šŸ’” Monster Skill/Suggestion Box šŸ’”

I start thinking why r v even doing this ? It’s not like any if this is even remotely considered !

maybe turn death gift’s name into Dying Wish, maybe?

Dying wish sounds more like the USER is dying…

Death gift sounds more like the TARGET is dying.
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Wall of flame (passive): for each fire type monster on the user’s field, enemies will take 10% of their damage dealt to the user’s allies or the user

Why wouldn’t it be?

If the devs (assuming the look at this stuff) like any skills that we invent, they could put them in…but it would take awhile, because it wouldn’t be added instantly.

Also, it’s fun to design things for a game!

It’s been quite a while… so I’ll go ahead and bring back the idea I came up with years ago for a Superhero/Supervillain dragon duo! Changed them up quite a bit to get with the times, and should probably make them mythic as well. Numbers indicate the evolutionary form at which the skill is attained.

The Hero:
Slayerbane (1) --> Slayerbreak (2)
Dark Bane (100 TU) (1) --> Double Dark Bane (3)
Payback Killer (2)
Rescuing Pull Back (70 TU) (2)/(50 TU) (3) - Sends an ally to next in queue, only useable if they’re asleep or stunned higher than 200 TU.
Passives-
Stun Immunity (2) --> Bulletproof (3)- Immune to both stun and poison.
Heal Revenge (2) --> Ultimate Ascension (3)- heals and purifies allies upon death.
Secret skill- Summon Sidekick (160)- summons the user’s second form next in queue. Must survive at least 100 TU to use.
Speed- 60s.

The Villain:
Light Bane (100 TU) (1) --> Double Light Bane (3)
Vital Drain (100 TU) (1)/(70 TU) (3)- hits all enemies, damage increases the lower enemy health is; if everyone’s at full health it does pitiful damage, but scales up somewhat sharply in a similar manner to the way confident strike dips right below 100%; if the average hp is below 33% it’s guaranteed fatal. Ignores HG and shields like despairing wave.
Enrage teammate (1) --> Frenzy (130) (3) - enrages all allies on the field.
Bloodlust (130 TU) (2)
Passives-
Hold Ground (2)
Focus (2)
Secret Skill- Create Henchman (130 TU) - Sacrifice a teammate and replace it with the user’s first form. Must have at least 1 kill.
Speed- 40s

I think they fit the theme and compliment each other quite well. Hero represents justice with slayerbane, shuts down fiendish death pacts with payback killer, leaves his teammates freshly inspired when he dies, and of course has a little sidekick like any proper superhero! Meanwhile the villain is about raw brutal power, using hg and lust to cheat death like a proper villain, killing his teammates for his own gains and cruelly draining the enemy’s life force. They also interact with each other in notable ways; if the villain has a kill then the hero can be a sort of avenger, dispatching him without regard for his hg, and his Ultimate ascension can thwart the villain’s vital drain. But in a vacuum the villain will emerge victorious due to hg, so the hero won’t succeed without a plan!

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Well…It’s supposed to be a superhero theme, right? So the sidekick should not just be a weaker version of the hero, but should be a supporting character…

The Hero’s weakness is sleep, so a complimentary purifier should fit the theme and be more useful.
Also, the sidekick having slayerbane, dark bane, and payback killer does not make it help The Hero all that much…

The sidekick could have confident strike?

(Btw the hero-sidekick thing…because they work together, they should be stronger when they are both on the field at the same time [ex. Hero’s resolve (passive, for sidekick): if there is a friendly The Hero on the field, this monster’s attack is increased by 50%] and [ex. Hero’s duty (passive, for Hero): if there is a friendly Sidekick on the field, this monster’s defense is increased by 50%]

Perhaps the hero is a complete egoistic ā– ā– ā–  and can’t even teamwork. Moreover, he is so full of himself he only accepts replicas of himself (but less powerful) as sidekicks. Great characterization @Lucrayzor!

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But it’s a henchman! Not just a weaker form of the user, but a pawn in the villain’s game.

Instead of the user’s first form, it could make a new monster:

Henchman [i think they need better names…]:

Actives:

Reinforcements (100sec, single use): summons a Henchman next in line of the user’s reinforcements

Mark attack (130sec)

Recruit (100sec): targets one teammate; the target is now considered a henchman

For the cause ( - ): Sacrifices the user to deal critical damage to 2 enemies; can only be used if this monster is at less than 25% HP
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And add some MARK abilities to the Villain because the henchmen mark off certain enemies for the Villain’s master plan!

[also henchman skill idea: if the Villain were to die from an attack, a random friendly henchman dies instead; can only trigger one henchman at a time]

Nah nah… no need to overcomplicate things. The sidekick having the same moves just means he can help double down further on the evil threats lurking about, and having a minion that shares the vital drain skill can help hurry the process along. I don’t want either of their SS to be too over-centralizing. Plus, all proper superheroes and villains have to have a weakness, right? So I don’t see the need for them to be able to cover their own bases like that.

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Ok.

Can you pls make names for them?

thing is I’m afraid if I come up with a name the devs are gonna feel obliged to pick a different name so they don’t look lazy lol

Slayer Execute (300sec)

Avalanche (100sec): Deals heavy damage to all monsters on both teams

Antivirus: You need to pay 50$/month to activate the firewall

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If they do it, I hope they don’t add boobs to that

Why would they…

If it were a dragon, it could not be made inappropriate.

Voodoo Backstab (130sec): targets one ally: deals Lethal damage to the target, but makes a random opponent also take lethal damage; ignores hold ground and shield

Backthrow (200sec): targets one teammate; the target takes critical damage, but it sacrifices the last monster on the enemy team; ignores hold ground and shield

Smoke bomb (150sec): gives all monsters on the field stealth

Meanwhile Neo Monsters’ monster design team:
8d6

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You are feeding kurst thoughts into the thread…

Head start field (passive): whenever a monster enters the field, this monster’s team’s seconds is decreased by 30

Warp field is the same thing

I think he means the entire team gets its seconds reduced… like a fast forward entrance on every single teammate that enters. Totally OP of course

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