Hey everyone, it's time for another @thepeoplesguild challenge, respect for the originality in the topics, it's very cool!
The challenge for this post is to think of a new set that will replace the current set of gladiators but, keep in mind, it's not a teams idea so it might never see the light of day, that doesn't mean it's not fun to think about!
I agree these monsters should ONLY be able to be used in brawls, not in ranked play, the powerful cards ruin perfectly good strategies in ranked play when you're not expecting gladiators, having a negative impact on the gaming experience.
To find out how you can participate in the challenge yourself, check out the challenge post here.
Since I'm posting this also outside of hive for a wider range to attract players to splinterlands, you should know the game has gone over awesome new updates and improvements lately, I recommend checking out the game even if you've never played a trading card game before, I never did three years ago, and well... here we are 😅
Read more about the game's updates and improvements here.
So, on with today's topic!
Design 7 unique abilities, each aligned with one of the core Splinterlands elements. Think about how these abilities can add strategic depth to brawls, encouraging teamwork and leveraging the essence of each element.
Let's go!
First are some idea's with a new spin to how the martyr ability works and triggers on the death or attack of the domineers.
Water: Tidal Wave
After a Domineer takes damage, all enemy monsters lose -1 speed on the next round, representing the overwhelming power of crashing waves, slowing enemies down to a crawl.
Earth: Rockslide
When a Domineer is attacked, all allied monsters gain +1 armor for 1 round, emphasizing Earth’s enduring and protective nature by shielding the entire team from damage.
Earth: Rooted Defense
If an allied Domineer dies, the team receives +1 to both armor and health for 2 rounds, showing Earth’s resilience and the idea that nature strengthens when it’s under threat.
Fire: Searing Strike
When an ally is killed, all remaining allied monsters gain +1 melee attack and receive a burst of extra speed for 1 round, symbolizing a rage-filled retaliation.
Life: Resurgence
After a Domineer heals an ally, all friendly monsters regain 1 health for 1 round, embodying the concept of renewal and life force.
Death: Haunting
When a Domineer is killed, all enemies lose 1 health at the start of the next round, reflecting the lingering presence of Death even after a Domineer falls.
Dragon: Ascendance
Upon killing an enemy monster, the entire team gains +1 to their attack stat (any type) for 1 round, symbolizing the empowering leadership and command of Dragons that lifts the entire team to dominance.
Dragon: Draconic Fury
When the domineer is killed, all allied monsters gain +1 (any) attack for 2 rounds, embodying the rising wrath and fury of dragons when threatened.
Neutral: Equilibrium
When a Domineer is hit, all allied monsters have a 20% chance to gain +1 to any random stat (health, speed, attack) for 1 round, representing the balance and unpredictability of neutral monsters.
Also, here are a couple of other abilities, more on the tactic level.
Water: Floodgate
When an enemy brings slow to your team, all allied monsters gain +1 magic attack for 1 round, symbolizing the overpowering force of water breaking through barriers.
Life: Blessing of the Grove
When a Domineer makes a kill, all allied monsters heal for 1 health over the next 2 rounds.
The Life element rewards successful combat with renewal and growth. This healing ability keeps the team sustained during prolonged battles.
Water: Flow of Power
When a Domineer makes a kill, all allied monsters gain +1 magic attack for 1 round.
Water represents flowing energy. This ability channels the power of victory into a burst of magical strength, enabling powerful spells in the next round.
Earth: Nature’s Resolve
Effect: When a Domineer makes a kill, all allied monsters gain +1 health and +1 armor for 1 round.
Earth is resilient. This ability shows that success strengthens the team’s defenses, allowing them to stand their ground even more firmly.
Fire: Ignition
When a Domineer makes a kill, all allied monsters gain +1 melee or ranged attack (depending on their type) for 1 round.
Fire spreads aggressively. This ability ignites the team’s offensive potential, creating a chain reaction of destruction after a kill.
Dragon: Draconic Roar
When a Domineer makes a kill, all allied monsters gain +1 speed and +1 attack (any type) for 1 round.
Theme: Dragons are rulers of the battlefield. This ability represents their dominance, roaring with triumph to inspire the entire team to act more swiftly and strike harder.
Thinking about all these new abilities and possibilities (some might be too overpowered maybe) is great fun, I'm looking forward to see what other players come up with!
Thank you for reading!!!
If you haven't made an account already, please consider using my referral link to sign up, I'll happily send the amount I get for your signup back to you in DEC or SPS to help you start.
Have a great day!
I love what you came up with here, Nozem - that Neutral ability is wild! Mimic for all :)
Thanks for always participating man! Lot more fun when we see creative stuff from buddies!
@nozem01 I just realized you've not tagged TPGCHALLENGE! I'll get ya on the list, but update your post if ya could :)
Wait what, update? Did I miss something? 😅
#tpgchallenge
ah! crap, missed that 😅 thanks, updated
I was checking your blog again but no update on the challenge as far as I can see.. the weekend is ending for me so I'll guess I'll have to pass on this one then