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Type: Sparky
Pariscat11
Fall Out Wave
ArenaCloser1337
IEliteSpy
Kurofox zero
+8
• 1/5/2017

DCoW Heroes CARD SUGGESTION AREA

I have officially opened card suggestions from the community to be added to my Diep.io based card game, DCoW Heroes. You must list the Health, Attack, Cost, Tribes, Type, Rarity, and Specials of the unit. Appearance is optional.
Not all cards will be accepted, so work hard and be creative, and your card idea might just appear in the next DCoW Heroes update! You will be notified if this happens. Legendary cards will very rarely be accepted, so try to limit the flow of those. Have fun!
(edited by administrators)
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Type: Sparky
Pariscat11
Fall Out Wave
ArenaCloser1337
IEliteSpy
Kurofox zero
+8
0
• 3/7/2017

X-RAY

Class: Smarty

Tribe: Science Tank

HP: 2 or 3, I don't know

Attack: 1

Cost: 3

Rarity: Rare

Traits: Strikethrough

Effect: You can click on the cyan glows to check what will teleport in.

0
• 3/10/2017

Masked phantom aka me Type:spiritual and guardian

Power:mask ray: draw a card. Show it to everyone.roll a dice. Now, the type of dice determine the effect. If you roll a one to three:,you choose :ether one of your hero will not take damage on the next turn, or one of your enemy card can't attack on next turn.if 4~6, you can swap 2 cards from your deck.

HP: 4

Cost:4 Attack.:2 damage. Flip a coin. If heads,draw a card.

Rarity: really rare

Special move: if this card is knocked out, draw a hand card from your enemy.

0
• 3/14/2017

Unamed Destroyer Upgrade (change the name when its officially released)

Rarity: Rare

Type: Smarty

Tribe: Tank

Cost: 6 tankit HP: 3 Attack: 2

Splash Damage 1

When this attacks here, do a bonus attack.

"He really likes bullets."

Bandit

Rarity: Epic

Type: Arcane (Mega?)

Tribe: Tank

Cost: 5

HP: 1 Attack: 3

Anti-Hero 3, Bullseye, When there is no other tank in this lane: This becomes invulnerable.

"You might think he's going to play baseball with that cute bat... well, think again."

0
• 3/26/2017

The Lag

  • Class: Spiritual
  • Cost: 10
  • Tribe: Tank
  • Health: 6
  • Attack: 8
  • Rarity: Epic
  • Ability: Start of turn: Paralyze all enemies.
0
• 3/26/2017

The Controller

Hp 5

At 8

Cost 16

Rarity Epic

Type Arcane

Tribe Spirit

Special Has 1/2 chance to hack/control any drone weapon

A square with 4 barrels. Each barrel has a spike/triangle on it

0
• 4/1/2017

Skimmer

Class: Smarty

Tribe: Tank

Health: 3

Attack: 5

Traits: Splash damage 2, Strikethrough

Cost: 6

Rarity: Rare-Epic

0
• 4/9/2017

Tony Hank

Class: Sneaky

Tribe: Tank

Health: 4

Attack: 6

Cost: 11 (or 10 or 12)

Special: Anti-Hero 2. After attacking, this tank will go in an empty lane. If this is not possible, this tank will go to a lane with a character with the least damage. If possible, this tank will never go into a lane with a character with an ability like Team-up, Armour and more. If the lane is full of equal attacks and abilities, if it's possible, it will go behind a team-up tank, if it can. If this tank somehow gets over 10 attacks, his gun becomes a golden gun.

Rarity: Epic

Appearance: A tank with sun glasses and a black fedora. Instead of a barrel, this tank has a pistol.

0
• 5/16/2017

Avatar of Panzer

  • Class: Arcane
  • Tribes: Cult Tank
  • Health: 10
  • Attack: 10
  • Cost: 30
  • Rarity: Legendary
  • Ability: When played: make another Cult tank in every available lane. When destroyed: make a random Cult tank here.

