This thread contains the results of my exclusive playtesting of Wurmz since the last patch. My goal is to identify key weaknesses in the theme to determine the most effective solution(s) for improving the viability of Wurmz. UPDATE: I've compiled a list of suggested changes ----- SUGGESTED CHANGES Necrosis (2-3 Nora) +1 SDZ when deployed from the runedock (anywhere) Worm Lord (5-6 Nora) +1 SDZ when deployed from the runedock (anywhere) +1 SDZ when a friendly Arthropod or Worm within 5 squares destroys an opposing real champion All friendly Arthropods and Worms gain Impassioned while within your deployment zone This removes SDZ shrinking but applies a range to the SDZ expansion from kills granted by Worm Lord. Shrine Defender is very appealing, but Impassioned seems like a better alternative that doesn't provide a speed bonus as Worms shouldn't be overly mobile. If this iteration of SDZ expansion proves too strong, we can scale back by reverting SDZ expansion from kills to basic attacks and imposing a range restriction for deploying champions outside of your base SDZ/FDZ. Something as simple as "champions deployed outside of your base deployment zones must be within X squares of a friendly champion." Necro Hex [30N] - (rename "Necrotic Touch") +1 SDZ Target real champion gains Death Spawn: Carrionling, Hostile and Race: Worm If it already has Race: Worm, it gains Boon of the Undead and Race: Undead Conceptually, you "deploy" a Carrionling into the target that provides Hostile until the host champion dies and it enters play. This improves the spell's utility by providing more options for use than just granting Necrosis for SDZ expansion. Now any champion can benefit from this spell. Blinking Creeper - [10 DMG | 6 SPD | 3-5 RNG | 0 DEF | 45 HP] - Race: Arthropod Worm Path 1 = Declare Target | Petrifying Gaze | Psychological Warfare Path 2 = Detection 3 | Horrific Aura 2 | Unspeakable Base = Attack: Psychic | Flight | Necrosis | Worm Lord (Default upgrades = Petrifying Gaze + Unspeakable) Starting with this fellah, I've pulled Undead (and BOTU) off Worms in favor of Arthropod with only a couple exceptions. Undead is too prolific a race (like Demon), the Arthropod synergy shouldn't be one-way and there are better ways to tie Worms to the rest of FW. Declare Target and Psychological Warfare are two abilities that have synergy in and out of theme. Declare Target is especially flavorful on a ranged Worm Lord. Blood Fiend - [11 DMG | 4 SPD | 1 RNG | 0 DEF | 60 HP] - Race: Undead Vampyre Worm Path 1 = Blood Frenzy 2 | Blood Rage | Exertion 3 Path 2 = Bleed | Lifedrinker | Life Siphon Base = Attack: Physical | Berserker 1 | Blood Fueled | Boon of the Undead | Necrosis (Default upgrades = Blood Frenzy 2 + Lifedrinker) He's already a solid champ, but Exertion ranks are boring. I've provided Blood Frenzy 2 and Blood Rage as alternatives to Exertion 3. Bloodworm - [12 DMG | 6 SPD | 1 RNG | 1 DEF | 49 HP] - Race: Arthropod Vampyre Worm Path 1 = Bleed | Combo Attack: Drain | Life Siphon Path 2 = Bind | Bloodlust | Surge: Worm Base = Attack: Physical | Brutality | Necrosis (Default upgrades = Life Siphon + Bind) Dropped his SPD/DEF to raise his DMG and shuffled his abilities around to allow for a healing/damage pair of upgrade. Drop Multiattack 1 for Brutality (moved to base) to support the strength in numbers mentality of Worms without negatively affecting his role in Bleed/Vampyre BGs. Boneshredder - replace Necrosis with a Skeleton themed ability His kit just doesn't mesh well