User blog:Jared Grace/My Crazy Ideas: Ultra Galaxy: League of Kaijus

I know it sounds crazy, but here goes.

Me and my friends have been discussing this for a while. We want to, eventually, create a MOBA Game calledultra Galaxy: League of Kaijus. I know it sounds impossible for all these licenses to come together, but we hope it will happen. The following sections detail the gameplay and game modes we have come up with:

Gameplay
Similar to LoL and DoTA2, players are formed into two even teams primarily comprised of three or five members. Each team starts at opposing sides of a map, near what is called a "Ultra Station". To win a match, a team must destroy the opposing team's Ultra Station. To do so, each team must work through a series of towers that are placed along a path to each base (commonly referred to as a "lane"). Along the way, each player gains power by completing game objectives, earning them experience points and gold that are used to increase the player's level and to purchase powerful equipments, potentially giving players an advantage over their opponents. Examples of these objectives include killing the opposing team's towers, players, and "minions" (small NPCs that constantly spawn and attack the other team).

PvP Mode
This is a mode where you fight against other players.

AI Mode
This is a mode where you fight against AI Reionyx to enhance your skills as whichever Kaijus you choose.

Kaijus
Each player controls a single Kaiju, each with unique characteristics. Certain Kaijus are tagged with certain attributes such as 'Guardian', 'Fighter', 'Shooter', 'Assassin', 'Psychic' or 'Support' to describe their play style. Kaijus have more than one attribute, and can be played in a variety of ways though some are more viable than others.

At the start of each battle, every player must choose a Kaiju to fight for him/her in battle. The choice of Kaijus is limited by what the player has unlocked. Each week, ten Kaijus are made temporarily free so that players can try them out without unlocking them, a service known as the free Kaiju rotation.

Kaijus gain experience by killing enemy minions, neutral monsters, Kaijus, or structures. After reaching a certain amount of experience, the Kaiju levels up. Each level increases the Kaiju's stats and adds an ability point that can be spent to improve one of the Kaiju's four unique abilities. Normally, each Kaiju has three basic abilities that can be learned at any time, with a maximum rank of five (with some exceptions). They also have the ability to level up their ultimate ability at level 6, to a maximum rank of three. The maximum level for a champion is 18.

Players can gain gold by landing the killing blow on an enemy minion/monster, by killing a Kaiju/assisting in a kill, or will receive global gold from the destruction of structures, or killing of some epic monsters. Some abilities and equipments also generate extra gold. The acquired gold can be spent at the equipment shop for various equipments. These equipments boost stats of the champion. Some equipments can be combined into more powerful equipments by following predefined recipes.

Ultraman
Passive: Unbreakable Will Gomora gains physical damage equal to 50% of his total armor.
 * Gomora (Guradian/Fighter)

Q: Smashing Ground Cooldown: 10s Cost: 50/55/60/65/70 Stamina Range: 380 Gomora smashes the ground with his tail, dealing 60/110/150/200/240 (+0.5 AD) physical damage dang tossing nearby enemy units into the air, stunning them for 1.5 seconds.

W: Mega-Ton Tail Cooldown: 12/11/10/9/8s Cost: 65/70/75/80/85 Stamina Range: 650 Gomora swaps his tail to an enemy, dealing 60/110/170/220/280 (+0.8 AD) physical damage and knocking them back.

E: Power Ball Cooldown: 16/14/12/11/10s Cost: 60/65/70/75/80 Stamina Range: 300 Gomora accelerates in a ball for 7 seconds. On collision with an enemy he stops, dealing 100/150/200/250/300 (+1 AD) physical damage to nearby enemies, knocking them back, and slowing them by 20/25/30/35/40% for 2 seconds.

R: Super Oscillatory Wave Cooldown: 100/80/60s Cost: 100 Stamina Range: 3450 Gomora fires 3/4/5 wave of energy from his nasal horns, dealing 200/250/300 (+0.6 AD) to the first enemy hit. If canceled early, Supernova Shockwave's cooldown is refunded by 10% for each unused shot.

Passive: I'm the King Red King reduces the duration of all disables for each nearby enemy Kaiju. 1 Kaiju: 10% 2 Kaijus: 25% 3 Kaijus: 40%
 * Red King (Fighter/Guardian)

Q: Rock Toss Cooldown: 20/17/15/12/10s Cost: None Range: 1100 Red King throws a giant rock that stops when it hits an enemy, slowing all nearby enemies by 15/20/25/30/35% for 2 seconds and dealing 10/50/90/130/170 (+1.2 AD) physical damage. Picking up the giant rock reduces its cooldown by 60%.

W: Punch in the Face Cooldown: 15/13/11/9/7s Cost: None Range: 200 Red King stuns enemies in an area for 1.25 seconds, dealing 30/50/70/90/110 (+1 AD) physical damage.

