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- May 18, 2018
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KEY MECHANICS & DESIGN
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Battlefury
The Warsong earned their name from their fearsome battle cries and hymns. To represent this, the Battlefury ability, shared by all the Warsong combat units, enhances their offensive capabilities in battle, increasing their power when they fight side by side. |
Warlike Culture
As a nomadic clan of fierce and brutal warriors, it’s only natural that their infrastructure is also adapted to their lifestyle, so in this way the Warsong clan obtains food directly from their military buildings. Also, their tier system resembles the original but instead of upgrading their main building, they must research 2 levels of Mobilization at the War Halls. |
High-mobility Focus
Warsong clan favors a mobile and swift style of combat. Their units largely adhere to a playstyle that benefits from speed and maneuverability, excelling at raiding and hit-and-run tactics. Additionally, their Supply Kodos allow them to quickly deploy a mobile drop-off point for lumber, as well as generate a constant source of healing once deployed. |
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Pathfinders
The Warsong are not only fierce warriors, but also excellent as scouts and vanguard forces. Pathfinders are secondary workers and good early explorers and base defenders. Their labor is required for construction and repairs. As the game progresses, they will also be in charge of operating the siege weapons. |
Crude Siege Weaponry
Warsong siege weapons require to be operated by Pathfinders so they can attack. In exchange, with more operators, they can attack faster than other siege units, laying waste upon unprepared enemies. Further upgrades also allow Pathfinders to repair siege units while garrisoned inside. |
Mannoroth's Blood
By drinking the blood of Mannoroth, the Warsong Clan binds their will to the Burning Legion. Transforms Warsong Orcs into Chaos Orcs. Spiritual Guides and Elder Sages will be transformed into Bloody Tricksters and Demonists, empowering their previously shamanistic abilities with enhanced demonic powers at the cost of a slight increase in mana costs. |
UNITS
Tier 1
Laborer
Pathfinder
Supply Kodo
Dire Axe
Harasser
Basic worker unit. Can harvest gold and lumber. Can learn Slash and Burn.
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| Slash and Burn | Increases movement speed and harvested lumber capacity. |
Secondary worker unit, early explorer and defender. Can build structures and Repair. Can also go inside Warsong siege machines, allowing them to attack. Has the Battlefury ability.
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| Battlefury | When this unit attacks an enemy, it has a chance of increasing its attack speed for a few seconds. Extra chance for each nearby Orc unit owned by the player with the Battlefury ability. When this unit dies, all nearby units will gain an attack damage bonus for a few seconds. |
Cargo beast that can be deployed to serve as a mobile drop-off point for harvested lumber but is slow and vulnerable. When deployed, it can also slowly replenish the hit points of nearby friendly units.
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| Deploy | Deploys the Supply Kodo to allow it to receive gathered lumber. The Supply Kodo also gains an aura that slowly heals nearby friendly units. |
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| Supply Aura | Slowly heals nearby friendly units. |
Hardened Warsong warrior. Has the Battlefury ability. Can learn War Trance.
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| Battlefury | When this unit attacks an enemy, it has a chance of increasing its attack speed for a few seconds. Extra chance for each nearby Orc unit owned by the player with the Battlefury ability. When this unit dies, all nearby units will gain an attack damage bonus for a few seconds. |
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| War Trance | When this unit takes damage, it gains a stack of War Trance, up to a maximum of stacks. Each stack increases hit points regeneration per second and grants resistance against incoming melee damage. Each stack lasts a few seconds. |
Agile ranged assailant, effective against air units and in hit-and-run attacks. Has the Battlefury ability. Can learn Flanking Tactics.
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| Battlefury | When this unit attacks an enemy, it has a chance of increasing its attack speed for a few seconds. Extra chance for each nearby Orc unit owned by the player with the Battlefury ability. When this unit dies, all nearby units will gain an attack damage bonus for a few seconds. |
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| Flanking Tactics | Attacks deal bonus damage to enemy ranged and air units. This unit also gains a short-timed bonus movement speed each time it lands an attack. |
Tier 2
Primary spellcaster. Can initially cast Nature Seal, which heals an allied unit. Can also learn Rock Shield and Inner Beast.
Disruptive spellcaster. Can initially cast Cleansing Ward, which summons a ward that can dispel buffs. Can also learn Natural Order and Spirit Mark.
Flying siege machine piloted by goblin mercenaries. Has Napalm Strike, which burns enemies and can trigger a fire burst that deals area damage. Can learn Black Napalm. Can see invisible units.
Long-range siege weaponry. Effective against buildings but slow and vulnerable. It must be operated by Pathfinders to attack. Can learn Improved Gears.
Slow and lumbering siege weapon, used to reduce enemy buildings to ruins. It must be operated by Pathfinders to attack. Can learn Improved Gears.
