There are some new ideas about new attack and abbilities that might be added to game.
When you don’t understand, make a comment.
Rage out:
Deal 4x damage bypass shields and amor. You can’t be stunned while you doing this attack(when opponent is faster and do some stun attack or when you faster and opponent do an instant charge), but can be reduce(like instant distraction)
COOLDOWN: 1. DELAY: 2
Hunter instinct:
Priority. Deal 1,5x damage for this turn and increase damage by 50% for the next turn. Increase speed by 10% for 1 turn. Damage is dealed bypass evasive abbilities.
Predator instinct:
Priority. Cleanse. Deal 1,5x damage for this turn and increase damage by 50% for the next turn. Increase speed by 10% for 2 turns. Damage is dealed bypass evasive abbilities. 75% to dodge 66% for 1 turn.
Fear(priority passive):
When opponent switch to another creature, your creature fear the opponent and you reduce his damage by 50% for 1 turn and he stunned. Your passive is priority than opponent.
Body hit:
Priority. You vulnerable opponent for 2 turns and deal 1x damage(vulnerable + 1x damage).
COOLDOWN: 2.
Roar:
Priority. Deal 1x damage and 75% chance to stun opponent. You increase your damage by 50% for 2 turns.
COOLDOWN: 2. DELAY: 1.
On escape ferocious heal:
When opponent attemps to leave, cleanse self, heal 25% of max HP and increase damage by 50% for 2 turns.
On escape ferocious stun:
When opponent attemps to leave, deal 1x damage, gain 66% chance to stun opponent and increase damage by 50% for 2 turns.
Instant ferocious strike:
Priority. Deal 1,5x damage for this turn and increase damage by 50% for the next 2 turns.
COOLDOWN: 2.
Regenerating(passive):
After receiving and surviving a physical attack, regenerate 15% of max HP.
Ferocious counter(passive):
After receiving and surviving a physical damage, deal 1,5 damage for this turn and increase damage by 50% for 1 turn.
Instant critical strike:
Priority. Deal 1x damage. Increase critical chance by 60% for 3 turns.
COOLDOWN: 2.
Attack advantage:
Deal 1,5 damage for this turn and increase damage by 50% for 2 turns. Opponent damage is reduce by 50% for 2 turns.
COOLDOWN: 3.
Swap in carnage:
Inflict 0.6 of opponent max HP after swapping in. Cannot swap for 2 turns. You stunned for 1 turn.
Defense pose(passive):
After receiving and surviving a physical attack, gain 50% shield for next turn.
Stand up(passive):
When you deal damage with critical hit, regenerate 15% of max HP.
I am working on more pictures. I going to do they in future.