E: Crunch Cooldown: 18/16/15/13/12s Cost: None Range: 475 Red King leaps to a location and deals 30/70/110/150/190 [6% of Red King's Max Health] physical damage to nearby enemies. Enemies Red King lands directly on top of are slowed by 40% for 1.5 seconds.

R: Red King Punch Cooldown: 120/100/90s Cost: None Range: 600 Red King knocks nearby enemies in the specified direction with his super punch, dealing 200/300/400 (+0.2 AD)(+0.5 AP) physical damage and slowing them by 45% for 1.25/1.5/1.75 seconds. Enemies hit a wall take 150% damage and stunned instead of slowed.

Passive: Force of Will Geronimon deals 15% more damage with his abilities to any enemies that is slowed, stunned, immobilized, or suppressed.
 * Geronimon (Psychic/Support)

Q: Feather Shuriken Cooldown: 4s Cost: 40/50/60/70/80 Stamina Range: 800 Geronimon throws a Feather Shuriken at the target location, dealing 50/95/140/185/230 (+0.75 AP) ability damage to all enemies hit, which is then remains for 8 seconds. This ability can be cast while moving.

W: Psychic Grab Cooldown: 12/11/10/9/8s Cost: 60/70/80/90/100 Stamina Range: 925 FIRST CAST: Geronimon telekinetically grabs a Feather Shuriken, enemy minion or monster for 5 seconds. If a Feather Shuriken is grabbed, its duration is refreshed. If a minion or monster is grabbed, it's put in stasis. SECOND CAST: Geronimon throws the grasped Feather Shuriken or enemy to the target area, granting sight of the projectile's surroundings as they fall. The projectile, if it is an enemy, and any enemies struck take 80/120/160/200/240 (+0.8 AP) ability damage and are slowed by 25/30/35/40/45% for 1.5 seconds. This ability can be cast while moving.

E: Anti-Gravity Breath Cooldown: 16/15/14/13/12s Cost: 50 Stamina Range: 650 Geronimon expels levitating, anti-gravity mist from his mouth and knocks back all enemies and Feather Shurikens in front of him, with the distance increased the closer they are to her at the time of cast, dealing 70/115/160/205/250 (+0.5 AP) ability damage to them and any enemies with which they collide. Launched Feather Shuriken also stun all enemies in their path for 1.5 seconds, dealing Anti-Gravity Breath's damage to enemies who weren't affected by the initial cast.

R: Thousand Feathers Cooldown: 100/90/80s Cost: 100 Stamina Range: 675 Geronimon hurls all of his Feather Shurikens at the target enemy Kaiju, dealing 90/135/180 (+0.2 AP) ability damage per Feather Shuriken. Thousand Feathers manipulates 3 Feather Shurikens, in addition up to 4 Feather Shurikens previously created. All Feather Shurikens remain on the ground for 8 seconds after Thousand Feathers is used.

Passive: Space Ninja Alien Baltan ruthlessly hunts his victims. He gains 30 Movement Speed when moving toward nearby enemy Kaiju.
 * Alien Baltan (Assassin)

Q: Deceive Cooldown: 11s Cost: 90/80/70/60/50 Stamina Range: 400 Alien Baltan teleports nearby and becomes stealth for 4 seconds. His next basic attack within the next 5 seconds will critically strike, dealing 120/140/160/180/200% damage.

W: Doppelgänger Cooldown: 16s Cost:50/55/60/65/70 Stamina Range: 425 Alien Baltan creates a clone at the target location. It will become stealth after 2 seconds, and pop out when an enemy comes near, stunning nearby enemies for 0.5/0.75/1/1.25/1.5 seconds and attacking them. It's attacks deal 35/50/65/80/95 (+0.2 AP) ability damage and it lasts for 60 seconds while invisible or for 5 seconds while firing.

E: Dynamite Bullets Cooldown: 8s Cost: 50/55/60/65/70 Stamina Range: 625 PASSIVE: While Dynamite Bullets is ready to cast, Alien Baltan's basic attacks apply freeze for 2 seconds, reducing Movement Speed by 10/15/20/25/30% and also reducing Attack Speed by 20/22.5/25/27.5/30% if the target is a minion or monster. ACTIVE: Alien Baltan fires a Dynamite Bullets to target enemy, dealing 50/90/130/170/210 (+1 AD)(+1 AP) ability damage and applies freeze for 3 seconds.

R: Hallucinating Cooldown: 100/90/80s Cost: 100 Stamina Range: 500 Alien Baltan vanished briefly and reappears with a clone that lasts up to 15 seconds. The clone deals 80% of Alien Baltan's damage and receives 50% increased damage. On death, the clone detonates, dealing 300/500/600 (+1 AP) ability damage to nearby enemies. The clone can be controlled by holding the alt key and using the right mouse click or by reactivating this ability.


 * Dada ???


 * Bullton ???


 * Zetton???


