Disney Heroes: Heroes VS Creeps concepts!

Yes! Go right ahead!

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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 enemiesā€™s 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? :sweat_smile:
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

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There is no way to do it wrong. And Iā€™ll probably use it too!

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Glad you liked it. I may make a few more Park concepts, but will definitely space them outā€¦

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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
  1. 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)

  2. With ā€œCommonā€ I mean they are creeps of the Common type (which can be summoned by the Mama bot)

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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 :upside_down_face:)

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 canā€™t be Charmed
If Prince-Aamir damage an enemy scared with his Basic attack, reduce ā€œCooldownā€ of ā€œRPG princeā€ by 1 turn

HP Max: 34
Basic attack: 5

Details Extra:
  1. The concept itself (Name and skills) is based on the description of Aamir (and RPG_Prince)
  2. ā€œSounds of Fanfarreā€ Itā€™s a skill which is used at the beginning of combat
  3. I donā€™t know if the name of blue skill ā€œSmug Crownedā€ is understood as an offense but I leave it as it is XD
  4. I donā€™t know why but that charms immunity looks great on Aamir (and using RPG_Prince on itself / allies can be confusing)
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I have no likes butā€¦

I am Aamir (and RPG prince) and I approve of this message.

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Hereā€™s 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 ā€œstoppedā€ 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 ā€œObliviousā€ 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

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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.

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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 ā€œCharmed 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 itā€™s better :+1:

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 koā€™ed, he revives himself and freezes the enemy who koā€™ed him for 2 turns.

(Only used once)

3 Likes
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