Chess Rush (Ideas)

Class Ideas

 * Leader
 * Allows to summon an ally from your bench,
 * 2 leader - summons a strongest ally from the bench with 75% of its stats when 1 leader dies.
 * 4 leaders - summons 2 strongest allies from the bench with 100% of its stats when 2 leaders die.
 * Obedient
 * Can be directly controlled by the player.
 * 2 obedients - the currently controlled character is given 50% additional of its own stats.
 * 4 obedients -
 * 6 obedients -


 * Exploder
 * Exploders are very hard to control, but the more you have, the easier! All exploders have the disadvantage of friendly fire.
 * 3 exploders - -50% friendly fire damage from exploders, +25% explosion damage from explosive spells (including such characters as Flamecaller)
 * 6 exploders - -immunity to friendly fire damage, +50% explosion damage from explosive spells.

Race Ideas

 * Hybrid - Activates all current present combos on the board.
 * Dwarf
 * They have increased armor penetration due to their smithing expertise.
 * 2 dwarves - +6 armor penetration and +6 magic penetration
 * 4 dwarves - +12/+12
 * 6 dwarves - +25/+25
 * Also at 6 dwarves - adds +5 of each penetration type every dwarf
 * Orc
 * Orcs are scary and huge, which slows down enemy mana regen.
 * 2 orcs - -15% enemy mana regen
 * 4 orcs - -30% enemy mana regen
 * 6 orcs - -45% enemy mana regen

Rare (3)

 * Wall Breacher - Goblin/Beast, Exploder
 * A one-time use unit(but revived anyway). He will blow up enemies for 6000/12000/18000 damage, killing himself in the process. The blast radius is about 1x1/2x2/3x3, and the farther from the explosion, the weaker it is by 20%. Warning, may cause friendly fire!


 * Dwarven Sniper - Dwarf, Hunter
 * At 75 mana, he will hunt down the enemy with the lowest health with his Ghost Bullets, where it will hit that enemy, and only that enemy, with 2/3/4 bullets for 8%/16%/24% of the enemy's HP. It ignores dodges.

Mythic (4)

 * Ballista Man - Human, Hunter
 * At 50 mana, he will stay in place to deploy his Ballista, which increases his armor by 33/67/100 and damage dealt by 150%/225%/300%. Cannot move in this state.
 * Minor Seraph - Angel, Warrior
 * At 100 mana, she will strike in a straight line up to the end of the board, stunning for 2/3/4s and knocking back enemies for 1 tile to the side. It also deals 1000/2000/3000 damage.
 * Drone Factory - Cyborg, Summoner
 * At 100 mana, it will summon 2/4/6 laser-firing drones that have 2000/4000/6000 HP, 40/80/120 armor, and deal 75/150/300 damage per shot, which shoots every 1.25/1/0.67s.


 * Ninjutsu Master - Human/Eastern, Hunter/Assassin
 * At 75 mana, it will deploy a caltrop full of shurikens anywhere on the board. When the caltrop is stepped on, it unleashes a flurry of shurikens that stun the enemy for 2/4/6 seconds. When killed, the Ninjutsu Master deploys 3/5/7 caltrops anywhere on the board. All caltrops deal a total of 1250/2500/3750 damage.


 * Deranged Dwarven Detonator - Dwarf, Hunter/Exploder
 * At 125 mana, he will throw a Cluster Bomb at the enemy that explodes into 8 bomblets. Will have 1/2/3 bombs per level and will add a 2nd/3rd bomblet layer at 2/3 star. The main bomb deals 1500/3000/4500, while the bomblets deal half of its damage. Warning, may cause friendly fire!


 * Sheriff of the West - Human, Hunter
 * Passive: Has a 10%/20%/30% chance to dodge attacks.
 * Active: At 80 mana, she will shoot 2/4/6 enemies with a flurry of 3/5/7 explosive bullets from her gun. Each bullet deals 1000/1500/2000 damage. Cannot move in this state. At all levels this has a 3x3 explosive range.

