šŸ’­ Monster Design Ideas Mega Thread šŸ’­


3 Likes

Psicholoss

6 Likes

Sclerosis

1 Like

I’m gonna be real with you; the robotic type mons look pretty…disappointing. Most of them just look like regular animals that happen to just be made out of metal with a gray color palette, none of them carry that sort of cold, alien unlife vibe. They just look to close to biological things to really make them stand out. Only ones I can think of that may have that actual robot aesthetic is like, Sentiguard lmao. Gimme some robots!




image

6 Likes

Did you follow the lore?

Also, many games have robots/mechs of this style so it’s good to have a unique and distinct style of their own in NM. It’s like how it would be bad to put in Yu-Gi-Oh style dragons into the game, even though various people have requested it.

2 Likes

I kinda agree with you both.

From one side, I like the fact the robotic monsters in Neo undoubtedly feel like MONSTERS, as in living beings, and not like machines.

Robotic designs like Celestrion, Shurikaizer, Aviaeronix, Motordragon, Razorstorm, Penguinator… They fit well into a game which has ā€œmonstersā€ in its name!

For example, designs like this ↑ are something you’d easily see in Neo. It’s got the same level of robotic-ness as Razorstorm, one of the most recent Robotic monsters.

On the other hand though I’d like this game to approach the concept of ā€œroboticā€ on a cooler perspective. Something like the concept of a robotic deity.

This design makes me think of a shapeshifting sort-of robotic core processor, like a supercomputer (never played Skyforge :relieved:)

The Xe-dom from Xenoblade X are also a type of ancient robotic entities that I like:

To add some of my personal work, during these boring times I’ve been trying to sketch some concept art for drawings I’m gonna make when I’ll have less deadlines and stuff. For example:

14 Likes

:heart_eyes: :heart_eyes: :heart_eyes: It’s almost as if you reached into my brain and pulled the image out directly! this is amazing! my mind is blown! good work little bro! and… if you can dive into people’s minds… Keep out of mine from times between 1AM - 3AM!.. :rofl:

3 Likes

:joy:

image
Shiny Staticsphere concept idea. Maybe it could be another water type with mortar moves o.O, and maybe freeze revenge instead of bomb, where it triples seconds of every move, and acceleration cannot affect it till move is used.

P.S. note Ekylpz idea below me, he much OP :saluting_face:

3 Likes

um. razoray and wolfrozor are water charge.
like i said in the discord it would be cool with a water cannon move and load mortar. possibly water cannon + so it actually deals decent damage.
Freeze revenge is one of the most useless revenge passives.
i would stick with explosive revenge or perhaps sleep revenge. at least it would give it a reason to be used that way.
design is cool.
maybe add a second passive like insomnia or stun bisector. not too op but useful.
another cool idea could be to give it a mark revenge, mark protection and some sort of 1 use mark attack. perhaps with bloodcrave.

1 Like

Noooo, way too strong.

I don’t know what you’re talking about, it’s strong but they’ve been careful not to push it too hard.

Doubling/tripling all enemy TU for their next move will be strong

1 Like

It’s the first time I create one:

nuclearbase

Mythical

type machine

storm element

HP: 5000

Atk:5000

From:5000

S:20%

Abilities:

Absorbing Martyr: (Passive)

This monster absorbs all stun effects against it and its companions and if it is stunned for more than 400 seconds die immediately.

Nuclear Treaty: (Passive)

If you have fewer reinforcements than your opponent all your monsters gain focus and the opponent’s passive abilities will be blocked, however if you have the same or more reinforcements they gain focus and excessive force

Quick swap partner 42tu: swap a partner for the last monster on the team (active)

Quick cannibalism 42 you: kill a teammate immediately (active)

Element attack all 120tu : attack all does more damage for each monster of the same element (active)

Quick substitute ally 42tu : exchange an ally for a rock, the ally passes to the yes guide him instead of the reinforcements (can only be used once )(active)

Ss: Nuclear Burst: Sacrifices to immediately kill an enemy (50tu from your first turn)

The nuclear treaty passive is SUPER game warping. I think it does too much

when I say you have equal or more reinforcements the ones that gain focus and excessive force are the opponent’s, however it’s just a design for fun

Alright, I’ve had this concept in my head for a while now.

Mortar monsters. Yeah yeah, those monsters spend 130 tu only to get clobbered by a piercing move. Those guys. For some reason, I’ve always viewed them as ā€œcannonā€ monsters - they load in a shell, and usually affect the monsters directly on the battlefield, unlike an IRL mortar, which usually is meant for attacking far away places. Already you can see where I’m going with this.

