Green and blue battle sprite ideas!

As you all know, we still lack some battle sprites for the blue and green minerals (moonstone and valestone respectively), so here is where I'm going to suggest my ideas on what those two should be.
1.
The green one, should be some kind of airborne animal. Since we haven't got one of those yet, maybe a bird or a butterfly. It can have a special reskin as a snipe or something too.
Drakons focus on dealing damage, Seraphynxes on reducing it, and Maskeraiths on debilitating enemies in general.
The green sprite will focus something else, something I feel is very important here in SK.
Positioning, crowd control and mobility.
The first skill will be an area denial attack. A gust of wind in a 'fan' shape that does damage, and blows enemies away. Similar to the Seraphynx' first skill, but more spread out, and has significant knockback. Very useful if you want to box a group of enemies in a corner.
The second skill, like all sprite's second skills, will be a support move. Using the second skill will buff the user's resistance to knockback, as well as increase defense. You know how being attacked while charging will lower your charge? Not anymore it won't! Your character will become an immovable wall!
Oh, but you'll still be susceptible to ailments, unfortunately.
The third skill, also like all other third skills, is an AOE skill. This one, spreads damage.
Badically, using the third skill will causr a huge barrier to appear on the user, akin to the Seraphynx's third skill. But instead of blocking enemy damage, this one will spread yours.
For example, you have two slimes inside of your barrier. When you attack one of the slimes, the other one will also take damage. The damage the other one takes is halved, and also has no knockback. This skill will work wonders when you're surrounded.
As for ultimates....
The first skill's first ultimate will simply add a strong stun to the attack, while the second ultimate simply increases damage, knockback and adds a flinch rate.
The second skill's first ultimate will give the user a movement speed increase, while the second ultimate adds an explosion to the user's attacks, increasing AOE and damage.
The third skill's first ultimate increases the amount of damage spread from 50% to 100%, while the second ultimate greatly increased the barrier's range.
2.
The blue sprite ought to be some kind of marine creature. I'd prefer a jellyfish.
Since we now have a sprite for offense, defense, support and mobility, don't we now have all the bases covered? Since that's the case, what on cradle could the last sprite do?
Obviously, all of the above.
Yup. Since we have all the bases covered, then that leaves only being a Hybrid left.
The first skill is obviously a projectile attack. Namely, a chain lightning attack. The sprite will let loose a fast moving lightning ball, and when the ball connects with an enemy, a bolt of lightning will shoot out, and damage any nearby enemies. And due to balancing issues, the lightning will NOT trigger quiksilvers, and will NOT induce shock.
The second skill is a buffing move. When used, the user will gain a buff that lets him/her reflect enemy damage. So when a user gets attacked, the enemy that attacked the user takes damage too. The amount of damage taken by the enemy depends on the sprite's level and the amount of skill points used.
The third skill will be a tagging move. When this skill is used, a kind of wave will travel and hit every single enemy near to the user. Once hit, a mark will appear on top of the enemy. If a marked enemy is attacked, that enemy will have it's defensive power lowered. The mark lasts for only 5 seconds, and every time a marked enemy is attacked, the amount of time their defence stays lowered becomes longer. The defense lowering effect stacks with Poison.
The first skill's first ultimate will increase damage and the amount of time the attack chains. Basically, once an enemy gets hit by lightning, the lightning will strike a nearby enemy, and then strike ANOTHER enemy near the second one. Whereas the second ultimate will gain the effect of lowering enemy attack power.
The second skill's first ultimate will add a buff that increases the user's attack and defence, while the second skill's ultimate will grant the user the ability to ALWAYS interrupt the attack of any non-boss enemy.
The third skill's first ultimate will add an attack lowering effect as well, whereas the second ultimate will add a chance of inflicting a random status ailment with every attack.
So those are my ideas. I am aware that I still need a lot of issues to add and/or balance, but what do you think so far?

They all take the bomb's damage a maximum of three times (if there are three or more enemies in the field). Like the Shard bomb's hit limit.
====
Really? I didn't know that. Fine then, the Jellyfish's lightning can now induce shock and trigger Quiksilvers.
===
Fixed that typo.
Yes, multi-hit attacks become ridiculously strong. ...As long as people remember to use their sprites.

