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Official Card Design Contest - CLOSED - Winners Reveal inside

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Beside the contest - i don't want reward - i simply want small forest elders ingame ๐Ÿ˜œย 

reward can be transfered to future contests ๐Ÿ˜‰
ย 

Name: Forest Cubs

Tier & Orbs:ย  Nature
Type: Unitย  (2 medium units)
Power: 50

Hit points and Size: 800 (2x400) M size
Attack value and Type: 300 type S

Active Abilities:
Forest Touch - for 20 power heals 300 life points to unit in 5m (20 s cooldown)

Passive
Swift & Stomp

Explanation of idea behind the card: I would love to see smaller elders ingame ๐Ÿ˜‰ This concept is based on making them small alternative to hurricane by making them swift tramplers with small damage and some hp for tanking and map controll purposes.

I assume that making them swift can be problematic with their XL unit animation - so they may ottion to test it without Swift but with abbility to not slow down when going through enemy units... + maybe slowdown immunity against PvE spearman units.

ย 

It would be possible to make them in different colors? One more brown and one black? ๐Ÿ˜‰

ย 

1826794752_ForestCubs.png.77ebc298657a529ddcbb1019a36860f2.png

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  • Time is up! In total, I have received 140ย entries fromย 88ย different participants. The next step is to compile all the data and present it to the jurors, they will (understandably) need some

  • Hi ๐Ÿ™‚ I've already sent my takeย to Kapo on Discord but after people started sharing their ideas on here, I could'nt resist the urgue to post mineย too!ย I honestly have no idea on how to balance aย c

  • Alright I also send my entry to Kapo but I also wanna share my idea so here it goes. Name: Amii Warmonger Tier & Orbs: T3, 1Shadow, 1Nature, 1AmiiHybrid Type: Unit Power: 140 Hit p

Posted Images

This gonna be my entry then.ย 


image.png.16d3c8052ef89c2277ae2f940d3c44bf.png

(It is a joke of course)

Edited by DDrazard
I didn't knew it had to be not a serious entry when I entered my true card.

Name: Pyramid of Creation

Tier & Orbs: T4, Nature x 3, Neutral x 1

Type: Building

Power: 320

Hit points and Size: 2000

Attack value and Type: None. Support building

Passive Abilities: Slowed Construction

Active Abilities: Breathe Life: Select a unit in a 25m radius. The structure then weaves a new life form identical to the target selected. Has a cooldown, activated after the ritual finishes. The procedure takes more time according to the cost of the unit selected.


Use Amii Monument model as a base.

Explanation of idea behind the card:

Think of it as a reverse Church of Negation. It can essentially clone a unit after some time. Presents a choice to hold back a strong unit to make another one after some time. Target unit may be paralyzed for the duration so that the player doesn't just spawn a unit, clicks on it to clone and immediately sends the unit away while the clone spawns, requiring some downtime in order to reward the player with a second creature. Card upgrades may improve cloning time or let the player clone units with greater costs.

Pyramid of Creation.png

Last one from me, before the contest ends. It was fun to spew out card ideas, but even more fun to see what other people came up with. Really looking forward to the official entries.ย 

Name: Ancient Turret
Tier & Orbs: T3, Neutral, Nature, Shadow
Type: Building
Power: 95
Hit points and Size: 1750
Attack value and Type: 1800

Passive Abilities:

Plasma Bolt -ย Every 7ย seconds, tower fires a magic bolt that deals 630 damage to enemies in a 7m radius around its target, up to 800 in total. Knocks back small and medium units.
Phasing - This ancient construct is equipped with phasing generator, that allows it to phase out of physical plane for a short while. Upon receiving an attack, the tower will phase for 2 seconds, during which it is unreachable by enemy attacks, including the first one used to activate this countermeasure. Does not break friendly buffs or other effects. Once the phasing ends, the generator must cooldown for 10 seconds before it can activate again.
Current Link - This building can connect itself to existing root networks, using the power currents for own advantage. Ancient Turret can receive all buffs gained from being part of this network, as would its other parts. Additionally, it can usurp the network support to enable shorter cooldown for the Phasing ability. At maximum level, a 4 supporters will shorten the cooldown to 5 seconds.ย 

Idea behind the card:

Buildigns are always a bit less liked, but they are integral part of the game. As such, Amii faction could use one as well. This is defensive structure, that is based off the Living Tower. It offers relatively cheap price for average stats (numbers to be adjusted), but offers unique way of dodging damage by phasing out of existence. Additionally, it can connect to Natures root network for its own benefits, improving the Phasing ability and receive possible heals or any other buffs.ย 

ย 

ย 

Ancient Turret.png

DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)
Lets make Amii more fun and have better synergy between shadow and nature, but also have something unique for them.

Mushroom Sorceress
Mushroom Blast - attack your target and enemies nearby it dealing X damage to them. For next X sec all damaged enemies will move slowly.
Fungi Gathering - gather nearby corpse and store them.
Nutrient Infusion - consumed stored corpses to restore HP to an ally. If the target is part of the root network, then connected units/builds will received a small portion of the healing as well.

Skull Thrower Beast
Rot Artillery - disable melee attack and grant access to:
Skull Barrage - units consumes a portion of gathered corpses to launch a globe of flesh. After 3 sec globe explodes, deals damage and knocks back small units.ย Affects ground units only.

Armored Ghouls
Flash Batter - this unit heal itself for X% of damage deal against enemies who are bellow 50% of their max HP.
Gift Of Denial - this unit take half damage while it is being attacked byย Large or Extra Large creatures.
Flesh Rage - for next X sec attacks done by this unit will knock back small and medium units. When this effect expires, this unit will die.

Animated Gravestones
Gravecall Spores - whenever this unit attacks, it unleashes spores who jump to up to 2 additional enemies nearby. These spores deal less damage with each jump.
Sacred Burial Rights - nearby enemy units take X% of corpse maximum HP as damage whenever they attempt to gather corpses.
To Beyond Again - sacrifice this unit to gather all corpses nearby into a globe for X sec. Your units, spells and buildings will be able to gather corpses from this globe.

