#Sanguine Sect
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Ok
Hemowraiths
Cost:75
Training time:10 seconds
Light,Sanguine
Pop:2
Hp:50
Damage:4/6 against light
Attack speed:Dead
Attack range:Dead
Movement:Juggerknight
Ability
Bloodlust
Cooldown:25 seconds
Drain 20 health from an enemy and stun it for 1 second
Description
Red normal sized unit with no weapons and barbed blood all over it's body
And exposed wounds and bones all over it's body
Hemomancer
Cost:400,50
Training time:18 seconds
Light,Magic, Sanguine
Pop:4
Hp:90
Dps:8
Attack range:Meric healing radius
Movement: Swordwrath
Ability
Cooldown:0 seconds
Blood stealer
Drain 8 health from an enemy every second and heal for 50% of the damage
(Cannot benefit from vamp and can be used while moving)
Description
A normal sized unit wearing a red and white cloak and with a clawed hand
Bloodbrute
Cost:700,200
Training time:30 seconds
Heavy,Magic,Sanguine
Pop:7
Hp:600
Damage:20/30 against light(3 units per hit)
Attack speed:Giant mace attack
Attack range:Pike
Movement:Giant
Ability
Blood charge
Unlocks after Armoury 1
Cooldown:25 seconds
Distance:25% of Juggerknight charge
Charges through dealing 20 damage to all units in the way and stuns them for 1 second
Charge will be stopped against giants and ripriders
Description
A Human the size of a charrog dragging a giant sword and with slashes and cuts all over it's body
Hunched over slightly as well and with barbs of blood over it's limbs
Hemodasents
Cost:450,50
Training time:23 seconds
Heavy,Sanguine
Pop:6
Hp:400
Damage:10/16 against heavy
Attack speed:Juggerknight
Attack range:Juggerknight
Movement:Juggerknight
Passive
Bloodlusted
Heals back 5 hp every 3 seconds while in combat
Ability
Blood marked
Cooldown:40 seconds
Marks an enemy for 8 seconds dealing 8 damage every 4 seconds
If the marked unit dies the unit will explode dealing 10 damage to 3 enemies nearby and knocking them back
Temple 1
It will also heal 3 of your units for 10% of their hp over 3 seconds
Description
A Juggerknight sized unit that has a barbed whip and a shield with Blood barbs over it
The unit is also wounded all over it's body
I had to post hemodasents three times because I apparently can't use m@sochism
What
It's an anti light 700,200
It's a melee light clear
Not anti heavy so it's not as effective as a giant would be
I might tone the health down a bit though
Agreed
Frenzitringe
Cost:500,100
Training time:25 seconds
Light,Sanguine
Population:6
Hp:250
Damage:15
Attack speed: Swordwrath
Attack range:Pike
Movement speed:Magikill
Passive
Walking blood bank
This unit will steal hp from other units it attacks(25 of the damage dealt)
This unit can gain up to 50 bonus hp via that way
But the blood can also be used to heal nearby friendly units with blood transfusion
Ability
Blood transfusion
Cooldown:6 seconds
Range:Swordwrath
Heal 20 hp over 2 seconds
Description
A giant mosquito the size of a riptor with sharp looking wings
So basically a:
These are cool
Hemorrhag
Cost:300,500
Training time:40 seconds
Light,Magic,Sanguine
Pop:5
Hp:150
Damage:20
Attack speed:Magikill
Attack range:Meric healing radius
Abilities
Blood transfusion
Cooldown:5 seconds
Range:Meric healing radius
Deal 25 damage to an enemy unit and heal a nearby unit for 25
Bloodbarb assault
Unlocks after bastion 1
Cooldown:30 seconds
Radius: Magikill fulminate
Deal 10 damage to up to 5 units and slow them by 50% in the area while dealing 5 damage to them every second for 4 seconds
Bastion 2
The bloodbarbs will also slowly expand to the radius of meric healing range over 2 seconds and will hit 3 more units
Description
A meric like unit with a blood red robe and a bloodbarb crown
The unit also has claws on its hands
Scarlesion
Cost:500,150
Training time:25 seconds
Light,Sanguine
Pop:5
Hp:300
Damage:20/30 against heavy
Attack speed:Giant mace attack
Attack range: Shadowwrath
Movement:Juggerknight
Passive
Seeing red
When this unit comes out of the garrison it comes out charging moving at riprider speed
When it attacks an enemy for the first time after being trained deal 30 damage to 3 units and knock them back slightly
Description
A normal sized unit wielding a halberd with glowing red veins all over it's body and a helmet that looks like a cage
Spells
Blood fury
Cost:300
Cooldown:1 minute
Choose a unit and give it+10% movement speed,+5 damage and make it attack twice per attack(think of it as basically a melee volley by itself) for 5 seconds
Path of blood
Cost:150
Cooldown:45 seconds
Choose a unit and give it +20% movement speed for 8 seconds
The unit will leave behind a trail or blood that will boost your unit's movement speed by 10% and slow enemy movement speed by 20%
Blood moon
Cost:800
1 time use
Buff all your units up for
+30% vamp
+20% attack and movement speed
+5 damage
+2 splash
For 6 seconds
After blood moon dissipates all unit will get stunned for 2 seconds and take 20 damage
Hemothorex's blood moon doesn't have the debuffs at the end
bro how do you have this much time to write all of these
I'll probably do enchantments and maybe a general.....