with Worms without making changes that would affect his role in Skeletons. Carrion Colossus - [14 DMG | 7 SPD | 1 RNG | 2 DEF | 75 HP] - Race: Undead Worm Zombie Path 1 = Disease Aura | Surge: Worm | Surge: Zombie Path 2 = Swarm: Carrionling | Vivify | Zombie Apocalypse Base = Attack: Physical | Boon of the Undead | Death Spawn: Carrionling | Chuck: Carrionling | Propagate Carrionling | Titan (Default upgrades = Surge: Worm + Swarm: Carrionling) I love yobanchi's proposed Chuck: Carrionling ability as a replacement for Ravenous Torrent. Moving it to base and putting Swarm in an upgrade path with Zombie Apocalypse allows for optional synergy between Worms and Zombies. Following this logic, I've added Surge: Zombie as an alternative to Surge: Worm in the first path. Carrionling - replace Surge: Carrionling with Surge: Worm He's a part of Worms so make it official. The extra damage is also important to ensuring that the 0-1 attacks each will get off actually help. Dusk Creeper - [7 DMG | 6 SPD | 2-4 RNG | 0 DEF | 45 HP] - Race: Arthropod Worm Path 1 = Cloak 1 | Improve Damage | Improve Range Path 2 = Protective | Startle | Surge: Shadows Base = Attack: Sonic | Domain: Shadows | Necrosis | Still Life (Default upgrades = Cloak 1 + Startle) As long as he's auto for nearly every FW BG due to being Undead (Improve "____"), he's going to be a problem. Furthermore, why was he revamped into a noramonkey? He overlaps with Death Harvester and Soul Collector without a good reason for doing so. Drop all of that nonsense, give him the capacity to apply situational damage and adjust his stats to better reflect his new role as a mid-range support attacker. These abilities also revive his previous connection to FW Stealth BGs. Eye of Serkan - [10 DMG | 6 SPD | 4-6 RNG | 0 DEF | 48 HP] - Race: Arthropod Worm Path 1 = Soul Channeling | Soultap | Soul Vitality Path 2 = Frightful Blows | Soul Feast | Surge: Worm Base = Attack: Psychic | Defenseless | Detection 3 | Necrosis (Default upgrades = Soultap + Soul Feast) Soul Feast is a very poor upgrade option without a more reliable way to apply Soul Tapped (via Soultap). He's also a tad too squishy to square off with most ranged champs so I've upped his health and replaced BOTU with Defenseless to maintain his squishiness against melee attackers. Mindthief Creeper - [8 DMG | 6 SPD | 2-3 RNG | 0 DEF | 45 HP] - Race: Arthropod Worm Path 1 = Adaptation | Psychic Jab | Reflection 3 Path 2 = Energy Thief | Escape | Reinforcement 1 Base = Attack: Psychic | Evasive 2 | Necrosis | Paralyze | Still Life (Default upgrades = Psychic Jab + Energy Thief) Adaptation is an interesting ability, but it's often not enough at the end of the day. Psychic Jab provides synergy both in (multiple psychic attackers) and out of theme. Returning Energy Thief just feels right given his name and previous usage while trading Shadowspawn for Still Life prevents this from being too strong. You'll always know where he enters play, but his ability to sneak about becomes more consistent. Phantasmal Creeper - [12 DMG | 6 SPD | 1-2 RNG | 0 DEF | 38 HP] - Race: Arthropod Worm Path 1 = Magical Aura 2 | Magical Bomb 1 | Magic Nova 3 Path 2 = Curse 2 | Hex 2 | Magical Attack Base = Attack: Physical | Ethereal | Mirrored | Necrosis (Default upgrades = Magical Nova 3 + Hex 2) With a horn like that, he needs a physical attack. Everything else is built around Ethereal's timer. Mirrored might seem odd alongside Ethereal, but I've tapped his health to account for this. Ideally it will allow