New attacks and abbilities

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.

Superior shielded strike:
Deal 1x damage. Cleanse distraction. Target speed is reduced by 50% for 1 turn. Gain 50% shield for 1 turn.

Defense shattering devastation:
Deal 3x damage, destroy shields, bypass armor.
COOLDOWN: 1. DELAY: 2.

Nullifying counter(passive):
Deal 1x damage and remove positive effects.

Precise lethal wound:
Deal 1x damage bypass cloak and evasive abbilities. DoT 0.33 of targets max HP per turn for 3 turns.
COOLDOWN: 2.

Definite lethal wound:
Deal 1x damage. Remove targets cloak, evasion and shields, bypass armor. DoT 0.33 of targerts max HP per turn for 3 turns.
COOLDOWN: 2 DELAY: 1.

Critical strike:
Deal 1x damage. Increase critical chance by 30% for this turn and next turn.

Crushing jaws:
Deal 2x damage. DoT 0.2 of targets max HP for 1 turn.
COOLDOWN: 2 DELAY: 1.

Rage inside(passive):
After receiving and surviving a physical attack, increase critical chance by 10%.

Toxin:
Deal 1x damage and reduce opponent damage by 50% for 1 turn. DoT 0.2 of targets max HP for 2 turns.
COOLDOWN: 2.

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Ludia: “Let’s give Rage Out to IndoG2!”

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add that to Dimorphodon

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You can just say 75% Dot for 1 turn
Cool 4

I mean, balance is non-existing right now anyway, so these incredibly overpowered moves won’t even change anything.

Ludia “let’s add rage out to CS”

Yes please

Now that they made room on CS with it not cleansing anymore, I feel like adding the effect of long ferocious strike would be appropriate!

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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.

I think “Fear” should be an instant ability, Delay 1, Cool down 2 and what it does is it has a 50% chance to force your opponent creature to flee and swap out to the next creature.

They could make a “Terror” ability which would be an instant ability, Delay 1, Cool down 2 and what it does is it has a 75% chance to force your opponent creature to flee and swap out to the next creature.

A lesser ability would be “Scare” which would do 1X damage with a 33% chance to force your opponent creature to flee and swap out to the next creature.

The counter to this would be having creatures with swap in abilities that would stun, slow or damage the fear monger.

Sniff
Priority, reveal the selected move of the opponent for 3 turns
Delay: 0 Cooldown: 4
Swap in sniff
When swap in, reveal the selected move of the opponent for 3 turns, cannot swap for 3 turns