Since the consensus was that my last monster was too much for a Super Epic, hopefully this one is more in line with the acceptable power range for a SE.
Name: Mantovation (A praying mantis with a habit over its head)
Element: Earth
Stars: 5
Cost: 10
Atk/Def: Standard Defense
Speed: 60%
Moves:
Power Slash
LINK Healing Light (120sec)
Purifying Stealth
Soul Shield
Active Moves:
Drain Survivor
HP Sharing
LINK Extinguish - (130tu. Hits an enemy monster and deals critical damage if the userās life is low, then heals all allies by half the damage dealt.)
RAW Purifying Mist
Secret Skill:
400s Novablast
Passive Moves:
Hold Ground
Strugglerās Life - (Whenever an enemy monster finishes a turn, if this monster is at 1 hp it heals slightly.)
In his second form Drain Survivor is just Survivor, LINK Extinguish is just LINK Desperate Bite and he loses RAW Purifying Mist.
Name: Abyssidon (A dark blue Abyssoldier with a cape around its neck, a crown on its head and a gilded trident)
Element: Water
Stars: 6
Cost: 13-15
Atk/Def: Balanced
Speed: 45%
Moves:
Abyssal Strike (This move targets one foe. It deals critical damage if there is a friendly Abyssoldier on your field.)
Abyssal Boost (3 uses) (This skill targets a friendly Abyssoldier. It boosts the targets Attack and Defense by 50%
Abyssal Swap (3 uses) (This skill selects one ally monster. It swaps it around with an Abyssoldier in your reinforcements.)
Abyssal Shield (5 uses) (This move targets a friendly Abyssoldier. It removes poison and sleep from the target before applying a shield to it.)
Secret Skill: Call of the Abyss (This move summons three different Abyssoldiers to random places in your reinforcements. This skill cannot be used if there is a friendly Abyssoldier on your field.)
Passives:
Kingās Orders (While this monster is on the field, friendly Abyssoldiers can use their SOLO skills without restriction (It does not have to be the only monster of its element on your field.)
Super Bond: Counter (While this monster is on the field, all Bond passives are automatically activated. If there are two or more different Abyssoldiers on your field alongside this monster, it gains the passive Stun Counter.)
On paper this may look op, but itās a monster that rewards clever team-building. It offers a lot of support for Abyssoldiers, be it by purifying/providing shields, swapping out dead weight in favor of an Abyssoldier, or even providing a Lone Fish-like boost to them. As for itās main offense, I was tempted to make it a piercing move, but considering how many of those we have around, I decided not to. While itās passives do look powerful, there are a few drawbacks to them.
The SOLO nullifier helps prevent your soldiers from becoming dead weight at times, and enable them to use their moves freely. However, as Abyssidon isnāt immune to Knock Back/Repulse, you can just kick it off the field and pick off the soldiers one-by-one.
While there is more than enough anti-stun monsters in the game, this one requires a lot more work to make the passive happen as opposed to simply existing on the field.
Sorry for the double post, but allow me to show you the first of several cryptid-inspired monsters I came up with.
Name: Wendigorge (Design based off of the Wendigo)
Element: Water
Stars: 6
Cost: 13-15
Atk/Def: Full Attack
Speed: 85%
Moves:
Power Slash
Bloodthirst
Cannibalize
Wendigorge Psychosis (1 use) (This skill targets one ally monster, placing a Wendigorge Token on it. If a monster with a Wendigorge Token kills a monster, the monster with the token is killed and replaced with a Wendigorge at 50% HP)
Secret Skill:
LINK Winterās Spirit (This move increases the attack of all Water monsters on your field by 25% and decreases the TU for their moves by 25%)
Passives:
Gluttony (If this monster deals damage to an enemy with its moves, it recovers 20% of its max HP. If this monster doesnāt use a move, it loses 30% of its HP)
Sleep Immunity
Now this monster may seem a bit too powerful, but thatās mainly because I was more focused on incorporating the Wendigo-mythos as best as I could into the monster. Wendigorge Psychosis was initially going to be a three-use move, but I toned it down to one as it seemed to be a bit too much. As for the passive, I tried to incorporate the creatures insatiable hunger as best I could, but the HP gain could be a bit too much. despite the relative fragility of the monster. Any thoughts on itās overall design?
