new monsters with concept art (in color!) by Amayawolf (Update new mecha knights)

26 replies [Last post]
Amnimonus

To get straight to the point, new monsters!
http://fc06.deviantart.net/fs71/i/2013/009/2/7/monster_suggestions_1_by_... and
http://fc05.deviantart.net/fs71/i/2013/009/b/c/monster_suggestions_2_by_...

Starting from the top left:

Nova cube: A blast cube that puts the ultra blast cube to shame.
Attacks/behavior: Like all jelly cubes it has the basic tackle (piercing/elemental), also has the thorn attack but raises up six spikes instead of three, berserk tackle (similar to the royal jelly"s tantrum attack minus the invulnerability), and at death it prepares to explode (during the count down the a wind like vortex begin to suck in everything with in a 5 cube radius) it explosion is the same size on the nitronome. Side note all of its attack have a fair chance of causing strong fire and/or shock.
Health: tier 2/ depth 9 1500 hp (plus 500 hp for every additional party member) / tier 3/ depth 19 3000 hp (plus 1000 per every additional party member)
Appearance/spawn rate: It has a 10% chance of replacing any blast cube and a 1% chance of replacing any jelly cube.
drops: blast cube armor or mat the require to create blast cube armor (art still pending).

Scorpion (beast):
Attacks/ behavior: uses it pincers claw at near by knights (piecing), can shoot spikes from pincers, tail stab (ignore shield and can cause stun), block when attack with projectiles.
health: same as Trojans for all tiers
Appearance/spawn rate: tunnels, arenas, aurora isles, jigsaw valley
drops: ???

Nomming bush (no type): Boswick's bush gone horribly wrong
Attacks/ behavior: Nom (engulfs it's victim's head biting constantly until thrown off dealing piercing damage), vines (come out from the ground and target enemies, similar to big iron's wire slam,limit is two vines).
health: tier 2/ depth 9 500 hp tier 3/ depth 19
Appearance/spawn rate: has a 2% chance of replacing any bush
drops: ??? (not sure yet of anything beside basic mats)

Terra drake (beast):
Attacks/ behavior: thrust (digs into the ground to reappear strike down knights), burrowed spikes (similar to snarby's attack), bite.
health: tier 1/depth 1 300 hp tier 2/ depth 2 700 hp tier 3/ depth 19 1500 hp
Appearance/spawn rate: clock work tunnels, arenas, wolver dens, aurora isles, jigsaw valley
drops: ???

Wrecking lumber (construct): lumber with a spiky wreck ball
Attacks/ behavior: wrecking ball (throws the wrecking ball in straight line for damage for 15 block/tile length unless obstructed)
health: same as a lumbers
Appearance/spawn rate: same as lumbers
drops: (???)

now with the bottom left (more puppies!)

Needle puppy:
Attacks/ behavior: tier 1 shoot six bullet twice like an autogun (same movement restriction too), tier 2 can shoot non stop for 5 second (with a two second cool down) can also turn freely (but slowly while shooting), tier 3 can shoot non stop until interrupted. (elemental damage)
health: same as a gun puppy
Appearance/spawn rate: can appear in all the same places that
drops: autogun line (rare)

Sniper puppy:
Attacks/ behavior: sniper shot ( fast moving bullets that can cover 20 blocks/second) tier 3 versions have the ability to switch locations switch locations, it also has fast turning spead.
health: same as a gun puppy's for all tiers
Appearance/spawn rate: same a s a gun puppy
drops: magnus line (rare)

Laser puppy:
Attacks/ behavior: shot long lasers like the mecha turret, tier 2 version shoots two lasers (20 degree spread), tier 3 shoot 3 lasers (30 degree spread)
health: same as a gun puppy's
Appearance/spawn rate: same as gun puppies
drops: ???

