Constructive PvP Rules

Over the game’s history, there have been many PvP special rules, from banning stun to requiring half of your team to be phantom. And, while these rules have certainly been interesting(and sometimes frustrating), one thing that they all seem to have in common is that they limit teambuilding in some way. So, I propose an alternative-Constructive PvP Rules(henceforth refers to as CPRs mostly for my own amusement). These rules would not limit what you can have in your team, but would instead give your monsters new or different abilities and/or alter the field based on certain conditions.

Before I start listing off ideas, I’d just like to mention that I am but one person of unspecified gender, and a mostly PvE focused one at that, so I can’t consider every gamebreaking combo or potential abuse for every rule for every team, nor can I consider how these rules would work in the future, with new monsters and new strategies and new metas galore. So, while I did my best to balance these out, they probably need a lot more consideration before being put in the game. With that said…

  1. For every non-summoned monster killed in the battle by any means, ALL DAMAGE is increased by 8.3r%

This would mean that the game would slowly speed up until, by the time that both teams are down to their last 4 non-summoned monsters, all monsters would have been tripled. Since summoned monsters don’t count, and monsters that are killed by poison or by dr still do count, the only obvious abuse of this is to intentionally kill many of your own monsters in order to rapidly sweep in the endgame. Such a strategy is why I didn’t choose defense, nut it seems like, by the time that enough of your team is dead to start a proper endgame strat, your endgame wouldn’t last very long. This also would affect poison and % damage, so do with that what you will. This would also be a pretty significant blow to Novadrake, but the attack increase may end up benefiting it in the end, hard to say.

  1. The max hp of all monsters is decreased to two, but the defense of all non-summoned monsters is multiplied by 1000. Moves that normally ignore defense no longer do.

I know what you all are thinking, but with 1000x the defense, poison would not deal significant damage. Beyond that, since it is max hp and not total hp, healing moves, lifeflip moves, and moves that are based on low hp would be ineffective. Rendering all of these moves useless may seem like a lot, but I’d counter that they once banned all monsters with stun moves, so it doesn’t seem to bad in comparison. I am once again interested in how this would affect Novadrake. The 1000x multiplier may need some fine tuning, but it is a lot easier to say 1000x than to explain how I reached 937.27x or whatever. Despite the defense increase, monsters would probably still be less durable overall, but that was the intention anyway. It is two hp instead of one to avoid any issues with HG. The biggest problem that I can think of is that monsters such as Runedragon, Runeconqueror, and Gryphking might be literally impossible to beat for a team that is not adequately prepared.

  1. All monsters are converted to their opposing element, but LINK moves, Assisted moves, and all other moves that interact with element stay the same.

So, for example, Aquamurai, a water type, which has counter strike against air and SOLO Bloodthirst that interacts with water would become a fire type, but it still wouldn’t be able to use its SOLO move if there are any water allies on the field, and counter strike would still be effective against air. This would certainly be interesting to see in action, since some union strats would be easier and others would be harder. Any monsters that have the ability to change element(currently just the one but I’m sure more are coming) would be flipped based on what element they are currently(so an air monster would become water, but if it changed element to water, it would them become fire instead, even if it changed mid-battle). Opposing element is the element that a monster is strong against, but dark would become holy because there isn’t any obvious alternative. I swear that this isn’t intentional, but this is the third rule in a row that would have an interesting effect on Novadrake.

  1. All non-summoned monsters which do not have any abilities which can summon monsters gain 200Tu Clone Next. The monsters summoned by this ability lose all passive abilities.

I can’t fully take credit for this idea, as I believe that @DMGInterference Isaid something similar at some point, but I’ve modified it a bit to be harder to abuse. You can’t start an infinite clone chain using any monster, since summoned monsters don’t gain the clone ability, and it won’t allow current infinite clone monsters to start multiple chains, since monsters that can already summon other monsters don’t gain the ability. It won’t help with rock lock for the same reason. This ability would, for the first time, not have a very interesting effect on Novadrake, as its clone would die after just one attack. One issue that I do see with this rule is that some monsters that are focused on summoning, such as Kurokami, would be unable to clone, thus being severely weakened compared to other monsters. I’ll admit this one is a bit of a stretch, but the chaos would be a lot of fun.

Thank you for reading, and I hope that some of these rules can be put into the game someday.

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That’s not how def/hp works in this game.
Isn’t there a guide on stats and how they work?

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To my knowledge, defense decreases damage taken, max hp is how much hp you have at the start of a battle, as well as the maximum you can reach fowling the addition of some way around it, and current hp is how much hp you have. When your current hp is 0, if you have no abilities that allow you to survive, you die, What part of that was wrong?

I like the first idea but the others drastically affect the way the game works and will probably be too confusing for players. A little explanation on defence… there’s a cap at the point where defence = 2 * attack (roughly speaking) so multiplying anything by an enormous number is pointless past a certain amount.

I too like the idea of some special rules being buffs rather than restrictions. For example, encouraging use of certain underplayed monsters or making an archetype stand out more. It’s hard to come up with perfect ideas for it but buffing certain monster types/elements with stat boosts / extra immunities meanwhile limiting their use could be fun as well as to other individual monsters (not many so it’s easy for people to remember).

E.g.

  1. Rock monsters gain poison immunity, bugs gain +25% defence (bugs limit = 4)

  2. Shadow monsters gain stealthy entrance (shadow limit = 6), these six monsters gain +50% attack (Bahamuzar, Deodragon, Blitzdyr, Voodoom, Zephyrin, Atlantyrant)

In case it’s unclear, rock monsters include a bunch of mortar monsters which poison immunity helps a great deal for. Boosted defence is stronger than stealthy entrance so that’s why the limit is lower. The attack boost I’ve selected one monster for each element which are underplayed monsters that benefit greatly from higher attack. Deodragon may look like a crazy one to buff in that way but bear in mind shadow monsters have stealthy entrance so these will naturally counter it.

Like I said, it’s not easy to come up with these but they could work very effectively I think and are probably the limit of how complicated special rules could go.

A lot of people struggled with the no stun rule, I’d love to see what happened if they did a no poison or no fire mons pvp :joy:

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Me when no fire PvP 20210622_125723

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Me when no fire PvP
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