Trapper God

  • Class: Guardian
  • Tribes: Royal Cult Tank
  • Health: 10
  • Attack: 1
  • Cost: 8
  • Rarity: Legendary
  • Ability: Start of Turn: Make a Trap in every lane. This gains +1 attack for each trap made.
0
• 6/9/2017

Platforming Tank

Class: Arcane

Tribes: Tank

Rarity: Very Rare

Ability: When played, kill all tanks with less than 2 health in all lanes. Surviving tanks take 2 damage.

0
• 6/10/2017

PLEASE READ IT ALL

Right...

Time for some complicated ones.

Battle Devices Tank

  • Types: Smarty, Mega
  • Cost: 6
  • Tribes: Science, Tank
  • Rarity: Epic
  • HP: 4
  • Attack: 1
  • Special: When played, build either a Sentry Turret or a Dispenser (max one of each per game just in case you somehow play a second Battle Devices Tank) in the space closest to the Battle Devices Tank. On all other turns that end with the Battle Devices Tank alive, build a Sentry Gun in the space closest to the Battle Devices Tank. If the Battle Devices Tank dies, all Battle Devices die.
  • Appearance for the Battle Devices Tank and the Battle Devices: Engineer

Sentry Gun

  • Type: Smarty
  • HP: 1
  • Attack: 1
  • Tribe: Science
  • Special: Strikethrough. Sap-prone. Team Up. Anything that hits a Sentry Gun will do damage to the Sentry Gun and whatever is behind it.

Sentry Turret

  • Type: Smarty
  • HP: 3
  • Attack: 1
  • Tribe: Science
  • Special: Sap-prone. Shoots a rocket which does 4 damage to whatever unit kills it and 2 damage to everything around it, if it is killed by a unit.

Dispenser

  • Type: Smarty
  • HP: 5
  • Attack: 0
  • Tribe: Science
  • Special: Sap-prone. At the end of any turn in which a Dispenser is still alive, the three units with the least health on your team are healed by 1.

Electro-Sapper 3000

  • Tribes: Trick, Science
  • Cost: 1
  • HP: 2
  • Attack: 1
  • Special: Bullseye.
  • Appearance: A grey square with green and red buttons on it. It is crackling with electricity.
  • Effect: Latches a Sapper onto a selected target. Targets with Sappers on them will take damage at the end of each turn if the Sapper is not destroyed. Targets with Sappers on them will only target the Sapper (unless they have Strikethrough). Only one Sapper can be on a target at any one time. Any target with the Sap-prone Special will take double damage from Sappers. If a Sapper kills a target, the Sapper dies.
  • Rarity: Rare

Spy

  • Type: Sneaky
  • Cost: 4
  • Tribes: Pirate, Tank
  • Rarity: Epic
  • HP: 2
  • Attack: 2
  • Special: On the first turn which the Spy is played, nothing can harm it and its first attack does double damage and has the Bullseye effect. After that, it goes back to normal.
  • Appearance: Spy

Slime

  • Type: Guardian
  • Tribe: N/A (Why is there no tribe that fits the Slime)
  • Cost: 2
  • HP: 8
  • Attack: 1
  • Special: Bullseye. Can only attack targets which are within one tile in front of it, and will move up to targets if it can't attack anything, one tile per turn.
  • Rarity: Common
  • Appearance: Slime

Metal Slime

  • Type: Guardian
  • Tribe: Science (It's made of metal, remember?)
  • Cost: 4
  • HP: 17
  • Attack: 1
  • Special: Bullseye. Can only attack targets which are within one tile in front of it, and will move up to targets if it can't attack anything, one tile per two turns.
  • Rarity: Epic
  • Appearance: Metal Slime

I really have no sense of balance. These are just the ideas. Change the stats and rarity if you want, I just want to get these in. And yes, these are serious ideas, despite how comedic and non-serious this whole reply may seem.

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