New coliseum game: Monster Mounts

Monster Mounts would essentially be a game where knights ride atop various clockwork monsters into battle, and fight amongst themselves.
The game would be set up such that all players obtain a new starting weapon, and "jousting armor". Players can wear a costume over their jousting armor, as it is automatically assigned. Jousting armor would be set up so that players have vulnerabilities and resistances to the same damage types as their mount does. The new weapon would make the player deal the same damage as their mount would in the clockworks, and has various attack patterns that varies per mount.
The Mounts
There would be various kinds of mounts, some more obvious than others, and each with a range of abilities. Knights will have 3 different abilities while atop a mount, each triggered by the attack, defend, and dodge keys.
Beasts
Players can ride on alpha wolvers into combat. These wolvers are based on the tier 1 alpha wolvers. Weapon resembles a cutter.
Alpha Wolvers are fast. When players hit their dodge key, the wolver will swiftly dodge in that direction. Has a 3 second cooldown. After pressing their attack key, the wolver will lunge 3 times, and the player will slash forwards each lunge. When shielding players have a 25% chance for their mount to dodge to the left or right, negating damage to the knight.
Players can ride on chromalisks into battle. These lizards are based on the tier 3 chromalisks. Weapon resembles a magnus.
Chromalisks are not as fast as their wolver counterpart, but are not slow. When players hit their dodge key, the chromalisk will jump to the side, negating all damage to the knight during the jump. Has a 2 second cooldown. Pressing the attack key, the player will fire a single bullet and quickly reload. Pressing the shield key will cloak both the player and the chromalisk completely. Cloak cannot be reactivated for 5 seconds after leaving cloak.
Slimes
Players can ride on lichen colonies, and glorp their way onto the battlefield. These slime groups are based on the first transformation lichen colonies have, AKA the orange one. Weapon resembles a shard bomb.
Lichen colonies are slow. When players hit their dodge key, the colony will lurch forwards, pushing any mounts forwards (friendly or hostile), and also stuns the knight atop the mount (hostile only). Has a 7 second cooldown. Pressing the attack key will make the player plant a bomb into the slime, who in turn shoots out spikes in three directions (forwards, left, and right) after a short delay. Shielding will have your mount absorb 10% of incoming damage, and put your player to sleep, healing you. Releasing the shield button will have 2 seconds delay before your knight wakes up.
Players can jiggle into battle on jelly cubes! These treats are based on their tier 3 variant. Weapon resemble a calibur.
Jelly Cubes move at a mediore speed. Nothing too fast, nothing too slow. When players hit their dodge key, the jelly cube will spin around, knocking back any hostile mounts and stunning their rider. Has a 6 second cooldown. Pressing the attack key will make the jelly cube lurch forwards, and the player do a spinning attack that hits on all 360 degrees! Holding down the shield key makes players counter attack when hit, but they still take full damage.
Constructs
Players can ride a lumber onto the coliseum floor. These lumbers are based on the tier 2 lumbers. Weapon resembles a troika.
Lumbers are slow. So very slow. When players hit their dodge key, the lumber smacks the ground, knocking all mounts back and stunning their riders. Watch the friendly fire! Has a 6 second cooldown. Pressing the attack key will have the player swing their weapon down with heavy force, and can stun riders. Holding down the shield key will prevent players from being hurt from the front, however limits their turning movement, even 2 seconds after releasing the shield button.
Players can move about on a scuttlebot, and scurry into the fight! These scuttlebots are based on their tier 3 variant. Weapon resembles a sealed sword.
Scuttlebots aren't fast, but aren't too slow either. When players hit their dodge key, the scuttlebot will dodge to the side, negating all damage to the knight during the jump. Has a 2 second cooldown. Pressing the attack key will make the player swing their sword forwards. Holding down the shield key will make the knight kneel down on the scuttlebot, allowing for both faster movement (6% faster) and a 33% chance to dodge enemy attacks. Players are immobilized while kneeling and standing, and cannot attack for 1 second after switching between the two.
Gremlins
Gremlins didn't like the idea of knights riding them. If anything they wanted to ride on us. This didn't carry over very well. Luckily, they set us up with some specialized constructs for our "odd and wacky" game.
Players can ride on an outfitted gun puppy with integrated hover technology. These puppies are based on their tier 2 variant. Weapon resembles an autogun.