Legendary (5)

 * Death, the Grim Reaper - Undead, Punisher/Sorcerer
 * At 150 mana, he will inflict the Marked for Death debuff for all enemies, dealing 500/1000/1500 damage per second for 5/10/15 seconds, and will instantly kill enemies at below 5%/10%/15% HP.
 * Dwarven Alchemist - Dwarf, Assassin/Warlock
 * Passive - His flasks are his main attack. It deals damage over time when it hits an enemy. Deals 250/500/1000 per second for 4/8/12 seconds. The countdown resets when it hits the same enemy.
 * Active - At 175 mana, he throws a flask to his allies that increase per level, at 3/6/all allies that increases dodge chance by 25/50/75%.
 * Zeus, the God of Lightning - Olympian, Warrior/Sorcerer
 * Passive: All of his attacks from his lightning bolt can jump from 2/3/4 enemies. It deals 10% less/5% less/full damage per jump.
 * Active: At 200 mana, he summons a lightning strike that stuns the closest 2/4/6 enemies for 2/4/6 seconds and blinds them after the stun that forces them to have a 50%/70%/90% chance to miss their next attacks for 4/8/12 seconds.
 * Phantom Queen - Human/Undead, Assassin/Summoner
 * Passive: All her attacks have a 20%/40%/60% chance to critically strike, as well as the same chance to dodge.
 * Active: At 50 mana, she will deploy a clone of herself at 50%/75%/100% of her stats. Can have up to 6/11/16 clones active.


 * Ecclesiarch of Light - Human, Leader/Warlock
 * At 250 mana, he will raise his scepter to increase all of his allies' stats(including himself).
 * Buffs provided by ability:
 * 5%/10%/15% additional HP
 * 50/100/150 additional armor
 * 1/2/3 additional range for ranged allies
 * 5%/10%/15% additional damage
 * 10%/20%/30% dodge chance
 * 100/150/200 additional HP regen
 * 50/100/150 additional magic resist
 * 10%/20%/30% damage resistance for 1/3/5 seconds
 * 5%/10%/15% additional attack speed
 * Shield at 10%/20%/30% of their HP
 * Temporarily revives 1/2/3 recently killed allies for 2/4/6 seconds.
 * Removes all debuffs


 * Mirror Princess - Elf, Sorcerer/Protector
 * At 75 mana, she creates a Mirror Shield, being invincible like the Sword Dancer, and will be untargetable for 3/6/10 seconds. (Unlike the Sword Dancer, however, the attack priority for her will be set to low, similar to the Voodoo Elder's ability to inflict this on an opponent)
 * Necromancer - Undead/Demon, Summoner/Warlock
 * At 150 mana, it will summon 3/5/7 skeletons. At the same time, it will heal an ally of the lowest percentage anywhere in the board for 50%/75%/100% of its HP. If there is a killed ally, it will revive it for 25%/50%/75% HP. Everytime there is a deceased ally hero, a corpse is left on the ground whenever a Necromancer is present in the board.


 * Technological Tyrant - Human/Cyborg, Warlord
 * Passive: Increases attack speed by 50%/75%/100% every form change at 75 mana for 5/10/15 seconds. Stacks. He also moves by teleportation.
 * Blade Form - Single strike, has a 5%/15%/25% chance to stun enemies for 0.1/0.2/0.4 seconds.
 * Passive: For everytime his blade hits, he reduces his opponent's mana by 50%/75%/100%. Deals true damage with 5%/7.5%/10% of enemies' HP.
 * Active: Charges his blade and thrusts it downward to create a quantum shockwave that knocks back enemies for 1/2/3 tiles and preventing them from casting any abilities, including their passive abilities, for 20 seconds. Deals 2000/4000/6000 damage. and attempts to teleport farther away from enemies. Does this when changing weapons.
 * Blaster Form - Can jump up to 3/6/all enemies on any range. Has a 8%/16%/24% to stun enemies for 0.05/0.1/0.2 seconds.
 * Passive: For every laser hit, slows down enemy mana regen by 20%/40%/60%. No stacking. Deals true damage with 4%/6%/8% of enemies' HP.
 * Active: Releases a quantum blast that stuns enemies for 2/3/4 seconds in a 3x3/5x5/global tile range, and preventing them from casting any abilities, including their passive abilities, for 20 seconds. Deals 2500/5000/7500 damage and teleports to a nearer enemy. Does this when changing weapons.

Heroic (6)
New Rarity Level, costs 6 Mana Crystals, colored Red
 * Technological Tyrant, buffed - Hybrid, Warlord