Creation Guide

## Requirements

* Knowledge of Harmful and Helpful Effects within DSA
* Knowledge of how every game mode within DSA works
* Knowledge of most characters’ abilities to avoid accidental copying
* Actual common sense regarding why you should not make characters overpowered
* THE ABILITY TO MAKE LEGENDARIES THAT FAIL WITHIN LEGENDARY SOUPS but succeed within their main faction/squad
* Well-rounded knowledge of your chosen Disney franchise/movie/TV show/etc.
* Good grammar and spelling (so people can understand it, if English is not your native language, translate it using Google Translate and have someone edit it)

## Introduction

So, based on this, the fact that you just stumbled upon this page, you want to make character concepts for Disney Sorcerer’s Arena, right? If so, you’ve come to the right place. If not, stick around! You might change your mind at the end!

Anyways, let’s get on with the introduction. My name is YouthD48 (full user: YouthD48#6696), a member of the Guardians of Knowhere. You can call me Youth. If there’s one Disney show that I want to join the Arena, it’s Phineas and Ferb. Buckle up, cause you’ll be in for a long ride as I talk about how you can create (hopefully) balanced characters within the Arena.

## Chapter 1: The Basics

First off, you’re gonna want to find the franchise you want to appear in the game. For the sake of examples, Phineas and Ferb will be used here as we journey through the process of creation.

Next, you will decide the number of characters that will join. How you can possibly collect them, it’s up to you, but here’s a general grouping.

Character Groupings
 2
 3
 4
 5-6
 7+

Our example is Phineas and Ferb, and the plan is to make 2 teams, 1 Legendary Team, and 1 Tower Trio. This will take a total of 8 characters.

This Legendary Team will include Phineas, Ferb, Isabella, Buford, Baljeet, and Agent P. The Tower Trio will include Dr. Doofenshmirtz, Norm, and Agent P. At maximum, 1 or 2 characters can be shared between the two teams.

Afterward, divide up your teams by role. This will help with group archetypes, which we will talk about in the next chapter.

## Chapter 2: Role Archetypes

Now that you have a team together, it’s time to divide them up.

There are 3 main roles, but they can expand into many sub-roles within a team.

Here they are:

 Offense
 Defense
 Support

Within these, there are sub-roles, which fluctuate depending on the moves. Here’s a rough list, as it is not listed within the game. Multiple can be combined. Using these archetypes as a base, think about what moves you want your character(s) to have. Or not. It’s all up to you.

There are more that I may not know of, so if you find any, join the Discord and tell me.

## Chapter 3: Casting Roles

So you now have a team. You know what roles exist. Now it is time to choose who gets what roles.

Here is a list of typical setups, depending on the type of team. You can choose to follow this, or ignore it.

 1
 2
 3 (Tower Trio)
 4
 5 (Legendary Team)

Using these, here’s how it works with the Phineas & Ferb Legendary Team serving as an example.

 Phineas
 Ferb
 Isabella
 Buford
 Baljeet

## Chapter 4: Team Gimmicks/Synergy

Before you go and start coming up with ideas, think about what your team does in battle. Canon (what they have done in their respective show/movie) synergy is strongly recommended to look at. You may want to add new Harmful Effects or Helpful Effects that are exclusive to your team, which can help synergize them.

You will need to determine which areas of the game they play the best. Whether it’s the Raids, Club Conquest (please don’t have a legendary team slotted there we have enough specialized teams and characters there thank you very much), PvP, Towers, Club Expedition, etc. Typically, you want your team to be viable for PvP, and possibly good in another area of the game. If you have only 1 or 2, think about what your character’s faction does and see how you can synergize your character(s) with them. Ok, you can now skip the rest of this chapter. For the rest of you coming up with 3+ concepts that are all in one team, stick around.

Here’s a list of some Legendary teams and what they are good at.