These gun puppies are quick, but have a hard time coming to a stop. Pressing the dodge key will make the gun puppy swerve to the left or the right, giving the rider a 50% chance to dodge attacks during this time. Has a 4 second cooldown. Pressing the attack key will have the player swing their autogun up and fire. If the player hits the attack button again before moving, they will release a charge attack. Holding down the shield key will make the player accelerate quicker if moving, or slow down quicker if not pressing a movement key, but will not allow the player to attack for 2 seconds after the shield key is let go.
Players may also ride a modified retroid into battle. This robot has a nice comfy platform built into its back for you to stand upon and a nifty shield built into its front, although it smells strangely of gremlin fur. Weapon resembles a pulsar.
Retroids move at a moderate pace. Pressing the dodge key will make the retroid release a short stun pulse around itself, stunning but not pushing back hostile mounts. Has a 5 second cooldown. Attacking will make the player release a charged pulsar shot, pushing back any hostile mount and damaging its rider. Shielding will make the mount immune to damage from the front and prevent movement until 2 seconds after the shield key is released. During the shielded time, the player can still attack, however there are 1 second delays between attacks.
Undead
Ride into battle upon a spooky spookat. This is based upon their tier 2 variant. Weapon resembles an alchemer.
Spookats move at a mediorce pace. Pressing the dodge key will make the kat lunge forwards several tiles, and face whatever mount is closest to the cursor. Has a 5 second cooldown. Pressing the attack button will make the player fire a single bullet forwards. Holding down the shield key will make the kat cast a protective aura around themselves, which lowers all incoming damage by 50% but also prevents the knight from attacking and dodging. The player cannot dodge for 8 seconds after the shield key is released, and cannot attack for 2 seconds after the shield key is released.
Players can ride atop a large grave scarab and hover into the fight. This is based upon the dark harvest scarabs mounts. Weapon resembles a flourish.
Scarabs move at a reasonable pace, but not too fast. Pressing the dodge key will make the scarab flap its wings to become airborn, then do a barrel roll to the side. Has a 4 second cooldown. Pressing the attack key will make your scarab become airborn, then fly forwards with your knight swiping back and forth at the air until it lands. During this attack, your knight is more vulnerable to incoming attacks. Holding down the shield key will make your player kneel down on their mount, allowing for faster movement and players take 20% less damage. Cannot attack or dodge for 2 seconds after releasing shield key.
Fiends
Ride upon a fiendish greaver and strike fear into your enemies! This is based upon the tier 2 greaver. Weapon resembles a spur.
Greavers move at a fast but not too fast pace. Pressing the dodge key will make the greaver lunge forwards for around 6 tiles, but not attack. Has a 6 second cooldown. Pressing the attack button will make the greaver swing in close to the mount closest to the the cursor, and after a 3 second wind-up the player swings once. Cannot use the dodge function or attack again for 2 seconds after attacking. Holding down the shield key will make the greaver move at half speed, but heal any nearby friendly mounts. If two mounts are being healed, then the greaver's rider will heal as well. Cannot use the dodge or attack for 3 seconds after releasing shield.
Players can also feel the brute power of a trojan as they storm into battle. This is based upon the tier 1 trojan. Weapon resembles a troika.
Trojans move at a very slow speed. Pressing the dodge key will make your trojan hold up its shield, and lunge forwards several tiles, knocking back any mount in its way. Has an 8 second cooldown. Pressing the attack key will make your player swing their sword down with an overhead smash, and can stun riders. Holding the shield key makes the mount immune to damage from the front, but prevents turning for 3 seconds after releasing the shield key. This mount also takes 20% less damage from the front, but a bonus 40% damage from the back! They also have a slower turning speed, so watch out for faster enemies!
Players have a set amount of health, however have a small chance (5-10%) to be knocked off their mount from any attack that is effective against them. That will instantly respawn the player. Mounts without a rider will play an animation and despawn.
Some of these mounts can be discarded, but I wanted to give an example of 2 enemies from each monster family (sans gremlins) that could be turned into a mount. Trojans, scuttlebots, and alpha wolvers are probably the three most needed mounts with chromalisks and greavers as close seconds.
TL;DR - make a minigame where we ride on top of monsters and smack each other with weapons, all predetermined by the game so we don't have imbalance between players.

