Edited the token move so it costs 70tu instead, thatās what I wanted in the first place acttualy, and made a correction to Dischargeās description.
Also gave the tokens stun immunity, since broken heart would counter synergize with Zeusoronās SS and I didnāt like it. Shouldnāt be abusable still. Not a fan of sleep immunity though since no other token has it anyway.
Thanks for your help.
EDIT: Also changed Unlimited Repulse to Knockback since the use is the same and thereās no reason in create a new move.
Rarity : Mythic (preferably a super angry kung-fu panda)
Active skills :
1 - Tiger palm (30 TU) : Reduces TU of all moves by 25% and generates a chi-charge. Overrides all other TU reduction status.
2 - Morning dew (150TU) : Consumes all chi-charges and heals the user based upon the number of chi consumed .
3 - Crane Blessing ( 100 TU ) : Deals damage equal to 70% of targetās HP to 2 enemy monsters and applies a shield to 2 random friendly monsters. Useable only after tiger palm is used. Consumes 1 chi charge.
4 - Panda soul (120 TU ) : Purifies a target friendly monster and applies a shield to it which negates the next source of damage and grants the overwatch status to the target. Useable only after tiger palm is used . Consumes 1 chi charge.
Passive skills :
1 - Shield entrance
2 - Pandaās zeal : This monster takes 30% reduced damage from all sources and is immune to stun effects.
Secret-skill (130TU) : Retribution All ( useable only after a team mate has died )
6* skills :
1 - Tiger palm
2 - Morning dew
3 - Chi blessing : Deals damage equal to 70% of enemy targetās HP and applies a shield to 1 random friendly monster. Consumes 1 Chi charge.
4 - Purifying stealth
Pretty cool monster except there are a few small issues I see:
There is no obvious move to deal damage. Every monster in the game has a damaging move of some sort. Iām reading chi blessing as dealing 70% of enemyās current HP, but is it max?
Morning dew doesnāt make a lot of sense when the monster doesnāt have hold ground. Itās the highest TU move and by the sound of it needs multiple chi charges to full heal. Itās probably a redundant move, so Iād recommend switching shield entrance for hold ground.
The SS is totally overpowered considering this monster is stun immune, shield entrance / HG, and tanky by the sounds of it. The monster would have to be very low speed because of it but I recommend a 100s restriction from first turn and then the monster gets good speed.
Iām not a big fan of the way you can stack up chi-charges then spam the crane blessing move. I think all the moves should consumes all charges but gain extra benefit from more.
Lastly, crane blessing sounds way better than the other moves and the shielding is a bit OP. With the accelerate and +9 youāre damaging an enemy plus applying two shields to your team every ~88TU and thatās assuming you charge between each one. Normally applying one shield takes that at a minimum. Ultimately I think this means the TU of the moves need altering.
Tiger palm (30TU), Reduces userās TU of all moves by 25% and generates a chi-charge.
Morning dew (100TU), Consumes all chi-charges to heal the user. For each charge consumed, the next 100TU any time this monster generates chi they also heal a little (e.g. 3 charges = 300TU of this effect).
Crane blessing (160TU), Deals damage to 2 enemy monsters equal to 70% of their max HP. This damage ignores barriers and hold ground. If the user has 2 or more chi-charges then this move also applies a shield to the user and one random teammate. Consumes all chi-charge to use.
Panda soul (130TU), Purifies a target friendly monster, applies a shield to it and grants overwatch to it. If the user has 2 or more chi-charges then it also fully heals the target. If the user has 3 or more chi-charges then it also gives turn to the target. Consumes all chi-charges to use.
Passives:
Hold ground
Panda zeal, stun immunity + defence is increased by 50% when the user has a chi-charge.
Secret skill:
Retribution all (160TU), cannot be used until 100TU has passed since this monsterās first turn.
Some pretty neat suggestions there. I like the idea of an added effect for more than 2 charges.
I think Panda soul need not have 100 TU restriction I guess , since mostly it will take more than 100 sec to charge 3 times for itās full effect considering the entrance speed.
But I suggested this to trigger devs to come up with new mechanics and gameplay. The usual elem , link , raw is a bit boring these days. Novemdomina is the best example of how a restriction shouldnāt be designed for a 5000$ worth mythic.
PS : Crane Blessing ignoring shield while it shields itās team. Thatās definitely an ironic move. Love it
The 100s from start of battle restriction on Panda Soul is to stop people doing overwatch on a monster thatās low speed in the FL. However, I wrote that before finalising the monsterās speed at 65% so itās no longer necessary (Iāll remove it now). It was a potential problem with Leogeistās overwatch that luckily the Devs noticed before they added it.
Now I want a monster like thisā¦
2 Chipandas applying and breaking shields with Crane Blessingā¦ would be so dope and funny to look at Shield waaar !!
I like it a lot, but it doesnāt have quite enough power to compare to others right now. I think if it had raw double bloodthirst (130TU) and shield entrance then it would be great. With reasonable speed (55%) it could be a reliable sweeper that can be very offensive and time a swift purifying mist for great effect.
Also, detox strike is normally 100TUā¦ something I think works nicely if purestrike is 130TU because then it makes it a bit better at countering poison than simply straight-up attacking with purestrike as it normally would on, say, the first turn.
Youāre really right. I made a little pvp and I realized that this monster would be weak compared to many new monsters. Maybe she doesnāt deserve to be legendary with this moveset. If this moveset will remain the same, let this monster be superepic.
If sheās gonna be legendary, letās give double bloodthirst or Raw double bloodthirst. (160/130)
I am undecided about 2nd passive. Shield entrance nice for upcoming one-shot before get turn. But in other cases it will trashed. She counter her shield .
Hereās an idea for a mythic monster which counters shields (hard counter to both mortar monsters and Dusicyon)ā¦
Ramurupture
Stats:
Fire, 96%, 15-17, standard attack
Actives:
Raw bloodcrush / Bloodcrush (130TU / 160TU) [piercing bloodcrave, 25% recoil]
Shield breaker (30TU) [target only shielded monster, removes shield and sets HP to 1]
Finishing bite (50TU) [finishing snap but heals user by 50% max HP]
Reinforced recovery (130TU) [shield self + small heal]
SS:
Reinforce battlefield (70TU) [shields all monsters (enemy too), 200s restriction from first turn]
Passives:
Hold ground, Stun immunity
Non-awakened has no stun immunity and finishing snap instead of finishing bite.
Please note that the recoil from raw bloodcrush is quite high and the monster has 96% speed so it has the minimum health for a mythic. It will have to manage its health to keep sweeping and it canāt set up its finishing bite to do this except if an enemy is shielded.