 Frozen
 Big Hero 6
 Beauty and the Beast
 The Sensational Six
 Hercules
 Wreck-It-Ralph

For example, my concept for Phineas and Ferb has their Legendary Team as very synergetic, having abilities that can keep everyone alive, adapt to the flow of battle, Summon more teammates, and call everyone to Assist. Their Helpful Effect is Ideas, which increases Potency and Tenacity by 5%, and has certain benefits within their squad. Their Harmful Effect is Potency Down, which reduces Potency by 25%. They also specialize in the Raids.

Synergy is key here. Don’t go and make a broken Legendary that may as well be in another Legendary Soup team. In fact, let’s make that a rule here and now.

**RULE #1 for what NOT to do:**

**Make a legendary that can be a part of Legendary Soup teams and still do fine. They should have very good synergy with their squad. Plus, everyone hates Legendary Soup squads, people only play them because those characters are normally their strongest.**

You’re gonna want to consult that one many, many, times.

## Chapter 5: The Kit

Ok, you now have the basic concepts you’ll need in order to create the kits, which are the most important part. The most basic kits include the following: a Basic, two Specials, and a Passive. Don’t forget to include additional benefits as each ability levels up. Here they are in more detail (We’ll use Ferb’s kit as the example.):

### Basic:

This move is, well, the most basic one. It mainly consists of either a) dealing damage and may include inflicting a Harmful Effect/removing Speed Meter/purging a Helpful Effect/an Extra Attack/etc. or b) calling allies to Assist.

Ferb’s basic attack involves dealing damage, draining Speed Meter from the opponent, and calling fellow Hero “Phineas and Ferb” teammates to assist. Within the Raids, he can call all Ferbots to Assist.

This ability will also be the one used when Countering, and if it’s a move that calls people to Assist, it won’t always call them to Assist. Think carefully.

### Special A:

This move is what your character is good at and shows what role they play in the field. It is specialized according to each character and their role. This is usually the Taunt/Heal/AOE/Heavy Hitter/Cleanser/Purge/Debuff/Buff depending on their role.

Ferb’s first special has him deal AOE damage to all opponents, possibly inflicting Intimidate and Potency Down on all opponents, gaining Taunt and Defense Up, calling Phineas to Assist, and inflicting Fear and Vulnerable in the Raids.

### Special B:

If your character has only one Special, skip this. Otherwise, read this. This move is where your character’s secondary role/specialty comes into play. This is usually the Heavy Hitter/Purge/Summon/AOE/Heal/Debuff/Buff/etc. depending on their role. If Summoning, also list the summon’s moveset here.

Ferb’s second special involves him summoning a Ferbot with Taunt and Defense Up, which has its own moveset, which includes Ferb’s basic, their first special as gaining Taunt and Defense Up, their first passive as assisting teammates, and their second passive as dealing damage upon defeat.

### Passive A:

This is what is triggered when certain conditions apply, like at the start of the turn, upon receiving damage, when enough Harmful Effects stack, when enough Helpful Effects stack, etc. If a character gains Empowered when certain conditions are met, it is listed here. It can have a cooldown, but it is up to you. Immunities can also be listed here.

Ferb’s passive shows that he is Immune to Silence, and can Cleanse himself and Auto-Taunt whenever a teammate falls below a certain Health threshold. He will then grant and gain Helpful Effects, and on next turn, summon a Ferbot. Within the Raids, he will heal everyone.

### Extra Abilities:

Those are just the abilities on a normal kit. However, some may choose to have an extra Passive, or even a Leadership, which is not to be taken lightly. For these, since Ferb does not have them, we will be looking at Phineas, who does have both of these.

#### Passive B:

Typically another gimmick that occurs when something happens. Usually reserved for when something bad happens to the team or could house another thing that does not fit under the first Passive.

Phineas’s second passive Cleanses and grants his teammates Helpful Effects, Speed Meter, and Continuous Healing whenever a teammate of his is defeated. If they are nonsummoned, the effects are greater.

