Chloromancer currently suffers from being absolutely horrible if you don't constantly use Chronomantic Emblem, and somewhat usable with it. Only the empowered Green Gatling is useful, all of the cooldowns are way too long and the plants barely last. This rework aims to solve these inconsistencies while also making Chloromancer keep up with the META and solidifying it's role as a support and damage dealer.
Also please vastly increase the area in which the game checks the plant limit for Green Gatling and Leafy Lasher. The whole reason Chloromancer was broken with it's initial rework was due to players placing plants far enough from eachother to bypass this limit.
Note : All healing from Chloromancer is applied to both allies and allied minions
Basic Attack
- Projectile size increased by 50%
- Now also regenerates energy to allies by 5%
- Now also pierces through enemies
Mini Bloom
- Damage 3.75x -> 5x
- Healing effect to allies 12.5% -> 25%
Green Gatling
- Fully grown when placed with a healthbar that decays over 30s (healing the plant makes it live longer)
- Fires 1 shot every 0.4 seconds instead of 20 shots in short bursts
- Damage 1.2x -> 4x
- Cooldown 1.3s -> 0.5s
- Energy cost 50 -> 10
- Plant limit of 3
- Throw can now be charged for 1s to throw down all Green Gatling at once, spawning next to eachother in a small triangle
Class Gem : Plant Power
- Green Gatling shots now explode in a 2-block radius
Leafy Lasher
- Fully grown when placed with a healthbar that decays over 30s (healing the plant makes it live longer)
- Delay between each tick of damage 0.8s -> 0.4s
- Damage 1x -> 2x
- Cooldown 10s -> 0.5s
- Plant limit 2 -> 1
- Attack Radius 4.5 -> 6
Empowered Growth
- No longer gives access to empowered Green Gatling and Leafy Lasher
- Now has the previous Class Gem's effect, healing nearby allies for 10% of max hp every 1.5s
- Cooldown removed and is now a toggle ability that drains 15 energy every 1.5s
- Getting healed by Empowered Growth grants a buff that increases Movement Speed by 30% and Class Multiplier by 25% for 8s
Hidden Effects:
Phytobarrier
- Shield now grants damage immunity for 2s and heals all allies in a 6-block radius for 50% hp, including plants and minions
- 15s cooldown unchanged
Weird Growth
- Leafy Lasher now pulls in enemies within a 8-block radius
Gatling Gatling Gatling
- Renamed to "Poison Ivy"
- Leafy Lasher now applies a debuff that increases damage vulnerability by 15%
tl;dr
Plants stay active for a vastly increased duration which can be further increased by healing them.
Green Gatling delivers good and consistent damage when all 3 are deployed, which deals damage in a small area with the new Plant Power class gem.
Leafy Lasher serves as a crowd control tool that really shines in areas with high enemy density, even more so with the new Weird Growth ring effect.
Mini Blooms' main purpose is to heal Leafy Lasher and allied minions when enemies are all grouped up inside it's radius.
Empowered Growth provides consistent healing for easier plant uptime management while also being a good pairing with other minion classes like Dracolyte and Tomb Raiser.
It also grants a brief Movement Speed and Class Bonus buff to healed allies that is easy to reapply as the ability no longer has a cooldown and drains energy over time instead similar to Solarion's Prismatic Blast.
All ring effects have been changed to serve their own purpose and playstyle while also providing a bit of synergy with the rest of the abilties.



