Hey all!
This is my proposal of a new hero: the Grand Phantom, the Support Specialist! It is a low health, low damage but high impact unit that adds versatility to an army composition.
Before I start, I would like to clarify that this is not ruled out.
"*Requests for all troop types to have a related hero"
The Grand Phantom is not a hero of any other troop currently in the game, nor is it a hero of all troop types.
My goals
- To create a support based hero, which is useful in defense as well as offense.
- A hero that adds versatility to army compositions
- A hero whose strengths and weaknesses are showcased clearly
Overview
The Grand Phantom is a support based hero. It's unique on-hit effect (curse) both hinders its target's defense and offense, and also gives allied troops more durability. Its ability "ghosts" all nearby allied units, granting them great mobility and defense for a very short duration.
Stats
Level HP DPS Explosion Damage Ability Level Curse level Cost to upgrade/build (DE) Time to upgrade/build (days) Regen time (minutes) 1 700 20 5 0 1 70 000 0 60 2 714 20 5 0 1 72 500 0.5 63 3 728 21 5 0 1 75 000 1 66 4 742 21 5 0 1 77 500 1.5 69 5 757 22 5 1 2 80 000 2 72 6 772 23 5 1 2 82 500 2.5 75 7 787 24 5 1 2 85 000 3 78 8 803 25 5 1 2 87 500 3.5 81 9 819 27 5 1 2 90 000 4 84 10 835 29 7 2 3 92 500 4.5 87 11 852 31 7 2 3 95 000 5 90 12 869 33 7 2 3 97 500 5.5 93 13 786 36 7 2 3 100 000 6 96 14 804 39 7 2 3 102 500 6.5 99 15 822 42 7 3 4 105 000 7 102 16 841 42 7 3 4 107 500 7.5 105 17 860 42 7 3 4 110 000 8 108 18 880 42 7 3 4 112 500 8.5 111 19 900 42 7 3 4 115 000 9 114 20 921 42 7 4 5 120 000 9.5 117
Range: 2 tiles
Movement speed: 13
Attack speed: 0.75 seconds
Explosion radius: 0.4 tiles
Maximum number of Apparitions: 5
Notes: The splash damage is purely for making the Grand Phantom more useful in defense, as this would otherwise be too offense focused.
Nothing too special about these stats, except to note that it has less health than a archer queen of the same level. I will explain why this is the case later on.
Cursed
Cursed is a debuff that the Grand Phantom applies with every auto-attack (and explosion), and it is what gives the Grand Phantom its supportive nature (alongside its ability). The debuff lasts 5 seconds and refreshes whenever the unit is attacked. However, it will not stacked when attacked multiple times.
Damage reduction
All cursed units deal reduced damage based on a percentage. The damage reduction is increased based on level.
Level Damage reduction (%) 1 10 2 14 3 18 4 20 5 22
Life steal
When an allied unit attacks an enemy unit that is cursed, the allied unit is healed based on its own health or damage dealt (Depending on which value is lower). Life steal increases each level.
Level Life steal (percentage of own health) Life steal (percentage of damage dealt) 1 5 20 2 7 22 3 8 23 4 9 24 5 10 25
NOTE: Heroes and PEKKAs receive half health this way.
Apparitions
When a cursed unit with more than 200HP dies, in turns into an Apparition, fighting alongside the Grand Phantom. The Apparition's stats increase every level.
Level HP DPS 1 100 10 2 130 12 3 160 14 4 180 16 5 200 17
Preferred target: Anything
Type: Ground
Targets: Air and ground
Attack speed: 1 second
Range: Melee
Ok, this isn't the most supportive ability, but it is intended to create havoc for enemies, similar to a witch. It is better used for tanking rather than dealing damage.
Ability: Ghost Shroud
The Ghost Shroud is an ability that creates an aura around the Grand Phantom for a short duration. All allied units in the aura are "ghosted". While ghosted, units:
- Can go through walls;
- Have increased movement speed;
- Take reduced damage from physical defenses.
Physical defenses are:
- Cannons
- Archer Towers
- Mortars
- Air defenses
- All traps (spring traps are unchanged since they are instakill)
- X-bows
Ability Level Aura radius Duration (seconds) Damage Reduction Speed increase (flat amount) 1 4 1 20% 12 2 4.5 1.25 30% 14 3 5 1.5 40% 17 4 5.5 1.75 50% 20
Note: If a unit is un-ghosted while on a wall, it will keep ghosted until it passes the wall.
Analysis
My goals when creating this were:
- To create a support based hero, which is useful in defense as well as offense.
- A hero that adds versatility to army compositions
- A hero whose strengths and weaknesses are showcased clearly
How did attempt to achieve these?
1. A support is generally defined by disruption to enemies or buffs to allies, and my hero does this.
2. Due to this hero's large number of abilities, it is able to be used effectively in many compositions. eg the healing can be used in exchange for healers/heal spells, its Apparitions could potentially be used in exchange (or conjunction) with witches.
3. Its DPS and HP are extremely low for its cost, but in compensation, has a large array of high-impact supportive abilities.
Offensive strategy
Due to its low health, it is vital that the Grand Phantom is protected adequately, as when it takes fire, it will die extremely quickly due to the lack of healing on its ability. Therefore, golems or giants are very useful with the Grand Phantom. Its cursed healing doesn't offer massive healing to most troops. However, it is effective if your troops are taking fire from low damage defenses (mortar, bombs). Its defensive abilities (apparitions and damage reduction) are quite useful in conjunction with the healing, allowing your troops a lot of time to heal before they take too much damage.
The Grand Phantom has a very useful ability if used correctly. Centralized CC/heroes can be used in the attacker's favour more than even, due to not needing a jump spell if troops are behind walls. Furthermore, the damage reduction, in combination with increased movement speed and possible a rage means that an army force can charge into the core with ease. However, one should be careful that they don't use the ability to go into a side compartment and have no way out.
Defensive Strategy
In defense, the splash damage allows your defenses to make the most out of cursed enemies. This shouldn't be centralized, as when it curses units, the damage from wizards/archers/other stuff is likely to be too much for the curse to be of any use. Therefore, this is best placed in the second layer where defenses can actually make use of curse.
Thanks for reading!
If you have any suggestions, feedback or opinions, please comment!