Gate Demon
Premature Departure - all corpses created nearby this creature will be automatically destroyed, and thus this creature prevents corpse gathering.
Departure Delay - for next X sec any corpse destroyed by Premature Departure will produce an explosion dealing X damage to everyone nearby.

Spirit Caller
Melody Of Joy - every X sec this unit will deal up to 3 allies in front of it.
Spirits Be Gone - create a magic field around itself for X sec. Enemies can not gather copses within this field.

Healing Elemental
Healing Fumes - every second this unit produces healing enemies and heal allies in front of it for X HP.
Erupting Restoration - sacrifice this unit to create a healing field for X sec. All allies in this field will take X healing every second.

Mushroom Sorceress.png

Skull Thrower Beast.png

Armored Ghouls.png

Animated Gravestones.png

Gate Demon.png

Spirit Caller.png

Healing Elemental.png

DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)
Lets make Amii more fun and have better synergy between shadow and nature, but also have something unique for them.

Amii Crystal Maiden
Ancient Hail - deal X damage to all enemies in a cone.
Ancient Echo - this creature gains bonus attack speed with each attack it makes. Lose all bonus attack if it doesn't attack for 6 sec.
Amii Lore - create a dome for X sec in targeted area. Enemies inside of this dome will move slowly.

Amii Ritual Guardian
Shred Magic Resistance - every X sec this minion will curse an enemy to take X% more damage from all spells.
Ultimate Ward - every X sec this minion will bless an allied unit to take X% less damage from all spells.
Ancient Truth - any beneficial spell or effect applied to this creature will last X% longer.

Amii Temple Beast
Amii Sacrifice - turn all nearby allied units into living bombs. If affected units die within X sec, then they will explode dealing X damage to all nearby units. Enemy units take X% more damage from these explosions.
Ancient Force - attacks done by this creature knock back small, medium and large creatures.
Limited Life - each time this creature attacks it loses some health. This creature can not be healed by spells or other creatures.

Amii Crystal Maiden.png

Amii Temple Beast.png

Amii Ritual Guardian.png

DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)
Someย love for low rank Bandit units.

Outlaw Alchemist
Venom Injection - attack an enemy and cause them to take X damage over X sec.
Bandit Medicine - every X sec heal an ally for X instantly and for the same amount over X sec.
Regeneration Potion - create a healing field in a targeted area for X sec. Allies in this field will regain even more health via life stealing and corpse gathering.

Enslaved Rootface
Devastation Slam - slam the ground and deal X damage to all other units. Knock back small, medium, large and extra large units.
Barely Under Control - if this units falls to X% of his max HP or lower, then you will lose control of it. In this state it will attack any nearby unit and it will no longer grant land presence for you.

Bear-cursed
Savage Scavenging - this unit can gather nearby corpses to regenerate X health.
Savage Tactics - X% of damage this unit deals to building will be added to its health. Furthermore, any building being directly attacked by this unit will lose X% of its maximum HP every second.

Bandit Golem
Makeshift Repulsion Field - protect this unit for X sec from all ranged attacks.
Built-in Anti-air Defense - every X sec this unit deals X damage to nearby enemy unit. Knock back small, medium and large units. Affects flying units only.

Outlaw Alchemist.png

Enslaved Rootface.png

Bear-cursed.png

Bandit Golem.png

  • Author

๐Ÿ””ย The bells are ringing ๐Ÿ””

Last day to get your entry in, less than 4ย hours to go!

image.png

Edited by Kapo

Elder Tremorย  Fully Upgrade maybe

Slow But Sure : When First Strike Elder Tremor deals more 15% Damages. Reuse it every 10 Secondย  (Fully Upgrade 25% 2 stars)

Immortal But Weakness : When Active the skill Elder Tremor Take only 25% damages but Reduce Attack 75% for 20 Second and Can deactive it. (Fully Upgrade Attack Reduce 65% 1 stars)

ย 

---------------------

abandoned towerย ย Fully Upgrade maybe

Cured Bolts : Every 3 Second can shoot Bolt Deal 55 damges and get damges 20 damges over time every second for 3 second. ( 1 star:ย Deal 58 damages, 2 stars: Deal 60 Damages and overtime 22 damages, 3 stars: damages over time 30 damges)

ย 

Root Around : When Active : Can create area a Root 30M around the tower. Root Unit are immobiled but can still use Range Attack. ย Reuse every 38 Second.

ย 

1252456000_ElderTremor(2).png.41a4a936b82ac92ddee63252a3603ebe.png

abandoned tower (1).png

Edited by AzeRizt
add more images and detail fully upgrade cards

Name: Bandit Dancer

Tier & Orbs: Tier 2ย Shadow Fire
Type: Unitย  (1 medium unit)
Power: 70

Hit points and Size: 900ย M size
Attack value and Type: 350 type Ranged

Passive Abilities:
Inspiring Life Stealer: Increase the effect of Life Stealerย by 10% to friendly minions.

This is an decent option if you want more sustain for your Bandit deck. I wanted to create a unit that heals your bandit card without going off theme for the tribe. The stats are based around Banditos but just more focused on the Hp.

Name: Death Sorcerer

Tier & Orbs:ย  Tier 3 Shadow Shadow Any
Type: Unitย  Medium size
Power: 60

Hit points and Size: 700ย  M size
Attack value and Type: 800 type Ranged

Active Abilities:
Deny Death: Channel a beam ofย undeathย to prevent a friendly minion from dying.

ย 

I think this card may have a few interesting uses, protect an important minion in the front, prolong how long Revenent's Doom, frenzy last and protect your unit from other effects that may kill your unit (both your and the opponent)

(note the targeted unit can still take damage just not get bellow 1 hp)

ย 

I was thinking about making this an 2 shadow card but i felt that it may be a little dangerous to give Shadow protection (Mostly because of Frenzy).


