u/OXYL_4

Mimic | Phobie Concept 💫

Mimic | Phobie Concept 💫

This would be PEAK in terms of phobia embodiment, since the mimic can well, mimic, ANY Phobia whatsoever! Though it specifically represents:

Pantophobia (or Panophobia): The fear of everything; a state of constant, generalized paranoia. In a world with mimics, any object or person could be a monster, making the entire environment hostile.

Scotomaphobia: The fear of being deceived by your own senses or going blind to reality (not being able to trust what you see or hear)

Now, let's cover up all of Mimic's stats:

Name: Mimic

Rarity: Rare (it could easily be an ultra rare though, as it has a mechanic we haven't seen before, and it's pretty unique)

Race: Dimentional

Key cost: 4 (I think it can also be 5, it really depends, I have no idea how good it would actually be)

Health: 750

Damage: 490

Attack range: 1 tile (melee)

Movement: 2 tiles (Bypassing)

Ability: "Stolen face" (Also tought about naming it "Doppelgänger", "Copy", "Shapeshift" or "Biomimicry"):

As the name suggests, it directly copies the targetted enemy phobie! However, it copies EVERYTHING on that phobie (Besides the level, if you have a level 12 Mimic and the opponent has a 14 Sheeping Gas, Mimic will transform into a level 12 Sheeping Gas), by that, I mean it also copies a effect that they have, or if they're on cooldown. For example, you copy a Tammy Tumbler who is infected by posion/disease, has the damage debuffed/buffed and its on cooldown since it just used its ability. Mimic will be an exact replica of it, with all its effects and everything. Pretty straight forward ability ✨️

Range: 5 tiles (over walls)

Lock: no ability lock

How many turns it stays transformed: 3 turns (or 4, how I said, I don't know how good it would be. 🤷‍♂️)

Cooldown: it dosen't need a cooldown, because of its downside 👀: When those 3/4 turns end, it dissapears (it basically dies after usage) being, practically, a sacrificing phobie

And that's pretty much it! ✨️ What do YOU think of Mimic?

It was intentionally supposed to be a Wendigo concept, but everyone told me Skinwalker is a wendigo, too.. somehow (Skinwalker is a skinwalker btw, not the same thing) but it's whatever, I think the design fits this concept more anyway

u/OXYL_4 — 14 days ago

Crazy how we're calling them phobies, even though we were supposed to call them fears 👀

I think they should change the sign from FEARS to PHOBIES , I know it's iconic but sadly nobody calls them fears ✨️

u/OXYL_4 — 14 days ago

A post about every single phobie! Part 85 - Werewolf ! 🐺🤍

Werewolf is the literal embodiement of passive-agressive🔥

This character operates on a strict clock, with a passive trait that makes it a remarkable UR. He shifts between two entirely different forms, forcing your opponent to constantly adapt to a high mobility panic point claimer that changes into an unstoppable tank every 2 rounds, which forces the opponent to constantly change its lineup👀

The reference is a direct tribute to traditional Lycanthropy, the mythical condition where a human turns into a ravenous wolf under a full moon. The game captures this beautifully and twists it in a different kind of creature. Instead of a human form, his calm state is already a wolf, and it transforms into a EVEN BIGGER wolf. The white design of its main form can possibly be a refence to the classic "wolf in sheep's clothing" concept, looking clean and graceful before showing his true colors, though in this case, the stats decieve you. When the cycle hits, he turns into a massive, dark beast representing the untamed, monstrous side hidden inside a harlmess exterior 😈

There's no debate that design-wise, this phobie is amazing, just look at it.

Werewolf embodies:

Lycanthrophobia: The ancient, specific fear of wolves, werewolves, or the terrifying belief that a person can physically transform into a wild animal.

Phasmophobia: The fear of hidden monsters or things that shift in the night, trapping you when you least expect it.

Agrizoophobia: The intense dread of wild, untamed beasts and the absolute panic of being hunted down by a apex predator.

Stats:

Key Cost: 4

Race: Monster (no upsides, no downsides)

Main form stats:

Movement: 3 Tiles (Ground / Walking)

Health: 950

Attack Range: 1 Tile (Melee)

Attack Damage:

Beast Form Stats:

Movement: 2 Tiles (Ground / Walking)

Health: 2850

Attack Range: 1 Tile (Melee)

Attack Damage: 560 massive damage

Special Ability ("TRANSFORM"): Werewolf automatically shifts back and forth between his two forms every 2 rounds. Crucially, if he takes damage in one form, the exact percentage of his remaining health pool carries over directly to his new form ✨️

Werewolf is one of the best picks for sudden, aggressive map control. Thanks to his white form's high 3-tile movement speed, and the fact that he DOSEN'T have a slow started trait (which I think he deserves) you can sprint across large maps early in the game to capture contested Panic Points or capture high value tiles to then make it nearly impossible for the opponent to capture it back without proper expensive solutions 🫪

Time your attacks perfectly around his 2-round internal clock. You want to spend his agile phase carefully positioning him just outside the enemy's danger zone. The exact moment he transforms into the 2850 HP monster, launch him into the opponent's weak, early game frontline. And if you have healing pools on the map, you can heal him there for free when he switches modes again. (You can also use Mistle Toad in end-game and launch him with his weak form in the enemy area while having only 1 turn left until he transforms. Because when he transforms, not only he'll have one more turn of Mistle Toad's ability, but also be inside of the enemy's cluster of phobies, so basically free damage ✨️ well, that if the opponent dosen't have a cheap phobie to kill werewolf with, OR sacrifice a rather expensive unit.)

