Time to start a new thread with some old and new ideas. Ill go first!
Also anyone else that adds a unit, try to stick to this template:
<Name> "Guardian"
{HP: #/#, ATK: #, DEF: #}
Ability 1: {Ability's name}, [# card discard or Passive] - Description
Ability 2: {Ability's name}, [card cost/Passive] - Description
<Hero Name> "Hero"
{HP: #/#, ATK: #, DEF: #}
Ability 1: {Ability name}, [Passive] - Description
Ability 2: (5 valor); {ability name}, [Passive/card cost] -Description
Ability 3: (10 valor); {ability name}, [Passive/card cost] -Description
Ability 4: (15 valor); {ability name}, [Passive/card cost] -Description
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<Dark Knight> "Guardian"
{HP: 6/6, ATK: 4, DEF: 14}
Ability 1: {Weapon Finesse}, [Passive] - Any dice from the Dark Knight's attack roll a natural 20, does an extra damage to his/her target.
Ability 2: {Weapon throw}, [1 card] - The Dark Knight's attack this turn will now be usable on any unit in LoS. The Dark Knight may not attack next turn.
<Ninja> "Guardian"
{HP: 6/6, ATK: 3, DEF: 14}
Ability 1: {Throwing star}, [1 card] - Target unit in LoS takes 1 damage if a dice roll is 11 or higher.
Ability 2: {Eye Gouge}, [1 card] - Target opposing adjacent unit receives a -2 to his/her attack rolls next turn.
<Witch Doctor> "Hero"
{HP: 6/6, ATK: 2, DEF: 12}
Ability 1: {Focus}, [Passive] - If at the end of the turn the Witch Doctor doesn't move, he heals himself/herself 1 point of damage.
Ability 2: (5 Valor); {Voodoo Hex}, [1 card] - Target opponent unit may not use character abilities until start of your next turn.
Ability 3: (10 Valor); {Light Feet}, [Passive] - The Witch Doctor cannot be immobilized.
Ability 4: (15 Valor); {Voodoo Storm}, [2 cards] - Each opponent unit within 5 spaces takes 3 STR attack. All those hit may not use character abilities until start of your next turn.
<Paragon> "Guardian"
{HP: 6/6, ATK: 4, DEF: 15}
Ability 1: {Long Reach}, [Passive] - The paragon may attack a unit 2 spaces away
Ability 2: {Shared Insight}, [1 card] - The paragon lowers his Def by 2 to increase Target ally's STR by 1 until the start of your next turn.
<Archer> "Guardian
{HP: 6/6, ATK: 2, DEF: 12}
Ability 1: {Quick Fingers}, [Passive] - The Archer may attack twice per turn, and any unit in LoS, up to 7 spaces away.
Ability 2: {First Blood}, [1 card] - Make a 2 STR attack against any opposing unit at full health in LoS.
<Shaman> "Hero"
{HP: 6/6, ATK: 3, DEF: 14}
Ability 1: {Weapon Imbue}, [Passive] - If all the dice of the Shaman's first attack on a unit misses, he/she may attack again against the same target.
Ability 2: (5 valor); {Lightning Blast}, [1 card] - Attack a Unit in LoS with 3 dice. Than the attack hits the closest opposing unit in LoS of your target for 1 dice.
Ability 3: (10 valor); {Healing Spring}, [Passive] - Every time a friendly unit uses an ability that requires a discard, it heals 1 hp.
Ability 4: (15 valor); {Summon Spirits}, [2 cards] - Summon on a surrounding space to the shaman 2 Ancestor spiritss.
<Ancestor Spirit> "Summon"
{HP: 1/1, ATK: 2, DEF: 11}
Ability 1: {Evaporation} [Passive] This unit dies at the start of your next turn, and for doing so heals the Shaman 1 health.
Ability 2: {Short attack} [Passive] This unit may only attack a unit adjacent to it.
<Dark Magi> "Guardian"
{HP: 6/6, ATK: 2, DEF: 13}
Ability 1: {Magic Infinity}, [Passive] - Whenever Dark Magi is hit by an opponent's spell, Dark Magi's controller draws a card.
Ability 2: {Dark Fireball}, [2 cards] - Attack an unit in LoS doing [4 dice attack against a set 14 def for the unit] damage. If this attack does no damage, Dark Magi takes 1 damage himself.
<Cleric> “Heroâ€
{HP: 6/6, ATK: 1, DEF: 12}
Ability 1: {Healing Mastery}, [Passive] - Whenever the cleric heals with a spell card, he/she draws another card.
Ability 2: (5 Valor); {Holy Missile}, [1 card] - The Cleric casts a 3 dice attack to a unit within LoS.
Ability 3: (10 Valor); {Holy Wrath}, [Passive] â€" The first time a cleric heals a friendly unit with a restoration card, he/she may cast Holy Missile a second time this turn.
Ability 4: (15 Valor); {Retribution}, [2 cards] - Deal 2 STR attack to all opponent units in los, and heal all friendly units for 1 hp in LoS.
<Fortune Teller> "Hero"
{HP: 6/6, ATK: 3, DEF: 14}
Ability 1: {Spirit Web}, [Passive] â€" Any opposing unit that melee strikes the Fortune Teller, they become immobilized until the end of their next turn.
Ability 2: (5 valor); {Future Chaos}, [1 card] â€" Your Opponent must discard a card from his/her hand.
Ability 3: (10 valor); {Deafening strike}, [Passive] â€" Whenever the Fortune Teller does melee damage to an opponent’s unit, its controller must discard a card at random from his/her hand.
