#Zilaros General

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full hound
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Zilaros
<LIGHT> <ORDER> <MAGIC> <GENERAL>

{Stats}
HP: 300
SPD: Magikill
DMG: 15
Aspd: 1.5s
DPS: 10

{Resources}
Cost: 600c & 400g
Pop: 10
Build: 60s

{Main Attack}
Master Staff (1.5s Base CD)
(A better in depth explanation in comments)

  • The Master Staff fires a bolt at the target enemy, dealing 15 solid damage.
  • Depending on the upgrades researched, the master staff grows stronger.

{Passives & Abilities}
Grasp of Zilaros (Passive)

  • When zilaros is equipped in your deck, he grants one extra card slot for you to use. This card slot can be any card, except double of the same card of course. So yes, you can bring two mythics. (To benefit or use the card, zilaros must be trained.)

Spell Breaker (60% of the spell's CD)
Temple I

  • Zilaros summons a streak of light from his staff, removing the first spell it hits from the field completely.
  • The enemy gets 85% of their broken spell's CD refunded/shortened.
  • For spells that buff units, just hit a unit that is undergoing the spell and it would work. For things like illuminate or acid rain, hit the sky.
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(Master Staff)
Base Stats:
1.5s CD, 15 Damage

  • The Master Staff will grow stronger depending on the enchants and upgrades researched.

(Barracks)
Barracks I

  • Zilaros summons a minion upon hitting an enemy.

Barracks II

  • Zilaros summons 2 minions upon hitting an enemy.

(Forge)
Forge I

  • The damage of the attack increases to 25, and splashes 20% to 2 nearby enemies. Increases the CD by 0.5s

Forge II

  • The damage increases to 40. Increases the CD by 0.5s again. Splashes 40% to 3 nearby units.

(Temple)
Temple I

  • The Master Staff increases the duration and damage of the status effects it carries by 25%. Reduces the master staff's CD by 0.25s

Temple II

  • The Master staff's status effects last 50% longer and deal 50% more. Reduces the master staff's CD by 0.25s again.

(Armory)
Armory I

  • The damage that the master staff deals will be healed towards zilaros.

Armory II

  • Heals 200% of damage dealt from the master staff. Heals 5% of it for 5 nearby allies.

(Bastion)
Bastion I

  • Zilaros converts 20% of the gold cost of the unit damaged (aswell as 10% of their crystal cost) into your own. (So if you dealt damage to a unit with 100g and 50c cost, you'd get 20g and 10c back.)

Bastion II

  • Zilaros converts 35% of the unit's gold cost and 20% of their crystal cost instead.
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Master Staff will also carry effects from ranged mythics and some enchantments

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@wanton grove
@teal tide
@quasi sky
@formal lava

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What do u guys think

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Forgot to add but the minions zilaros spawns has a cap of 3 at Temple I and 7 at Temple II

quasi sky
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I'll read when I get home

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about 2 hours from now

full hound
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Alr

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Balance Changes (1)

  • Locked Spell Breaker to Temple I (↓)
    -# Originally, it wasn't locked to any upgrade.

  • Locked Inferior Trick to Temple I (↑)
    -# Originally, was locked to Temple II

  • Inferior Trick now requires Temple II just to use abilities from non <MAGIC> units. (~)
    -# Did not have this originally

  • Made the process of making Zilaros's kit harder

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Balance Changes (2)

  • Spell Breaker's CD is now half of the spell broken's CD. (↓)
    -# Originally, it was just 30 seconds. Which was obviously broken.

  • Enemy gets their broken spell's CD shortened by 75%. (↓)
    -# Makes it more as if zilaros temporarily delayed the spell's effect from taking place, rather than completely wiping it away.

  • Made these changes because spell break was just batsht insane. Literally makes it impossible for the enemy to use their spells

weary briar
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i like the idea of zilaros being anti-spell

teal tide
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ello

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seems decent

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imagine if zilaros can replicate volley

full hound
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Wait

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He would need an arrow shot first

teal tide
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wait

full hound
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And he has no bow

teal tide
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what if he replicates dep frez

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how would dat work?

full hound
teal tide
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yeh

full hound
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What does deep freeze even do isn't it just an aoe ability that inflicts glacial to nearby enemies

teal tide
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yeah

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VERY strong glacial

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like makes unit not move

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and deals good dmg

full hound
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Oh

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Ig he can also just do it

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Tho he would be in the backline so you wouldn't get much vakue

