Nop cus that monster HP would have something like 10hp only and full atack and speed
Poison touch can kill it but not poison gas
Any damage from entrance passives
Same for death damage passives
He hould be weak to fire monsters amd holy monsters
I like the DMG idea overhall
How does this sound ;
Name : shao-shi {chinese for burn (shao-shang) and wet (Shi)}
Speed : 41%
Element: shadow
Active skills:
Burn self (100 tu)
Increases users atk by 20% and turns userās element into fire .user loses 10% hp each turn
Wet self (100 tu)(also donāt get any wrong ideas here ._.k
Increases users def by 20% and turns userās element into water. User regenerates 10% hp per turn
Pyro release : (130 tu)/(100 tu)
deals massive dmg to 2 enemies and increases a teammates atk by 20% . Can only be used if burn self was used⦠using it will remove burn selfās effects
Hydro release : (130 tu)
Heals two teammates hp by 50% and gives then shield and stealth/overwatch⦠can only be used if wet self was used .using it will remove wet selfās effects
Secret skill : boil self (100 tu)
Can only be used if burn self and wet self was used and wasnāt released . User turns himself into both fire and water element and gains stun counter (the reasonās down below) and gains 20% atk and def increase⦠using Burn or wet self afterwards will override the opposite skill and stack the used skill ā¦can be stacked up to 2 times
Passive skills:
Pyro trigger: users atk ignores targets defence,shields and hold ground .user gains stun converter. This passive only works when burn self is in effect
Hydro trigger: user gain protect teammates and stun Absorber. This passive only works when wet self is in effect
Ok, all in: similarly to what @Rctuga suggested, give it 1/10 of the normal HP and remove the no skip/no revive condition.
This is a totally based on stun protection ._.
Very rare scenarios though
This is genuinely my mistake, I recalled normal Stealth was 50sec, obviously I am wrong
Three kills though
Also, I said 150sec since the start of battle for the Secret Skill, when I means since the first turn of this monster
ACTIVES:
Bloodwrath: deals critical damage if both this unit and the target have a kill (80sec)
Summoner Bane: deals critical damage to monsters which can summon other monsters (70sec)
Finishing Snap (30sec)
Double Survivor (130sec)
SECRET SKILL - Instant Devour (+3 cost, 1sec)
PASSIVES:
Cognitohazard: all monsters that attack this monster will get a 130sec Death Sentence, that vanishes if this monster dies.
Unmovable
Slower slayerbane??
But with BEEG damage (āBloodthirst)
similiar with skill ābetrayā
Sneak atack should bipass shields , not break then only bipass: or get a tu reduction its very hard to use efectivly due to insane amount of poison
And Please give purifying stealth to my poor grovodeus
ACTIVES:
Bondreaver: deals critical damage to two enemies of they are of the same type (100sec)
Leech (70sec)
Hidden Sanctuary: summons a random Angelic type monster. This skill can only be used after an ally died while this monsta was on the field (100sec)
Purify (50sec)
SECRET SKILL - Swift Retribution (50sec, +2 cost)
PASSIVES:
Hold Ground
Auto Protect Plus
Spikiesthallow (Holy element)
ACTIVES:
Dragonslayer (100sec)
Spiky Soul Strike: deals massive damage to an enemy and heals by 50% of damage dealt. Can only be used if there is an ally Spikiesthorror in the field (100sec)
Rescuing Give Turn (130sec)
Switch Friend (100sec)
PASSIVES:
Ascension
Hold Ground
Spikiesthorror (Shadow element)
ACTIVES:
EMP (100sec)
Spiky Soul Strike: deals massive damage to an enemy and poisons it. Can only be used if there is an ally Spikiesthallow in the field (100sec)
Stunstrike (130sec)
Slayerbane (70sec)
PASSIVES:
Poison Revenge
Sleep Immunity
Secret skill
Southern Cross (50TU): Completely removes the monster from battle it canāt be reincarnated or revived and itās revenge wonāt trigger. Can only be used if the user got a kill and 150TU has passed since the start of the battle.
An unique animation for this attack ^^
Lol same as banishing void. But some buff
ACTIVES:
Energy Charge Ī©: charges energy, but doesnāt heal (50sec)
RAW Energy Volley: deals big damage (=Zealous Attack) to a random enemy. Requires one charge (50sec)
RAW Energy Bolt: deals massive damage to a random enemy, ignoring defences. Requires two charges (50sec)
Energy Mist: purifies and applies Stealth to all allies. Requires two charges (80sec)
SECRET SKILL - Instant Charge (+2 cost, 1sec)
PASSIVES:
Stun Resistance: reduces the effects of Stun by 60%.
Enhanced Storage: when this monsters uses an attacking Energy skill, it will keep using it consecutively, without losing a turn, as long as there are enough charges available.
sounds interesting 

Make it stun immune to keep with the charge monsters being immune to stun instead of HG and youāve got a deal
I thought about it too and was going to put it, then I thought āwait arenāt there enough Stun Immunity guys around hereā and then thought āyeahā so I gave it Hold Ground instead
but you only mentioned hold ground, but it must be something more like stun inmune
Sound good very good
Make it stun resistant, reduces stun by a certain percent of the total amount