Ability 4: (15 valor); {Full Magic Release}, [2 cards] â€" Lose all unused mana. The Fortune Teller makes an attack on an adjacent unit doing {(2 x mana lost) + 1 dice} of damage (to a max of 7 dice). Afterwards the Fortune Teller is stunned until the end of his/her next turn.
<Baby Dragon> "Guardian"
{HP: 6/6, ATK: 5, DEF: 13}
Ability 1: {Inexperience}, [Passive] â€" If the Baby Dragon’s attack does not do any damage to its target, it takes 1 damage.
Ability 2: {Sonic Roar}, [1 card] â€" All units in LoS takes 2 dice of damage.
<Stone Demon> "Guardian"
{HP: 5/5, ATK: 3, DEF: 17}
Ability 1: {Wall Merge}, [Passive] â€" The Stone Demon may make an attack to any opponent surrounding a wall time that is connected to a wall tile the Stone Demon is adjacent to.
Ability 2: {Stone Form}, [2 cards] â€" Until the start of your next turn, all sources of damage the stone Demon takes does 1 less damage.
<CopyCat> "Guardian"
{HP: 6/6, ATK: 0, DEF: 19}
Ability 1: {Passiveness}, [Passive] - As long as CopyCat has 0 attack, he/she cannot be effected by augmentation spells or effects.
Ability 2: {Copy}, [1 card] - CopyCat makes his Attack and Def the same as a target unit's base attack and defense in LoS until the start of your next turn.
<Militia Peasant> "Guardian"
{HP: 6/6, ATK: 3, DEF: 14}
Ability 1: {OverSpirited}, [Passive] â€" This unit is not affected by Restoration or manipulation spells
Ability 2: {Ability's name}, [2 cards] â€" The Militia Peasant performs a 6 dice melee attack on an adjacent unit. The Peasant also takes the same amount of damage the attack does.
<Psychic> "Hero"
{HP: 6/6, ATK: 1, DEF: 12}
Ability 1: {Team Spirit}, [Passive] â€" For each unit you have alive besides the Psychic, she/he gains +1 strength.
Ability 2: (5 valor); {Concentrate}, [1 card] â€"Discard your hand, draw a card for each card discarded in this way.
Ability 3: (10 valor); {Telepathy}, [Passive] â€" The first 1 mana spell card you cast on your turn, may be casted again on a different target for the same mana cost.
Ability 4: (15 valor); {Soul Explosion}, [3 cards] â€" Discard your hand. The Psychic dies. All units under your control gain +4 STR, +2 DEF until the end of the game. This buff cannot be dispelled.
<Battle Mage> "Hero"
{HP: #6/6, ATK: 2, DEF: 15}
Ability 1: {Reduced Mind}, [Passive] - The Battle Mage only starts with 2 mana per turn.
Ability 2: (5 valor); {Aggression}, [1 card] - The battle mage loses 3 Def to gain 2 STR until the start of your next turn.
Ability 3: (10 valor); {Learned}, [Passive] - The Battle Mage starts with an additional 1 mana per turn. And he can only use one ability per turn.
Ability 4: (15 valor); {Enforce}, [2 cards] â€" All units you control lose 3 Def to gain 2 STR until the start of your next turn.
<Black Demon> "Guardian"
{HP: 5/5, ATK: 3, DEF: 14}
Ability 1: {Life Steal}, [Passive] â€" The Black Demon heals himself for the amount of damage he does on an attack to a maximum of 2.
Ability 2: {Demonic Teleport}, [1 card] â€" The Black Demon and another friendly unit in LoS change positions on the map.
too powerful,that archer and knight.
How so gor? the archer may be a bit powerful yes, but since he can only attack units within 7 spaces, and his other ability can only be used on full health units.
The knight is very balanced. I don't see how you think he is too powerful.
u wrote all hiss dices are 20 or if he luckly get 20?
If a dice of his, ends up rolling a natural 20 (no bard spell to make it 20) he does an extra damage.
Lets say he fights a unit at 15 defense.
Roll: 12, 14, 1, 20. He does 2 damage
Roll: 15, 17, 4, 9. He does 2 damage
Roll: 20, 20, 12, 1 He does 4 damage.
Roll: 14, 13, 10, 12 He does 0 damage.
Can I have shaman ross? :D
Dirpius's Shaman:
<Shaman> "Guardian"
{HP: 6/6, ATK: 3, DEF: 13}
Ability 1: {Channel Spirit}, [Passive] - The Shaman receives a +1 ATK, +1 DEF bonus for each of your fallen units
Ability 2: {Ancestor's Chosen}, [2 Cards] - The Shaman channels the energy of the fallen Hero Mage to cast spells that cost 2 or less. Use once per turn.
<Assassin> "Guardian"
{HP: 4/4, ATK: 1, DEF: 16}
Ability 1: {frailty}, [Passive] - half damage from spells and ranged attacks (round damage down). double damage from melee attacks
Ability 2: {backstab}, [2 cards] - 30% chance of kill, 20% chance of leaving target with only 1 health, 50% chance of doing 2 damage
QuoteAbility 4: (15 valor); {Soul Explosion}, [3 cards] â€" Discard your hand. The Psychic dies. All units under your control gain +4 STR, +2 DEF until the end of the game. This buff cannot be dispelled.
Also known as the Game Over ability if you have warrior and paladin/bard
Slap some ageis and archon on the warrior and the rest of the players might as well surrender
The most unbalanced thing I have ever read
here's a guardian idea a friend has, Dwarven Defender or something of the sort. (templar, crusader, shield bearer)
Str:1 Def:19 Health:4/4
Can attack all units around him Once.(passive)
As long as he's on the board, Hero cannot be reduced to less than 1 life(passive)
one thing is good to know: what Creatures or Monster arent in your mind or better said what do you dislike and will never appear in the game, @Ross?