Aerena > General Discussions > Topic Details
roder May 30 @ 11:55pm
Create-a-Unit Thread (CAU)
I know we have the suggestions thread, but this is purely for fun and specifically for making new ideas for champions. Even if the developers have already a line up of the next few champions, who knows, one of our ideas might be included, an ability, a champion name, a unique trait :) Go wild, the more creative the better!

Template

Champion name:
Health / Movement:
Attack Range / Pattern:
Basic Attack:
Super Attack:
Ultra Attack:

Strategy/Purpose/Lore/Artwork etc:
Last edited by roder; May 30 @ 11:58pm
Showing 1-15 of 78 comments
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Tominator May 11 @ 2:51am 
New Champion Ideas
I thought it'd be cool to share and discuss ideas for new champions, so this is the thread for it. Come and share! (I don't think we have a thread like this yet, but if I'm mistaken, then sorry! :-) )

Aether Supply Drone

Health: 6
Movement: 3
Damage: 1-2
Attack Pattern: 1

Special: Aether Injection
AESD grants an adjacent champion 1 Aether charge.

Ultimate: Tear Apart
AESD violantely rips the aether out of a champion, making them lose all aether charges and dealing damage to them equal to the amount of aether exhausted.

Faction: Clankers

Story: ...maybe later. ^^
HuduYooVudu May 14 @ 7:49am 
I like the idea of a support character controlling Aether on the battlefield. We don't have much of a support at all yet, and Aether control is limited to only shells. So I think he's a nice addition. I think faction wise, he would be well suited as an Aether Junkie. As obsessed as the Junkies are with Aether, I think a character that can grant Aether to allies, and drain it from enemies would fit well under them. Then again he is a robot, so I guess CLA fits :).


Axel, The Grease Monkey

Faction: Clankers

"Axel, Prepare for Repairs"
-Announcer

Role: Area Denial, Semi-Support
Axel is a defensive champion whose main job is to keep enemies away from key objectives (Health tiles, your ship, AE tiles etc.) while farming up enough Aether to heal his ship up. You can either use him to deter enemies away from squishy allies or tiles, or just hold back defensively in case an aggressive unit such as Harlequin tries to push towards your ship. He can also place turrets in front of allies as sort of a body shield for champions with no Line of Sight requirements i.e Baron Rouge or Bug.

Health: 5
Movement: 2
Damage: 2
Attack Pattern: 2 (Similar to Aurora) No Line of Sight Required

Special: Clankertech Discouragement Device

Axel can deploy a turret that damages enemies that get to close to it. The turret can be placed 2 tiles away from Axel, but can not be placed diagonally or on special tiles. Only one can be deployed at a time, and it has low health, to allow enemies who are willing to take the risk to easily destroy it. It only does 1 damage because it is only meant to distract enemies, not outright damage them.

Clankertech Turret Stats:

Health: 2
Movement: N/A
Damage: 1
Attack Pattern: 2 (Simlar to Aurora) Line of Sight IS Required.

Ultimate: Fixer Upper
Axel uses his Aether to repair his ship by 1 HP. Insignificant at first, this ultimate can become a game winner if Axel is allowed to farm up his Aether.

Strategies:
Since Axel doesn't require Line of Sight, he can set up a turret in a position where he can only be attacked from one direction while being able to take out units that get too close to his turret. He can do 5 damage in one turn to a unit that that stands directly in front of the two. His turret can be a great bodyguard against Butcher in maps with Death Panels. Even though Axel's role is area denial, he can force enemies to want to get into his face as they will have to kill him or drain his Aether if they don't want him healing his ship. This allows your other units to either pressure into the enemy ship, or kill enemies trying to get to Axel.