Though Werewolf isn't ENTIRELY no-skill.. since you need to keep in mind to..

Never leave him stranded deep in enemy territory when his beast phase is ending, this is the worst thig you can do with werewolf. If his two rounds as a beast run out while he is surrounded by enemy phobies, he will shrink back down into a squishy 950 HP, allowing your opponent to effortlessly delete him from the board. Well, you CAN throw him in to finish off an expensive unit he's trying to retreat and heal back to get a positive key-trade. But besides that... just don't 🫠

Do not let him get targeted by high-damage disease. Because his health transformations are tied to percentages, getting hit with heavy damage-over-time status effects will quickly drain his health bars across both forms, making your 4-key investment melt away surprisingly fast as even the beast form's health falls off💔

Don't find yourself chasing highly mobile flying units or ranged snipers while he is in his beast form. Shifting down to a lower 2-tile movement speed means your slightly slower beast can easily get kited or trapped behind walls if you go run after enemy phobies mindlessly, wasting his high-damage turns running in circles 😢

And you also HAVE to avoid freezers and turn-removers with your life, as well as pullers and pushers in case there are abysses on the map

With all that said..

Werewolf still stands out as a highly dynamic master of passive-aggressive gameplay that rewards patient players, while punishing high-cost units with NASTY stats for just 4 keys (cough cough ..Blast0-Matic.. cough cough)

What do YOU think about Werewolf!? 🫵

Well! I would LOVE this phobie if I had it but I sadly don't. I'm really happy I stopped encountering this phobie because I do not enjoy to go againts it, well, I used to, but Boofairy opened my eyes with its massive damage debuff, that completely nulifies Werewolf's entire worth❤️‍🩹

u/OXYL_4 — 20 days ago

A post about every single phobie! Part 84- Ash 🕷🤍

This pale spider leaves the heavy damage dealing to others and works as an amazing tactical helper. It changes the pace of the game by pulling allies across tiles, making it perfect for saving your team or pulling off surprise plays✨️

The secret to its name comes from the classic children's rhyme Little Miss Muffet, who was scared away by a spider. Which clearly Miss Moffat represents but we're gonna talk about that in her post🤫. The name Ash is actually a wordplay on Ashe, connecting the two spiders under the same family tree, which matches perfectly with its ability. On top of that, "Ash" plays on the creature's color palette. Its body is being all pale✨️

Ash clearly embodies:

Arachnophobia: The highly common, evolutionary fear of spiders, webs, and creepy-crawly insects with too many legs.

Spheksophobia: The dread of getting trapped in sticky silk strings, losing control of your body, and being slowly wrapped up by a predator. This is linked most of the time with arachnophobia so it makes sense.

Stats:

Key Cost: 4

Race: Monster (No upsides, no downsides)

Movement: 2 Tiles (Ground / Walking)

Health: 1300

Attack Range: 1 Tile (Melee)

Attack Damage: 300 damage. However, it also inflicts an extra +400 poison damage over 3 turns, adding up to 1500 total damage if all turns pass👀

Special Ability ("A Friend in Need"): Ash shoots out a line of webbing up to 2 tiles away, grabbing a friendly unit and pulling it exactly 1 tile closer. This brings the pulled teammate directly adjacent to Ash. The ability has a 1-turn spawn lock and a quick 1-turn cooldown, unlike other support mobility units like Paddles and Le Shovell, which is what it makes Ash so good ✨️

Ash can come in handy at saving slow allies from danger. And we HAVE to mention the iconic Ash + Turret comps. For example, with a turret unit like BoMangles, or even a heavy turret like Badside Mannets, I pickced BoMangles for this example since most players usually pair these two because of its respectable 7 key investment. Back to the strategy, you can walk BoMangles one tile in its range though also in crossfire and use its second action to attack , after that, with Ash standing behind, you can use its ability to pull BoMangles safely back out of crossfire, protecting it from enemy ranged phobies✨️

You can use the pull mechanic to extend the attack range for position-depended phobies like Frosty, Banadook, Smiley (though Smiley is preffered to be paired with Paddles, not with Ash) Attractor, Puff and so on. By pulling them forward 1 tile on your turn, you give them the extra movement they need to reach and surprise a distant target that thought it was completely safe. 🫠

Don't forget its basic attack in a pinch. While 300 flat damage is close to nothing for a melee phobie, but with an extra 400 poison damage, its main attack can be surprisingly deadly against non-mechs, though don't risk your Ash, do it only when there are no consequences and Ash is still gonna stay alive✨️

That's because you still need to be careful with its rather low health. With only 1300 hit points for a 4-key melee unit, Ash cannot act as a frontline shield, attacker, or any frontline role whatsoever, keep Ash as a support mobility helper.

