Enemy 1: Scarat (Beast)
Appearance:
A very large cat-like creature covered in a dark green insect-like carapace and a long whip-like tail. Its back feet are birdlike talons, while its front feet are feline paws. At Tier 2 they get more armour and glowing (yellow) eyes, at Tier 3 they get even more armour and leave a trail of dust as they run.
Ability 1:
The Scarat takes reduced damage from attacks due to its armour. However as it takes damage the armour gradually falls off, increasing the damage it takes but also allowing it to move, dodge and attack faster. There are 5 'stages' of armour loss, each one taking away 20% of its armour but giving it a 20% speed boost.
At Tier 3 the armour 'shards' actually stay around after falling off, and the Scarat can pick up & reattach them using its long tail. The 'shards' can be picked up & thrown by Knights to keep the Scarat from re-attaching them. Scarats can only pick up their own armour (i.e. if there's 2 Scarats in the area neither can use an armour shard dropped by the other.)
Ability 2 (Tiers 2 & 3):
Scarats can perform large leaps to either close the gap between them and their assailants or to get away if they feel they're being cornered. Upon landing it sends out a shockwave that knocks back nearby knights. At Tier 3 it also sends out some Lichen-style groundspikes in addition to the Shockwave. The amount of knockback depends on how much armour it has.
There is a 6 second cooldown on leaps, which decreases as the Scarat loses its armour (minimum cooldown would be 3 seconds)
Attack 1:
A 4-hit melee combo consisting of a swipe from each paw, a bite and the Scarat performing a 360-degree tail whip. Scarats can change direction mid-combo (the less armour they have, the more they can turn between hits), but not to the ludicrous "I'm going to turn around and bite somebody directly behind me" level of pre-nerf Wolvers.
Attack 2 (Tiers 2 & 3):
The Scarat breathes status-mist in a 160-degree area in front of it. At Tier 3 it also spits out 5 bullets as it does so in a manner similar to a Tier 3 Gun Puppy.
Status Variants:
Fire: Desert Scarat (Gold with Red eyes, leaves a trail of Smoke)
Frost: Tundra Scarat (Silvery-blue with Purple eyes, leaves a trail of Snowflakes)
Shock: Mountain Scarat (Dark grey with Green eyes, leaves a trail of Sparks)
Poison: Swamp Scarat (Yellow-green with Orange eyes, leaves a trail of Vapor)
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Enemy 2: Pylon (No Type)
These towers are capable of boosting the capabilities of those nearby. Though incapable of defending themselves, they are quite sturdy and are not easily destroyed.
Appearance:
A large tower with a projector (similar to the ones outside Danger Rooms or Wolver Lairs) on top that displays an icon corresponding to that Pylons effect.
Abilities:
Pylons can give various buffs to Monsters in their AoE (higher tiers have larger AoEs). Here is a list of effects that a Pylon may have, along with the icon that represents said effect.
Strength: Increases damage (Sword)
Defense: Increases defense (Shield)
Swiftness: Increases move & attack speed (Boot with wings)
Resistance: Increases status resistances (Shield with wings)
Life: Periodic healing (Plus sign)
I'm not sure what the "strength" of these effects would be but I'm imagining they'd be on par with the Attack buffs done by Alpha Wolvers & Trojans.
Mecha Pylons:
Mecha Pylons are Pylons that buff Knights instead of Enemies, these could be found randomly and activated with CE or be found in missions. They are otherwise identical to regular Pylons.
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Enemy 3: Hollow One (Fiend)
Appearance:
A Slender-esque humanoid made of living shadows. They are taller than knights (though it doesn't show because of their hunched bestial pose) and are capable of limited shapeshifting (i.e. making limbs longer). Higher tiers get a Shadow aura similar to that of Dread Skelly's and glowing (yellow) eyes.
Attack 1:
A 3-hit combo consisting of the Hollow One slashing with its left arm (which shifts into a blade), swiping with its right arm (which shifts into a giant claw) and finishing up with the Hollow unhinging its jaw to do a massive bite. The final hit of this combo will heal the Hollow One if it successfully connects.
Attack 2 (Tiers 2 & 3):
The Hollow One opens its mouth and fires out a tentacle/tongue that travels a short distance. If it hits a Knight with this attack it will then pull them towards it and attempt to bite them. The bite is similar to the last bit of their melee combo (see above) and just like before will heal the Hollow One if it successfully connects.
Ability 1 (Tiers 2 & 3):
Hollow ones are capable of become incorporeal similar to Phantoms, though they cannot do so indefinitely and do so to retreat rather than advance. They can do this for 3-6 seconds at Tiers 2 & 3 respectively, and at Tier 3 will hurt anyone they pass through.
Status Variants:
Fire: Ashen Husk (Red Eyes)
Frost: Despairing One (Blue Eyes)
Shock: Grieving One (White Eyes)
Poison: Rotting Husk (Green Eyes)
Special Version:
A possible Halloween version of this enemy would be the Hallowed One, who is similar but has a Jack-O-Lantern for a head (and maybe drops candy tokens?). They are otherwise similar to Hollow Ones
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Enemies 4 & 5: Posi-gel & Nega-gel (Slimes)
Collectively referred to as "Magne-gels" these strange slimes have bizarre magnetic powers that seem to vary in effect depending on how many and what types they are!
Posi-gels are resistant to Shock, Nega-gels are resistant Freeze (but neither can inflict said status.) They do not have any status variants.
Appearance:
The Posi-gel is a greenish-grey Jelly Cube that gently pulses outwards, while the Nega-gel is a murky purple Jelly Cube that gently pulses inwards. Both have their spikes orbit around them (clockwise for Posi-gels, counter-clockwise for Nega-gels) instead of on/in them like normal Jellies.
Attack 1:
The Magne-gels bump into their enemy, just like every other Jelly Cube based enemy does.
Attack 2:
Two Magne-gels slam together and release a wave of 8 bullets (2-3 such waves at Tiers 2 & 3 respectively) in a '*' shape. At Tier 3 they also release a Shockwave that will either Knockback those caught in it (if both Magne-gels are the same type) or pull them in a short distance (if they are opposite types)
Attack 3 (Tier 3):
Bolts of electricity begin to play across the Magne-gels surface as it braces itself. After a second or two it fires energy beams connecting it to other Magne-gels of the opposite type, who then begin to do this attack themselves, while doing this attack the Magne-gels cannot move, but get a bit of damage reduction to make up for it. The 'connector beams' last for about 4 seconds.
This attack has a Minimum Range and two Magne-gels who are too close to each other won't connect even if they are of opposite types.
EDIT: Tried to make the Magne-gels less of a Quicksilver clone.
EDIT2: Changed some other stuff, added some more details etc.
love your ideas. The pylon idea is pure genius. I have to say that i don't like that they can heal though (i think that should be restricted to healer monsters only). About the monsters, there a pretty broad variaety which is good. I feel i like the magnetic jellies the most. hope they get implemented in the game.