pro: I can appreciate the self-buff when hit
con: a low impact skill, no self-protection. self-buff doesn’t do much with this spell.
lore issue: How is it a “Gargantaur” only able to hit one target? Isn’t it supposed to be big?
changes I’d like to see:
skill should be boosted by its attack value too,
or skill should do half to all other enemies,
or instead of gaining 4 attack, it should gain 4 life when it takes damage, so it becomes much harder to kill…
That mythic trait on that troop is barely better than a lot of the common “orc” traits on any given orc troop. If the trait were extended over an entire troop type, it could at least have some value from a support standpoint.
As for the spell, its damage potential is barely decent with the aforementioned troop cycling setups if is correctly tracks kills and not just the amount of enemies/allies that are currently “dead” (empty slots). Even assuming this, it takes way too much setup to become a lethal threat, so long that I don’t see it even being able to cause a reversal if you are heavily losing or being viable because your window to fill the troop if you do start to lose is too small. If it also summoned fodder that could damage or kill themselves so you are creating a ton of carnage for it to take advantage of it would make a bit more sense. Split damage or pseudo-AoE like Ketras could be okay as well. Or maybe something like “and increase my life by one third of the damage dealt” so he could class as a growing threat (a very easy to deal with one since he doesn’t have indigestible). Part of the reason self-sacrifice type setups are so underused is because you generally the need the entire team to support it and usually put yourself at immediate disadvantage with an upper potential of… almost as good as options that are already readily available, being far less risky and setup heavy. Given this, even with some of these proposed buffs, he would still be underpowered/underused by endgame terms, because the setup it takes to reach a lethal threat would simply take too much time as well as the complexity of the setup compared to just spamming exploders on turn 2, but at least the theme might work.
One last thing with regard to counterplay - he could be seen as a way to counterplay an enemy team that used troop cycling like elspeth and sunbird or summoners/revivers, however, in his current state I don’t see that being viable either. Setting aside the fact for a minute that these types of teams are rarely seen on defense because the AI doesn’t play them correctly, he won’t become a two-shot threat until you are already well into trading blows and won’t be a one-shot threat until the battle is basically over. A summoner is much easier dealt with by simply killing the summoner. You could get him up to the lethal damage threshold much easier, if you are brute force trading summons, but you still need to charge him and have openings to cast the spell, and without also having a summoner on your team, you are even more subject to attrition than they are.
tl;dr -
Give him a summon (preferably one that can self-harm) or higher boost ratios/splash damage to allow him to even fulfill a role in a team to begin with other than “maybe if the battle goes on for a really really really long time, I can take down one troop before I die”.
Give him a trait that makes sense for his given role.