Forsaken Waste Vampyres re-worked

Discussion in 'Rune Ideas and Suggestions' started by Streea, Dec 23, 2016.

  1. Streea

    Streea The King of Potatoes

    Vampyre’s reforged – Alright, to begin with, we need to look at Vampires for Forsaken Waste having a more direct theme and gimmick. As it is, they got nothing but Blood Crest and the Vampirism spell and a couple of others that can make them a dedicated theme. However, I believe that a high risk play style would best suit them and make them into their own unique theme. Of course, there is no way around the ideal that they will induce the ideal of a bloodied/bleed deck either. I am writing all of this up not to make a full faction Forsaken Wastes bloodied/bleed deck, as that wouldn’t provide a very good gimmick when UD already has that at greater advantage with a full faction setup or even a split faction. High risk play style, a unique trait that specifically effects Vampyres of Forsaken Wastes which will allow them to be their own specialized theme is what my aim is with this write up and revamp of champions/spells/relics and equipment. Please take the time to read it and consider it.

    Gimmick: High risk play style, high reward if the pieces fall into place. Vampyres should revolve around this idea, more than as an attrition deck. Skeletons are better suited for attrition. Zombies are our swarmers. Lich decks and Spirit decks hold the middle ground but still can be formulated into a solid theme of which can be called their own. So without any further a-do, here it is.

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    Strength of Blood: This champion has Blood Frenzy and Bloodied Exploit.

    Blood Frenzy (4 nora): This champion gains Encouraged when a champion with this ability is within five spaces.

    Bloodied Exploit (7 nora): When this champion makes a successful basic attack against a target with Bloodied, it gains 1 AP and has +2 DMG for the attack.

    Explanation: Vampyres do in fact lack solid tanking options. They somewhat lack high damage options. With Greater Vampirism as it is now, I’m working around the idea that life siphon isn’t especially the answer. The part where Vampires played the role of dragging out battles until they finally came out on top are long over as far as I’m aware. I don’t know of any other Forsaken Waste player that runs Vampires in the ranked system outside of myself. Anyways, the above is two abilities in one which is the main gimmick. How does this play into a high risk play style? It doesn’t. It just makes Vampyres with it, cost 11 nora more. However, once you’ve read over the champions and their reworked options to better suit thematically for this; then the spells that I believe would really give the foundation to this theme, you will see where the high risk, high reward comes in.

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    Rune Name: Archfiend
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Witch, Size: 1x1, Rarity: Uncommon

    Nora Cost: Base is 67

    Champion Stats
    DAM:
    12, SPD: 6, RNG: 1, DEF: 1, HP: 48

    Champion Abilities
    Attack: Physical
    Other Ability: Life Siphon (6 nora)


    Upgrade Ability Set #1
    Ability #1:
    Bleed - (4 nora) Default
    Ability #2: Ally: Underdepths - (5 nora)
    Ability #3: Blood Magic - (7 nora)

    Upgrade Ability Set #2
    Ability #1:
    Lifedrinker - (8 nora)
    Ability #2: Possess 2 - (12 nora)
    Ability #3: Frightful Blows - (8 nora) Default

    Looking over this champion, it is pretty clear that the role it is to fulfil is that of a side font contester, or a main font contester. While I do not have a way to measure the stats themselves via nora cost (I have attempted it several times now, but it becomes rather mind numbing to get exact 1 damage is x nora, 1 speed is x nora and so forth.) I can only work off of the rune’s base nora cost which is solely stats without any default/utilities. So I’ll begin with this champion. In all reality, the Archfiend is just fine how it is. Perhaps a little low on health but that isn’t a great issue. The champion all around is good for what it is supposed to do. The basic rework is as follows:

    Rune Name: Archfiend
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Witch, Size: 1x1, Rarity: Uncommon

    Nora Cost: Base is 47

    Champion Stats
    DAM:
    12, SPD: 6, RNG: 1, DEF: 1, HP: 48

    Champion Abilities
    Attack: Physical
    Other Ability: Strength of Blood (11 nora)


    Upgrade Ability Set #1
    Ability #1:
    Bleed - (4 nora)
    Ability #2: Life Siphon - (6 nora)Default
    Ability #3: Blood Magic - (7 nora)

