i like the move name double explosive repulse but it doesn’t really do what i would expect.
i would have thought it would cause damage rather than summon boxjaws (which by the way is too OP, especially if the monster has link slayerbane and a powerful entrance already.
also because storm is already one of the most powerful elements and has 2 slayerbane monsters already (Lemon and Penguinator)it might be wiser to make it earth element if any. (assisted earth aoe move as well.)
in my opinion if double explosive repulse were to be a move it should be similar to water cannon in terms of damage, as well as moving opponents to the next two places in line. because of the entrance theres already a chance a boxjaw will enter the field.
Still -its an owl in a tophat…who cares what it does?
Well… you’re right i forget about the entrance passives… but the thing here is his passive the “unwanted bluff entrance” and about the skill explosive dual repulse maybe be a problem about entrance passives but it can use to remove shield from enemies once a boxjaw use its skill “detonation” but it’s should be an storm type as it’s yellow feather that suit it’s element main thing is you can repulse enemies that has a charged blood move and other monster that will be a pain in you’re team,link slayerbane all can use only if you have a three storm monsters to make it balance and the secret skill “inspire” that make itself take critical damage to chrono moves would be a balance too but yeah he’s a disrupter monster and not an attacker monster HAHA.
Aight. Got another passive in mind. My last skill was Servo Surge/Stun Catalyst, which was my take on stun converter. This one will be the bizarro Hold Ground.
Adamant
The maximum amount of damage this monster can take (in one hit) is 60% of its max health.
For example, if you got a fresh new monster that just entered the battlefield at full health, and it gets hit with a one-shot move, instead of dying they would be left at 40% health instead. If at 90%, then it would fall to 30%, and so on and so forth.
What’s the purpose of this skill then if it’s just another hold ground? It’s very simple. It’s to make poison and piercing skill users really mad. In most cases, poison will not complete the job, and piercing would not work at all, letting the monster live, at least for another turn.
While it may sound powerful (or annoying to fight against), it has some downsides that I think justify its strength. The first one is that while Hold Ground is not affected by health, only that it survives a fatal attack, Adamant is completely dependent on your current health. If you whittle it to less than 60% health, it once more becomes one-shot. Not to mention, even if it survives, the monster needs to get its health back to at least above 60% to tank again, while hold ground requires you just to have health higher than 1. So while a lot tankier, it’s also a lot harder to prepare again, taking much more than a single pure cure. This would obviously excel in heal teams, but honestly, anything thrives in heal teams lol.
Been thinking about changing the health ratio, and here are my thoughts. Of course, it could be altered in case the monster has something like low or high defense.
- 80%-90% max would be brutal. Considering in battle you could be doubled down in an instant, it just cost way too much effort for little return.
- I think 60% is quite good, not needing to heal too much while still allowing for a manageable 2-shot.
- 40-30% is out of the question, no way should a monster that can unconditionally survive 3-4 attacks exist in this world.
As always, any new thoughts, critiques, concerns, and feedback are much appreciated!
I like this! It’s a more effective Harden Carapace that can deal with piercing damage and Death Revenge too!
I think this skill would fit well a monster like Deodragon, instead of that useless Grit he got some updates ago.
Also, does it reduce all damage, or just enemy damage? Because otherwise you’d need to Backstab/Backbite/etc twice at full health in order to be effective.
Not only that, but due to the way Cannibalize works, he would endure one hit from Cannibalize, then get healed to full from the effect of Cannibalize!
give it confident and adverse strike. lol.
The Bloodmancer, a nefarious twist on Elemphox
80% speed, Shadow element, beast type, standard attack.
Note: “an ally” includes self.
ACTIVES:
Thunder Blood: deals medium damage to an ally. If the ally’s element is Storm, deals big damage to all enemies. (100sec)
Hoarfrost Blood: deals medium damage to an ally. If the ally’s element is Water, it increases the seconds of all enemies by 25. (100sec)
Sacred Blood: deals medium damage to an ally. If the ally’s element is Holy, casts Repent on all allies except itself (100sec)
Cursed Blood: deals medium damage to an ally. If the ally’s element is Shadow, removes Shield, Stealth and Overwatch from all enemies. (100sec)
SECRET SKILL - Instant Cannibalize Token (+1 cost, 1sec)
PASSIVES:
Blood Power: if this monster survives an attack from an enemy, it gets ATK/DEF+50% (only once)
Poison Immunity
Shiny Penguinator -
Earth Element.
Active moves -
Ultraquake.
Link Retribution.
Twin Desperate Bite.
Overwatch.