"They all take the bomb's damage a maximum of three times (if there are three or more enemies in the field). Like the Shard bomb's hit limit."
So it only maxes at 3? If this is to be a bomber's friend (you typical crowd control specialist) you could drop the damage shared and leave the number of enemies affected infinite, this would reward the risk taker much more.(part of the reason people hate shards is the hit limit)
______________________________________________________________________________________
"Yes, multi-hit attacks become ridiculously strong. ...As long as people remember to use their sprites."
Rather than a linear function (constant increase of time for every hit), why not a decaying function?
http://www.arachnoid.com/example/graphics/decay_de.png
Basically every time you hit an affected enemy the timer increases but every time in increases the amount it increases drops. Eventually even the Dark Retribution spam wouldn't add enough to beat the clock.

Y'know what, you're right. Screw the limits! Make the damage stack infinitely! This sprite would be ridiculous in the Shadow Lairs lol
And while we're at it, remove the Shard damage limit too! And add an extra 2 shards to change it from a Hexagon to an Octagon!
====
Yeah, that's a great idea.

Seriously. I'd like to think that I made a pretty good set. I put a lot of thought into it and it's relatively balanced too. But god knows OOO would probably never implement this, they probably don't even read the forums.

They do but I don't think they are allowed to comment in the suggestions anymore

Did you read the description of the minerals? While an animal makes perfect sense for Valestone, which is the essence of Nature, Moonstone represents Knowledge and Origin. So while a Jellyfish is fine, it think it would be better if said Jellyfish was styled to look prehistoric. Fish were the first life forms, (After cells) after all. I just had originally thought as Moonstone being an enhanced Proto Sprite.
But upon considering the possibilities, I'd say Prehistoric Jellyfish FTW. We do really need a sprite for every mineral type. But then I ask:
"What harnesses would they use?"
The Butterfly could be a "Fiend" (Like the Maskeraith is an "Undead", the Seraphynx is a "Gremlin" (Because it CAN'T be a slime.) and the Drakon is a "Beast") So that it could equip the Shadow and Crystal Harnesses, but not the Gold one.
The Jellyfish could be a "Slime", being able to equip Gold and Crystal Harnesses.
And what if Battlesprites got a damage bonus when using a certain harness? Just trying to throw ideas around.

Since u said moonstone represents knowledge and origin wouldn't it be awesome to have an owl or owlite type of sprite? O:< just thought that'd be awesome lol

someone did make an owlite sprite
can't find it but it's here

"The first skill will be an area denial attack. A gust of wind in a 'fan' shape that does damage, and blows enemies away. Similar to the Seraphynx' first skill, but more spread out, and has significant knockback. Very useful if you want to box a group of enemies in a corner."
Will it move frozen enemies and put out fire?
-----
"Basically, using the third skill will cause a huge barrier to appear on the user, akin to the Seraphynx's third skill. But instead of blocking enemy damage, this one will spread yours."
But for bombs like haze bombs... would it keep affecting status or just only once?
Wouldn't Strikers(weapon) be op? Example of vile striker http://wiki.spiralknights.com/File:Vile_Striker_ani_1.gif
-----
"The second skill's first ultimate will give the user a movement speed increase, while the second ultimate adds an explosion to the user's attacks, increasing AOE and damage."
How much is the diameter for the explosion?
-----
"The first skill is obviously a projectile attack. Namely, a chain lightning attack. The sprite will let loose a fast moving lightning ball, and when the ball connects with an enemy, a bolt of lightning will shoot out, and damage any nearby enemies. And due to balancing issues, the lightning will NOT trigger quiksilvers, and will NOT induce shock."
Something like this: http://wiki.spiralknights.com/File:Shadowtech_Alchemer_demo_charge.gif ?
-----
"The second skill is a buffing move. When used, the user will gain a buff that lets him/her reflect enemy damage. So when a user gets attacked, the enemy that attacked the user takes damage too. The amount of damage taken by the enemy depends on the sprite's level and the amount of skill points used."
On bosses?
-----
"The third skill will be a tagging move. When this skill is used, a kind of wave will travel and hit every single enemy near to the user. Once hit, a mark will appear on top of the enemy. If a marked enemy is attacked, that enemy will have it's defensive power lowered. The mark lasts for only 5 seconds, and every time a marked enemy is attacked, the amount of time their defence stays lowered becomes longer. The defense lowering effect stacks with Poison."
Diameter is?
-----
"The third skill's first ultimate will add an attack lowering effect as well, whereas the second ultimate will add a chance of inflicting a random status ailment with every attack."
For status weapons,does it combine with it,or only the ones that CAN be combined?