Mini Cerberus puppy:
Attacks/ behavior: left head shoots 5 bullet spread in tier 2 (and a double 5 spread in tier 3) of mixed elemental bullets, middle head shoot rockets, right head uses a flame thrower, bite/ this puppy behaves just like a wolver.
health: tier 2/depth 9 1200 (plus 400 for every additional party member), tier 3/ depth 19 2400 hp (plus 800 for ever additional party member)
Appearance/spawn rate: 1% chance of replacing any scuttle bot
drops: ???

now starting with the second link from the top

Crowven (meh, best name i could come up with) (beast):
Attacks/ behavior: Dive (basically they fly in a straight line stabbing you with there beak). they have the ability to fly over low level object (in other words any object you can shoot over, they are also found in flocks of 4-6 birds.
health: tier 1/depth 1 30 hp tier 2/ depth 9 120 hp tier 3/depth 19 350 hp
Appearance/spawn rate: clock work tunnels, arenas, wolver dens, aurora isles, jigsaw valley, graveyards (maybe?)
drops: ???

Almirian hound (undead/beast hybrid):
Attacks/behavior: homing bite (6 bite total) (shadow/pierce damage), ember shot (shadow/ with fair chance of strong fire), behave just like and alpha wolver.
Health: ??? undecided
Appearance/spawn rate: undecided
drops: undecided

But wait there more!

(just added these guys on 1-14-14)
Next some new mecha knights

I haven't thought of name for them so let go with status type but first one not the all have the basic mecha knight shield status (fire and poison) type knight can change between weapon and all have roughly 1.5 the hp of a regular mecha knight and 1.5 the run speed of a regular knight. There spawn ratio in comparison to an elite mecha knight and regular mecha knight is 1:5

Elite mecha knights (tier 2-3):
Poison: Equipped with a chainsaw and machine gun, cannot walk while shooting but can turn, has two hit combo with the chain saw, charge attack (chainsaw only) chain spin, basically swing around in circles.

Fire: Equipped with an serrated knife and dynamite cannon: can move and turn while shooting with reduce speed, gun shot three consecutive shots, each shot is has small 1 star bomb explosion. Charge attack (gun only) can fire a barrage of dynamite like blitz.

Ice: the weapon on it arm can work as a sword (three swings) and gun (can fire three ice cube that will freeze knight on contact). Charge attack icicle barrage (12 icicles spread over 60 degrees)

Shock: equipped with a magnet sword (Three wide swings) which can fire polaris bullets, charge attack (which charge quickly) pulls an enemy toward the blade.

Ax/normal : This happy looking fellow has a teleport ax which when thrown the mecha knight will teleport to wherever the ax landed with is then sometimes followed by a dash a wide swing. Has a 3 hit combo and sometime will run towards you will swing it ax back an forth until his ax happy urge are satisfied. It also faster than other mecha knight having 2 time the walk speed of a regular knight.

Morganite: This cute little hell spawn is all your dreams come true... well at least the bad one. It appear in it very own danger room(tier 3 only).
Behavior/attacks: Has a bad habit of dodging bullet and charge attack (with a cool down between) and the counter them by slamming into them while preforming and aileron roll.

other attacks:
Curse orb: a slow moving bomb/projectile the explode on contact
Curse laser: similar to a single roarmulus laser the greaver will fly to on other side of the area an fire a laser while moving left of right.
dive: the greaver's trade dive with a little icing added to it, it generate a 5 star vortex while charging it.
sky dive: greaver take flight in to the are and crash down on a lucky knight. (crater is large than a 5 star bomb)
aero sweep: dash through knights (after the crash the greaver is unable to move for 2-3 seconds)
swarm drive (one time use): use the power of the swarm to recover 1000hp and boosts it defense/speed for 30 seconds during whit it'll which it will go all out to kill you spamming everything it arsenal.

total hp: at least 7500 when alone and should take and entire tier less of damage .
Aways drops one of the following greaver wings (in elemental varieties) 40% chance, greaver horns (in varieties) 40% chance, cursed varient greaver horns or wings 20%. also drop grim sparks (up to six), 500 cr and some mats-
Spawn rate: the danger room has 1:20 chance of appearing

Ceberus Puppy (boss version) accompanied with crimson order member: Have thought this one out entirely since it a boss and I want to hear opinions on it.