183253660_BanditDancer.png.9f74b91df9560cef13f8567e6f7021fa.png
143791218_DeathSorcerer.png.4c08e018b72eaa14c3db5bc39b1bb24c.png
Good Luck Everyone hope I did it right this time and I'm not late

Edited by xsimon113
For the competition

  • Author
23 minutes ago, xsimon113 said:

Bandit Dancer

Inspiring Life Stealer: Increase the effect of Life Stealerย by 10% to friendly minions.

Death Sorcerer

Deny Death: Channel a beam ofย undeathย to prevent a friendly minion from dying.

If you wanted to participate on the contest, make sure to use the template and at least confirm via DM that you want to send them in. Check the contest rules for the template ๐Ÿ‘

DON'T COUNT THESE CARDS FOR THE CONTEST (unless somebody else wants to add them as their own entries)

Living Siege Weapon
Blazing Bombardment - every X sec this unit attacks its target and all enemies nearby. High attack range. Very slow attack speed.
Sacrifice Bombardment - sacrifice a nearby unit to greatly increase attacks speed of this unit for X sec.

Mushroom Soldier
Heavy Spores - attacks done by this unit knock back small units.
Decomposition Mode - immobilize this unit to gain:
Spore Field - consume some of accumulated corpses on this unit to deal X damage to nearby enemies every sec.

Tundra Walker
Ice Built-up - every X sec gain an Ice Shield absorbing X damage.
Channel Tundra Essence - enter special mode to gain:
Arctic Eruption - every X sec this unit emits ice wave. Enemies hit by this wave take damage. Frozen enemies take bonus damage.

Hanging Balloon
Terror From Above - deal X damage to a an enemy. Knock back small units. Affect only ground units.
Doom Approaches - nearby enemy flying units will move slowly.
Hand To The Death - target a ground unit. Sacrifice this unit to kill the targeted unit. Only works on small and medium targets.

Living Siege Weapon.png

Mushroom Soldier.png

Tundra Walker.png

Hanging Balloon_.png

The Prince

ย 

2 Orb Shadow(limited to ONE per Player)
Unit (M)
125 Cost

1250 HP (Size M)
1000 Damage Melee (M Counter)

Ability Rundown

Tier 2 (starting tier)

Sacrifice:
Sacrifice a unit to transfer its health to this one.

Vampiric Aura:
Unit life steals 50% damage dealt.
Nearby units receive 25% aditional Life stealer.

Power through the Ages
75 Power - For every SHADOW ORB after the 2nd one, you can evolve the unit into stronger version and unlock its next ability. On activation, unit solidifies (becoming a structure) and is disabled for 30 seconds as he is transforming into the next tier.

ย 


Tier 3:

Units health grows by 100% and damage is increased by 100%
Damage type changes to L
Size type changes to L

Ability:

Vampiric Aura:
Unit life steals 50% damage dealt.
Nearby units receive 25% aditional Life stealer. (bonus applies to this unit NOW as well, total 75%)

Blood Pact:
Cost: 25% max health - Summon 2 Nightcrawlers with their Frenzy enabled
OR
Cost: 30% max health - Summon Mutating Frenzy with Deathwish enabled (2 or 3 stacks) - 60/90 health missing
OR
Cost: 25% Max Health - Summon 2 Ripper Squads (Maximum of 4 can be controlled with this)


Sacrifice
Kill an ally unit to steal its health

Power through the Ages
75 Power - For every SHADOW ORB after the 2nd one, you can evolve the unit into stronger version and unlock its next ability.ย On activation, unit solidifies (becoming a structure) and is disabled for 30 seconds as he is transforming into the next tier.

ย 

Tier 4

Units health grows by 100% and damage is increased by 100%
Damage type changes to XL
Size type changes to XL

Vampiric Aura:
Unit life steals 50% damage dealt.
Nearby units receive 25% aditional Life stealer. (bonus applies to this unit NOW as well, total 75%)


Blood Pact:
Cost: 25% Max Health - Summon 3 Mutating Frenzy with Deathwish enabled
OR
Cost: 25% Max Health - Summon a Necrofury (can only control 2 Necrofury-s like this)

Sacrifice
(same)

Ages Past:
This unit can overheal...
Excess healing from damage dealt is added to the pool (similar to dreadchargers "The Reaping").
While this pool of health persists, unit deals 100% more damage and receives 100% less damage.


625093880_ThePrince4S.png.8d601d3960faf26ee0fce4c408d519a1.png1981290652_ThePrince3S.png.cad0eabbbc119eb53cb561e0b064a301.png622320804_ThePrince2S.png.4a798063e97febc5f6c176eb785dbf09.png


Idea behind character/unit design:

For starters, Skylords Reborn has reached a very interesting peak in its development where its supporting hybrid orbs, but I think that some pure decks are lacking in the matter, when it comes to purity presentation (since hybrid decks provide much more utility than single type orb decks).

Idea here is to make a certain PURE DECK buffer unit that subjectively works in buffing the primary statistic of the faction, and I cannot deem Shadow Faction as anything else than faction oriented on Health/Lifesteal/Sacrifice mechanic (be it theirs or of the ones of their enemies).

I have intended to make multiple leader variants for all 4 factions with different Level Up mechanics (to make more specific units or augmentation as a faction leader) which wouldn't account as 1 Card Boss unit, but more of an enhancer for their factions original mechanics (which would in the end, make it a primary target focus in fights). General idea is to make unit that would provide more than just a single hand call in power spike or neutral leader utility ( Neutral Heroes like Virydia, which can augment any deck) and focus the unit composition more into a timed assault which would amplify power of Pure Decks, reducing weaknesses they posses due to the lack of hybrid spells for CC, by augmenting them with mechanics that are native to their primary faction (be it passively or actively, while also restricting the foretold unit to them only).

