XXXX Retaliation: Whenever this champion is successfully damaged by a basic attack, XXXX damage is amplified 10% for 4 turns. Amplified damage cannot be increased above the amplification max (50%). For example... Fire Retaliation: Whenever this champion is successfully damaged by a basic attack, Fire damage is amplified 10% for 4 turns. Amplified damage cannot be increased above the amplification max (50%).
I'm not sure if 4 turns or 6 turns is better. I went with 4 turns to make sure it doesn't have too big of an impact. I guess an ability like this depends on how good of a tank it would be on.
On a similar note... XXXX Augmentation- When this champion is deployed from the runedock, XXXX damage is amplified by 20% for 6 turns. For example... Magical Augmentation- When this champions is deployed from the runedock, Magical damage is amplified by 20% for 6 turns.
XXXX relatiation: AP 2. Next time this unit is antagonized douse the targeting unit in XXXX gold. This unit becomes intoxicated and gains vulnerability fire.
Yep, it would stack. It can't go over the regular amplification limit, even if other amplifications are in play. Still, the opposing player has to decide if it is a good time to attack the champ 5 times and help the opponent's amps.