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WARNING!: No one will like all of these. Not ALL of these are meant to be in the game. I just post what I can think of. sorry in advance for any grammar/spelling/etc. mistakes. some of these ideas are silly. May become a wall of text at any moment.
Wolvers:
Make them attack during teleporting, but lower the rate which they do and make it interruptible.
Make them do a quick swipe with the claws.
Make them do a spin attack.
Cromas:
allow them to do a Speed increase buff on themselves.
Change their A.I. to be a hit and run mechanic. (tongue/spit than hide.)
allow a very weak but very fast attack with the tail that hits behind the croma.
Jelly cubes:
Attack more often.
Allow a small chance at bouncing back an attack/absorbing it. (no damage)
Ice cubes can do a VERY powerful attack if they are frozen, but lose their freeze. The attack Is that they spawn a HUGE glacier that freezes almost always. anything not frozen gets knocked back a huge distance.
Ice cubes freeze after 10 seconds unfrozen
Blast cubes:
Suicide, if on fire, may blow up instantly.
Allow them to move when about to blow up.
lichens:
Allow a small chance that raises at each iteration at bouncing back an attack/absorbing it. (no damage)
Make them go down one step each time killed, but don't allow them to reform after that.
Up A.I. intelligence so it does not just walk into the wall.
Quicksilvers:
during a shock spasm, make it leave a little lightning bolt in its path that stays around until it's back to normal.
increase shock spasm duration.
make shock spasm interuptible. (unless it already is)
If shock, make it instantly break out of ice, at the expense of losing shock.
increase speed as health lowers.
Toxijels:
If poisoned, make it have a poison aura around it, going away after 15 seconds.
leaves poison gel.
leaves a 3x3 poison gel suare around it when killed.
Increase defense as health lowers
Oilers:
Oilers begin burning after 60 seconds in battle (longer than ice cube because ice cubes start frozen.)
oils slows you down when you are in it. (like the swarm seed.)
Drops a 3x3 square when dead.
Increase attack when health lowers.
Polyps:
Make a square of spike around it instead of shooting, only if a knight is around.
Increase bullet speed.
Giant green jelly:
Bring it back.
Gun puppies:
allow rapid fire, 3 consecutive shots, waits longer for next shot.
Increase bullet speed.
Lumber:
Allow an attack that does HUGE damage with a shockwave, but lowers attack (breaks the arm.). One-time attack. Use when low on health. suggestions = able to pick up a replacement arm from the ground. ~ cloud-shot
allow a sweeping attack that hits all around it, but stuns itself. (dizzy.)
Mecha knight:
Allow them to move with their shield on, but at the speed as if they were stunned.
If it has status, allow it to plunge it's sword into the ground, making lightning like things go and chain damage and status between knights, very rare, does damage and status to itself, and 50% chance of failing.
Bomb and gun variants.
Retrode:
A charge animation happens, than a continuous laser (weaker than roarmulos twins) is shot and rotated at a 45 degree angle.
Shoots a huge laser doing huge damage, and than shuts down (no moving/attacking) or get much weaker for 10 seconds.
Speed up current attacks.
Scuttle bots:
Increase range (and fix the attacking through solid walls glitch).
Allow it to make a shockwave around itself, doing damage and status (unless no status.)
a small attack or defense boost for other robots nearby.
Tortodrone:
Do it.
devilight:
Slow down attacks, ether by make less of them or slower flying speed.
Allow them to make traps that do status or damage. They are faint devilight symbols on the ground (purple for damage, yellow for stun, ect.).
Make pitbosses able to Mark a single knight to be focused on until another is marked or he dies. (maybe someone who attacks the pit boss ~ cloud-shot)
Greavers:
Slower move speed.
only have the mist in front of them.
Increase knockback.
allow them to spit mist farther in front of the as a projectile.
Silkwings:
make them target groups of people instead of single ones.
Have a small chance of reviving themselves.
May fully heal a nearly dead group instantly by sacrificing health.
Larger death heal area.
Trojan:
Allow them a quick attack where they smack you with their shield knocking you back, but momentarily opening up their front sides.
Make them occasionally turn around VERY quickly and strike.
Thwackers:
Status variants, like one with a poison dripping blade, or a blade that is on fire.
A defensive attack where he quickly puts up his axe, counterattacking if hit, but after that, lets his guard down.
An attack that creates a shockwave around the point of impact, stunning everything near.
Menders:
Allow them to revive knockers.
Allow them to be able to make a shadow copy of an enemy hat does not attack and disappears when hit.
Scorchers:
Although against the name, Status variants (one that shoots a stun gas, on shoots blobs of poison, etc.)
a melee attack where they hit you with their gun, inflicting status.
Domo gremlins:
Status variants. (fire bomb, ice bomb, etc.)
blows up when killed ~cloud-shot. or suicide.
Knockers:
A dodge.
Throws their wands, chance of causing an explosion. stays still for 2 seconds to get more.
speed increase.
Morta fires (not much experience :P):
A quick machine gun that knocks back knights if knights get close.
Explodes when killed ~ cloud-shot
Howlitzer:
Able to revive one nearby zombie.
bullets could curve slightly.
Zombie:
Increase defense significantly, but have it slowly chip away as attacked.
Increase Head nomming chance.
Have them attack slightly faster.
Some may spawn with weapons or armor on, raising defense or offense slightly. different weapons/armor give different values.
May grab your ankles, dealing damage to you when rising from the ground.
Kat:
When it dies, any knights nearby might have their controls backwards for a random amount of time. (up is down, left is right, and (optinal) sheild is attack and attack is shield.)
attack more often.
Able to slowly fade and reappear next to you.
Phantom:
add a Increase defense buff attack.
make them more swarmy by adding a quick attack.
Everything:
Intelligence increase and weak attacks home wile power attacks stay stationary ~ cloud-shot
Universal attack buff and defense buff (defense is 2x higher).
constructs:
May blow up when killed for minor damage and knock back. ~ cloud-shot.
Done for now.
Suggestions will be added to the original post, with credit to the suggester.
Here is what I feel each monsters type specializes in, so please keep suggestions in a way so they don't break this. If anything you feel is wrong with this chart, tell me.
Beast family: The beast family should be completely focused on speed with a fair amount of damage, okay health and poor range.
Construct Family: Constructs should be focused on power, with a fair amount of range, okay health and poor speed.
Fiend family: Fiends should be focused on range, with a fair amount of speed, okay power and poor health.
Gremlin family: gremlins should be focused on power, with a fair amount of health, okay speed and poor range (although mostly balanced in all aspects, this is how it ranks.)
Slime family: Slimes should be focused on health, with a fair amount of range, okay power and poor speed.
Undead family: Undead should be focused on health, with a fair amount of power, okay range and poor speed.