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New Apex Raids

Friends helped me come up with ideas for Apex raids. Here are some of them (Apex Snake coming in later)

Apex Pterosaur
Health: 77403
3 rounds, 25801 each round
Damage: 1,169
Speed: 142
Armor: 0%
Critical Chance: 10%
Resistances:
DoT, Stun, Deceleration: 100%
Rend: 80%
Vulnerable, Distraction: 50%
Moveset, Round 1
Fierce Strike
Lethal Wound
Group Scratching Impact
Soar (Target Team. Ceanse. Target all opponents. Nullify. DoT 25% over 2 turns.)
Round 2
Group Shattering Strike
Lethal Wound
Group Shattering Scratch
Soar
Round 3
Group Fierce Strike
Group Lethal Wound
Group Definite Scratch
Soar
Minions:
Tupandactylus:
Health: 5469
Damage: 1443
Speed: 126
Armor: 0%
Critical Chance: 5%
Defense Shattering Strike
Group Taunting Shields
Group Impact
Armor Piercing Counter
Dimorphodon:
Health: 4922
Damage: 759
Speed: 128
Armor: 0%
Critical Chance: 5%
Group Scratching Strike
Maiming Wound
Unlock:
Health: 3900
Damage: 1000
Speed: 128
Armor: 0%
Critical Chance: 10%
Primal Fierce Strike
Maiming Wound
Group Shattering Impact
Soar (On Unlock version, also add Automatic Swap) Cooldown of 2.
Resistances:
Deceleration, DoT, Swap Prevention: 100%
Stun, Vulnerable: 75%
Distraction: 50%

Apex Giganotosaurus
Health: 76012 total
2 rounds, 33006 per round
Damage: 1385
Speed: 114
Armor: 0%
Critical Chance: 10%
Resistances:
Deceleration, Stun, Vulnerable: 100%
Bleed, Rend: 80%
Distraction: 50%
Movesets, Round 1
Primal Tail Whip
Ready to Crush
Fierce Rampage
Group Scratching Strike
Round 2
Primal Cleansing Tail Whip
Ready to Devastate (Increase Damage by 100 %, and Crit Chance by 60%)
Group Shattering Ramage
Group Lethal Wound
Minions:
Oranosaurus:
Group Cleansing Strike
Lesser Group Heal
Emergency Group Heal
Health: 5469
Attack: 2734
Speed: 104
Armor: 0%
Critical Chance: 5%
Woolly Mammoth:
Persistent Ferocious Strike
Group Decelerating Rampage
Taunting Bellow
Health: 6381
Damage: 1519
Speed: 135
Armor: 10%
Critical Chance: 10%
Unlock:
Health: 4800
Damage: 1100
Speed: 116
Armor: 0%
Critical Chance: 10%
Resistances:
Deceleration, Stun, Vulnerable: 100%
Swap Prevention: 75%
DoT: 50%
Tail Whip (Roar, but uses the tail)
Ready to Crush
Maiming Wound
Defense Shattering Rampage

Apex Dilophosaurus:
Health: 69420 total
2 rounds, 34710 per round
Damage: 1839
Speed: 152
Armor: 0%
Critical Chance: 5%
Resistances:
Distraction, Stun, Crit Chance Decrease: 100%
DoT, Rend: 85%
Vulnerable: 50%
Movesets: Round 1
Group Cunning Strike
Revenge Cunning Impact
Distracting Impact
Cautious Strike
Round 2
Group Cunning Strike
Group Cunning Rampage
Revenge Thwarting Impact
Cautious Impact
Minions:
Tarbosaurus:
Fierce Strike
Group Shattering Rampage
Health: 6381
Damage: 3299
Speed: 102
Armor: 0%
Critical Chance: 30%
Postosuchus:
Persistent Ferocious Strike
Group Ferocity Strike
Adrenaline Pulse
Health: 5209
Damage: 1701
Speed: 126
Armor: 0%
Critical Chance: 20%
Unlock:
Health: 4000
Damage: 1800
Speed: 129
Armor: 0%
Critical Chance: 10%
Resistances:
Distraction, DoT, Crit Reduction, Stun: 100%
Swap Prevention, Rend: 50%
Primal Cunning Strike
Revenge Cunning Rampage
Cleansing Impact
Cautious Impact
Venomous Counter
Swap In Distraction

And finally, an Apex Mammoth!
Health: 81639 Total
3 rounds, 27213 per Round
Resistances:
Deceleration, Stun, Vulnerable: 100%
Distraction: 50%
Swap Prevention: 25%
Damage: 1,349
Armor: 10%
Critical Chance: 15%
Speed: 117
Movesets, Round 1
Group Resilient Strike
Advantageous Dig In ( A combination of Dig In and Bellow)
Group Decelerating Rampage
Persistent Ferocious Strike
Round 2
Group Ferocity Strike
Advantageous Dig In
Group Decelerating Rampage
Group Resilient Strike
Round 3
Group Ferocity Strike
Group Resilient Rampage
Advantageous Dig In
Armor Piercing Rampage
Minions:
Acrocanthosaurus
Health: 7293
Damage: 2582
Speed: 123
Armor: 0%
Critical Chance: 30%
Moveset:
Group Cleansing Strike
Fierce Impact
Group Shattering Rampage
Kaprosuchus
Health: 5925
Damage: 1671
Speed: 135
Armor: 0%
Critical Chance: 5%
Unlock:
Health: 5400
Damage: 1200
Speed: 120
Armor: 15%
Critical Chance: 15%
Resistances:
Deceleration, Stun, Vulnerable: 100%
Distraction: 50%
Swap Prevention: 25%
Moveset:
Primal Ferocity Strike (Team gains 50% Damage Increase. Target all Opponents. Attack 1x)
Group Decelerating Rampage
Advantageous Dig In
Raking Rampage

2 Likes

i had a 2 concepts for it too
Pterosaur


Snake

Cleansing Shattering Strike is a bit much for a creature with 1850 damage. Fierce Strike will be fine. Revenge Taunting Ramapge, with its small amount of HP, is basically useless unless you have Revenge on it, is a worse Taunt Shattering Rampage. Plus, Taunting for 5 turns is overkill. Most raids won’t need that much taunt on a single creature. Shielded Taunting Rampage would be interesting to see. On escape Devastation is a bit ridiculous, plus the Pterosaurs are know more for swap in and counter attack than on escape, which seems to be the snakes gimmick. Remove that, and it would be a bit more balanced. Greater Emergency Heal is ok, but again a bit strong for having 1850 attack. Maybe also chip that down to 1500-1600. Pinning Strike is the worst thing with this kit. It has no use as you have that on Escape, plus a Cleansing Shattering Strike as well (again change to Fierce strike). Have that be maybe Ferocious Strike so that it buffs damage, and has some use. Also Speed Decrease Resistance of 30% and Stun Resistance of 10% are almost useless. Either buff one and remove one, buff both and remove another resistance, or lose both and gain another resistance.

The snake is ok. Primal Cleansing Strike is meh. It isn’t really that good, but it can work here. But first things first, the counter and its damage. No. That is not ok. Either remove the counter, or get rid of some damage. I personally would prefer to see the damage be brought down. Around 1300 should be fine. Greater Stunning Impact is interesting. I would prefer to see less healing coming from the snake, and have it more in line with the others (more deceleration than cleansing) Maybe Group Decelerating Strike? Fierce Rampage is a nice touch. Swap In Invincibility is good in situations. I would add an on escape to it, maybe Evasive Rampage? Also add a couple resistances, Deceleration Immunity/Resistance?

I had 2 concepts too(updated)