Recent posts by ProFound on Kongregate

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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

@ Hundred

Geowulf:

Innate: Changed innate to 2/10 of current HP

Drilling Claw[EDITED]: One range (close)

Howling Wind[EDITED]: Dual Ranged

Reckoning Howls[EDITED]: Slowed, 6 speed and only far range

Wolf Sight[IMPROVED]: Enemy’s slowing debuffs are now cured but Geowulf increases his speed by how much he cured

_________

[ADDITIONAL]

Depth of Beyond Items

Unknown Element
ability: Each turn wearer’s attack has a 50% chance to turn into unknown

Wolf Sight Goggles
ability: Each attack made by the wearer it has a 70% chance to slow the enemy’s attacks by 1 for 3 turns

Hellpit Rock
ability: Every 2 turns the enemy is burned by 4 for 2 turns

Rumor Book
innate: Each time the wearer does a physical or dark magic attack the Rumor Book has a 40% chance to lower the enemies’ resistances by 3 for 3 turns

Bleeding Heart
innate: If the wearer is intercepted, stunned, stat-lowered the Bleeding Heart causes 10 bleeding damage for 2 turns to the enemy

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

final character of Depth of Beyond

Geowulf, the Beast from Beyond
innate: Beastincts
Each turn the enemy is damaged by one fifth(1/5) of his current HP
resistances: 3/1/3
HP: 70

Drilling Claw
Physical / Close Range / 35 Energy / 6 Speed / 10 × 3 Damage
Might cut through wind causing the next attack to deal 30% more
Hit: 95% / Proc: 40%

Howling Wind
Physical / Close;Far / 30 Energy / 9 Speed / 18 Damage
Can knock back enemy reducing enemies speed by 2 for 3 turn
Hit: 99% / Proc: 70%

Reckoning Howls
Physical / Far Range / 60 Energy / 6 Speed / 40 Damage
Has a high chance to reduce enemies’ speeds by 4 for 2 turn
Hit: 94% / Proc: 70%

Wolf Sight
Physical / Close Range / 10 Energy / 1 Speed / – Damage
Enemy’s slowing debuffs are now cured but Geowulf increases his speed by how much he cured for 2 turns
Hit: – / Proc: 100%

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Originally posted by jasmtiger:

Allright, the last in the set, here goes…

’Nulriks, the Basilisk
health: 75
defence: 5/0/5
innate: turns one of the opponents cards to stone while ’Nulriks is in play, causing any buff he has set, innate, damage over time, and heals over time, to be nullified while ’Nulriks is in play. everything is reapplied freshly once ’Nulriks has switched out or died.

Fangs of Doom
type: physical
range: close
energy: 35
damage: 12
proc: 100%
speed: 6
(causes opponent to be poisoned for 2 damage for 5 turns.)
Tail Swipe
type: physical
range: far
energy: 40
damage: 25
speed: 7
Constrict
type: physical
range: close
energy: 40
damage: 15
proc: 100%
speed: 7
(makes opponent lose 10 energy for 2 turns.)
Death Stare
type: dark
range: either
energy: 5
proc: 100%
speed: 10
(Turns a different enemy to stone, and releases its grip on the other. cannot be used twice in a row.)

Allright, there he is. I know he has an extremely powerful innate, that is why the energy for his attacks are so high. except Death Stare. Not really much to be said about that though.

Basilisk:

Innate: Niiiice…..

Fangs: To weak

Tail Swipe: Can have more damage cos its the only far ranged attack in his attack set

Constrict: SPAMMAGE!!!! [Nothing Negative for This Post]

Death: Fine

~Overall: Thought the attacks would be more interesting since the innate is so… what do kids call it these days? ummm… AWESOME!

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

METAL’s POST

Teke:

Innate: Very powerful considering hp and resists, Amaya gets away with it because shes frail. Change it or make it like a 50-75% to proc instead.

Curse is fine.

Hoax staff is fine, i assume the buff stacks?

Does the Double hit proc work on all foes or only the active one?

Hoax curse is a bit weak, very expensive for not much damage and a decent debuff.


Vera: Innate, HP, and resists are fine.

Blood Gust Whirlwind: Uhh, What? I’ve read this ability like 10 times and still have no idea what the hell it does.

Raven Pain Seeker: Make it mono range, a dual range, fast, hits fleeing is a bit OP.

Sanguin Rain Storm: Stupidly OP, Fast, powerful, and bench hitting. It does 54 to the active foe, and 20 to each benched foe, and is Nigh interruptable, and you can use it twice in a row regardless of range, why use anything else when you can spam this?

Raven Claw: Useless, theres no reason to use this unless you just need a bit of energy to use Pain seeker in between rounds of Rain Storm.

Overall the first is a good debuffer if a bit tanky for its role, and the second is slightly fragile, at least to physical attacks and has a stupidly OP moveset.

@ Metal

Vera;

Blood Gust Whirlwind: Absorbs bleeding debuffs and gives it to Vera for only 1 turn

Raven Pain Seeker[EDITED]: Only Close Range

Sanguine Rain Storm[EDITED]: Proc 70%, Bleeding only for 2 turns and 60 Energy

Raven Claw: You’ll see why I put this attack _

Teke;

Innate: I put 70% for his innate

Hoax Staff: It does stack

Ghostly Tiki Army: It only hits the active foe if Double Hits

Hoax Curse: This is why I put this attack’s damage; 7 × 5 Damage [+] Hoax Staff [x2]: New Damage = 65, thats the max damage this attack can do.

Im gonna change Teke because he’s to tanky because of the Curse attack…

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

3rd and 4th character from Depths of Beyond

Teke, the Fallen Tiki Lord
innate: Tiki Tribe Rush
Each turn one of the enemy’s attack is disabled for 1 turn
resistance: 3/3/2
HP: 75

Tribe Curse
Dark Magic / Close;Far / 10 Energy / 5 Speed / – Damage
For 1 turn one of the enemy’s attack is disabled for 1 turn. Can’t be used 2 times in a row
Hit: – / Proc: 100%

Hoax Staff
Dark Magic / Close;Far / 30 Energy / 6 Speed / 12 Damage
Increases dark magic damages by 3 for 2 turns
Hit: – / Proc: 100%

Ghostly Tiki Army
Dark Magic / Far Range / 40 Energy / 7 Speed / 10 Damage
Hits everyone and has a 33% to damage the enemy twice
Hit: 99% / Proc: 100%

Hoax Curse
Dark Magic / Close Range / 40 Energy / 6 Speed / – Damage
Has a high chance to reduce enemy speed, defenses by 2 for 3 turns and if this attack is used twice in a row the enemy is damaged by 40
Hit: 96% / Proc: 70%

_________

Vera, the Blood Sorrow
innate: Bloodline
Bleeding effects heals Vera, the Blood Sorrow
resistance: 0/4/4
HP: 70