Do not draft it if you aren't running slow, heavy units that need positioning help. If your team is already made up of fast flyers or high-mobility units, Ash's web utility decreases by a whole lot, making it a bad investment for 4 keys. But that dosen't mean if your phobies already have movement Ash is never reliable. There might be a place you desparately need to get to in one turn to nulify the enemy's defense or reduce attack options, though this is mostly Le Shovell's job🤔

I think we can all agree that..

..Ash is a respectfully solid support reposition unit that rewards creative thinking and out-of-the-box plays. While it won't be winning 1v1 fights against other phobies dedicated to that role, it still posseses the incredible ability to relocate teammates, making Ash an invaluable partner for slow turrets and tanks. Although Le Shovell's push, Paddles's movement increase and Fäntome's teleportation all seem better most of the time, Ash still remains the only reposition support that has only a 1 turn cooldown, which makes it really relevant for a lot of tactics and creates an unavoidable pressence on the board, which is what makes, in my oppinion, a GOOD phobie❣️

With all that said.. What do YOU think about Ash!? 🫵

I don't have Ash but oh boy, he sure do seems fun in terms of creative plays. Overall a grounded phobie :) ✨️❤️‍🩹

u/OXYL_4 — 21 days ago

A post about every single phobie! Part 83 - Poison Ivy 💚❤️

This carnivorous plant forces opponents to watch every step they take, punishing blind aggression with a combination of flat damage and lingering poison✨️

The name clearly shows that this phobie represents the real-world vine named poison ivy. Also, a fun fact about its traps, toxicodendron radicans is known for causing severe skin rashes, the game elevates this concept into its poison effect added to its traps.💚

Instead of being a passive, crawling garden weed like its sibling, Venus, this plant can also be an active brawler since it got a 2 tile movement unlike Venus who has only one, pair this with its insanely high damage, rather below average health and its cheeky traps, Posion Ivy is one of the most passive, 4-key controlers.👀

The name of its ability is based on the idea that nature can also be aggressively malicious, using its own reproductive cycle (the ability: "Bad Seeds") to spread natural decay across the battlefield. (I LOVE how much inspiration Poison Ivy takes from actual real facts and twists them into this! That's one of a thousand reasons why I think this game us so good)🥹

Poison Ivy embodies:

Botanophobia: The profound dread of plants, flora, or the terrifying realization that nature can grow uncontrollably to consume its surroundings.

Phytophobia: The specific fear of wild plants or coming into physical contact with poisonous vegetation that can cause bodily harm.

Toxicophobia: The instinctual panic of accidental poisoning

Stats:

Key Cost: 4

Race: Monster (No upsides, no downsides).

Movement: 2 Tiles (Ground / Walking)

Health: 1350

Attack Range: 1 Tile (Melee)

Attack Damage: 440 melee damage.

Special Ability ("Bad Seeds"): Poison Ivy launches a toxic vine trap onto any valid map tile within a 2-tile range When an enemy phobie steps onto the trap, at the end of the turn it deals 350 flat damage, followed by a lingering poison effect that deals an additional 250 poison damage per turn, lasting for 3 turns. The ability has no spawn-lock and a rapid 1-turn cooldown.

Because the ability features no spawn-lock, you can advance her toward a frontline point on turn one with her 2 tile movement and in the next turn place a trap right onto a central Panic Point, a tile that the opponent will need to step on in order to counter-attack you or a narrow path forcing your opponent to either abandon that lane or tank a hit by most probably spawning in a mech. Speaking of which, mechanicals are obviously the perfect counter for Poison Ivy (since it ruins most of the value from its traps. 750 damage is only from the poison, take that away and it leaves you with only 350 damage traps for 4 keys :/) besides trap suckers like Whiskers, Doom Doom and Tickles (not that people play Doom Doom or Whiskers anyway🥲). So what you might wanna do is get rid of those mechs using perhaphs electrical phobies, since a trap system always needs support in order to work✨️

Take maximum advantage of her high 440 basic melee strike if enemies manage to close the distance. While her primary job is seeding the map from behind cover, she has a surprisingly massive main attack damage , allowing her to comfortably clean up tanky units while, of course, keeping Poison Ivy back in a position where she can't be hit by ranged phobies, since you can't really trust a 1350 health to keep Poison Ivy standing at all times👀

You can also her traps defensively as well, right around your own valuable units, exposed Heart (this depends on the map) or crucial spots where action happends. This can be said for almost all trapers! ❤️

However, as I said before..