Lichen mounts sound like the griefer's mount, being able to push teammates (into traps or out of spawn) shouldn't be allowed.
Other than that it sounds fun.

This looks great! I just looove wolvers , and as a consequence I love the idea of riding them :).
Just...I understood the concept but..what would be the objective? :p

Three Rings could have various types of monster mount places to go with, such as an arena (knock other riders off their mounts), assault (one team defends something like a battlepod and the other tries to destroy it), or a version with control points like lockdown.
And plenty of the heavy mounts could be considered "greifer's mounts", and thus have longer cooldowns on their pushback abilities. Traps are not really too big of a problem seeing as monsters don't care about traps(unaffected by them). I would think the maps wouldn't have traps on them other than stun spikes possibly.
Pushing teammates makes the heavier mounts more than just the brute force class. Smaller, swifter classes don't have to worry about friendly fire, whereas the larger tank-ones do. However, no mount can directly deal damage to friendly mounts, only push/stun them.

I like the ideas, all of em have their own weakness and strengths. Although i would love the idea of riding a monster and battle my fellow knights, i think inventing a whole new mount like the way the developers invented whole new looking pets is the best way instead of riding the existing monsters in the game. If these abilities can be incorporated into the new mounts, then it would be a great game. Also, about the preset weapons, i am not sure if that is a good idea because players without these weapons will be able to use them in this mini game. It almost feel like a way for players without these weapons will be able to test them which i am not against. But i am not sure if having the existing weapons is a good idea. I was thinking a way for the mounts have outfitted weapons installed on them and for these weapons to be able to be unequipped and install different weapons (like having robotic warfare). For example, each mount can have 3 different kinds of attacking weapons, 2 different kinds of dodging ability and one type of shielding where the shielding can be improved by heating it using a trinket slot or something. At the beginning, the attacking and dodging will be set at a default, and the 2 to 3 other types can be unlocked and be available to purchase with the kromo coins from the battles we fight. Well, these are just my opinions. Overall nice ideas.

Variety. Different from stuff SK has now, would make a fresh, new idea which might succeed in pulling me back in

Sounds like a nice idea. What are the rewards? Is there an entrance fee?
Also, slime racing.

Sounds really fun this. Still a few questions:
-How does the equipment work? You mention jousting armor, is there any way to upgrade/UV/heat/whatever it? How much defense does it give? Same goes for weapon/monsters.
-Payouts? Normal Krogmo coins? New special tokens?
-Monster choosing? Do you get to choose 1 monster (monster eggs)? 1 family? Can you choose another monster every match? Every time you respawn?
-Is there any way to get a real "advantage"? Since all monsters seem fairly balanced, the game would be a lot more balanced than pulsar/skolver-LD.
-Maybe a normal damage dealing class (battle sprites)? Would love to ride on top of my Drakon in battle!
-What is the goal of the game? Capturing points like LD? Just killing the enemies? Anything else?
-Could it be expanded to some missions? A prestige mission where I can ride a monster sounds fun.
-Looking at the damage resistances, the beasts and constructs have a huge disadvantage. Why? They deal low damage vs monsters that deal high damage to them. (slimes vs beasts, gremlins vs constructs), so they can be countered very easily.

very cool idea, just we have to make sure that NONE of the monster are overpowered/underpowered or else we'll end up just like LD with its strikers.
Would be soo nice if OOO could respond >.<

