💡 Monster Skill/Suggestion Box 💡

Looks amazing.

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Welcome to the second of my monster idea marathon posts, and today I have a pair of legendary sweepers with some interesting gimmicks attached to them. I spent a bit of time fine tuning them so they aren’t overly powerful, so I hope you like them.

Name: Níðhǫggr (A greyish-black, serpentine dragon with short arms and legs)
Element: Shadow
Stars: 6
Cost: 13-14
Atk/Def: Standard Attack
Speed: 34%

Moves:
Stunstrike
Poison Sting
Hypnotic Lunge (160tu) (This move targets one enemy. It deals damage and puts the foe to sleep for 200sec.)
Punishing Blow (This move targets one enemy. It deals huge damage if the target is poisoned, asleep or has a high amount of seconds before its next turn.) (Think of a stronger Zealous Attack, but without the recoil)

Secret Skill: Swift Stun Flash

Passives:
Penetrator (This monsters moves ignore any ‘Immunity’ passives it’s targets may have. I.E: a monster with Poison Immunity will be poisoned by this monsters move.) (Note: Insomnia is classified as an ‘Immunity’ passive in this case.)

As you can see here, the main gimmick is that due to its passive, this monster can nullify an enemy’s immunity to various passives. Keep in mind, it only counts ‘Immunity’ passives, so Stunstrike would still give a monster with Stun Converter a turn. One of the main issues was making sure its sleep move couldn’t be exploited in any sleeplock strategys, hence why the sleep duration has been shorted from the usual 320 seconds. The other main issue was how powerful Punishing Blow would be; I don’t want it to be too strong as that combined with its other moves might give it too many targets to kill, so I set it’s damage between Zealous Attack and Piercing Blow.

Name: Fáfnir (A slender, salamander-like black dragon with a gold ring around each of it’s legs)
Element: Fire
Stars: 6
Cost: 13-15
Atk/Def: Standard Attack
Speed: 52%

Moves:
Ultraflame
Greed (80sec) (3 uses) (This move adds 1-2 Goldoids at the end of your reinforcements.)
Mammon’s Rampage (100sec) (This move targets one enemy. It deals damage equal to A x 1000 with A = the amount of Goldoids in your reinforcements.)
SOLO Bloodthirst

Secret Skill: ELEM Backtheft (This move targets one ally monster. It immediately kills the target and adds 2 Goldoids at the end of your reinforcements. This move can not be used until 150sec have passed since this monster’s first turn.)

Passives:
Dragon’s Treasure (If there are 5 or more Goldoids at the end of your team, this monster has it’s attack increased by 50% and gains Stun Immunity.)

Now this one was a lot of fun to come up with; I essentially took the lore surrounding Fafnir and the idea of a dragon keeping a treasure horde and went wild with it. The main strategy is to build up your pile of gold so to speak, which helps boost the power of its main offensive move, with SOLO Bloodthirst being a safe option for it to continue sweeping. It’s secret skill helps set up the SOLO requirement as well as add some more gold to your pile. As for why the Goldoids have to be at the end of your reinforcements, that’s to ensure that you can’t cheese its passive with Cani’s Enlist Lv.4. Any thoughts?

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Really like the second one, as long as Greed only adds a single Goldoid. Also I don’t think the SS has to cost 2 considering it already has a time restriction.

The first one is just too strong. 100% chance sleep, Swift Stun Flash at just 14 cost and that passive to boot seems too game breaking to me.

Is the TU of Punishing Blow the same as Zealous Attack?

NiðhĂžggr is a real powerhouse, and it makes sense, as he is a eldritch abomination hellish Norse dragon which survives the Ragnarök and constantly gnaws on the roots of Yggdrasil. Perhaps Brynhildr’s Ragnarök should deal 0 damage to it?

FĂĄfnir has the moveset Keeperdragon should have had (based on design). Good thing the Goldoids are merely cannon fodder, and not pesky annoyances. Does Mammon Rampage work like Despairing/Dreaded attacks, as it deals damage independently from stats?

Are you going to do for Viðofnir or Sleipnir next? That’d be amazing!

I already did Viðofnir in the last post; it’s the super epic with You’re Grounded and the support moves for Earth. As for Sleipnir, that is one of the other ones I did. I’m confident that you’ll like it.

Sort of. It deals a flat amount of damage as opposed to dealing damage based on stats.

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Sorry, I had Yggdrasil in mind and had a typo - I meant Volunðr, not Viðofnir (sorry). As for Sleipnir
 I’ll look for that post in this thread!

I haven’t posted it yet; should’ve been a bit more precise. I’ll search up Volunðr when I can and see if I could come up with something soon.