Blood Gust Whirlwind
Dark Magic / Far Range / 30 Energy / 7 Speed / 11 Damage
A very powerful wind that mixes itself with blood which enemies have and gives that debuff(bleeding debuff) to Vera for 1 turn
Hit: 97% / Proc: 100%

Raven Pain Seeker
? / Close Range / 30 Energy / 6 Speed / 23 Damage
Unknown attack, even hits a fleeing enemy
Hit: 95% / Proc: 100%

Sanguine Rain Storm
Dark Magic / Far Range / 55 Energy / 6 Energy / 30 Damage
Has a high chance to cause 6 bleeding damage for 2 turns to each enemies
Hit: 97% / Proc: 70%

Raven Claw
? / Close Range / 10 Energy / 5 Speed / – Damage
All unknown element attacks’ damage are increased by 4 (even allies’) for 3 turns
Hit: – / Proc: 100%

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

3rd character from Depths of Beyond

Teke, the Fallen Tiki Lord
innate: Tiki Tribe Rush
Each turn one of the enemy’s attack is disabled for 1 turn
resistance: 3/3/2
HP: 75

Tribe Curse
Dark Magic / Close;Far / 10 Energy / 5 Speed / – Damage
For 1 turn one of the enemy’s attack is disabled for 1 turn. Can’t be used 2 times in a row
Hit: – / Proc: 100%

Hoax Staff
Dark Magic / Close;Far / 30 Energy / 6 Speed / 12 Damage
Increases dark magic damages by 3 for 2 turns
Hit: – / Proc: 100%

Ghostly Tiki Army
Dark Magic / Far Range / 40 Energy / 7 Speed / 10 Damage
Hits everyone and has a 33% to damage the enemy twice
Hit: 99% / Proc: 100%

Hoax Curse
Dark Magic / Close Range / 65 Energy / 6 Speed / 7 × 5 Damage
Has a high chance to reduce enemy speed and defenses by 2 for 3 turns
Hit: 96% / Proc: 80%

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

I hpe they make a season 2 of kongai, tons of new characters

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

@ jasmtiger

Ttephikan: Good

Venom Breath: Good

Frost Breath: Good

Lightning Bolt: Proc Rate??

Curse of the Hydra: Touch of Doom is better but it’s dual ranged so its fine

 
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Topic: Kongregate Multiplayer Games / [Kongai] The girl warriors

Originally posted by lightshaver:
Originally posted by Raegn21:
Originally posted by Metaloverlord:
Originally posted by YodasHeir:
Originally posted by KeroroGunsou333:
Originally posted by Raegn21:
Originally posted by TheIdioticIdiot:
Originally posted by YodasHeir:
Originally posted by Metaloverlord:
Originally posted by Raegn21:
Originally posted by Metaloverlord:
Originally posted by TheIdioticIdiot:
Originally posted by Raegn21:
Originally posted by YodasHeir:
Originally posted by Raegn21:
Originally posted by YodasHeir:

Sadie doesn’t.

Know you’ve made her feel insecure. You feel good about yourself now?

id feel pretty accomplished. sadie doesnt put out like eva does

See that’s where you’re wrong.

Eva is a big tease. She plays the whole ‘look at me’ game, for one reason: She doesn’t want any. Sadie is so insecure and needy, she’d do anyone. Even Minnakht…

its all the same in pedo-black santas eyes (besides, sadie can do whoever she wants but im pretty sure she isnt old enough to put out yet so ill stick with eva, margo, and sophie if you dont mind)

someone has fell for eva’s love spells….

The Witch’s lore begs to differ with your Sadie not putting out arguement

Rathbone also disagrees.

how does the lore disagree? it just called em “crazy witches” whenever the guys got intimate with em. this only proves once again that rapists have veeery low standards.

btw, isnt sadie just a child?

That is how it proves it.

And yes she is ( I hope), Loli ftw.

Listen, the Witches lore is like the Moon landing, an elaborate hoax intended to make you look like fools for believing it. It’s all lies. Every bit of it. Eva is a virgin, she wears a chastity belt. Never once has she bought a house.

of course eva is a virgin… no one is attracted to used “tubes”

its only “used” cuz she keeps teasing the wrong guys (friggin aggresive drunkards)

moar

Look at me multi-task. I pointlessly increasing the size of the quote box AND contributing the discussion.

If Bestor’s not careful though he might have an early Pyrogasm leaving Eva unsatisfied….

Eva will never be satisfied. Bestor cant burn her like she likes it

Reminds me of the beta match that eva and bestor keep buring each other and was gaining hp.

Eva, Bestor, y’all forgot about MlM and Hagi, it ain’t nice being left out (100th post on a perrvertive thread, nice to know my achivment was left on a thread were “people” post “stuff”)

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Changed the Hell Pits only boosting 1 point of burn effect if that makes Glory Fire less OP
and Yes it doesn’t stack

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

2nd character from Depths of Beyond

Vand, the Hell Imp
innate: Restoring Heat
All burn effects restores Vand, the Hell Imp’s energy by each 1 point of burn damage each character takes when he’s in play
resistance: 1/4/1
HP: 70

Hell Pits
Dark Magic / Close;Far / 60 Energy / 3 Speed / – Damage
Changes the environment into Vand’s home, the Hell Pits for 9 turns, the Hell Pits boosts burn damages by 1
Hit: – / Proc: 100%

Giganto Fireball
Dark Magic / Far Range / 30 Energy / 5 Speed / 12 Damage
Has a high chance to burn the enemy’s team by 5 for 2 turns
Hit: 99% / Proc: 70%

Tongue Flare
Dark Magic / Close;Far / 40 Energy / 6 Speed / 7 × 3 Damage
Flashes a quick bright flare that reduces enemies’ hit rate by 15% for 4 turns, if in Hell Pits this attack reduces 20% instead of 15%
Hit: 99% / Proc: 100%

Glory Fire
Dark Magic / Far Range / 55 Energy / 6 Speed / 15 Damage
The enemy is burned by 4 for 4 turns and his teammates are burned by 3 for 3 turns, if in Hell Pits it’s permanent
Hit: 99% / Proc: 100%

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Originally posted by axlkoegoskyeg:
Originally posted by ProFound:

Depths of Beyond
Sign: [Unknown]

SN = Soul Needed in game for this attack to work
SSN = Self Soul Needed for this attack to work

Su’um, the Soul Devourer King
innate: Given Souls
Starting of the game everyone has now 7 Souls (can’t be removed) but Su’um, the Soul Devourer King doesn’t
resistance: 3/1/5
HP: 70

Devour Riot [SN]
Dark Magic / Far Range / 40 Energy / 6 Speed / 11 Damage
Su’um steals 1 Soul from a random character and if that character is an enemy his team is damaged by 7
Hit: 96% / Proc: 100%

Soul Recycle [SNN]
Dark Magic / Close;Far / 20 Energy / 5 Speed / – Damage
Gives 1 Soul that Su’um has to an ally and it heals that ally 15HP
Hit: – / Proc: 100%

Scream of Death
Dark Magic / Close Range / 30 Energy / 6 Speed / 23 Damage
All Souls are now spread around to different characters except Su’um
Hit: 93% / Proc: 100%

Soul Grasp [SN]
Dark Magic / Close;Far / 30 Energy / 1 Speed / – Damage
The enemy who has the most souls is damaged by 5 for each soul but a quarter of his soul disappears. Can’t be used 2 times in a row
Hit: – / Proc: 100%

This set is only the beginning…

Intersting but… A bit too complex. Also, didnt you said that the souls cannot be removed? But Devour Riot, Soul Recicle, and Soul Grasp remove then. Also:

Devour riot is overcosted: at the best. you will be dealing 18 damage for 40 energy

Soul Recicle should have a 1-turn cooldown.

