Anytime a stack or ability mark a creature your opposing stack element can break the mark by using special ability (ex : vanara mark creature chimera use special ability). Also any creature in army being damaged by the opposing element could suffer more damage like ~10% more.
(element marked creature have a sign of the element they are marked with) A hero has an extra spell that can only be used on friendly stack (check scholar description). The extra spell in return activate the ability in yellow.
Academy ability: Any creature marked fill the bar and any creature or the hero breaking the mark fills the bar even more
Level 1 : Army deal ~10% more damage when breaking a mark this turn
Level 2 : Army deal ~15% more damage when breaking a mark this turn. Mark ~1 creature with 1 random element
Level 3 : Army deal ~20% more damage when breaking a mark this turn. Mark ~2 creature with 1 random element
Signature : For next 2 turn hero can cast any 2 magic or might ability in the same turn
Advantage: Has access to multiple school, Strategist, elemental bonus, Strong magic creature
Disadvantage: Hard to specialize in one school since they need a lot for they're creation to function. elemental double edged sword, 4/7 slow unit
Vanara : Element Water (Shooter. Water prison / This creature can create a water bubble around a target to protect it of damage. The damage absorbed is ~20 to 30 point for each vanara and the imprisoned creature cannot move. River stream Whenever this creature is targeted by a water spell it use a water wave has an attack purging the enemy of buff and damaging and marking him with water mark. The attack his activated on the next ranged attack. Water resistance / Water dealing damage spell don't affect this creature
Clay Golem - Iron Golem : Element None (Dynamo / When standing next to enemy any stack ability that pass trough this creature activate this ability. Any enemy surrounding this unit receive a magic discharge. Binding magic / any enemy attacked by this creature add to the time a mark will affect it. Add ~2 turn to the time the mark stay present. Magic resistant / 30% resistance to magic. Hardened / strong defense
Rakasha : Element Shadow (Large. Night sword / This creature attack mark enemy with shadow mark. No retaliation. Dash. Assailant / If this creature attack an opponent that has lower initiative it make it act after the next creature following in the ATB) Dark resistance / Dark dealing spell don't affect this creature (has average initiative but need to use dash to reach preemptive unit. Thinking about alternative too since ATB and balance relate a lot)
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Scholar - Mage : Element Fire (Gather your mind / Every ~50 unit of this creature give an extra spell per turn to the hero. The extra spell can only be a damaging spell and must be cast on a friendly creature. Telekinesis / This creature can use a ranged attack . Searing flame / whenever this creature is targeted by a fire spell is next attack will be a fire pillar. The pillar keep going in the direction of the attack until it reach end of grid . Fire resistance / Fire dealing spell don't affect this creature
Djinn : Element Earth (Sultan sword / If hit by any spell the next attack deal 1.5x damage. Three wish / This creature can cast earth mark against a random opponent, a damaging earth spell against another random wind marked unit(random if none) and a regeneration spell on the most damaged ally when it is hit by a earth spell. Flyer. Earth resistance / Earth dealing spell don't affect this creature
Garuda : Element Wind ( Wind raiser / Whenever this creature is hit by a wind spell this creature unleash a super fast tornado in a straight line damaging all in it's path and start from where the garuda is standing when hit by the wind spell. The tornado also curse enemy it touch with wind mark and the garuda loose the turn just like if it attack. Sky descendant / This creature has strong wind surrounding it giving it a ~10 % chance to evade melee attack. Flyer, Large. Air resistance / Air dealing spell don't affect this creature
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Titan : Element Thunder, Primordial ( Electrocute /If this creature is hit by a thunder spell it next attack shock the opponent disabling 1 random passive ability for ~2 turn . Ancient / If this creature is hit by a primordial spell the next attack can't be healed. No melee penalty, Shooter, dragon killer, Large. Prime & Air resistance / Prime & Air dealing spell don't affect this creature
Wanted to have a chimera but since manticore his in. angha would make too much flying going back to the Golem. Plus Golem and vanara start to see some nasty combo
core 1
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core 2
Angha
core 3
Rakasha
elite 4
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elite 5
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elite 6
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champ 7
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Academy werewolves! Why doesn't HoMM have werewolves?

