Figured it would be a point system. You get a certain amount of points to build your team with certain minimum requirements. So if you allocate for two super units you lose options somewhere else.
It could work if it was All Star vs. All Star only.
But yeah, will never happen.
Hmm I'm thinking like getting a team of super heroes would be great
Team bonus: Breave heart - 3 of your heroes regain 300 hp on the end of the turn.
Limitations: No medic in the team. And there will only be one hero each
Hulk - 1200 hp with 40% phy resist and 20% magic resist, and deal 200 phy dmg, move 2, and deal 1 range aoe dmg around hulk! If hulk loses more than 50 % hp, next attack becomes 400 (when he is down, his body changes back to human lol)
wolverine - 800 hp no resistance, 200 dmg, move 3, range 1, if wolverine is down without being stomp at the end of the turn, he will revive himself with 200 hp for once
Thor - 900 hp 20% magic resist, move 2, 3 rAnge, 200 phy dmg at range 1, 300 magic damage at range 2 and 3, after deploy for more than 3 turns gain hammer and deals chain lighting (same eff as Wizard)
Iron man, 1000hp, 20% resistance to phy and magic, move 3, range 3, 200 phy dmg, if next attack will kill him, he will be left with 100 hp instead
Lol too lazy now to think of more characters, but will be cool if something like this comes up :)
"Success is a matter of choice, not a matter of chance" - Tony
As it seems to be in popular demand, I've made a thread discussing the possibility of a Wood Elves Community-built team:
Here's another one: a team based on Super Smash Bros., containing units based on different Nintendo games :D. This team is extremely offensive based on what i've come up with so far.
Link (fighter) x3
move 2, attack 1
Can use his hookshot to pull in enemy units from 3 spaces away
Samus Aran (shooter) x3
move 3, attack 2
Can use her screw attack to deal 200P to enemies she walks past
Mario (caster) x3
move 2, attack 2
Shoots fire balls that deal 100M damage after each AP is consumed until the end of your turn (sets them on fire)
I dont have a good idea for a healer lol. Post your idea if you have one.
Pikachu (super unit) x1
move 2, attack 3
Can deal damage to every unit within range simultaneously
Don't have the rest of the deck down, so post some ideas if you want.
Don't have a team bonus either.......
......you can probably tell i just wanted to share the ideas for the units XD
Congratulations to the winner of 2013's Team of the Year Tournament: The Tribe!!
Feel free to start a match with me. I play casually, but will accept league matches. Since Shaolin is currently persuading me not to choose random like I normally would, I usually choose Dwarves, Dark Elves, or TF2.
Units: Terra, Locke, Edgar, Sabin, Celes, Cyan, Setzer, Shadow, Relm, Strago, Mog, Gau, Umaro and Gogo - 14 units is about right
Here's some ideas:
Terra: (Super Unit = Morph ability, or she could be Caster)
Terra (Super) Morph = ability is triggered similar to Wraith (i.e stomping/eating a downed opponent) or some other trigger like using sword/helm/shield. She would have range like Wraith and same resistances
Terra (Caster) = Scroll Attack = Morph into Esper form and do an attack or do Ultima spell
Terra (Caster) = use three upgrade items to Morph which doubles her ranged attack
Locke: (Support) = steal an upgrade from opponent and give to ally; the opponent would be re-supplied with the same upgrade but it would be put back into reinforcements list. (Just an idea, before yall start screaming. I can see how this would be impossible (upgrade thefts, right and left) but remember there would only be ONE Locke. Once he's removed from the game via stomp the anger will subside lol!
Sabin: (Fighter) any objections to Sabin being classified as a fighter? Could possibly be classified as (Hybrid) or (Shooter) class.
Sabin (Fighter): Movement: similar to Ninja; Normal Attack = Pummel, Scroll Attack = Bum Rush or Suplex
Sabin (Shooter): Normal Attack = Aurabolt, Scroll Attack = Air Blade (nice AoE attack for this uber fighter!)