    Upgrade Ability Set #2
    Ability #1:
    Conqueror- (5 nora)
    Ability #2: Frightful Blows - (8 nora) Default
    Ability #3: Possess 2 - (12 nora)

    Base cost of only stats: 47

    Default base abilities: 11 (4+7)

    Default utility abilities: 14 (6+8)

    Total nora default cost: 72 nora

    With these utilities even at default, the Archfiend remains to be a solid side font contester. While yes, there is a likely hood that the Strength of Blood is a bit of a sandbag if he is alone, in most cases you generally dedicate two champions to a side font anyway, while still managing nora to contest that main battle font. The options while I want to say open up a bit for the Archfiend, they really just keep him true to his purpose. Side font contesting, or main font contesting. So for example, a side font set up would be Life Siphon+ Frightful Blows (this is already the role he plays and typically uses.) As a main font contester/front line champion, a better option would be Blood magic+Conqueror. This allows him to spread out damage more effectively, while boosting his defensive and damage capabilities. Bleed+Frightful Blows is another option to take, while and combination with Possess 2 gives him a small form of crowd control if he is on the main line.



    Rune Name: Bloodbinder Count
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Wizard, Size: 1x1, Rarity: Legendary
    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 77

    Champion Stats
    DAM:
    12, SPD: 7, RNG: 1, DEF: 1, HP: 51

    Champion Abilities
    Attack: Electricity
    Other Ability: Blood Spear (7 nora)

    Upgrade Ability Set #1
    Ability #1:
    Blood Magic - (7 nora)
    Ability #2: Combat Awareness 2 - (10 nora) Default
    Ability #3: Commander - (7 nora)

    Upgrade Ability Set #2
    Ability #1:
    Lifedrinker - (8 nora)
    Ability #2: Bleed - (7 nora)
    Ability #3: Blood Bind - (6 nora) Default

    Well. This champion was the reason I got into Forsaken Wastes. My dreams of leading an army of Vampires was becoming real. The Bloodbinder Count withstood the testament of time. Expansion after Expansion it remained unchanged. Rarely used, but unchanged. Now with the winter 2016 patch, this champion is beyond changed. Blood Magic is part of the attack chain and is ok even now but I feel it costs 2 AP too much. I can live with that. Looking at the Utility slot number 2; I see Blood binder there. So his iconic skill was removed as a base ability and moved to a utility slot. With the removal of his Dead Magic Zone, he cannot effectively fulfill his role as a Mid-range controller champion. So below I decided to do a complete work over for this champion because I feel that, that is what is required to not simply restore him to his former glory but to also allow him to be usable and more diverse.

    With a base cost at 77 nora, we can substrate Combat Awareness, 10 nora (default ability) and Blood Bind, 4 nora (default ability) and Blood Spear, 7 nora (default ability)

    This brings him back down to 56 nora strictly based upon his stats. So I’ll work off of that.

    Rune Name: Bloodbinder Count
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Wizard, Size: 1x1, Rarity: Legendary
    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 56

    Champion Stats
    DAM:
    12, SPD: 7, RNG: 1, DEF: 1, HP: 51

    Champion Abilities
    Attack: Electricity
    Other Ability: Blood Bind (4 nora), Strength of Blood (11 nora)

    Upgrade Ability Set #1
    Ability #1:
    Defiant - (4 nora)
    Ability #2: Desecrated Zone 3 - (6 nora) Default
    Ability #3: Melee Specialist 3 - (9 nora)

    Upgrade Ability Set #2
    Ability #1:
    Bloodspurt - (4 nora)
    Ability #2: Life Siphon - (6 nora) Default
    Ability #3: Blood Spear - (7 nora)

    Base cost of stats only: 56

    Default base abilities: 15 (4+11)

    Default upgrade abilities: 12 (6+6)

    Total default cost: 83 nora

    I know this is rather expensive yes, but once levelled; this champion is more versatile and can fill different roles. DMZ+Life siphon for example will allow him to return to his former glory of being a mid-range controller with a touch of survivability. Defiant+Bloodspurt offers up a nice tanking option. Melee Specialist 3+Blood Spear gives him the option of being potentially a dedicated threat due to becoming a solid damage dealer and somewhat tanky. I debated on adding ‘One with Nora’ over Melee Specialist but, this could end up putting the champion over 95 nora so I avoided that for an optional tank method. The role these new sets provide for this champion make him very flexible. While he of course will not excel at any given field with this method in mind, he will be able to do more than he did previously. As I am picturing him in a Vampyre only FF FW deck, this would make him a reliable tank apart from the Vampire Hero of which I am developing.