Well
I just...
Make em
I've made like....
5 factions just like this
Some have more units than this and even lore
bruh
Generals
Rorphagus
The Mage of Massacre
Cost:400,500
Training time:50 seconds
Pop:9
Hp:400
Damage:25/30 against light
Attack speed:Magikill
Attack range:Magikill
Movement:Magikill
Passive
Aura of unending violence
Radius:Marrowkai
All nearby units have+10% vamp
Temple 1
15%
Temple 2
20%
Abilities
Ritual of bloodshed
Cooldown:25 seconds
Deal 30 damage to himself to deal 60 damage to a single unit
Temple 1
+20 more damage on the enemy
Temple 2
Stun it for 1 second
Magus Massacreus
Unlocks after bastion 1
Cooldown:40 seconds
Gains rage and +3 splash for 5 seconds
Bastion 2
Gain 3 damage block
Description
An old looking man with a cane wearing red and black robes and a magikill hat
Also has spikes coming out of his back
Ok this is insane
actually
Hemothorex
The herald of the blood moon
Cost:500,500
Training time:50 seconds
Hp:150
Damage:15/20 against heavy
Attack speed: Swordwrath
Attack range: Swordwrath
Movement: Magikill
Passive
Herald of the blood moon
Each unit dying around hemothorex will grant him a stack of focus
Light units grant 1
Heavy units grant 3
Magic unite grant 5
And giants grant 10
After getting 100 charges you gain a free charge of blood moon regardless if you have it in your deck or not
Abilities
Zealous chanting
Cooldown:0 seconds
Becomes immobile to give nearby units in marrowkai aura radius a 15hp heal every 3 seconds
Temple 2
Give nearby units 10% vamp
Macabre Dance
Unlocks after bastion 1
Cooldown:45 seconds
Hemothorex starts to dance for 3 seconds healing your units in a marrowkai aura radius by 20 every second
(Cannot attack while using the ability)
Bastion 2
Can be used for an indefinite amount of time and gives +5 damage
(This ability can be cancelled and can be used while zealous chant is active)
This faction might not be balanced but I'm here for the sake of fun
Not balance today
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@dreamy jay
@scenic hound
@pine jasper
@chrome maple
@flint cloak
My first faction in a long time
Probably.....
Two months or so
My first brain frying in a long time
Only thing I'm missing is enchantments
I think I'll do em tomorrow maybe
Good
I do not have the energy to review this 
Do this later then
Oka
As long as you eventually rate it I will let you rest for a bit
Remind me later pls
Ok
Agreed
Haiiiiii
Holy dead but better but at a dkfferent thing but still leaving deads with their own niche, i think its an idea certainly
Imo its better than a dead just due to its ability being pretty good but its also innefficent leaving it to ocupy a different neiche rather than being just a direct upgrade
Yeah hemonancer is weak
It doesn't have any notable trait
Insane dmg like not great dps but crazy dmg
Ehh idk lota of dmg but too similar to jugg
Idk does too much like its a support unit that heals and does a little dmg support, but like not great at either
Certainly a unit you would need to mass up
Well if mark stacks
Hemowraiths: sure
Hemomancer: WEAK AF
- has no notable trait
Blood brute: sure
Hemodasents; cool, a spellcaster tank.
- Bloodmark duration?
Frenzy Flies: very odd to use unit, way too odd
- hard to use without ability, under extreme risk during ability
- pop?
Hemorrhag:
- pike range on a magic unit? Wouldn't that mean blood transfer will rarely be usable
- bloodbarb assault cast range?
