Striker of K'thir Faction: K'thir Forest Race: Elf | Class: Archer, Ranger, Rogue | Size: Small | Rarity: Rare Flavor-Text: "They will pursue their targets to the farthest parts of the globe; almost nothing can stop a determined Striker." Nora Cost: 79-85 Champion Stats DMG: 10 | SPD: 6 | RNG: 3-5 | DEF: 0 | HP: 44 Champion Abilities 1) Attack: Arrow (+0 NORA)- This unit makes a Physical attack at its Range. This is a basic attack. 2) Declare Hunted (+8 NORA)- When this unit is deployed, the closest opposing champion without Hunted becomes Hunted (This champion receives 50% more damage from champions with Declare Hunted). This effect is not cleansable. 3) Defile Corpse (+3 NORA)- When this champion destroys another champion with its basic attack, on-death effects do not trigger. 4) Fearless (+2 NORA)- This unit can not become Frightened. 5) Quest: Kill Hunted (+8 NORA)- Whenever this champion destroys an opposing champion with the Hunted condition, this champion automatically recovers the nora globe and the closest opposing champion without Hunted gains the Hunted condition. Shadow Upgrade Path 1) Fading Light (+5 NORA, DEFAULT)- When this champion recovers a nora globe, it becomes Stealthed. 2) Hidden: Earth (+5 NORA)- At the end of your turn, if this champion occupies Earth, it becomes Stealthed. Otherwise, it loses Stealthed. 3) Hidden: Vegetation (+3 NORA)- At the end of your turn, if this champion occupies Vegetation, it becomes Stealthed. Otherwise, it loses Stealthed. Striker Upgrade Path 1) Assimilate (+4 NORA, DEFAULT)- When this champion recovers a nora globe, it is healed for 6 HP. 2) Combat Awareness (+8 NORA)- This unit only takes damage from spells and abilities if they specifically target a champion. This does not include terrain effects, conditions, or equipment on this champion. 3) Punish (+6 NORA)- When this unit deals damage to a champion with a basic attack, that champion loses all AP and loses HP equal to the AP lost. 3) Domain: Shadows (+4 NORA)- At the beginning of each turn, this unit has +2 DMG, +1 DEF, and Mobility for 1 turn if it is Stealthed.
@Karmavore @chris0024 @Gedden@ Senshu I wanted to share my vision for the artwork that was previewed. Thoughts?
this is awesome but quest: kill hunted and punish together is too much :/ I'll add more on my thoughts tomorrw. just got off work and i'm tired
You are probably right on Punish. Heart Strike (+4 NORA), Stike (+8 NORA), or Domain: Shadows (+4 NORA) could be good substitutes. I think I like Domain: Shadows a lot, actually.
since it a crossbow there a high chance he can be a 1-3 range too but like i said in the preview huntress has 5-6 range so anything is possible
he should have stealth somewhere in his upgrades possibly instead of fading light possible alternatives also with crossbow i think he may have precision or strike since its unlike bow crossbow is short-range and can pierce through armour better upgrade 1 stealth shadowstrike escape
I feel like Shadowstrike would make him too powerful, even for the hefty cost. Stealth could be an okay change but I like the possible interaction of auto-stealthiness when he kills his target. Escape isn't very good, though.
Most champs are supposed to have 4-5 total abilities, that was the whole point of the revamp as I recall kthx bai. #Toomanyabilities
Yeah, I added Fearless for thematic reasons but that could be the first to go. Also, Quest: Kill Hunted could be made to give a hunted champion on deploy so that Declare Hunted wouldn't be needed. Quest: Kill Hunted would become 15-16 Nora with those changes. There would be 5 abilities, total, with those changes.
Striker of K'thir Faction: K'thir Forest Race: Elf | Class: Archer, Ranger, Rogue | Size: Small | Rarity: Rare Flavor-Text: "They will pursue their targets to the farthest parts of the globe; almost nothing can stop a determined Striker." Nora Cost: 77-83 Champion Stats DMG: 10 | SPD: 6 | RNG: 3-5 | DEF: 0 | HP: 44 Champion Abilities 1) Attack: Arrow (+0 NORA)- This unit makes a Physical attack at its Range. This is a basic attack. 2) Defile Corpse (+3 NORA)- When this champion destroys another champion with its basic attack, on-death effects do not trigger. 3) Quest: Kill Hunted (+16 NORA)- When this champion is deployed, the nearest opposing champion without Hunted gains Hunted. Whenever this champion destroys an opposing champion with the Hunted condition, this champion automatically recovers the nora globe and the closest opposing champion without Hunted gains the Hunted condition. Shadow Upgrade Path 1) Fading Light (+5 NORA, DEFAULT)- When this champion recovers a nora globe, it becomes Stealthed. 2) Hidden: Earth (+5 NORA)- At the end of your turn, if this champion occupies Earth, it becomes Stealthed. Otherwise, it loses Stealthed. 3) Hidden: Vegetation (+3 NORA)- At the end of your turn, if this champion occupies Vegetation, it becomes Stealthed. Otherwise, it loses Stealthed. Striker Upgrade Path 1) Assimilate (+4 NORA, DEFAULT)- When this champion recovers a nora globe, it is healed for 6 HP. 2) Combat Awareness (+8 NORA)- This unit only takes damage from spells and abilities if they specifically target a champion. This does not include terrain effects, conditions, or equipment on this champion. 3) Domain: Shadows (+4 NORA)- At the beginning of each turn, this unit has +2 DMG, +1 DEF, and Mobility for 1 turn if it is Stealthed.
If you dare make this guy anything other than an archer and ranger I will not be happy. On that note, hopefully we actually get some racial/synergy between rangers and archers (a few good runes could make these 2 underdeveloped themes 1 good and fleshed out theme)
I love the interactions here with nora globes - really nifty way to tie a lot of these abilities together without adding entirely new mechanics.
I'm thinking more of bounty hunter or merc of circle , one more of deliim warriors he brought back from his banishment from kthir