Counter Play:
With a movement of 2 and HP of 6 Axel has to make severely careful decisions as he is not only slow, but squishy. He is extremely dependent on positioning. All ranged champions are decent counters to Axel as they can damage his turret without it shooting back. Bug can easily destroy him and his turret from all angles. Bloody Mary can destroy it from an even greater distance, allowing greater safety. The turret can be Crowd Controlled, so Baron Rouge can knock the turret away from allies or even back into Axel's face. Lady Aurora can damage the turret without taking significant damage herself and can jab both the turret and Axel should they be too close together. The Butcher can grab the turret, which is both a good thing and a bad thing (Turret can body block allies from being pulled into death tiles)


Sorry if this is a lot to read. I put a lot of thought into the character.



roder May 31 @ 12:05am 
Champion name: The Swordsman

Health / Movement: 6 health, 3 movement

Attack Range / Pattern: Melee, Adjacent

Basic Attack: 2 damage

Super Attack:
Counter attack Stance: Will attack back any champions that attack him until his next turn (only if he is capable, ranged attacks cannot be countered by Swordsman)

Ultra Attack:
Sweeping Slash: Attacks 3 tiles in front of him, deals 2 damage (only 2 damage max to ship)
Originally posted by Ultra attack pattern:
-XXX-
--S--


Strategy/Lore: Very good in 1v1, very good as initial engager (as his counter stance wards off double attack). Gets countered by range/aurora easily, as they can kite him (move+attack), but also since he must move+attack to get in range, he cannot attack+counterstance.
Part of the INCquisition. Although he uses archaic weapon, it has been aether-imbued and is swift punishment for all those who underestimate him. Is actually mute, but uses sword to communicate, and He is very aggressive with his words...
Last edited by roder; May 31 @ 12:17am
ketman May 31 @ 3:59am 
Bulldozer, CLAnkers

7 HP, 2 Mv
Melee, 2 Dmg

2ae -- "Dozer" Drive into an adjacent champ (not diagonal) from either team, pushing them forward and taking their place, doing and taking 1 dmg
5ae -- "Bull" Like 2ae, but continuous (until his death, which works as a sacrifice; or until a champ hits a wall and does not die)

--------

Strategy: Being able to push your own champs will make it much easier to line up hits on enemies. On the other hand, he and allies will take damage and may end up in dangerous positions, like on an edge (which is not a problem for any other pushers).

@roder:
I don't play MOBAs and so know nothing of this "super" and "ultra" language. :)
I hope that slash can also target diagonally
Last edited by ketman; May 31 @ 4:16am
ketman May 31 @ 4:12am 
Siphon, Aether Junkies

5 HP, 3 Mv
3 Rng, 1 Dmg

2ae -- "Leech" Drain 2 aether from an enemy in 3 Rng
5ae -- "Consume" Take control of an enemy in 3 Rng. This means that on the enemy champ's turn, the opponent will control the Siphon; and on the Siphon's next turn, you will control the enemy champ.

------

The 5ae may be too complicated, but could be changed so that the Siphon is sacrificed/destroyed.

Strategy: Now you can have that team you always wanted with two Harles, which is nice. On the other hand, if he's your only champ standing, you're probably in trouble.

Lore: People call him "Cipher" behind his back because he's so useless in a fight.
Zargash May 31 @ 7:10am 
Originally posted by roder:
Champion name: The Swordsman

Health / Movement: 6 health, 3 movement

Attack Range / Pattern: Melee, Adjacent

Basic Attack: 2 damage

Super Attack:
Counter attack Stance: Will attack back any champions that attack him until his next turn (only if he is capable, ranged attacks cannot be countered by Swordsman)

Ultra Attack:
Sweeping Slash: Attacks 3 tiles in front of him, deals 2 damage (only 2 damage max to ship)
Originally posted by Ultra attack pattern:
-XXX-
--S--


Strategy/Lore: Very good in 1v1, very good as initial engager (as his counter stance wards off double attack). Gets countered by range/aurora easily, as they can kite him (move+attack), but also since he must move+attack to get in range, he cannot attack+counterstance.
Part of the INCquisition. Although he uses archaic weapon, it has been aether-imbued and is swift punishment for all those who underestimate him. Is actually mute, but uses sword to communicate, and He is very aggressive with his words...

Good to see Aurora counters him, otherwise she would fall behind in matchups.
Zargash May 31 @ 7:26am 
Champion name: Dodge

Health / Movement: 5 health, 3 movement

Attack Range / Pattern: Baron attack pattern but line of sight like Mary.

