Metal Exterior - this monsters Defense is increased by 50% while its HP is above 60% of its maximum
Skills:
Charged Reload - 130TU - this skill targets 1 ally (or self). The target gains a charge for skills that require a Charge and a Mortar Loaded for the use of Mortar skills. This skill slightly heals the target.
Purify - 50TU
Hellfire Mortar Double - 50TU
Energy Gun - 100TU - This skill targets one enemy to deal Medium damage. The damage is increased for each time this monster has had an Energy Charged. If this skill would kill a target, it ignores Hold Ground and Shields. This skill requires 1 charged energy to use.
Secret Skill - Obliterate - 200TU - This skill hits all enemies to deal lethal damage. This skill ignores Hold Ground and Shield. This skill can only be used 100s after this monsters first turn. This skill requires a Mortar Loaded and 2 Energy Charged to be used.
Refraction (200sec, 1 use): Switches the Def and the Atk of every monster on the field
Illuminant sting (100sec): Can target one monster on the field; deals moderate damage and turns that monsterās element to light
LINK Dual Kinslayer (150sec)
Secret Skill: Prism (100sec): If all monsters on the field are the same element, add 2 Kaleidoscorps next in line on its own team, but without this skill
Passive Abilities:
Shield entrance
Amplification: All light monsters on the field heal 5% of their max HP every turn (does stack)
Cryosleep (200sec) This monster puts a monster on the field to sleep (100% chance) for 200 seconds, but they cannot be hurt or get out of sleep during that time
Blood rain (150sec, single use) every monster on the field gets a kill; can only be used 100 seconds after this monsterās first turn
Railgun mortar (150sec) deals moderate damage to a random monster on the field and the opponentās last 3 monsters
Salvo mortar (100sec) deals medium damage every 100 seconds for 400 seconds
Illusion (50sec) this affects the user; this monster can only be hurt by attacks that affect multiple monsters; this effect wears off after a successful hit; this ability does not work if this is the last monster on the team
Slow motion (passive) all monsters except this oneās abilities take 50% more seconds
Bribery (passive) if the enemy adds reinforcements to their team, they are added on this team, but this monster loses 60% of its remaining HP
Honor (passive) this monster heals 10% of all damage dealt to the enemy team, but it cannot kill enemies (leaves them at 1 HP after fatal hit)
Than thatās OP. After killing a 6ā , itās stats will double, and being shadow he can do the Demontoad combo. I think 25% of the enemy stats would be good, essentially making it a Persephia. Very cool idea though.
@Hmmmmmmmmm (forgot to tag you before, sorry) Your idea is super interesting too. Itās a very original idea, I can definitely see it implemented. What would you think if it had this moveset?
ACTIVES:
LINK Bloodthirst (70 TU)
Revenge Gift: adds a Musharoo next in line in your opponentās reinforcements. Can only be used after a teammate died (70 TU)
But Musharoo has heal all, so you could be cheesed by your own move
Maybe it could have a defensive ability?
(A move that benefits from its SS would fit the rest of its set)
ex. LINK share light (150sec): Targets one teammate: puts both the user and the target at 60% of the userās remaining hp plus 50% of the targetās remaining hp
No no, itās totally meant like that. You can set up a very fast double sweeping move, and potentially set up your alliesā bloodmoves, while the drawback is that if you donāt kill that token fast enough (Musharoo has crap speed anyways) the enemyās gonna use it to heal itself. Itās actually balanced in favour of you, instead of the enemy.
Because of who this monster is based on, shouldnāt it be able to come back somehow?
Maybeā¦
Perfect gift (-) This move targets one Angel type monster on the field. It sacrifices the user to fully heal all monsters on the field, enemy and ally, as well as providing shield (I think stealth and overwatch are a bit unnecessary, but you donāt have to listen to this). If the chosen target is still on the field after 300 secs, Messiahound is added next in the targetās reinforcements.
And maybe give it a passive entrance that can be used against the opponent?
Stats: High attack, Very high speed, mediocore HP and defense
Active Abilities:
Missile salvo (200sec): deals high damage to a random enemy every 100 seconds for 400 seconds (does not end if the user leaves the field)
Tactical vengeance (100sec, single use): Targets all enemies; deals critical damage if at least 2 of this monsterās allies have died in the last 200 seconds
Gun down (70sec): targets one enemy; deals more damage the lower an opponentās speed is
Land ( - ) (single use): heals the user 50% of their remaining HP and moves them next in line in the reinforcements
Secret Skill: (Pls suggest)
Passive abilities:
Roaring entrance
Blazing entrance: when this monster enters the field, it deals moderate damage to all enemies
Stats: Low attack, medium speed, high HP and defense
Active abilities:
Cargo drop (250sec): loads mortar for 2 teammates
Ammo drop (80sec) adds a rockoid next in line
Supply drop (160sec, single use): heals all teammates on the field; increases teammatesā attack and defense by 20% (does not stack) (overrides weaker boosts)
Lift out ( - ) (single use): fully heals the user and the next four monsters in reinforcements, then puts the user at the end of reinforcements, with the next four monsters in reinforcements after it
ā¢.Bribery is super cool as itās a very powerful move with considerable potential drawbacks (like summoning a Rockoid).
⢠I had an idea similar to Honour but with an active move, I think it was like āPower Beamā (very high damage but canāt kill an enemy) so itās great to see you think the concept is a good idea
⢠Blood Rain is fine as itās high risk, high reward. Perhaps needs a time restriction
⢠Railgun Mortar is a Hellfire Mortar with⦠5à the TU? Why?