Be wary of her rather fragile survivability. With a health pool of just 1350 for a 4-key investment, she could be highly targetted to getting bursted down by long-range units and high-damage high-mobility assassins if she overextends past your frontline tanks to place a greedy trap. So keep in mind the passive-agressive gameplay for trap system and trappers as a whole✨️

Sadly, even if you catch undeads in your traps, if the enemy is really commited to their tactic, they might throw in a Zomboni and potentially making Poison Ivy nearly useless..

All that takes us to the conclusion that..

Poison Ivy clearly stands out as a highly trapper that rewards patient players, also being the only poison trapper in the game. So if you like Venus, give Poison Ivy a try as well ;)

You already know the question. What do YOU think about Poison Ivy!? 🫵 :) ✨️

I can say that she's my 3rd favorite trapper in the game, 2nd being Fire Ant and 1st being Cap'n Quackers. Even though I don't have Poison Ivy , I think she's a great investment if played correctly, I just like using trap comps overall 🩵💙

u/OXYL_4 — 22 days ago

A post about every single phobie ! Part 82 - Clobster

The Crab-Lobster mutant that got outshined by Eyepod😢

This map-control digger bridges the gap between frontline survivability and sudden high mobility. He forces opponents to watch their flanks, forcing them to keep playing passive to watch out on their backline squishies✨️

The name is a portmanteau blending "Claw" or "Clobber" with "Lobster," while securing the entire identity with the classic monster suffix "-ster."

(Also! I know this most probably isn't what Clobster references, but I still like this theory that Clobster might actually be a Heikegani, because of his scary face and red patterns in his design. Heikegani are real crabs whose shells naturally bear patterns resembling the scowling face of an angry samurai mask .According to theJapanese legend, these shells carry the vengeful spirits of the fallen warriors of the Taira clan (also called the Heike), who died during the historic naval Battle of Dan-no-ura in 1185.)

Clobster embodies:

Ostraconophobia & kabourophobia: The acute, instinctual fear of shellfish, crabs, lobsters, and creatures hidden beneath heavy, un-crushable exoskeletons.

Chthonophobia & Taphephobia: The claustrophobic dread of the underworld

Stats:

Key Cost: 4

Race: Monster (No upsides, no downsides)

Movement: 2 Tiles (Ground / Walking)

Health: 1700

Attack Range: 1 Tile (Melee)

Attack Damage: 380

Special Ability ("Burrow"): Clobster dives entirely beneath the ground, tunneling a massive distance of up to 4 tiles using bypassing movement. He can go underneath enemy units, solid walls, and defensive map obstructions, surfacing at his destination tile. However, digging is not flying, he cannot bypass abysses. This potentially high-value ambush tool features a 1-turn spawn-lock and a rapid 1-turn cooldown👀

Clobster is an exceptional late-game finisher and a premier choice for executing some underrated heart-rush strategies. Because "Burrow" allows him to clear a massive 4-tile distance while completely ignoring enemy body-blocks and terrain walls, you can bypass an opponent's entire frontline to surface directly next to their Heart, potentially winning you the game if their Heart is too low, OR, a spuishy glass cannon you want to get rid off . Also. Use his tunneling mobility defensively or offensively to secure highly contested Panic Points on large maps. If an enemy ranger is holding a crucial choke point from behind an obstacle, Clobster can dive right under the wall, surface directly in their face, and force them to either try an unfavorable melee duel , or immediately retreat, winning you map-control ✨️

The reason why Clobster is remarkable because he can quickly switch up from the frontline brawler gameplay to the reliable finisher role❤️

Be highly realistic about his raw damage output. While a 380 physical strike is solid, he does not possess the explosive, high-burst assassin stats required to overwhelm high-health mid-tier units by himself, meaning diving deep into enemy territory without proper team backup can leave him isolated and easily surrounded.

Do not waste his high key investment on blind, uncoordinated solo trades. Attempting to burrow across the map just to trade his life for a low-cost backline unit will result in a negative key trade for your economy, leaving you down a major 4-key frontline asset while your opponent easily replaces their cheaper units. Always be sure you get a positive key-trade (or you can use Mistle Toad if you're feeling evil and they don't have any 1-2 key phobie on the board😈

Overall, we can say that...

Clobster stands out as a highly dynamic, mobile finisher that acts like a rather expensive key-trader. He remains a fantastic tool for breaking open stalemates and forcing sudden, frantic re-positioning from your opponent❤️‍🩹

What do YOU think about Clobster!? 🫵

The thing I LOVE about Clobster is the way he manages to stand out. He has such a scary and impactful pressence on the board🫠

u/OXYL_4 — 27 days ago

OXYL fixing phobies! Part 3 !

