Monday, January 27, 2014

TOWER DEFENSE

Arrow Shooting Tower
***
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then add 1 "Tower" monster card from your deck to your hand except "Arrow Shooting Tower".
500/1700

Iron Wall Tower
***
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then place 1 "Tower Counter" on this card (max 1). This card gains 300 DEF for each "Tower Counter" placed on this card. If a face-up defense position "Tower" monster would be destroy, you can remove 1 "Wall Counter" from this card instead.
300/1900

Freezing Tower
****
WATER/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then target 1 card on the field; return the target to the Deck.
800/2000

Flame Tower
****
FIRE/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then increase this card ATK by 500. During your Main Phase 1, you can tribute this card in face-up Defense Position to destroy 1 card your opponent controls, inflict 1000 damage to your opponent. If you do, it is the end phase of this turn. During your Standby Phase, if you control a face-up Defense Position "Tower" monster, you can add this card from your graveyard to your hand. This effect of "Flame Tower" can only be used once per turn.
2000/800

Laser Beam Tower
****
LIGHT/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then special summon 1 "Tower" monster from your deck in face-up Defense Position except "Laser Beam Tower".
1000/1600

Cannon Tower
****
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then draw 1 card.
1200/1800

Holy Tower - Heaven Judgement
****
LIGHT/Rock/Xyz
2 Level 4 Rock-Type monsters
This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can special summon 1 "Tower" monster from your hand or Graveyard, then switch the attack target to that monster. If this card in face-up Defense Position would be destroyed, you can destroy other face-up defense position "Tower" monster instead. If this card has Xyz materials, your opponent cannot Special Summon monsters. During your Standby-Phase, you must detach 1 Xyz Material from this card, then increase this card DEF by 500.
1500/2500

Tower Blocked the Way
Normal Trap
This card can only be activated in your opponent's turn, if you control a face-up Defense Position "Tower" monster, change all monster your opponent currently controls to Attack Position and negate their effect until the end of this turn. All Attack Position monsters must attack if possible during this turn.

Tower Unpassable Defense
Counter Trap
This card can only be activated if you control a face-up Defense Position "Tower" monster, negate the activation of your opponent's Spell/Trap card.


Saturday, January 18, 2014

NEW CARD IDEA BASED ON FLIP EFFECT

MAIN MONSTER

Masked Beast - Balrog Dog
**
DARK/Beast/Effect
FLIP: Destroy 1 card on the field. When this card is flipped face-up, destroyed it during the end phase of that turn.
1000/500

Masked Beast - Spirit Cat
**
DARK/Beast/Effect
FLIP: Select up to 2 cards on the field except this card, return the selected cards to the hand. When this card is flipped face-up, destroyed it during the end phase of that turn.
500/1000

Masked Beast - Dark Falcon
**
DARK/Winged-Beast/Effect
FLIP: Select 1 "Masked Beast" monster and special summon it to your field in face-down defense position except "Masked Beast - Dark Falcon". When this card is flipped face-up, destroyed it during the end phase of that turn.
0/1500

Masked Beast - Battle Ox
***
EARTH/Beast/Effect
FLIP: Draw 1 card. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1500/500

Masked Beast - Baphomet
***
DARK/Beast/Effect
FLIP: Select 1 "Masked Beast" monster you control, change the level of all "Masked Beast" monsters you currently control to the level of selected monster. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1300/700

Masked Beast - Underworld Serpent
***
DARK/Reptile/Effect
Flip: Special summon 2 "Masked Beast" monsters with the same level in your graveyard. Immediately after this effect resolves, xyz summon a "Masked Beast" xyz monster using those 2 monsters only. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1100/900

Masked Beast - Ghost Fire Fox
**
DARK/Beast/Effect
During your main phase, you can send this card from your hand to your graveyard. If you do, up to twice per turn, you can change a face-down monster you control into face-up attack position. You can only activate the effect of "Masked Beast - Ghost Fire Fox" per turn.
750/750


BOSS MONSTER

Masked Beast King - Doom Unicorn
**
DARK/Beast/Xyz
2 x level 2 "Masked Beast" monsters
If you control face-down defense position monster, this card cannot be selected as an attack target and cannot be destroyed by card effects. This card gains 200 ATK for each face-down monster you control. Once per turn, you can detach 1 xyz material from this card, special summon 1 "Masked Beast" monster from your graveyard in face-down defense position. Each time a "Masked Beast" monster is flipped face-up, inflict 800 damage to your opponent.
1400/600