SS - Slayerbane all
Passives -
Excessive Force.
Killer immunity.
Very bad
Name:Elizabeth
Type:Humanoid
Element:Holy
Rarity:mythic
Skills:
Ramdom gift(110sec).
-this skill affects one teammate it ramdomly purifies,greatly heals or applies a shield,overwatch or stealth at the chosen teammate.
Ramdom effect(105sec).
-this skill affects one enemy it ramdomly applies mark,poison,sleep the monster for 150sec or stun the monster for 60 seconds.
Gift or curse(130sec)(5 uses).
-this skill affects one enemy it ramdomly applies death sentence to one enemy and and it will die after 20 seconds(but only if the user is on the battlefield),purifies,greatly heals or increases the default seconds of the chosen monster by 50%.
Ramdom recall(85sec)(5 uses).
-this skill gives turn to one ramdom ally on the battlefield except itself.this skill cannot be used if there is a teammate with skill that grant turns to more than 1 ally.
Secret skill:
Ramdom immunity(1sec)
-this skill applies a ramdom immunity to the user.(except killer immunity).
Passive:
Power up entrance
-when this monster enters the battlefield a ramdom ally(except itself) will boost its attack and defence by 50%.this skill can be activated after 50 seconds passed since the start of the battle.
Killer immunity.
Elizabeth(second form)
Skills
-ramdom gift(130sec).
-ramdom effect(120 sec).
-gift or curse(160sec)(5 uses).
-ramdom recall(100sec)(5 uses).
Passive:
Power boost entrance
-when this monster enters the battlefield a ramdom ally(except itself )will boost its attack and defence by 25%.this skill can only be activated after 50 seconds has passed since the start of the battle.
Killer immunity.
Give the 4★ golem auto protectors some unique passives!
to Metallodimus
Metal Skin: reduces damage from non-piercing skills by 99%, but also decreases MaxHP by 95%.
to Goldirel
Golden Skin: this monster is immune to Stun, Sleep, Poison and instant death effects.
to Lavagant
Molten Skin: when this monster is hit, the attacker gets DEF-50%
to Sandalot
Sandy Skin: when this monster is hit, it gains Camouflage for 100sec
to Nimboss
Nebulous Skin: when this monster is hit, the target will lose its Shield, Stealth and Overwatch
Just have an Idea , we already have “Entrance” and “revenge” passive
What’s If we have new passive “Danger” the effect Will trigger If the user left from battlefield by killed or skill like pullback, stepback, knocknack , repulse , etc .
Anyway I hope we have series SE monster and each of them have “Polymerization” then they Will summon awakened myth or Legendary .
Dude im already do and think two polymerization monsters!! In total 4 monster!.
a reduction of spikies tu is madness because of knockbacks. they already knockback fast and can be actively accelerated. having an auto-accelerate is probably too much though. Auto-taunt would be frustrating enough.
Having Double repulse as SS is also too OP for the same reason.
anyway - glad you didn’t call it Super Sonic
Knockback of spikie deserves a limitation it is broken ,
Tested it in pve after @DanteXS SCB video and it felt so broken once accelerated .
What about an active SS of something like “Spikie Enrage”
Adds all spikies def to attack except the user - if it already has auto-taunt this would work quite well i think.
perhaps change stun bomb to something else too so it has no killer weaknesses - ideal for a taunt mon.
king spike (mythical)
darkness element
Hp:5000
Atk:5600
Def:5600
Spd:60%
passive skills:
1-spike protection: if there is another spike on the field this monster is immune to stun, sleep and poison
2-shield and sword: if there are 2 or more spikies on the field, the abilities of all spikies reduce their tu by 20% and automatically this monster blocks all attacks to allied apikes (it is not a protection ability)
active skills
1-cannibalize+(110 tu): auto kill the selected ally to heal and cleanse the team
2-true hit(110tu)
3-stun bomb
4-send back next unlimited(130tu)
5-fast double reject(85tu)
Sorry for the poor ordering here. The posts above are in reply to the one just above this post (if that makes sense). I messed up when moving them from another thread
Hazardoid (3★)
Shadow element, Rock type, full atk, 30% speed
ACTIVES:
Dusk (All) (100sec)
Payback Killer (100sec)
Toxic Bomb (100sec restriction, sacrifices self)
PASSIVES:
Auto Protect
Non-Disposable: this monster revives next in line at full HP if it has more than 50% HP when receiving the killing blow
Name:Astronoid
Element:shadow
Type:rock
Stars:3☆
Skills
-super bligt
-super dusk all
-knockback next
Passive:
-auto protect
-gravity field.