Will it move frozen enemies and put out fire?
No to both.
-----
But for bombs like haze bombs... would it keep affecting status or just only once?
Wouldn't Strikers(weapon) be op? Example of vile striker http://wiki.spiralknights.com/File:Vile_Striker_ani_1.gif
It only spreads damage, not status.
It really isn't that OP, the diameter is only the same width as Seraphynx's. I think you're thinking of the Maskeraith's HUGE field.
-----
How much is the diameter for the explosion?
Not that big, a little smaller than a Catalyzer's charge explosion.
-----
Something like this: http://wiki.spiralknights.com/File:Shadowtech_Alchemer_demo_charge.gif ?
More like this
http://www.blogcdn.com/wow.joystiq.com/media/2011/09/chainlightninglol.jpg
-----
On bosses?
Of course.
-----
Diameter is?
The same as the Seraphynx's heart attack.
-----
For status weapons,does it combine with it,or only the ones that CAN be combined?
Every attack has a chance of inflicting status. The status is random. Which means that there's a chance to inflict the same status twice. But it's like haze bombs, inflicting the same status twice will simply lengthen the status' duration.

If a frozen enemy takes damage, they thaw. So if a frozen enemy is hit by the gust attack, they will thaw and then get pushed.

That's what I meant. Frozen enemies don't get knocked back while their frozen. They'll move again once the ice breaks.

If OOO does add these new sprites, does that mean that everyone who already chose a sprite is stuck with there Drakon, Seraphynx, or Maskeraith, but they want to butterfly/ bird or marine sprite? Will they just say, "You know what? we can make some cash off of this! and make you pay energy for it!", or could they send a "redeem" letter where they offer you to resend your sprite for a new sprite and only a new sprite. Or will they just send a letter of with an item for "restarting" your sprite so the sprite missions are undone, and the mission for the sprite is undone. Or do something else? Other than that, awesome idea.

So if OOO adds these, will we have to buy them, or will we get to re-choose. When new customization options were added for the start of the game, did we get to re-do them? No. As much as I would love to choose the Moon Stone sprite, I think I would have to save the energy. But OOO would likely mail all the players that already choose a sprite something very, very, very nice.

@Drakyu &Horseclaw: For those who already have sprites, you'll probably get some crowns or energy as recompensation. That, or there will be an event that allows you to get a new sprite.
@Fall-of-Shadows: I've actually always thought that Jellyfish look hella wise.
"For example, you have two slimes inside of your barrier. When you attack one of the slimes, the other one will also take damage. The damage the other one takes is halved, and also has no knockback. This skill will work wonders when you're surrounded."
This makes sense for swords and guns but what about bombs? Would they all just take increased damage while all receiving knockback, or would something else happen?
_______________________________________________________________
"And due to balancing issues, the lightning will NOT trigger quiksilvers, and will NOT induce shock."
Why not? Drakon can light oilers, and charged quicksilvers are much more friendly to your party (they can kill each other and other enemies).
_____________________________________________________________________________________________________
"The mark lasts for only 5 seconds, and every time a marked enemy is attacked, the amount of time their attack stays lowered becomes longer. "
Do you mean "amount of time their DEFENSE stays lowered"?
If so that means that multi-hit weapons are made even more powerful, you could keep a large number of monsters debuffed so long that your skill recharges if you use Dark Retribution (provided you don't kill everything).