Devuor Riot deals the max of 32 in 3v3

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Woops, changed soul into (its not a buff nor debuff)

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Depths of Beyond
Sign: [Unknown]

SN = Soul Needed in game for this attack to work
SSN = Self Soul Needed for this attack to work

Su’um, the Soul Devourer King
innate: Given Souls
Starting of the game everyone has now 5 Souls (it isn’t a buff nor debuff) but Su’um, the Soul Devourer King doesn’t
resistance: 3/3/3
HP: 70

Devour Riot [SN]
Dark Magic / Far Range / 40 Energy / 6 Speed / 11 Damage
Su’um steals 1 Soul from a random character and if that character is an enemy his team is damaged by 7 each
Hit: 96% / Proc: 100%

Soul Recycle [SNN]
Dark Magic / Close;Far / 20 Energy / 5 Speed / – Damage
Gives 1 Soul that Su’um has to an ally and it heals that ally 15HP. Can’t be used 2 times in a row
Hit: – / Proc: 100%

Scream of Death [SSN]
Dark Magic / Close Range / 60 Energy / 6 Speed / 23 Damage
All Souls are now spread around to different enemy characters except Su’um plus 1 each
Hit: 93% / Proc: 100%

Soul Grasp [SN]
Dark Magic / Close;Far / 40 Energy / 1 Speed / – Damage
The enemy who has the most souls is damaged by 5 for each soul but a quarter of his soul disappears. Can’t be used 2 times in a row
Hit: – / Proc: 100%

This set is only the beginning…

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Part 2

Feedback are appreciated

Pestal, the Disciple of Nature
innate: Nature
Each time an ally is healed they are healed an additional 3HP and each time it does this happens that ally gains a planted flower
resistance: 2/2/2
HP: 70

Greent Thumb
Light Magic / Close;Far / 40 Energy / 5 Speed / – Damage
When an ally is damaged or healed, Pestal gives 5 random characters planted flowers for 3 turns,this affect lasts for 3 turns right after Pestal switches and not additive
Hit: – / Proc: 100%

Blooming Flowers
Light Magic / Far Range / ? Energy / 6 Speed / ? Damage
The damage and energy for this attack is how many planted flowers are in the game x 5.
If this attack is a killing blow that enemy’s team has now planted flowers for 2 turns
Hit: 97% / Proc: 100%

Rotting Flowers
Light Magic / Close Range / 45 Energy / 7 Speed / – Damage
If an ally has a planted flower it heals them by 3HP each and if an enemy has a planted flower it damages them by 5 each
Hit: 100% / Proc: 100%

Sun Flower Effect
Light Magic / Far Range / 55 Energy / 5 Speed / – Damage
Each planted flower in the game is removed and it causes 10 damage to random enemies, each time an enemy is damaged by sun flower effect, Pestal’s team cures one debuff and 4HP
Hit: 100% / Proc: 100%

_________

Sepian, the Disciple of Organic
innate: Organic
Each turn Sepian, the Disciple of Creatures summons a monkey that does one of these effects;
-Defending Monkey: for 2 turns reduces enemy’s damage by 10%
-Berserk Monkey: damages the enemy by 5 for 2 turns
-Kamikaze Monkey: 3 splash damage to Sepian’s team and 7 splash damage to the enemy’s team
-Spider Monkey: increases speed by 1 for 2 turns
-Undead Monkey: absorbs dark magic attacks for that round
-Mud Monkey: Far Range Only Effect: damages the enemy by 14 mud damage
-Grapple Monkey: Close Range Only Effect: damages the enemy by 10 each turn until he rests
resistance: 2/1/1
HP: 60

Organic Stampede
Physical / Close;Far / 60 Energy / 5 Speed / 15 Damage
Has a high chance to deal 15 splash damage to the benched enemies
Hit: 97% / Proc: 100%

Ape Totem
Physical / Close;Far / 30 Energy / 5 Speed / – Damage
For this turn only Sepian can do his innate again
Hit: – / Proc: 100%

Reflexes
Physical / Close;Far / 45 Energy / 5 Speed / – Damage
Increases resistances and speed by 2 for 3 turns. Not additive
Hit: – / Proc: 100%

Illusion Monkey
Physical / Far Range / 40 Energy / 5 Speed / 15 Damage
A monkey that distracts the enemy giving Sepian the element of surprise, increases damage by 30% for the next turn only. Can’t be used 2 times in a row
Hit: 99% / Proc: 100%

_________

Disciple Items

Stone Statuette
ability: Summons a monkey that does divine damage to the enemy(3 poison damage, 3 burning damage and 3 bleeding damage)

Bible of Balance
ability: Sets one of the wearer’s resistance into 10 for that turn

Chalice of Chaos
ability: Each turn the wearer starts a war that damages everyone by 1 war damage

Totem of Truce
ability: Each time a combined damage 70+ is inflicted, everyone is at peace for the next turn

Flower Fan
ability: When wearer switches out the interruption has a 60% chance to fail

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

A group I made a while ago o_O so don’t accuse me of copyright

Feedback is appreciated

Disciples
Sign: ς

Telein, the Disciple of Balance
innate: Balance
If Telein, the Disciple of Balance is in play her allies resistances are now equal to their highest resistance
resistance: 1/1/1
HP: 70

Balance Blessing
Light Magic / Far Range / 45 Energy / 1 Speed / – Damage
Every enemy’s max HP and resistances are now the same as Telein’s for 4 turns. Not Additive
Hit: 100% / Proc: 100%

Ailment of the Lords
Light Magic / Close;Far / 30 Energy / 2 Speed / 5 Damage
Has a high chance to apply divine damage (3 poison damage, 3 burning damage and 3 bleeding damage) for 3 turns
Hit: 96% / Proc: 45%

Balanced Strike
Light Magic / Close Range / 40 Energy / 7 Speed / 20 Damage
If first the incoming attack only damages Telein by a max of 20
Hit: 95% / Proc: 100%

