#Blue Flames, Overcharge, Freeze, Plague

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young ermine
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Blue Flames
• A stronger version of BURN.
• Blue Flames last longer than BURN does, (minimum of 8s+), and take 3 heals to fully cure.
• Blue Flames will always deal (7+) DMG, and will spread normal BURN to nearby units.

Overcharge
• An effect of Voltaic.
• When a unit is hit by a voltaic attack whilst being charged (status effect) 3 times in 5s, they will create a small explosions dealing 20 DMG with a 1.5s stun and inflict burn.
(Won't work for Tesla coil cause that sht sucks.)

Freeze
• An effect of Glacial.
• When a unit is inflicted with glacial effects for more than 7s, they will automatically be frozen; making them unable to move for 3s. After that, they will thaw out and still be inflicted with glacial effects. After said freeze, the next freeze occurs at another 7s of constant glacial effects.

Plague
• A Stronger version of Poison.
• When a unit is inflicted by PLAGUE, they will take increasing poison damage and spread normal poison to units. (Plague always starts with 7 poison dmg.)
• Plague will also slow down units by 1%, increasing that slowness by 1% every 3s.
• Plague takes 5 Heals to cure, and makes RoR deads mutated. (20% more speed and 30% more health.)

[All these effects are only accesible in AMPED UP gamemode's Super-Surge.]
(Amped up will be explained soon.)

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Amped Up is a gamemode where major aspects of the game are now at a higher stake.

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You can bring multiple mythics, and all upgrades or enchants will apply to all types of units.

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Your deck will also have a forced spell of SUPER-SURGE.

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SUPER-SURGE will buff your mythics, upgrades and spells for a certain amount of time at a cost of 500 crystals.

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Also, when making a deck for amped-up, you will have 3 separate deck slots all with forced SUPER-SURGE. (Doesn't affect your actual decks, meant for amped up only.)

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From there, you can make your own deck.