Sabin (Hybrid): Normal Ranged Attack = Aurabolt or Air Blade to make him OP, Normal Melee Attack = Pummel or Suplex, Scroll Attack = Bum Rush
Edgar: besides (Shooter) class I could only think of him as a (Hybrid) class
Edgar (Shooter): Normal Attack = Autocrossbow/Bioblast (AoE similar to Heavy unit from TF2) Robot Entertainment could poll which Tool is more popular and go with it. Scroll Attack = Souped-up version of Air Anchor
Autocrossbow = normal damage, Bioblaster = less damage than Autocrossbow but poisons opponents causing DoT
Edgar (Hybrid): Normal Ranged Attack = Autocrossbow/Bioblaster, Normal Melee Attack = Drill, Scroll Attack = CHAINSAW!!! Or Normal Melee Attack = Chainsaw and Scroll Attack = Souped-up version of Air Anchor
Celes: this is up for debate: (Caster) class, (Support) class or (Healer) class or (Fighter) class since she is a Runic Knight
Celes (Caster): Normal caster class. RE can decide if she’s AoE like wizard or single attack like Necromancer
Celes (Support): this gets fun thinking about how she could function as a support unit. One idea is that she maintains her Runic ability which would negate all regular magic attacks against her and those adjacent to her. It would be similar to how the dwarf Paladin’s buff works. Or it could negate various % to make the unit not so OP (yes I can hear you stinky dwarf fans screaming about the magic resistance/negation, but I don’t care, I hate the dwarves )
Celes (Healer): standard healer, possibly add the Runic absorb ability to make her more powerful. Again similar to the Paladin buff system.
Celes (Fighter): this version would, again, be like the Paladin. Add the Runic ability and you have a powerful shield/tank. I guess this would be my favorite version. Good resistance, Runic ability, healing capability, and decent melee power. She could protect adjacent units with her Runic ability, heal, and if she had all 3 upgrades she would be an ultimate tank. Better version of the Paladin.
Runic Ability = % of magic damage negated or all normal magic attacks negated. She would still be vulnerable to Council’s Inferno item, Dwarves Drill item, Dark Elves Soul Harvest, Tribe’s Typhoon, and TF2’s jarate.
Cyan: (Fighter). Pure fighter, but I’d like to see him with the damage potential of a ninja/archer/impaler/axe thrower
Normal Melee Attack = Dispatch, Scroll Attack = Quadra Slice or,
Normal Melee Attack = Quadra Slice, Scroll Attack = Souped-up version of Cleave
He would be the FIRST EVER unit to have the Counterattack ability, which would function like Tribe’s Spike Armor; he would Retort when attacked, causing % of damage back to the attacker
Shadow: this is up for debate. (Shooter) or (Hybrid) would be my ideas
Shadow (Shooter); straight forward ninja star thrower but he would have Archer damage potential and limitations at melee
Shadow (Hybrid): Normal Ranged Attack = ninja stars (Archer power) Normal Melee Attack = double slash (to be different from the ninja, who attacks once for double damage at melee). Normal Melee Attack would be similar to Impaler power. Scroll Attack = yes check this out.....He and Interceptor attacks the opponent!!!
Setzer: honestly no idea for him unless RE want to put in a small version of the slot machine in the game for him. I can only think of him as (Support) class. Besides using magic his slot machine was rather useless. If RE could tweak it with powerful options he could be the first unit to have a multitude of attacking options, some physical or magical or both.
Strago: (Caster) or (Support) or (Healer). It quite possibly would be too difficult for his Blue Magic ability to be applied to this game. He could possibly have a normal attack and then if he was attacked by, say, a Necromancer he could learn the Phantom raising ability. Or for example, if he got hit by wizard lightning his attacks would be given AoE capability. Again, if he got hit by Tribe Witch exploding a knocked out unit he could learn that ability as well. Options.
Relm: (Support) all the way. Awesome idea here: She could be the first unit to “control” an enemy unit. She would use her Sketch ability and take control of a unit (yes I hear more screaming as this would *** so many players off because of its OP capability) for only 1 turn or several turns depending on what RE would want to do. How awesome would that be? Take control of a ninja and send him after his own team. Use the Chieftain to AoE his own team. Use an Annihilator to destroy his own stinky dwarves. Use a demo-man to AoE his own team...and the list goes on.