    Rune Name: Bloodtracker
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Warrior Size: 1x1, Rarity: Common

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 71

    Champion Stats
    DAM:
    11, SPD: 6, RNG: 1-2, DEF: 0, HP: 48

    Champion Abilities
    Attack: Physical
    Other Ability: Bloodtracker (2 nora), Scythe Whirl (8 nora)

    Upgrade Ability Set #1
    Ability #1:
    Melee Specialist 3 - (9 nora)
    Ability #2: Bleed - (6 nora) Default
    Ability #3: Zeal: Damage - (4 nora)

    Upgrade Ability Set #2
    Ability #1:
    Life Drinker - (8 nora)
    Ability #2: Life Siphon - (6 nora) Default
    Ability #3: Bleed - (6 nora)

    The Bloodtracker is a great champion all around. But when it comes to specific roles, this champion is somewhat in the grey field. Bloodtracker of course is his iconic ability, it is even his name for that matter. Scythe Whirl is neat, and this provides a Vampyre deck with an alternative form of damage while at the same time granting the Bloodtracker evasive 3. Now to me, that almost screams Anti-ranged champion. Yet, looking over his utilities it baffles that specific role. Melee Specialist 3 is nice, and is a melee dedicated ability. Zeal: Damage is just vamping up that damage of this Vampyre. Looking down into the next ability set, all of these skills allow the Bloodtracker to sustain himself. High damage means he has a higher chance of making use of Life Drinker, so Melee Specialist 3+Life drinker is a cool combination. Vice versa, Zeal: Damage+ Life Siphon can make him heal and top his health up fairly well so that he can be a good side font contester. All in all, there is only one way I view this champion after these considerations: Beat stick. That’s right, he is just a Whirling beat stick that is designed to be sent in and mess up other champions. So I’m going to rework him to actually fit the role of a superb damage dealer. I mean seriously, look at his picture. The artwork is yelling “SLAY”.While dripping blood.



    Rune Name: Bloodtracker
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Warrior, Size: 1x1, Rarity: Common

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 49

    Champion Stats
    DAM:
    11, SPD: 6, RNG: 1-2, DEF: 0, HP: 48

    Champion Abilities
    Attack: Physical
    Other Ability: Bloodtracker (2 nora), Scythe Whirl (8 nora)

    Upgrade Ability Set #1
    Ability #1:
    Bleed - (6 nora)
    Ability #2: Life Siphon - (6 nora) Default
    Ability #3: Bloodseeker - (10 nora)

    Upgrade Ability Set #2
    Ability #1:
    Zeal: Damage - (4 nora)
    Ability #2: Melee Specialist 3 - (9 nora) Default
    Ability #3: Strength of Blood - (11 nora)

    Base cost of stats only: 49 nora

    Default base abilities: 10 (2+8)

    Default upgrade abilities: 15 (6+9)

    Total default nora cost: 74 nora

    While this champion is obviously a corner stone of the theme, due to the default abilities it already has, I could not include Strength of Blood directly as a base ability. Instead, it is opted as a choice in the second upgrade set as another form of potential damage. These options bring a new light to this champion in the sense that he can become a strong source of damage output with various combinations such as Bloodseeker+Melee Specialist 3, or Bloodseeker+Strength of Blood. These options allow him to get straight into the fray from behind the lines if he is a late deploy and cause some serious pain. Vice versa, if you really need him to be a font contester if you dislike the Archfiends, or you simply want a more survivable option, Life Siphon+Zeal: Damage is optional, as well as Bleed+ Melee Specialist 3. All in all, his role will become more dedicated to being a high damage champion, if those selected paths are taken which further emphasizes on the high risk, high play theme. With only 48 health, he isn’t going to be soloing many of the UD champions on a side font without life siphon, regardless to this high damage output. As a dive bomber, Bloodseeker+Melee Specialist would get him straight in to and put pressure where a player needs it to force the hand of the other player.