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I’m not too sure about NíðhÇ«ggr. It’s like Pandamonium but instead of being tanky and protecting itself it has the ability to bypass the enemy protection. I think in order for it to really work well the TU of the moves need to be low, like how Panda has been changed to. That means 100TU stunstrike, 100TU poison sting and 100TU punishing blow. Maybe even make it poison touch! Otherwise its ability to bypass immunities isn’t going to be enough to carry it, there are plenty of strong control monsters out there.

Fáfnir has a very cool design. I think the SS having ELEM seems unnecessary and having the 150s restriction from first turn sounds unnecessary too. Just make it “Backtheft (60TU)” and make it cost +3. I think the +50% attack from Dragon’s Treasure seems very unnecessary too, since you already have a one-shot move by that point. I would be tempted to say add camouflage + stun immunity or make it +50% defence instead of attack. Getting 5+ at the back of your team (not even in the middle) will take effort to set up so the payoff should be great. The idea of camouflage is it hides in the hoard of treasure (can’t really be abused with Goldoid end-game because it’ll turn off when they die) and the idea of the defence buff is it gets more defensive once there is a hoard.

@Killerdog Lowering the TU for Níðhǫggrs moves could work, I was just a little cautious with it because the idea of a monster that could bypass immunities could be seen as a bit too much to some players.

As for Fáfnir, I tried to balance the Secret Skill, but it seems I balanced it a too much. Regarding your idea of Dragon’s treasure granting Camouflage and Stun Immunity, I like it a whole lot more than my initial idea; It may be a bit much, but it’s something you have to put in a lot of effort for.

Welcome to the last of my monster idea marathon posts; since the last two focused on more offensive monsters, this post will be dedicated to the more supportive ones, bringing some passives that many players have been begging for.

Name: Sleipnir (A white, eight-legged horse with a golden mane and tail.)
Element: Holy
Stars: 6
Cost: 13-15
Atk/Def: Standard Defense
Speed: 45%

Moves:
Slayerbreak (Excessive Slayerbane)
Purifying Mist
SOLO Shield Ally (This move targets one of your monsters. It applies a shield to it, protecting it from the next source of damage.)
SOLO Healing Light

Secret Skill: Swift Salvation

Passives:
Blessed Field (While this monster is on the field, all monsters are unable to be poisoned.)
Hold Ground

Bringing the anti-poison passive people have been asking for is the fabled eight-legged horse itself. A strong support monster that brings a wide variety of good stuff to its comrades, be it shields, stealth and healing. Initially, it was going to have Drain Survivor instead of Slayerbreak, but considering it already has two healing moves, it would’ve been a bit excessive. Speaking of which, some people may not like the idea of a piercing Slayerbane on a legendary, but considering its low attack and below average speed, it shouldn’t be too gamebreaking. But you’d mainly be wanting to use its support moves in order to keep it alive, ensuring that all those Scorps, Cobras and other poison monsters are rendered dead weight.

Name: Lyngbakr (A large blue whale with it’s back decorated like a desert island)
Element: Water
Stars: 6
Cost: 13-14
Atk/Def: Balanced
Speed: 30%

Moves:
Double Counter Strike
Drain Survivor
Determination (1 use) (This move boosts this monsters defense by 25% and applies Unmovable to it.)
Purifying Stealth

Secret Skill: Swift Knockback

Passives:
Unbreakable (As long as this monster is on the field, all moves/passives that ignore Hold Ground and Shields are nullified.)
Hold Ground

The devious whale who tricks sailors into jumping on its back is making a splash, with another defensive passive that I think should be added into the game. It’ll serve as a counter to all the piercing moves that have become increasingly common as of late. Now this fellow has Drain Survivor on it as a means of staying alive, or you could pair it with Sleipnir to benefit from its healing skills. Double Counter Strike may be a bit of a controversial choice, given how much Cani tore through teams with it, but considering how Lyngbakr has average attack, no piercing capabilities, no immunity to stun and low speed, it should be a lot more manageable than the previously mentioned Cani. Determination is a neat skill that ensures it stays on the field so that you can benefit from its passives, while Swift Knockback deals with any troublesome sweeper the opponent might have at their disposal. Overall, these monsters will provide a solid amount of support to your team, and could prove to be deadly together. Any thoughts?

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That anti poison passive is too far in my opinion. Like not even Detox moves work, it would by itself make an entire strategy completely unviable, meaning you’d beat enttire teams with a single monster.

It’s honestly too hard of a counter and just terrible design.

Maybe try Autopurify (everytime the monster gets a turn it purifies all allies) and either buff the speed up or change HG into Roaring Entrance, that would still be an insanely hard counter, but it’s not an auto-win button.

Plus this way you wouldn’t really even need Purifying Mist as Steath All would do the same trick.

Besides that nice propositions, just would you mind adding the TUs on new moves?