Masked Beast King - Shadow Lion
***
DARK/Beast/Xyz
2 x level 3 "Masked Beast" monsters
If you control face-down defense position monster, this card cannot be selected as attack target and cannot be destroyed by card effects. Once during either player's turn, you can detach 1 xyz material from this card to activates one of these effects:
- select 1 face-up monster and change it to face-down defense position.
- select 1 face-down monster and change it to face-up attack position.
Each time a "Masked Beast" monster is flipped face-up, inflict 800 damage to your opponent. During your end-phase, you can attach 1 "Masked Beast" monster to this card as xyz material, then draw 1 card. This effect can only be activated once per turn.
2000/1000


SPELL

Masked Beast Call
Normal Spell
Add 1 "Masked Beast" monster from your deck to your hand, if you do, you cannot normal summon or special summon monsters in face-up position until the end of this turn. You can only activate 1 "Masked Beast Reinforcement" per turn.

Masked Beast Draw
Quick-Play Spell
Activate this card only if you control a face-down monster or a "Masked Beast" monster (at least 1). Draw 2 cards, then send 1 "Masked Beast" card to your graveyard, and if you do not, skip your next 2 draw phases. You can only activate 1 "Masked Beast Draw" per turn.


TRAP

Masked Beast Mirror
Normal Trap
Special summon 1 level 3 or lower "Masked Beast" monster from your graveyard in face-down defense position. Immediately after this effect resolves, change it to face-up attack position. You can only activate 1 "Masked Beast Mirror" per turn.






Thursday, December 26, 2013

6.80 SUGGESTION

STR

Brewmaster
- base INT increased by 4

Treant Protector
- Leech Seed cast range increased from 350 to 500

Beastmaster
- STR increased from 2.2 to 2.6
- Armor increased by 1

Lycan
- Lycan wolf HP increased from 200/240/280/320 to 240/280/320/360
- Lycan wolf base damage increased by 5

Undying
- Decay damage rescaled from 20/60/100/140 to 35/70/105/140
- Tombstone cooldown reduced from 60 to 45

AGI

Juggernaut
- Base movement speed increased from 305 to 315

Morphling
- Adaptive Strike damage increased from (20/40/80/80 + 0.25 to 0.5/1/1.5/2 x AGI) to (25/50/75/100 + 0.25 to 0.5/1/1.5/2 x AGI)
- Base damage increased by 4

Spectre
- Spectral Dagger damage type changed to pure damage

Slark
- Shadow Dance bonus movement speed reduced from 30/35/40% to 25/30/35%






Sunday, August 25, 2013

DOTA 6.79 SUGGESTION

Alchemist
>>Unstable Concotion
-damage rescaled from 150/220/290/360 to 120/200/280/360
-cooldown rescaled from 16 seconds at all levels to 22/20/18/16 seconds

Batridder
>>Sticky Napalm
-mana cost increased from 20 to 30
-turn rate slow rescaled from 70% to 40/50/60/70%

Beastmaster
-STR gain increased from 2.2 to 2.6
>>Call of the Wild
-boar attack range increased from 550 to 650 

Brewmaster
-base INT increased by 4

Crystal Maiden
>>Frostbite
-range increased from 500 to 600

Dragon Knight
>>Dragon Tail
-Stun duration rescaled from 2.5/2.75/3/3.25 to 1.75/2.25/2.75/3.25

Faceless Void
-BAT improved from 1.7 to 1.6
>>Time Walk
-slow duration increase from 3 seconds to 4 seconds

Gyrocopter
-base armor reduced by 2
>>Call Down
-cooldown rescaled from 55/50/45 to 75/60/45

Invoker
-base damage increased by 4

Io
>>Tether
-bonus movement speed reduced from 17% at all levels to 11/13/15/17%
-can no longer be used on creep

Juggernaut
-movement speed increased by 10

Lifestealer
-base STR reduced by 2
>>Infest
-now has maximum duration of 40/50/60 seconds

Lone Druid
>>Summon Spirit Bear
-Spirit Bear's bounty rescaled from 300 to 200/250/300/350

Luna
>>Lucent Beam
-damage increased from 75/150/225/300 to 100/175/250/325
>>Eclipse
-cooldown reduced from 160/150/140 seconds to 160/140/120 seconds

Lycanthrope
>>Summon Wolves
-Lycan wolf's hit points increased from 200/240/280/320 to 250/300/350/400
>>Shapeshift
-bonus armor increased from 1 at all levels to 1/3/5