ย 

Furthermore, idea behind this card is really open up to suggestions and balancing, since I'm also working on variants for other factions (Fire, Nature and Frost), but I got really short on time with college, Holiday planning and New Year event (like I would appreciate it massively if the actual contest lasted a bit longer after new year ๐Ÿ˜… ) so I hope that this won't go unnoticed!

Same goes for Character Model, if this EVER passes as possible CARD DESIGN, I would love to be notified about it, since I prepared some voice lines ALONGSIDE the DESIGN MODEL (still WiP, but base idea exists)

ย 

Edited by Vampire Prince

  • Author

Time is up!

In total, I have received 140ย entries fromย 88ย different participants.

The next step is to compile all the data and present it to the jurors, they will (understandably) need some time to judge all the entries and to discuss edge cases. After the jury has made their decision, I will post the results here.

Please note that 140ย entries is A LOT, so this might take a while.

Thanks for all the cool submissions and the awesome energy so many of you brought to this contest!ย 

Edited by Kapo

  • Kapo changed the title to Official Card Design Contest - CLOSED! Waiting for the Jury =)
  • Author

Dear Skylords,

The Platinum Winners (and some other entries) will be revealed on Ultralords Stream in two days - 10.01.2023 at 19:00 CET.

I hope you guys are as much hyped as I am! ๐Ÿ˜ƒ

Here the Link for the Stream Location: https://www.twitch.tv/ultralord_t1421

Edited by Kapo

  • Kapo changed the title to Official Card Design Contest - CLOSED! Reveal Stream Today 19:00 CET
  • Author

logo_for_anniversary(1).png

It's time to announce the winners!

First, a big thanks to all involved in the contest, from the participants to the jurors and all in-between - the energy that emerged from the contest was great! Here is a link to the reveal stream, if you don't want to read that much and just want to check the top entries out:

ย 

ย 

Here are the winners of the Card Idea Contest:
ย 

misc_s_postgame_playerrank_pvp30.pngPLATINUM TIER

The following entries have achieved platinum tier:

image.pngimage.png
by Metagross31

Quote

Hello card-creation-contest-jury,

here is my suggestion for this contest, a new fire T3 unit named "Hellhound". I will explain my thoughts about this card below its effects.

image.png

Name: Hellhound
Model: Fiery retexturing of Forest Elder
Tier & Orbs: T3, Pure fire
Type: Unit
Power: 170

HP (size): 2400 (L)
Dmg (type): 3200 (melee, special)

Passive ability:

Magma Armor:ย While the unit is in combat, its skin hardens, making it less susceptible to ranged and magical attacks.ย For each ranged or magical attack the unit gets hit by, it will take less and less damage, up to a 70% damage reduction.ย ย  When the unit is no longer being attacked, its armor gradually melts away, making it more susceptible to ranged and magical attacks again.ย ย The armor will have fully melted away after 5 seconds of not taking a ranged or magical hit.

Active ability:

Outburst:ย Activate to shatter the Hellhound's fully hardened Magma Armor, damaging surrounding units.ย It will deal 666 damage to enemy units in a 15m radius (maximum of 2000). Knocks back small and medium units.ย Reusable every 20 seconds.

image.png

ย 

Explanation:

When designing this card, I had some PvE, as well as PvP considerations in my head. Let's start with PvE:

In pure fire (in the following abbreviated with PF) T3, there are 9 different units to play (including affinities). Most of those don't see any form of play in PvE. Giant Slayer, Magma Spore, Sunreaver, Virtuoso and to a certain extend Vulcan, are very rare nieche picks at best. Spitfire is sometimes used to snipe buildings from far away or even for some cheesy tactics. Juggernaut is similarly mostly used to snipe away key buildings. This leaves Magma Hurlers (MHs) as by far the most popular option for a fighting unit. Since MHs are not tanky by nature, they are usually supplemented by Unity to artificially increase their tankyness to a solid level.

Hellhound is supposed to fill three roles here. First of all, it gives another incentive, which is not designed towards building sniping, to go PF in T3 as supposed to splashing in a Nature or Shadow orb. Second, it gives PF T3 another (melee) unit, that is mainly designed towards fighting. Lastly, it give PF T3 a more dedicated tanking unit, which can also be linked to a backrow of MHs with Unity and is less of a power investment than a Juggernaut.

Speaking of power, with a cost of ~170 it is supposed to fit in between the typical L and XL power levels (100~120 and 200+).

The Magma Armor ability is supposed to work a bit like a Rage effect.

The more it is in combat, there harder its anti magic shell gets (ideally per hit taken, if that is not possible to implement, per hit dealt or per time in combat would also work). This means, that it starts out rather squishy for its power cost, but it will get very tanky once in combat, until it becomes a sort of "budget Moloch" with an effective HP of 8000 vs ranged units.

The Dmg and HP values have been tuned to be similar to existing fire units in terms of value/power.

The Dmg/Power is around 18.8, which is even slightly below Magma Hurler (19.3) and Vulcan(20), but more than a Giant Slayer with 100% rage (17).

The HP/Power is at around 14.1, which is around the same as Virtuoso, more than MH (12.7), Vulcan (10.7) and Giant Slayer (12.3), but less than Sunreaver (16.5) or Juggernaut (16.1).

I thought this is appropriate, considering it will have more time to deal damage than other units due to its tankyness (dmg/power), and its effective HP against ranged units is gigantic (8000, slightly less than Spore Launcher (8300), ehp/power of 47.1).

In total, the unit still has more Dmg than HP, which seems fitting to a fire card in my eyes.

The active ability can be used in two ways. Either to finish off the remainder of a camp before going on to the next objective. Since the armor would run out between camps anyways, this can make it a bit more efficient. Alternatively, the ability can be used mid fight to maximize DPS midfight, risking to loose your Hellhound in the process, because it turns squishy again.