Limitations to the Control ability: if controlled unit is attacked once, or knocked out or if Relm is knocked out/stomped the unit returns to normal status
Mog: (Support) or (Hybrid) or (Super): His Dance ability would be based on what the map was that the game starts with. Not too bad of an idea. RE would need to do some cool stuff with the dances. Make them AoE attacks or AoE healing or super single attacks, etc. Unlimited ideas here. And Mog’s Scroll Attack = he calls in a group of Moogles to attack the opponent!!!
Gau: not too many ideas besides making him the physical attacking version of Strago. Instead of learning magical attacks he could learn physical attacks such as the Chieftain’s AoE, Warrior’s 50% KO, Ninja’s double damage, etc. He could be (Support) or (Fighter). Definitely needs to have the Leap ability but make it similar to the Chieftain’s charge ability. BUT, allow Gau to Leap vertically AND horizontally.
Umaro: Straight up (Fighter) class or (Super) class. He needs to be bigger than the Chieftain or the maxed out Wraith. Biggest unit in the game!
Normal melee attack = standard attack, maybe with a huge club that has a head of ice...I dunno. Or he could have a range attack such as hurling a boulder or use Ice attacks.
Gogo: lots of possibilities but he would seem boring to me if he wasn’t so awesomely dressed. Still I’m not sure how he could be used besides mimicking which could get tedious. Open to suggestions.
Well there you have it. Yes I put way too much time into this but it was a lot of fun. How sweet would it be though? Sabin using Bum Rush on a crystal! Terra Morphed using Ultima on a group of stinky dwarves! Shadow and Interceptor attacking any unit! Celes surrounded by a hulking Umaro, enraged Gau, sketching Relm, and formidable Cyan and she absorbs a chain lightning attack from a wizard or a lobbed grenade from a demo-man! Edgar blasting away with autocrossbow or using a chainsaw to cut down anything in his path! I think this would be so awesome!
Please feel free to post suggestions good, bad, ridiculous or hilarious! Hope this can be a future team for Hero Academy!
I'd love to see an X-Men related team, though I suspect the licensing costs would be impractical.
Team Ability - None. These are all super heros already, so the theme is that each has special abilites.
(2 of each character)
Professor X (Super, healer, buffer) -- Can control members of the other team if adjacent (including diagonal adjacent), takes 1 AP to initiate control. Opponent regains control of character on their next turn. Extremely high magic resistance. Can heal team members within range. Provides AOE buff to team members in range like Paladin; can link to other team members like TF healer for a super connected offensive and defensive buff
Colossus (Tank) -- High HP; 300 physical punching melee attack. Can use 1 AP to turn to metal which makes him immume from being moved and adds defensive and offensive buffs. Loses metal if he moves.
Magneto (Caster) -- Can target enemies from 3 tiles but can only target enemies wearing metal including anyone wearing defensive buffs. Attack pushes those units like the TF2 rocket but instead of 1 tile it pushes 2 tiles. If the unit hits another unit or crystal it causes additional damage to both units. Magneto can link to Colossus from 2 tiles away to buff and heal him. Can't attack units while buffing Colossus
Wolverine (Fighter) -- 3 movement, 200 physical attack, melee attack only. If damaged attacked, becomes enraged and deals a 400 offensive attack only on the next round (does not stay buffed if not used). 20% physical resistance. Health regeneration ability: Can target self and use AP for a 300 heal per use. Also, if knocked out but not stomped, automatically revives on the next round with 100 health (no AP). In other words, needs to be stomped or blow up to be killed.
Storm (Caster) -- Magic lobbing lighting and storm attack, does 200 damage across 3x3 AOE damage and rotates or scatters enemies.
Cyclops (Sniper) -- Ranged magic attack across board like TF sniper but shot can hit through multiple enemies, 150 base attack. Some kind of bonus TBD.