 * Alien Mefilas???


 * Antler???

Ultraseven

 * Miclas???

Passive: Electric Mark Baby Eleking's abilities add one stacks of Electric Mark to their target for 6 seconds. If the target reaches 3 Electric Marks, it will be stunned for 1.5 seconds by Adult Eleking's abilities and Eleking gains 25 Stamina.
 * Eleking (Psychic/Assassin)

Q: Plushy Lightning / Lightning Spear Cooldown: 8/7/6/5/4s Cost: 40/45/50/55/60 Stamina BABY: Eleking throws a plushy lightning that deals 10/40/100/130 (+0.5 AP) ability damage and slows enemies by 15/20/25/30/35% for 2 seconds. The lightning plushy returns towards Eleking after hitting an enemy, dealing 50% damage to subsequent targets. Each enemy can only be hit once. Catching the plushy lightning reduces its cooldown by 50%. ADULT: Eleking throws a lightning spear that deals 80/120/160/200/240 (+0.6 AP) ability damage to the first enemy hits.

W: Ele-Hyper / Thunder-strike Cooldown: 14/12/10/8/6s Cost: 40/45/50/55/60 Stamina BABY: PASSIVE: Every 3rd attack or ability on the same target deals an additional 20/30/40/50/60 (+0.5 AP) + 6/8/10/12/14% of the target's max Health as ability damage and grants Eleking 30% Movement Speed that decays over 3 seconds. ADULT: Eleking sends a surge of electricity through all nearby enemies affected by Electric Mark, dealing 70/100/130/160/190 (+0.55 AP) ability damage.

E: Kawaii Hop / Thunder Rush Cooldown: 18/16/14/12/10s Cost: 80/85/90/95/100 Stamina Range: 475 BABY: Eleking leaps to a location, gaining 20/30/40/50/60% Attack Speed for 3 seconds. If Eleking lands on a unit he will bounce off it, traveling further. Deals 20/60/100/140/180 (+0.6 AP) ability damage and slowed by 15/20/25/30/35% for 2 seconds if the unit landed on was an enemy. ADULT: Eleking doubles his base movement speed and ignores unit collision for 2 seconds, dealing 90/130/210/250 (+0.6 AP) ability damage to any enemy he passes through. Additionally, Eleking will gain 10/20/30/40/50 Armor and Ability Resist for 3 seconds. Thunder Rush deals half damage to minions.

R: Size Change Cooldown: 5s Cost: None Range: 200 BABY: Eleking transform into his Adult Form with the basic abilities Lightning Spear, Thunder-strike, and Thunder Rush. Adult Eleking's abilities will stun enemies with 3 Electric Marks, but does not add stacks of Electric Mark. ADULT: Eleking transform back into his Baby Form. Baby Eleking's abilities will add one stacks of Electric Mark but does not trigger the stun of Electric Mark.


 * King Joe???


 * Alien Guts???


 * Dairyukai???


 * Pandon???

Ultraman Jack

 * Twin Tail???


 * Muruchi???


 * Bemstar???

Ultraman Ace
Passive: Burst Missile Velokron deals bonus 35 - 120 (based on level) bonus physical damage if she attacks a new target.
 * Velokron (Shooter)

Q: Bouncing Missile Cooldown: 7/6/5/4/3s Cost: 43/46/49/52/55 Stamina Range: 650 Velokron fires a bouncing missiles through an enemy, dealing 20/35/50/65/80 (+0.9 AD)(+0.4 AP) physical damage to the first target and 40/70/100/130/150 (+1 AD)(+0.5 AP) damage to the second. Both apply on-hit effect. If this first shot kills its target, the second deals 50% increased damage.

W: Frenzied Cooldown: 12s Cost: 30 Stamina Range: 600 PASSIVE: After 5 seconds of not taking direct damage, Velokron gains 25 Movement Speed. After another 5 seconds, this bonus increases to 60/70/80/90/100. ACTIVE: Fully activates Frenzied's Movement Speed and grants 40/60/70/85/100% Attack Speed for 4 seconds. Burst Grenade reduce the cooldown of Frenzied by 30% seconds.

E: Missile Rain Cooldown: 14/13/12/11/10s Cost: 80 Stamina Range: 1000 Velokron reveals an area, raining down missiles that deal 80/120/150/190/220 (+0.8 AP) ability damage over 2 seconds and slow enemies hit by 28/36/44/52/60%.

R: Siphon Missiles Cooldown: 120/110/100s Cost: 100 Stamina Range: 400 Velokron channels a barrage of missiles for 3 seconds, dealing (+0.4 AD)(+0.2 AP) physical damage per wave (12/14/16 waves total). Frenzied Missiles can critically strikes for % damage.


 * Doragory???


 * Vakishim???


 * Black Pigeon???