Assuming the unit stays in combat, attacking constantly, and it has its ability ready every 20 seconds and it always casts it with full efficiency (dealing 2k damage flat), this would allow for a total DP20 of 5200. If this turns out to be too much, a cooldown increase to 30 seconds might be appropriate, allowing only for a total DP20 of ~4500. The damage has been designed to be around the same as a Backlash at ~500 void (465 to be precise).

ย 

Now towards PvP:

Here PF T3 faces a similar problem as in PvE. The only real incentive to go Fire in T3 is Juggernaut, which is mainly used to snipe bases and not to win fights. Oftentimes, it even ignores enemy units completely and just goes for a Charge against an orb to try and quickly win the game.

In 2v2 there is also Spitfire, but I am not a good 2v2 player at all, so I cannot really judge that situation properly. The only unit, that is typically used for unit trades in 1v1 is (as far as I know) Giant Slayer. Hellhound is supposed to give PF players another option in T3 to go for a more combat focused playstyle. In open field trades, it is supposed to win against most ranged unit attacks by means of its Magma Armor.

It is supposed to have two main weaknesses in a) getting nuked by strong ranged attacks, that take it down before its armor forms, and b) Melee attacks, that outperform it (mainly L counters).

The first of those is rather a feature of PvE maps than PvP games.

For the second, the most prominent example of this in T3 PvP scenarios is probably Silverwind Lancer, which Hellhound can knock back with its active ability to have a chance to fight back. If the Hellhound is left unchecked, it can also be very threatening to Orbs/Power Wells too, especially when supported with Ravage and Disenchant. In order to not make it too oppressive in that regard, I decided to not make the Outburst ability damage buildings.

Finally, here are a few possible balance levers I thought of, that could be used to make the card stronger or weaker, depending on how it currently is.

- Orb Requirements of Fire, Fire, Neutral - Gives Fire Frost and other fire splashes a new Tool in T3. Might be too strong when combined with nature though (heals, CC, transformation buffs...)

- Power cost of 150~160. I would not change it too far to not mess with the units nieche as a medium cost unit.

- Counter - I left the unit without a counter thus far, since it already has a rage-like effect and an additional way of attacking. It could get a counter (probably M (only Vulcan thus far) or L (Same as MH and Virtuoso)) to increase its fighting potential without making it too oppressive against buildings.

- Tweaks in Dmg/HP efficiency - should be obvious.

- Make Magma Armor slow the unit down gradually with Outburst restoring its full speed - this way it becomes more Moloch-like; and more kite-able.

- Make Outburst deal damage/no damage against flying units - should be only a minor concern for PvP, but important for PvE. I would currently tend to make it hit flyers.

- Make the unit more susceptible to ranged/magical damage after using Outburst. - Makes using the active ability more of a risk/reward calculation.

- Speed of Magma Armors generation/degeneration - I was thinking about a similar build up rate to Rage effects, where it depends on the number of ranged/magical attacks taken. The 5 second meltdown phase was also taken to be the same as for some Rage effects (Giant Slayer, Rageclaws). Could also be set to 10 seconds (Fire Dragon) or something in between. Ideally, it would also display a yellow bar, similar to Mountaineer or Harvester, but I am not sure, if this is possible

- Possible Affinities:

- Infused Outburst:ย Also damages buildings. - Either more efficient base clears in PvE or another thread against wells/orbs in PvP.

- Tainted Outburst:ย Additionally, the affected units will be set on fire, causing them to take 30 damage per second.ย 75% of this damage can not be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield.ย Lasts for 15 seconds. - Even more DPS. Not quite enough to kill an Avatar of Frost though.

- Blessed Outburst:ย Additionally, the unit will become limber after shedding the armor, making it unaffected by unit collisions for 10 seconds. - Similar to the redesign of its bigger, greener cousin :). Makes it easier to get in and out of camps.

- Gifted Outburst:ย Additionally, the unit will be lighter without its armor, allowing it to move with higher movement speed for 10 seconds. - When the enemy spawns a lot of units to defend against your Hellhound -> Knock them Back and run away to the next base!

Anyways, this concludes my """short""" description of the Hellhound card. I really hope you liked this design because let's be honest - its biggest trait is that it looks freaking awesome!

Who wouldn't want such a model ingame (-:

ย 

image.png
by Ult

Quote

Name: Lost Obelisk
Tier & Orbs: T4, 2 Shadow and 2 Frost
Type: Building
Power: 150

Hit points and Size: 4000
Attack value and Type: None

Active Abilities:

* Soul Extraction: [Power: 0] Activate to extract revenants from own lost souls units in a chosen area of 25m radius within a 200m range. Affected units that have Revenant's Doom activated will have their revenant forms forcefully spawned, but then Revenant's Doom will be removed from the unit, won't trigger anymore when the unit dies and cannot be reactivated while the unit is alive. Reusable every 20 seconds.

Passive Abilities:

* Ethereal Anchor: The life time of every friendly Lost Revenant's in the current game will run out 25% slower.

Explanation of idea behind the card:

Lost Souls needs a T4 building, this would enable strong end-game and fits the revenant theme.

On T4, your squad rarely dies, if it happens, the support spells aren't being played accordingly, as Lost Souls need them, because of units with low utility abilities, aside from Lost Dragon, but it has low attack power, you need to spawn multiple in rPvE to be effective.

If you are going pure Lost Souls you would generally play Lost Evocation (Frost affinity) for survivability, or splash some frost spells like Ward of the North or Maelstrom Storm.

Then Revenant's Doom its almost a waste to use on T4, so by adding this building, would drastically increase the burst potential, with a high-risk, high-reward situation. If you choose to use the ability, you need to micromanage the revenants life time to reach the next camp and also keep they alive.

The passive buff would stack multiplicatively with other Lost Obelisk, so the building cost is chosen thinking on that.