Both the high speed SS and the OoO synergy seem to be pushing OP a bit. If something has sleep immunity I donāt think it should have much aggression. Don Rilla does but itās a mythic and one of the strongest.
Really interesting design with Wendigorge Psychosis. I think it has some cool potential.
A fair point; would changing it to Insomnia be better? It keeps the idea behind the monster without allowing it to be too broken.
That aside, I have another cryptid-based monster I want to show you all.
Name: Sasqurush (Design based off of Bigfoot)
Element: Earth
Stars: 6
Cost: 13-16
Atk/Def: Standard Attack
Speed: 40%
Moves:
Assisted Stone
Dual Catapult (3 uses)
LINK Summon Minions
Sacrificial Blessing (This skill targets one ally. It sacrifices the last teammate in your reinforcements to fully heal and purify the target, before applying a shield to it.)
Secret Skill: LINK Team Turn
Passives:
Triple Entrance
Stun Immunity
I know some of you may be confused as to why Dual Catapult has limited uses on this monster; thatās because its stats are considerably more offensive than Marksmothās, thus it would be able to get the kills a lot easier. As for itās other moves, Blessing is an improved Sacrificial Healing, and the monsterās main move after using up its Catapults. LINK Team Turn is there because Earth is the only type without a dedicated Team Turner; the LINK restriction and the low speed keep the move in check. Any thoughts?
Yeah then it would be great design. Personally, I feel like Insomnia should be the go-to instead of sleep immunity unless the monster is specifically designed to be used with OoO. Itās not worth the risk of making broken combos I reckon.
With regards to Sasqurushā¦
It looks like a nice earth throw sweeper. I donāt think triple entrance is quite so necessary, may as well be twin (more of a mythic passive and you get enough rocks anyway).
Nothing is unbalanced, but thinking about its use in practice if you want to do the TT youāll basically be either summoning more rocks or healing+shielding something (itself?) as the first turn. If itās your intention to give the player the choice on the first turn between a high impact move or trying to pass time for the TT then thatās fine but I thought Iād point it out just in case you didnāt like this much.
6ā , Dark Element
Name: Tartarus
Cost: 13-15
Speed: 75%
Statline: standard defence
MOVESET: ACTIVE SKILLS
Slash Double (160 TU) Mark Double: inflicts Mark upon two targets (3 uses, 70 TU). RAW Mark Buster: instantly kills a random marked enemy (100 TU). RAW Mark Sealer: stuns by 150 sec and puts asleep a random marked enemy (70 TU)
SECRET SKILL - Mark Breaker: lowers attack and defence of all marked monsters on the field by 50% and increases their TU by 25%, overriding accelerations.
MOVESET: PASSIVE SKILLS
Haywire Entrance: marks a random ally and a random enemy when entering the field. Last Call: once for battle, when receiving a lethal strike (not counting poison tick), this monster fully restores his HP and restores the uses of Mark Double. This skill can only if at least one monster on the field is Marked. Mark is then removed from all monsters on the field.
(Iām sorry for all the people called Mark who are reading this)
Probably a bit heavy on the gore aspect given this gameās standards lol. I imagine the devsā adaptation can tone it down enough that it fits in though. I actually really like your chances, because the last time someone did something like that, Noxdragon was born from it.
Name: Lepidoptpian (Design based off the Mothman)
Element: Holy
Stars: 6
Cost: 13-14
Atk/Def: Balanced
Speed: 55%
Moves:
Assisted Nova (All)
Drain Survivor
LINK Stun Wave
Intimidate (This move targets one of your opponentās monsters. It lowers the attack of the target by 25%)
Secret Skill: Second Wind
Passives:
Premonition (While this monster is on your field, you are able to see your opponentās reinforcements)
Hold Ground
On paper, the idea of a monster that enables you to see your opponents reinforcements may seem OP, but on a monster with little sweeping power, it shouldnāt be too bad. Drain Survivorās main purpose is to keep its HP up so that you can keep it alive to exploit itās passive. LINK Stun Wave may be out of place, but it offers support to sweepers that utilise Timestrike, and gives the monster a weakness to Stun Killer. Intimidate is an ida that I think would fit in the game well, as itās essentially a reverse Attack Boost. And as for its name; itās a mixture of the latin names for butterflies/moths (Lepidoptera) and humans (ā ā ā ā Sapians) Any thoughts?