User:Raine Valen/Design/Guild Advance Wars/Characters

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Professions[edit]

In GAW, players can choose one profession that defines their base stats, what armor they can wear, and which weapons they can wield (their primary profession). In addition to this, they may pick skills from any other profession, so long as they have enough SP (skill points), to equip those skills. Skills from one's primary profession will always be more effective than those of your secondary profession. In general, there are very few restrictions on skill usage – if a player decides to, he may use Power Shot with a sword.

WarriorWarrior[edit]

Warriors deal heavy physical damage and have heavy armor, but are limited to attacking units immediately adjacent to them. However, they are among the fastest of units and have strong movement control skills, so it's not hard for a Warrior to stick to a target once they've closed in.

On top of their damage, Warriors also possess significant disruptive ability through interrupts and knockdowns, and even have limited party support skills.

RangerRanger[edit]

Rangers, though also physical attackers, are much longer-ranged – in fact, the have the longest range of any unit.

Although Rangers deal little direct damage on their own, they can inflict heavy degeneration and have disruptive abilities rivaling or surpassing those of the Warrior.

Rangers also excel in survivability.

MonkMonk[edit]

Monks heal and protect allied units.

They're not particularly fast and don't have a lot of armor, but they're exceptionally valuable because the team's success often rests on the shoulders of its Monks.

NecromancerNecromancer[edit]

MesmerMesmer[edit]

ElementalistElementalist[edit]

AssassinAssassin[edit]

RitualistRitualist[edit]

ParagonParagon[edit]

DervishDervish[edit]

Skills[edit]

In GAW, there are types of skills - active, reactive, and passive. Keep in mind that within these core types exist many sub-types.

Active skills may be used on a character's turn, before or after they've moved - but not both. Some active skills require an activation time, a set number of turns where the character cannot move (and in some cases, cannot activate certain reactive skills). Once this activation time expires, the skill occurs, and the character can act once more. A character can bring as many active skills as they desire, as long as they have sufficient skill points to do so.

Reactive skills are automatically used under preset conditions, they can activate any time, unless a character is inflicted with a condition or hex that prevents reactive skills from occuring. Due to their powerful nature, a character may only equip so many reactive skills at any given time.

Passive skills are skills that always effect a character, no matter what. They can range from damage increases, mobility increases, block chance increases, and so fourth. A character can equip multiple passive skills, but they require a significant amount of skill points (SP) to equip. Some conditions and hexes temporarily disable passive skills.

Elite skills are skills which have been deemed generally more powerful than their non-elite counterparts, because of this, a character is limited to only one elite skill. Most elite skills are active skills, however some are passive, and some are reactive.

WarriorWarrior[edit]

  • Bull's Strike Bull's Strike: if target foe would move at the start of their next turn, they are knocked down (2 turns), instead.
  • Disrupting Chop Disrupting Chop: if target foe would use a skill at the start of their next turn, that skill is interrupted and disabled (6 turns).
  • Crippling Slash Crippling Slash: cripples target foe, reducing their movement speed by 2 (4 turns); inflicts Bleeding, dealing 6 damage per turn (8 turns).
  • Earth Shaker Earth Shaker: knocks down target foe and all adjacent foes (2 turns).
  • Frenzy Frenzy: Stance you may attack twice per turn, but take double damage (3 turns).
  • Shield Bash Shield Bash Recharge time7: Reactive skill block an attack skill. This attack skill is disabled for an additional x turns.
  • "None Shall Pass!" "None Shall Pass!" Recharge time15: Shout foes within range are knocked down (1 turns), if they move on their next turn.
  • Eviscerate Eviscerate: deal x damage to target foe. Causes Deep Wound, reducing target's maximum health by 20% and reducing the effects of all healing recieved by 20%.

RangerRanger[edit]

  • Distracting Shot Distracting Shot Recharge time5: if target foe would use a skill on their next turn, that skill is interrupted and disabled (6 turns)
  • Savage Shot Savage Shot Recharge time5: if target foe would use a skill on their next turn, that skill is interrupted and takes xx damage.
  • Apply Poison Apply Poison Recharge time3: for the next 6 turns, your attacks inflict poison, dealing 8 damage per turn (6 turns).

MonkMonk[edit]

NecromancerNecromancer[edit]

MesmerMesmer[edit]

ElementalistElementalist[edit]

  • Rodgort's Invocation Rodgort's Invocation Recharge time 4 Activation time 2 Spell. After channeling for two turns, release a Rodgort's Invigoration at target foe's location. That foe, and all adjacent targets take x damage, and begin burning for 1 turn.

AssassinAssassin[edit]

  • Dash Dash Recharge time4: Stance Increases your movement by 4 (1 turn).

RitualistRitualist[edit]

ParagonParagon[edit]

DervishDervish[edit]

  • Avatar of Grenth Avatar of Grenth: Passive Skill Attacking a foe heals you for x% of your heath. Whenever an enchantment on you ends, nearby foes recieve the disease condition, losing 3 health per turn. Disease spreads to creatures of the same type

Skill Types[edit]

  • Shout: Special skill type unique to Warriors and Paragons. Activating a shout doesn't use up a character's chance to use an active skill - that is, shouts recieve their own portion of a character's turn altogether. Shouts affect targets within a certain distance of the character using them, and generally apply benefits to allies , or demoralize enemies. Activating a shout causes that shout to go on recharge for all allies. Meaning that having more than one copy of the same shout per team generally isn't going to be an asset.
  • Stance: Using a stance uses up a character's move phase on their turn. Some stances increase the mobility of a character, while others provide defensive benefits. Stances which increase mobility allow the character to move on that turn, while defensive stances render the character immobile. Certain stances affect allies within a certain distance of the character using them.
  • Avatar: Passive skills which changes the apperance of the character. Characters may only have one avatar - as a result, only one may be active at the same time.