Jousting armor is essentially just armor that sets your knight's resistances to be the same as the monster you're riding. As such, you'll be strong to elemental and weak to piercing while riding an alpha wolver. It will change your defenses once you switch mounts. This armor is a Monster Mounts only armor, and cannot be acquired outside of the game, however you can bribe king krogmo for costumes that resemble the armor in various colors.
As of right now I tried to make 4 enemies per damage type to choose from - 1 fast, one heavy, and two middle ones. This allows for various playstyles without forcing players into a certain damage type. For example, if the entire other team is defending an area with only lichen colonies, your team should change to shadow-based mounts. If only the alpha wolver was fast then it wouldn't allow a good counter to a strategy like that. At the same time, players could try to go for a construct instead as they are strong against piercing, so the wall of lichens wouldn't be dishing out that much damage.
I want to force a team to have variety in order to win. Our current team-based games rely on you performing well, and "teamwork" is usually everyone else is performing well. Here, I want players to stick together with various damage types/defenses so they won't be caught off-guard by something they can't fight.
Players can change their mount in the spawn room.
There is no way to get an "advantage" other than practice. All mounts have strengths and weaknesses, but the only way to not have a weakness is if the enemy doesn't exploit it. If you're a lumber and someone refuses to stop being a slime, then that's their loss. If they change to one of the new PvP constructs that gremlins made us, then they're playing smart. No game will ever stay the same in terms of mounts unless a balance is hit right off the bat.
Entry fee is 200 crowns as usual, with the same reward system as lockdown. However, as mentioned earlier, by bribing king krogmo you can get reskins of the jousting armor to use as costume armor.

Why not make it so we can ride different kinds of mounts?
Oilers, quicksilvers, and toxigels are all lichens but they all have different playstyles
Oilers play like the bomber/swordsman
Toxigels play mostly like gunners that rarely use a sword
Quicksilvers are like Berzerker swordsmen
Giant lichens are Tanky but have such long cooldowns

I see the game working the best without any statuses except stun.
And each monster rider is given a single weapon that they get to use. That weapon deals the same damage type as the monster would.
For the most part the mounts I've mentioned are more sword/gunner mounts. I'd rather not get too complicated with allowing every status variant of every monster to be part of the game, especially as the attack patterns can change (see: slimes).
I gave examples of ideas for mounted attacks, all of them with other mounts in mind. Ideally, slow mounts should have an ability to knock other mounts back while fast mounts are highly susceptible while attacking, but need to be different enough so that players don't just switch between the "fast mounts" and play exactly the same. If they want to be a wolver, they have to attack 3 times in a row every attack. For constructs (with gremlin defenses that is), the hovering gun puppy would have a wider coverage, but be rooted into place. Greavers would have their long attack time where they can be countered or smashed after their attack completes.
This isn't exactly a game of "swords vs guns vs bombs", it's a game of "monster rider vs monster rider". There's no switch shooting, no shield canceling, nada. I'm not even sure I want there to be charge attacks, but it's a possibility.
I do think there should be more "bomb" variant mounts, but I'm not sure what they would be. Perhaps edit one of the existing ones I said or have another monster idea that's not a variant of the current ones? Gorgos could be a possible bomb idea.

1. a Support mount: The motherly Silkwing.
Just like it says, it has a Heal Radius of healing teamates ( if it a team game) or Alliences you make ( if Free- for all )
The weapeons it uses is just your gun.
Mounts in Clockworks:
Each begaining of each level you can climb onto your mount that you get when you take Tier 2. ( 4-1, 4-2 or 3 ).
here some questions someone Might ask:
" Do the mount attack?"
yes..... well it depends if You want them to attack.
" do they died?"
Yes but over the Length of the Depth, in maybe 5 mins if you havn't gotten to your elev, your mount respawns. When you get to the elev and get on your mount Respawn Everytime your go down.
" What about If im in Haven?"
it possible near the way you came from there be a area called the Monster pens where you can buy something called the Monster gear. it like just Looks for your mount. But it can reduce the cooldown of all of mount powers with each better MG ( monster gear). You can also ride in haven for show.
" what about RARE monster"
Unless you want Vana into battle... it just be a love puppy mount on valence day. Mewkat will be rare. Rock salt jelly can be Uncommon. Snarblox is Lengendary Very Hard to get. so is Jelly king and Ice queen. Rabid is just Super verison of snarblox. Tortodrone is Also Lengedary because well why wouldnt it be? Greaver can be Uncommon which lets the player do like a Bomber like attack.
" What about the Element types of monsters?"
The Elements will be Uncommon unless your using a normal uncommon. Then it Rare.
2. Can we fuse monsters?