Passive: Hollow When Aprasar drops below 45% Health, she becomes stealth for 3.5 seconds and creates a clone that deals no damage and lasts for up to 8 seconds. Hollow has a 1 minute cooldown.
 * Aprasar (Assassin/Psychic)

Q: Light Wave Plumage Cooldown: 6s Cost: 50/60/70/80/90 Stamina Range: 700 Aprasar fires a Light Bullets at the target enemy, dealing 60/80/120/140/160 (+0.4 AP) ability damage and marks the target for 3 seconds. If the target takes damage from one of Aprasar's abilities, the mark will trigger, dealing 60/80/120/140/160 (+0.4 AP) ability damage.

W: Illusion Step Cooldown: 18/16/14/12/10s Cost: 80/85/90/95/100 Stamina Range: 600 Aprasar quickly dashes to the target location, dealing 90/130/180/220/250 (+0.6 AP) ability damage to nearby enemies and creates a clone that deals no damage and lasts up to 3.5 seconds at the target location. For 3.5 seconds, Aprasar becomes stealth and can activate Illusion Step again to return to her starting location.

E: Celestial Robe Cooldown: 14/12/11/10/8s Cost: 80 Stamina Range: 925 Aprasar launches an orange robe that shackles the first enemy hits, dealing 40/70/90/120/140 (+0.5 AP) ability damage and slowing their Movement Speed by 25%. If the target remains shackled for 1.5 seconds they take an additional 40/70/90/120/140 (+0.5 AP) ability damage and are unable to move for 1.5 seconds.

R: Mirage Cooldown: 40/32/24s Cost: None Range: 200 Aprasar can cast a mimicked version of the previous ability she cast. Mimicked Light Wave Plumage and Celestial Robe deal 100/200/300 (+0.6 AP) ability damage on both instances of their damage. Mimicked Illusion Step deals 200/300/500 (+0.9 AP) ability damage.


 * Yapool???


 * Jumbo King???

Ultraman Taro

 * Birdon???

Passive: Energy Shield When Grand King hasn't take recently taken damage or crowd controlled for 8 seconds, Grand King gains massive damage reduction and crowd control immunity, lingering for a short period after taking damage. Damage from lane minions in unaffected.
 * Grand King (Psychic)

Q: Purple Beam Cooldown: 7s Cost: 40/45/50/55/60 Stamina Range: 1050 Grand King fires a purple laser beam from his mouth, dealing 80/120/160/200/240 (+0.65 AP) ability damage to the first enemy hit and applies a slow of 70% that decays over1/1.4/1.8/2.2/2.6 second(s). Killing a unit with this ability refunds 50% of the Stamina Cost.

W: Chest Laser Cooldown: 1.5s Cost: 50/55/60/65/70 Stamina Range: 1050 Grand King fires an huge laser beam from his chest on the target location, dealing 30/50/70/90/110 (+0.2 AP) ability damage. After a delay, it deals additional 50/80/110/140/170 (+0.4 AP) ability damage. Shockwave Emission has a 2 second cooldown between casts.

E: Shockwave Emission Cooldown: 16/15/14/13/12s Cost: 50/55/60/65/70 Stamina Range: 850 Grand King unleashes an energy burst that disrupts a nearby area which, after 0.5 seconds, deals 50/100/130/160/190 (+0.5 AP) ability damage and knocks up enemies hit for 0.75 seconds. Any enemies hit that are closed to Grand King will be pushed slightly in the direction the ability was cast.

R: Grand Lasers Cooldown: 120/100/80s Cost: 100 Stamina Range: 1600 PASSIVE: Grand King's abilities apply Supermassive Deconstruction to enemies hit. If 3 stacks are accumulated, the enemy will take a burst of true damage. ACTIVE: Grand King channels a ray of energy that follows the cursor for 2.5 seconds, dealing 500/650/800 (+1.5 AP) and slowing units hit by 20%. Enemies that stays in the beam will periodically gain Supermassive Deconstruction stacks. Deals True Damage instead of ability damage against enemies units.


 * Tyrant???


 * Mururoa???


 * Samekujira???

Ultraman Leo
Passive: The Saber Tyrant Alien Magma identifies the Vitals of nearby enemy Kaijus, marked as an arc around themselves. Vitals take 0.5 seconds to identify and last for 15 seconds. After a Vital is triggered or times out, Alien Magma identifies a new one on his target. Basic attacks and/or damaging abilities against a Vital deal 2% (+ 4.5% per 100 bonus AD) of target's maximum health as bonus true damage, heal Alien Magma for 30 - 115 (based on level) and grant him 20 / 30 / 40 / 50% bonus movement speed that decays over 2 seconds.
 * Alien Magma (Fighter/Assassin)

Q: Saber Lunge Cooldown: 16/14/12/10/8s Cost: 20/25/30/35/40 Stamina Alien Magma launches in a direction and stabs a nearby enemy, dealing 70/80/90/100/110 (+0.6 AD) physical damage and applying on-hit effects. This attack priotizes Vitals and enemies it will kill. If this ability hits an enemy, 60% of its cooldown is refunded.