    Rune Name: Dark Enchantress
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Witch, Size: 1x1, Rarity: Rare

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 70

    Champion Stats
    DAM:
    9, SPD: 6, RNG: 1, DEF: 1, HP: 48

    Champion Abilities
    Attack: Magical
    Other Ability: Fear 3 (8 nora), Vaporize (7 nora)

    Upgrade Ability Set #1
    Ability #1:
    Charm 1 - (2 nora)
    Ability #2: Charm 2 - (4 nora)
    Ability #3: Charm 3 - (6 nora) Default

    Upgrade Ability Set #2
    Ability #1:
    Possess 1 - (8 nora)
    Ability #2: Possess 2 - (12 nora)
    Ability #3: Elsari Coven - (4 nora) Default

    The Dark Enchantress is a very well placed champion within a Vampyre theme, or even a Witch theme. Her role in either decks is extremely clear; she is a master of the field with her crowd control effects. With that in mind, yes. Yes I am going to rework her with some changes that still define this role while giving her the option to be suited better for both a Vampyre theme and Witch theme. All in all, she will be changed and her role will literally come down to the player’s choice of what the individual wants to get out of the Dark Enchantress.

    Rune Name: Dark Enchantress
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Witch, Size: 1x1, Rarity: Rare

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 45

    Champion Stats
    DAM:
    9, SPD: 6, RNG: 1, DEF: 1, HP: 48

    Champion Abilities
    Attack: Magical
    Other Ability: Strength of Blood (11 nora)

    Upgrade Ability Set #1
    Ability #1:
    Abash - (4 nora)
    Ability #2: Charm 3 - (6 nora) Default
    Ability #3: Flourish - (8 nora)

    Upgrade Ability Set #2
    Ability #1:
    Elsari Coven - (4 nora)
    Ability #2: Vaporize - (7 nora) Default
    Ability #3: Mindwipe Aura - (12 nora)

    Base cost of stats only: 45 nora

    Default base ability: 11 (4+7)

    Default Upgrade abilities: 13 (6+7)

    Total default nora cost: 69 nora

    With this rework, yes the Dark Enchantress can be seen as being given a nerf or two. She loses both Fear 3 and Vaporize as base abilities and is replaced with the Vampyre’s thematic ability “Strength of Blood” however she still serves the same purpose. With these new abilities, this gives the player the option to build her a number of ways. Abash+Vaporize ensures this champion is just out right annoying to any champion without Iron Will. However, given the current meta and the amount of magical damage that most decks carry, this probably isn’t a huge boost to survivability and as always, she can still get a spell dropped on her to ensure the kill. But it does make it a unique sort of champion that can hold its own while providing a form of crowd control. Charm 3+Elsari Coven ensures she can remain in the much loved witch decks, and still preform her role of crowd control. Vice versa, Flourish can be taken over Charm or Abash to prevent any champion caught in its effects from activating that pesky heal 3. Of course this is all cleansable. And on the far end of the stick, if the player wishes for the Enchantress to hold on tight to her truest crowd control nature; Flourish+Mindwipe Aura 2 is going to stall and lock down an area far better than what most players can deal with. Nothing a quick Purge drop can’t fix, but alas she needs to remain true to her role. And if you’re wondering as to why Fear 3 is removed all together, just read her text. Men wouldn’t run away in fear; but rather be Fascinated and drawn to her. However, to keep it real; FW already has enough champions with Fascinate. So she misses out on this ability.
     
  2. Streea

    Streea The King of Potatoes

    Rune Name: Elder Bloodbinder
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Witch,Demi-God Size: 1x1, Rarity: Rare

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 83

    Champion Stats
    DAM:
    10, SPD: 6, RNG: 5-6, DEF: 0, HP: 44

    Champion Abilities
    Attack: Psychic

    Other Ability: Vulnerability: Psychic (-2 nora), Greater Vampirism (8 nora)
    Upgrade Ability Set #1
    Ability #1:
    Dark Raven Form - (6 nora)
    Ability #2: Elsari Coven - (4 nora)
    Ability #3: Raven Tongue - (10 nora) Default

    Upgrade Ability Set #2
    Ability #1:
    Life Siphon - (6 nora) Default
    Ability #2: Drain 2 - (4 nora)
    Ability #3: Blood Magic - (7 nora)

