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Loptous

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About Loptous

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    Fiend
  • Birthday 04/18/87

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    Jugdral
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    Nothing you need to be concerned of...

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  1. Transformation Power: Varies. Cost to transform into this unit: 221 - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met! Gifted Tendrils Affinity: Gifted - If the unit dies its many tendrils will cover the ground rooting every enemy unit in (a) 20m radius for 20 seconds. Tainted Tendrils Affinity: Tainted - If the unit dies its many tendrils will poison the ground. Every enemy unit within a 20m radius will take 50 damage per second. Lasts for 20 seconds. Upgrades: Nightshade Plant I Damage +280 Nightshade Plant II Damage +500 Nightshade Plant III Damage +550
  2. Well sorry about the long delay, been on a Thanksgiving trip and whatnot. Infused Backup Activate to become immobile and absorb 50% of all damage done to the targeted friendly unit and allow it to deal 30% more damage. The absorbed damage is transferred to all own stonekin within a 40m radius of the target. The transferred damage can not be warded off by damage reducing abilities. Lasts for 30 seconds or until interrupted. Reusable every 30 seconds. Blessed Backup Activate to become immobile and absorb all damage done to the targeted friendly unit. The absorbed damage is transferred to all own stonekin within a 40m radius of the target. The transferred damage can not be warded off by damage reducing abilities. Lasts for 30 seconds or until interrupted. Reusable every 30 seconds. Upgrades: Earthkeeper I Lifepoints+30 Earthkeeper II Lifepoints+60 Earthkeeper III Lifepoints+60 My Thoughts: This card seems weird in playstyle, but I will disregard that for now. As far as Stonekin decks go this could prove to be useful, I can imagine something around the likes of 1-2 Stone shards 1 Earthkeeper a good combo I would assume.
  3. Gifted Bow Attack Affinity: Gifted Every 2,5 seconds, unit fires arrows at enemies that deal 4 damage. The arrows are embittered with a strong toxic substance that severely poisons a targeted unit and slowly decreases its life points by 30 per second. Lasts for 10 seconds. Tainted Bow Attack Affinity: Tainted Every 2,5 seconds, unit fires arrows at enemies that deal 4 damage. The arrows are embittered with a strong toxic substance that severely poisons a targeted unit and slowly decreases its life points by 20 per second. The damage dealt by this substance cannot be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield. Lasts for 10 seconds. Upgrades: Tainted Spirit Hunters I Lifepoints+5x6 Spirit Hunters II Lifepoints+10x6 Spirit Hunters III Lifepoints+10x6 Gifted Spirit Hunters ILifepoints+5x6 Spirit Hunters IILifepoints+10x6 Spirit Hunters IIILifepoints+10x6 My thoughts: I love this card! Tainted being able to bypass shields is always a great thing, especially Avatar of Frost. The green one I don't know so much about except that it does more damage for some reason I don't know. Could there perhaps be any synergy found within the green affinity, if so I would greatly appreciate it.
  4. Entrance After a preparation time of 5 seconds up to 5 enemies within a 20m radius will be paralyzed for 10 seconds. After the effect wears off, targets are immune against Paralyze for a while. Reusable every 20 seconds. Upgrades: Creeping Paralysis I Entrance* +2s duration Creeping Paralysis II Entrance**+3s duration Creeping Paralysis III Entrance***+2 paralyzed target My Thoughts: I like this better in some regards better than curse of oink, just because you can still attack the targets and lasts almost as long. The only con I find is the cast time with this card. You have to predict where the enemies will be moving to a degree and/or use it in a very confusing fight. Whilst the Curse of Oink is an immediate spell I believe and is also not restricted to 2 Nature orbs, unlike this. Anyways, a decent card I think can sometimes get the job done.