I have seen countless people that say Rocketman needs a desparate buff to at least make it playable, because for an ultra rare.. Rocketman is not just underwhelming, but also really weak! Which is a shame because Rocketman is a really cool phobie! 🩵

So these are the ways I would fix Rocketman:

Overall buffs: Before I name every way I would fix him, I wanna mention 2 minor buffs that apply to all of them:

+Freeze immunity🧊

From walking to bypassing (I don't see why not, even in his trailer we can see Rocketman teleport, that would be really cool as bypassing in-game)💙

-no ability lock (why does he even have one?)

1- Passive Ability: Because he IS an ultra rare, he needs something that sets him appart from the other phobies! Like a unique passive ability! And this is what I think it should be:

Negative Degrees - When Rocketman attacks an enemy phobie, he also gives them an 'ice meter' that can be completed in two hits to freeze the said enemy phobie for a turn. So basically, if Rocketman hits an enemy twice, he freezes them for one turn. ✨️

2- Lower key-cost: Make him 5 keys, I know, SUPER ceative but I feel like if they DON'T wanna change his stats whatsoever, the devs should just make him 5 keys and probably even turn him into a rare, because he dosen't feel very Ultra Rareish..🤔

3- Super freeze: To make him remarkable, I would like to see him have the strongest freeze out of all freezers, so his ability can actually be scary. So his freeze would go from 2 turn to 3 (or perhaphs even 4 turns but I still want him to be balanced, not broken) 👀

4- AOE freeze: Instead of freezing only one adjacent enemy phobie, he should be able to freeze ALL adjacent phobies , so he would actually be threatning!

5- Blizzard passive : So we all know that Perma and Chonkeys can abscure range with their blizzard abilities, but what if the blizzard what a passive trait?: On the tile where Rocketman stands there's always a blizzard that obscures range, because Rocketman is a close-range specialist, this would force the enemy to actually go up to him and take him on! So Rocketman can finally excel at what he's good at! This should also come with a health nerf, from 1700 health to maybe 1400-1500 health because we still want him to be balanced. 🫠

How would YOU balance Rocketman?! 🫵✨️

Which phobie should I do next? ✨️ :))

u/OXYL_4 — 28 days ago

OXYL fixing phobies! Part 2

We can all agree that Yeti is a terrible phobie, but it can be easily fixed! ❤️

Now here are ways of how I would fix Yeti, comment which one sounds the best!✨️

1- Lower Cost:

Jusr lower its cost from 8 keys to 7 keys, it sounds really simple but it would make Yeti way easier to balance, since Frosty is only ONE key more expensive and outshined Frosty in any way as a freezer 💔

2- Freeze splash:

This buff will also add something that we haven't seen in the game before! The ability would work like this: it freezes the targetted phobie 2 turns like it did before but it also freezes for 1 turn all adjacent enemy units around the targetted phobie👀

3- Aggressive freezer:

For him to be way more manacing, he'd have no lock anymore on the ability and a 2 turn cooldown, so he can be the fastest freezer, making him the first freezer harraser ;))🧊

What do YOU think is the best way to balance Yeti??? ✨️ :)

u/OXYL_4 — 28 days ago

Phobie concept - Pazuzu

This phobie concept is based on, well, Pazuzu! The ancient Mesopotamian demon of the underworld, pestilence, and the God of wind and ferocious windstorms✨️

Pazuzu also references real-life phobias like any other phobie:

​Anemophobia / Lilapsophobia (Fear of Drafts, Strong Winds, or Hurricanes)

​Demonophobia / Daemonophobia (Fear of Demons & Evil Spirits)

​Theriophobia (Fear of Wild Animals / Beasts)

Stats:

Name: Pazuzu

Rarity: Ultra Rare

Race: Monster

Health: 1900

Movement: 2 tiles (flying)

However, this is where it gets interesting..

Damage on ground: 500 ​dmg to adjacent units and half of the dmg (250) to phobie who are 2 tiles away (deals damage around it like Numbskull, Flail, Bloat etc...)

Damage when flying: 650 to a single target (melee) and removes one turn for 1 turn.

Special ability: ​Blighted Gale (2 lock, 3 tile cooldown)

Pazuzu channels a massive gust of wind, pushing all enemy phobies on the board 1 tile backward away from Pazuzu

(I don't rlly like the drawing so I didn't drew him in-game, nobody would've care anyways✨️🤷)

I HOPE it's balanced 🩵💙

u/OXYL_4 — 28 days ago

A post about every single phobie! Part 81 - Honey Bear ! ✨️

this fleshy behemoth sacrifices individual mobility to serve as a massive frontline saboteur! ✨️He forces opponents to rethink their reliance on tactical terrain, stim pads or panic points

