Passive skills tend to make the meta more interesting by adding additional twists to the fight. Unfortunately, they seem to be rather scarce. Some ideas to spice things up, they all follow the pattern that the final two levels are somewhat stronger than the first three levels:
Power Leech
1.) All opponent skills using the [pimary hero color] pool cost one additional AP to activate.
2.) All opponent skills using the [secondary hero color] pool cost one additional AP to activate.
3.) All opponent skills using the [tertiary hero color] pool cost one additional AP to activate.
4.) Gain the additional AP used by the opponent to activate skills.
5.) AP cost/gain increased to 2.
Note: Hurts cheap skills more than expensive ones.
Counter Espionage
1.) Opponent gains one AP less for [primary hero color] matches.
2.) Opponent gains one AP less for [secondary hero color] matches.
3.) Opponent gains one AP less for [tertiary hero color] matches.
4.) In addition to reduced AP gain, maches also cause damage.
5.) Damage increased to .
Note: Essentially the opposite of what OBW does.
Boost Morale
1.) Gain 1 AP in [two strongest hero colors] at the start of the battle.
2.) Also gain 1 AP in [two average hero colors] at the start of the battle.
3.) Also gain 1 AP in [two weakest hero colors] at the start of the battle.
4.) Gain icreased to 2.
5.) Gain increased to 3.
Note: Rainbow boost provided by support hero.
Lower Morale
1.) Drain 1 AP of each color from the opponent at the start of the battle.
2.) Drain 2 AP of each color from the opponent at the start of the battle.
3.) Drain 3 AP of each color from the opponent at the start of the battle.
4.) Drain 4 AP of each color from the opponent at the start of the battle.
5.) Drain 6 AP of each color from the opponent at the start of the battle.
Note: Deterrent in PvP, negates boosting.
Second Wind
1.) The first hit that would down the hero inflicts no damage at all. Only triggers if health is below 10%.
2.) Increases health limit to 15%.
3.) Increases health limit to 25%.
4.) Increases health limit to 50%.
5.) Removes health limition.
Note: At max level no one-shotting this hero, either whittle down slowly or save up for two devastating attacks.
To The Rescue
1.) If a team member is attacked, take 25% of that damage. Only works for direct attacks, no area attacks. (2000 damage on team member would result in 1500 on team member, 500 damage on self).
2.) Damage taken in place of the team member is reduced by 25%. (2000 damage on team member would result in 1500 damage on team member, 375 damage on self).
3.) Damage transferred is increased to 50%. (2000 damage on team member would result in 1000 damage on team member, 750 damage on self).
4.) Damage taken in place of the team member is reduced by 50%. (2000 damage on team member would result in 1000 damage on team member, 500 damage on self).
5.) Damage transferred is increased to 75%, damage taken in place of the team member reduced by 75%. (2000 damage on team member would result in 500 damage on team member, 375 damage on self).
Note: Protects weaker team members, you want to take out this hero first.
Regeneration
1.) Drains 1 each turn to heal self by [very small amount]. No drain if at full health, no healing if AP pool empty.
2.) Increases healing to .
3.) Increases healing to [slightly more than small amount].
4.) Team members receive half healing effect in case it triggers.
5.) Team members receive full healing effect in case it triggers.
Note: Should probably drain yellow. Can’t be deactivated (except by staying at full health), so best used with heroes not depending on that color.