    This champion is a staple auto-include in any Vampyre themed deck. This is not only solely because of her Greater Vampirism ability but also because she is the Vampyre’s detection unit. At a base cost of 83 nora though thanks to Raven Tongue and Life Siphon, she is a rather hard champion to judge and assume where improvement is needed. To be fair in all of my years playing Poxnora, I have never used Raven Tongue. I tried it once and I was amazed because it works only on summoned champions. Until the recent revamp of Illusion of Lies, I would nearly include this ability. However, the down side is it clashes with our form of detection. This instantly writes off Raven Tongue as an excess ability that will see no use what so ever. At 10 nora, what if the enemy don’t even revolve around summoned champions? It’s a sandbag ability hands down. Below is the rework I’ve considered for this champion, while there is little changed because of her nora cost; she will still fit just fine in a Vampyre, or Witch themed deck. But preferably Vampyre.

    Rune Name: Elder Bloodbinder
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Witch,Demi-God Size: 1x1, Rarity: Rare

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 59

    Champion Stats
    DAM:
    10, SPD: 6, RNG: 5-6, DEF: 0, HP: 44

    Champion Abilities
    Attack: Psychic

    Other Ability: Vulnerability: Fire (-4 nora), Greater Vampirism (8 nora)
    Upgrade Ability Set #1
    Ability #1:
    Elsari Coven – (4 nora)
    Ability #2: Dark Raven Form - (6 nora) Default
    Ability #3: Blood Dispersal - (8 nora)

    Upgrade Ability Set #2
    Ability #1:
    Life Siphon - (6 nora)

    Ability #2: Blood Magic – (7 nora) Default
    Ability #3: Strength of Blood (11 nora)

    Base cost of stats only: 59 nora

    Default base abilities: 4 (-4+8)

    Default upgrade abilities: 13 (6+7)

    Total default cost: 76 nora

    I’m not 100% sure how the -4 nora works for the Vulnerability but that is what I came up with even subtracting it from the end default cost, or directly from the base abilities. Anyways, this options up a lot of new options for the Elder Bloodbinder. I changed Vulnerability from Psychic to Fire because lore wise, Vampires have a high mental fortitude. But they’re weaker vs fire so I don’t know how or why that negative was ever applied to the champion. Moving on to the skill changes, as you can see she still holds her true abilities that she would commonly see. With Dark Raven form+anything, she’s a reliable detection champion without fail. As a support champion, this is pretty much her role. You can take Life Siphon+Elsari Coven and it’d be a solid champion in a witch deck. Blood Dispersal+Blood magic ensures she can play the role of a healer. Since Blood Dispersal is obviously capped, don’t expect to get a great amount of health returned however this is still a nice trait on her to give her a bit more flexibility. Strength of Blood was selected to be on this champion because she is a true vampire, and that little bit of damage boost from Blood Frenzy could be a nice touch if you want her as a long range support with Dark Raven+Strength of Blood or Blood Dispersal+Strength of Blood. In the end, this champion will actually be cheaper to use as well which may make some people less impressed with it given all the perks.

    Rune Name: Soul Collector
    Faction: Forsaken Wastes
    Race: Undead,Vampyre,Lich Class: Priest Size: 1x1, Rarity: Common

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 63

    Champion Stats
    DAM:
    10, SPD: 6, RNG: 1, DEF: 1, HP: 47

    Champion Abilities
    Attack: Magical

    Other Ability: Soul Collection (6 nora)

    Upgrade Ability Set #1
    Ability #1:
    Desecrated Zone 2 – (5 nora) Default
    Ability #2: Depression - (6 nora)
    Ability #3: Incoherent Babbling - (4 nora)

    Upgrade Ability Set #2
    Ability #1:
    Life Siphon - (6 nora) Default

    Ability #2: Bleed – (6 nora)
    Ability #3: Soul Tap - (7 nora)

    The Soul Collector is also another champion that is somewhat in the grey zone. His class is a Priest. That’s neat, I never actually noted that until doing this. His upgrade abilities though don’t really reflect this. His flavour text also doesn’t reflect this either. “From the nora they are spawned and to nora they return, and in the end all shall be mine.” With this in mind, I think I know which direction to take this champion.