Morphling
-base damage increased by 6

Naga Sirem
-movement speed reduced by 5
-base armor reduced by 2

Nature's Prophet
>>Nature's Call
-Treant's bounty increased from 21-26 to 38-43

Spectre
-base STR increased by 2

Tiny
>>Avalanche
-range increased from 600 to 750

Undying
>>Decay
-damage rescaled from 20/60/100/140 to 30/60/90/120
-STR stolen rescaled from 4 at all levels to 3/4/5/6

Venomancer
>>Venomous Gale
-mana cost reduced from 125 to 110
-cooldown reduced from 22 seconds to 17 seconds

Visage
>>Soul Assumption
-cooldown rescaled from 4 seconds at all levels to 7/6/5/4 seconds

Weaver
-base damage reduced by 4
>>Time Lapse
-mana cost increased from 150/75/0 to 150 at all levels

Zues
>>Arc Lightning
-mana cost reduced from 65/70/75/80 to 50/55/60/65
>>Lightning Bolt
-cooldown reduced from 6 seconds to 5 seconds
-cast range increased from 700 to 850
>>Thundergod's Wrath
-sight/true sight duration increased from 3 seconds to 6 seconds
-cooldown reduced from 90 seconds at all levels to 90/75/60 seconds


Wednesday, June 19, 2013

CARRY HERO ANALYSIS

The Changes of Meta

During 6.72, the meta were more about split push and 4 pretect 1 strategy. The top carry heroes of that time were Anti Mage and Spectre. Occasionally, Weaver and Faceless Void were picked up by teams. All of those carry have 1 thing in common, mobility. Mobility for carry heroes was so important in 6.72 meta because teams liked to pick single core line-up. As we know, a carry without mobility can be kited easily with items like Force Staff and Ghost Scepter. Mobility also serves as escape mechanism. In the early game, teams liked to just sit back and farm up their carry. Anti Mage wa the dominating carry in because of his ability to farm and split push. Spectre is also very mobile, and is considered one of the best team fight carry.

When 6.74 came out, the meta had changed significantly. The meta game of that time was more pushing oriented. The top carry heroes of that time are Morphling, Lycan, Lone Druid and Naga Siren. The meta game had sped  up compared to previous version. This forced teams to pick up carry heroes that are capable to fight in early game. Morphling is considered very powerful even in early game with high burst damage and insane escape machanism. Lycan and Lone Druid are very good pushers hence they can help their team to take down towers and secure their gold advantage. Naga Siren was picked for her insane team fight set-up as well as being a counter pick to Lycan. In late 6.74 Anti Mage was picked up quite a lot to counter Morphling.

During 6.75, deathball meta was born. The meta game was about early game team fight and aggression. With this kind of fast-paced meta, traditional hard carry like Anti Mage and Spectre simply need to much farm to come online and their popularity decreased. Teams switched to some carry heroes with great early game presence such as Luna, Lone Druid and Lifestealer. Phantom Lancer was picked occasionally by some teams. Anti Mage was still popular among chinese team.

For 6.77, the meta was basically the same as 6.75. Gyrocopter was being discovered and quicky gained his popularity. Gyrocopter is strong in all stages of game, and he has insane team fight contribution. Spectre had made a return to the meta game because she get some nice buff to her spell. She can basically just sit back and farm and use her ultimate whenever the team fight occurs. Alchemist was also picked by some teams. In this meta, teams usually picked at least 2 carry and tried to farm up both. For example, Lone Druid and Lifestealer combo was used a lot by team IG.

Meta Game of Today
We are now playing the 6.78 version. Meta game of today is similar to the deathball, but with more variation to it. Early game aggression is even becoming more common. Teams like to play aggressive trilane to shut down their enemy. Teams are more focused on gaining the map control and tried to force out early game team fight. Ganking is big part of this meta game as killing a hero now give much more assist gold. Duo-core or tri-core line-up are always picked up. 4-protect-1 strategy is just too risky because teams will tried to shut down that 1 position carry as much as possible. Most of the popular carry heroes are very good laner by themselves or they can contribute in early game team fight.

Now, let's go through the popular carry of 6.78


Gyrocopter










This hero is kinda hot now. His early game is unmatched by any other carry with his high nuking power. Rocket Barrage deals huge damage in the early game. This makes him a very good trilane carry. He can also provide a much needed follow-up stun. His ultimate is very strong team fight ability and can completely turn the fight if used correctly. Not to forget, his ultimate go through magic immunity (slow only). Flak Cannon is very good in both farming and team fight. Although this spell get a cooldown nefted recently, it is still insanely good. In my opinion, this hero completely outshine Luna with higher reliability throughout the game.


