Brainstorming new Splinterlands abilities

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Homebrew abilities

There are so many abilities out there already in the Splinterlands Crypto Game, but as the game grows, so will expand the range of effects monsters can trigger. Of course, this list has nothing to do with the development team plans and I'm not a part of it, but here are some abilities I've come up with that I'd like to see implemented in the game if at all possible:

  • Focus - Every third attack deals double damage
  • Pressure - Attacks lower the target's energy by 1
  • Nullify - Attacks remove all abilities of the damaged monster
  • Premonition - Attacks never miss
  • Body Slam - At any time this monster is at the tank position, its attack deals damage equal to half of its HP instead of their regular attack, rounded up
  • Rebound - When killed, deals 5 damage to its last attacker. If it was never attacked, this ability doesn't trigger
  • Living Armor - When killed, adds 5 armor to the team's current tank
  • Against All Odds - Deals double damage when it's attacking on an even round
  • Hunt - Attacks the monster with least energy
  • Voodoo - Every time this monster is damaged, deal 1 true damage to the enemy tank
  • Carapace - Attacks do not trigger a target's thorns ability

Generally speaking, I would personally love to see a lot more done with the Energy monster status. That's the thing that decides base miss chance and turn order. How about something like Opportunity, but aiming for slow energy instead of health? A monster that could peck at slower enemies is guaranteed to hit them, so maybe a somewhat slow and weak, but cheap on mana.

From everything I could come up with, Voodoo is my favorite by far. It's a lot like thorns. It works against all kinds of attacks, but doesn't deal damage to those attacks, only to the enemy team's tank. Having it never deal more nor less than 1 damage is balanced, because despite always dealing damage to shield tanks, it still only deals 1 damage to those without the shield ability.

There are some pretty badass abilities up there, like Nullify, which would certainly only come up in extremely high-mana legendary monsters. But there are some neat basic abilities too, like Premonition. Never missing can be very useful on any sort of monster, specially against very different energy statuses, but it's not overpowered at all. Not to mention "never missing" sounds, even to beginners.

Living Armor and Rebound are post-death effects much like Redemption. Despite their much higher numbers in their effects, they only affect a single monster, so it has a lot of drawbacks and potentially uselessness. Imagine upgrading a furious chicken to five armor, only to have it die afterwards because of a magic attack dealing 1 damage. For Living Armor in particular, I also like how they kind of enchant their allies.

What do you think of these abilities? Have you ever thought of any on your own? Remember, it's easy to do a little tweaking on mana cost and status intensity on a monster with any of mine, so I'm sure they all fit like a glove on the right monster. They just have to find their soul mate! Oh, that sounds like a great ability, by the way...

  • Soul Mate - If you have two monsters on your team with Soul Mate, both of them start with two extra health points.


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This post has been upvoted by @opgaming. We like what you're posting, and we want to reward our members who produce quality content. Keep up the good work!
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Very interesting! I like a lot of these ideas, would be really interesting to use them in game and see how they work out.

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