Yes! Go right ahead!
Figment
(Gold crate)
White: One Little Spark
Figment imagines an X shield for the weakest ally
(Cooldown: 1)
Green: Royal Purple Pigment
Figment flies toward an enemy dealing X damage
(Cooldown: 2)
Blue: Imagination
Figment uses an enemiesās blue skill at random
(Cooldown: 5)
I hope I did this correctly. He may be OP, idk. The blue skill is inspired by his DEB power.
@KayIa , did I do it correctly?
This is my first concept (both HvC and DH), so if I did something wrong, let me know.
Liar! What hapened with the coleslaw concept, matey?!
/j
Ay, that was just copied from patch notes and I changed the names lol
Ik
There is no way to do it wrong. And Iāll probably use it too!
Glad you liked it. I may make a few more Park concepts, but will definitely space them outā¦
Here some concepts of some creeps (remember that I use google translator :d)
Brute
Common
White: Batter
The brute strikes an enemy, dealing 4 of damage.
Green: Cricket bat
The brute uses his cricket bat to take cover himself and take -3 damage from enemies attacks for 1 turn.
Blue: Home Run
every 1 out of 3 times the Brute takes damage he will dodge it with his cricket bat
(This triggers the first time you take damage)
Max HP:
32
Mecaraptor
Common
White: Metal bite
The mecaraptor bites an enemy dealing 4 damage
Green: Last breath
When Mecaraptors are defeated, they explode and deals 8 of damage to all enemies
Blue: Factory defective
Mecaraptors deal themselves 8 damage per turn
Max HP:
16
Ninja
Common
White: Stab-let
The Ninja stab an enemy, dealing 3 of damage
Green: Spin Sword
The ninja spins his sword, increasing the damage the Creeps do by 3 while alive.
(Use at the start of combat / when summoned)
Blue: Being Cutting
When the ninja damages an enemy, he also deals damage per turn equal to 10% of enemies max HP (minimum 3 damage) per turn for 3 turns
Max HP:
24
Mages
Common
White: Trows balls
The mage throws 2 magic balls at 2 enemies, dealing 2 damage each ball
Green: Heal speel
The mage uses a trick which causes the creeps to heal for 3 HP each turn while alive
(Use at the start of combat / when summoned)
Blue: Healing damage
When the mage damages an enemy, he heals himself for the same amount
Max HP:
18
Extra Comments
-
The blue skills did not know whether to do them or not since there are creeps that they have (Coldsnapper) and others that do not, so I left them crossed out (Maybe to do a difficult combat type in which the blue skills are active)
-
With āCommonā I mean they are creeps of the Common type (which can be summoned by the Mama bot)
Well at some point I told @Prince-Aamir that I would make a concept of him for HVC and here it is, hope you like it
@Prince-Aamir
(Diamond Crate) (Perhaps Legend )
White skill: RPG_Prince
Appears the certified hacker, RPG_Prince, whereupon he shoots an RPG at an enemy with less HP dealing 8 of damage, the enemy with the highest HP recieve the effect Bugged, and scare the others enemies for 1 turn
(Cooldown: 3 Turns)
Green skill: Fanfare sounds
Prince-Aamir at the beginning of the fight enters the fight with the sounds of trumpets and fanfare, which scares the enemies for 2 turns
(Cooldown: Start and Once of Combat)
Blue skill: Smug Crowned
Prince-Aamir shows off his crown to enemies, which causes enemy basic attacks to target Aamir for 2 turns, also Aamir recovers 12 HP for 2 turns and gains a 12 HP shield for 2 turns
(Cooldown: 3 Turns)
Purple skill: Respect your superior
The Prince-Aamir canāt be Charmed
If Prince-Aamir damage an enemy scared with his Basic attack, reduce āCooldownā of āRPG princeā by 1 turn
HP Max: 34
Basic attack: 5
Details Extra:
- The concept itself (Name and skills) is based on the description of Aamir (and RPG_Prince)
- āSounds of Fanfarreā Itās a skill which is used at the beginning of combat
- I donāt know if the name of blue skill āSmug Crownedā is understood as an offense but I leave it as it is XD
- I donāt know why but that charms immunity looks great on Aamir (and using RPG_Prince on itself / allies can be confusing)
I have no likes butā¦
I am Aamir (and RPG prince) and I approve of this message.
Hereās another hero concept for the legendary crate.
Click here
The Mad Hatter
(Legendary crate)
The Mad Hatter takes advantage of his Mad disables to control the battlefield
White: Oblivious
Mad Hatter becomes immune to disables for 2 turns. whenever someone tries to disable him while he is in this state, they instead get disabled themselves for the same amount of turns that the original disable lasts.
(Cooldown: 4)
Green: Mad tea party
Mad Hatter throws cups and saucers at the target enemy, dealing X damage up to 5 times and having a 50% chance per hit to inflict a random disable onto the target enemy.
(Cooldown: 2)
Blue: Beat the clock
Mad Hatter smashes his pocket watch, inflicting the enemy with āstoppedā which prevents the target enemy from being able to be chosen to attack for the next 2 turns.
(Cooldown: 2)
Purple: Unbirthday gift
Each disable on the enemy team now has a 45% chance to decrease the cooldown of āObliviousā by 1 turn.
How many skills is it supposed to have? Up to purple?
According to powerlines moveset for the Legendary crateā¦yes
If they are diamond/Legend crates they have a purple skill, if they are gold crates they are up to blue
Im terribly sorry for the revive folksā¦but since heroes vs creeps is coming back, I may as well get down to business to make more concepts
Starting with a remake of my maddest concept for HVC
The Mad Hatter
(Legendary crate)
Max HP: 39
Basic attack: 5
White: Oblivious
Mad hatter becomes immune to disables for 2 turns. Whenever the hatter gets disabled while under the effect of this skill, he instead heals himself for X amount.
Cooldown: 4
Green: Sweet tea
Mad hatter uses especially sweet tea to charm the target enemy for 2 turns with a 45% chance to charm a random adjacent enemy for 1 turn.
Cooldown: 2
Blue: Beat the clock
Mad hatter smashes a pocket watch with a mallet. Dealing X damage to the target enemy and decreasing the cooldown of a random skill on a random ally.
If the target enemy has more than 2 disables on them, they are prevented from using one of their skills for their next turn.
Cooldown: 2
Purple: Rather charming
Charmed enemies deal X additional damage with their basic attack and skills until their charm wears off.
The concept is fine but it would only lack the basic damage, the max HP and the cooldown of the skills
Here I am confused, how would slowing affect combat in HVC
I would delete the HP max and put something like āCharmed enemies deals X Damage aditional with them basic attacks and skills until their charm wars offā
(What is the use of giving HP max to enchanted heroes? :d)
Huff huff is thatā¦betterā¦I changedā¦some stuff.
Now itās better
Sorry for the revive, Heroes vs creeps is back!! (May as well get back to making concepts for heroes vs creeps!!)
Olaf
(GOLD CRATE)
HP: 30
Basic attack: 5
White skill: Warm hug
Olaf hugs the ally with the least HP, healing 5 HP and cleansing freeze from that ally and healing that ally for 2 HP per the remaining duration of the freeze before it was cleansed.
(Cooldown: 4)
Green: Personal flurry
Olaf sends a frost cloud towards an enemy, dealing 6 damage and freezing the enemy for 2 turns.
(Cooldown: 2)
Blue: Water has memory
If Olaf gets koāed, he revives himself and freezes the enemy who koāed him for 2 turns.
(Only used once)