Alchemist










This hero is very versatile as he can be played by several different ways. If he get a free farm lane, he can max his Greevil's Greed and get massive farm advantage. If he faces against enemy trilane, he can max his stun and try to help his allies. If he faces against pushing line-up, he can max his Acid Spray for defensive purpose. His ultimate is one of the transformation spell, giving him huge HP bonus, regeneration and insane attack speed. As we see, he can easily get 6-slotted around 25-30 minutes and become completely unstoppable. However, he is not very good in very late game because he is not very mobile. 


Spectre










This hero make a return to meta game because she get some huge buffs in previous version. Teams no longer play her as passive farming hero until she get Radiance. The meta game is not allowing it anymore. Today, players like to build Phase Boot, Drum into Diffusal Blade. This build allow her to participate in early game team fight. Haunt is such a good spell that it even deserved its spot as one of the best ultimate. It make spectre can keep on farming and she can choose to help her team whenever she wants. She also has superior mobility to keep on chasing her victim down. She is very hard to gank due to good escaping ability as well as being tanky. This hero is probably one of the best late game team fight carry if she get enough farm. However, she is weak before her level 6 and this means that she need a lot of protection before that.


Lone Druid










This hero was one of the most picked and banned hero in 6.77 version. He get some nefts in the latest version. Although not huge, but is enough to knock him down from top tier. He still has his strength and is still a worthy pick. He is one of the strongest laner and doesn't need any help in 1 vs 1 situation. Hence, supports are free to rotate. He is also extremely tanky after level 6, it means that he is not vulnerable to gank. His Spirit Bear is probably the strongest summon in the game. By using his Spirit Bear, his team can stay back and kinda slow siege towers. This is actually his biggest strength because his team can push with minimum risk. However, he can no longer buy Armlet on his bear. Hence, teams are forced to go for Radiance or MaelStrom build. 

Wednesday, May 15, 2013

6.78 CHANGELOG (SUGGESTION)

Alchemist
- Chemical Rage's bonus HP increased from 300/600/900 to 400/700/1000

Axe
Berserker's Call duration increased from 1.5/2/2.5/3 to 2/2.5/3/3.5

Beast Master
- STR gain increased from 2.2 to 2.6

Crystal Maiden
-Froze Bite duration increased from 1.5/2/2.5/3 to 2/2.5/3/3.5 seconds

Enigma
-Blackhole now last for 4/5/6 seconds

Invoker
-Base damage increased by 8

IO
-Tether mana cost increased from 40 to 60
-Overcharge HP/mana drain decreased from 3.5% to 3%

Lone Druid
- Spirit Bear now has 250 gold bounty

Luna
-Lucent Beam damage increased from 75/150/225/300 to 120/160/240/300

Lycan
- Summon Wolf mana cost reduced from 145 to 115/125/135/145

Magnus
-Skewer mana cost increased from 80 to 120
-Reverse Polarity stun duration rescale from 2.25/3/3.75 to 2.5/3/3.5 seconds

Morphling
-Morph mana cost reduced from 30 to 25
-Adaptive strike damage increased to 25/50/75/100 + 0.25 to 0.75/1.25/1.75/2.25 x AGI
-Base damage increased by 4

Nyx Assassin
-Spike Carapace mana cost increased from 40 to 40/50/60/70

Phantom Assassin
-Leveling ultimate now give her an active spell
Fatal Blow
Next attack has 100% to deal critical damage that ignore 75% armor. After the attack, ultimate is disabled for 6 seconds. Last 10 seconds and has 25 seconds cooldown. Mana cost is 75/100/125.

Phantom Lancer
- AGI gain decreased from 4.2 to 3.5
- Juxtapose illusion bonus damage taken increased from 350% to 400%

Shadow Shaman
-Hex mana cost reduced from 110/140/170/200 to 110/130/150/170

Spectre
- Haunt's cooldown improved from 120 seconds to 120/110/100 seconds
- Spectral Dagger mana cost decreased from 130/140/150/160 to 110/120/130/140

Tiny
- Toss mana cost reduced from 120 to 100

Undying
-Decay damage increase from 20/60/100/140 to 35/70/105/140
-Soul Rip heal/damage per unit increase from 25 to 30
Witch Doctor
-Paralyzing Cask stun duration increased from 1 to 1.25 seconds