W: Grand Challenge Cooldown: 24/22/20/18/16s Cost: 50 Stamina Range: 500 Alien Magma challenges the target enemy champion for 4.5/5/6/7/8 seconds, highlighting their four Vitals and creates an area around them, granting Alien Magma The Saber Tyrant's movement speed while inside it. If he triggers one Vital before his target dies, or triggers all four, he creates a Victory Zone that heals him and allied Kaijus 80/90/110/120/140 (+1 AP) within it for 2 seconds. The Victory Zone's duration increases by 1 second per Vital hit, up to a maximum of 5. While Grand Challenge is in effect, The Saber Tyrant does not identify new Vitals on Alien Magma's target.

E: Bladework Cooldown: 13/11/9/7/5s Cost: 40/45/50/55/60 Stamina Range: 425 Alien Magma's next two basic attacks gain bonus attack range and 50% bonus attack speed. The first basic attack can never critically strike, but slows its target by 30% for 1 second, while the second basic attack is guaranteed to critically strike for bonus 140/160/170/190/200% critical damage. Bladework resets Alien Magma's auto-attack timer.

R: Giras Tornado Cooldown: 110/90/70s Cost: 100 Stamina Alien Magma summons the Giras Brothers at target location, dealing 100/180/250 (+0.5 AD) physical damage and interrupting enemy channels. Alien Magma can redirect the Giras Brothers for 6.5 seconds, which will discharge 150/250/350 (+0.6 AD) physical damage every 2 seconds to nearby enemies. Giras Brothers will move slower as it attempts to move farther away from Alien Magma. This ability can prioritizes Vitals.

Passive: Babarue Stick Alien Babarue's auto-attack deals additional 10% ability damage. This damage increases the more Alien Babarue attacks the same target.
 * Alien Babarue (Assassin/Psychic)

Q: Ice Breath Cooldown: 14s Cost: 60/70/80/90/100 Stamina Range: 1100 Alien Babarue exhales a strong breath of ice from his mouth, stunning the first enemy hit for 1/1.5/2/2.5/3 second(s) and dealing 60/120/180/240/300 (+0.4 AD) (+0.6 AP) ability damage.

W: Dark Rocket Cooldown: 18/16/14/12/10s Cost: 90 Stamina Range: 475 Alien Babarue dashes to a nearby location and fires Dark Rocket at the nearest enemy, dealing 75/125/175/225/275 (+0.75 AD) (+0.75 AP) ability damage and slowed by 40% and increases Alien Babarue's movement speed by 30% for 2 seconds.

E: Babarue Beam Cooldown: 20/18/16/14/12s Cost: 80 Stamina Range: 650 Babarue fires a purple energy blast, silencing the first enemy hits for 1.5 seconds and dealing 65/85/105/125/145 (+0.5 AP) ability damage.

R: Babarue Disguise Cooldown: 100/80/60s Cost: 100 Stamina Range: 750 After 2 seconds of channel time, Alien Babarue becomes a copy of the enemy Kaiju, refreshing all ability and item cooldowns while restoring all of his stamina. While in this form, Alien Babarue deals 70/85/100% damage, and last for 10 seconds.


 * Silver Bloom???


 * Nova???

Ultraman Tiga

 * Golza???


 * Melba???

Passive: Flames of Eternity Kyrieloid's basic attacks or abilities burns his targets, dealing 2.5% of their maximum Health in ability damage over 3.5 seconds, stacking up to 3 times. When Flames of Eternity reaches max stacks on a Kaiju or monster, Kyrieloid's next basic attack or ability will deal 15% bonus damage and gains 30% Movement Speed.
 * Kyrieloid (Assassin/Fighter)

Q: Chaos Beam Cooldown: 13/12/11/10/9s Cost: 50/60/70/80/90 Stamina Range: 525 Kyrieloid fires a chaos beam that cuts across the field in a line, dealing 80/120/160/200/240 (+0.5 AP) ability damage in its path. Enemies that are burned are slowed 20% for 1.5 seconds.

W: Judgement Kick Cooldown: 8/7.5/7/6.5/6s Cost: 50/55/60/65/70 Stamina Range: 375 Kyrieloid performs a roundhouse kick knocking an enemy Kaiju back and dealing 80/120/140/180/200 (+0.55 AP) ability damage. If the target is burned, Flammable Kick will stun the target for 1.5 seconds.

E: Blazing Dive Cooldown: 11/10/9/8/7s Cost: 40/50/60/70/80 Stamina Range: 325 Kyrieloid dashes a short distance in the targeted location, his next attack will deal 40/70/90/120/140 (+0.4 AP) bonus ability damage and teleport him to his target. If the target is burned, Kyrieloid will gain a shield that absorbs up to 40/70/90/120/140 (+0.4 AP) damage for 2 seconds.

