Here are four ways to do a universal swap ability with a negative effect.
Freeze Swapper has a frost magic boosted swap, an enemy unit swapped by it will be frozen for 3 turns, potentially allowing it's enemy swap to be more useful than just messing up formations.
Poison Swapper has an ability that's to Poison as Yellow Swap is to Destroy. An enemy swapped with the poison swap ability is poisoned for 3 turns, meaning it will have 3 turns to live.
Meteor Swapper has an ability to swap a unit and mark the location it left off from (where the swapped unit will be now) with a 3 turn Meteor. This can mark ally unit locations as a Meteor, so it might be too destructive to be a good swapper.
Compel Swapper has an ability to swap a unit and also compel an enemy unit toward your side of the field. You thought Universal Swap was good at summoner threat? Compel Swap makes that even worse by adding Siren's allure into the mix.
The first four people to give feedback on these units and relatively balance these units (e.g. I'd say A>D>B>C) will be awarded 20 RP.
Edit: All RP prizes have been awarded.
I think it's B>A>C>D as B is the most threatening and likely to function as a trade. A still has utility with trying to trade though, and has on-kill effect synergy. The threat of C is in my opinion totally ignorable if you use it on enemies, and you really should be swapping with magic-immune stuff, but the problem is you need to get both the immune thing and this unit into position to get a good attack off at all. D is a joke, compel is already arguably not a negative effect.
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A is probably the best one in most scenarios as it eliminates the risk of the enemy unit taking advantage of the swap
C is probably the weakest because it literally screws over your own side of the field
I'd say B>C because compel isn't all that useful if you've already swapped it into your lines and also leads to more possibilities of the opponent taking advantage of the swap while with poison at least in some scenarios they'll just die on their own or your opponent will waste time trying to get some compensation for the dying piece
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Freezeswapper is a great addition as neither swap nor freeze are really super helpful in most matches, however being able to do both at once would allow for a more strategic focus centered around freeze rather than just stalling.
Poisonswapper could be a bit too strong as poison is already a super useful ability so to be able to poison the enemy and get in a position to threaten at the same time might cause balance issues.
Meteor swapper is even more useless than normal meteor attack is, because it only really works if you can guarantee the unit won't move which is even harder to do if you have to swap with them first.
Compelswapper is unclear as to what it does and is likely to confuse everyone so it automatically sucks until the ability gets more details like which enemy, where does it move, etc.
Overall poisonswapper is strongest, followed by freezeswapper, followed by meteorswapper, and compelswapper is disqualified for sorcerizing itself.
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Also I forgot to ask but do you want values placed on those specific units?
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Compelswapper is supposed to compel the enemy it just swapped, like poison and freeze swapper. The compelled unit moves directly toward your side of the field.
Values are nice if you want but are not necessary to get the RP prize.
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Does it move towards my first row or towards the unit that swapped it?
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Does it move towards
My first row or towards the
Unit that swapped it?
- godoftomatoes
I'm a bot. I detect haiku.
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Whoa this bot is good, it was so unexpected, but it works so well
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toward your first row, that is what "toward your side of the field" is supposed to mean
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Okay then I would say it's better than meteor swap as there is some value to it, but it is still worse than freezeswap. As for values I'd price the poisonswapper at 9, freezeswapper at 8, compelswapper at 6, and meteorswapper at 4
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You really like them swaps don't you...
My non-player opinion would be B~A>C>D
I can't think of any reasonable use case for D, and C feels more like a disruptive challenge piece (like ChaosPortal but worse) than anything useful. A and B feel like they'll have their own use case over another (eg ice>poison if you want to target the swapped unit without letting it move freely for 3 more turns), though value wise B would probably be higher by a bit.
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hey are you gonna want the 20 RP prize?
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if you will, why not :u
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alright added you 20 RP (also gave Username_taken12 20 RP)
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I would say that A is the best out of all of them then B then C then D. A makes it very easy to kill the unit as you would presumably be protecting it. B will kill the unit but not immediately and gives an opportunity for it to take some other unit out unless you have a huge tempo advantage. C gives a small tempo advantage but it could be very hard to use. D might actually be worse than just a swap with a unit due to allowing double threats but could see some tricky uses by compelling your own pieces. So to summarize A>B>C>D. I would value A at 13 B at 12 C at 8 D at 7 they would all be much lower if they didn't have range 3 attack.
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D can't compel ally pieces. C is the weird exception since it uses a location effect and will mark allies.
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Right then it drops from garbage that can be used against you to useless but with a range 3 attack I'd price it at 6.
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This post has received a 28.63 % upvote from @boomerang.
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