I haven’t decided on a concrete design just yet, but man if this doesn’t look fitting I don’t know what does. Also, robot gorilla. Ora ora.

Standard defense stats, with abnormally high speed.

Actives:
Load mortar - 130 TU. Standard Mortar load.
Hellfire reinforcement mortar - 60TU. Deals critical damage to a completely random enemy in the enemy reinforcements.
Hellfire next mortar - 80 TU. Deals great damage to the next enemy in reinforcements. Might one-shot most SEs and the squishier Legends.
Shield Entrance next - 80TU. Applies a shield to the next teammate in the reinforcements. Functionally acts as a shield entrance.

Passives:
Stun catalyst - Heyyy, remember this? Stun effects are halved, and upon the user being stunned their move TU will be reduced by 50% for one move.

Thoughts

  • This is a very…indirect attacking monster. It’s motive to to slowly, but surely eat through the enemy reinforcements, one poor bronzeshell at a time

  • Since it is standard defence, it won’t one shot everything, but it’s attack stat will be high enough to leave many monsters within a breath a life, giving enough damage for them to write home about(provided they still have hands after getting hit by a mortar shell). At the very least, it will leave them extremely crippled if they do get on the battlefield, making it easy picking for your sweepers.

  • A major strength is the ability to completely bypass entrance passives. Sniping that Deathgazer to give the opponent a hemorrhage when it doesn’t appear sounds amazing. Beware though, as even though entrances are negated revenge passives aren’t. And given the extra element of RNG, you could either be killing a rockoid or a monster with a really nasty stun revenge.

  • Because of reasons stated above, I’ve included hellfire next as an alternate damage move. It gives you some more control over dealing damage, with the trade-off of having slightly lower damage and higher TU.

  • Stun catalyst boosts it’s otherwise long TU moves by a lot, mitigating some of the shortcomings that most slow clunky mortar monsters have. It’s not perfect though. Even when it’s halved it will still be stunned, stun isn’t something you can reliably control, and this effect would only apply to one move regardless.

  • Endgame :joy: . While it is powerful in attacking the backliners, it contains no means of actually directly affecting monsters already on the battlefield. This monster is extremely, unfathomably vulnerable to knockback. I am considering Unmovable as a second passive, but it would be way funnier if I didn’t.

So, to sum things up:

Pros:

  • Attacks the reinforcement themselves. Can snipe key units that may break strategies
  • Can catch monsters with dangerous entrance passives if they come into play
  • Can also support incoming teammates, though at that point you might just want to just use Dust
  • gorilla

Cons:

  • Reinforcement mortar is RNG reliant. You could either be sniping an integral monster or a throw rockoid.
  • Revenge passives will still activate if the enemy dies
  • Slow without stun catalyst, and even then would still be stunned
  • Literally useless as a backliner. Prone to knockback
7 Likes

Artilla?
(Artillery + Gorilla)
Mortape?
(Mortar + Ape)
Bombaboon? (my favourite lol)
(Bombard + Baboon)
Panzangutan?
(Panzer + Orangutan)

possible form names

(cool design - the machine gun may be too X-rated tho :rofl:)

1 Like

lol

1 Like

These are some ideas created by friends of K1NG. In a few weeks we will be publishing other videos with more information.


How about this? I even have skills for it
Monster Name :: Fenikkusu
Type :: Bird
Element :: Fire

Strong Poisonous Wind - 100tu

:: this skill poison enemies both allies and enemies on the battlefield, this skill ignores stealth status.

Link Detox Break - 160tu
:: deals critical damage if the user is poisoned, this skill also ignore hold ground and sheild.

Solo Doube Poison Eater - 130tu
:: deals critical damage if the enemy is being poisoned.

Devour - 70tu
:: sacrifices the last member in the team and fully heals the user

Secret skill :: Instant Poison Self - 1tu

::This skill poison the user.

Passive ::
Poison Self Entrance :: when the user entered the battlefield, it poisons the user.

Poison’s Curse :: when the monster is being poisoned, his attack will become 100% but the defense will drop into 50%

Forms ::

First form skill : Poison Gas and Detox Strike

2nd Form :: Poison Gas, Detox Strike and Solo Poison Eater

Ingridients ::
Omegid (2), Vorabook, Rubymouth and Cryptamid

Secret Skill Ingridients ::
Ocarino, Grailing (2) and Moalith.

Thanks for my friend for making the skills

6 Likes

Cool monster and skill i must say. Being balance with it skills like arbogias make this monster good for game in link you can kill one enemy and with solo you can kill two and shield,stealth,hg doesn’t problem anymore since the enemis is poisoned hope this monster comes to game like argghhh im not link fire but this can be good tho.

2 Likes