Basic Attack: 2 damage

Super Attack:
Shoot and Scoot: Attacks target doing 2 damage and slides back 1 space knocking back anyone 1 space and doing 1 damage. (Attack pattern is horizontal 2- 3spaces needs testing)

Ultra Attack:
Shoot and Switch: Same attack pattern as basic. Switch places with enemy champ while doing 2 damage to them.

Will update story and strategy later.
Last edited by Zargash; May 31 @ 5:07pm
Here, have lots of ideas:

Name: dozer

8 HP 2 Movement
Attack range: 1 melee unit
Basic attack: 1 knockback, 0 damage
Super attack: 2 knockback, 0-1 damage
Ultra attack: Knockback in a line until no one can move any more.

Stratagy: knockback champ, shove off cliffs.

Name: Wall

12 HP 1 movment
Attack range: 1 unit
Basic attack: deploy spikes, any unit shoved into wall suffers 2 aditional damage
Super: Root: roots wall in the grond, preventing him from being shoved.
Ultra: Death wall: reveals flame jates on all sides, also roots int oground. flames trigger if a champion is shoved near or into wall.

Name: Zeus

6 HP 3 movement
atttack pattern: same as bug
Basic: drains one Aether from an enamy
Super: Steal 2 Aether from a foe and puts it into a friendly champion
Ultra: Redistridute: takes all AEther from play and puts it into champions, starting with friendly ship then first friendly champ, secound friendly champ third friendly champ and so on, once all frienlys are full, adds to enamies.


PunasaurusRex May 31 @ 11:12am 
Taken from my Topic posted a week ago. http://steamcommunity.com/app/247830/discussions/0/558756255982965409/

Healer -
health - 7
movement - 2
base - 1-2 damage, range up to 3 quares
super - Life Steal - steal 2-3 health from opponent (2-3 damage to opponent champ, added to your health)
ultimate - I'm a Doctor - heals all champs 3 health (including self)

Paralaysis/Freeze -
health 6
movement 3
base - attack melee - 2
super - attack range - 2 squares, stun affect - 50% chance
ult - attack range 3 squares - 3 damage + 100% chance stun champ and adjacent champs (including teammates/self)

Burner/Poison champ -
health 5
movement 3
base - fireball/poison gas ball - 2 damage range of 2
super - 1 damage, 50% chance to burn/poisoned - cause enemy champ to lose 1 health per turn until death or heal if burned/poison
ult - Poison Bomb/Meteor - 2 damage to all in 3by3 area, 100% chance to burn/poisoned - causes area affect - including teammates, 1 damage per turn to champs affected until death or heal

Mechanic - Scotty (reference to Star Trek)
health 8
movement 2
base - melee with wrench - 2 damage
super - I'm Giving Her All She's Got Captain! - heal ship 2 health
ultimate - Steal Power! heal ship 2 health by taking 2 health from other ship

Necromancer / Time Mage (suggested by Arngrim)-
health 6
movement 3
base - range - 1-2 damage + 3 squares
super - spell up to 4 squares - 2 to 3 damage
ultimate - respawn champ at full health in same location where champ died

Aether Mage -
health 6
movement 2
base - 2 damage up to 3 squares
super - give 2 aether to team champ
ult - max teammate aethers

The Mole or The Digger -
health 5
movement 3
similar to luna in effects. however instead of jetpack he digs under the map.
base - 2-3 melee
Super attack - dig 3 squares, if theirs a champ in the way take its spot and knock that champ in a random direction;
Ultimate attack - dig 3 squares, where pops up do 1 damage to all champs in 3 by 3 area + shockwave effect

The Whaler or Captain Ahab -
health 7
movement 2
throws harpoons at the enemies,
base - has range of 3 squares up/down/left/right with 2 square at diagonal - does 1-2 damage,
Super Attack - There She Blows - throws harpoon knocking them back 1 squares, can be thrown in any direction,
Ultimate Attack - Reel Her In! - Throws Harpoon 2 damage on impact, Brings Champ toward Ahab, if reaches Ahab do 2 more damage.