R: Sacred Flame Cooldown: 105/90/75s Cost: 100 Stamina Range: 750 After a brief delay, Kyrieloid creates a Sacred Flame at a target area, dealing 150/300/450 (+0.6 AP) ability damage to enemies within the area. Enemies that are burned take an additional 30% damage from Sacred Flame.

Passive: Master of Darkness Gatanozoa gathers energy from all abilities he uses. For every ability Gatanozoa casts, he gains a stack, up to 4 stacks. For every stack Gatanozoa gains +3% ability power. When Gatanozoa takes damage he loses one of his stacks.
 * Gatanozoa (Psychic)

Q: Dark Shackles Cooldown: 10s Cost: 50/55/60/65/70 Stamina Range: 1100 Gatanozoa extends his tentacle, rooting and crippling a single enemy Kaiju in place and dealing 30/40/50/60/70 (+0.2 AP) per 0.5 seconds over 2 seconds. Gatanozoa must channel to maintain hold on the target, but may cancel this ability early. While channeling this ability Gatanoza suffers no directional movement penalty.

W: Siphon Darkness Cooldown: 13s Cost: 70/75/80/85/90 Stamina Range: 900 Gatanozoa creates a void of darkness that silences all enemies within. After 2 seconds it explodes, dealing 100/160/230/300/370 (+1 AP) ability damage.

E: Shell Barrier Cooldown: 22/20/18/16/14s Cost: 80 Stamina Range: 750 Gatanozoa shields himself for 5 seconds. The shield absorbs 80/160/240/320/400 (+0.7 AP) damage and prevents disables until it breaks.

R: Petrification Beam Cooldown: 80s Cost: 100 Stamina Range: 3500 Gatanozoa fires a Petrification Beam, dealing 300/350/400 (+0.8 AP) ability damage to all enemies in a line. Enemies hit are weakened, dealing 40% less damage for 5 seconds. Enemies with 50% or lower Health turn to stone and stunned for 2 seconds.

Passive: Fury of the Underground Shark While un-burrowed Geozark generates Fury with his basic attacks and abilities. When burrowed Geozark consumes Fury to heal himself.
 * Geozark (Fighter)

Q: Shark's Wrath/Prey Seeker Cooldown: 4s Cost: None Range: 325 UN-BURROWED: Geozark's next 3 basic attacks within 5 seconds deals 20/30/40/50/60 (+0.2 AD) bonus physical damage to nearby enemies. BURROWED: Geozark launches a burst of laser beam that explodes on first enemy hit, dealing 60/90/120/150/180 (+0.7 AP) ability damage and revealing non-stealth end enemies for 3 seconds.

W: Burrow/Un-burrow Cooldown: 4s Cost: None Range: 1650 UN-BURROWED: Geozark burrow into the ground. BURROWED: Geozark un-burrow, dealing 40/8012/0160/200 (+0.4 AD) physical damage and knocking up nearby enemies for up to 1 second based on their proximity to Geozark. A unit cannot be hit by Un-burrow more than one every 10/9.5/9/8.5/8 seconds. BURROWED EFFECTS: New abilities + Movement Speed, reduced vision range, disabled basic attacks, and gains Sense of Shark: Nearby enemies that move in the Fog of War have their position revealed to Geozark and his allies.

Shark Bite/Tunnel Cooldown: 12s Cost: None Range: 250 UN-BURROWED: Geozark brutally bites a target dealing physical damage, increasing by up to 100% at maximum Fury. Deals True Damage if Geozark has 100 Fury. BURROWED: Geozark tunnels forward leaving two connected Tunnel Entrances. Clicking a Tunnel Entrances will make Geozark dive to the other entrance. Tunnel Entrance last for 8 minutes and can be destroyed by enemies. Geozark may have 7 tunnels at one time. Tunnels have a 10/9/8/7/6 second cooldown on use.

R: Underworld Rush Cooldown: 150/100/70s Cost: None Range: 2500 PASSIVE: Grants 20/40/60% Attack Speed. ACTIVE: After channeling for 1.5 seconds, Geozark becomes un-targetable and travels to target Tunnel Entrance. Taking damage from a Kaiju or tower will interrupt the channel.


 * Gazort???


 * Zoiger???

Ultraman Dyna

 * Monsager???


 * Reigubas???


 * Deathfacer???

Ultraman Gaia

 * Mizuneno Dragon???


 * Mezard???


 * Gan-Q???


 * C.O.V.???


 * King of Mons???

