#Water, Earth, Fire, Air, V, ELECTRICITY, GLACIER, MAGMA, HURRICANE

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nocturne gyro
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Water - 200 Gold (10s Build Time)
70 HP, Fast
Attack: Splash (0 CD)
• The water splashes onto an enemy. Healing nearby allies and freezing the hit enemy. Use again to exit the enemy. Upon death, splashes into water, healing allies.

Earth - 155 Gold (9s Build Time)
70 HP, Fast
Attack: Rock Fist (0.9s CD)
• The earth conjures a fist made of rocks, dealing 6 DMG to 2 enemies at once, while knocking them back and stunning them for 0.5s.

Fire - 285 Gold (10s Build Time)
70 HP, Fast
Attack: Fireball (1s CD)
• The Fire conjures a fireball, shooting it forward. Deals 6 DMG to 2 enemies in an area, while burning them.

Air - 365 Gold (12s Build Time)
70 HP, Fast, Flying
Attack: Lightning strike (1.3s CD)
• The air fires lightning onto an enemy, dealing 14 DMG and charging them. Prioritizes backline units.

V - 650 Gold, 300 Crystals (25s Build Time)
255 HP, Fast
Skills:
Punch (0.7s CD)
• Punches an enemy, deals 5 DMG.
Clone (10s CD)
• summons 2 Clones of himself, that can only punch enemies. (Clones have 100 HP) (CD starts after clone death)
Instant Dash (4s CD)
• teleports forward in a slightly short distance.
Possession (20s CD)
• posseses a random enemy unit. Use again to cancel. V is immobilized in this state, and can only control units for 10s. Once the controlled unit attacks, enemy units start to attack it aswell. (CD starts once V is defeated or if the skill expires.)

ELECTRICITY (Water + Air)
450 Crystals
100 HP, Fast
Attack: Electric Current (2s CD)
• shoots a lightning bolt at 3 enemies, dealing 10 DMG and charging them.

GLACIER (Water + Earth)
370 Crystals
100 HP, Fast
Attack: Glacial Freeze (0 CD)
• After a 1s delay, freezes up to 5 enemies in a single area around it. Heals nearby allies, slows down enemies. Use again to turn normal. Upon death, does the same thing but slows enemies instead.

dense palm
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?

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Treature

nocturne gyro
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magma and hurricane will be presented here (it's too laggy to type onto there)

dense palm
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Treature, Cycloid and Charrog Exist

nocturne gyro
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yes

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this is just my concept for extra elemental fusions

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but the elementals themselves are the same

dense palm
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This is WAY different from SE

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Earths are a 2 In 1

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Offering Stun and Miners

nocturne gyro
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I forgot about that

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but I did it's main attack

dense palm
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With 3/4 of the Fusions consisting of Earth

nocturne gyro
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the only thing I changed is the prices, not their actual attacks
(might've buffed it a bit)

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and maybe the stats (not sure about their HP)

dense palm
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Fire should be a rapid shot unit

nocturne gyro
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it deals damage in an area

dense palm
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Water is Supposed to be a Killable Freeze + Heal

nocturne gyro
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do you want it to shred armies of light units

dense palm
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Let me rephrase the Fire

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It Should be an Aggresive Faster Archidon

nocturne gyro
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I feel like elementals are just weaker than order counterparts
other than their combinations

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when an earth elemental gets solo'd by a dead

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magma basically deals an earthquake around it, dealing 3 DMG + burn 3 times every 2s