Knockback next is kind of meant to counter things. Why do you want something to disable a counter? To me it feels like it might lead to some nasty combos.
Well by that logic it counters everything. But to throw it’s such a hard counter it’s as good as a kill. So make the monster throw themed and then the passive will work
Knockback next has a base speed of 160TU. If that equates to a kill then fair enough. Some monsters have faster variants but that’s just like other SS’s which are faster
Such a party pooper #BuffThrow #BuffZhulong
had a thought on some passives, so far we have stun immunity, stun counter and stun converter right?
how about a stun reflector?
basically the idea being that the stunned mon reflects the stun back a the mon that stunned it - or the team. depending on the type of stun used (single or team targeted)
it could be made to work so that it is ineffective if the opposing team has a counter/converter to avoid exploiting the move?
same could potentially be done with poison and sleep.
another idea i had was a monster that was essentially a time bomb. the longer it stays on the field the more damage its revenge does. say 0-100s small explosive damage
100-200s medium explosive damage
200-300s big explosive damage
300-400s lethal explosive damage
400+s lethal ignore hold ground/shield
i have an image in my head of it looking like a stick of dynamite - complete with burning fuse.
dunno if anyone else has any thoughts about further movesets. though i like the idea of it being a token monster summoned by something that looks (in my mind) like a prospector - complete with pickaxe!
i still feel the game lacks a warthog, so possibly even a prospector pig creature!
hope you like my ideas!
We need more monsters with the move your grounded
that would actually make sense with my prospecting pig idea because it would be like its chipping away the layers of health with its pickaxe! (though i guess crescendo strike or despairing strike would work too? maybe all three in fact! that and a summon dynamite could be a moveset!)
I agree so much! I have suggested something similar some months ago, and I’ve been told it could be too busted.
I see why but I think that, as long as the passive only protects the monster who has it, which should have a mediocre moveset, and, like you said, it bypasses enemy Stun Counters/Converters/Absorbers, it should be fine.
Niiice! Love this! Also I’m not surprised you were the one to suggest an idea for an Explosive Revenge
High Defense, High Speed
(Don’t know what element or type it should be)
ACTIVE ABILITIES:
Survivor (80sec)
Shield Give Turn (200sec) (5 uses)
Emergency support (130sec): targets one 1HP teammate; gives a shield to and fully heals the target
HG Teammate (100sec) (3 Uses): Gives Hold Ground to one teammate; after it triggers, the teammate does NOT get Hold Ground again after healing
SECRET SKILL:
LINK Shield All (100sec)
PASSIVE ABILITIES:
Absorbing Shields: shielded teammates are immune to stun
Roaring Entrance
Porkspector
Low Defense, Extreme HP
ACTIVE ABILITIES:
Chip away (30sec): targets 1 enemy; the target loses 40% of their remaining HP; ignores HG and Shield (still destroys the shield)
Bodyblock (100sec): targets 1 teammate; 100% of the target’s taken damage is redirected from the target to the user
Light the Fuse (150sec): targets 1 teammate; sends the teammate back 1 spot and adds a Swineamite with Miniflame, Miniblaze, and Time Bomb in its place; can be used as long as there are no Swineamites on the field
Pig Out (160sec) (1 use): targets the user; the target heals 400 HP every turn until it has another turn
SECRET SKILL:
Resilience (passive): this monster can only take 1500 damage per attack; replaces Hold Ground
PASSIVE ABILITIES:
Stun Absorber
Hold Ground
porkspector and swineamite are great names!!!
Moveset (made by @C.A.C, one of the biggest C.W. fans I know):
ACTIVES:
Sibylline Strike: deals critical piercing damage when above 70% HP or below 20% HP (130sec)
C.W. Sacrificial Acceleration: kills a teammate (C.W.s included) to accelerate all C.W.s by 50% (130sec)
C.W. Revival: revives the last C.W. that died, only once (100sec)
Void Tonicflush: deals critical damage to Sleep or Stun monsters, nullifying revenges (200sec)
SECRET SKILL - C.W. Barrier: redirects attacks towards C.W.s (50sec, +1 cost)
PASSIVES:
Regenerate
Crystal Heritage: when this monster is killed by another monster, it purifies, heals and halves the seconds of all C.W.s.
Did you forget @TahsinV
Worm cult sure spread fast on discord.
“Ahem”…
The Worminator!
Shiny Var Moveset:
Actives
Alkaline Strike: deals critical piercing damage to enemies that have the fire or water element (100sec)
C.W. Retribution: deals lethal damage to enemies if a friendly C.W. has died in the battlefield(150sec)
C.W. Implant: kills a teammate and replaces it with a random C.W monster, only once (100sec)
Antidote Countershot: deals critical damage to Poison or Mark Monsters, nullifying revenges (130sec)
SS: C.W. Damage Martyr: converts 25% of incoming damage towards Friendly C.W.s Monsters into health (50sec)
Passives
Black Hole Field: all C.W.s will gain Unmoveable even if the monster with this skill leaves the battlefield
Descendant Protection: if this monster dies all C.W.s will be now immune to Sleep and Mark Skills
only if a friendly C.W has died in the battlefield
This would never happen in the history of Neo Monsters . Moveset waaaaaay too op
Mark doesn’t deserve counters. Cynthia is the only real issue, and it can’t work alongside Mark monsters!
Immunity/moves effective against Mark should not exist yet imho
Not to mention Antidote Countershot is too fast at 130sec. Void Venombreaker is 300sec!
then perhaps turn 130sec to 250sec <:) and it wont ignore hg or shield how bout dat
also Black hole field will only activate if theres more than 2 C.W.s upon entrance