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- Feb 5, 2009
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Looking forward to seeing this develop across the rest of the contest, will check this out when I can
Grom's abilities
Icon Ability Description Juggernaut [Innate ability] - When Grom receives or deals damage, it has a 18% chance of get 1 Juggernaut's charge. Each charge increases damage by +1, critical chance by 3% and critical damage by 10%. When Grom casts any of his abilities, all charges collected will be expended to improve the ability used. A maximum of 15 charges can be reached. Each charge lasts 20 seconds or until Grom casts an ability. Deadly Spin Grom swings his mighty axe in circle to deal damage to 4 nearby enemies.
[Juggernaut] - Each charge increases base damage by +5, critical chance by 3% and critical damage by 10%. Critical damage is individual for each target. At 10 charges or more, Grom will spin twice, causing half of the base damage. This second spin will not benefit from Juggernaut's charges.
- Level 1: 40 base damage.
- Level 2: 70 base damage.
- Level 3: 100 base damage.
Intimidating Shout Shouts with great ferocity, stunning nearby enemies for 2 seconds. Grom's attacks inflict additional pure damage to the targets.
[Juggernaut] - Applies Confusion to affected enemies, slowing their movement speed by 30% and causing them to have a 25% chance to miss on attacks when the stun ends. Confusion lasts 0.3 seconds for each charge. At 10 charges or more, Grom improves his shout, stunning for 3 seconds in a larger area.
- Level 1: 10 additional pure damage on attacks.
- Level 2: 16 additional pure damage on attacks.
- Level 3: 22 additional pure damage on attacks.
Howling Axe Gorehowl, the axe of Grom Hellscream, has sown terror across hundreds of battlefields. Each attack gives a chance of cause Confusion on target. Confused enemies have their movement speed slowed by 30% and have a 25% chance to miss on attacks. Confusion lasts 7 seconds.
[Juggernaut] - Each charge gives a 0.4% chance of instantly kill the target. At 10 charges or more, Grom will not lose his current Juggernaut's charges when insta-killing an enemy. Cannot kill Heroes, buildings or units above level 7.
- Level 1: 6% chance of cause Confusion.
- Level 2: 12% chance of cause Confusion.
- Level 3: 18% chance of cause Confusion.
Warmonger Grom's presence increases the attack damage of nearby friendly units by 20%. Increases duration for all new gained Juggernaut's charges to 30 seconds. Deadly Spin and Intimidating Shout now have a 15% chance to not reduce Juggernaut's charges.
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. | |
Skirmishers | The lack of aerial units is not a disadvantage for this faction. Javelineers can be upgraded so that they can eliminate flying enemies with less effort. | |
Specialized siege weaponry | Warsong's siege weapons require to be operated by Pathfinders so they can attack. In exchange, with more operators, they can attack much faster than other siege units. |
Unique tier system | Their tier system resembles the original but with some differences. Instead of upgrading their main building, they must research 2 levels of "Mobilization" at the War Halls. Each Mobilization also increases the hit points for War Halls. | |
Pathfinders | Secondary workers and good early explorers and defenders. Their labor is required for construction and repair. As game progresses, they will be in charge of operating the siege weapons. | |
Supply Kodo | Mobile resource depot, but slow and vulnerable. Its use is optional, but has a notable strategical importance. |
Mannoroth's Blood | By drinking the Blood of Mannoroth, the Warsong Clan binds their will to the Burning Legion in exchange for enhanced demonic powers. Transforms Warsong Orcs into Chaos Orcs. Spiritual Guides and Elder Sages will be transformed into Bloody Tricksters and Demonists. | |
Chaos Orcs | Chaos Orcs have increased damage, attack speed and hit points than their normal counterparts. They can be upgraded further with other specialized upgrades at the Black Shrine. | |
Chaos Spellcasters | Bloody Tricksters and Demonists have enhanced versions of their original shamanistic abilities. |
Tier 1
Gatherer Basic worker unit. Can harvest gold and lumber. Pathfinder Secondary worker unit and early explorer and defender. Can build structures and Repair. Can also go inside Warsong Siege Machines to give they an attack. Has the Battlefury ability. Supply Kodo Cargo beast. Serves as a mobile drop-off point for harvested resources but is slow and vulnerable. Marauder Hardened Orc warrior. Has the Battlefury ability. Can learn War Trance. Javelineer Spear-thrower orc combatant, very effective against air units. Has the Battlefury ability. Can learn the Skirmish Tactics.
Tier 2
Spiritual Guide Primary spellcaster. Can initially cast Nature's Seal, which heals an allied unit. Can also learn Rock Shield and Inner Beast. Elder Sage Disruptive spellcaster. Can initially cast Cleansing Ward, which summons a ward that can dispel buffs. Can also learn Natural Order and Spirit Mark. Mangonel Long-range siege weaponry. Effective against buildings but slow and vulnerable. It must be operated by Pathfinders to attack.
Tier 3
Invader Highly mobile melee rider. Has the Battlefury ability. Can learn the Enraged Wolves ability. Ram Slow and lumbering siege weapon, used to reduce enemy buildings to ruins. It must be operated by Pathfinders to attack.
Chaos Spellcasters
Bloody Trickster Primary spellcaster. Can initially cast Blood Mantle, which heals an allied unit. Can also learn Stygian Cuirass and Bloodrage, and the Shadow Mastery and Empowered Corruption upgrades. Demonist Disruptive spellcaster. Can initially cast Spellhunter Ward, which summons a ward that can dispel buffs. Can also learn Jinx and Soul Affliction, and the Shadow Mastery and Empowered Corruption upgrades.