Melee / Standard/ Regular Unit
Ranged
Frost Mage
Mage Class Caster
Priest (Healer)
Hunter
Huntresses
Fort
Turret
Tower (variances)
2nd Type of Turret
(3rd Type of Turret); Elite Swordsman
Axemen
Spearmen
Greek Spearmen
Greek Shield-Swordsmen
Melee / Standard/ Regular Unit
Ranged
Frost Mage
Mage Class Caster
Priest (Healer)
Hunter
Huntresses
Fort
Turret
Tower (variances)
2nd Type of Turret
(3rd Type of Turret); Elite Swordsman
Axemen
Spearmen
Greek Spearmen
Greek Shield-Swordsmen
Summoner - specializes and does summonings of smaller usually creatures, occasion at a token like golem creature
Zapper - zaps a tons; or lots in descrption
Shield Master - distributes shields plus itself with having some modest level of shields
Growther - Grows than grossly grows!
Seperator - mainly does this to opponent's team cards
Growler
Intelligent Mage
Ice Warden (Leader)
(Mechanical) Turret Master
Engineer
Druid Master
Swordsman - cleaves a lot; an tonnage, metaly speaking; describing
Duelist
Duo Synchronizer Master
Trustworthy Colleague
Member of the Arcane Ministry (Elite caster)
Stomp out of anger
Stomp* Out of anticipation
Stomp out of preperation
^a cast of an ability / skill Stomp; commonly may be named War Stomp by Tauren Cheiften(s) of Warcraft 3:TFT game / app
Spend Gold, buy many / mostly out of concern
out of anguish
out of & ^ ? * scaredness; of opponent's army and its size (and) * *
Attack Speed
Movement Speed
Attack Spree
Ready-to-attack time durational point
Agility
Battle Stances
Defensive Stance(s)
Strength
Block Chance
Evasion
Parry
Relative travelled distance from Base
Relative travelled distance from turret / expansion base
Relative travel units from Home (Home Base)
Intelligence
Magic Damage (Bonus)
Spell haste
Resilience
Critical Strike Chance
Overpower Hit Chance
Lucky Hit Chance
Follow, and Attack
Follow-Attack (like so)
Chase 500 units of distance / travel
Escape Fight / Battle(s)
Back travel 300 units (of distance)
Give heal potion item to friendly ally, lowest recent / current hp one
Dump all spells onto target started attacking this hero, hero / character
Activate to maxly replenish mana, to max (*)
If sees enemy hero, always attack
Choose the highest hp enemy hero as priority, to attack (this includes chase)
If health reduced to less than 20%, start definate escaping (;which is, to main base)
Power Cards TCG
- 210 cards first version in total (sample)
- level (star level) 1 to 8
- textile based match (like color matches) (total of 6 different colors)
- abilities: next card less in power, next card greater in power, same in power
- 3 stations (or 6), each one different, bland (blank) or with an ability
- grids or not grids-like based
- reduce enemy cards' power abilities (ability(s) )
- mana cost relevant or not relevant
Outworld Destroyer
deals significant damage to heroes without as much magic protection
additional health may improve this hero's survival
despite manuverability of some kinds / forms assist for its dodges and survivalbility
Anti-Mage
causes physical damage to those that gets mana "deplenished"
the blink grants significant initiation to battle and increase in equalvalance of blunt take health
in addition, though lacks spells and stun ability absorbtions of some kinds
Naga Siren
the images growth are exponential more like than metaphorically linear
naga's compotence increases as game goes on and farm (stored gold) becomes significantly compotent
its mana regen has some issues though standard bought items grant some portions of it, this goes either in exceeding amounts
Monkey King
does not really like to absorb blunt of the damages
enemy team tend to give focus and stackages onto monkey king for it will build up its first ability (a primary main action ability)
its hop from trees goes to proof itself in battles, deals significant disruption and psychology more so based / type of disruptions and damages to battles
Lifestealer
lifesteals on the reels
akeens to absorb fight's minor or moderate genres / types of damages, which are most from enemy heroes
the enemy team seek to deny its growth via ganks and supressions of some sorts (the ones that are categorically similar enough or so, that is)
Dazzle
heal declines relative to some agility-based heroes due to its linear relative progression
the heal deals significant damage and does better and more suitable in teams and thus team fights, in addition in team fights especially, or more, which is in compotency
its survival ability, mainly for teammates being often seen as a compotent ability goes rather become dampened and proofen as dampened once game progresses, and as battles wages on, for its passiveness doesn't overcome to the proof level of its worth
Critical Strike *
First Strike
Cheer
Motivate
Duelist
Infantry
Archer
Calvary
Knight
Plate Armored
Mail Armor
Blade Warrior
Swordsman
Cleave
Whirlwind
Poison
Cleanse
Wound
First Aid
Heal
Replenish Mana
Mana Mechanic(s), likely one
Evasion
Surprise Attack
Meld
Discover
Uncover
Archeologist
Archeology
Astrology
Mathematics
Finisher
Combo Stack
Stun
Bash
Regenerate Health
Extra Health
Fast Attack Speed
Rush Scroll
Charge
Rally
(quick access'es)
Detaled levels (detales)
March Bots (March forth;)
Let's travel this way, with the entire group (friendly group, includes summoned and converted-summoned)
This trail / path is clear, as expected (rather; instead)
We should follow this hero and await for that hero (friendly; team's) to execute an finisher move / ability;s and skill;s
Chase two of these heroes, ;be, on track *
Calculate pre-requisitely the amount of hp would be spent and gold calculations of / based on / for items purchases
Consider the amount of health that would be dented from this fight, average like, and towards, and average-like, and (variances of) estimations
Upgrades be considerable, yet a standard
60 total cards 40 total cards 20 total cards of a deck
4 of 7 total hand card drawn 3 of 40 2 of 20
On hit: increase attach by 7
On Arrival to field: gives 2-3 attack randomized to all friendly creatures / cards / dices