Spiritual Guide / Bloody Trickster
Elder Sage / Demonist
War Zeppelin
Mangonel
Battering Ram
Primary spellcaster. Can initially cast Nature Seal, which heals an allied unit. Can also learn Rock Shield and Inner Beast.
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| Nature Seal / Blood Mantle | Places a healing seal on a friendly unit that restores hit points per second. For each nearby friendly unit with Nature Seal / Blood Mantle, it will restore additional hit points per second, up to a maximum. |
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| Rock Shield / Hellish Cuirass | Creates a barrier around the selected friendly unit. The shield blocks a large percentage of incoming damage from basic attacks. Lasts for several seconds or up to a limit of attacks. |
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| Inner Beast / Bloodrage | Unleashes the inner fury of the target unit. The unit deals and takes extra damage for the duration. Units affected by Bloodrage will also be healed for a percentage of their maximum hit points when they kill other units. |
Disruptive spellcaster. Can initially cast Cleansing Ward, which summons a ward that can dispel buffs. Can also learn Natural Order and Spirit Mark.
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| Cleansing Ward / Spellhunter Ward | Summons an immovable ward that dispels positive buffs from enemy units and negative buffs from friendly units every few seconds. Spellhunter Ward also remove mana from nearby enemies around the target. |
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| Natural Order / Jinx | Reduces elements to their basic levels, decreasing the armor of nearby enemy units and revealing invisible units around. |
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| Spirit Mark / Soul Affliction | Marks an enemy, causing a percentage of all damage it takes from attacks to also affect nearby enemies. The splash damage is of type Spells. |
Flying siege machine piloted by goblin mercenaries. Has Napalm Strike, which burns enemies and can trigger a fire burst that deals area damage. Can learn Black Napalm. Can see invisible units.
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| Napalm Strike | Bombs are loaded with a highly flammable chemical that ignites the impact area, causing minor burns to enemy units and structures for a few seconds. This chemical is unstable, so targets that receive a certain number of consecutive hits from War Zeppelins while still soaked in napalm will trigger a fire burst that will deal siege damage around them. |
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| Black Napalm | A new experimental version of napalm that increases the damage of the fire burst and reduces the number of attacks required to activate it. |
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| True Sight | Reveals nearby invisible units. |
Long-range siege weaponry. Effective against buildings but slow and vulnerable. It must be operated by Pathfinders to attack. Can learn Improved Gears.
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| Battle Stations | Causes nearby Pathfinders to run into this siege machine so they can allow it to attack. The more Pathfinders garrisoned inside, the faster this siege machine will attack. |
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| Improved Gears | Increases the movement speed of Mangonels and Battering Rams. Pathfinders garrisoned inside can slowly repair this unit when it is damaged; each Pathfinder increases the repair speed. |
Slow and lumbering siege weapon, used to reduce enemy buildings to ruins. It must be operated by Pathfinders to attack. Can learn Improved Gears.
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| Battle Stations | Causes nearby Pathfinders to run into this siege machine so they can allow it to attack. The more Pathfinders garrisoned inside, the faster this siege machine will attack. |
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| Improved Gears | Increases the movement speed of Mangonels and Battering Rams. Pathfinders garrisoned inside can slowly repair this unit when it is damaged; each Pathfinder increases the repair speed. |
Tier 3
Highly mobile melee rider. Has the Battlefury ability. Can learn Enraged Wolves.
Mannoroth's flying lieutenant, effective against air units and enemy spellcasters. Has Burn Magic, which dispels buffs and stuns enemies, and Scourger Blast, which deals damage to multiple air enemies.
Invader
Daemon
Highly mobile melee rider. Has the Battlefury ability. Can learn Enraged Wolves.
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| Battlefury | When this unit attacks an enemy, it has a chance of increasing its attack speed for a few seconds. Extra chance for each nearby Orc unit owned by the player with the Battlefury ability. When this unit dies, all nearby units will gain an attack damage bonus for a few seconds. |
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| Enraged Wolves | Every few seconds, when the Invader attacks, the wolf will bite a nearby enemy unit. The bite deals damage, with additional damage against targets with Unarmored or Medium armor. Deals only 50% damage against heroes. |
Mannoroth's flying lieutenant, effective against air units and enemy spellcasters. Has Burn Magic, which dispels buffs and stuns enemies, and Scourger Blast, which deals damage to multiple air enemies.
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| Burn Magic | Dispels positive buffs from enemy units and negative buffs from friendly units. Causes a mini-stun on enemy units. |
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| Scourger Blast | The Daemon gains an enhanced attack every few seconds that unleashes several minor fireballs at random air enemies near the primary target. |
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| Spell Immunity | Renders this unit immune to magic and most spells. |
Heroes
Cunning Hero, legendary chieftain of the Warsong clan. Has the Juggernaut ability. Can learn Deadly Spin, Intimidating Shout, Howling Axe and Warmonger.