+1, but... this means new rewards or even better, new weapons? or new sprites that use blue and green minerals? OOO is this looking, Happy Holidays at all ^^

This suggestion is for a coliseum minigame. We do not have any coliseum-introduced items that we can use in the clockworks (i.e., blast network bombs or lockdown class shields), so I would not recommend we ride monsters in the clockworks unless reworked from what the coliseum game provides. Seeing as we only have one weapon while on a mount that is predetermined by the mount, riding the mounts I've suggested into the clockworks would not just not be good for the player. Shield canceling is gone, and you can't reliably block every attack as every class.
As for a healer class, I have one already in the greaver mount. Greavers are essentially big silkwings as is, so I gave the healing ability to their shield. If there is a free-for-all mode, this would only heal you on your mount, and not others. An alternative would be giving that gun puppy a healing ability attuned to a love puppy, but it's already pretty much the offensive combat gunner.
As I said before, rewards are the same as the other coliseum games. You get crowns and krogmo coins for winning. If you bribe King Krogmo, you have a chance (think: bombhead) to get a reskinned jousting armor costume in all non-event colors. Yes, this includes divine and volcanic. Only difference is that these costumes can only be won from this gamemode.
If Three Rings decides, they can add new recipes to be bought with krogmo coins, but "special" rewards are not the important bits of this suggestion - the mounts themselves are.

Another suggestion would be that each monster you ride gets a special monster themed weapon based on the monster itself!
Ideas:
Goop Gun: Resembles a pulsar, but the main gun is made of stone materials, and it has, in the middle of the barral, a slime stuck in the gun. It fires small spikes that explode and release mini jellies on impact. Releases 3-5 jellies and fires only normal rounds until the jellies are killed. 4 rounds. Piercing.
Used for: Jelly Cube
Puppy Gun: Resembles a magnus, but with a gun puppy head making up most of the gun. Fires 3 shots in a spread, similar to a shotgun. 2 rounds, quick reload. Elemental damage.
Used for: Gun Puppy
Chroma gun: Releases a sticky, tongue like substance that grabs onto an enemy, deals moderate damage, and then throws the enemy away. 1 shot. Piercing. Attack process lasts 2-3 seconds.
Used for: Chromalisk
Bombie: A bomb shaped like an irontech destroyer, made to look like a zombie. Large fuse sticks out of the top. When used, it grows legs, ad behaves like a regular, yet friendly, bombie.
Used for: Mewkat
Please give honest opinions.

I more more or less envisioned the knights using weapons similar to the monster's attack, but are still in our arsenal. We're attacking each other, not the monsters. Making new weapons specifically for this gamemode isn't really what I thought of, but could be possible.

Yes. Well thought out! (sorry I missed the first post of this in 2014)