The name is a direct, mocking subversion of the nickname "honey bear", which a term of endearment often applied to gentle Asiatic black bears, cute sun bears, or even the prehensile-tailed kinkajou. The game takes this comforting, sugary image and turns it completely inside out. Instead of a fluffy animal, this creature is a bloated, slime-spewing parasite. The "honey" he creates is actually a thick, dark grey mud-like sludge that instantly suffocates life, machinery, and mystical properties alike. And THIS is because, while making this post, I've noticed something pretty interesting at Honey Bear's design. When you look closely at how the developers blended these concepts, it adds a whole new layer of genius to this phobie as a whole. That's because honey bear, design-wise, actually looks like a "water bear" , nickname given to tardigrades due to their stubby legs and slow, lumbering crawl under the microscope. Visually, his heavily segmented, plump, caterpillar-like body and those rows of multiple curved claws lining his sides are mirroring a tardigrade’s iconic eight-legged, microscopic silhouette. Even his round, tubular mouth mimics the sucking, telescope-like snout that water bears use to feed. Water bears are famously known as the most indestructible creatures on Earth, capable of surviving absolute zero temperatures, boiling heat, intense radiation, and even the vacuum of outer space (does that mean Honey Bear is an alien and should be dimentional? 🫠jk) The ultimate irony is that while a real water bear can survive any extreme environment, Phobies turned Honey Bear into a creature that physically neutralizes the environment itself. Instead of adapting to hazards, his sludge simply erases them from the map.This completely bridges the gap between the name "Honey Bear," his appearance, and why he makes every enviroment the same for every phobie, and that's because they're all the same for it✨️

Honey Bear embodies:

Bacteriophobia & Vermiphobia: The absolute revulsion and biological dread of giant maggots, parasitic worms, and fleshy grubs that thrive in rotting environments.

Vermonophobia: The specific fear of being swarmed or touched by crawling larvae or segmented organisms.

Stats:

Key Cost: 4

Race: Monster (No upsides, no downsides)

Movement: 1 Tile (Ground / Walking)

Health: 2000

Attack Range: 2 Tiles (Line of Sight)

Attack Damage: 300

Special Ability ("It's Over Honey!"): Honey Bear spits a , what it looks like a dark grey sludge targeting a specific map tile and expanding to all adjacent tiles simultaneously. This thick liquid completely disables the impacted hexes, stripping them of all environmental traits for 2 turns. Lava fire is extinguished, traps are temporarily neutralized without triggering, stim pads lose their damage buffs, and healing spas are shut down. Crucially, Panic Points caught in the mud are entirely freezed, stopping their passive damage to hearts, though they still retain their active team ownership. This ability has no spawn-lock and has a 2-turn cooldown✨️

Honey Bear is a premier defensive anchor on maps featuring highly contested hazard lanes or tight central choke points. Because he boasts an immense baseline health pool of 2000 for a 4-key investment, you can comfortably drop him in behind a minor obstacle to act as a chunky turret that chips away at approaching enemies with its little 300-damage line-of-sight strikes.✨️

Take active advantage of its ability to completely shut down aggressive enemy trappers, hazard setups like Firehorse's, or Pan's demonic stim pads. If an opponent relies heavily on spacing out lava tiles or layering dangerous traps on a key pathway, launching his sludge instantly clears a safe walking lane for your glass cannons to advance without taking passive damage or being jumpscared by a trap 👀

Use his sludge offensively to freeze an opponent's heart-pressure strategies. If an enemy has managed to capture a majority of the Panic Points and is aggressively bleeding out your health, smothering those points instantly pauses their damage output for two full turns, buying your team time to stabilize and counter-attack.

You can also use this by aggressivly capturing all near panic points if the enemy's heart is low and lock in your onwership with Honey Bear's ability so they can't capture back their panic points and potentially secure you a win😈

However.. every phobie has at least SOME downsides..

Be exceptionally careful with his atrocious mobility. Moving only 1 tile per turn means Honey Bear is close to sitting duck that cannot easily escape a bad engagement (like any other turret. Though for Honey Bear's case is worse since it has bad damage). If you miscalculate his initial placement, he can easily get left behind🥲

With a flat basic attack of only 300, his raw offensive output is relatively low for a 4-key unit, that's why because of its ability, Honey Bear feels more like a support turret (like Gonzo Bonzo and Furnace Face) If you draft him blindly into wide-open maps devoid of special tiles, hazards, or strategic choke points, his heavy utility value is completely wasted, leaving you with a nearly useless, slow-moving sandbag that deals less damage than Hexxy 💔

All things aside..

