Malcrof wrote: Ok, let's have some fun with this.. It Starts with a Spark (sparks are usually orangeish, but yellow will do). Passive. As the flame grows inside of him, Pyro collects the power to burn. At the end of each turn, If more than 12 red tiles are on the board, gains 1 red AP per turn, if less than 12, randomly changes 1 yellow to red on the board (the spark!) 2 covers - needs only 11 to gain 3 covers - 11 to gain, 11 to replace a yellow. 4 covers - 10 to gain 10 to replace a yellow 5 covers - 10 to gain, 10 to replace 2 yelllows the mindset behind his . Pyro is unstable.. so a power that can ruin his own plans works with him.. The randomness of the placement can completely throw off planned matches, or even set off a cascade which can destroy his own cd tile, or give the enemy a 5 match... it is unstable.
ronin-san wrote: Malcrof wrote: Ok, let's have some fun with this.. It Starts with a Spark (sparks are usually orangeish, but yellow will do). Passive. As the flame grows inside of him, Pyro collects the power to burn. At the end of each turn, If more than 12 red tiles are on the board, gains 1 red AP per turn, if less than 12, randomly changes 1 yellow to red on the board (the spark!) 2 covers - needs only 11 to gain 3 covers - 11 to gain, 11 to replace a yellow. 4 covers - 10 to gain 10 to replace a yellow 5 covers - 10 to gain, 10 to replace 2 yelllows the mindset behind his . Pyro is unstable.. so a power that can ruin his own plans works with him.. The randomness of the placement can completely throw off planned matches, or even set off a cascade which can destroy his own cd tile, or give the enemy a 5 match... it is unstable. I got it. Water is the antithesis of fire, so every time a blue is matched, the board is drying up. So every blue match converts a random tile to red. That would really make it suck for heavy blue users, since he would be getting fueled by their moves. And he is simply pyro kinetic. He needs the spark. For that last passive I thought up, I figured a Dormammu's Aid but for AP draining due to a lack of oxygen or hydration might be fun. It would be something like, if the red count on the board exceeds 10, the enemy team loses 1 ....up to at max level. And the tile count requirement would be down to 8.