Spiral Knights could really use some new monster families. The past new monsters haven't been much of a challange. Yes, I am aware that OOO still makes monsters every couple of months, but this is just an idea for any future monsters that could be created for the game so I don't need to hear this is pointless or what ever.
*Note: I did not copy any monster ideas from other people that could have been posted. I have no intention of using other people's ideas.*
New monster families: Plant, Stalker, and Brute. (Yes, the word stalker is used, but don't overreact saying we got monsters stalking knights now)
Be prepared to read a lot if you choose to look at it all.
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Plant family- Your typical plants aren't always what they seem to be. These critters have evolved to become sentient. They have also absorbed a lot of solar energy to become resistant to dark energy. Most plant monsters are buried in the ground, but will emerge ready for combat when any knight comes near.
Strong against: Shadow
Weak against: Element
Attack type: Pierce
List of monsters:
1)Rosards- Looks don't always mean it's harmless. These good smelling flowers are deadlier than they appear. Rosards have one attack: a simple cutting attack with a razor sharp leaf. They are weak, but become a pain when they pile up on knights.
2)Tangle Thorns- You don't want to get tangled up in this mess. Tangle thorns are piled up thorned vines that have a humanoid shape; body, arms, legs, but no head. Tangle thorns don't start out underground, but are sticking to the walls before they come out for combat. They have 3 attacks: swipe, a ranged attack that shoots thorns, and can attack knights using roots underground. (The number of thorns shot out are by the tier level: tier 1 one thorn, tier 2 two thorns, and tier 3 three thorns.
3)Fungooms- Basically your deadly mushrooms (reminds you of Maple Story doesn't it?). Fungooms are larger and more aggressive than your everyday toadstools. They have 2 attacks: a simple headbutt and spore spread. Spore spread releases spores that inflict a status effect the same as it's status type. This would be a perfect monster for the sleep status effect when it comes back in the future.
4)Herbilises- These healthy, yet pesky plants heal all monsters alike. Herbilises use a different way of healing apart from menders and silkwings. They toss seeds onto monsters that heal them for 5 seconds. After that it will stop and needs to be replaced to heal again. The number of monsters that can be healed depend on the tier level: tier 1 two monsters, tier 2 three monsters, and tier 3 four monsters.
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Stalker family- These monsters are composed entirely of dark matter so they are completely black all over. Stalkers have a wandering form much like the phantoms in the graveyards. All stalker monsters have veins on their body to identify their status type.
*Note: I thought of these monsters a couple of months ago before the Shadow Lair so they have no relation with the shadow lairs or the unknown passage*
Strong against: Element (you'd think they would be resistant to shadow, but they aren't completely dark damage proof)
Weak against: Pierce
Attack type: Shadow
List of monsters:
1)Dark Slashers- Monsters that closely resemble a zombie such as the "dust zombie". They have they wander form of a floating orb like the phantom. Dark slashers have 2 attacks: claw swipe and dark shot. The dark shot is much like a bullet, but travels faster.
2)Gamma Slashers- The more energised relatives of the dark slashers. What makes them different is their larger size, bigger veins, and attacks. They have 2 attacks: double claw swipe and explosive dark shot. The second swipe is faster than the first and the explosive dark shot explodes on contact to any knight with a slight knock back.
3)Tenteks- Tenteks take the form of four large tenticles emerging from one spot on the ground (basically its core of the body). They have a wandering form of a puddle since they are always attached to the ground. Not only do they have veins, they also have an area near the tip of the tenticle that glows the status color of its type to better identify it. Tenteks have 2 attacks: a tenticle whip and a tenticle crush. The tenticle crush is when the tentek places 2 of its tenticles on the left and right side of a single knight. It then charges up and after the charge it will quickly slam both tenticles with the knight crushed. The attack causes the stun effect.
4)Shazerds- Large dark creatures that take the form of a lizard. They have a wander form of a dark mist floating around. The size of a shazerd is much bigger than an alpha wolver. These are the most dangerous of the stalker family. Shazerds have 3 attacks: a bite attack, charging at the foe, and a 360 degrees tail spin. The tail spin deals great damage as well as doing knock back to the knight.
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Brute family- Brutes are hard to deal with and very large in size. These monsters have a large amount of life and deal high damage. This monster family is not common. *Brutes are not boss monsters*
Strong against: Pierce
Weak against: Shadow
Attack type: Element
List of monsters:
1)Golems- Sentient beings made of rocks. Though sluggish they are not to be underestimated. Unlike most monsters golems appear as their status type such as covered with ice, molten rock, moss, etc (freeze, fire, poison). The size of a golem is slightly bigger than a lumber of the construct family. They have 3 attacks: a powerful punch, ground stomp (creates a shockwave causing high chance of stun), and rock throw.
2)Juggernauts- Large clockwork armored beings. Juggernauts have no status type so they won't have any status effects other than stun. They are animated beings with armors that look like they have iron gears on them and wield two large swords. Juggernauts are basically sentinels of the clockworks. These brutes have 3 attacks: left or right sword slam depending on the knight's location in front of it, a 145 degrees sword swing on both the left and right side of the monster at the same time, and a charge.
They are heavily armored so attacks are useless. The only way to damage a juggernaught is to attack is helmet. Because of the juggernaut's tall stature it's impossible to hit its head in stand up form. The only way to hit its head is when it attacks. The weight of the two swords is so heavy that the monster has to bend down after its attacks (except for its charge attack). Each sword attack has a 3 seconds delay leaving the monster open for attacks on the head.
That's all the new monster families, but there's a another new monster idea for the beast family.
Horvons- Eagle-like monsters. Though horvons are avians, they are of the animal class so they should fit in with the beast family. Horvons are always in flight mode untill they die then they fall. They have 3 attacks: a peck attack, a round smack ( flies to the side of a knight, charges then hits him/her, and flies to the back of the knight), and a wind gust. The wind gust causes a status effect depending on the monsters status type. It also blows the knight back a little.
The families are based off of the damage types. To add more families you would need another. However if you had another, you would have to make 24 total families to get all of the resistance combiations. I like the new monsters you came up with, but a new family wouldn't work.