Zues
-Lightning Bolt cooldown reduced to 5 seconds




Wednesday, March 20, 2013

NEW CARD IDEA

Dino Weapon - Twin Blade
****
EARTH/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 800 ATK When the equiped monster attacks a defense position monster, deal piercing damage to your oponent.
1700/1000

Dino Weapon - Windrunner Bow
***
WIND/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 500 ATK. You can send this card from your S/T zone to the graveyard to destroy 1 S/T card on the field.
1300/500

Dino Weapon - SpinoAxe
******
WATER/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 1500 ATK. If the equiped monster is targeted by opponent's card effect, you can send this card from yout S/T zone to the graveyard instead. Then select 1 "Dino Weopon" monster other than "Dino Weopon - SpinoAxe", equip the selected card to that monster.
2400/2000

Dino Weapon - Head Knuckler
**
EARTH/Dinosaur/Tuner/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 300 ATK. If this card is used as synchro material for "Dino-Weopon" synchro monster, you can use other synchro materials from your hand. This card can only be used as tuner to summon dinosaur-type synchro monster.
800/1500

Dino Weapon - Horned Sheild
**
EARTH/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. the equiped monster gain 1500 DEF. If equiped monster is attacked, you can change it to defense position. You can banish 1 "Dino" monster from your graveyard to add this card from your graveyard to your hand. This effect can only be used once per turn.
0/2000


Dino Fighter - Weapon Master
****
EARTH/Warrior/Effect
When this card is normal summoned, you can select 1 level 4 or lower "Dino Weopon" monster from your deck and equip to this card. If you control "Dino Weapon" synchro monster, you can special summon this card from your hand.
1600/1200

Dino Fighter - Ambusher
***
EARTH/Warrior/Effect
When a "Dino Weopon" monster is special summon to your field, you can special summon this card from your hand or graveyard. If this card is special summoned this way, it is banished when it leaves the field. When a "Dino Weopon" card is equiped to this card, draw 1 card. You can only use this effect once per turn.
1200/800

Dino Fighter - Knight Shadow
***
DARK/Warrior/Effect
Once per turn you can select 1 "Dino Weopon" monster in S/T zone, special summon that card as monster to your field. If you control "Dino Weapon" synchro monster, you can special summon this card from your hand.
1400/700

Dino Fighter - Destiny Knight
*****
LIGHT/Warrior/Effect
Once per player turn you can send 1 "Dino Weopon" card in S/T zone to the graveyard, destroy 1 monster your opponent controls and deal half of the monster's ATK as damage to your opponent. If you control "Dino Weapon" synchro monster, you can special summon this card from your hand.

Dino Weapon - Raptor Sword
****
Dinosaur-type tuner + 1 or more Warrior-type non-tuner
FIRE/Dinosaur/Synchro/Effect
You can equip this card to a face-up "Dino Fighter" monster you control. The equiped monster gain 1500 ATK. When this card is treated as equip spell card, it can not be destroyed by opponent's card effect. You can send this card from S/T zone to the graveyard to negate the special summon of a monster.
1500/1500

Dino Weopon - DiploWhip
*****
Dinosaur-type tuner + 1 or more Warrior-type non-tuner
EARTH/Dinosaur/Synchro/Effect
You can equip this card to a face-up "Dino Fighter" monster you control. The equiped monster gain 1800 ATK. This card can not be destroyed by opponent's card effect when treated as an equip spell card. If the equiped monster would be destroyed, you can send this card from S/T zone to graveyard instead. After that, select 1 level 4 or lower "Dino Weopon" monster in graveyard and equip a face-up "Dino Fighter" monster. The equiped monster gain the following effect:
Once per player's turn, this card is not affected by opponent's S/T card's effect. When this card destroys a monster by battle, deal half of that monster's ATK as damage to your opponent.
1800/1800

Dino Weopon - AnkyloSpear
******

Dinosaur-type tuner + 1 or more Warrior-type non-tuner
EARTH/Dinosaur/Synchro/Effect
You can equip this card to a face-up "Dino Fighter" monster you control (it is treated as an equip spell). The equiped monster gain 2000 ATK and 2000 DEF. This card can not be destroyed by opponent's card effect when treated as an equip spell card. If the equiped monster would be destroyed, you can send this card from S/T zone to graveyard instead. Then, you can select 1 level 4 or lower "Dino Weopon" monster and equip it to a face-up "Dino Fighter" monster. The equiped monster gain the following effect:
Once per player turn, you can negate the activation of opponent's card effect and destroy that card. Then, increase this card's ATK and DEF by 500.