for a more aggressive use of Ethereal for positioning. He'll go down quickly to physical attackers, but he's less vulnerable while incorporeal. Putrid Creeper - [8 DMG | 6 SPD | 1 RNG | 2 DEF | 54 HP] - Race: Arthropod Worm Path 1 = Assimilate | Life Siphon | Subsume Path 2 = Defiant | Hex 3 | Tough 2 Base = Attack: Acid | Necrosis | Sunder | Worm Lord (Default upgrades = Assimilate + Tough 2) These changes are straight-forward: a path for healing and a path for damage mitigation. Sunder on base makes him immediately more useful in theme and Hex 3 (in the mitigation path) provides the possibility of ranged damage. Rotmaw Creeper - [10 DMG | 6 SPD | 1 RNG | 1 DEF | 48 HP] - Race: Arthropod Worm Path 1 = Rabid 3 | Rapid Attack | Shred Defense Path 2 = Assault | Clamp | Latch On Base = Attack: Physical | Necrosis | Sword Breaker (Default upgrades = Shred Defense + Assault) Adding Sword Breaker to base and moving Assault to an upgrade path allows for more compelling options. His first path includes extra damage for himself or for others while his second path is all about melee punishment. ----- TEST RESULTS FW Wurmz - (Testing Completed) - Total Wins = 3/20 Games Final BG: http://www.poxbase.com/deck/CdVC74CfZc7-CdYCh CdTCdWs6ZspSgsns7oS4fs5arTR2Pe3e2ye21 Round 1 = 1/5 Games (http://www.poxbase.com/deck/CdVCfZChMc7-cdYCh CfKCdUCdWs6ZSns5ds7ps4frTr2PE2Be2ye21E2J) TL;DR Boneshredder is out Bloodworm is slacking Everyone else is fat and/or wearing silly "bling" Round 2 = 0/5 Games (http://www.poxbase.com/deck/CdVC74CfZC7-cdYCh CfKCdUCdWS6Zs2=Sns1ns7ps4frTR2Pe2ye21) TL;DR Blood Fiends can't carry the theme on their own Execution Order is out Necro Hex is very questionable Grim Well is solid but doesn't make up for slower Wurmz Rotmaw Creeper is forever alone (switching from Shatter to Shred Defense) Blinking Creeper is a butter face, Necrosis/Worm Lord are sandbaggish (Siege is useless) Phantasmal Creeper is a depressing wallflower, needs more utility or a fashion makeover Putrid Creeper is a sleeping Snorlax, Revel in Misery/Worm Lord is not super effective! Eye of Serkan is a sexy pile of tentacles but lack of Necrosis is a dealbreaker Carrion Colossus is still up in the air, early signs point to "blargh!" 2x Polluted Martyrs may be required (currently not running them on purpose) Round 3 = 0/5 Games (http://www.poxbase.com/deck/CdVC74CfZc7-cdYCh cdTcfKCdUCdWS6Zspsns1ns7os4fs5arTR2Pe3e2ye21) TL;DR Bloodworm needs access to Life Siphon + Surge Carrion Colossus gets the dunce cap 2x Dusk Creeper for reliability Eye of Serkan makes 1x Necro Hex somewhat required Mindthief Creeper is situationally useful Phantasmal Creeper is out Putrid Creeper is out Rotmaw Creeper is lose-lose-slow Domination and Steal Life are worth a slot Mobilization is less and less worthwhile (Wurmz struggle to leverage AP gen) Snuff is reliable, needs text update (Mutant -> Worm) 2x Soulreave for all the counters! Crown of Corruption "needs more time" Round 4 = 2/5 Games (http://www.poxbase.com/deck/CdVC74CfZc7-CdYCh CdTCdWs6Zspsgsns1ns7oS4fs5arTR2Pe3e2ye21) TL;DR Carrion Colossus is out Necro Hex is out Crown of Corruption is just a backup plan -- FW/SP Wurmz - (Preparing BG) Current Draft: http://www.poxbase.com/deck/CdVCfZCdZCdYCh CtBCaDCdWs6ZspsgS2Bs6Ys4fs5aS82r2Yr2Mr2Ze21 Uses SP Wurmz as tanks and FW Wurms as ranged umph. I have serious doubts regarding the viability of Necro Hex, but I plan to pair it with Spontaneous Congregation for aggressive SDZ expansion followed by Implant power turns.