Life Elf – Cuthalion Earthmissile
A Beastform Design Concept
Welcome to a short mini-series where I discuss some Beastform Concepts that I came up with. Please note that these are solely my personal ideas and concepts, and nothing from this article should be taken as a Spoiler of any sort. With that in mind, let’s take a look at the second Beastform I came up with. Please welcome the Life Elf!
If you want a bird’s eye view of how I selected this form to design as well as additional information about Beast Form Design, check out the intro article linked here.
Life is undoubtedly the school that needs the most attention in order to be viable in Beastmoon. Not only in terms of healing capability, but also with countering Myth and of course doing decent damage itself. These 3 things are what I kept in mind most when designing this form, and I hope these features will be put on other Life forms in the future that have a bit more health. Typically low health hitters and Life forms are the two most targeted forms in Beastmoon Hunt, and rather than going the route of Life Fairy, which isn’t a fantastic hitter or healer, I chose to make Life Elf great in both ways. Hopefully he can survive long enough to get some value in.
Looking at the other Elf forms in game, the last name, as typical with a lot of forms, is a compound word of a school related thing and something related to the form, in the Elf’s case, archery. Earth was a simple choice since no other Life forms used that one yet, and “Missile” was a good last part since the more traditional ones were taken. It also sounds cool! The first name has been a middle earth, usually Lord of the Rings inspired, name, and Cuthalion is actually the last name of an elf archer from that series, so I thought it would work perfectly for this form!
With the 3 crucial elements of healing, Myth countering, and damage, along with the fact that this form won’t have much health, I had to make sure this form was the Life form everyone has been waiting for. It had to have good spells while also staying true to Life as its identity. For DPP, the squishy forms are supposed to have a higher DPP than the medium and large ones. Since the other forms seem to have 75 as their DPP for the most part, I think Life Elf should have 100 DPP, but that could / will be adjusted based on conditions of course.
Now let’s go through the features of a Life form that ALL current forms have and why I did or didn’t include them in my form…
- HOT (Heal Over Time) – As the Life school, it’s pretty obvious that multiple forms of heals would be involved, and this for is no different! Having a spell that heals a bit over time is crucial although I added a little twist to mine.
- Regenerate Heal – Surprisingly enough, and Life is the only school that has this, every form has the SAME animation on this spell that does the same thing! Single heal (and sometimes blade). I don’t see any reason why this has to be a thing, I feel like other animations could work too like Satyr, but nevertheless I did add the Regenerate card to Life Elf.
- Afterlife – A super cool staple of the Life forms has been having something happen after an ally or enemy dies! I find this super intriguing and unique of a mechanic. I was more than happy to include it.
- Push OT – All Life forms seem to manipulate over times, and I honestly don’t understand why. I think they were trying to make Life a secondary counter to Fire, but by doing so, they also counter Death, which is supposed to be strong AGAINST Life. One of Death’s main identities is their DOTs, so I don’t think Life should be countering them. With this oversight, I decided to leave this utility off of the Elf.
- Pips – As I’ve said multiple times, nearly all forms give pips in some way, and Life is one of them! Even though I don’t think it’s super necessary for Life to do this, I did end up including it.
- DOT – While Life isn’t super well known for DOT spells typically, every single form has a spell that puts on a DOT at least conditionally. I don’t find any problem with adding this since it’s only one spell, and the idea of poisoning with earth and plants and such does make sense.
There’s some other spells that tend to be typical of Life forms. Here’s the features that 3/4 currently have…
- Cast Positive Charms – It’s now common place for Life forms to be the second class apart from Storm that casts some sort of blade. I like this idea since I think more than one school should have a certain hanging effect, and Life is perfect for it since it gives teammates a little buff while healing them, which makes up a bit for the loss of pips. Otherwise, it’s just a good secondary way to support as a support class. I did include this on Life Elf.
- If self/teammate has charm condition – I think this one fits super well since almost all forms cast charms. It can be assumed that the one Life form that doesn’t cast them also doesn’t have this condition. I did include it on Elf since he casts blades.
- If enemy has DOT condition – This condition is pretty appropriate since it’s a form that uses DOTs, and I did end up adding this one to one of the spells.
- Afterlife (on enemy) – Quite possibly my favorite condition, I love the idea of getting something a little extra when an enemy is defeated. I kept this for sure.
Here’s the new types of spells I added to life…
- Extra damage if enemy team has minion
- Extra damage if enemy is minion
- Heal then HOT
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Life Elf Tiers
Starting off, the Life Elf will have plenty of spells including the minion killer, 1-pip 100 spell, 1-pip heal, reviving HOT, high damage hit, and the AOE. Tier 1 versions will be super formidable with this setup, but he still has a lot to look forward to higher up.
Moving on up, Life Elf is able to start using Heavenly Grant, which is great for finishing, also a good 2-pip damage option.
Up at Tier 3, Life Elf gets Phantom Edge, which is an amazing upgrade to give your teammates a buff when you die. It adds another element to its value even if he dies early.
Now you really get a nice buff with the Spider Bite giving you the capability to deal a ton of damage to teams with minions. Since this spell is such high DPP, it’s not available at first, which I think is a good idea. With this, there’s also an extra copy of Acorn Assault to really stick it to those Myth forms.
Lastly, we have Sprite Army! There’s just one copy, but you can buy a Battle Card if you need another. I kept this one till last since it is a potentially super powerful spell by reviving your whole team and giving them a little extra heal afterwards too!
To fix Life, there needs to be a lot of changes, and most of the changes I presented will have more impact on forms with more health, but either way, I think this is a great start, and players would love to start using Life Elf. In Monster Mayhem, it probably won’t be used that often since Storm Elf is so helpful.