My ideas/changes:
1) Mystery: causes damage = 3% current HP (not damage for each attack, cost to guy comes later). Passive 2 mystery change here.
2) standard attack: hits all enemies in a vertical column (across all teams), unavoidable
3) Chase: Chase causes has chance to cause High Float.
4) Passive 1: Guy has Lvl 2 Immunity and cannot avoid attacks. Attacks that target Guy deal only 10% of their normal damage (rather than dodging)
5) New Passive 2: At the end of every round: Guy receives damage equal to 50% of his Max HP ignoring armor. This damage cannot be prevented.
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