Twilight Creeper NOW DMG: 10 SPD: 6 RNG: 1-1 DEF: 1 HP: 45 Race: Worm Class: Warrior Base cost: 68 Base Abilities: Constriction This champion makes a melee attack against target opposing champion. If successful, the target takes 50% damage and becomes Constricted 3 (This Champion may not move, activate special abilities, or attack units other than this one, and takes 5 Physical damage at the beginning of each turn). Attack: Psychic This unit makes a Psychic attack at its Range. This is a basic attack. Necrosis When this champion is deployed from the runedock, your shrine's Deployment Zone expands by 1. When a champion without Race: Worm or Necrosis is deployed from the runedock, your shrine's Deployment Zone decreases by 1 (this does not stack). Upgrades: 1 : (5) Initiative 1 When this champion is deployed, it gains 1 AP for each opposing champion in play, to a maximum of 7. (8) Initiative 2 When this champion is deployed, it gains 2 AP for each opposing champion in play, to a maximum of 7. (-8) Impatient This unit loses 5 HP at the end of your turn if it did not successfully attack. Every time a friendly champion within 3 spaces successfully attacks, this unit gains 1 AP. 2 : (7) Defender Friendly champions within 5 spaces that share a race or class with this champion has +2 DEF. This ability does not stack with other Defenders. (8) Assault This unit makes a basic attack at no AP cost against any unit that attempts to disengage from it. Spells and abilities that relocate other units do not trigger this ability. (7) Binding Chains Enemy champions within 3 spaces take 8 Physical damage and become Ensnared for 2 turns (this damage ignores DEF). This ability's CD is reduced by 1 whenever this champion is successfully attacked. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- NEW Twilight Creeper DMG: 5 SPD: 6 RNG: 1-1 DEF: 1 HP: 45 Race: Worm Class: Warrior Base cost: 64-70 Base Abilities: Attack: Psychic This unit makes a Psychic attack at its Range. This is a basic attack. Conceal Each player has 2 runes concealed. Sneak This unit becomes stealthed at the end of your turn if you have runes in your rune dock that are still concealed. Necrosis When this champion is deployed from the runedock, your shrine's Deployment Zone expands by 1. When a champion without Race: Worm or Necrosis is deployed from the runedock, your shrine's Deployment Zone decreases by 1 (this does not stack). Upgrades: 1 : Surge: Concealed This unit has +1 DMG for every 2 runes you have concealed. Surge: Shadows This champion gets +1 DMG for all stealthed champions you or your opponent controls. 2 : Occlude This unit loses 3 HP and 3 random runes in your runedock are concealed. Cloak 1 Friendly champions within 2 spaces become Stealthed for 2 turns. Cloak 2 Friendly champions within 2 spaces become Stealthed for 6 turns.
Ok. I think the champ should be renamed, then, because its current mechanical design is wonderful for worms.
First, it looks weak. Second, worms do not bridge well at all because of how necrosis works. Third, it has no positive interactions with worms as a deck, and removes the interactions present in the previous design. Fourth, what this build does do that isn't already done well or better by other fw runes is nothing.