***** Elixir (Joshua Foley)

Jarvind
Jarvind Posts: 1,684 Chairperson of the Boards
edited July 2017 in Speculation and Concepts

So way back when Old Man Logan's abilities were teased, I remember this guy being speculated at. I had never heard of the character so I looked him up, and I've always thought his power set would make a great 5-star character. I've taken a stab at it below.




Elixir (Joshua Foley)

5 Star Rarity (Epic)

At Max Level: HP: 42474 620/80/515/73/582/4.3x

Resurrection 10 yellowtilepng AP

As long as a spark of life remains, Elixir can bring his fallen allies back from the brink. Restores a downed ally to life with 3000 Health. This drains Elixir's strength, stunning him for 4 turns.

  • Level 2: Restores a downed ally with 4500 Health.
  • Level 3: Elixir is stunned for 3 turns.
  • Level 4: Restores a downed ally with 7000 Health.
  • Level 5: Restores up to two downed allies with 6000 HP.
  • Max Level:
  • Level 2: Restores a downed ally with 9250 Health.
  • Level 3: Elixir is stunned for 3 turns.
  • Level 4: Restores a downed ally with 13000 Health.
  • Level 5: Restores up to two downed allies with 11500 Health.

Death Touch 14 blacktilepng AP

Enraged by attempts to harm his friends, Joshua loses control. He viciously assaults an enemy's body with tumors and necrotic tissue, blackening his skin and altering his powers. Deals 20% of the target's max HP as damage and permanently changes Elixir's powers. If one of Elixir's allies is downed or below 20% health, deal 35% of max HP. If both are downed or below 25% health, deal 60%. 

  • Level 2: Deals 25/45/70% of target's max HP as damage.
  • Level 3: Ally HP threshold for increased damage is 30%.
  • Level 4: Deals 45/65/85% of target's max HP as damage.
  • Level 5: Ally HP threshold for increased damage is 40%
  • Max Level: N/A

Healing Aura 8 bluetilepng  AP  

Elixir focuses on mending his team's wounds, keeping them in fighting shape. Creates a blue Countdown tile that activates every 2 turns, giving Elixir's team a burst of 400 Health. If Elixir transforms, all Healing Aura Countdown tiles are removed.

  • Level 2: Countdown tile heals 525 Health with each activation.
  • Level 3: Countdown tile heals 670 Health with each activation.
  • Level 4: Countdown tile heals 890 Health with each activation.
  • Level 5: Countdown tile is fortified.
  • Max Level:
  • Level 2: Countdown tile heals 1122 Health with each activation.
  • Level 3: Countdown tile heals 1329 Health with each activation.
  • Level 4: Countdown tile heals 1955 Health with each activation.
  • Level 5: Countdown tile is fortified.


Transformed Powers


Fester  yellowtilepng PASSIVE

Elixir besets his enemies with crippling diseases and afflictions, rapidly draining their strength. When you match Yellow tiles, create an Attack tile of strength 125.

  • Level 2: Create strength 170 Attack tiles.
  • Level 3: Create strength 215 Attack tiles.
  • Level 4: Also activates on Red matches.
  • Level 5: Create two strength 175 Attack tiles.
  • Max Level:
  • Level 2: Create strength 235 Attack tiles.
  • Level 3: Create strength 302 Attack tiles.
  • Level 4: Also activates on Red matches.
  • Level 5: Create two strength 244 Attack tiles.

Necrosis blacktilepng PASSIVE

Elixir degrades his enemies' bodies and aggravates their wounds, hampering recovery. When you match Black tiles, create a 2-turn Countdown targeting the enemy in front that deals 525 damage. While this tile is active, that enemy cannot be healed.

  • Level 2: Countdown deals 638 damage.
  • Level 3: Countdown deals 785 damage.
  • Level 4: Also activates on Purple matches.
  • Level 5: Countdown deals 992 damage.
  • Max Level: 
  • Level 2: Countdown deals 1102 damage.
  • Level 3: Countdown deals 1299 damage.
  • Level 4: Also activates on Purple matches.
  • Level 5: Countdown deals 1670 damage.

Wither bluetilepng  PASSIVE  

Elixir withers his enemies' nervous systems and saps their strength, reducing their ability to fight effectively. When you match Blue tiles, reduce an enemy Attack, Protect or Strike tile's strength by 55.

  • Level 2: Reduce enemy tile strength by 80.
  • Level 3: Reduce up to two enemy tiles' strength by 80.
  • Level 4: Also activates on Green matches.
  • Level 5: Remove up to two enemy Attack, Protect or Strike tiles.
  • Max Level:
  • Level 2: Reduce enemy tile strength by 160.
  • Level 3: Reduce up to two enemy tiles' strength by 160.
  • Level 4: Also activates on Green matches.
  • Level 5: Remove up to two enemy Attack, Protect or Strike tiles.

Obviously he's quite powerful, but he is a five-star, after all. I've tried to counterbalance each power: Yellow brings allies back but with little health, so they won't last long unless his countdown is out, and also has a lengthy self-stun. Black is obviously devastating, but very expensive and can only be used once per match. Blue is only burst healing, so he can't be abused for INFANAT HEALFS, and the countdowns go poof when he transforms since it wouldn't make sense thematically for them to remain. Also, his health is on the low side for a five-star, the same as OML's.

The goal with transforming him from a triple-active to a triple-passive was for him to feel like a constant, withering cloud of death by having some sort of deleterious effect on every match (or nearly every match, if you have a power at 3 covers). He won't insta-kill the enemy team after transforming the way OML does, but he'll need to be dealt with in a hurry or he'll wear you down before you know it. The extremely high cost of black is again meant to counterbalance the large amounts of passive damage he can do post-transformation.

In a perfect world, his in-match model's skin would also change from gold to black when Death Touch is used, a la OML's claws popping out when he goes into murdermode.

Your feedbackings are muchly appreciated.