Pirate BrownBeard/Charlemont!!! (based off Razwan's Charlemont)
health 7
movement 3
base - 2 damage melee (rapier) or 1-2 damage range(gun)
super - 4 range, straight line, 2 damage gun
ult - thinking similarly to graves/gangplank with a cannon, damages in a line 3 damage with shrapnel effect to champs adjacent to him of 2 damage)

The Gardener - plant user
health 6
range 3
base - range 3 - attack 1-2,
super - Constrict - shoots Vines at opponent, do 2 damage, prevents movement of that champ during their next turn (champ can still attack, and shells can be used)
ult - Leaf Storm/Razor Leaf (name comes from pokemon idea) - attack all enemy champs with leaves/plants doing 2 damage (champ anywhere on field)

King X (Razvan idea) - (he looks like Achilles - the one described in books, not in movies; if you want to make an idea about how should he look like, search for "dendra armour") -
health 9
movement 1
base - 3 melee
super - he will select an ally and the first time that ally gets hit, Xildos will take damage instead of the protected champion. The effect will expire when Xildos' round comes again.
ultimate - he will be able to teleport an ENEMY who is next to your ship, back to a selected tile near his ship.
*role: speciality defender, cannot be teleported
roder May 31 @ 12:36pm 
@ketman, super/ultra are not moba terms, these are the terms the developer made for the 2ndary and tertiary abilities ^^ Ultimate is a moba term though, i accidentally use that for ultra sometimes lol

Champion name: Nyxa
Health / Movement: 7 health, 2 movement
Attack Range / Pattern: Can attack up to 2 tiles away (like Aurora)
Basic Attack: 2 damage
Super Attack: 2 damage, knockback 1 (only straight-line pattern)

Originally posted by Super attack pattern:
....X
....X
XXNXX
....X
....X

Ultra Attack: All enemies within her lane (horizontal/vertical) are pulled 1 tile closer to Nyxa. After, all champions adjacent to Nyxa lose all their caether.

Strategy/Purpose/Lore/Artwork etc: Tried to make an anti-aurora champion. Can attack aurora back if she attacks from range, and Nyxa's super knocks her out of range. Ultra is a basically a deadzone around Nyxa.
roder May 31 @ 3:15pm 
Originally posted by prokeke:

Just merged the two topics :)


@ketman:

I like the Bulldozer unit. But his ultimate is like a free knockoff cz he can just push them all the way off the map :P

Ciphon seems like hot potato, its a dud, but if he gets his ultimate the enemy receives him hahaha
Last edited by roder; May 31 @ 3:15pm
ketman May 31 @ 4:15pm 
@roder: Well, if he's low on health, he might be too damaged to carry out the full shove (since he loses 1 hp per push). And note that he dies if he himself runs off the edge or into a death tile. And he's super predictable. But it's maybe too strong. It could be restricted to only perpendicular to the ship or something.

Siphon's super isn't so bad, either, but I guess everyone would save for the ult (I'm now adopting the proper terms :) ). Again, he'd be fairly predictable and yet mix things up a lot, I reckon.

Nyxa sounds quite good, and I guess is balanced by a useless ult. :) Once those caether less champs are adjacent, they'll have nothing to do but stomp on her.
Last edited by ketman; May 31 @ 4:16pm
roder May 31 @ 7:23pm 
Originally posted by ketman:
@roder: Well, if he's low on health, he might be too damaged to carry out the full shove (since he loses 1 hp per push). And note that he dies if he himself runs off the edge or into a death tile. And he's super predictable. But it's maybe too strong. It could be restricted to only perpendicular to the ship or something.
.

oh i didnt realize the 1hp/tile. thats actually pretty balanced, maybe too much of a crutch. I thought his super was fine without self-dmg.

i would like more 2movement champs....maybe a ship-killing champion that slowly moves to enemy ship, and if it ever gets to it their ultimate deals massive damage. cannot be teleported/backdoored though :)
roder Jun 1 @ 11:46am 
I'd like to put up a CAU challenge for the community to create their own anti-aurora or counter-aurora champions....