    Rune Name: Soul Collector
    Faction: Forsaken Wastes
    Race: Undead,Vampyre,Lich Class: Priest Size: 1x1, Rarity: Common

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 46

    Champion Stats
    DAM:
    10, SPD: 6, RNG: 1, DEF: 1, HP: 47

    Champion Abilities
    Attack: Magical

    Other Ability: Soul Collection (6 nora), Strength of Blood - (11 nora)

    Upgrade Ability Set #1
    Ability #1:
    Assimilate – (4 nora)
    Ability #2: Essense Capture - (5 nora) Default
    Ability #3: Dead Eater - (5 nora)

    Upgrade Ability Set #2
    Ability #1:
    Vitality: Nora - (4 nora)

    Ability #2: Life Siphon – (6 nora) Default
    Ability #3: Grace of the Dead 2 – (8 nora)

    Base cost of stats only: 46 nora

    Default base abilities: 17 (6+11)

    Default upgrade abilities: 11 (5+6)

    Total default cost: 74 nora

    Fundamentally, this was a bit of a hard one to stick together. As Forsaken Wastes has few champions deemed worthy of the name “Support”, perhaps this champion would be better suited for it now. His singlaur purpose to exist is Nora. This is based off of his text and his unique Soul Collectors ability. This is what has made him iconic in his own right over the years. With this new upgrade selection, he can more so fulfil his role as a Nora gobbling vampire and gain strength from it. His role after much evaluation is to be a Nora denial champion. Due to his class being a Priest, he is also worthy of Grace of the Dead as he was once deemed divine to some degree. Or you know, he dies and nora goes everywhere and it makes everyone feel good. He is a bit more expensive now, there is no denying that. But as a champion that revolves around Nora regulation and generation, I think he is more fitting to his purpose now than before. Essence capture+Strength of Blood ensures he is gaining some extra nora for the player using him. He can become eventually strong with Essence Capture+Strength of Blood+Vitality:Nora but it is of course regulated. However if you take the path of Dead Eater+Grace of the Dead 2, he fulfils his role of being an outstanding Nora generator, while at the same time keeping to his classes role as a Priest. While his iconic ability is five spaces, this still ensures he is kept close to the front lines and therefore an easy target to get hammered and picked on. Assimilate+Life Siphon would nearly turn him into a front line tank, through sheer healing prowess. But again, below 50 HP, only 1 defence isn’t going to save him from a Hammer strike, followed up by Tal’gar’s hammer throw. Well, he might live.

    Rune Name: Vampyre
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Warrior Size: 1x1, Rarity: Rare

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 74

    Champion Stats
    DAM:
    10, SPD: 7, RNG: 1, DEF: 1, HP: 52
    Champion Abilities
    Attack: Physical

    Other Ability: Life Siphon (6 nora)

    Upgrade Ability Set #1
    Ability #1:
    Phase Shift – (6 nora) Default
    Ability #2: Thirst for Battle - (12 nora)
    Upgrade Ability Set #2
    Ability #1:
    Bleed - (4 nora) Default

    Ability #2: Blood Magic – (6 nora)

    Reviewing this champion closely, and looking at alternative methods of how to build him. From my perspective, he seems like he should be at the front of the fray, contesting the main font where the majority of a battle takes place. At the same time, if you look at his nerfed display picture; it also reflects an alluring nature. “The taste of blood, while an acquired taste, soon exceeds the baser pleasures of life. - Brennon, Vampyre” being the flavour text for this champion, I think the best way to place him is as the main font rusher/warrior. That is his class after all.

    Rune Name: Vampyre
    Faction: Forsaken Wastes
    Race: Undead,Vampyre Class: Warrior Size: 1x1, Rarity: Rare

    Artwork: Same
    Flavour-Text: Same
    Nora Cost: Base is 56

    Champion Stats
    DAM:
    10, SPD: 7, RNG: 1, DEF: 1, HP: 52
    Champion Abilities
    Attack: Physical

    Other Ability: Strength of Blood (11 nora)

    Upgrade Ability Set #1
    Ability #1:
    Bleed – (6 nora) Default
    Ability #2: Life Siphon - (6 nora)
    Upgrade Ability Set #2
    Ability #1:
    Blood Fueled - (5 nora) Default

    Ability #2: Imposing Aura – (6 nora)

    Base cost of stats only: 56 nora

    Default base abilities: 11

    Default upgrade abilities: 11 (5+6)

