Jellebrium Synthesis (FS)

Discussion in 'Rune Ideas and Suggestions' started by poinl, Dec 10, 2015.

  1. poinl

    poinl I need me some PIE!

    Jellebrium Synthesis
    Champion | Forglar Swamp | Jelebrium | Wizard | 1x1 | Rare/Exotic
    DMG: 0 SPD: 6 RNG: 1 DEF: 0 HP: 48 Nora: ???
    Solitude... Union... Legion
    --------------------------------------------
    Abilities
    Jellebrium Mind: When this unit is deployed, a revealed rune in the opposing rune dock has +2 cooldown for each friendly unit with Race: Jellebrium, including this one. At the beginning of its turns, for every 4 runes your opponent has on cooldown, this unit is healed for 2. It also gains a rank of Teleport for 1 turn if it is a champion.
    Amphibious: This champion ignores restrictions and penalties imposed by Water.
    Exhume: Target adjacent champion you own will be reanimated when destroyed. This champion is destroyed when the target of this ability is reanimated and gains an additional 20 turn cooldown. If this champion is destroyed before the target, the target will not be reanimated. This effect is hidden until triggered.
    Race charged: At the beginning of its turn, this unit gains 1 charge for every two friendly champion within 6 spaces that shares a race with it, to a maximum of 3 charges.
    Charged Portal: Spend 1 Charges. Friendly champions within 4 spaces that share a race with this champion gain Portal for 1 turn.
    Autophobia: At the beginning of its turn, this champion has -4 SPD for 1 turn unless at least one friendly champion sharing a race came into play from the runedock while this champion was in play during the last 2 turns.

    Upgrade 1
    Guiding Spirit: When this unit is destroyed, you gain 5% of its nora cost for each real friendly champion that shares a race with it, to a maximum of 20%.
    Boost: Friendly champions that share a race or class with this one have +5 MAX HP. This does not stack with other Boosts.
    Blockade: While this champion is in play, opposing champions cannot gain AP for their first turn in play and are Distracted.

    Upgrade 2
    Bestow: When this champion is destroyed, the closest friendly champion gains this unit's first upgrade ability. If that champion shares a race with this one, it gains the second upgrade ability as well.

    This guy's meant to help tie together jellies as a race that's rather confined to its race. Bestow on the upgrade means other jellies can get bestow, combined with his main function exhume provides a way to trigger the effect. Race charged+Portal+Autophobia tie him to jellies even more, acting as a sandbag outside the race.
    Outside of blockade, he's very jelly dependent, but alongside jellies can create monsters through bestow transfer, and tempo through guiding spirit transfer. These sandbags are enforced to reduce any shenanigans with exhume + bestow outside jellies. Concerning Stat changes, advice on nora cost/rarity, etc: I'm fully open ears.
     

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