#Signature skills feel worse than before. Here's a million suggestions

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twin depot
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Affinity unlocks might work better based on each hero's affinity, not the leader's.

Order: Selfless, all about healing, protecting, smiting and purging heretics.

Zeal. Paladins, Priests and Clerics:
Apprentice
-Exalt Weapon: weapon becomes imbued with holy powers.
-Holy Smite: Holy damage in a cone in front of you, with knockback.
-Shield of Faith: Def mode. frost and blight damage halved. All attacks upon the hero inflict condemn and deal 20% of the damage back for 1 turn.
-Blessed Aura: heals self and everyone around them for 10. Enters defense mode.
-Heal: Heals unit's 35% max hp.
**-Mass Condemnation: **the spell, but it's a skill.
**-Denounce: **Smite a single unit.

Journeyman
**-Martyrdom: **blesses a unit for 1 turn. If this unit is killed, deal damage to all adjacent enemy units, heal all friendly units.
-Aura of Faith: All units around hero gain +2 zeal damage.
**-Revive: **Revives a unit with 50% of their hp.
-Aura of Righteousness: undead lose 10 morale per turn just by standing next to you.
**-Prayer of the Faithful: **All units with zeal gain bolstered resistance.
-Release spirits: all corpses in a hex are removed. All undead get 15+holy damage.
-Mass heal: heals all units around hex for a small amount
Mass cleanse: Removes all negative effects around a hex radius.

Master
-Turn undead: has n% chance of making a non-hero undead unit lose 50 morale. Free action.
**-Summon Judge: **summons a tier 4 angelic unit of your race for 3 turns.
**-Exaltation: **On death, revives with Angelic transformation, heals half HP. (once per battle, if already angelic, deal +2 zeal damage and heal full HP)
Holy favor: Removes 1 negative status effect per turn.
**-Mass revive: **revives all units around hex with 30% of their hp.
-Holy Ground: All undead units around large area it get damage per turn and condemn. Channeling.

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Shadow. Selfish. Spamming rabble and killing them for your benefit. Cursing and corrupting.

Death Knights, Necromancers, Vampires:

Apprentice
Sacrifice: Kills ally undead, hero gains the unit's max hp in Temporary hitpoints.
Vengeance: Hurts self for 20% hp, hurts enemy for 40% of your HP.
Unholy Champion: Hero gains +2 against non-undead non-mech units.
Raise the dead: raises all corpses around hex as zombies.
Dominating Gaze: Undead unit becomes controlled for 3 turns.
Gain of Pain: Turns all negative status into health. Doesn't remove them, though.
Animate corpse: revives killed ally undead unit with 50% of its hp. If unit is not undead or not an ally, they become undead.
Silence: Silences unit.

Journeyman
**Create Bone Horror: ** Turns all units in a hex into a bone horror. If there's only one unit, the horror spawns with 40% hp. Max 3 corpses.
Corpsify: If this spell kills a non-hero unit, it gains wightborn and is revived on your team with 40% hp.
Decrepify: All units within a hex radius get slow+weakened.
Deny Death: For 1 turn, this unit cannot die. Free action point.
Soul Drain: Drains an enemy. If the enemy dies, it becomes zombies.
Corpse explosion: corpses explode, dealing damage to ALL units around them.
Bastion of Heresy: All units around this hero become demoralized. If they have zeal they get a debuff.
Mass silence: Silences all units around hex.

Master
Banish: Banishes unit 1 turn.
Finger of Death: insta-kill chance.
Summon Death: summons Reaper for 2 turns. Costs full action points.
Undeath: If killed, revives with 50% hp. If wightborn, revives with 100% hp and full action points.
Haunted Ground: All non-undead, non-mechanical units who die in area will become zombies.
Consume Life: Drains all non-mechanical units around self, allied and enemy. Heals 10% per unit.
True Form: When HP is below 30%, turns into a Living Fog with 170 HP.

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Materium. Technique and Technology based. Alchemy. Anti-magic.

