Storm Colossus – Shockhead
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 Storm Colossus!
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.
When designing a new Storm Tank form, I knew I had to be careful. Storm has a high 100 DPP for large and medium forms, and with an enormous 525 health, this form can NOT be overpowered. We all know that the Storm Wolf at this moment is quite powerful and I wanted to make Storm Colossus powerful enough so players would try it and teammates would be happy to have him. However, he shouldn’t be so powerful he overpowers everything, booting Ice, Life, and Fire Colossus players off their form. With that in mind, I thought it’d be fun to make a Storm form with more of a support focus.
Looking at the other Colossus forms, the names are all simple compound words that start with a school inspired noun, and “shock” was a perfect Storm word that no other Storm form’s name had in them. The second part of the compound word for Colossuses was a body part 2/3 of the time, so I picked “head” because… well… it sounded cool! Thus we’ve got Shockhead!
Below you will find a collage of the 10 spells, and I will go into them each in depth, but first I wanted to describe overall what I was wanting this guy’s identity to be. First and foremost, this form is a team player. He doesn’t have a ton of spells to do damage himself. As a team player, he gets buffed by anyone on his team having a DOT, has a bunch of blades and other helpful mechanics, and he’s the first form of any school to cast heal charms. You’d think that should be a Life form first, and I can see a future Life form also casting these, but Shockhead has them for a reason.
Lots of Storm’s spells get buffed by having HOTs (Heal Over Times) on them, and as you’ll see throughout almost all my future forms, I am of the belief that Life has been neglected so far and need some help in becoming more relevant via their own spells and other forms’ spells. Life has been helping Storm on a one way street, but with these heal blades, Storm will do a little bit to return the favor. However, one issue that KI has been insistent on is making spells “TOO conditional.” For example, there shouldn’t be spells in the game that players only use 10% of the time because it’s worthless without the condition being met. While heal blades are most useful to Life forms, some others can still use these heal blades to protect other blades from getting stolen and for meeting charm conditions on their spells. Plus, every form can benefit from these in Beastmoon Hunt if they get healing Battle Cards from chests!
Here’s the type of spells that EVERY Storm form currently has, being part of their identity. I will briefly go over each one and why I did or did not include that type of spell into Storm Colossus.
- Stun – Storm is the only school where every form has a stun, and I thought that was a great idea to keep it since Ice, Storm’s counter, is pretty fruitful with Stun Blocks. Well actually, not enough forms have Stun Blocks, but in my opinion, that is what needs fixing, not Storm’s stunning, so I think stuns are a good one for Storm to keep. However, I chose to make it conditional on the Colossus like the Storm Krokomummy’s stun.
- Blades – The undisputed trademark of a Storm form is its blades. Every form, with Storm Rat as an outlier, has 3 different blade spells, and with Colossus being a support, I knew I had to give him a lot of blades. This time there’s actually 5/10 spells that can potentially blade!
- Remove DOTs – As a Fire counter, the Storm forms must remove DOTs (Damage Over Times) from allies and yourself. I think this is crucial, and had to include them!
- 2-pip 200 hit (or more) – While all Storms have these, I decided not to include this on the Colossus since I wanted to go full support. Yes, it’s important to keep 100 DPP, and I have that included in his blades, but without a 200 hit, you can only no longer use this Colossus to do a bunch of damage first turn on his own, which I don’t think is super unique to Storm anyway.
- 6 or more hitting spells – Storm is known as being a hitter, and I kept that aspect in terms of damage output, but for sheer number of hits, I gave Shockhead a bit less than usual to further emphasize his need for a team.
Same as above, I’ll be going through mechanics that 3/4 Storm forms have and why I did or did not include them.
- If you have HOT condition – I found it necessary since I like the idea of Life and Storm working together, so I made sure to add that!
- Give pips – There’s a ton of forms that have pip spells, but I thought it a good idea to add one since it’s a normal thing for Storms to do and also plays into the support aspect.
- More damage if condition is met – No, it’s not unique to Storm, but I also added this idea to Colossus to give him a bit of an edge since he doesn’t have a lot of hits.
I’ll go into these in detail in the spell specific sections, but the new ideas / mechanics that I added were…
- Conditional blade on a hitting spell
- If your team has DOT condition
- Heal charm casting
- If health ABOVE certain threshold
With all this in mind let’s get into it!
Note: Curious about making your own Wizard101 Spells? Check out our spellmaker!
Storm Colossus Tiers
Having these 6 spells I found would be a great start. I want to make it so each tier is worth getting, and while you’re missing a lot here (most notably a 1-pip and 2-pip hit), so that means you only get to do 50 damage maximum until you get 3 pips, and that seems wild, but with the 200 blade on your side, you’ll be able to be a helpful teammate from the start, and you’ll be able to get used to the play style of not hitting yourself as much. As you may know, each form gets 20 cards total at tier 5 with their 10 spells. It’s typical for each spell to have 2 copies with a few exceptions for more powerful spells. Most notably, high-pip AOEs are usually one copy, and without the 1-pip hit, I figured I’d compensate with having 3 of Thunder Kitty. It’s also normal for forms to wait to give an AOE battle card until tier 3 or so, but I found no issue with giving it here at tier 1 since there’s not a whole lot of other hits on here and no method of pip gain yet.
Moving on up, you unlock the Cobra Pulse! This gives you a bit of relief from all that supporting and be able to do some sort of decent damage when you’re at low pips.
Continuing on to Tier 3 you receive that AOE blade and heal charm! This will give you a huge leg up in your buffing efforts and make you a great choice for spiral battles. However, as you may see, you only get one copy. This is common for AOEs like this. More on this later.
To nobody’s surprise, the spell that significantly changes how helpful you are as a support player isn’t available until a much higher tier. Capacitate is a very important spell that all players will want to add to their Colossus.
Also unsurprising is that the spell that is responsible for closing the hole in the Colossus’ weakness, damage, isn’t ready until tier 5. Storm Colossus players would definitely be looking to upgrade him all the way to get this spell, and as you may see, you get 3 copies of it! That’s quite wild for a 3-pip spell, but with the pip gain of Storm Colossus, they will hopefully get used! If this seems a bit much, I can also see him getting a third 200 blade and just getting 2 Savage Serpents.
That’s it for Storm Colossus! I hope this was interesting to think about! I think it could be be an intriguing form that would get played a bunch, but not too much. Having a form that does decent damage while also giving amazing support could be attractive to lots of players. Let me know what you guys think!