Great concept, but a few things might need to be tweaked:
Whelps healing structures seems a bit too powerful - If the enemy team doesn't have a good specialist, it would take forever to destroy a Fort.
Wild Growth seems a bit weak - Even for an AoE heal, it's not much, but considering the passive Whelp healing, that can be justified.
Queen's Call should have a shorter cooldown - Whelp healing would be too inconsistent too justify such a long cooldown, 40-45 seconds would be better....
Posted: Sep 21, 2015