Great stuff! The idea is not only thought out well and covers mobs fairly, you've typed it out so neat and all that it's easy to read too. :D
Ofc I have constructive criticism for you but in such a large idea that's always gonna be the case, since not everyone can agree on everything.
"each triggered by the attack, defend, and dodge keys"
- By dodge I think you mean dash, and if you do, what about bash? The keys could actually represent their roles (attack attacks, defend uses a defensive skill, dash dodges, bash launches a special skill or rush).
"Weapon resembles a cutter."
- Alpha wolver doing cutter? It's attack pattern and damage type seems pretty flourish (lunging, 3 combo). All the cutter has is the Hunting Blade's bark animation. The weapons COULD be re-skinned to match the mobs attacks (a yellow/brown flourish that barks for example). As you say, PvP stuffs is best avoided in terms of CW so these re-skins wouldn't be obtainable outside of this game mode.
"Pressing the shield key will cloak both the player and the chromalisk completely. Cloak cannot be reactivated for 5 seconds after leaving cloak."
- Chroma invisible could maybe be longer/permanent BUT it's the pretty poor invisibility Chromas have.
"Pressing the attack key,"...
- Why not just let people attack how their weapon acts, since you are already using weapons based on the mobs attack style?
"When players hit their dodge key, the chromalisk will jump to the side, negating all damage to the knight during the jump."
- Chroma dodging seems to rarely stop any hits. Especially when compared to mobs like Wolvers (who you gave a 25% chance dodge).
"Weapon resembles a shard bomb."
- Shard bomb is fine, just saying another weapon that can work is the Snarby bomb. Or maybe both or something, like they take turns.
"These treats are based on their tier 3 variant."
- Could players maybe choose their tier mob? The tier 1 Jelly Cubes are so cool. ^^
"When players hit their dodge key, the scuttlebot will dodge to the side, negating all damage to the knight during the jump."
- What? I'm confused as to how this is a scuttle. They seem to me the laziest mobs in the game...to start being able to dive to the side seems to conflict their behaviour. My guess here is you couldn't think of a dodge fitting for Scuttles, and if that's the case, then no-one can blame you...Scuttles just walk right at you whenever they feel like it, ignoring dangers.
"Gremlins didn't like the idea of knights riding them."
- Not that I like the POW thread, but I think you were one of the people in support of it (can't remember...). IF that thread were to be introduced in some way then the Gremlins would be legitimate mounts (Gremlins slaves D: ) for your game.
"These puppies are based on their tier 2 variant."
- Considering the Autogun firing, would t3 not be more suitable? :/
"Weapon resembles a pulsar." - In reference to Retroids.
- Wouldn't brandish be more fitting?
"Weapon resembles an alchemer." - In reference to Kats.
- Warhammer seems more matching, since their bite propels them forward. I understand the bullets look similar to Alchemers, and their spread is similar, but the Warhammer is more matching to the bite than Alchemer to the bullet AND bite is the monster's original attack.
"grave scarab"
- Imo, this is the only really un-fitting mob. Zombies are more common and are the signature undead mob, so why choose a mob that is not only rare (since it has only appeared in 1 halloween event) but based on a mini (when no other monsters in the list are mini-based).
"This mount also takes 20% less damage from the front, but a bonus 40% damage from the back!"
- I understand 100% front immunity is not viable (due to people who would crouch in the corner until the last enemy is left), but since the CW Trojan does have 100%, isn't 20% a bit low? O.o

Looking further into it a lot of the weapons (if following my above comment "Why not just let people attack how their weapon acts, since you are already using weapons based on the mobs attack style?") a lot of them would be Charge only. Such as Caliber on Jelly.

When I mention weapons "resembling" a certain weapon type, I mean to use that weapon as a reference. The attack pattern is given per mount, but the visual are these weapons. All mounted attacks resemble but are not necessarily equal to their clockworks counterparts.
There is only one "attack" pattern per mob. You click, and it attacks, perhaps with a delay. I'm open to potential charge attacks but I didn't design this suggestion with those in mind.
Most of your "criticisms" were just trying to draw direct parallels to the mobs in the clockworks. However, we are not playing as the mobs, rather knights riding atop them. We are attacking each other with our own weapons, the mob is just walking around while we attack each other.
And yes, by dodge I mean dash. They're essentially the same word gameplay-wise, so I didn't think I'd have to clarify what I meant.
Bashing itself is something that has potential, however my suggestion is more a framework and not a final product. Trying to think of a dodge for every monster I listed was difficult enough.
All mounts I listed are supposed to be balanced around each other and not have an imbalance of power. Some things have a bit of a stretch to them (such as puppy shielding), but for the most part pressing attack is offensive, pressing/holding shield is defensive, and pressing dash will make you move faster/be invulnerable, but has to recharge.
Being based on a certain tier variant for monsters means in appearance or as inspiration for attacks. It means nothing in terms of gameplay.
Now for some specifics:
"Pressing the attack key,"...
- Why not just let people attack how their weapon acts, since you are already using weapons based on the mobs attack style?
Because players are not actually attacking with that weapon. They are attacking with a similar attack pattern to the mob with a weapon that appears to be like the weapon I described. We don't have an elemental troika, but if you ride a lumber you essentially have just that, but with a charge-attack only without the charging.
"grave scarab"
- Imo, this is the only really un-fitting mob. Zombies are more common and are the signature undead mob
I thought about this too when creating the suggestion. I thought about zombies then tried to figure how a knight would be riding atop them. A lot of the other ones make sense at least a little bit, but zombies don't really have anything going when it comes to riding on them. This is the same reason I didn't do anything gremlin-wise, because they're just about our size and it would be really awkward. Do we piggy back on them...? If we did, how would we attack?
Grave Scarabs are shown to be able to be bigger, plus they are shown in game to be mounts. Sure, they're gourdling mounts, but mounts none-the-less.