Scarlesion: another unimpressive unit
Blood fury: damn
Path of blood: maybe it's slightly expensive, the stats sounds decent on paper but it's not the most practical thing to use around
- also trail duration? Which determines trail lifespan and length
Blood moon: no, it may be expensive but you really just need one cast to win. Compare that to scorch who gets used several times with 200 crystal for an unguaranteed success. Misusing the spell doesn't balance it out, it just makes it more unbalanced
It's supposed to be a spearton equivalent with more emphasis on healing
Ok I'll give the hemomancer a niche
Bloodmark lasts for 8 seconds
I think I put it in there
Frenzy flies ok I'll give em a bit more of a conventional usecase
Scarlesion maybe I'll rework it
Path of blood will get cost reductions
Blood moon......
I'll consider a nerf
Or just increase the price a bit more
Also you didn't see the generals
Mark stacks
Also quick note
Hemomancers are the archidon equivalents
Just that they use an ability to do damage instead of attacking traditionally
I've reworked frenzy flies into frenzitringe
Hemorrhag will get a rework
And scarlesion now has a more unique role instead of being just a Shadowwrath clone
And also blood moon got a nerf
Maybe I'll do enchantments but I'm a bit too lazy
did you just...put hemo in nearly every unit name...
Means blood
I know what hemo means bro
Have you tried to write a book?
Wait what
????
Oh the magic tag probably confused you
Yeah hemomancers are the archidon equivalents
They fire projectiles?
That's kinda far from Archidon equivalent
Yeah
It's unique
Tbh it's more of a tdead equivalent in hindsight with the low range
they would need a powerful advanced ranged or general to compensate for the lack of ranged unit
Well
I have two of en
They absolutely excel at breaking the frontline though
Their frontline tanks have good regen and heals when a marked unit dies and they're anti heavy for a reason
The aoe charrog equivalent is a decently fast and tanky aoe anti light with a charge
Hemorrhags are half healers half damage with good dps
The frenzitringe is a flying unit that can support your army via healing and also sustain by itself
And the scarlesion is a fast aoe cleaver
I'm kinda sad that I didn't get to implement a hex mechanic of sorts on the hemowraiths
I originally intended it so that if they die around a unit they give that unit some of their stats and slowly buffs em over time
Wait maybe I could do a faction that's entirely about keeping certain units alive to create super op units later on
Oh right
Also this faction is heavily reliant on upgrades as well
Their abilities benefit from upgrading temple specifically

suspiciously familiar
Yeah
But it was supposed to be similar to the husks from Legends of runeterra where something else is played the husk dies and their keywords gets transferred to the new unit
I decided against it since I would have to make entirely new hexes and stuff
And making a faction is already enough
TP to top
Idk about this, the stats feel weak, but the ability could potentially make them OP when used properly
Man these beans alcoholic as fck
A kiter spellcaster with natural strong lifesteal, odd, but I guess it could work, though, is the ability the basic attack? You still need to give it a "cooldown" as the attack speed
Is this supposed to be the tank? This seems like a mix of juggs and cgiants
This is basically a jugg gameplay-wise
What the pop, attack range, and attack speed on this?
This is a general, you can't convince me otherwise, this unit right here is a general
I don't even know what this is meant to be
Goddamn this bean soup is spice 
Yeah I give up here
It activates every second
I thought I wouldn't need to add that but now I know to do that
No
You must continue on
There's two generals you need to check

I'm getting my ass beat by bean soup man 
I don't got the energy for 2 actual generals, especially when one of the normal units is pretty much a general 
I added too much... Whatever the thing I added is called
Issue is wtf would these guys ever come from
Entire separate civilization just spawns into fully conquered territory
It would make more sense if this was a break off of the vampiric souls dedicated to a more macabre view on the magic of vampiric turning it into a weapon instead of a defense
But even then that would be not mentioned by the order campaign
Issue is prolly won’t get added because how far of a idea this is
We are basically transplanting silent hill into stick war, because these people are obviously ten times more malicious and gruesome then any other empire
Lore wise they would probably get vaporized by every other empire in the game because there basically hitler compared to chaos or vamp
Chaos and vamp are in the same level of this faction
I'm doing this for fun man
I would put in lore if I have some time but unfortunately I have an exam to take in like three days so that's why there's zero lore
Oh lol
Low-key it could work but this would prolly be added after gta 7 lol
We gotta get chaos campaign, elemental campaign, gotta get events useful, and all that stuff.
I'm not expecting this to ever be added
Even as a mod if mod support even comes out
This is just a silly little idea I did to pretty much waste my time and get some conversations going