| BlueKatz Member
 
 
   | Although I don't suggest any extremely original characters here are some of my skills suggestions. Most of them are pretty balanced on papers. 
 Note: So I typed this for a day with 1 hand while playing OS on dual screen and I still don't get any new characters... RIDICULOUS!
 Why I make this? Many to see how many cool skills can I think of with curent skill system. With BALANCE!
 Also I see too many suggestion pretty is dealing damage, stun, heal... etc
 
 Important suggestion: I would love if the game make clear of "Round" and "Turn". Not only this is more common tern it also open much more DoT effect varies.
 A Round end when both players finish their actions
 A turn end when a player finish his action
 
 Riot
 Effect: Reduce enemy's charge by 3 for 2 rounds. Reduce their Charge Rate by 1.
 Cost: 10 Charges
 Visual: Throw small burst of smoky firework
 Preference: High rank Rogue like characters.
 
 Steal
 Effect: Steal cards from enemy (order from right to left). The amount of cards stolen equal to the amount of blank card slot you have after using the move.
 Note: If Multi Element charge system will be improved in the future then it's ok to keep the Element of those stolen cards.
 Cost: 7 Charges
 Visual: Fade behind enemy and knock them off the ground. Gold coins drop randomly along the way back.
 Preference: Stealth based characters.
 
 Mimic
 Effect: Copy enemy's last card move. Consume your Element Charges. Fail if you don't have enough required charges.
 Cost: 1 Charges
 Visual: None
 Preference: Stealth based characters
 
 Hit and Run
 Effect: Deal 3 damage then apply 2 Shield
 Cost: 3 charges
 Visual: Attack then block
 Preference: Rogue like based characters
 
 Badly Bleeding
 Effect: 2 Unblockable damage every turn (not Round). Lasted 3 turns.
 Cost: 7 Charges
 Visual: Bloody quick cuts
 Preference: Any Rogue like characters
 
 Poison Dart
 Effect: Apply a DoT effect that deal 1 unblockable damage and reduce 1 Charge every round for 4 rounds.
 Cost: 8 Charges
 Visual: A quick poisoned dart attack
 Preference: Stealth based characters
 
 Stab Wound
 Effect: Dealing 6 damage. Active all hostile Remaining DoT at the same time.
 Cost: 8 Charges
 Visual: Quick dash with focused attack, knowing enemy down.
 Preference: Any Rogue like characters
 
 Backstab
 Effect: Can be used on any pure offensive card to delay the attack by 4 turns (so the attack will land after enemy's 2nd turn). The Charge cost will be delayed until before the attack, if you don't have enough Charges the attack will fail.
 Cost: None. (Cost of the used card, the cost will be delayed after 4 turns)
 Visual: None (to fake enemy). When active appear behind enemy and stab him.
 Preference: Stealth based characters
 
 Trapper
 Effect: Use on any normal Attack Card and land a trap visually. Enemy will be hit by the trap (be attacked by the Attack Card used) and will be stunned for a round.
 Cost: 4 Charges
 Visual: Place a trap (foothold). Trap damage enemy.
 Preference: Rogue/Hunter based characters
 
 Scout
 Effect: Show enemy's cards and their Charges and Charge Rate.
 Cost: 3 Charges
 Visual: None
 Preference: Rogue/Hunter based characters
 
 Baiting
 Effect: Showing you charging on screen while you can use any cards you want. On next turn (after enemy turn) all of the cards active
 Cost: 2 Charges
 Visual: None (that's the point)
 Preference: Rogue/Hunter based characters
 
 Pursuit
 Effect: 2 Unblockable damage. Prevent enemy from using any Shield based card and Healing on next turn.
 Cost: 5 Charges
 Visual: brief red glow
 Preference: Hunter based characters
 
 Ambush
 Effect: Non Visual effect: 5 Shield and 5 Counter damage (similar to Counter Strike).
 Cost: 10 Charges
 Visual: None
 Preference: Hunter/Rogue based characters
 
 Net Throwing
 Effect: Stun enemy for a turn. Enemy can only use up to 3 cards each turn for 3 rounds afterward.
 Cost: 12 Charges
 Visual: Throw a net on enemy
 Preference: Hunter/Rogue based characters
 
 Flush
 Effect: 3 hits of 1 Unblockable damage. Damage Shield by 5
 Cost: 6 Charges
 Visual: rapid shots
 Preference: Any gunner/hunter based characters
 