#### Leadership:

Alright, this ability should be handled with care. In fact, only give it to those that have shown leadership within their franchise for a good amount of time. At any time, only one Leadership ability can be active any time within a match. This provides faction-wide stat buffs and possible bonus abilities to all teammates that fall under that specific faction. It can also do things at the start of the battle to give teams an edge, especially if they thrive with those specific Helpful Effects/Harmful Effects on the field already. Typically, people will go with speed buffs, as speed is the best stat, due to being able to hit first in battle. Leaderships can also be restricted to certain game modes, like Mickey Mouse’s, which is only available on Sorcerer’s Tournament Defense and Club Conquest Defense.

Phineas’s Leadership grants Downtown Heroes, Disney XD, and Tech allies different stat buffs, and only that. Hero “Phineas and Ferb” teammates instead gain 15% bonus Speed and they all unlock the possibility for Assists to happen each turn, possibly powering each one up every time.

## Chapter 6: Spells

So now you’ve finished everyone’s kits by now. And now you’re thinking of adding a spell. Well, that should be easy.

Spells have a few things: what it does, which completed Tower of Endurance it is available in (or not, it is up to you), and how fast the spell charges, which means what is its proportionality to damage dealt/taken. It should also include some synergy with your team.

The Rollercoaster is the spell for the Phineas and Ferb Legendary Team. It deals damage, inflicts Stun, and grants Haste to all teammates. Hero “Phineas and Ferb” teammates also gain 1 Idea, Evasion, and a chance to increase Magic (decrease cooldowns) for all abilities by 1. This spell is available after beating Tower of Endurance III, and has a slow (1.5x) charge rate, which makes sense due to the team’s survivability factor.

## Chapter 7: Empowered, Fury, Charge, Etc.

These are all items that can change the course of battle. Each one has its own way of working within a team. All will enhance a character’s abilities depending on what it is and how much of it is included. Here are some of the most known. For the examples, we’ll use characters already in-game, as both the Phineas and Ferb Legendary Team and Tower Trio don’t use these.

### Empowered:

Ok, this one is the most straightforward. Whenever certain conditions are met, which are listed within the character’s kit, they will become Empowered, enhancing most of their kit. Usually, it’s when either a character’s counting mechanism reaches a certain number or when they reach a certain health threshold.

Elsa’s, which is the most known, reaches Empowered when she collects 4 Spirits, which is her counting mechanism, where it increases at the start of her turn or when she uses a Special ability.

### Fury:

This one is sorta new. Characters can accumulate these up to a maximum number, and normally, if a character has a certain amount of Fury, they can use one of their specials, consuming their Fury, and performing additional effects with their moves. Sometimes, it affects their kit directly.

Frollo’s Fury mechanic works whenever certain conditions happen on the battlefield. If he reaches 10 Fury, he will gain Magic, Guaranteed Crit, and some more effects. His first Special can consume 5 Fury, if he has it, to deal extra damage, make the attack unavoidable, and do a lot more.

### Charge:

This was added early into the game, mainly as a part of Tech characters’ kits. Typically, Charge is gained like Fury, in certain conditions and/or at the start of each of a character’s turn. Charged will affect kits directly, and if they have it, Charged will be consumed with one of the character’s specials or could be lost in another way. Some kits have one of the specials that start at 0 Magic Charge, but this ability will gain Magic on turn start for each Charged that character has.

Hiro gains Charged on turn start, and it affects his first special, which will grant all teammates Shield, with additional Shield granted per Charge on Hiro, consuming it and granting all Tech teammates Evasion.

## Chapter 8: Farmability

Now you have your squad altogether and ready. It’s time to figure out their unlock rank. This is possibly done to show how complicated the character’s kit could be. Here’s a table if you’re not sure what star level they should be.

 1
 2
 3 (Tower Trio)
 4
 5-6 (Legendary Team)

## Chapter 9: Conclusion

Well, that was a fun ride. If you have any questions, don’t hesitate to shoot me a DM. If you create any, send them to me and I can try and see if they’re balanced or not. If not, I can explain to you how you can balance them out. Hopefully, you can create epic concepts that can someday be seen within the Arena! Good luck.

This is YouthD48, signing off. Carpe Diem!

YouthD48

Member of the Guardians of Knowhere