Rogue (Vampire) -- Hits enemy with dagger from melee distance for base 200 physical damage. If she is hurt she vampires 50% of attack as a health regain to her which incurs additional damage to target (300 total, for example). Once she hits her first unit, at any point thereafter she can target herself and transform into the most recent unit she has hit, including buffs. If she gets hit while in a transformed state, she transforms back to herself and loses the ability to be that unit (unless she hits it again). Thus, if she turns into another team's buffed unit and then picks off a weaker unit with it, she has to either stay as the buffed unit (and risk losing it if hit), or else if she transforms again she will now be the weaker unit. However, this allows her to poke a strong unit and run away to store it for later opportune usage.
Iceman (Magic Gunner) Shoots ice spray that hurts and freezes 2 enemies in a row (like pyro if adjacent); takes 1 AP or healing to break free
Gambit (Physical Gunner) -- Can shoot exploding cards 3 tiles for 300 damage; extra 50% AOE damage to 2 adjacent squares next to and in front of target (no AOE behind target). Hits melee using bo-staff for only 50% damage
Nightcrawler (Stomper) -- Teleport ability: Can teleport to any tile adjacent to a friendly crystal or to an open teleport pad (on the teleport map). Otherwise, 3 AP running movement normally; if making a stomp, can teleport up to 4 AP to complete the stomp. Once a stomp is completed gets a free AP point. Can only be targeted from melee range. 150 physical melee claw attack.
Items -- Maybe just 2 or 3 each of an a single-use enhanced attack item and a single-use healing item. Goal is for the team to be powerful enough without permanent external buffs
Challenge me in Hero Academy (username: Gribbs) if you want to spar
Ancient Chinese Team
Units: Samurai's, Shiva Assasins, Some sort of Herbal Magician and a Shaolin Monk
Super Unit. Chinese styled dragon or A Shaloin Master
Racials: More units, improvements and upgrades than usual but team is a little bit weaker than normal.
I would use ninjas but there a part of the council :(
Now you see me... Now you dont.
Equal parts cur, mud, and gin.
Never shaken, but often stirred.
Serving suggestion: Usually taken with a pinch of salt.
3 Earth elemental: Move 1 attack 1 hp 1200 dmg 200 10% magic resist 10% physical resist
3 Fire elemental: Move 3 attack 1 hp 650 dmg 300 * attacks all squares adjacent to him
3 Water elemental: move 2 attack 2 hp 800 dmg 200
3 wood elemental move 2 attack 3 hp 800 dmg 200 (healer) * roots when it attacks an enemy it prevents their movement must be attacked to free the unit
1 Conjurer Super Unit: : move 3 attack 3 hp 800 dmg 200 * Lava pool select an empty square in range a lava pool is conjured there any units who step on the pool take 300 damage.
A wise man is superior to any insults which can be put upon him, and the best reply to unseemly behavior is patience and moderation.
Team Ability - Plague & Feast.
Plague - Every unit attacked by an undead unit receives plague. When a plagued unit is feasted on (stomped by undead), all other units with plague take 150 magic damage. Plague is removed from all other units.
Feast - Gain 100 health and passive abilty for 1 turn.
Festering Ghoul (Fighter)
Passive: When feasting (stomping) a downed unit, gain 50def/50res for next hit taken
Spitting Zombie (Shooter)
Passive: When feasting (stomping) a downed unit, gain +150 atk for next attack
Thorned Zombie (Caster)
Passive: When feasting (stomping) a downed unit, gain 9x9 splash damage around self for next attack (Similar to Cheiftain without Pull-In)
Undead Acolyte (Support)
Ressurct for 200 / Heal for 400
Passive: When feasting (stomping) a downed unit, gain 9x9 splash heal around target for next heal
Scion of Death (Super)
Passive: When feasting (stomping) a downed unit, gain 20/20 def/res, gain 100 attack, gain +1 move for next instance of each action.
Sword(3): +50% Attack Damage
Siphoning Armor (3): Feast HP back increase by 100. +20% Def. +10% HP
Skeleton Crown (3): Passive Abilities become permanent. +20% Res +10% HP
Poison Cloud (2): 9x9 Aoe of Plague on all enemy units.
Summon Corpse (4): Place a corpse on 1 selected tile. Dissapears at end of turn.