Looking forward to feed back, all art credit goes to amaya

(side note: still more enemies on the mind and will be posted when art is completed)

Art that still pending:

Mad trojan: A trojan that has gone mad, behavior focus on one knight and one knight only will charge toward the knight like crazy with horizontal swings, every so often it will hammer the sword down (like arkus charge attack and temporarily be on uble to move This trojan is similar to Maulos in appearnce except they the size of a normal trojan.

General trojan (super-heavy) : A trojan that is the same size as Maulos except with two horn and are cover in metallic armor (that has it own seperate hp) that is immune to piercing but weak to elemental. The have eye drone that will alert them of the whereabouts of a knight and will teleport in a bolt of lightning. They also some time have protective monoliths that make them complete invulnerable, the monoliths can be broken though but they nee to be found
Attacks/behavior:
thunder-shot: a large thunder bolt generate from it horns
vertical and horizontal sword attacks: basic sword attacks
thunder-charge: supportive ability that buff up the trojans attack power as well as remove any status aliment.
dark dive: has the ability to swim through the ground while cover in dark energy, the horns are still expose though and they can damage knights.

Eye drone: a drone type enemy that works as surveillance for fiends. (almost done!)

After fiends there still more jellies, undead, gremlins and beasts but i'll get to them later.

One-Step-Closer's picture
One-Step-Closer
For the mini cerberus puppy.

For the mini cerberus puppy. There should be 3 heads

Amnimonus
@ One-step-closer

eh???

it does have three heads red, grey, green,

Venomousbiohazard's picture
Venomousbiohazard
This is good.

This is really good. Much better than any monster suggestion thing I have seen.

Awsome-Incarnate's picture
Awsome-Incarnate
AMAZING!!

I was thinking of the auto-puppy thing today!
Awesome!!

Luguiru's picture
Luguiru
  • Nova

    Jellies do not deal element damage. You either get normal or pierce. No chocolate pudding cups or extra mashed potatoes for anyone. Instead of making it a hyperinflated version of something we already have it could be a boss akin to Royal Jelly that works like a Blast Cube. I remember a thread involving a whole royal court of jellies where each type of jelly had its own monarch. I think I listed it somewhere in here or it could be collecting dust somewhere in my bookmarks. Alternatively this can become a completely unique jelly with its own abilities rather than combining the normal jelly with Nitronome.

  • Scorpion

    This reminds me of an enemy in Wario World. Those scorpions wound "sneak" around with their bodies underneath the sand while their tails could attack you above the surface kind of like a submarine scope but absolutely different. To make it even more unique it could appear in desert theme floors where certain enemies can hide under the sand, pretend to be parts of the map (some kind of turtle pretending to be a rock, etc.), and have buzzards flying around overhead that try to swoop down and pick at knights low on health.

  • Boswick without his makeup

    I remember a thread somewhere with plant enemies where they used roots to grab knights and slowly pull them in but I forget where it is. It was mostly the same as what you have here but there may have been a couple more things.

  • Some kind of weird skeletal sand snake

    This could easily fit into a desert theme with scorpions but instead of "sneaking" around with their tails ready to strike overhead, these sand snakes could weave through the sand to imitate the Snarbolax burrow attack like you say but not with a constant series of spikes; when it curves downward thick chunks of rock spike up but it soon after resurfaces, weaving between being above and below the surface but invulnerable to damage on the parts which are under. With its segmented body some segments can be more resistant to different damage types or damage in general but if you can hit multiple at a time it counts for more damage (only 2~3 segments above ground per weave point, ~5 areas along its body above ground at a time; area of effect suddenly becomes more important). Other than flopping around through sand as if it were on a beach holiday the snake can also create depressions in the ground which knights can fall in and must run towards the normal level surface to escape. The faster your knight moves the sooner they can escape the pitfall. Movement speed is suddenly important and stun is more threatening since you would be stuck in a ~2 space radius hole unable to escape unless you try to scurry out like the little gerbil with chubby cheeks you are.

