Eh, not too stellar. Tihe position-change is a good way to set up for an attack from another monster, but no good on its own. The graveyard removal effect is slightly better, sort of turning it into a Necro Gardna-esque surprise for your opponent, but in the age of "clear the field then attack", Gardna itself is better. Plus, this isn't Dark and so I can't Armageddon Knight it straight to the graveyard.
Actually, since Dark Armed usually hits with full field, the amount of damage Depression averts is 5 x 600, which is 3000; higher than the Atk of any monster Dark Armed can drop down save for buffed Dasher. Anyways, being dark wouldn't help since these usually don't hit the graveyard unless they go from the field anyway. *Pokes first effect*
And yeah, this set is pretty slow. What can I say? I just didn't feel like catering to the speed mania for a moment. They'll have their own ways of evening the field, though; don't worry. ;D Oh, and who ever said anything about
tributing for Trauma? My dear ACC, we live in the age of Return From the Dark Dimension and Different Dimension Reincarnation now.
Eve Mech 003- Special Unit: Just plain crazy, really. Combined with Enemy Controller this smashes the most, bringing it back to smash face on the very same battle phase. Poor, poor, Brain Crusher, why must you be crowded in such a way? ;.; Just...crazy aggression for the set, really.
Angel Response Warning: And now you want to pick on Forced Back too? Seriously, bounce a summon, summon a monster, and eliminate your opponent's Battle Phase all with one card? And with two of the effects triggering from the graveyard? Broken, my friend, just plain broken.
Dummy Plug: You should make that 'original Atk'. As it is, this card is short-circuiting its own Atk boost effect because it force-pegs the Atk at 2000 at all times. Ehh...crazy muscle, protection, and escape from the counter weakness all in one card. Again, this seems a bit...hefty. x.O
Berserk Mode: Yay for mass field wipe. Crazy CA, but then I guess the activation requirements and lost battle phase sort of compensate. Anyways, it's not as crazy as the others.
Evil Hero Dark Phoenix: What Phoenix Enforcer should have been. Unless you're packing some very specific cards, this thing is a major pain in the butt to bypass but at the same time being only Cyber Dragon size means that it won't wreak absolutely crazy havoc on the field and can be hit over. Brain Control's favorite target, certainly.
Evil Hero Blacknight Phoenix: But of course we're running this thing instead because it's just plain better. Not as much of a finisher as dark cloaked, but given its tenacity this definitely isn't something your opponent will be comfortable with.
Evil Hero Shadowlight: And in contrast, here we have a monster that your opponent will strive to keep alive. xD Pretty crazy field destruction effect here, but then with Darklord Zerato around it's nothing new.
Evil Hero Mad Alchemist: Sadly, it's still sort of lukewarm for its fusion materials, much like its light counterpart. Still, it's thematically coherent and all. I'd stick with the more appealing evil heroes myself, though.
Evil Hero Boulder Gardna: Well, the original wasn't much to call home about so I suppose you couldn't go too far without losing touch with that. Much like with Stone Statue of the Aztecs, this poor thing suffers from the unfortunate effect of "who's going to be dumb enough to run into this?", made worse because it's a fusion monster and thus can't be set. Ehh...I suppose you could try some feints with Book of Moon or such, but it's still pretty lackluster.
Evil Hero Shade Channeler: Umm...Monster Reborn on legs? Every turn? With added monster recursion?
O.O
Yeah, this is definitely going overboard. Either make it steal the monster it destroys (with some added penalty on that monster to compensate for what is still a very powerful effect) or have it summon the monster to your opponent's field like regular Necroid Shaman. As it is, broke as heck.
Evil Hero Plasma Blade: Pretty much instantly pays back its fusion cost with beatstick size piercerism to boot. Strong, but not broken.
Evil Hero Mist Drainer: ...which is more than can be said for this. With combined Atk and Def we're essentially netting 3000+ points of burn plus the same amount of LP gain against all but the wimpiest of monsters. Just...too strong. I like the idea of draining as opposed to just healing, but it really needn't go further than that. Maybe keep it as requiring battle destruction as well, in lieu with its predecessor. Also, use Atk or Def but not their sum for the greater balance, because as it is all we have to do is ram this into Dark Magician of Chaos and our opponent will be eating 4800 points of damage. x.O
Evil Hero Berserk Blade: A much-needed, reasonable buff from the original. Wildedge is already a star among the e-hero fusions and this is taking it one step further. Good and balanced.