 Slugs
 Effect: Deal damage equal to remaining Charges, cost all remaining charges.
 Cost: 3 Charges
 Visual: a quick powerful 1 shot hit. Shaking screen even without kill.
 Preference: Heavy gunners
 
 Buckshot
 Effect: Deal 2 damage and 2 unblockable damage for 2 turns (not round).
 Cost: 10 Charges
 Visual: double shots!
 Preference: Heavy Gunners
 
 Suppressing Fire
 Effect: For every card enemy play next 2 rounds they take 1 damage.
 Cost: 2 Charges
 Visual: Shot randomly across the screen
 Preference: Any gunners
 
 Black Powder
 Effect: Deal 18 damage. Take 4 damage recoil
 Cost: 10 Charges
 Visual: Rush into enemy and spray fireworks
 Preference: Any gunners
 
 Taking Cover
 Effect: Turn 1 Attack card into Defend Card. Heal 2 HP.
 Cost: None - Cost of the used card
 Visual: Dodge back
 Preference: Any ranged characters
 
 Head Shot!
 Effect: Deal 8 damage, 12 damage if enemy has no Shield. Instant kill if enemy has 4 HP or less.
 Cost: 8 Charges
 Visual: And briefly aimed shot to the head
 Preference: Any ranged characters
 
 Rapid Fire
 Effect: 5 hits combo of 1 damage each.
 Cost: 3 Charges
 Visual: 5 hit combos every time!
 Preference: Any ranged characters
 
 Mortar
 Effect: After 2 rounds, dealing 4 damage and stun enemy for a round
 Cost: 7 Charges
 Visual: Whist. After 2 rounds enemy got shot from above and stunned.
 Preference: Any Group based characters
 
 Fatal Strike
 Effect: Deal 12 damage. If enemy is Shielded, deal 8 Shield damage and 4 Health damage.
 Cost: 11 Charges
 Visual: Focused attack.
 Preference: Any
 
 Surrounding
 Effect: Deal 4 damage every round for 4 rounds.
 Cost: 9 Charges
 Visual: War Cry (summoning help). When enemy got hit slashes appear cost him
 Preference: Any group based characters
 
 Pressure
 Effect: Deal 3 damage. Lower enemy's Charge Rate by 1.
 Cost: 8 Charges
 Visual: Random attack slashes
 Preference: Group based characters, boss characters
 
 Flanking
 Effect: 2 turns of 3 Unblockable damage.
 Cost: 8 Charges
 Visual: Attacked from side and behind
 Preference: Group based characters, fast characters, illusionist
 
 War Drum
 Effect: Instant 2 Charges (can be used on the same turn for other cards).
 Cost: None
 Visual: Raise weapons multi times.
 Preference: Group based characters
 
 Overwatch
 Effect: Show enemy's cards after they draw new deck.
 Cost: 3 Charges
 Visual: Scope symbol on head.
 Preference: Group based characters, commandos.
 
 Re-supply
 Effect: Regenerate 2 Charges over 4 rounds.
 Cost: 3 Charges
 Visual: Supplies appear randomly around the background on player's side
 Preference: Group based characters
 
 Medic!
 Effect: Regenerate 1 HP over 7 rounds.
 Cost: 3 Charges
 Visual: Knee down and health symbol over head
 Preference: Group based characters
 
 Suppressing Support
 Effect: Every time enemy takes a direct attack move they take 1 damage. Lasted for 3 rounds
 Cost: 2 Charge
 Visual: Wave the weapon. Enemy take shot off screen when attack.
 Preference: Group based characters
 
 Army
 Effect: Absorb up to 12 damage
 Cost: 10 Charges
 Visual: Summon similar characters/Symbols...
 Preference: Group based characters
 
 Squad Attack
 Effect: Multiply an attack card by 3.
 Cost: Multiplied card x3 + 3
 Visual: Clones attack at the same time
 Preference: Group based characters, illusionist
 
 Crashing Battle
 Effect: Deplete an equal amount enemy's Shield with your Shield
 Cost: 1 Charge
 Visual: Rush in and attack with weapon using both hand.
 Preference: Group based character, shield characters
 
 Shield Bash
 Effect: Stun enemy for a round. Dealing 2 unblockable damage
 Cost: 7 Charges
 Visual: Bash enemy with a shield
 Preference: Shield characters
 
