Moves:
Slow burn 130tu = Hits random enemy monster and deals moderate damage. Monster will get damaged by this whenever it gets a turn or when it gets attacked by another monster.
Can only be used once per battle
Finishing Snap 50tu = slower than Magmarinus snap
Neurotoxin = Slightly damages all friendly monsters (except user) and increases userās attack and reduces Tu, but decreases defenders
Bloodlust = 130TU
Secret: Twin Detox Strike = 100TU affects 2 enemy mons
Abilities:
Hold ground
Good riddance = When this mon dies, slightly heal and purify friendly mons
First Turn (100) This skill hits 1 enemy. It deals critical damage if the user has never used anyskill before. This skill can only be used once per battle.
Next Turn (50) This skill hits 1 enemy. It deals critical damage if the user has ever used First Turn before. This skill can only be used once per battle.
Last Turn (-) This skill sacrifice the user to reduce the seconds of all teammates by 150secs. This skill cannot be used if another teammate with last turn is on the field. Also, this skill can only be used after 100secs have passed since it's first turn.
Passive
Last Hold When this monster will be killed, then this monster will leave 1hp. This skill will go away after 1x leaving 1hp. [ we can call it āhold ground onceā ]
Auto Hide When this monster is on the field. The next monster in your reinforecement is hidden.
I was unsure about the protect move, but otherwise he would basically be left there and do nothing. How could you make it so thereās a reason to target him?
Give him a megabomb, but in that case its just a weaker utopion.
If talking about a HG overwatch passive (which is a nice idea), it must not have a GT as it will be almost unbeatable. Also no desperate moves. Dont know what would work on him and be balanced tbh, its a passive that have a pottential to be very op, and the only way it wont be is on a none dangerouse monster.
It could work on the new stepback healing SE auto protector i think.
The concept is awesome, but it canāt have give turn except as the secret skill. Also, the only damaging move is link which is way too restrictive. How about this:
Assisted hit all
Healing prayer (50s after use the team gets healed a small amount, 100TU)
Purifying mist
Protect teammates
SS - Desperate double give turn (canāt be used until 150s after first turn)
This way itās a very tanky monster because it will heal off hold ground 50s after it gets hit there and it can also do a last resort of giving away two turns when itās going to die. Having the assisted hit all attack is strong too, especially considering the overwatch guaranteeing at least one of these.
Wouldnāt a 50s heal move be too strong with HG overwatch? Like the reason expected him to combo extremely well with Shivadragon, but like this he can basically do the same without help.
I really like Desperate Give Turns though, thatās a great iea.
Sorry I didnāt make the skill clear, Iāll edit my previous post. The heal will come 50s after use of the skill (there is a 50s window to attack the monster again and kill it if it was put to hold ground) but the TU of the skill is higher, so it canāt be used over and over to create a constant annoying healing that is hard to get through.
Healing prayer would also be nice because you can anticipate being hit down to hold ground. Use it before the opponentās turn when they get only one turn in the next 50s and even if they do hit you down to hold ground youāll have a turn and be getting healed in a few seconds anyway.
In order for them to break through this healing theyāll need to get two attacks in a window of 50s. Thereās a chance you may be able to stack a pre-emptive heal to survive even this but the lowest TU on the monster is 100 so itās hard to line anything up. I feel that would be balanced well enough.
I see, thatās actually a very cool idea that would synergize greatly with HG Overwatch. Just like Desperate Give Turn Double.
Now that I think about it, another similar solution would be to put a timer on HG Overwatch. It could reactivate every 70s, and otherwise not even trigger a simple HG.
Whatever, with the mix of moves I belive he would be a pretty interesting dude.
Special skills
chance fusion: if ingredient monsters (2+) have survived for X than they can be fused together ( 25% chance of failure )
e.g. inuguard + komaguard = deodragon, 2x rockoid = golgerock, etc.
chance evolution: if monster has survived for X than it can be evolved up to its next form ( 25% chance of failure )
e.g. skullblade evolves to omniblade
chance desynchronization: if monster has survived X than it can decomposed into all preevolutions ( cannot followup with chance evolution ) ( 66% chance of failure, only available for ultra-evolved monsters )
e.g. omniblade desyncs to skullblade and boneblade
failure could mean monster(s) take critical damaged, get stunned, get put to sleep, or whatever other horrible thing you can think of
skills could be one time use only
To go with the above suggestion:
New monster Magicien / Mad scientist
Skill:
** force fusion: ignores the time restrction for fusion and can be used to force fuse a friendly or enemy monster
** force evolution: ignores the time restrction for evolution and can be used to force evolve a friendly or enemy monster
** force desynchronization: ignores the time restrction for desynchronization and can be used to force desynchronize a friendly or enemy monster
Passive:
** suffer with me: failure condition will apply to all monsters on the field
passive:
advanced targetting: on entrance of a new monster to the battlefield with a revenge skill, will let you select the monster that will suffer the damage from it ( e.g. death revenge ) . if there is an enemy monster on the field with this same skill, will only apply to new friendly monsters entering the battlefield
skill:
ace-in-the-hole: select 2 targets, a friendly and enemy monster. 100% chance of one of the targets being hit by the next random skill. e.g. sudden death, death wish ( so on sudden death 50% chance the selected enemy monster will die, 50% chance the friendly monster will die, death wish - 100% enemy monster will die since that only targets enemy monsters)
dupe: transform token monster into a monster that has been previously used in battle.
gamble strike: chance of dealing critical damage to a target monster. will only deal critical damage after ace-in-the-hole. and chance of critical can be increase the more its used
gamble survivor: like survivor but 50% chance to negate self damage or increase it
obviously skills will not bypass protector so if its on the field, it can still block the attack