ย 

image.png
by Maze

Quote

Name: Amii Energy Core
Tier & Orbs: T4, Shadow Shadow Nature Nature
Type: Unit
Power: 280

Hit points and Size: 7800 XL
Attack value and Type: 0 (Melee) Special
Reskin/Resize of: Crystal Fiend

Active Ability: Detonation Blast (Mix of Morklay Trap's Explosion Blast and Magma Spore's Ground Blast)

Active Ability: Blink of Mana Wing (optional)

Passive Ability: Slow (optional)

Passive Ability: Elusiveย 

Idea behind the card: (kind of niche)

Most T4 units just do their basic attacks to kill camps in rPvE, with some having abilities that make clearing camps faster, like Bloodhorn's Stampede or others, but what about a unit T4 that exclusively destroys camps with an ability?

The ability Detonation Blast would work like a combination of Morklay Trap's Explosion Blast, Magma Spore's Ground Blast and Shadow Phoenix' Crashdive/Reincarnation combo.

Like these comparisons might suggest, the ability would create a blast, but directly beneath the units with roughly a 25-35m radius and deal around 15000 damage to enemies in the area and potentially wipe out a medium sized camp, since Bloodhorn's Stampede ability already does 9900 damage and wipes out at least 2-3 medium to large buildings, depending on the trijectory.

Similar to Shadow Phoenix' Crashdive/Reincarnation combo, there would be a risk associated with using the ability, but without becoming unbound and making the unit even more overpowered than it already appears. So the idea is, that the unit inflicts damage on itself, just like Morklay Trap and Fire Bomb, potentially killing itself, but the more damage the ability does / the more enemies are killed in total, the less damage the unit inflicts upon itself, making it reusable if not killed. It might also be an option to make the ability usage dependent on corpses like Banzai Lord, though damaging itself is probably enough of a penalty. There is also the possibility of adding affinities, with placement of healing area for friendly units like Regrowth or contaminating surroundings like Noxious Cloud if the blast actually kills the unit.ย 

Since the camp clearing potential could be too high even when considering the risk when using the ability, it could be wise to add Slow as a passive ability to make it more reliant on strategic planning ahead and relying on supportive means of travel, like the Nether Warp / Construct combo, but it may also be a fun idea to add the Blink ability of Mana Wing in some way or form to teleport to units that are already inside the camp, to prevent the unit from taking damage before it uses it's blast.

Having the unit be Amii and requiring 2 Shadow and 2 Nature orbs should make it easy to heal the unit back to full health and even teleport it right into the middle of a camp with Nether Warp, while preventing it from being used in a more splash oriented deck.ย 

This may not be a good unit for any time soon, but I think once playing a full Amii deck becomes viable, this may add a fun playstyle to the game.

ย 

Wrath of the Amii.png
by Kapo

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Name: Wrath of the Amii
Tier & Orbs: T2, Shadow Nature
Type: Spell, targets a owned power well
Power: 50 (+ 50 permanently lost power from the well)

Spell Effect: Crystal Overload: Ignites a wells pure power, dealing 600 (up to 3500 in total) damage to enemies in a 25m radius around the well. Knocks back small, medium and large creatures. Besides its normal power costs, the Amiis Wrath depletes 50 energy permanently from this well.ย 

Explanation of idea behind the card: I really like the idea of the duality of the Amii, but what I am missing yet is them having any visible connection with the Amii structures. As far as I understood it, the Amii have a connection with the Orbs and Wells, so I was thinking it would fit the faction if they can manipulate them in a way other factions can't.ย 

The Amii faction is missing a lot of stuff yet, but especially spells and buildings. What they need for sure is a T2 or T3 nuke spell in the realms of Bandit Minefield, Soulshatter, Thunderstorm etc. So my thinking is โ€œspecial connection to wells + nukeโ€ => a nuke that not only uses the normal power, but power of the well. Iโ€™m imagining a spell animation like in the map Defending Hope, where the Soulstones go SWOOOSH in the end. In the players, it should evoke a โ€œget off my lawn!โ€-feeling.

Iโ€™m totally not sure about the numbers (how much damage etc), but it should be tuned that it is also a valid defense tool in T2 PvP (like Aura of Corruption, Lava Field etc.). I took the numbers of Lava Field and pushed it somewhat higher, because there is no free positioning but restricted around the wells - thats fair I guess.ย 

If too many problems arise in PvP, you could also balance it further towards PvE if the well (or all wells in the radius affected?) dont produce energy for X seconds after using the spell, making it in PvP and speedrunning a very-last-resort niche option.ย 

[Very, very optional: On the other hand, if you want to push deeper into PvP territory instead of farther away from it, you could make a second affinity that is usable on enemy wells. But that should come at a way higher โ€œpriceโ€ (shadow aspect) to lean into a power-destroying (leaning on Energy Parasite, so nature aspect).]

ย 

misc_s_postgame_playerrank_pvp22 - Kopie.pngGOLD+ TIER

The jurors decided to highlight five entries that outperform Gold tier, yet do not make it completely into platinum:

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by Laze

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Name: Winterbeasts
Tier & Orbs: T1 - Frost
Type: Unit
Power: 60

Hit points and Size: 710 Small
Attack value and Type: 560 Melee and Medium

Passive Abilities:
Territorial - Within a 25m radius of an enemy unit, gain swift.

Explanation of idea behind the card:

The idea is to provide frost with a soft counter against hit and run tactics, for example spamming dreadchargers/scavengers and running from well to well, which frost struggles heavily against. The units are not meant to replace any existing units, but rather aiding frost against these tactics and ideally forcing the opponent to take up a fight, rather than running from it while on the offensive.