  • A really angry environmentalist

    Its ball could be attached to a chain instead and used like a flail, where it can shoot it out like a projectile after using the standard Lumber attack for ~5 spaces, inflict some stun, then retract and pull any knight between the ball and its owner back to the Lumber (think of how Trojans have a 'front' and 'back'). You can escape the pull by running away from the ball or attacking the chain to break it, but if you do that the ball becomes the most deadly pinball that Lumbers can smash to propel it everywhere (only damages knights but it can push enemies if it rolls into them). Knights can only resist being flattened by the ball when it gets bonked around with their shield but it deals immense normal damage (normal defense for armor and shields suddenly becomes more important), though shielding will not completely deflect the ball or its motion. If the detached ball stops moving (>7 seconds since a Lumber propelled it) knights can shield bump it around the floor (allowing for unique puzzles which require the ball to be placed somewhere, rolled down hills to break open doors, etc.) but it will not roll fast enough to damage.

  • Rambotron

    If we want an Autogun turret it should be immobile (includes inability to turn) while firing but in higher tiers it can fire for longer durations, stop itself from firing earlier, and shoot more boolits while firing. This turret would be like the rocket turret in that it has no status variant but is not necessarily a status variant itself. Kind of like how the explosive jellies are unique from the other jellies but have no statusesuses of their own. Before I do not say the same about the next two turrets here are some apples for your fruit stand:

    • T1: takes ~1.7 seconds to prepare to fire, fires 6 bullets for 2 seconds, cooldown of 2 seconds after attacking before it can shoot again, unable to stop itself mid-attack, fires only in a tight cone (~20 degrees); firing twice before being unable to attack is removed in favor of keeping T1 a tutorial tier for what horrors await
    • T2: takes ~0.8 seconds to prepare to fire, fires up to 10 bullets for 3 seconds, cooldown of 4 seconds after attacking before it can shoot again, can stop itself while attacking after at least 2 seconds of attacking to turn itself, cooldown of 10 seconds between each self interruption, fires in a slightly wider cone (~30 degrees); consistent slow turning removed in favor of saving it for last
    • T3: takes ~0.5 seconds to prepare to fire, fires up to 15 bullets for 5 seconds, cooldown of 7 seconds after attacking before it can shoot again, can stop itself while attacking after at least 2 seconds (same as T2), cooldown of 7 seconds between each self interruption, fires in a moderately wide cone (~40 degrees), can turn very slowly while firing which activates its self interruption cooldown; removed infinite firing in favor of less ridiculousness

    And now for a moment of Russia.

  • Snoipur

    Snoipur in turret form still has to follow the rules as the other turrets, no moving around or switching places with other turrets or flying or going to prom with that skimpy Retrode. While the snoipur is targeting a knight it shows a crosshair tracking them, higher tiers being able to track better, and with enough flopping around you can still dodge it to make it less cheap of an enemy. Turning speed is mostly slow with all tiers but still increases with higher tiers and the crosshair only appears when the turret is specifically targeting you. If the snoipur turret is not aiming at anyone the crosshair will not appear similar to how normal turrets do not attack unless they have a target.

  • Laser guns and rocks

    This is where we can break the no movement rule, but not by giving it legs. Laser turrets spawn on little rails which follow a pattern around the room, some points of the rail being on the normal ground area for close attacks. In rooms with laser turrets there should be indestructable blocks to hide behind in case of science and outer space as well as a switch that reverses the rail movement direction. While laser turrets are on rails they move on a timer instead of constantly oozing along, meaning most of the time they will be stationary but once the timer clucks the cookies are ready to be taken out of the oven. All tiers only fire one laser but higher tiers have wider lasers. T1 is unable to turn but has a very thin beam (~0.3 space width), T2 can turn only while stationary and has a slightly wider beam (~0.6 space width), and T3 can turn very slowly at any time but turns faster while stationary than while moving and its beam is pretty chubby (solid 1 space width). All these lasers could also spawn yet another unique puzzle involving mirrors where the laser turrets are on respawning pads and you have to make them shoot at certain mirrors to activate a doorway.

  • An abomination of science

    If the body were switched out for a normal turret cylinder and the heads shifted to all face away from the center this could be another boss. They can still do different attacks like you say and you need to lure a certain head to attack certain objects in the map to make it vulnerable kind of like Roarmulus or something from another game.