Passive: Root of Destruction Zogu's basic attacks periodically restore 4 - 72 (based on level) Stamina.
 * Zogu (Psychic/Assassin)

Q: Shockwave Ball Cooldown: 9/8/7/6/5s Cost: 80/90/100/110/120 Stamina Range: 750 FIRST CAST: Zogu charges Shockwave Ball, gradually decreasing her Movement Speed while increasing the ability's range. SECOND CAST: Zogu fires a Shockwave Ball, dealing 80/120/160/200/240 (+0.8 AP) ability damage to all enemies in a line. While charging Shockwave Ball, Zogu cannot attack or cast other abilities. If Zogu does not fire the ability, half the Stamina cost is refunded.

W: Destruction Beam Cooldown: 11s Cost: 70/80/90/100/110 Stamina Range: 1100 Zogu calls down a blast of Destruction Beam, dealing 60/90/120/150/180 (+0.75 AP) ability damage to all enemies within the target area, slowing them by 15% for 2.5 seconds. Enemies in the center of the blast take 90/140/180/230/270 (+1 AP) ability damage and are slowed by 60/65/70/75/80%. This slow decays rapidly.

E: Armageddon Spark Cooldown: 13/12.5/12/11.5/11s Cost: 60/65/70/75/80 Stamina Range: 1050 Zogu fires a sparkly energy from her fingers. The first enemy hit takes 80/120/140/180/200 (+0.5 AP) ability damage and is stunned for 2 seconds.

R: Punishment of the Angel Cooldown: 130/110/100s Cost: 100 Stamina Range: 3200 Zogu reveals her true form, becoming rooted in place and gaining 3/4/5 Destruction Barrage. This beam artillery deals 200/240/260 (+0.45 AP) ability damage to all enemies hit. The root ends after 10 seconds, when all shots have been fired or when manually deactivated by issuing a move command. If no barrages are fired, 50% of the cooldown is refunded.

Ultraman Max

 * Natsunomeryu???

Ultraman Mebius
Passive: Hoshikirimaru Zamsher's Critical Strike Chance is doubled, but his critical strikes deal 90% damage! reduced 75% damage on Explosive Sword.
 * Zamsher (Fighter/Assassin)

Q: Explosive Sword Cooldown: 6/5.5/5/4.5/4s Cost: None Range: 475 Zamsher thrusts his sword forward, dealing 20/40/60/80/100 (+1 AD) physical damage to all enemies in a line. Explosive Sword can critically strike and will apply on-hit effects to the first enemy hit. Hitting an enemy grants Gathering Energy for 10 seconds. At 2 stacks, Zamsher's next Explosive Sword is empowered and will consume all stacks. EMPOWERED: Explosive Sword unleashes a explosive wave that travels an extended distance, dealing the same damage and knocking airborne all enemies hit. Zamsher can cast Explosive Sword during Dashing Slash to change the area of effect a to circle about him, which does not benefit from Empowered's extended range. The cooldown and cast time of Explosive Sword is reduced by 「 0.6% for every 1% bonus attack speed 」, down to a maximum 66% reduction.

W: Blade Deflection Cooldown: 18/16/14/12/10s Cost: None Range: 175 Zamsher swings his Hoshikirimaru in front of him, blocking all enemy projectiles with the exception of tower attacks.

E: Dashing Slash Cooldown: 0.5s Cost: None Range: 475 Zamsher dashes a fixed distance in the direction of the target enemy, dealing 70/90/110/130/150 (+0.6 AP) ability damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed. Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage. Zamsher cannot use Dashing Slash on a marked enemy.

R: Sword Cutter Move Cooldown: 80/50/30 Cost: None Range: 1200 Zamsher blinks to the nearest visible airborne enemy Kaiju to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them 200/300/400 (+1.5 AD) physical damage. For the next 15 seconds, Zamsher ignores 50% of his targets' bonus armor. Casting Sword Cutter Move clears all stacks of Gathering Energy.

Passive: Raging Robot Every 5 basic attacks, or against a target he has trapped or slowed, Inpelaizer's next basic attack will deals bonus damage that scales with his critical strike chance. On trapped or slowed targets, Inpelaizer's attack range is doubled.
 * Inpelaizer (Shooter)

Q: Switch Cooldown: 1s Cost: 20 Stamina per Cannon Range: 600 Inpelaizer swaps his attack mode. SHOULDER CANNON: Inpelaizer's basic attacks deal 110% damage to the target and nearby enemies! gain 80/100/130/150/180 range, drain Stamina, and scale 25% less with bonus Attack Speed. THREE-TWIN GATLING GUN: Inpelaizer's basic attacks grant bonus Attack Speed for 2.5 seconds. This attack stacks up to 3 times for a total bonus of % (bonus scales with ability rank and Inpelaizer's level). Stacks fall off one at a time and only benefit Inpelaizer's first attack after switching to SHOULDER CANNON.

W: Tractor Beam Cooldown: 10/9/8/7/6s Cost: 50/60/70/80/90 Stamina Range: 1450 Inpelaizer fires a yellow-orange beam that deals 10/60/110/160/210 (+1.5 AD) physical damage to the first enemy hit, revealing it if it is not stealth end and slowing it by 30/40/50/60/70% for 1.5 seconds.