Autopurify sounds like a really good idea; it’s still strong but not too much of a counter. As for adding the move TUs, I’ll keep that in mind when I design future monsters.

Sleipnir
Like zazzaro said, I think making the whole field immune to poison shuts down some monsters too much. I think also it needs another damage move and having two healing moves is overkill. Personally I’d design it like this.

Sleipnir
Holy, 13-15, 45%, Standard defence
Actives:
(-) Hit single (200TU)
(-) Slayerbreak (70TU) [piercing slayerbane, ~3k damage]
(-) Stealth all (130TU)
(-) SOLO Blessed Light (160TU) [fully heal + shield, 200s after first turn]
SS: Second Wind (1TU)
Passives:
(-) Blessed Roar (when this monster enters/attacks the whole field has poison removed, but not sleep)
(-) Hold Ground

This gets the best bits I think and makes it tanky but doesn’t completely shut down poison. It’s very similar to your own design, just slightly tweaked.

Lyngbakr
I like what you’re doing with this one, but again shutting down all piercing attacks might be problematic
 especially because they’re meant to be for dealing with certain other things. It’s a bit like adding a passive that means stun counter/converter is ignored, that would make stun way too easy to use. I think it would be better designed focusing more on itself. Hence, with “Unbreakable” making it take 0 damage from any moves/passives with piercing. I think it would be very cool and balanced with this change.

Sleipnir is a very powerful support monster! Two healing skills and a Shield Ally skill is crazy good. But what if it had a passive which, similarly to what @zazzaro said, cast Purify All each time it gets a turn while it is not asleep?

Lyngbakr sounds like a pain to fight, I’ll add it to the list of cetaceans I despise (currently counting three members). Does its passive ignore piercing damage, or it makes all monsters take damage normally, ignoring the piercing?

The passive makes all monsters take normal damage, nullifying all piercing capabilities.

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It’s been a while, so I figured I’d show you two new monsters I came up with, being my take on what a Legendary ‘Mark’ monster might look like.

Name: Sir Strike (A knight in armor with a crosshair decal on their shield.)
Element: Earth
Stars: 6
Cost: 13-15
Atk/Def: Full Defense
Speed: 38%

Moves:
Mark (3 uses) (50TU)
Stealth All (100TU)
Marked Eject (120TU) (This skill targets a marked enemy. It sends it to the end of your opponent’s reinforcements.)
Marked Give Turn (3 uses) (160TU) (This skill targets an ally with mark moves. It gives them a turn and marks a random enemy.)

Secret Skill: Instant Purify All

Passives:
Auto Protect
Hold Ground

The first one on the menu is a more supportive monster, offering protection, stealth, purification and even additional turns all while marking the enemy monsters. I figured that as both Mark monsters released so her happen to be more offensively orientated, a supportive option would be nice.

Name: Marksmaster (A medieval era archer with a futuristic composite bow)
Element: Storm
Stars: 6
Cost: 13-14
Atk/Def: Standard Defense
Speed: 31%

Moves:
Mark Attack (3 uses) (100tu)
Double Trickshot (180tu) (This attack targets two monsters and deals big damage. If one of them is marked, the damage is boosted. If both targets are marked, this attack ignores Hold Ground and Shields.)
Hypnotic Shot (160tu) (This attack hits one enemy, dealing moderate damage to it. If the target is marked, they fall asleep for 200sec.)
Ammo Drop (1 use) (80tu) (This skill targets one ally monster with mark moves. It fully restores the amount of uses for Mark or Mark Attack.)

Secret Skill: Step Back

Passives:
Lock ‘n’
Insomnia

Now I know what your thinking; a monster that can deal piercing damage to two monsters might be too much. But considering how both of them need to me marked in order for the piercing to happen, it’s not as simple as it seems. Sure, the passive helps with marking one monster, but you’ll still need to mark another one before the piercing can begin, giving the opponent sufficient time to deal with it. Ammo Drop may be a bit much, hence why I can see it being the secret skill instead of Step Back and increasing the cost by +2. Any thoughts?

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What does the passive do?

Lock ‘n’? It marks a random monster on the enemy’s field; Caniswyrm has it.

oh yeah forgot about that. thanks

In one of the latest updates they changed Caniswyrm’s passives names
 Now it’s “Mark Entrance” and “Mortar Entrance”. Wack.

Sir Strike and Marksmaster look like they complement eachother. That is extremely nice. However, it seems a little bizarre to me that Sir Strike has no damage dealing moves
 Perhaps change Marked Eject to make it like Bloomeluga’s Water Cannon?

Marksmaster seems OP but is actually not, Protectors could actually hinder his performance. However, if Sir Strike is present on the battlefield, they can easily be Marked Ejected away. Very cool idea!