    Total default cost: 78 nora

    After much tinkering, this is what was decided upon. As this champion only has two utility slots and a relatively high nora base cost from his stats alone, it was hard to fit him in with the Strength of Blood gimmick for the theme. But it was managed! Yes, with this rework there are some noticeable changes. Phase Shift was canned because this guy is a Vampyre/Undead creature. I feel as though he shouldn’t have to use the Spirit theme/thematic traits to support his purpose of being a font rusher/warrior. Instead, he has options that better suit him. Life Siphon+Blood Fueled (there is only one other champion with this ability anyway) ensures he can get to the font first. This also ensures he can double tap, with of course he may potentially recover his HP or he may not. This is to emphasize the high risk, high reward play style. On the other hand, Bleed+ Blood Fueled is also a nice combination to take. Tap once and create a blood orb, move and capture it and Blood fuel yourself and tap again. Vice versa, Life Siphon+Imposing aura ensures he brings his majestic ball room dancing skills to the field while the enemy champions get caught up and careless over his actions.

    It is well worth noting that these champion changes all involve a new ability of which is two abilities as I stated in the beginning. Blood Frenzy and Exploit: Bloodied. Because of this unique trait given to some of the more iconic vampires of the Forsaken Wastes faction, it opens a new door to their potential and their thematically response to the current metas we see today. Life Siphon was once upon a time our crutch, and we held dearly to it. Yes, many of the champions above still retain it. Just as many still retain or have been added Bleed. Bleed procs the Exploit. The Exploit gives 1 AP, and the attack is considered +2 damage. This in some cases may be better than strictly taking Life Siphon and having an all-out Siphon Stick deck. Vampyres under this gimmick get stronger attack after attack within the confines of Blood Frenzy, and then revert back to their normal damages once the turn is over. None of their base stats have been changed. The majority can still be 1 turned. All they have been given is a way to regenerate AP, which rebuke can counter and extra damage over a course of attacks. Doesn’t sound like there is any draw back to this right? Looking like all we did was give the Vampyres ability swaps and changed them to suit more specific roles correct? I did say there was a high risk and high reward play style at hand. The choice of unique spells that I developed would reflect this ideology much better.

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    The following is a list of spells that would accompany this new theme.

    Spell - Target vampyre stealths for 6 turns and gains Ambush- 30 nora



    Spell - Call of Blood: All friendly vampyres lose 5 hp and gain Blood Rage for 2 turns – 40 nora



    Spell - Restraint: Target champion loses Life Siphon for 4 turns – 30 nora

    Spell - Mesmerize: Target friendly vampyre. This champion gains paralyze for 2 turns – 30 nora



    Spell – Blood Awakening: AoE 2 - Friendly champions within three (or four, can’t remember which AoE 2 is) spaces gains Life Siphon for 4 turns. If this champion already has Life Siphon, it instead gains Leech Vitality for 4 turns. – 40 nora

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    These are a couple of ideas for relics that I feel would contribute to the sort of play style that this Vampyre theme would revolve around.

    Temple of Blood: This relic is deployed at target location with the ability “Blood Magic”. When this ability is activated, this relic loses 10 HP (20 hp total on the relic) – 30 nora

    Blood Surge: This relic grants friendly champions within two spaces Exertion 3

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    Equipments

    After some consideration, only two equipment items were able to be thought of though I’m sure if I gave them more time I could have come up with more. To be frank however, Forsaken Waste has dozens of equipment’s already.

    Imapler: Champion of which this equipment is given to gains Leech Vitality. This Equipment can be dropped at target location to become a relic. When this equipment is dropped as a relic, and every second turn after, enemy champions within five spaces become bloodied.

    Tome of Blood: Equipped champion gains Blood Dispersal. If equipped champion has race:Vampyre, it also gains Blood Magic

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    So these are the ideas that a friend and I have put together to bring about the theme for Vampyres. I don’t feel as though making another twenty champions for this theme is required. Another two champions and a full faction hero would be nice; but alas, I believe that many of these older champions simply need to be reworked and updated to make a Vampyre theme actually valid in terms of ranked play. Not to mention, Vampyres are just bloody fun to use. I know this is a lengthy write up, and it will take a while to read but please take into consideration the ideas put for. It’d be nice as a Forsaken Wastes player to finally say “Yeah we have a skeleton theme, zombie theme, lich theme, worms theme, and a Vampyre theme.”
     
    Last edited: Dec 23, 2016

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