 Shield Crush
 Effect: Dealing 6 Unblockable damage along with 2 direct damage.
 Cost: 9 Charges
 Visual: Jump and smash Shield onto enemy face
 Preference: Shield characters
 
 Patient Killer
 Effect: Deal 1 damage, 1 unblockable damage and apply 1 Shield and heal 1 HP every turns for 3 turns. At any given point during the effect if enemy HP drop down to 4 or below player can perform a kill with 4 hits of 1 damage unblockable.
 Cost: 12 Charges
 Visual: Normal moves
 Preference: Shield characters
 
 Extra Shielded
 Effect: Turn unused Attack cards (and other Extra Shielded card) on the deck into Shield. 1 Shield for each card.
 Cost: None
 Visual: Normal Shield animation
 Preference: Shield characters
 
 Shield Throw
 Effect: Turn all Shield into damage.
 Cost: 1 Charge
 Visual: Throw Shield at enemy and leap for an attack
 Preference: Shielded characters
 
 Block 'n Attack
 Effect: For ever Shield lost you deal damage to enemy(counter attack). Can damage up to 7
 Cost: 4 Charges
 Visual: Block with 1 hand and attack with other
 Preference: Shielded characters
 
 Relentless Attack
 Effect: Deal 7 damage at the cost of 4 Shield
 Cost: Also cost 2 Charges
 Visual: Attack with wide opened arms.
 Preference: Shielded characters
 
 Safe Move
 Effect: Reduce charge cost of every using cards by 1 if player has Shield on. The amount of charges can be reduced is based on the amount of current Shield (with so 2 Shield you can only reduce charges by 2)
 Cost: 1 Charge
 Visual: Symbol
 Preference: Shielded characters
 
 Perfect Timing
 Effect: Non visual effect. Absorb up to 10 damage on next turn (enemy's turn) at the cost of Shield.
 Cost: None
 Visual: None
 Preference: Shielded characters
 
 Defensive Play
 Effect: Instead of damage enemy you heal with that amount. Does not effect DoT. Cannot use cards next 2 rounds.
 Cost: None
 Visual: Raise the shield and moved slightly back
 Preference: Shield/Polearm characters
 
 Throwing Spear
 Effect: Keep throwing spears for 3 turns dealing 2 damage each
 Cost: 4 Charges
 Visual: Throw spears
 Preference: Polearm characters
 
 Focused Swings
 Effect: Waste a turn to apply charge effect. On the next turn all Attack cards gain +2 damage.
 Cost: 1 Charge
 Visual: Normal Charging animation
 Preference: Polearm characters
 
 Poker
 Effect: If you successfully survive enemy's attack without losing HP you deal 2 damage afterward. Lasted for 8 rounds
 Cost: 8 Charges
 Visual: a quick poke
 Preference: Polearm characters
 
 Imbalanced Thrust
 Effect: A strong thrust that stun Shielded character or deal 7 damage on non Shield one.
 Cost: 5 Charges
 Visual: A thrust
 Preference: Polearm characters
 
 Keeping Distance
 Effect: Reduce incoming damage of first hit by 3, second hit by 2 and last by 1 (by damage order). Last for 4 rounds
 Cost: 8 Charges
 Visual: Keep his spear ahead
 Preference: Polearm characters
 
 Pinned Attack
 Effect: 4 Damage and stun enemy. Cannot use offensive cards next turn.
 Cost: 6 Charges
 Visual: Pin the weapon down on enemy, knowing him down
 Preference: Polearm characters
 
 Strike From Above
 Effect: If enemy use direct attack on next turn then deal 9 damage before their attack land.
 Cost: 5 Charges
 Visual: Keeping the weapon high to gain height advantage, prepare for the attack
 Preference: Light 2 handed characters
 
 Strike From Afar
 Effect: Dealing 7 damage without trigger any effect.
 Cost: 6 Charges
 Visual: a quick attack from standing position
 Preference: Light 2 handed characters
 
 Ranged Advantage
 Effect: Dealing 2 damage every turn for 6 turns.
 Cost: 8 Charges
 Visual: A quick wide swing
 Preference: Light 2 handed characters
 
 Imbalanced Strike
 Effect: Deal 8 damage and limit enemy's card deck down to 4 for 2 rounds (if they have full deck the last card will be locked - can't even be discarded)
 Cost: 8 Charges
 Visual: A strong swing attack
 Preference: Light 2 handed characters
 