  5. Homeland Portal Creates a Portal that teleports friendly units in a 15m radius back to the nearest monument of their owner. Lasts for 30 seconds. Reusable every 20 seconds Upgrades: Retreating Circle I Power Cost-5 Retreating Circle II Power Cost-5 Retreating Circle III Power Cost-10 @Shotty I can formulate my opinions if you wish, just haven't been doing it cause time and such. Also apologies for no post yesterday, hectic things going on these next few weeks. My Thoughts: This card seems like it should serve a purpose, but is almost fruitless to use because of orb constraints. I do think the concept is very nice, although the execution for it is rather poor. It may have some use in PVE, but for PVP, while having three orbs, I'm sure no one would want to use this. I may be wrong, and there just happens to be a OP combo with this card, but as far as I see it, I wouldn't use it. Especially because I got this ****ing thing so many times in boosters, I eventually grew sick of its stupid face.
  6. Tainted Blast Affinity: Tainted Every 3 seconds, unit delivers a nether blast that deals 80 damage to enemies in a 15m radius, up to 120 in total. Deals 100% more damage against humans. Blast Every 3 seconds, unit delivers a nether blast that deals 80 damage to enemies in a 15m radius, up to 120 in total. Necro Explosion Power: 25 Activate to gather up to 2600 life points from corpses within a 20m radius around the caster to create a huge nether sphere that explodes after 2 seconds dealing the corpses former maximum life points as area damage to hostile and friendly entities. Up to 25% of the gathered life points are dealt as damage per target. Affects ground targets only. Knocks back small units. Reusable every 10 seconds. Revenant's Doom Power: 60 Activate to bestow the unit with a curse that will make it ressurect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 20 seconds the revenant will then die once and for all. May only be triggered once. Siege Affinity: Infused Deals 50% more damage against structures Does not increase damage done by Necro Explosion to building Upgrades: Lost Dancer I Lifepoints+40 Lost Dancer I Necro Explosion+150 life points gathered from corpses Lost Dancer II Lifepoints+80 Lost Dancer II Necro Explosion+250 life points gathered from corpses Lost Dancer III Lifepoints+80 Lost Dancer III Necro Explosion+300 life points gathered from corpses
  7. Tunneling Activate to teleport unit to an own ground unit or structure within a 30m range. Reusable every 10 seconds. This ability is properly, a teleportation ability rather than a tunneling ability as with many Nature Cards; it does not require a tunnel nor can it use the tunnel network. Swift Moves at high speed. Upgrades: Scythe Fiends I Damage+15x4 Scythe Fiends I Tunneling+10m range Scythe Fiends II Damage+30x4 Scythe Fiends II Tunneling+10m range Scythe Fiends III Damage+30x4 Scythe Fiends III Tunneling-5s until reusable
  8. Boom Bomb Every 4 seconds, Artillery blows a fiery bomb at enemies that deals 784 in a 15m radius, up to 1176 in total. Knocks back small and medium units. Affects only ground units (not mentioned in card's description) Tainted Mine Blow Affinity: Tainted If surrounded by more than 4 hostile entities Artillery may additionally shoot mines every 15 seconds at the position of an enemy unit. After 10 seconds the delivered mine my be triggered by nearby enemies within a 12m radius and deal 1000 damage, up to 3000 in total. If not triggered the mine will vanish after 60 seconds. Infused Mine Blow Affinity: Infused If surrounded by more than 4 hostile entities Artillery may additionally shoot mines every 15 seconds at the position of an enemy unit. After 3 seconds the delivered mine my be triggered by nearby enemies within a 12m radius and incinerate the ground for 10 seconds dealing 70 damage to hostile ground units per second. If not triggered the mine will vanish after 60 seconds. Life Stealer 15% of the damage dealt by the unit will be added to its life points. Upgrades: Artillery I Boom bomb +24 damage per target, 36 in total Artillery II Boom bomb +40 damage per target, 60 in total Artillery III Boom bomb +48 damage per target, 72 in total How does Artillery have life stealer? I know it's supposed to be a Bandit theme, but for this? Not only does it not make sense, but I really don't see the point...
  9. Disintegrating Gaze Disintegrates its target slowly over time. Target unit will be paralyzed during disintegration and cannot be attacked by other units. If the spell is interrupted prematurely the target will be released unharmed. May only disintegrate units. Pain Link 200% of all damage done to the unit will additionally also be distributed among all friendly units within a 20m radius. Resilient Takes 30% less damage. Upgrades: Wrathgazer I Resilient + 20% damage reduction Wrathgazer II Pain Link - 100% damage spread Wrathgazer III Disintegrating Gaze - Disintegrates its target faster.
