Protect Monster Suggestion

With all the raw moves, and protect counters I was just thinking up some ideas on some usable (in my opinion) protect monsters just for funsies

Holy
Assisted AOE
hp share
sacrifice reanimate
Link drain survivor
ss: Blood Clone Next
Ascension
Auto Protect

Dark
Assisted Blight
Nightmare grip
Protect Focus
Repent
ss: link heal all
Chance Poison Revenge (like sleep revenge)
tranquilizing entrance

Fire
Pure Cure
Taunt
Accelerate team
Defang
ss: Link Nova Blast 300 sec
(jag passive)
Hold Ground

Water
Life Flip All
Finishing Snap
stealth all
100 tu Stunstrike :stuck_out_tongue:
ss: instant shield self
Auto Protect Plus
Poison Revenge

Lightning
Protect
Leach
Stealth All
Call For Vengeance
SS: Swift Stun Bomb Curse
Roaring Entrance
Hold Ground

Earth
Assisted AOE
Element Accelerate team
Counter Strike
Catapult
SS: Instant Overwatch
Auto Protect
Stun Absorber

Lol would love to hear y’alls crazy comments.

For earth I would love to see auto protect , stun counter in a single Mon haha… Those galvbane , nulltron Frontline just gives a painful defeat !
Oh wait, but then these players use cyclozar too :neutral_face::neutral_face:

PS : Lifeflip all got me in island challenge… I drafted some Mon with it, thought it was gonna Lifeflip “ALL” without reading description… boi I had the most funny defeat when it flipped my monsters’ full HP only… First retribution , now this… Rofl

Just make it 99 speed then lol. Fixes the problem right? haha

And give it stun killer :heart_eyes:

Holy seems alright, but the rest have moves that don’t go well with each other

99 speed catapult is gonna be a nightmare :joy:

Each one of these have a few bits I’m questioning. I don’t want to be a downer but I feel like they’ve got some great concepts and need tweaking. Here’s what I’m talking about…
Holy = why survivor on an auto-protect, as well as blood clone and hp share?
Shadow = why sleep and poison on the same monster?
Fire = only defang to attack and no significant support skill, also 300s novablast is OP… must be 400s
Water = why lifeflip all and finishing snap? Both are so situational and have no setup on the monster
Storm = why protect, stealth all and call for vengeance on the same monster?
Earth = why instant overwatch? (less unusual than the others)

I think they should be tweaked more like this:

Holy
Actives: Assisted AoE, Shield ally (130TU), Sacrifice reanimate, Link adverse strike (70TU)
SS: Blood clone next
Passives: Last wish, Auto-protect
Speed: 65%, Cost: 15

Shadow
Actives: Confident strike, Protect focus, Finishing snap, Repent
SS: Link heal all
Passives: Tranquilizing entrance, Stealth gift
Speed: 56%, Cost: 16

Fire
Actives: Defang, Taunt, Bloodthirst, Link accelerating cure (130TU, 20% accel+heal)
SS: Link 400s novablast
Passives: Last wish, Hold ground
Speed: 71%, Cost: 14

Water
Actives: Assisted single, Link lifeflip enemy (100TU), Purifying mist, Stunstrike (160TU, no restriction)
SS: Instant overwatch
Passives: Poison revenge, Auto-protect plus
Speed: 78%, Cost: 16

Storm
Actives: Leech, Protect teammates, Link cannibalise, Call for vengeance (160TU, 100s from start of battle)
SS: Swift cannibalise
Passives: Roaring entrance, Hold ground
Speed: 43%, Cost: 16

Earth
Actives: Assisted AoE, Elemental accelerate, Protect teammates, Catapult
SS: Link summon minions
Passives: Rockoid consumer (when this monster uses a damaging move it sacrifices an additional monster from the back of the team, if it a rockoid, and heals itself a small amount), Stun counter
Speed: 34%, Cost: 15

And yes, this last one is the rockoid legendary we’ve all dreamed about…

All these monsters would have the 4200 attack, 5200 defence stats.

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Stun counter on Earth … ++

Every element should have their own #gearcroc

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