Wrath of Balance
Light Magic / Close;Far / 55 Energy / 6 Speed / 30 Damage
If enemies are balanced, Telein heals herself and all of the allies by 8HP
Hit: 97% / Proc: 100%

_________

Axce, the Disciple of War
innate: War
Each time Axce, the Disciple of War gets attacked he starts a war that damages everyone by 3 war damage for 3 turns
resistance: 3/1/3
HP: 70

Chaos Greed
Dark Magic / Close;Far / 30 Energy / 4 Speed / – Damage
If a war is going on everyone is damaged by 5 war damage
Hit: 100% / Proc: 100%

War Mind
Dark Magic / Far Range / 60 Energy / 1 Speed / – Damage
For 4 turns the enemy is doubting his allies so he might(30%) attack them each turn and each time a war damages that enemy he increases his doubt by 3%. Not additive and can’t be removed
Hit: 100% / Proc: 100%

Backstab
Dark Magic / Close Range / 45 Energy / 4 Speed / 20 Damage
Axce backstabs one of his ally damaging them by 10 but he starts a war, damaging everyone by 4 for 3 turns
Hit: 100% / Proc: 100%

Betrayal
Dark Magic / Close;Far / 20 Energy / 1 Speed / – Damage
Damages one random ally by 10 and Axce heals half of the damage taken by that ally that turn
Hit: 100% / Proc: 100%

_________

Kalane, the Disciple of Peace
innate: Peace
When an enemy attacks an ally of Kalane, the Disciple of Peace she has a 25% chance to cause peace causing the enemy not to attack for 1 turn
resistance: 0/2/4
HP: 65

Peaceful Aura
Light Magic / Close;Far / 25 Energy / 4 Speed / – Damage
If everyone is at peace with each other Kalane heals her allies, herself by 5 and her enemies by 2. Can’t be used 2 times in a row
Hit: 100% / Proc: 100%

Peace Control
Light Magic / Close;Far / 70 Energy / 5 Speed / – Damage
Every damage taken by an ally damages the enemy too and his allies by half of the damage for 3 turns. Not additive and starts when Kalane switches out
Hit: – / Proc: 100%

Pixie Attackers
Light Magic / Far Range / 40 Energy / 6 Speed / 10 Damage
Kalane’s pixie friends attacks her enemy by 5 light magic damage for 6 turns
Hit: 100% / Proc: 100%

Harp Song
Light Magic / Close;Far / 45 Energy / 9 Speed / – Damage
After one full turn Kalane gets healed by 30. Can’t be used 2 times in a row
Hit: – / Proc: 100%

_________

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

@ axlk
Btw how do you log in?

Villanir: Lower the innate proc by bit

Wind Blades: Good

Blow Wind: Lower Damage or ditch the ignorance

Fly: The range switching atks already dodges “dual ranged” ones

Windspeed Slice: Ruins speed attacks o_O

Overall: Good Speed and a far specialist :\

John: Eh…

Smoke Form: Good buff

Smoke Breath: Good combination with Smoke Form

Rapid Slashes: its aight, ill let it slide

Grease Floors: its aight It slide for now…

Overall: This one doesn’t connect with the team from my prespective o_O

Calrimm: Hmmmm…

Sword Whip: lower the proc by a bit

Red Moon Demolition: Hmmmm…

Unending Flourish: WOW so you get sett-up’ed for a combo and take 10 damage and you can’t do anything about it o_O oh the range is free o_O so just increase the recoil damage

Backstab: Good it does the max of 42

Overall: His/her title doesn’t make sense? Betrayer? He doesn’t even have betraying moves o_O

@ bijiu

You can do separate characters and he isn’t do separate his characters are all in a same group o_O if you wanted to know tht

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

a good innate for farma or flamma or whatever – . – “burn effects restores (x2) energy instead of taking damage” if you don’t like it flame me =(
and flamma should be Pyromaniac or something you don’t hav to change the name

Character: Excellent =P

Fire Ring: reduce energy by abit

Eruption: Good move for force range switching, let it slide ;\

Fireball: nerf it up =D

Fire Shield: Cool I like =D

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Gemini Gods Deck
Sign:

Feedbacks are appreciated

Diethyl, God of Aether
innate: Upper Winds
When Diethyl, God of Aether switches out his enemy takes 14 Damage
resistance: 0/4/4
HP: 65

Upper Tornado
Physical / Close Range / 40 Energy / 8 Speed / 25 Damage
Blows all enemies causing 5 damage
Hit: 90% / Proc: 100%

Whirlwind Javelins
Physical / Far Range / 35 Energy / 9 Speed / 20 Damage
Blows another random enemy causing 15 damage
Hit: 95% / Proc: 100%

Aether Storm
Light Magic/ Far Range / 75 Energy / 7 Speed / 40 Damage
Blows 2 random enemies causing 15 damage each
Hit: 98% / Proc: 100%

Javelin Toss
Physical / Close;Far / 30 Energy / 8 Speed / 24 Damage
Might hit another enemy causing 10 damage
Hit: 97% / Proc: 33%

_________

Clausius, God of Entropy
innate: Microscopic
All attacks has a 25% chance to increase its speed by 3
resistance: 3/3/3
HP: 75

Virus Infection
Dark Magic / Close Range / 35 Energy / 2 Speed / – Damage
Has a chance to leave enemy with a contagious virus. When enemy switches, the switched character gets the virus and it deals 35 damage. Then this debuff is removed
Hit: 100% / Proc: 100%

Mutation
Dark Magic / Close;Far / 25 Energy / 4 Speed / – Damage
Mutates Clausius’ allies into a monster, increasing their one-hit attacks by 10 and speed by 1 for 3 turns
Hit: 97% / Proc: 100%

Doom Virus
Dark Magic / Far Range / 80 Energy / 5 Speed / – Damage
Count down for 4 turns, then deals Clausius’s Max HP damage
Hit: 94% / Proc: 100%

Mutated Virus
Dark Magic / Close;Far / 20 Energy / 3 Speed / – Damage
Increases Clausius’ Max HP by 10. But does not heal
Hit: 100% / Proc 100%

_________

Tidtes, God of Gravity
innate: Gravity Bubble
When Tidtes, the God of Gravity enters play his opponent can’t attack for 1 turn
resistance: 8/0/2
HP: 70

Gravity Push
Dark Magic / Far Range / 35 Energy / 6 Speed / 25 Damage
Has a high chance to prevent enemy to change ranges for 1 turn
Hit: 93% / Proc: 60%

Gravity Change
Dark Magic / Close;Far / 50 Energy / 6 Speed / 30 Damage
If first interrupts incoming move. Can’t be used 2 times in a row
Hit: 91% / 100%

Black Hole
Dark Magic / Far Range / 75 Energy / 6 Speed / 50 Damage
Prevents enemy from switching ranges or 1 turn
Hit: 90% / Proc: 100%