Honey Bear stands out as an incredibly unique, highly respected support turret that rewards planning ahead and punishes environmental abusers. An almost perfectly balanced phobie in my oppinion. Pretty situational, but when you need it, Honey Bear got you 😎

What do YOU think about Honey Bear!? 🫵

I just realized how original and cool this phobie is while making this post. I have been using Honey Bear more recently and I love this chubby saboteur✨️🔥 (i hope i didn't misspell anything.. 👁👁)

THANK YOU SO MUCH FOR READING🥹🩵💙

u/OXYL_4 — 28 days ago

More #dailyphobieschallange art ✨️🔥

I don't really care about it being daily anymore😭

I just wanna draw all phobies :)) ✨️❣️

u/OXYL_4 — 1 month ago

RTChompers (a.k.a. Random('s) Toughts) | fan art ✨️💚

Hop on Phobies, King 💚✨️

u/OXYL_4 — 1 month ago

A post about every single phobie! Part 77 - Moley Bully ✨️👀

Let's take a look at this bully

Moley Bully surfaces as an aggressive, layout-breaking burst damage dealer. As a 4 Key, Common, Monster unit, he provides immediate value with raw stats, and thanks to his bypassing, he travels entirely underneath the map, making him an inevidable threat on certain maps, that can pops up exactly where the opponent least expects him👀✨️

Moley Bully embodies:

Scoleciphobia & Chthonophobia: The intense, biological fear of subterranean monsters, worms, and blind creatures that dig underneath the earth. (This applies to every bypasser though)

I actually struggled to find more Phobias that Moley Bully represents, besides the fear of the unknown as his flavor text says: "I know you are but what am I?" I can't give a 100% true phobia specific representation, and I hate spreading misinformation. ( u/Phobies , help me..)

His entire personality is built around basic psychological taunts. His official flavor texts are classic playground comebacks: "You should get that checked!" and "I know you are but what am I". He behaves exactly like an obnoxious child, utilizing overwhelming physical size to mock and suppress smaller units. Though apparently struggles with identity, which might explain his constant anger 👀

(visually, his head structures perhaphs draws inspiration from the Star-Nosed Mole. Because of the tentacles on its head. Though, again, I am not fully sure. Man, this phobie really IS a mistery! It might be actually a completely original Phobies character with absolutely no horror trope reference or representation whatsoever. Maybe a nieche reference that nobody can figure out lol)

Moley Bully looks like a giant, shouting subterranean monster. His body features a soft, pastel-pink and lavender color scheme covered in small darker spots. His face is dominated by an enormous, gaping vertical mouth lined with jagged, razor-sharp flesh teeth. On top of his rounded head sit four thick, fleshy white tentacles. (A really unique design✨️I love Phobies's creativity❤️)

Stats:

Key Cost: 4

Race: Monster (no upsides, no downsides)

Movement: 2 Tiles (Underground / Bypassing) (Can dig directly under map obstacles, walls, and enemy units, though he cannot bypass under abysses)

Health: 1600

Attack Range: 1 Tile (Melee)

Attack Damage: 550 Melee Damage (Because he has no special ability, his entire kit is hyper-focused on this single, punishing baseline attack).

Moley Bully is the ultimate answer to backline squishies. Because he is an underground bypasser, you can ignore the enemy's front-line tanks entirely. Slide right under their meat-shields, pop up right next to their fragile ranged damage dealers, and smash them with a 550-damage attack, or similarly, Moley can finish off already low phobies that are nearly dead, preffered, of course , to be a positive key-trade or a game-changing play.✨️

Talk about bypassing..

If the enemy attempts to body-block a highly contested Panic Point with a high-health tank, Moley Bully can easily slide right past them to capture or steal the objective on tight maps AND deal with the tank itself with the raw stats. With 1600 health and a massive 550 basic punch, he can effortlessly duel other under 4 and 4-key units. He acts as an amazing counter-pick to mobile, high-damage threats, keeping up with the stats while also allowing you to buy more time and keep distance in certain scenerios. ❤️‍🩹

Remember, digging underground is not flying! If a map features wide-open pit tiles or bottomless chasms, Moley Bully cannot cross them, like normal walkers. Don't let your pathing get trapped in a corner.

While his underground pathing is amazing, he only moves 2 tiles on the ground. If the enemy drafts high-mobility flying units they can easily hover over obstacles and kite Moley Bully from a distance.

Talk about kitting...

Since his attack damage is tied entirely to a 1-tile melee range, walking him across wide-open fields without tactical cover or strategy will allow enemy rangers to chip away at his 1600 health before he can even reach them.

And..

Sadly, phobies like Moley who relly only on strong stats get way to easily countered and outshined by other, more complex phobies. Moley Bully can be completely shut down with, for example, Wolly Bully, because he can debuffs Moley's damage which be depends on! Or Heartbreak, he has no other option than to back away because he has no range and so on. However Moley can shine when it's his time. That's the beauty of phobies, every phobie has its moment and pourpose.

Overall..