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Value

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Unless you put him in the frontlines which is

polar marten
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This looks like a good idea

teal tide
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yeah

full hound
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Ig a playstyle

teal tide
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it seems a bit weird tbh

polar marten
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First Zarek as a general now his brother

full hound
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This zilaros is basically make your own spellcaster kit/playstyle

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you can build him to be whatever you want

polar marten
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Is he better than thera or magis or both?

full hound
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His passive let's you upgrade 2 more times so you can still get the upgrades you want for other enchants

full hound
full hound
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Lore wise he would be stronger than both by a lot

polar marten
teal tide
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magis is trash

full hound
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Like he deals 15 damage every 1.5s without anything

polar marten
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magis is a trash general honestly

full hound
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And has like 300 health

full hound
polar marten
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and because magis is a trash general this makes zilaros better

full hound
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It really just depends on your deck/playstyle

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Either make him a support, a damage dealer or a summoner and etc

polar marten
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@teal tide Do you still play magis

teal tide
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never have

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i used him once

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he was trash

polar marten
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like i said earlier look at his stats hes a trash general

teal tide
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he has the most dps of any general

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so thats cool ig

full hound
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Revive

teal tide
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i feel he would be a bit buggy tho

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bcuz like how do u aim some abilities?

full hound
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He just replaces the ability's main animation (or like combines) with his spin animation

wanton grove
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This is cool but holy sht

full hound
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Is it something with his overall kit or master staff

teal tide
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but for melee abilities

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are they still melee?

full hound
teal tide
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k

full hound
teal tide
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and even crazier seeing him jus block attacks with his staff?

full hound
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He's officially the strongest stickman

teal tide
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fr

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imagine seeing him hell fist

wanton grove
# full hound Is it something with his overall kit or master staff
  1. He has so damn many abilities
  2. He has insane scaling due to master staff ability
  3. Using him also gives your army better and cheaper scaling due to increased upgrade limit and upgrade cost reduction
  4. Spell breaker completely shuts down spells while also giving you crystals for it
  5. You can have spells and abilities you shouldn't have with inferior trick
teal tide
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wait

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i got an idea

full hound
teal tide
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maybe let him have grasp of zilaros as a passive

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for maybe smth else getting nerf

full hound
full hound
teal tide
full hound
wanton grove
teal tide
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i mean

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apart from stuff like volley

wanton grove
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Genuinely completely remove that ability

teal tide
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what are some good non magic abilities

full hound
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Ok

teal tide
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excluding volley tether etc

full hound
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I forgot about that

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Ok wait

teal tide
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OH NAH

wanton grove
teal tide
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u cant say otherwise

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i refuse to believe

wanton grove
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Jump slam would be insane for spellcasters

wanton grove
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So they technically aren't magic abilities

teal tide
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technically my ash, they are magic

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i refuse to believe otherwise

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no matter what the game says

wanton grove
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Spears and wrathnar don't have magic tag

teal tide
wanton grove
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Also bladebreak

teal tide
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for magic?

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yeah nah

full hound
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I'll keep it like this for now

wanton grove
full hound
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He's in work in progress for now

wanton grove
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Seriously speaking tho, it's technically not magic since it has order tag and not magic tag

teal tide
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it isnt

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cuz it aint magic tag

teal tide
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in all logical sense

wanton grove
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The game sees order, not magic

full hound
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Balance Changes (3)

  • Spell Break now has 60% of the spell's CD applied to it instead of just 50%. (↓)
    -# Made it less spammable
  • Enemies gain 85% of the spell's CD back. (↓)
    -# Made it more fair for the enemy
  • Spell break no longer gives you crystals. (↓)
    -# Infinite crystal glitch
  • Reworked "Technical Emperor" to Grasp of Zilaros (~)
    -# Instead of granting in-game buffs to units and increasing upgrade limit, you may now have another card slot in your deck with zilaros equipped. Though, for that card to be usable, zilaros must be trained.
  • HP decreased from 300 to 250 (↓)
    -# Made it to weaken his survivability.
  • Speed decreased from Magikill to 10% Slower than Magikill (↓)
    -# Again, made it to decrease his survivability and to make it harder for him to escape some fights.
wanton grove
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Interesting mechanic

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Okay the survivability nerf genuinely wasn't necessary

full hound
wanton grove
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huh

full hound
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Actually I think this is enough for now

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Balance Changes (4)

  • HP reverted back to 300
    -# It was nerfed because I had planned an ability for him, but scrapped the idea.
  • SPD reverted back to Magikill
    -# Same reason as the first bit.
quasi sky
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jesus

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grasp of zilaros is absolutely devious

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but overall it's actually pretty balanced