Sudden Gravity
Dark Magic / Close Range / 45 Energy / 7 Speed / – Damage
If first reflect all damage done back to the attacker. Can’t be used 2 times in a row
Hit: 93% / Proc: 100%

_________

Havoc, God of Combustion
innate: Explosion
Each attack done by Havoc, God of Combustion has a 25% chance to burn the enemy by 15 for 1 turn
resistance: 3/6/0
HP: 70

False Mixture
Light Magic / Close Range / 30 Energy / 5 Speed / 25 Damage
Has a chance to explode causing 20 burning damage
Hit: 90% / Proc: 33%%

Gas Leak
Light Magic / Close;Far / 50 Energy / 6 Speed / – Damage
Burns the enemy causing 10 damage for 5 turns
Hit: 100% / Proc: 100%

Eternal Explosion
Dark Magic / Far Range / 80 Energy / 7 Speed / 50 Damage
Does 65% more damage when enemy is burned
Hit: 95% / Proc: 100%

Heat Cannon Shot
Physical / Far Range / 60 Energy / 4 Speed / 40 Damage
Burns the entire enemy team by 10 for 2 turns
Hit: 90% / Proc: 100%

_________

Mysty, the God of Confusion
innate: Puzzled
When Mysty, the God of Confusion enters battle the enemy is confused leaving them un-able to switch ranges for that turn only
resistance: 0/4/4
HP: 75

Perplexity Eye
Dark Magic / Close Range / 45 Energy / 5 Speed / – Damage
Mysty uses her eye that controls enemies, the current enemy is now “Hypnotized” for 4 turns
Hit: 90% / Proc: 100%

Suicidal Move
Dark Magic / Close;Far / 30 Energy / 4 Speed / – Damage
If “Hypnotized” is applied, the enemy suicides taking 60 damage but it takes 2 turns and if the enemy isn’t “Hypnotized” that turn, this attack is canceled.
Hit: 100% / Proc: 100%

Hypnosis Bomb
Dark Magic / Far Range / 45 Energy / 1 Speed / – Damage
Mysty gathers bad thought in a small vial then tossing it at the enemy causing the benched enemy to stop trusting the current enemy for 2 turns, enemies that switches are damaged by 23 by betrayal
Hit: 90% / Proc: 100%

Cape of Illusion
Physical / Close;Far / 35 Energy / 1 Speed / – Damage
Mysty wears a long black cloak that confuses the enemy for 1 turn each time they switch
Hit: 90% / Proc: 100%

_________

Gemini Gods Items

Gemini Symbol
ability: Increases wearer’s max hp by 10

Gemini Eye
ability: Each turn all enemies take 5 damage

Sacred Gemini Halberd
ability: Wearer’s one-hit far range attacks are all increased by 10

Gemini Sign
ability: Heals wearer by 3 each turn (does not save you from a killing blow)

Gemini Ring
ability: Drains 3 energy from the enemy each turn

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

The Fist Deck
Sign:

Danus, the Dragon Fist
innate: Dragon Start
When Varanus, the Dragon Fist enters battle he unlocks all “Dragon” attacks for 1 turn
resistance: 0/5/4
HP: 70

Dragon Fist Punches
Light Magic / Close Range / 40 Energy / 7 Speed / 8 × 4 Damage
Has a chance to deal 50% more damage but it lowers the enemy’s energy
Hit: 95% / Proc: 33%

Dragon Strike
Physical / Close;Far / 30 Energy / 6 Speed / 24 Damage
Very physical attack
Hit: 96% / Proc: -

Dragon Chi Blast
Light Magic / Far Range / 70 Energy / 5 Speed / 60 Damage
Has a chance to deal 50% more damage but it damages the enemy’s energy
Hit: 91% / Proc: 25%

Dragon Spirit
Light Magic / Close;Far / 20 Energy / 1 Speed / – Damage
For 5 turns unlock all “Dragon” attacks and increases their damage by 4
Hit: 100% / Proc: 100%

_________

Monahan, the Buddha Fist
innate: Buddha Aura
Each time the enemy switches out on Monahan, the Buddha Fist heals 4 hp and cures one debuff
resistance: 4/2/0
HP: 65

Buddha Fist Punches
Physical / Close Range / 30 Energy / 6 Speed / 14 × 2 Damage
If first has a high chance to attack a random enemy(except Monahan)
Hit: 98% / Proc: 40%

Buddha Stance
Physical / Close;Far / 10 Energy / 7 Speed / 9 Damage
If first incoming attack is intercepted. Can’t be used 2 times in a row
Hit: 95% / Proc: 100%

Buddha Palm
Physical / Close Range / 70 Energy / 8 Speed / 50 Damage
A chance to daze the enemy, he attacks randomly for 1 turn
Hit: 93% / Proc: 25%

Buddha Focus
Light Magic / Close;Far / 0 Energy / 1 Speed / – Damage
Heals 30 energy. Can’t be used 2 times in a row
Hit: 100% / Proc: 100%

_________

Tiaga, the Tiger Fist
innate: Tiger Trap
Each turn all enemies are damaged by 2
resistance: 3/1/4
HP: 70

Tiger Slash
Physical / Close Range / 30 Energy / 6 Speed / 23 Damage
Has a chance to do a critical damage
Hit: 95% / Crit: 25%

Tiger Stare
Dark Magic / Close;Far / 10 Energy / 1 Speed / – Damage
Increases all “Tiger” attacks by 5 for 3 turns
Hit: 95% / Proc: 100%

Dark Tiger Assault
Dark Magic / Far Range / 60 Energy / 6 Speed / 55 Damage
Has a chance to do 4 bleeding damage for 5 turns
Hit: 89% / Proc: 33%

Tiger Growl
Physical / Close;Far / 45 Energy / 7 Speed / – Damage
Forces the enemy to switch out to a random teammate
Hit: 100% / Proc: 100%

_________

Tsitus, the Rock Fist
innate: Stone Hard Skin
Tsitus, the Rock Fist is immune to stuns
resistance: 7/1/0
HP: 65

Giganto Rock Fist
Physical / Close Range / 30 Energy / 7 Speed / 23 Damage
Has a chance to double in damage
Hit: 95% / Proc: 20%

Rock Wall
Physical / Close; Far / 35 Energy / 3 Speed / – Damage
For 1 turn, Dark and Light Magic attacks are halved. Can’t be used 2 times in a row
Hit: 100% / Proc: 100%

Golem Pound
Physical / Far Range / 70 Energy / 5 Speed / 50 Damage
Turns Tsitus into a golem and pounds his enemy, has a chance to stun the enemy for 1 turn
Hit: 99% / Proc: 20%

Rock Hand Strike
Physical / Close;Far / 25 Energy / 4 Speed / 10 × 2 Damage
Tsitus turns his hands into stone, has a chance to deal 1 extra hit
Hit: 100% / Proc: 45%

_________

Igneous, the Pyro Fist
innate: Crimson Flare
Each turn Igneous, the Pyro Fist burns himself and his enemy by 5
resistance: 0/5/2
HP: 75