 Quick Thrust
 Effect: Deal 4 damage and 3 Piercing damage.
 Cost: 7 Charges
 Visual: A focused thrust attack
 Preference: Light 2 handed characters
 
 Parry
 Effect: Increase Shield by 2
 Cost: 1 Charge
 Visual: Hold weapon straight
 Preference: Light 2 handed characters
 
 Precise Thrust
 Effect: Apply on any card to damage to enemy's Health pool directly (even by pass absorption effect)
 Cost: 2 Charges
 Visual: a flash on weapon/eyes
 Preference: Light 2 handed characters
 
 Deathliest Swings
 Effect: Gain 1 damage, 1 unblockable damage and reduce enemy charge by 1 for each hit on that turn
 Cost: 9 Charges
 Visual: weapon glow
 Preference: Heavy 2 handed characters
 
 Focused Strike
 Effect: All attacks resulted in 1 hit instead. Damage is doubled. For every cards used deal 1 additional Unblockable damage.
 Cost: Double the charge cost of other card
 Visual: Screen shaking 1 hit attack
 Preference: Heavy 2 handed characters
 
 Shield Shattering
 Effect: Damage Shield at the cost of charges.
 Cost: Amount of Shield damaged
 Visual: A swing from side shield smash
 Preference: Heavy 2 handed characters
 
 Focused Attacks
 Effect: Hold back for a turn (does not regenerate charges) then unleash powerful attacks (start using cards). Every attacks gain +3 damage.
 Cost: 4 Charges
 Visual: Glowing weapon
 Preference: Heavy 2 handed characters
 
 Rushing Recklessly
 Effect: Select an Attack card. The card then will deal damage normally. However after enemy's next turn user's character will perform 3 hits of selected card and be stunned for a round.
 Cost: x3 Cost of used card (counting the original cost)
 Visual: quicker animation
 Preference: Heavy 2 handed characters
 
 Fatal Cut
 Effect: Dealing 7 damage. Enemy loses 1 HP (can't be adsorbed) every round for 3 rounds.
 Cost: 7 Charges
 Visual: a bloody strike
 Preference: Heavy 2 handed characters
 
 Keeping the Pressure
 Effect: Deal 4 damage. Increase Charge by 5
 Cost: 6 Charges
 Visual: Attack along with warcry
 Preference: Heavy 2 handed characters
 
 Crushing
 Effect: Deal 7 damage. Reduce your Charge Rate by 1
 Cost: None
 Visual: a slow attack with heavy force
 Preference: Heavy 2 handed characters
 
 Bong!
 Effect: Deal 3 damage, stun enemy for 2 rounds.
 Cost: 12 Charges
 Visual: a head smashing move
 Preference: Heavy 2 handed characters
 
 Deathly Blow
 Effect: Instant kill enemy if they don't have any Shield.
 Cost: 20 Charges. Require max Charge Rate
 Visual: an extremely strong blow
 Preference: Heavy 2 handed characters
 
 Shocking Recoil
 Effect: Deal 6 damage. Target takes 2 unblockable damage each turn for 2 turns
 Cost: 5 HP. 3 Charges.
 Visual: a strong screen shaking blow
 Preference: Heavy 2 handed characters
 
 Bone Breaker
 Effect: Deal 3 damage. Enemy is limited to 2 cards on first round, and 4 on 2nd round
 Cost: 4 Charges
 Visual: a strong sweep
 Preference: Heavy 2 handed characters
 
 Interrupting Blow
 Effect: Dealing 2 damage. Destroy 1 of enemy cards. If enemy move on next turn they lost the last card.
 Cost: 2 Charge
 Visual: ground blow
 Preference: Heavy 2 handed characters
 
 Wild Swings
 Effect: Deal 2 Unblockable damage and reduce enemy's charge by 3. User's shield are temporary down for next turn
 Cost: 4 Charge
 Visual: Swing the weapon with 1 hand. Enemy gets pushed back
 Preference: Melee characters
 
 Fluent Combo
 Effect: Gain 1 Charge and 1 damage for every chained direct hit (mean 3 hits combo resulted in 2 chained attack)
 Cost: 3 Charges
 Visual: The weapon glow creating smoke flow like effect.
 Preference: Melee characters
 
 <To be continued>
 
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