^^ Try to make it as balanced as possible, do not want to create another aurora to counter her lol
Originally posted by roder:
I'd like to put up a CAU challenge for the community to create their own anti-aurora or counter-aurora champions....

^^ Try to make it as balanced as possible, do not want to create another aurora to counter her lol

Dart:

4 movment
4 health (immune to blaze though)
Basic attack: 1 range, 3 damage
Special attack: dart 3 range, runs in and dooes 2 damage (like leap) then moves back to previous position
Ult. Arrow: Launches himself at enamy ship, does 2 damage to all in path(not sure if should kill dart or not)

Strat: use to hit someone with first, then run away with dart. alternitivly, keep away from the fray and use dart to get to enamy ship. Counter Aurora.

To counter: use BM or anouther ranged unit. that or use crank or something that can stand it. (aurora, crank.) Ideal counter: harlequin/crank.

OR---------

mathmatician

3 movment
6 health
Basic: can attack one tile to all sides, but two tiles on the diagonal, 1-3 damage (RNG RNG RNG)

Special attack: divide by two: does damage to a champion egual to half of their health (health remaing, not total unless people suggest otherwise)

Ult: supreme math: calculates the damage a chapion will do next time and displays it above them (maybe, not sure) OR optimization: use a shell for half it's Aether cost.

Strat: use the special on martel to make him wimply, then just run in and out hitting things.

OR-----
Sniper:
3-4 health (but again, imune to blaze and immune to scorching)
2 movment
Basic attack: snipe: does two damage; 5 range
Special: headshot: 3 damage: 5 range
ULT.: go for the general: makes the enemy player skip their next turn.

Strat: save up points and use go for the general to let a damage dealer kill things.

Counter: Attack this person with a wounded champ, use harle becasue he will not likly not kill him but harlee will kill the mathmatician.
OR------------------
Tank
10 health
1 movment
3 damage; 1 range
Special: fire the main gun; does 3 damage to s target in range (auroras attack patern)
Ult.: Shell shock: does 0-2 (becasue without MAJOR RNG it would be OP) damage to an area, all champs in it are stunned and must forfiet thier next turn (no shells can be used either). 5 range, 3 AOE

Strat: it is a tank. use it to defend and shell shock the enmy champs. the main gun can also be used on Aurora.

Counter: do not group your champions together, attack it with a ranged champ or hit and run.
OR---------

2ND LT. Gunner(please provide a better name. PLEASE)
6 health
3 movment
basic: 2 damage, 1 range
Special: rapid fire: either 4 damage or 2 damage to 2 targets. same range
ULT: Suppression: does 2 damage to a target, and does 2 damage if they move again (not attak). uses both movment flags if used on first turn

Strat: area control. use him gainst Aurora because he can do 6 damage in one turn or he can make sure an enamy does not move. He is INC (under the corporal)

Counter: basicly high health champions, they need to have more than 6 health to survive him.
Or------------------

Counter-Aurora:

The "doctor"

7 health
3 movment
Basic attack: 2 damage, 1 range
Special attack: permenently raise/lower one of this targets statistiscs (damage, movment, health) by one. cannot lower to 0 (if RNG is present, both are lowered, if it is 1-2 it becomes 0-1). health cannot be lowered to 3(must be within range)
Ultament attack: Permenently Raise/lower ALL statistics by one. (must be within range)

Strat: The doctor should be in the fray, but once he can he should ALWAYS use his special/ult on a champ to alter their statistices. He counter Auroa by lowering her movment/damage and then letting a stronger champ catch her. (like martel or crank)

Counter: use a ranged champ to never let him use his special/ULT and champ affected should become your target.

OR------------------------
The runner:
5 movment
5 health
1 damage/range

Special: "I'm running circles around you!" lowers the targets movment by one for the rest of the turn, does 4 damage

Ultament: LEt's just get some of that right here!" Moves a tile (not death tiles) to any location on the board. OR Steals 5 Aether from a target for anouther target.
Last edited by NCC-1707 Captain James T. Kirk; Jun 1 @ 2:47pm
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