  • Crow-bar

    If these were changed a little to have longer necks we would have those vultures mentioned earlier for the desert theme. They usually roost up in a tall tree long dead after too many years in the sun, making them invulnerable to attack, but once they swoop down they become vulnerable. They never spawn as part of a battlement which means you never have to kill them to open a door but the extra loot is a nice reward for standing out in the open with low health taking that risk.

  • Someone stole the face of that doggy

    I got nothing.

    Seerusly.

    Wolver with its face skinned off.

  • A really big bat with purple lasers everywhere

    My body is not ready.

Klipik's picture
Klipik

Another Puppy boss would be too much like Roarmy. Better to scale up the dog one, and make it a mini-boss.

Xxpapaya's picture
Xxpapaya
THE PAPAYA IS GOING CRAZY!

AMNIMOUS, ARE YOU PSYCHIC? I WAS DRAWING A SCORPION SPRITE FOR TDLOBS CONTEST LITERALLY 5 DAYS AGO! WHAT KIND OF SORCERY IS THIS?! IT ALMOST LOOKS EXACTLY LIKE THAT. SOMEONE CALL THE MENTAL HOSPITAL DEPARTMENT!!!

Ok, enough of that XD But seriously, the scorpion I drew looks exactly like yours 0_0

Xxpapaya's picture
Xxpapaya
The papaya cracks up XD

@Luguiru
"Boswick without his makeup", "A really angry environmentalist ", "An abomination of science "
Laughed for like, 2 minutes straight XD When my mum came over I quickly switched back to [redacted]. She would never understand this XD
An abomination of science, eh? He would agree!

Amnimonus
Ty Luguiru

Thanks for the input!

A new desert level would be a great idea to implement the scorpion and the ground drake (side note: I'm looking for better names for all the monsters except the morganite) a vulture type enemy could also be variation of the crow unique to that desert and the AI the pick of the weakling would be hilarious.

As for the lumber I did forget the detail about the chain and maybe 15 tile distance is too long. However if the chain can be broken then the lumber should be able to replace the ball in chain. As for puzzle its sound nice to add another dimension in the game.

As for the needle puppy please clarify 15 bullet a second for 5 second or 15 bullets in 5 seconds? Also for the tier 3 version the the angular velocity of the puppies turn rate would be the same as any puppy before firing but when firing im thinking 30-20 degrees a second? giving it a slow turn rate while firing while firing making it weak to close range combat.

Sniper puppy teleporting around may make it more annoying but how about giving it cloaking and long sight and bullet range with fast bullets. It is invisible or slightly invisible until it is hit.

As for nova cube so purpose is to satisfy the disappointment of the ultra cube (really was expecting a bigger boom), however a do have a boss version in mind (will be posted when art is done).

@klipik the mini-cerberous is just a rare enemy this is the boss version:
http://fc05.deviantart.net/fs70/i/2013/010/7/a/cerberus_puppy_by_wolfgir...
Still ironing out some of the specs of it behavior

@Xxpapaya: Amayawolf made the scorpion about month ago so I doubt I read your mind so before you ask there no need to worry about your mind being constantly watched.

Quakeman's picture
Quakeman
+9001

just :D

Sweet-Hope's picture
Sweet-Hope

Nice monsters concept *-* i would like to have more enemies to fight rather than have more cosmetics for the Knights. when i saw the mini puppyrberus i imagined attacks patterns like Cerberus From Symphony of the Night, There Cerberus when it shoot it fire the heads move around the neck like a chaingun that looks Cool. Maybe the Cerberus Puppy can have shock, freeze and fire attack? each head would represent an element.

Anyway +1 to those new enemies added to the clockworks! we need more content like this!

Oatmonster's picture
Oatmonster
Lick Number 58425

Oh my god is this the new Kentard :D

Softhead's picture
Softhead
^ You shouldn't really say that.

No seerusly. Kentard's hates suggestions.

Don't ask why, but he's bitter as hell.

Anyway.

+1

Svanto's picture
Svanto
+1

Cool new enemies, you could have the laser puppy drop some sort of fire + ice + shock protection pendant. (its rare of course)

Mtax's picture
Mtax
Imho...