ย 

ย 

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by Jolares

Quote

Name: Fire Giant [Avatar of Frost model recolored red]
Tier & Orbs: T4, empty Fire Fire Fire
Type: Unit
Power: 350

Hit points and Size: 5450 XL
Attack value and Type: 0 melee/special

Passive Abilities:

Gifted Purge *** Every 5 seconds purge [negative] effects from [friendly] units, up to 4 total. Per removed effect deal 800 damage equally divided to surrounding enemy entities in an 20m area

Tainted Purge *** Every 5 seconds purge [positive] effects from [enemy] units, up to 4 total. Per removed effect deal 800 damage equally divided to surrounding enemy entities in an 20m area

Reflective Scales ** Recieve 30% less damage from melee and ranged sources (not spells). Reflects prevented damage to surrounding enemy entities in an 20m area

Explanation of idea behind the card: Kind of wanted to make an raging firey vortex bladestorm thingy. then read it should fit an existing model. So basically the Fire Giant needs to be attacked in order to kill stuff. Also can be linked with Unity(blue) for more reduction and more reflect. Maybe if its possible it can only attack in melee when effects have been purged or so. But i dont know if that is mechanically possible.

ย 

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by Styxious

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Name: Infernal Blacksmith
Tier & Orbs: T3 Fire, Fire, All
Type: Unit
Power: 260

Hit points and Size: 2300 XL
Attack value and Type: 2500 Melee XL

Passive Abilities:

Heat of the Forge:ย Unit is surrounded by an inspiring aura of 25m radius that enables friendly units within it to deal 15 / 20% more damage.

Fervour Strikes:ย Like striking an anvil the Blacksmiths fever increases attacks against targets increase the Blacksmiths damage by 5%, stacking up to 5 lasting for 10 seconds. Stacks disappear after 10 seconds of no combat.

Black Anvil:ย TOGGLE: Enable to become immobile and gain: Smithing

Active Abilities:

Smithing:ย The Blacksmith sets up his shop, all friendly units in a 25m radius regenerate 3% of their max health every 4 seconds.

Explanation of idea behind the card:

I really like giants and blacksmiths in a fantasy setting, and feel like fire giants are severely under represented in Skylords especially for the Fire Faction.

Adding to that I felt like pure fire decks might become more attractive with a card like this, as it provides "All gas, no brakes" attacking of the fire faction, plus a brief pause out in the field, allowing players to heal up their units without having to run back to power wells.

Idea behind the abilities

Heat of the Forge: The idea for Heat of the Forge was this is a Blacksmith that crafts amazing weapons and armour, and fire units would see this guy and think "This guy is really strong, and made these really cool axes for me and my buddies." and that would inspire them to do better in the field alongside the blacksmith, to show they were worthy of their new weapons.

Fervour Strikes: For this idea I remembered Dwarves in the Hobbit, the Elves recreating Aragons sword in Lord of the Rings, and blacksmiths in real life.ย  We always see them striking a piece of metal with fervour, because they have a limited time to forge the metal they are using as it begins to cooldown.

That's why Fevered Strikes seemed fitting, but also in keeping with Fire's high damage attack style. A stacking buff that applies a damage increase, and then gradually falls off out of combat.

ย 

Black anvil and Smithing: So for these 2 abilities, I looked at the Dreadnought from Frost Faction with his Pledge of the Giants and Shared Pain.ย  Having looked through the Fire faction cards there are limited healing spells, such as Unity with Gifted Sharing and Ravage. I wanted to give Fire a heal but on the move out in the field, but also being a trade off either you damage or use it as a portable power well heal.

ย 

Note: I'm not experienced with the right numbers for orbs, power, attack, or hit point values, I just guesstimated from existing cards. So by all means, make changes as you see fit, thanks for your time and review of my idea and card, have a happy new year.

Was thinking the Dreadnought could be used as the model for the unit as well, as he has a big hammer ๐Ÿ˜„ย 

ย 

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by Weak1ings

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Name: Chilling Wisp
Tier & Orbs: 1, Frost
Type: Unit
Power: 40

Hit points and Size: 300, Medium

Attack value and Type: 0 or none, Special - very short range, basically melee. (casts Freezing Explosion in Attack section)

Attack:

Freezing Explosion: Unit immediately detonates itself in a freezing blast that freezes up to 5 enemy units within a 10-meter radius for 15 seconds. After wearing off, units are immune to freeze for 10 seconds.
Range: 0 or 1, whatever is appropriate for walking up to the enemy unit and then exploding.

Passive Abilities:

Volatile: Triggers the Freezing Explosion Attack when the unit is killed, knocked back, or affected by a major debuff. (freeze, oink, etc.)

Active Abilities:

Detonate: Triggers the Freezing Explosion Attack manually

Explanation of idea behind the card:ย 

Thereโ€™s a need to introduce a method to freeze stationary targets at tier 1, glyph of frost is restricted to catching enemies unaware and can quickly become useless if the enemy is careful or your connection is slower. This adds a lesser but more reliable source of freezing at tier 1, hoping to make freezing more reliable than just surprises. Additionally, there isn't a strong reason for frost opponents to spread their medium units at tier 1, this can help force enemies to spread out their troops further which makes target isolation easier. This could also be a better alternative in the upper tiers than using coldsnap on a single target, which is known for its inefficiency. I expect that this card will be used like a freeze spell and skilled opponent can mitigate but not completely ignore its effect.

ย 

Visuals: The PVE unit "Cruel Spirit" from the map "Encounters With Twilight" has the desired look. It seems to have a fitting death animation too, though insufficient alone.ย Pve Unit for reference:


image.png

ย 

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by ElementG

Quote

Name: Last Grip
Tier & Orbs: Tier1, Schadow
Type: Spell
Power: 25

Spell Effect: When cast, it creates a 25m area which collect corpses. With enough corpses collected, it starts to slow down enemy units movement speed. At max corpse collecting it holds enemy units on place.

Corpse minimum to start with slowdown is 400HP,ย  Corpse maximum is 4000HP
Duration for the spell is 25 seconds

Explanation of idea behind the card:ย 

I had this idea already in EA days. I've strongly missed a spell for Shadow, which really supports other players while playing shadow tier1. This card will make the Embalmer's Shrine finally useful in Tier1 and help out when your co-player is in danger and lost a lot of his troops. In this case you can cast the spell and stop the enemy to run behind fast/ act on maximum corspe like a bigger root.

