At the beginning of its next turn, a Tortalleon Pygmy without upgrades is summoned to an adjacent space. This ability begins on CD and is removed after use. (AP 5, CD 5) The whole charge thing here isn't super important. Charged Heal: Healing Mind (renamed to Healing Strike) Reclaim Remains Destroy target Stitched Remains. The closest friendly Stitched permanently gains +1 DMG and +5 MAX HP. ~ Spell Charged Stuff Charged Attack/Disease Breath/Fire Bomb/Frost Cone/Magic Bomb Renamed to Spell Charged: X Add: Gains 1 Charge when a Spell is casted ~ Mutation: X Add: Gains 1 Charge at the beginning of its turns. Add: Multiple abilities to these. Add: All Mutation X abilities are removed when it reaches the final stage (and therefore the unit stops gaining Charges) ~ X Amped When this champion makes a basic attack or is targeted by a basic attack, it gains 2 Charges. This champion loses a charge at the end of its turn. While this champion has at least 8 charges, it has +1 SPD, +2 DMG, +2 DEF and <ability value=137>Frost Aura 3</ability>. Renamed to Attack Charged: X Amped is a beater type Charged ability, so the Charge gain is based on attacking or being attacked. ~ Death Stuff Eradicate (Passive) This champion gains 3 Charges when a real champion is destroyed. (Active) Spend all charges. Target champion within 5 spaces loses 4 HP for each charge spent this way (up to 40 HP). Unleash Memories (Passive) This champion gains 3 Charges when a real champion is destroyed. (Active) Spend all charges. You gain 2 nora for each charge lost this way (up to 40). ~ Not Sure Yet: Soul Trapper - ??? This kind of thing is a neat way to utilize Charges and create some choice on the player's part to decide how to use the resource, but is the kind of thing that can get out of hand in concept. It's probably fine on very specific runes/ideas?