+1 for nova cube
+0.5 for Scorpion
+1 for Bush (But only ultra-rare, as love puppy. Maybe good loot?)
+2 for Terra drake! (Hmmm.... maybe mini boss?)
-1 for those puppies
+0.5 for lumber
+2 for cerberus puppy (Miniboss? :3)
+9001 for crowvben. I love dat one. <3
+1 for hound
+1 for greaver.

Oatmonster's picture
Oatmonster
Lick Number 58425

Jellies do not do element damage.

Charged Quicksilvers.

Amnimonus
Some ideas for drops

I got dome ideas for drops and gear that can match some of these enemies:

As mention before the nova cube can drop or at least some thing related to blast cube helm and armor (helm is half developed will post when finished) this would be the first bomber set t defend against piercing
Defense pierce/normal (know idea of how much of each, im not the best at balancing gear) when it reaches the 5 star nova state it offer medium shock/fire protection.
Variants: low radius increase for bomb (for 2- 4 star, increase to medium at 5 star) per piece, each low is about 6%

For the sniper puppy it can drop or at least something needed to craft gun puppy armor/helm
Gun puppy gear offer elemental and normal defense as for variants it would offer range increase on guns low (medium on 5 star) each low is about 7% increase.

For the bush from hell it has a 1% chance of dropping leaf aura and 5% chance of sundries (furnishing)

For Almirian hound it can drop its skull as helm costume?

I got nothing for the rest.

Sentinel-Zx's picture
Sentinel-Zx
Oh great...

Reading this and seeing the concept makes me want to post my monster suggestion and concepts, but I must wait. I have to be sure I'm not just doing all that work for nothing.

Oh and by the way, what would make you think OOO will accept new monster ideas. They rarely add new monsters to the game. Recently the black kats have been brought back but have gone away yet again (for now). They plan on bringing back the tortodrone but that was said almost two years ago. If black kats have returned so will the tortodrones.

The last new monsters are the undead almirian knights, a few different types of slag guards, bombies, toxoils, giant toxoil, "super sized" gremlin, and Maulos (not including everfrost alpha frostifurs).

Most new monsters are just altered versions of other monsters which are easier to make. I'm pretty sure OOO can make "new" monsters if they wanted, but I don't know why they aren't really making them for the game or unless they are saving them for later in the future.

Amnimonus
@ Sentinel-Zx

Well all of this is done with wishful thinking and some of the suggest have been used as the bases of new content (i think the Howlizter was one of them and remember reading a thread or two about a spook kat type boss, and there been a lot of threads about guild hall updates) but I'll say it again wishful thinking.

Overall I think the main reason we don't get new monsters that often (other than reskins) is the fact that there general harder to make not to mention you half to give them a place to appear, and I'm pretty sure figuring out new animation for non reskins might take some time.

Actually scratch that we have gotten quite a bit of monster between 2012 and 2013, wisps, shankles, Almirian knights, bombies, knockers, gostmanes, mortifiers, battlepods, lost souls, creeper cakes, arkus, and big iron (not including maulos he was kind of disappointing in the fact that he take damage to easily).

If you go back to 2011, we got snarby, the twins and then shadow lairs, polyps, howlizter, the colosseum and lots of accessories and costumes on the way.

Lately it has all been about cosmetics, its kinda like like a trend so maybe be there trying to get all this stuff out of the way first (guild hall update are pretty good at dropping ce prices so no coplaining there.

So what makes me think they add all of absolutely nothing! (not even cherub's [Ian McConville, lead artist of sk] comment on deviant art that said "*yoink*" first set of sketchs before I even made this thread... amaya was really happy about that and considers it the best yoink of her life). Overall I'm just glad amaya was able to get my idea on paper... digital paper.

Trats-Romra's picture
Trats-Romra
+1

I don't need say anything more.

Yeyasonic's picture
Yeyasonic
AWESOME!!!

I LOVE THIS IDEAS, THEY ARE AWESOME!!!

Skayeth's picture
Skayeth
Hehehe

http://www.mediafire.com/view/myfiles/#7elk2zf333my2x5

+1 I approve. Took me a quick while to draw dat up. ^

Hexzyle's picture
Hexzyle

That's an oxymoron.

Launcel's picture
Launcel
Did i read Cerberus?

