#Warmarrow | Warlock + Marrow |

16 messages · Page 1 of 1 (latest)

short jolt
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Warmarrow
Chaos/Dead/Light/Magic
Health: 175
Damage: 12
Movement Speed: Slow
Attack Speed: Slow
Cost: 250 Gold and 450 crystals
Pop: 8
Training Time: 30 seconds
Abilities:
Death Coil: Shoots out a Deathbolt in line with long range, dealing 60 damage to the first enemy it hit. If it kills it, raises a Summoned Dead to fight for them. Cooldown: 10 seconds
Haste: Increase all your units speed around him in small area by 40% for 10 seconds. Cooldown: 45 seconds
Dark Shield: Cast a spell on a unit who has the highest health, making them invincible for 5 seconds. Cooldown: 30 seconds
Passive: Whenever it kills an enemy with a basic attack, Raise a Uncontrollable Skeleton warrior that has 75 health and 8 damage to fight for them
When Trained, The Warmarrow says one of the following with their deep voice:
"Greetings, Master."
"What is your plan, Master?"
"I'm growing impatient!"
"I'm Alive!"
"My dark magics is yours, Master!"
"I once again serve you, Master."
"I will handle this, Master!"
"We Rise!"
When ordered to attack position, the Warmarrow says one of the following:
"Very Well."
"Make it quick!"
"Let none survive"
"Let them suffer!"
Appearance: They are skeletons with a black hood, cloak, and veil that covers their skeletal face and they are holding a metal long mage staff.
They are Offensive and Support Spellcaster
Lore: They are once a group of exiled Magikills who they died from the Chaos Empire... After 2 years later after their deaths. A Marrowkai sense their corpses which is remains only bones that they still have some magic inside of them even they are dead.... So the Marrowkai raises them from the dead as his warlocks which he called them the Warmarrow. The Warmarrow who were once the magikills lost all humanity now they become monsters and they are evil and also ruthless undead mages.

tawny river
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Pop should be decreased to 7

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And the cooldowns except for death coil should be decreased by 5-15 seconds

short jolt
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That will be op and too powerful for the haste and Dark Shield for that cooldown...

tawny river
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My guy

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60 seconds and 45 seconds cooldowns

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That's literally spell card cooldowns

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For a spellcaster

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It's not even that powerful

short jolt
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and they are powerful also they can auto attack. Also if multiple of them are here... They will deal lots of damage with their Death Coils which is their primary spell

tawny river
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Literally just decrease the ability cooldowns

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They're spellcasters

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They'll be useless if their abilities take literally a minute to cast

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If you don't want them to be OP, then just increase their cost and keep the pop 8

short jolt
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I made some changes

short jolt
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I don't know why you want to decrease the cooldown of the Haste and Shield when you have a powerful spellcaster that deals lots of damage for the single target...