Razorfin slider damage-14 Speed- 6 range- 1 defense- 1 health- 42 Upgrade line 1- Cripple, rend, ferocious bite Upgrade line 2- dive, electric, gore Base abilities: trail water aquatic Mirefolk stalker Damage- 11 Speed- 6 range-1 defense-1 health- 50 Upgrade line 1- Dive ranks 2-3 Upgrade line 2- oppurtunistic assault, ambush, regen 2 Base abilities: aquatic hidden:water swap ank 2 Forglar jellyfish Damage-10 speed-6 range- 1 defense- 1 health- 45 Upgrade line 1- constriction, immunity poison,stun Upgrade line 2- poison sting, jolt rank 2 Base abilities: Aquatic Attack: electricity immunity: electricity Hydraxor Damage- 8 speed- 6 range- 1-2 defense- 1 health- 50 Upgrade line 1-protective, strength of body, startle Upgrade line 2- hidden: water, dive rank 2, deep dive Base abilities: attack: physical regen 3 resilient Trail:water Mirevixen Damage- 8 speed- 6 range- 3-5 defense- 0 health- 42 Upgrade line 1- heal champion 3, heal mass 3, invigorate 2 Upgrade line 2- domain water, soothing serenade, abash Base abilities: Attack: magical water front aquatic Shock pomfret damage- 10 speed- 6 range- 1 defense- 2 health- 50 Upgrade line 1- electricity aura 2, fry, spark charge Upgrade line 2- leap 3, damage shield: electricity rank 2, Base abilities: attack electricity aquatic storm acolyte Swamp octopus damage- 10 speed- 6 range- 1-3 defense- 1 health- 52 Upgrade line 1- blinding, colossal, latch on Upgrade line 2- heal self 3, cleave, cull Base abilities: aquatic poison rank 2 attack: poison Wavecrusher damage- 11 speed- 6 range- 1-2 defense- 4 health 60 Upgrade line 1- dive rank 2, escalating rage, consume upgrade line 2- water front, trail water, domain water Base abilities: aquatic attack physical skirmisher vulnerability: electricity tidal wave
Electric eel damage- 9 speed- 7 range-1 defense- 0 health- 44 Upgrade line 1- damage shield electricity rank 2, evasive rank2 Upgrade line 2- dive rank 2, domain water, chain lightning Base abilities: aquatic static aura attack electricity Evolve area effect 3: affected aquatic champions lose aquatic get +1 speed, and flanking for 6 turns. nora cost to 40 Forced evolution- Target aquatic champions is healed for 50% of their hp loses aquatic and gains semi-aquatic nora cost to 50 sea song Area effect 3: affected friendly champions gain domain water and are healed for 8 hp nora cost 45 Monsoon Area effect 2: Water terrain is created in the target area for 8 turns. For the next 8 turns this spaces grows one space at the beginning of each of your turns. All champions are grounded 2. nora cost 30-35
wat shock pomfret is one of the coolest aquatic champs with bolt and assualt, why would you nerf him into a super generic mediocre beater?
i want to add another undertow because its so good, but dont know what to take out, maybe scrimatar but thats pretty nice for the burst dmg and giving a champ amphi
Id drop that Froglar Jellyfish for it personally, its just meh. Undertow is excellent, running two at their reasonable nora costs means you can use it a lot too. (Unless it has changed since i last saw it)
jelly is REALY good, magic immune catches people off guard, and poison sting is a really nice. also with split, you can replicate, and then sit him on the rejuvenation fountain, and by the time it comes off CD he is at full hp again, its a value machine!