Vampyre Rework:

Discussion in 'Rune Ideas and Suggestions' started by Redderrick, Sep 2, 2017.

  1. Redderrick

    Redderrick I need me some PIE!

    Vampyre
    CURRENT:
    • [​IMG]
    • DMG: 10
    • SPD: 6
    • RNG: 1-1
    • DEF: 1
    • HP: 50
    • Race: Undead, Vampyre
    • Class: Warrior
    • Base cost: 74
    • Base Abilities:
      • [​IMG] Life Siphon When this unit attacks and deals damage to a champion, it vampiric heals HP equal to half the damage dealt.
      • [​IMG] Attack: Physical This unit makes a Physical attack at its range. This is a basic attack.
      Upgrades:
      • 1 :
        • (6) [​IMG] Phase Shift This unit becomes Incorporeal for 2 turns.
        • (10) [​IMG] Thirst for Battle At the end of its turn, this unit permanently gains +2 DMG and +1 DEF if it is engaged.
      • 2 :
        • (6) [​IMG] Bleed When this unit damages a champion with a basic attack, the target is Bloodied for 6 turns and a blood ball is created in an adjacent space. Demons and Vampyres that capture the blood ball vampiric heal an amount equal to 50% of the damage that caused the blood orb. Other champions that capture it take that same amount in disease damage. Only one blood ball per enemy can be active at a time.
        • (7) [​IMG] Blood Magic Enemy champions within 3 spaces lose 8 HP and are Bloodied for 8 turns. If an affected champion is already Bloodied, this champion vampiric heals 8 HP.
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Vampyre
    NEW:
    • [​IMG]
    • DMG: 10
    • SPD: 6
    • RNG: 1-1
    • DEF: 1
    • HP: 50
    • Race: Undead, Vampyre
    • Class: Warrior
    • Base cost: ~68-74
    • Base Abilities:
      • [​IMG] Attack: Physical This unit makes a Physical attack at its range. This is a basic attack.
      • [​IMG] Bleed When this unit damages a champion with a basic attack, the target is Bloodied for 6 turns and a blood ball is created in an adjacent space. Demons and Vampyres that capture the blood ball vampiric heal an amount equal to 50% of the damage that caused the blood orb. Other champions that capture it take that same amount in disease damage. Only one blood ball per enemy can be active at a time.
      Upgrades:
      • 1 :
        • [​IMG] Blood Frenzy 1 While this champion has less than half of its max HP remaining, it gets +2 DMG, and gains 1 additional rank of Multiattack (to a max of 3 ranks).
        • [​IMG] Blood Frenzy 2 While this champion has less than half of its max HP remaining, it gets -1 DEF, +4 DMG, and gains 2 additional ranks of Multiattack (to a max of 3 ranks).
        • [​IMG] Blood Frenzy 3 While this champion has less than half of its max HP remaining, it gets -2 DEF, +6 DMG, and gains 3 additional ranks of Multiattack (to a max of 3 ranks).
      • 2 :
        • [​IMG] Blood Rage This unit makes a melee attack and loses 8 HP. This ability's AP cost cannot be modified.
        • [​IMG] Blood Dispersal When this champion successfully damages a Bloodied champion with a basic attack, friendly champions within 6 spaces of it are healed for the same amount, divided evenly among damaged champions, to a minimum of 1 and a maximum 8.
     
    Last edited: Sep 7, 2017
  2. Redderrick

    Redderrick I need me some PIE!

    ~Bump:
    Made some new edits
     

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