@Sokolov - I meant to post something sooner just been held up. Here are my thoughts on Warchief and possible future directions for champ/spell/relic/equip based synergy. Since making completely new mechanics and runes is more time consuming so I just used what we already have. - Warchief hopping situation: The jumping at least goes with the playstyle i'd prefer ..as in allows for multiple font battles and some surprise solo skirmish power on hops. The devil is in the details...the base ability granted should be instant gratification and the turn timer one more theme reliant .... Things "like" surge (bravery to balance?), aid: defense, bulwark (if tweaked , currently awful) should have to earned by waiting and surviving... Either way not theme drowning or "all or nothing" mechanics. WARCHIEF OPTION Blood clan : This champion has Enrage 2? and after X turns gains Protective (or Bravery) Stone clan : This champion has Bulwark: barbarian or calcify (bulwark needs a tweak as an ability though, since its terrible) and after X turns gains Aid: defense Storm clan : This champion has Bastion of Mobility and after X turns gains Scramble - I would prefer Barbs got some other synergies in play before we committed to a power level for the "new" Warchief mechanic. Things like Pride of Sarng. spell could be made relevant and perhaps barb clauses added to other spells, relics, equips...Some fun ideas to brainstorm with: SPELLS Pride of Sarng. - Change to "All friendly barbarians gain protective and perseverance for 3 turns...this spell is hidden until triggered" (a bit of the old flavor of barbs mixed with some surprise factor they are sorely missing...its pretty linear right now) Glorious Charge - ".... friendly barbarians also gain crazed charger (or break the line not sure)" Instill Panic - ".... if closest friendly champion is a barbarian enemy champion also becomes frightened" Last Stand - "....if target champion is a barbarian it also gains Vindictive" Strength of stone - "....This spell refunds 3 nora for each friendly barbarian effected up to a maximum of 15 nora" Tales of valor - "... if target champion is a barbarian it also gains Immortality" Valor - "...friendly barbarians are affected for 3 turns instead of 2 turns" RELICS Celestial spear - Just add barbarians as triggers...relic is still meh but hey it would be something. Rallying Flag - "...if friendly barbarian is deployed it also gains Initiative 1" This relic also needs to do something static or else its a dead slot mid to late game. EQUIPS Granite Bracers - "...equipped barbarians also gain Barbaric Assault" Mail of "Barbs" (herpderp) - just cuz Sunder Axe - "...friendly equipped barbarians also gain (weary or debilitate ...dependent on balance) Wildeye Bracers - "...If equipped on a barbarian it also gains Hostile and Aggressive" - Just some spit-balling to help you sok... These ideas should not be taken as a suggestion as a total package...but merely some directions to go with alternative synergy vs racial. I hope this provokes some good ideas and feel free to criticize and min/max these suggestions. And also keep in mind the sheer power of "incite rage" and might need a look at for the future health of the theme if some other issues get sorted out. p.s. On a side note, barbaric assault bothers me. I can't figure out if O.Assault is overcosted and subsequently B.Assault is by default or the fact that its an upgrade choice that will never be chosen or that it's another proximity wonky trigger. Also where da "stealth" barb unit at sok?