Burning Soul
Light Magic / Close;Far / 30 Energy / 1 Speed / – Damage
If the enemy is burned. Igneous’ damage and ailment damage is increased by 3 for 5 turns
Hit: 100% / Proc: 100%

Hellfire Ball
Dark Magic / Far Range / 25 Energy / 3 Speed / 10 Damage
Has a very high chance to triple in damage
Hit: 95% / Proc: 70%

Hellfire Punches
Dark Magic / Close Range / 70 Energy / 6 Speed / 11 × 5 Damage
If this attack is first this attack causes 10 burning damage for 2 turns
Hit: 92% / Proc: 95%

Hellfire Rising
Dark Magic / Far Range / 50 Energy / 6 Speed / 20 Energy
Changes the range to close and enemy can’t switch ranges for 1 turn
Hit: 95% / Proc: 100%

_________

Fist Items

Power Fist
ability: When wearer’s hp is below 30% wearers damage increases by 30%

Ring of Protection
ability: Increases wearer’s physical resistance by 2

Belt of Power
ability: Wearer’s attacks can’t miss

Amulet of Agility
ability: Reduce all foes attack speed by 1

Boots of Interception
ability: If wearer’s attacks is first has a 30% chance to intercept incoming attack

Feedback is appreciated

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Wetland Deck
Sign: ۸
Story:Civilization is getting out of hand. Humans are making buildings everywhere, including the sacred swamp of Mother Earth. She created these monsters to scare away the humans and protect her sacred swamps.

Papy, the Wetland Legend
innate: Poison Gene
Swamp, the Wetland Legend hits 15% more damage when enemy is poisoned
resistance: 0/5/2
HP: 70

Acid Vomit
Light Magic / Close Range / 30 energy / 6 Speed / 24 Damage
Reduces enemies physical resistance by 3
Hit: 90% / Proc: 100%

Poison Gas
Dark Magic / Close;Far / 30 Energy / 3 speed / 20 Damage
Applies 1 poison damage for 10 turns
Hit: 90% / Proc: 100%

Double Punch
Physical / Close Range / 30 energy / 5 Speed / 13 × 2 Damage
Chance to do a critical hit
Hit: 95% / Crit: 25%

Acid Sphere
Dark Magic / Far Range / 70 Energy / 3 Speed / 50 Damage
Gathers acid in a sphere, a chance to apply 5 poison damage for 3 turns
Hit: 95% / Proc: 30%

_________

Oxie, the Human Muck
innate: Muck Trap
When Oxie, the Human Muck enters play he traps the enemy damaging them by 25
resistance: 2/3/5
HP: 75

Muck Bomb
Dark Magic / Far Range / 35 Energy / 6 Speed / 25 Damage
Has a chance to hit all of the enemies by 10
Hit: 94% / Proc: 33%

Muck Blast
Dark Magic / Close Range / 45 Energy / 7 Speed / 30 Damage
Has very high chance to deal 20 extra damage
Hit: 91% / Proc: 60%

Muck Island
Dark Magic / Far Range / 60 Energy / 5 Speed / 45 Damage
Creates a muck-like island, damages all enemies by 5
Hit: 96% / Proc: 100%

Muck Slide
Dark Magic / Close;Far / 40 Energy / 4 Speed / – Damage
Prevents enemy from switching ranges for 2 turns
Hit: 100% / Proc: 100%

_________

Ptora, the Swarm Lord
innate: Bug Swarm
Ptora, the Swarm Lord drains the enemy’s energy by 3 each turn
resistance: 0/3/3
HP: 70

Swarm
Dark Magic / Close;Far / 30 Energy / 7 Speed / 12 damage
Swarms enemy with bugs, damages enemy by 5 and drains energy by 2 for 4 turns
Hit: 95% / Proc: 100%

Defending Swarm
Light Magic / Close;Far / 50 Energy / 3 Speed / – Damage
Reduces all damage taken by 50% for 2 turns.Can only be used once per game
Hit: 90% / Proc: 100%

Bug Spear
Dark Magic / Far Range / 60 Energy / 6 Speed / 25 Damage
Leaves enemy with parasites, damages enemy by 10 for 3 turns
Hit: 95% / Proc: 100%

Swarm Attack
Dark Magic / Close;Far / 30 Energy / 6 Speed / 24 Damage
Blinds the enemy and stinging him/her, reduces hit rate by 20% for 4 turns
Hit: 95% / Proc: 100%

_________

Harnworts, the Moss Giant
innate: Moss Plant
Deals 10 damage to the enemy when you or he switches out, or 20 if you both switch out in the same time
resistance: 3/4/0
HP: 70

Moss Spore
Dark Magic / Close;Far / 35 Energy / 6 Speed / – Damage
Each turn this spore grows, damaging by 5 and when enemy switches out he takes an extra 20 damage. Then this debuff is removed and not additive
Hit: 100% / Proc: 100%

Moss Plantation
Dark Magic / Close;Far / 40 Energy / 6 Speed / – Damage
Applies moss to benched enemies, if they switch in they take 25 damage. Then this debuff is removed
Hit: 100% / Proc: 100%

Poison Spore
Dark Magic / Close;Far / 35 Energy / 6 Speed / – Damage
Poisons all enemies by 5 for 3 turns
Hit: 100% / Proc: 100%

Doom Leaf
Dark Magic / Close Range / 60 Energy / 7 Speed / 40 Damage
Has a chance to poison all enemies by 5 for 2 turns
Hit: 93% / Proc: 20%

_________

Lug, the Black Spouse Ent
innate: Root Feet
Increases team attack speed by 2.
resistance: 4/5/0
HP: 60

Pine Cones Toss
Physical / Far Range / 30 Energy / 7 Speed / 4 × 7 Damage
Has a chance to damage all enemies by 5
Hit: 95% / Proc: 30%

Trunk Smash
Physical / Close Range / 35 Energy / 7 Speed / 25 Damage
Has to stun the enemy for 1
Hit: 96% / Proc: 33%

Photosynthesis
Light Magic / Close;Far / 45 Energy / 5 Speed / – Damage
Heals Lug by 25HP. Can’t be used 2 times in a row
Hit: 100% / Proc: 100%

Steel-Like Bristles
Physical / Close;Far / 20 Energy / 5 Speed / – Damage
Increase resistances by 1/3/3. Can’t be used 2 times in a row
Hit:100% / Proc: 100%

_________

Wetland Items

Swamp Water
ability: When enemy’s hp is down to 10% he takes 15 damage

Swamp Branch
ability: When the enemy attacks the wearer he takes 4 damage (including debuffs)

Lucky Swamp Leaf
ability: Damages enemy benched teammates by 2 each turn

Pendant of the Swamp
ability: Each turn, the enemy takes 1 damage for 3 turn (additive)

Glowing Muck
ability: Increases wearer’s attack speed by 1

feedback is appreciated

 
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Topic: Kongregate Multiplayer Games / [Kongai] Grouped cards making.