"I thought about zombies then tried to figure how a knight would be riding atop them."
- Sitting on their shoulders?
"This is the same reason I didn't do anything gremlin-wise,"
- Gremlin one is kinda a flaw, but not at your fault. It's the only family which could never really be an option. :\
"When I mention weapons "resembling" a certain weapon type, I mean to use that weapon as a reference. The attack pattern is given per mount, but the visual are these weapons. All mounted attacks resemble but are not necessarily equal to their clockworks counterparts."
- I understand what you mean now, but, wouldn't it be easier for the programmers to either use the existing monster OR weapon attacks then reskin them?
"I'm open to potential charge attacks but I didn't design this suggestion with those in mind."
- What I meant is, most mobs in CW are charge-attack only (puppies, Wolvers, Greavers) with only the smartest mobs having a non-charge attack (Mecha Knights, Gremlins and arguably Trojans).
"so I didn't think I'd have to clarify what I meant."
- I was clarifying that I was responding with dash as dodge. You may have been going on the idea of a dodge key, since I do not remember when dash and bash came in so didn't know if they were in the game at the time of the thread.
"Trying to think of a dodge for every monster I listed was difficult enough."
- Visible with mobs such as scuttles. Some mobs do not dodge, so maybe wouldn't in game. Instead they could have some bonus to make up for it.
"Being based on a certain tier variant for monsters means in appearance or as inspiration for attacks. It means nothing in terms of game-play."
- That doesn't answer my original question of changing your mob's tier. I was inquiring regarding favouring some tiers appearances over otherwise (for example, Jelly in t1 and Kats in t3. Some people prefer different appearances).
"We don't have an elemental troika,"
- Re-skin. ^^
"Grave Scarabs are shown to be able to be bigger, plus they are shown in game to be mounts. Sure, they're gourdling mounts, but mounts none-the-less."
- But they are Halloween only mobs.
"Sorta gnitpicky, you are"
- Am I? xD

Sitting on the shoulders isn't really a way to make the game work too well. Every mob I listed has a more or less "standing" position for the knight. It's one of the main reasons I mention a standing platform of sorts for the retroid because they suffer a similar problem.
It takes absolutely no extra code to take an existing model from the game and reuse it elsewhere. The only code it takes is making the weapon attack a certain way. You'll notice that the fang of vog and cutter lines look similar, but use different attack patterns.
All enemies in the clockworks do not use charge attacks. However, all their attacks are choreographed (so you have time to react. However some attacks have very short "warning" phases, so unless you have perfect connection I hope you like shielding). In this PvP gamemode, attacks would just start. Such as with the jelly, the player would release a 360 leviathan blade charge without charging up an attack.
Dash and Bash have been in the game well before December of 2014. Here is a link to the patch notes. The thread dates back in 2013.
As I stated before, every mount has a dodge used to move fast or avoid a hit/take less from a hit, or sometimes even just make things around them stop being around them. Depending on how extreme of a dodge it is, its cooldown is bigger or smaller. It's essentially a small spurt of defense whereas the shield is constant defense.
Scuttlebots don't have a dodge in the clockworks, but have a little hop similar to a chromalisk in here. Lumbers are much to big and slow to have a dodge that moves, so instead they smash the ground and knock back/stun enemies in a radius around them.
Tier preferences do not matter. I may want to go into lockdown with a costume on but that would be unfair to people who need to know what armor I'm wearing to counter it. In monster mounts the visual appearance is either to make sense with the attacks for the tier, or to make sure the monster is big enough that we can actually ride on it. Tier 1 spookats are pretty small, but tier 2 and 3 spookats can be ridden on.
Grave Scarabs are not event only. They appear in undead compounds and certain predetermined levels, such as the grasping plateau. The one in this minigame would be the size of the ones in the halloween event so we can ride atop them. Doesn't matter if they're limited time monsters in the clockworks, in this minigame it's not like you'd be killing the mounts anyways.
This will be rather interesting to see