Without corpses the spell is useless. This is why I lowered the activation costs. It should be a bigger and cheaper root/ slowdown effect white the idea to get most support from corpses and corpse-support-cards.

I imagine a hand comes out of the ground and grabs your leg to make you slow suits shadow very well.

I also though about pvp which. That is why the maximum corpses must be very high to avoid an abuse for the small costs from this card. With 400 HP corpses the effect just starts and the slow down effect should be very small in this case.

Editors Note: ElementG also provided a video of a working spell effect which I cannot add here on the forums. He provided the following description with it:
I've already self made the artwork and can also let you sneak peak into the effect I made (not final version, I will let the hand grab to the left and right in the middle and cast random hands like the thorns from root-spell-effect)ย 

My self made effect so far (get changed a bit in future of course): <Video>

ย 

misc_s_postgame_playerrank_pvp22.pngGOLD TIER

There were so many excellent entries, re-formattingย for presentation in the forums would be days and says of work, severely delaying the winner's announcement. Soย please click here to view them in a google docs:

CLICK HERE FOR THE GOLD TIER WINNERS

If you just want to check out if your entryย landed in this tier, here is a shortlist of the Gold Tier winners:

Quote

Carofex

Bini Inibitor

Kapo

Juntti

Skylord4Life

Prototyp002

Prototyp002

4esan4o95

Juntti

Ultralord

Metagross31

Ult

PlainVenom

Mynoduesp

NeoNyle

ElementG

Dreamlord

Sirydawill97

Omnilisk924

Octochicken

JarodDempsey

Endan

Timatijs

Obekidi

Riviute

DhrKaas

Reminder: Even if your name comes up twice, you will only receive the prize of the highest achieved tier.
ย 

misc_s_postgame_playerrank_pvp14.pngSILVER TIER

The following entries have achieved silver tier:

CLICK HERE FOR THE SILVER TIER WINNERS

ย If you just want to check out if you landed in this tier, here is a "shortlist" of the Silver Tier winners:

Quote

Carofex

Bini Inibitor

Dolewan

Trando

Skylord4Life

Sirydawill97

Alex10CA

CrazyCockerell

Yosh

Blitz

Blitz

Ultralord

Anske

Anske

Timk

Kettle

Kettle

Selkie

Selkie

WatermelonLord

Regonix

Regonix

PlainVenom

Polios3

Dreamlord

SpiritAlpha

SpiritAlpha

Skury

itap

itap

Mynoduesp

Blashyrkh

Ozymandias

LittleDucky

Toshio

Twitzz

Caeser2000

Caeser2000

einherjar

einherjar

Palmolive / tmshrmd

Hrdina_Imperia

Hrdina_Imperia

Octochicken

Vornskr666

Sasorith

Sasorith

Jolares

Adoaver

Timatijs

Arenguros

Arenguros

Zeroo

Obekidi

ZeroPC

ZeroPC

Veon

Veon

Laze

Dutchy

Dutchy

Demiron

Demiron

Draconnor

Draconnor

Markus34222

Markus34222

InfernoMantis

Armatistis

philimnorden

DownsGrosse

Majora

Flex

Lans

Flex

Redmark

Redmark

Ggoblin

Ggoblin

MrBelekas

Lord_of_Bread

Quirin

Xamos

Xamos

xsimon113

xsimon113

Ddrazard

ย 

image.pngย MEME TIER

Some entries aimedย (hopefully intentionally) at meme-worthy content, soย the jurors decided to split them off and select the best two of them in a Meme Tier:

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by Damo

Quote

Name: The eagles are coming!
Tier & Orbs: Neutral, Frost, Frost
Type: Spell
Power: 80

Spell Effect: "The people of Lyr are flying!"

Can be cast on any friendly squad S unit and mounts them on a War Eagle. Archeroo units can still attack other units while mounted on the War Eagle. The War Eagle in return gets another special ability which is called "Drop Off" which places the squad unit on the ground again.

Explanation of idea behind the card: Retreating Circle is shitty, this card is amazing. In addition its meme values are beyond comparison.ย 

ย 

image.pngย 
by WaterMelonLord

Quote

Name: WaterMelonLord
Tier and Orbs: T4 Pure Natureย 
Type:ย  Unit
Power: 300ย 
Hit Points and size:ย  5000 XL
Attack Value: No attackย 

Active Ability: Watermelonsย 

Watermelons: active ability that costs 100 power to use and can be used every 30 seconds, that summons 5 M sized Watermelons that have no attack and 2000hp that can roll at enemies targeting and affecting ground units only, the watermelons explode when they hit an enemy unit, in a 10M radius, doingย  500 damage, up to 1000 in total, enemy units hit by the watermelons will also take 50 points of damage over 10 seconds.ย 

Model will be easter egg and smaller easter egg for the M sized watermelons.

Idea for the card is that it is this is the Lord of the Watermelons and thus creates watermelons to go fight for him as he doesn't get his imaginary hands dirty. I always like the idea of a unit that spawns other units.



ย  ย  ย  ย  ย ย image.png

The prizes will be sent out within the next days. We all hope that you, even if you did not land in one of the top tiers, enjoyed this contest. This new encyclopedia of creative sparks will assist in the future development of cards for sure!

Best regards,
Skylords Reborn Team

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Edited by Kapo

I want to thank the devs and organizers for this contest it was so cool to see these ideas. I would really like to know what was wrong with my card but of course you cant talk about every single one. I still got gold I'm really happy, I'm hyped for the upcoming patch and I am very interested to see what you have in store for us in the future.ย 

Keep up the great work!ย 

...and hot damn some of those entries were sick, I mean look at the collection wow!

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