# Buffs to legendary troops

**URL:** <https://community.gemsofwar.com/t/buffs-to-legendary-troops/8473>\
**Category:** Feature Requests and Game feedback\
**Created:** [June 16, 2016, 7:28am UTC](https://community.gemsofwar.com/t/buffs-to-legendary-troops/8473 "2016-06-16T07:28:30Z")\
**Posts on this page:** 1\
**Showing post:** 45

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**Author:** ![Lyya](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/lyya/32/3650_2.png) [@Lyya](https://community.gemsofwar.com/u/Lyya)\
**Post date:** [June 20, 2016, 12:17am UTC](https://community.gemsofwar.com/t/buffs-to-legendary-troops/8473/45 "2016-06-20T00:17:40Z")

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(Can’t tell if sarcasm…)

@Jainus, you’ve put a lot of thought into this, and generally I agree with the spirit of most of these changes. Of course, the exact numbers would need to be playtested, but the playstyle changes sound promising.

A few direct points of feedback follow (mobile again, and quoting replies is a major pain :P).

> [@Jainus](#):
>
> Abhorath  
> Spell: also gain +5 Life, boosted by 1xgreen gems removed on board. If 10+ brown gems were removed, gain an extra turn.Traits: Arcane is useless on him, replace with Regeneration. Third trait is rubbish: replace with Growing Threat: gain +1 to all skill stats when an ally casts a spell.

The extra turn feels like too much to me. I think the +Life would be a good insulation against a bad drop, but Abhorath shouldn’t be a “sure thing” since he has the potential to grow very deadly very fast. I agree with the other changes.

> [@Jainus](#):
>
> Gar’Nok  
> Spell: Remove the damage to allies as irrelevant. Summon the Orc before giving the Attack buff. 50% chance to create 7 skulls on the board. 50% chance to gain an extra turn.Traits: Replace Armoured with Marauder Bond. Rework Orclord (as it currently achieves nothing) to: increase all skull attack damage dealt by allies by 20% if I am in the last position.

Are those 50% chances either/or, or independent rolls? I’m not sure skull spawning is actually a buff (in those numbers) as Black Beast often hands a loaded board over.

> [@Jainus](#):
>
> Gloom LeafSpell: remove stealing Attack, and steal flat 5 Armour per enemy, instead gain Attack and Life scaling with magic and purple gems in play (2:1).Traits: rework Thorns to reduce attack damage suffered by 50%, and to reflect the 50% cancelled back at the attacker (i.e. it has Stoneskin built-in as well as its current effect).

I really like this one. I feel like Gloom Leaf should be a thorny tank. Right now he’s just thorny.

> [@Jainus](#):
>
> Keeper Of Souls  
> Spell: listening to the above, I think we add: gain +Magic souls.Traits: rework Soul Legion as 25% chance to summon a random Undead troop (any from the list) when an ally dies.

What about boosting souls gained by number of converted gems instead?

I don’t like summon-on-ally-death as a mechanic. How about: “At the start of my turn, convert two random gems to skulls?”

> [@Jainus](#):
>
> Sheggra  
> Spell: leave as is.Traits: just don’t work… Replace Aflame with Fireproof (and make it first trait before Huge). Replace third trait with Heat Sink gain +2 mana whenever the enemy matches red gems.

I think this could quickly get out of hand. Maybe: “At the start of my turn, if there are 8 or more red gems on the board, gain 3 mana?” (Tweaking numbers as appropriate)

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