I know i did.

+1

Amnimonus
This is the updated part of the thread

Elite mecha knights (tier 2-3):
Poison: Equipped with a chainsaw and machine gun, cannot walk while shooting but can turn, has two hit combo with the chain saw, charge attack (chainsaw only) chain spin, basically swing around in circles.

Fire: Equipped with an serrated knife and dynamite cannon: can move and turn while shooting with reduce speed, gun shot three consecutive shots, each shot is has small 1 star bomb explosion. Charge attack (gun only) can fire a barrage of dynamite like blitz.

Ice: the weapon on it arm can work as a sword (three swings) and gun (can fire three ice cube that will freeze knight on contact). Charge attack icicle barrage (12 icicles spread over 60 degrees)

Shock: equipped with a magnet sword (Three wide swings) which can fire polaris bullets, charge attack (which charge quickly) pulls an enemy toward the blade.

Ax/normal : This happy looking fellow has a teleport ax which when thrown the mecha knight will teleport to wherever the ax landed with is then sometimes followed by a dash a wide swing. Has a 3 hit combo and sometime will run towards you will swing it ax back an forth until his ax happy urge are satisfied. It also faster than other mecha knight having 2 time the walk speed of a regular knight.

Morganite: This cute little hell spawn is all your dreams come true... well at least the bad one. It appear in it very own danger room(tier 3 only).
Behavior/attacks: Has a bad habit of dodging bullet and charge attack (with a cool down between) and the counter them by slamming into them while preforming and aileron roll.

other attacks:
Curse orb: a slow moving bomb/projectile the explode on contact
Curse laser: similar to a single roarmulus laser the greaver will fly to on other side of the area an fire a laser while moving left of right.
dive: the greaver's trade dive with a little icing added to it, it generate a 5 star vortex while charging it.
sky dive: greaver take flight in to the are and crash down on a lucky knight. (crater is large than a 5 star bomb)
aero sweep: dash through knights (after the crash the greaver is unable to move for 2-3 seconds)
swarm drive (one time use): use the power of the swarm to recover 1000hp and boosts it defense/speed for 30 seconds during whit it'll which it will go all out to kill you spamming everything it arsenal.

total hp: at least 7500 when alone and should take and entire tier less of damage .
Aways drops one of the following greaver wings (in elemental varieties) 40% chance, greaver horns (in varieties) 40% chance, cursed varient greaver horns or wings 20%. also drop grim sparks (up to six), 500 cr and some mats-
Spawn rate: the danger room has 1:20 chance of appearing

Ceberus Puppy (boss version) accompanied with crimson order member: Have thought this one out entirely since it a boss and I want to hear opinions on it.

Looking forward to feed back, all art credit goes to amaya

(side note: still more enemies on the mind and will be posted when art is completed)

Art that still pending:

Mad trojan: A trojan that has gone mad, behavior focus on one knight and one knight only will charge toward the knight like crazy with horizontal swings, every so often it will hammer the sword down (like arkus charge attack and temporarily be on uble to move This trojan is similar to Maulos in appearnce except they the size of a normal trojan.

General trojan (super-heavy) : A trojan that is the same size as Maulos except with two horn and are cover in metallic armor (that has it own seperate hp) that is immune to piercing but weak to elemental. The have eye drone that will alert them of the whereabouts of a knight and will teleport in a bolt of lightning. They also some time have protective monoliths that make them complete invulnerable, the monoliths can be broken though but they nee to be found
Attacks/behavior:
thunder-shot: a large thunder bolt generate from it horns
vertical and horizontal sword attacks: basic sword attacks
thunder-charge: supportive ability that buff up the trojans attack power as well as remove any status aliment.
dark dive: has the ability to swim through the ground while cover in dark energy, the horns are still expose though and they can damage knights.

Eye drone: a drone type enemy that works as surveillance for fiends. (almost done!)

After fiends there still more jellies, undead, gremlins and beasts but i'll get to them later.

I'm looking forward to more feedback.

Yeyasonic's picture
Yeyasonic
Potatoes have skin, I have skin, therefore, I am a potato

I can't see the mecha knights :(