Elemental Hero Class
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Disclaimer: This is a nonprofit mod for COE5 inspired from the media franchise of YuGiOh. Sprites are created by myself or edits of official art. Please support the original creator.
It’s time to get your game on and start fusing!
This is my second COE mod, another YuGiOh mod but inspired from the HERO archetype introduced in YuGiOh GX. This is a gem based summoning class with a twist. All of their main commanders are capable of fusing together to create monsters of great strength. Fuse the elements together to obliterate your foes.
The class contains full roster of troops, summons, and new events.
At the start of the game, you have no standard troop recruitment. You will get occasional merc offers but will struggle to rely on this. All the key units you will have to summon from the 4 elements using gems. Similar to the Warlock; Diamonds for Air, Saphire for Water, Ruby for Fire and Emeralds for Earth.
Once your reach mid game, (Electrum and or Neos), you will unlock full recruitment, although these will still require the use of gems.
Every main commander has the powerful ability of fusing together with another unit. These are specific (seethe charts in the images) but I have tried to safeguard these rituals as much as possible to make most not able to go wrong. Fusion summoning isn’t just a fun way to get powerful new creatures but strictly necessary to progression within the faction.
Fusion summons will have access to stronger rituals and enable the summoning of Elemental HERO Neos who is essential to advancing your roster.
Once you have called forth Neos from a fusion summon, he will bring his alien friends, the Neo-Spacians as full recruits for your roster. These are units with powerful innate abilities and permit Neos his own fusion, called Contact Fusion. Mechanically the same to prior fusion, but bring forth extremely powerful combat casters to the force.
Worth noting is Neos and all Neo-Spacians have full void sanity and are fully capable of exploring the Void if desired.
With such a focus on the elements, your units have strong elemental defences. If you can find a way to the Elemental Planes, this nation is fully capable of exploring and exploiting it.
There are 2 monsters requiring a more complex ritual. Follow the instructions in the ritual description. These require initiating the ritual with multiple commanders in the same turn. Elemental HERO Electrum is a powerhouse with level 3 Elemental Magic, but also allows the recruitment of your basic elemental units in citadels. Elemental HERO Tempest may not be as flashy as Electrum, but is still a strong combatant to add to your roster if desired.
The early game is your weak point. With no standard recruitment, relying on merc offers and gem summons, your citadels are vulnerable. You will be less gold reliant than other nations, so your early game should be focused on gem hunting.
Your commanders are powerful once fused, but vulnerable by themselves. You should fuse Avian by turn 5. My recommendation is to fuse with Burstinatrix for Elemental HERO Flame Wingman who will ensure your early expansion goes successfully. The alternate option is to fuse him to one of your starting Wildhearts instead for Elemental Hero Wild Wingman, although is a bit more aggressive and may reach an untimely end early.
Once you have your first fusion, you will have access to better rituals for troop and commander summoning allowing you to experience most of the roster.
Your main objective for mid game is to get to Elemental HERO Neos as he will unlock the Neo-Spacian recruitment at your Citadels. My recommendation would be to go for the 4-way super fusion of Electrum first as he unlocks the Elemental HERO recruitment and provides a discount on rituals, which in turn will allow easier calling of Neos. Worth it in my opinion and if you wanted, can forgo Neos summoning altogether if you would prefer to stick with the Elements. (They aren’t mutually exclusive, but you may find most of your gems focusing on Neos and his roster and ignoring the earlier units)
Once you have summoned Neos, contact Fuse him with whichever aliens he brought with him and enjoy. All Neos variants are extremely powerful and have a reduced cost ritual to summon more Neos and friends.
When fighting against, good luck. Due to being a gem nation, AI will get crazy levels of gems and snowball at a crazy rate. From my observations, they will often use a lot of commanders with no army, so any archer fire will obliterate these before they get out of control. Aim to rush as their bases should be undefended until they get Neos online.
These are very powerful. For humans, once your gem economy gets going, you will be extremely strong with multiple high-level mages. Your citadel defences will be extremely lacking until mid-game, so try not to get eliminated in the first few turns and you’ll be gold.
As mentioned in tips, AI is insane with this nation. I would recommend putting their difficulty level 2 2 levels lower than other AI or have unfavourable teams against them. The main issue being that the nation is 80% a reliant on gem income. AI difficulty basically cheats additional resources so the nation will spam commanders, units and fusions. On some of the highest difficulties, they brought out Neos with in like 2 turns, bringing them to end game immediately. I have tried to limit the AI’s use of some of these rituals to prevent spam, but every match I’ve played they’ve easily had most map control every time.
Do not expect a fair fight. Their counters should be either an early game rush or another late game powerhouse if you can survive long enough.
Another YuGiOh mod. Well I had some more ideas that I didn’t want to over bloat my prior mod with and creating a full-on class seemed the best way to do it. It has been a journey working with the promotion mechanics to create fusion and a lot of restrictions have had to be used to accomplish this, but overall, I am happy with the result. As with my prior mod, this is full functioning and I do not plan on any huge changes. I may do more mods for COE in the future, but likely no more YuGiOh mods for now. Peace.
Fully compatible with my YuGiOh mod and not massively invasive so should be highly compatible.
Terrain value: 751
Event values: 2001 – 2008