Warrior Hero, exceptional at swift assaults and leading armies. Can learn Ambush Sweep, Trample, Ransacking Aura and Onslaught.
Mystical Hero, exceptional at supporting and aggressive spells. Can learn Earth Shock, Unleash Life, Elemental Echo and Storm Conduit.
Cunning Hero, adept at countering attacks and dispatching enemies. Can learn Blitz, Raging Blow, Lethal Counter and Annihilator.
Grom Hellscream - Unique Hero
Alpha Rider
Spirit Orator
Barbarian
Cunning Hero, legendary chieftain of the Warsong clan. Has the Juggernaut ability. Can learn Deadly Spin, Intimidating Shout, Howling Axe and Warmonger.
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| Juggernaut | Innate ability When Grom deals or takes damage, he has a chance to gain 1 Juggernaut stack, up to a maximum of stacks. Every 5 stacks increase critical chance and critical damage. Using Deadly Spin or Intimidating Shout will consume 5 stacks (if available) to cast an enhanced version of the ability. Each stack lasts a few seconds, but the duration will be paused for some additional seconds as long as Grom continues in combat. |
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| Deadly Spin | Grom swings his mighty axe in a circle, dealing damage to up to a certain number of nearby enemies. [Enhanced] - Increases the area of effect, guarantees a critical damage on affected enemies and heals Grom for some hit points per enemy hit. |
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| Intimidating Shout | Shouts ferociously, stunning nearby enemies for a few seconds. [Enhanced] - Increases the area of effect and applies Disoriented to affected enemies, which slows movement speed and causes them to miss on a percentage of their attacks. |
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| Howling Axe | Gorehowl, the axe of Grom Hellscream, has sown terror across hundreds of battlefields. Each attack has a chance to cause Disoriented on the target for a few seconds. Disoriented enemies have their movement speed slowed and have a chance to miss on attacks. [Enhanced] - Upon reaching 10 Juggernaut stacks, basic attacks and Deadly Spin will deal bonus Pure damage against Disoriented enemies. |
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| Warmonger | Grom's presence increases the attack damage of nearby friendly units. Upon reaching the maximum stacks of Juggernaut, every basic attack will reduce the current cooldown of Deadly Spin and Intimidating Shout by 1 second. |
Warrior Hero, exceptional at swift assaults and leading armies. Can learn Ambush Sweep, Trample, Ransacking Aura and Onslaught.
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| Ambush Sweep | A surprise melee attack against an enemy that inflicts damage and restores hit points to the Hero. |
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| Trample | The Hero and nearby friendly units gain a large movement speed bonus but also increase the damage they receive. If they attack an enemy unit, the speed boost ends early but the attack stuns the target. |
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| Ransacking Aura | Nearby friendly melee units deal additional damage as Siege damage against enemy structures and steal a small amount of their attack damage as gold. |
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| Onslaught | Increases the Hero’s strength for several seconds and his attacks will heal up to a certain number of nearby friendly units for some hit points while active. |
Mystical Hero, exceptional at supporting and aggressive spells. Can learn Earth Shock, Unleash Life, Elemental Echo and Storm Conduit.
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| Earth Shock | Causes the earth at the target location to tremble and break, dealing damage to all ground units 3 times with a 2-seconds interval between each pulse. Deals reduced damage to buildings. |
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| Unleash Life | A quick surge of healing energy that restores the hit points of a friendly unit and an additional based on their lost hit points. |
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| Elemental Echo | Every few seconds the next spell cast by the Hero is enhanced. [Earth Shock] - Every shock causes a mini-stun on affected enemies. [Unleash Life] - Heals 2 additional nearby friendly units by half the amount. [Storm Conduit] - Constantly triggers during Storm Conduit to blast up to 3 additional enemies with lightning bolts from the sky. These lightning bolts don’t pierce spell immunity. |
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| Storm Conduit | The Hero channels a lightning storm upon himself. He will be struck by lightning every second, which he will redirect towards three nearby enemy units, dealing damage to them. Pierces spell immunity. |
Cunning Hero, adept at countering attacks and dispatching enemies. Can learn Blitz, Raging Blow, Lethal Counter and Annihilator.
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| Blitz | Charges towards a target unit, ally or enemy, knocking back enemies along the way. Upon reaching the target, the Hero inflicts damage if it is an enemy unit. |
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| Raging Blow | A low-damage strike that can be cast frequently, increasing in power the more times it is used in battle. The bonus damage resets after the Hero is out of combat. |
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| Lethal Counter | Gives the Hero a chance to parry a frontal attack, reducing a large percentage of the incoming damage. After a successful parry, the Hero's next attack or Raging Blow within the next 2 seconds will deal additional damage. |
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| Annihilator | Leap towards an enemy target, becoming immune while in the air, and dealing high damage on impact, increased against enemies with less than 50% hit points. If the enemy target dies from this ability, the cooldown will be halved and 25% of the mana cost will be refunded. |
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