Norse Heroes
Sign:

Harold, the Viking
innate: Long Rest
When Harold, the Viking rests he gains 40% more damage for 1 turn
resistance: 5/1/1
HP: 80

Glaive Slash
Physical / Close;Far / 40 Energy / 5 Speed / 30 Damage
Harold slashes his enemies leaving them with 2 bleeding damage for 4 turns
Hit: 95% / Proc: 100%

Chieftain’s Helmet
Physical / Close:Far / 20 Energy / 7 Speed / – Damage
Harold wears his chieftain’s helmet, reduces enemy’s hit rate by 20% for 4 turns
Hit: 95% / Proc: 100%

Berserk Spirit
Physical / Close;Far / 70 Energy / 8 Speed / ? Damage
The damage for this attack is the difference between your current health to your max health
Hit: 100% / Proc: 100%

Fighting Spirit
Dark Magic / Close;Far / 30 Energy / 7 Speed / – Damage
Increases “Glaive Slash” damage by 5 for 3 turns
Hit: 95% / Proc: 100%

_________

Vaettir, the Dwarf
innate: Dwarf Damage
Each time an enemy switches out on Vaettir, the Dwarf they take 15 damage
resistance: 7/1/1
HP: 70

War Axe Smash
Physical / Close Range / 50 Energy / 6 Speed / 44 Damage
A good chance to cause 5 bleeding damage for 2 turns
Hit: 95% / Proc: 33%

Norse Dwarven Curse
Dark Magic / Close;Far / 20 Energy / 1 Speed / – Damage
Vaettir is overpowered by the curse, it reduces Vaettir’s hit rate by 20% and increases his damage by 10 for 3 turns
Hit: 90% / Proc: 100%

Axel Strike
Physical / Close;Far / 40 Energy / 8 Speed / 15 × 2 Damage
Has a chance to do a critical hit
Hit: 90% / Crit: 25%

Temper
Physical / Close;Far / 30 Energy / 9 Speed / 17 Damage
High chance to do a critical hit and hits a fleeing enemy
Hit: 95% / Proc: 100% / Crit: 55%

_________

Rowdelf, the War Dwarf
innate: War Defense
When Rowdelf, the War Dwarf rests all physical attacks goes right through him for 1 turn, cooldown 2 turns
resistance: 0/2/2
HP: 75

War Call
Physical / Close;Far / 20 Energy / 6 Speed / – Damage
Calls every dwarf for war, all damage done to the enemy is increased by 10% for 4 turns
Hit: 100% / Proc: 100%

Warhammer Smash
Physical / Close Range / 50 Energy / 5 Speed / 10 × 3 Damage
Has a chance to double in damage
Hit: 100% / Proc: 30%

Boulder Throw
Physical / Far Range / 30 Energy / 4 Speed / 15 Damage
Even hits a fleeing opponent and the character he switched with
Hit: 100% / Proc: 100%

Inner Rage
Dark Magic / Close;Far / 30 Energy / 7 Speed / – Damage
Rowdelf’s inner soul attacks the enemy, after 1 turn the enemy is damaged by 30
Hit: 100% / Proc: 100%

_________

Skaald, the Norse Warrior
innate: Cooldown
When enemies switch out on Skaald, the Norse Warrior they can’t switch out until 2 turns
resistance: 4/1/2
HP: 70

Balmung Sword
Light Magic / Close;Far / 45 Energy / 1 Speed / – Damage
Skaald wields the magical sword “Balmung”, increases all light magic attacks by 5 for the whole battle. Only used once per game
Hit: 95% / Proc: 100%

Balmung Slash
Light Magic / Close Range / 35 Energy / 6 Speed / 8 × 3 Damage
Reduces all enemies hit rate by 15% for 4 turns
Hit: 100% / Proc: 100%

Double Slash
Physical / Close Range / 30 Energy / 7 Speed / 12 × 2 Damage
Has a chance to do a critical hit
Hit: 95% / Crit: 20%

Balmung’s Light
Light Magic / Far Range / 60 Energy / 7 Speed / 25 Damage
Has a chance to reflect light of the magical sword “Balmung”, a chance to hit all enemies
Hit: 95% / Proc: 40%

_________

Ahfild, the Elf
innate: Magical Skill
When Afhild, the Elf kills an enemy he gains 15hp
resistance: 0/4/4
HP: 65

Magic Sphere
Light Magic / Far Range / 70 Energy / 9 Speed / 40 Damage
Freezes(can’t switch ranges) enemy for 1 turn and damages by 5 for 4 turns
Hit: 95% / Proc 100%

Rain Cloud
Light Magic / Close;Far / 30 Energy / 8 Speed / – Damage
Casts a rain cloud over your enemy, all ally’s attack are increased by 1 for 10 turns
Hit: 95% / Proc: 100%

Magic Barrage
Light Magic / Close;Far / 40 Energy / 7 Speed / 5 × 8 Damage
Has a chance to stun enemy for 1 turn
Hit: 95% / Proc: 15%

Grip Spell
Light Magic / Close;Far / 30 energy / 1 Speed / – Damage
Grabs one random enemy, throwing them causing 20 damage. Can’t be used 2 times in a row
Hit: 90% / Proc: 100%

_________

Norse Heroes Items

Viking Helmet
ability: When wearer switches out he has 50% to dodge interceptions

War Axe
ability: Increases wearer’s one-hit attacks by 5

Chainmail
ability: Wearer gets 2/1/1

Horn of War
ability: When wearer engaged in battle he heals 3hp per turn. Then this item breaks after the wearer switches out

Amulet of Strength
ability: Wearer’s attack damage are increased by 30%

feedback is appreciated

 
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Topic: Kongregate Multiplayer Games / [Kongai] Creating Factions

Part 2

Feedback are appreciated

Pestal, the Disciple of Nature
innate: Nature
Each time an ally is healed they are healed an additional 3HP and each time it does this happens that ally gains a planted flower
resistance: 2/2/2
HP: 70

Greent Thumb
Light Magic / Close;Far / 40 Energy / 5 Speed / – Damage
When an ally is damaged or healed Pestal gives 5 random characters planted flowers for 3 turns,this affect lasts for 3 turns right after Pestal switches
Hit: – / Proc: 100%

Blooming Flowers
Light Magic / Far Range / ? Energy / 6 Speed / ? Damage
The damage and energy for this attack is how many planted flowers are in the game x 5.
If this attack is a killing blow that enemy’s team has now planted flowers for 2 turns
Hit: 97% / Proc: 100%

Rotting Flowers
Light Magic / Close Range / 45 Energy / 7 Speed / – Damage
If an ally has a planted flower it heals them 3HP each and if an enemy has a planted flower it damages them by 5 each
Hit: 100% / Proc: 100%