Apprentice
Magebane: Imbues a weapon with magebane. Silence per hit.
Manacell Barrier: All ranged damage reduced in a hex around spell.
Forbidden Alchemy: Deals damage, if unit is killed, you gain binding essence.
Loot Corpse: Loots corpse, gains gold.
Flashbang: Units around a hex become blind and distracted.
Entrench: Creates trench around unit.
Tinker: Repairs machine unit.
Golemancer: Deploys iron golems.

Journeyman
Flamethrower: Fire breath, but for your hero! Large line.
magebane shot: 20% chance of insta-killing magic unit. +% lost hp.
Shrapnel shot: Pushes all enemies back 1 hex, dealing some damage.
Turn to gold: turns enemy into gold.
Grenade: Throws grenade, physical + fire damage all around a hex.
Deploy Ballista: Creates a ballista.
Surge: Repairs machine unit by 20% and restores its full action points.
Overdrive: deals 20% damage to friendly machine unit. Machine unit deals 50% more damage. (free act point)
Scrapmetal: Creates machine unit. tier I, II or III depending on the amount of machine corpses.
Deploy Mine: Deploys a mine. Mine cannot move.

Master
Deploy Spelljammer: Spells cost 100% more while spelljammer is deployed.
Unstable Dreadnought: Summons Tank. Once per battle. Tank loses 5%hp per turn.
Anti-Magic Field: Units around hex get +6 resistance. for 2 turns. Enemy units who step on the ground have a chance of becoming stunned at the end of their turn.
Artillery Shot: Much like the spell, but for heroes.
Recharge: If a spell or magic attack hits this unit in the next 2 turns, all abilities reset.

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Nature. Based on healing and debuffing.

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Astral. Magic focused. Defensive and offensive. Illusion and teleport.

Mirror Image: Creates a clone of the unit next to target. Can be cast on anyone. Deals 10% of their damage. If cast on an ally, heal 10% hp. If cast on an enemy, Mirror image taunts them.
Teleport: Moves away several hexes and gains evasion.
Untouchable: Every time this unit is hit, teleport away.

Journeyman
Counterspell: If enemy casts a direct spell upon this unit, it counters to one of their units.
Magic Circle: All magical and elemental damage in area is NEGATED for 1 turn.
Echo spell: Next magic attack is cast twice, but then the wizard is stunned for 1 turn.
Lightcaster: Beam of pure magic energy that deals electric damage in a large line.
Lightning ball: All units in a hex radius take damage and might become stunned.
Magic Banishment: magic unit is destroyed.
Turn Ethereal: Immune to physical damage for 1 turn. Magic and elemental damage deals twice as much damage.
Fire Flower: All enemies in a hex become burned and receive fire damage.

Master
Astral Overcharge: All spellcasters receive 10x electric damage when casting a spell.
Elemental Summum: Causes 10x of all elemental damages in a large area. Once per battle, becomes stunned for a turn.
Master Mirror: Creates two mirror images. When you are damaged, you swap locations with one of them.
Divine Thunderbolt: Deals electric damage to a unit. Deals physical damage to all units around it. Stuns.

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Chaos: Fire. Anger and mayhem and demons.

Willpower Surge: Removes all negative effects on self.
Explode
Sorcerer's minion Summons a horde of gremlins to assist you.

Angry Surge: Removes all negative effects on self while incapacitated. Gains steadfast and berserk.
Ritual sacrifices a living unit, a Balor is summoned.
Roar: Yells and removes buffs on all enemies in a large area.

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random

Smoke Bomb: Cast in front of hero. Disengages and teleports away 3 hexes away from casting zone.
Dagger: Throws a flying dagger at the target.
**Sprint:**Runs further away. All attacks on this unit while moving become grazing. Ignores control zone.
Roll: Ninja roll 1 hex. No action points lost.
Jump: Monk Jump.
Chivalrous Duel: You and Enemy unit are taunted by each other for 3 turns.