2020-06-17-balancing

Note: Remember that Armor Down and Attack Down debuffs are removed at the start of the turn. So to get an idea, consider 1 turn less for every one of those skills.

# Telepath

Attack: 70 → 90

Health: 250

Skill 1: Attack down, front, on attack, 25%, 3 turns → Attack down, front, on attack, 25%, 4 turns

Skill 2: Cleanse buffs, every 2 attacks, front → Cleanse buffs, every attack, front

Skill 3: Armor up, 35%, on death, team, 3 turns → Armor up, 60%, on death, team, 2 turns

**Explanation**: Telepath was coinceved as a support hero. It did a little disruption and a little buffing. Being the least used hero, we noticed that the second skill was too difficult to trigger for its effect. The third skill was better, but we tried to make it more extreme to promote new strategies.

# Catapult

Attack: 90 → 70

Health: 260

Skill 1: Armor down, front, on attack, 25%, 2 turns → Damage, random, 20%, every turn

Skill 2: Attack down, front, on attack, 20%, 2 turns → Armor down, front, 5%, every turn, 3 turns

Skill 3: Armor up, 5%, self, on attack → Armor up, 1%, self, every turn

**Explanation**: The catapult was a little boring, and it wasn't giving the feeling of an ancient war machine. Now the catapult acts every turn with every skill, even from the rear. That's a real catapult! We also reduced its attack so it isn't too powerful. Remember that the Demolitionist have only 40 base attack and the first skill is the same!

# Alpha

Attack: 80 → 70

Health: 260 → 250

Skill 1: Attack up, team, 25%, 3 turns, every 2 attacks

Skill 2: Pierce, 50%, 1 → Heal, 100%, team, on death

Skill 3: Armor up, 30%, team, every 3 attacks, 3 turns → Armor up, 25%, team, every 3 attacks, forever

**Explanation**: Wolves attack in packs. We tried to convey that feeling to the Alpha, and we did by some extent. Now the second skill may change its gameplay completely and give it a good chance to be in the front lines. Also, the third skill now will last until the units are debuffed. Being it every 3 attacks may be difficult, but also a good reason to do innovative strategies!

# Aztec

Attack: 100 → 110

Health: 210

Skill 1: DoT, front, 30% dmg, 3 turns, every attack → Damage, 100%, every 2 attacks, front

Skill 2: Heal, self, 10%, on attack

Skill 3: Cleanse buffs, every 2 attacks, front → Cleanse debuffs, every 2 attacks, team

**Explanation**: This hero is weird. It has a lot of attack and a good health pool. Healing on every attack was also good, but having a poor third skill made it not desirable for a high end team. The first skill makes a lot of sense for a dual wielding guy, and the third one may disrupt all those annoying Carnage Bombs.

# Fencer

Attack: 90 → 120

Health: 260 → 250

Skill 1: Attack down, 20%, front, 2 turns, on attack → Attack down, 80%, front, 2 turn, every 2 attacks

Skill 2: Armor down, 20%, front, 2 turns, on attack → Defense down, 50%, front, 2 turn, every 2 attacks

Skill 3: Armor up, self, 20%, on battle start, forever → Heal, 20%, self, every 2 attacks

**Explanation**: The Fencer was supposed to be a fighter type, dealing lots of damage and disrupting its rival. We wanted it to be the perfect warrior for 1vs1, but the Fencer didn't excel even at this. So now, besides a 33% increment in the base attack value it has a pretty obvious theme: Every 2 attacks. So every 2 attacks the Fencer is lethal in 1vs1. Remember that those 2 turn durations are in fact 1, as they get removed at the start of the turn. But a 80% attack down every two turns combined with the 20% heal makes the Fencer a fearsome foe.

# Corsair

Attack: 90 → 100

Health: 240 → 220

Skill 1: DoT, 25%, front, 2 turns, on attack → Attack down, front, 10%, on attack, 4 turns

Skill 2: Damage, 50%, on death, front → DoT, 50%, front, 1 turn, on attack

Skill 3: Attack down, front, 10%, on attack, 3 turns → Damage, 50%, on death, team

Note: Skill 3 is now skill 1. Skill 1 changed and is now skill 2. Skill 2 changed and is now skill 3.

**Explanation:** Who doesn't love pirates? The Corsair is a pretty recent hero, but mostly unused. The only notable skill was the damage on death, and even that one wasn't enough to make the Corsair a good hero. Now the damage on death is to ALL the enemy team, and the skill order have been changed. With a 50% DoT for 1 turn (which ignores defenses) the Corsair may become now a decent damage dealer.

# Hunter

Attack: 120

Health: 200

Skill 1: Attack up, 25%, self, on battle start, forever

Skill 2: DoT, 20%, front, on attack, 2 turns → DoT, 30%, front, on attack, 2 turns

Skill 3: Attack down, front, 25%, every 2 attacks,, 1 turns → Pierce, 100%, 1

**Explanation:** The first one, one of the heroes with best base attack but one of the least used in high ranks. Second skill dealt little damage, and the third skills was plain weird for a third skill. With the high base attack, the attack up buff and a 100% pierce to the first enemy the Hunter may be now a great choice to deal with both front and second enemy heroes. Also, don't you think in pierce when you see a lance?

# Roman Soldier

Attack: 80 → 90

Health: 290 → 270

Skill 1: Armor up, 20%, self, on battle start, forever

Skill 2: DoT, 75%, front, on death, 2 turns → Pierce, 60%, 1

Skill 3: Attack up, self, 10%, on battle start, forever → Armor up, 10%, team, on battle start, forever

**Explanation:** So, big shield guy. It means defense, right? The 10% attack up wasn't really relevant, and the DoT on death didn't even make sense. So now it has pierce (lances, they pierce things, right?) and an armor buff for all the team on battle start. Yes. Just like the infamous Stargazer did on death. It compensates being not that strong of a warrior when fighting but who cares as long as it protects other heroes, right? Don't make us regret this.

# Pulse Cannon

Attack: 70 → 90

Health: 250

Skill 1: Armor up, 20%, self, on battle start, forever → Pierce, 70%, 4, on attack

Skill 2: Pierce, 100%, 1, on attack → Armor up, 20%, self, on battle start, forever

Skill 3: Armor down, front, 50%, 2 turns, every 2 attacks → Damage, 100%, team, every 2 attacks

Note: Skill 1 is now skill 2. Skill 2 changed and is now skill 1.

**Explanation**: It was pretty unfair that a lance pierced the same ammount as a big laser beam of death. Also, the low damage base stat of the hero didn't help either. So now the pierce affects all the enemy team and is the first skill, giving the armor the second skill position. And the third skill is actually the effect a laser beam of death deserves.

# Archer

Attack: 100

Health: 240

Skill 1: Pierce, 40%, 1, every attack → Pierce, 60%, 1, every attack

Skill 2: Attack up, 15%, self, on battle start, forever

Skill 3: Pierce, 40%, 2, every 2 attacks → Damage, random, 60%, every attack

**Explanation**: Arrows are like small pointy lances, right? (yeah, i know, enough with the lances). Even with that, two pierces weren't what we wanted, so we used the random mechanic (which was not available when the Archer was first designed) and now the Archer, with a high damage output, deals damage to up to 3 heroes in the same turn, being possibly lethal against weak Nature heroes.