Sun Flower Effect
Light Magic / Far Range / 55 Energy / 5 Speed / – Damage
Each planted flower in the game is removed and it causes 10 damage to random enemies, each time an enemy is damaged by sun flower effect, Pestal’s team restores one debuff and 4HP
Hit: 100% / Proc: 100%

_________

Sepian, the Disciple of Organic
innate: Organic
Each turn Sepian, the Disciple of Creatures summons a monkey that does one of these effects;
-Defending Monkey: for 2 turns reduces enemy’s damage by 10%
-Berserk Monkey: damages the enemy by 5 for 2 turns
-Kamikaze Monkey: 3 splash damage to Sepian’s team and 7 splash damage to the enemy’s team
-Spider Monkey: increases speed by 1 for 2 turns
-Undead Monkey: absorbs dark magic attacks for that round
-Mud Monkey: Far Range Only Effect: damages the enemy by 14 mud damage
-Grapple Monkey: Close Range Only Effect: damages the enemy by 10 each turn until he rests
resistance: 2/1/1
HP: 60

Organic Stampede
Physical / Close;Far / 60 Energy / 5 Speed / 15 Damage
Has a high chance to deal 15 splash damage to the benched enemies
Hit: 97% / Proc: 100%

Ape Totem
Physical / Close;Far / 30 Energy / 5 Speed / – Damage
For this turn only Sepian can do his innate again
Hit: – / Proc: 100%

Reflexes
Physical / Close;Far / 45 Energy / 5 Speed / – Damage
Increases resistances and speed by 2 for 3 turns. Not additive
Hit: – / Proc: 100%

Illusion Monkey
Physical / Far Range / 40 Energy / 5 Speed / 15 Damage
A monkey that distracts the enemy giving Sepian the element of surprise, increases damage by 30% for the next turn only. Can’t be used 2 times in a row
Hit: 99% / Proc: 100%

_________

Disciple Items

Stone Statuette
ability: Summons a monkey that does divine damage (3 poison damage, 3 burning damage and 3 bleeding damage)

Bible of Balance
ability: Sets one of the wearer’s resistance into 10 for that turn

Chalice of Chaos
ability: Each turn the wearer starts a war that damages everyone by 1 war damage

Totem of Truce
ability: Each time a combined damage 70+ is inflicted, everyone is at peace for the next turn

Flower Fan
ability: Each turn the enemy has now a planted flower and if that flower lasts for 3 turns it causes 15 damage,then it is passed on to another enemy

 
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Topic: Kongregate Multiplayer Games / [Kongai] Creating Factions

Feedback is appreciated

Disciples
Sign: ς

Telein, the Disciple of Balance
innate: Balance
If Telein, the Disciple of Balance is in play her allies resistances are now equal to their highest resistance
resistance: 1/1/1
HP: 70

Balance Blessing
Light Magic / Far Range / 45 Energy / 1 Speed / – Damage
Every enemy’s max HP and resistances are now the same as Telein’s for 4 turns. Not Additive
Hit: 100% / Proc: 100%

Ailment of the Lords
Light Magic / Close;Far / 30 Energy / 2 Speed / 5 Damage
Has a high chance to apply divine damage (3 poison damage, 3 burning damage and 3 bleeding damage) for 3 turns
Hit: 96% / Proc: 45%

Balanced Strike
Light Magic / Close Range / 40 Energy / 7 Speed / 20 Damage
If first the incoming attack only damages Telein by a max of 20
Hit: 95% / Proc: 100%

Wrath of Balance
Light Magic / Close;Far / 55 Energy / 6 Speed / 30 Damage
If enemies are balanced, Telein heals herself and all of the allies by 8HP
Hit: 97% / Proc: 100%

_________

Axce, the Disciple of War
innate: War
Each time Axce, the Disciple of War gets attacked he starts a war that damages everyone by 3 war damage for 3 turns
resistance: 3/1/3
HP: 70

Chaos Greed
Dark Magic / Close;Far / 30 Energy / 4 Speed / – Damage
If a war is going on everyone is damaged by 5 war damage
Hit: 100% / Proc: 100%

War Mind
Dark Magic / Far Range / 60 Energy / 1 Speed / – Damage
For 4 turns the enemy is doubting his allies so he might(30%) attack them each turn and each time a war damages that enemy he increases his doubt by 3%. Not additive and can’t be removed
Hit: 100% / Proc: 100%

Backstab
Dark Magic / Close Range / 45 Energy / 4 Speed / 20 Damage
Axce backstabs one of his ally damaging them by 10 but he starts a war, damaging everyone by 4 for 3 turns
Hit: 100% / Proc: 100%

Betrayal
Dark Magic / Close;Far / 20 Energy / 1 Speed / – Damage
Damages one random ally by 10 and Axce heals half of the damage taken by that ally that turn
Hit: 100% / Proc: 100%

_________

Kalane, the Disciple of Peace
innate: Peace
When an enemy attacks an ally of Kalane, the Disciple of Peace she has a 25% chance to cause peace causing the enemy not to attack for 1 turn
resistance: 0/2/4
HP: 65

Peaceful Aura
Light Magic / Close;Far / 25 Energy / 4 Speed / – Damage
If everyone is at peace with each other Kalane heals her allies, herself by 5 and her enemies by 2. Can’t be used 2 times in a row
Hit: 100% / Proc: 100%

Peace Control
Light Magic / Close;Far / 70 Energy / 5 Speed / – Damage
Every damage taken by an ally damages the enemy too and his allies by half of the damage for 3 turns. Not additive and starts when Kalane switches out
Hit: – / Proc: 100%

Pixie Attackers
Light Magic / Far Range / 40 Energy / 6 Speed / 10 Damage
Kalane’s pixie friends attacks her enemy by 5 light magic damage for 6 turns
Hit: 100% / Proc: 100%

Harp Song
Light Magic / Close;Far / 45 Energy / 9 Speed / – Damage
After one full turn Kalane gets healed by 30. Can’t be used 2 times in a row
Hit: – / Proc: 100%

_________

 
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Topic: Kongregate Multiplayer Games / [Kongai] Creating Factions

Originally posted by HundredAndFour:

Sepian, the Disciple of Organic:

Innate: Way too complicated.
Stampede: Are you kidding me? That is so OP. 100% chance to deal 15 splash damage, plus 30 to the on-field character.
Totem: Because his innate is ridiculous, this move is stupid.
Reflexes: What do you mean, not additive!? If it’s not additive then what is it? Multiplicative? Multiply all speed and resistance by 2? Are you insane?
Illusion: Where does the 15 damage come from? That doesn’t make sense.

Innate is not complicated ur just ummm….

Sepian has a % chance to summon one of those monkeys

Stampede it’s OP 30 damage to the on-filed = 30 + 15 × 2 benched players
it’s only OP in 5 vs 5 – . -

Ape Totem – . -

Illusion monkey hurts him by a bit – . -