  10. Repeater Is able to repeat the root network and bridge the distance between two entities connected to it. Those entities may then support each other even across wide distances although the Root Nexus itself does not grant any additional support. Gifted Support Affinity: Gifted Friendly entities connected to the root network within a 25m radius around Root Nexus will regenerate 2% of their life points every 2 seconds. Blessed Support Affinity: Blessed Friendly entities connected to the root network within a 25m radius around Root Nexus will take 25% less damage.
  11. I vouch for this as well. There are only a certain number of players and with that come a certain number of balance problems. People who have forgotten certain uses and abilities of cards, are only granted a limited view on the card. Once everyone is allowed back into the game, then the number of balance problems would exponentially increase and the roles of cards and how strong their abilities are can be quickly determined. (I am sure you're getting the point I am trying to make, hopefully.) But as for now, the need for in game balance is not needed. As of right now, getting the game to work properly is the top priority (most likely what the devs believe as well). Overall, great concept and would most certainly like to join in the future, but as of now, I believe this needs to wait.
  12. Burn! Spreads burning liquid over the ground dealing 340 damage to enemies in a 25m radius, up to 2100 in total. Knocks back small and medium units. Affects ground units only. Reusable every 10 seconds. Deal half damage to structure. Upgrades: Lava Field I Burn! 20 damage per target and 100 in total Lava Field II Burn! 40 damage per target and 200 in total Lava Field III Burn! 40 damage per target and 240 in total
  13. Snowy Bomb Every 4 seconds, unit fires snowy bombs at enemies, that deal 544 damage ina 15m radius, up to 860 in total. Knocks back small and medium units. Infused Winterfall Affinity: Infused Power: 50 Switch into this mode in order to turn Ironclad's Frost Cannons to the ground. They will unleash pure ice that slowly freezes the surrounding ground. The ice will spread from the giant's feet until a total radius of 20m has been frozen. Up to 10 enemies within that area take 1400 damage and will then be frozen for 15 seconds. Ironclad will be immobile while freezing the ground but it additionally incites surrounding friendly units to deal 50% more damage against frozen targets. Lasts for 15 seconds. Affects ground targets only. Blessed Winterfall Affinity: Blessed Power: 50 Switch into this mode in order to turn Ironclad's Frost Cannons to the ground. They will unleash pure ice that slowly freezes the surrounding ground. The ice will spread from the giant's feet until a total radius of 20m has been frozen. Up to 10 enemies within that area take 1400 damage and will then be frozen for 15 seconds. Ironclad will be immobile while freezing the ground but gains an additional Ice Shield that absorbs up to 2000 damage. Lasts for 15 seconds. Affects ground targets only. Upgrades: Ironclad I Lifepoints+340 Ironclad I Winterfall*+100 damage Ironclad II Lifepoints+680 Ironclad II Winterfall**+5s freeze duration Ironclad III Lifepoints+750 Ironclad III Winterfall***+150 damage I love the art design for this card, definitely one of the best!
  14. Infused Reserve Affinity: Infused If the unit has less than 450 LP, its will then extends its frosty spikes.In this emergence stage it will then reflect 30% damage taken to attacker in close combat. Blessed Reserve Affinity: Blessed If the unit has less than 450 LP, its will then extends its frosty plating.In this emergence stage it will then take 25% less damage. Agility Move faster when near friendly structures. Requires upgrade I. Upgrades: Icefang Raptor I New ability+Agility Icefang Raptor II Damage+65 Icefang Raptor III Damage+75 I like the red raptor a little more than the blue one, just for being an offensive quick unit. Although I find it confusing that the reserve ability is not a toggle type ability, but instead an activation upon lower health.
  15. Transformation Power: Varies. Cost to transform into this unit: 51 - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met! Infused Incentive Affinity: Infused - If the unit is transformed it will incite other friendly small units within a 20m radius to deal 30% more damage for 15 seconds. Gifted Incentive Affinity: Gifted Power: 100 - If the unit is transformed it will incite other friendly Twilight units within a 20m radius to deal 20% more damage for 15 seconds.