Aaaanyhow, a bit more substance for the empaths:
Empath Fiend - Apathy
Psychic/Effect
4 Star/Earth
1200 Atk / 2000 Def
During your turn, you may switch this Defense Position card on your Field into Attack Position. If you do, your opponent may not activate any Spell or Trap cards until the end of the turn. During your opponent's turn, by removing this card in your Graveyard from play, Monsters summoned that turn (Including Flip Summon) can not attack or use any of their card effects until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.
Empath Fiend - Confusion
Psychic/Effect
5 Star/Wind
1700 Atk / 2300 Def
When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this card on your Field into Attack Position to select one Monster on your opponent's Field and control it until the end of the turn. A Monster controlled by this effect can not be offered as tribute. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, you may change the target of an attack declared by your opponent to any Monster on either player's Field other than the attacking Monster. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.
Empath Fiend - Pride
Psychic/Effect
6 Star/ Light
2400 Atk / 1600 Def
When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position, If you do, your opponent can not tribute any cards until your next Standby Phase. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, negate the activation and effect of a card with an activation cost and destroy it.
Empath Fiend - Restlessness
Psychic/Effect
3 Star/Wind
1600 Atk / 300 Def
When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to force the activation of one face-down Spell or Trap card on the Field. If the timing of the activation of the card is incorrect, negate the effect and destroy it. When this effect is activated, this card can not change its Battle Position until the end of the turn. During your opponent's Standby Phase, by removing this card in your Graveyard from play, your opponent skips his/her Main Phase 1 this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.
Empath Fiend - Trauma (revamp)
Psychic/Effect
7 Star/Dark
2600 Atk / 2200 Def
When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of the turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400.
Empath Fiend - Loneliness
Psychic/Tuner/Effect
2 Star/Dark
800 Atk / 600 Def
When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to select one of your removed from play "Empath Fiend" Monsters and Special Summon it to your Field in Defense Position. When this effect is activated, neither this card nor the Monster Special Summoned by this effect can change their Battle Positions for as long as they remain face-up on the Field. When this card is removed from the Field, the Monster Special Summoned by this effect is removed from play. By removing this card in your Graveyard from play, you may treat it as a tribute used for the Synchro Summon of a Psychic Type Synchro Monster. All other tributes used for the summon must still be on your Field. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.
Empath Fiend - Over Ego
Psychic/Synchro/Effect
8 Star/Light
2600 Atk / 2600 Def
1 Psychic Type Tuner Monster + 1 or more non-tuner "Empath Fiend" Monsters
By switching this Attack Position card on your Field into Defense Position, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field other than "Empath Fiend - Over Ego", ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not attack or change its Battle Position until the end of the turn.
Empathic Recall
Quick-Play Spell
This card can only be activated when there are no Monster cards in your Graveyard. Add all of your removed from play "Empath Fiend" Monsters to your Graveyard. On the turn this effect is activated, you may not conduct your Battle Phase.
Tranquil Mindscape
Field Spell
"Empath Fiend" Monsters in your Graveyard can not be removed from play by any card effects controlled by your opponent. When an "Empath Fiend" Monster is discarded from your Hand or Deck, it is not removed from play, but is sent to your Graveyard instead. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Tranquil Mindscape" from your Hand or Deck and activate it.
Twisted Mindscape
Field Spell
Once per turn, During your Main Phase, you may remove from play any number of "Empath Fiend" Monsters in your Graveyard. Then, for each card removed from play by this effect, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. During your End Phase, you may destroy this face-up card on your Field. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Twisted Mindscape" from your Hand or Deck and activate it.
Virulent Mindscape
Field Spell
You may activate the effect(s) of any number of "Empath Fiend" Monsters in your Graveyard each turn. Each time one of your "Empath Fiend" Monsters is removed from play, inflict 500 Damage to your opponent. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Virulent Mindscape" from your Hand or Deck and activate it.
There's more, wouldn't you know it, but hopefully this is enough to give you better insight into the workings of the set. ^^