Moley Bully is a respectfully reliable, high-stats 4-key asset. He doesn't rely on complicated mechanics, he relies on high health, massive raw baseline damage, and un-blockable map mobility, which can be really good or utterly useless. So Moley Bully might seem simple, but you still need to use your brain to play him. Truly an ireplaceable phobie, really iconic, too❣️

What do YOU think about Moley Bully?! 🫵💓✨️

Imma be honest, I think this part was the hardest to make. Mostly because I got frustrated at finding a truly specific fear that Moley Bully represents, I guess It's the fear of unknown, (Phobies pls tell me, I need this🥹) but other than that I gotta admit, Moley Bully isn't a Phobie I really had an eye for, but I am surprisingly starting to find myself enjoying Moley on small maps recently💘

(I REALLY HOPE I DON'T MISSPELL ANYTHING WHILE MAKING THESE! Also, I am SO, SO, SO sorry for all the waiting. I know there are only a few people that actually read these but I still feel bad for my lack of activity. I'm gonna continue to make these though, as the pourpose is to highlight every phobie and show what they represent! :))

u/OXYL_4 — 1 month ago

First-ever promo code: LUCHADOR

Enjoy the 50 free coffee, wranglers! ✨️💕

Free is always good! 💖

u/OXYL_4 — 1 month ago

Who is this??? ✨️

I LOVE both of the new portriats. We got a Blue Speedola that I hope I'll get, and this one? Which I have no idea who it is! Am I just dumb or is this an upcoming phobie? ✨️

u/OXYL_4 — 1 month ago

Eye contact edit Phobies edittion ✨️🙃

Credit to Jabbo for the animations, love 'em :)) ✨️❤️‍🩹

u/OXYL_4 — 2 months ago

Charun | Phobie Concept ✨️

It's been a while since I made a fanmade phobie!

This phobie is based on Charun from Etruscan Mythology. The Etruscan demon of death. He was portrayed as a hulking brute holding a massive iron hammer, used to crush souls or deliver the final fatal blow to the dying. I know it is a demon, but Phobies always twists the ideas of the actual reference, so I made Charun undead. He IS the demon of death after all ✨️

Charun represents ​Thanatophobia (Fear of Death / The Executioner’s Judgment), Aichmophobia / Traumatophobia (Fear of blunt force trauma, execution, or heavy weapons) and Necrophobia (fear of undead)👀

Stats:

Name: Charun

Rarity: Ultra Rare

Race: Undead

Key cost: 6 keys

Health: 1800 hp

Damage: 400 dmg

Range: 1 tile (melee)

Movement: 2 tiles (bypassing/underground)

Ability - "Unerring Judgment" :

Charun 'judges' a targetted phobie by giving it a challange. The targetted phobie is marked with a death crown above them, while judged, the targetted phobie need to kill an enemy phobie to break the curse, if it fails until the timer is done, the targetted phobie instantly dies no matter what.

About the stats, I have 2 ways of balancing it, though I am no pro, so you're free to tell me which one is more balanced. (Pros, help me) ✨️

1:

Range: 3 tiles (line of sight)

Death timer: 3 turns (until the judgment is over)

2:

Range: 2 tiles (line of sight)

Death timer: 2 turns (until the judgment is over)

Unerring Judgemnt has 1 lock and the cooldown starts only when the challange is over. And the cooldown is 3 turns. The death timer cannot be removed. If a phobie that has the death timer dies before the judgment is over, the challange is considered as over as well, and the cooldown for Charun's ability restarts.

If I forgot to mention something about him, please feel free to ask💖

I hope u/Phobies likes it 🙃

I'll submit this if there's another fanmade phobie contest for sure ✨️

What do you think about Charun? 🫠

u/OXYL_4 — 2 months ago

Jaws edit

This might be the worst edit so far but I'll take it, I guess

u/OXYL_4 — 2 months ago

OXYL fixing phobies! Part 1✨️

As a certified noob who just escaped the hell of being hard stuck in SOAF 1, I'm gonna try to start a series where I will give suggestion on how to fix unbalanced phobies ✨️

Today we are gonna take a look at Cluck Norris! As much as I love this phobie, even I gotta admit that is just HOT GARBAGE, and I wanna change that ❤️‍🩹 and I actually think it's really simple

In my oppinion, fixing Cluck Norris dosen't mean buffing ANY of this stats. The factor that would make this phobie good forever and allowing it to finally be balanced is the ability turn usage! By that, I mean his ability should NOT count as a move/turn whatsoever so can power up, advance AND attack in the same turn. That would make him finally playable and worthy of being a 6 key ultra rare! 🔥

How I said, I don't think buffing his health or damage would really do much, and I don't think we should be touching his ability either. So basically make his ability not count as a turn/move. Example: You use your ability to gain the buff, but you STILL have 2 turns to work with, so you can actually do something. I think this would make Cluck Norris really good but not broken, which is exactly what I'm looking for! 👀✨️ (with this buff, Cluck Norris can MAYBE get a 200 health nerf IF it's too good, but still, with this change I think Cluck Norris would be much easier to balance)

So, what do you think, Phobies?🫠✨️

u/OXYL_4 — 2 months ago