E: Mechanical Trap Cooldown: 24/22/20/18/16s Cost: 50 Stamina Range: 900 Inpelaizer tosses his mechanical arms that, once armed, explode on contact with enemy Kaijus, rooting the target for 1.5 seconds and dealing 80/140/190/250/300 (+1 AP) ability damage over 1.5 seconds to nearby enemies. Mechanical Traps last for 5 seconds.

R: Mega Death Cannon Cooldown: 90/75/60s Cost: 100 Stamina Range: 25000 Inpelaizer fires a deadly cannon that gains damage of over the first second it travels. If explodes on the first enemy Kaiju hit, dealing 30/40/50 (+0.1 AD) to 300/400/500 (+1 AD) physical damage plus 30/35/40% of the target's missing health. Nearby enemies take 80% damage.


 * Roberuga???


 * Bogar???


 * Alien Groza???


 * Cherubim???

Ultraman Cosmos

 * Chaos Darkness???


 * Renki???


 * Waroga


 * Glocker Bishop???

Ultraman: Towards the Future
Passive: Evil Growth Gudis generates a stack of Evil Cadence once every 6 seconds (10 times per minute) and for every second that an enemy Kaiju is infected by the Gudis Virus, up to a maximum of 500 stacks. Gudis empowers himself in different ways when he reaches certain milestones.
 * Gudis (Psychic)
 * 100 stacks: + 5% AP and Vicious Beam now heals for 6 ~ 16 (based on level) (+ 6% AP)
 * 250 stacks: + 5% AP for a total of + 10% AP and + 25% cooldown reduction.
 * 500 stacks: + 20% AP for a total of + 30% AP.

Q: Cell Blast Cooldown: 3.5s Cost: 40/45/50/55/60 Stamina Range: 850 Gudis blasts enemies in an area with Gudis Virus. If a Kaiju is hit, Gudis gains 30/35/40/45/50% Movement Speed over 3 seconds. Gudis Virus deals 75/120/165/210/255 (+0.7 AP) ability damage over 3 seconds.

W: Virus Cloud Cooldown: 14/13/12/11/10s Cost: 70 Stamina Range: 850 Gudis spits a cloud of viruses at a target location, which expands over 7 seconds, granting sight in a 250 unit radius. Enemies in the area are afflicted by the Gudis Virus, inflicting a 40/50/60/70/80% slow, and take 20/35/50/65/80 (+0.15 AP) ability damage per seconds over 2 seconds.

E: Vicious Gaze Cooldown: 5s Cost: 50/60/70/80/90 Stamina Range: 700 Gudis fires a laser beam from both of his eyes at a target, dealing 55/80/105/130/155 (+0.55 AP) ability damage and amplifying his Gudis Virus damage against the target by 20% for 5 seconds, stacking up to two times. If the target is infected by the Gudis Virus, Vicious Gaze's cooldown is reduced to a static 0.5 seconds. If Vicious Gaze kills the target, it refunds its stamina cost and restores an additional 1.5% maximum stamina.

R: Hypnotize Bubble Cooldown: 120/110/100s Cost: 100 Stamina Range: 825 After a brief delay, Gudis incases enemies in a cone in the target location in a Blue Bubble of Energy, dealing 150/250/350 (+0.5 AP) ability damage and hypnotize them, causing them to walk harmlessly towards Gudis for 2 seconds.


 * Kilazee???


 * Debanja???


 * Majaba???


 * Gerukadon???

Ultraman Orb

 * Maga-Basser???


 * Maga-Jappa???

Ultraman Mebius

 * Galberos???


 * Nosferu???


 * Grantella???


 * Mega Flash???


 * Kutuura???


 * Golgolem???


 * Bugbuzun???

Reionyx
Similar to Summoners in LoL, the Reionyx acts as the persistent element in the game and is the common term used to describe the Ultra Galaxy: League of Kaijus players. Reionyx accounts are used to track statistics and scores for each player.

Reionyx gain experience points and Crystals after each battle they participate in. They level up after receiving enough experience, and can unlock new Kaijus, Kaiju's skins, and Power Chips with their Crystals.

Reionyx Abilities
??? The Reionyx can choose two Reionyx abilities to use in battle. These abilities significantly impact gameplay and have a high cooldown while costing no stamina.

Power Chips
??? Power Chips are enhancements that the player provides for their Kaiju before a match on a Kaiju Island begins to augment their Kaiju's abilities. Power Chips can only be bought with Crystals from the Pigmon's Store. Each power chips grants a small bonus in a specific category, which stack upon each other to grant larger bonuses. Power Chips can't be sold back to the store, but can be combined.

Wow.... any questions, suggestions for "???"s or other stuff, do let me know.