After reading Hexzyle's thread on what really needs to be added to the game, I decided to make a list of potential new monsters for every monster class so OOO has something to work with and get a head start on. These ideas do not have to be in-depth, but rather a simple summary of the new monsters; however, some of these monsters will receive a more in-depth thread separately. Some of these ideas may not be mine, but are rather suggestions of monsters I have found on the forums; these entries will be credited to the creator.
Firstly, I'd just like to share with you all my way of classifying monsters of varying power levels and difficulty. I rank all known monsters into 8 categories: Drone, grunt, brute, elite, giant, turret, support and boss. As far as I know this isn't an official classification system, but if you wan't to see how I ranked all the known monsters look here.
Table of Contents
~Beast~
Werewolver-Elite- A humanoid Alpha Wolver with vicious claws. They have rapid claw attacks that lunge them forward with each swipe like the cutter line. A Werewolver is able to wall-run if it is near a wall to avoid all damage for a short time. They side step bullets like Chromalisks. Come in all status variants. (Idea by Hexzyle)
Vog Cub-Giant- The same as an Alpha Wolver, but with more health and the added ability to shoot single fireballs with the speed of a Scorcher ember bolt. They also do not burrow, and instead simple dash out of the way of incoming projectiles.
Skolver Cub-Giant- Identical to Vog Cubs, except for they are Ice themed.
Rupturous Cub-Giant- Identical to Vog Cubs, except for they are shock themed.
Gargantu-Giant- These massive Beasts always spawn in even numbers; like the Snarbolax, they have exceptional defense, but not invulnerability. Sort of like Arkus's front shield. They're incredibly large and heavy, and roll towards the knight, attempting to crush it with its many spikes lining its fur. Being hit or walking into them while they roll causes damage equal to a Trojan charge. Every once in a while, they'll stop rolling for a second, look around for the nearest knight, and continue to roll towards it in a straight line, unable to change direction until they stop again. Although a knight could destroy them eventually by sheer force, it's often much easier to simply have them roll into each other or into a trap; heck, put them in a Freeze Trap and waltz away. Don't worry, they don't drop any loot directly, instead guarding a few treasure boxes, so it's better to neutralize rather than kill them. Their rolling also affects other Monsters, pushing and damaging them. (By Sandwhich-Potato)
Snapper-Turret- A real killer plant! Disguised as a normal bush, this monster will spring into action when players get too close. Shoots barbs in the same random fashion of Caustic Quills, with more barbs the higher tier you're in. Comes in all status variants. (Idea by Hexzyle)
Fire Beast Vog & Divine Beast Skolver-Boss- A new T3 pair of bosses. Will function similar to Twin Rabid Snarbolaxes, except Vog deals fire and Skolver deals ice. More detail will be added later in a separate thread for the entire boss stratum.
Dragon-Boss- A massive T3 flying boss. (I'll [Mushy-Bucket] make a full thread some other time). Dragons aren't exactly extinct, according to Drakons and the lore. This boss will be featured on an interesting arena that gives it room to fly around above. As to its appearance, think of the style of LoZ Twilight Princess's 7th boss, but without armor (or of the latest Hobbit movie's dragon). The boss's size is very large, as well. The head is about 1 square wide and 2 squares long, with the neck being about 4-5 squares long, a body that's about 8 squares and a 12-13 square long tail. The wingspan could easily top 20 squares. While flying it is invulnerable, but is vulnerable during any attack that involves coming towards the ground. It's health would likely fall at about 60,000 (Vanaduke's 1st, 3rd, and 5th phases have 65,000 altogether).
Abilities:
~Flamethrower: Piercing/Fire attack that involves staying high in the air and attempting to track knights with a 5-7 second long "beam" of fire.
~Firebombs: Piercing/Fire attack that involves shooting 5-15 (based on health) fireballs straight up, which will rain down like missiles with small explosion radii.
~Slam: A full-fledged piercing attack. The Dragon will swoop down and charge a player head-on for massive piercing damage. The Dragon is capable of being attack now, as it's hitbox is at knight-level.
~Landing: Causes no damage but massive knockback to all nearby knights when the Dragon lands on the ground to continue the battle on the ground for about 10 seconds.
~Slash: A land-based attack that is a simple (yet strong) piercing attack: A sweeping combo with its claws.
~Inferno (Passive): Is healed by 500 hp if set on fire, and also receives a strong buff in attack and defense while on fire (stays on fire until it is put out (by freeze), or it returns to the sky).
Comes in Fire, and Curse/Fire (SL). (By Mushy-Bucket)
~Slime~
Stickers-Drone- Slimes that cannot attack, but move rapidly. They dash towards the knight, and if they reach him or her, stick onto said knight, causing a MSD and ASD that is permanent unless thrown off. They can be either whacked off by a fellow knight, slip off by dashing, or shaken off by spazzing out. As a benefit, they look adorable. (By Sandwhich-Potato)
Treasure Jelly Cube-Brute- Pretty much identical to rock jellies, except that they spawn from red treasure boxes instead. Possibly give them a small chance of dropping a rare weapon/armor/shield/gear in general, similar to the Darkfang Shield. (Idea by Hexzyle)
Mimic Lichen-Brute- Normally acts like a regular small lichen, but has a lot of health comparable to either a Giant Lichen Colony or a Soul Jelly. He also has a copy ability that lets him turn into any monster in the vicinity. When he does this, he gain all of the copied monster's attacks and abilities with the exception of only dealing normal damage to players. Transformation either last for a set fixed time or until he receives a certain amount of damage, whereas he will then turn back into his original form and not be able to transform again for a limited time. (Yes this is a Pokemon reference. It's partly where I got the idea from.) (Idea by Hexzyle)
Oozing Slime-Elite- Slow moving slime with a fast doge. Leaves a slime trail behind it that causes status effects. Is immune to all elemental effects. Comes in all Status Variants. (By Rihzome)
Lichen Divider-Giant- Dividers function similar to Giant Lichen Colonies, except they cannot dash and have more health. When their health drops to a certain level, they divide into smaller Lichen Dividers, similar to the ranking of lichen colonies but in reverse. Dividers cannot recombine into their larger forms. Come in all status variants. (Idea by Hexzyle)
~Construct~
Microbots-Drone- Miniature robots that fly around. For their attack, they emit a lighting bolt directly ahead of them. Come in all state variants.
Radioactabots-Grunt- Poison themed Scuttlebots that leave puddles of toxin behind them, similar to oilers. To know what puddles of toxin are, look here. (By Tedme)
Garbatrode-Grunt- Poison themed Retrodes that leave puddles of toxin behind them, similar to oilers. To know what puddles of toxin are, look here. (By Tedme)
Wrecka Knights-Elite- Poison themed Mecha Knights that leave puddles of toxin behind them, similar to oilers. To know what puddles of toxin are, look here. (By Tedme)
Crystalrodes-Elite- They have enchanted elemental defense, but they are still weak to it. They deal pure elemental damage and shock and stun. Yeah, both. They are also slightly bigger than normal, and they possibly track on the swipe. Please. I'm undecided if making them not-killable. once defeated, they stay down for a bit, then re-energize and keep fighting. for a while. That's why I'm undeciced. how to kill them? (By Thunder-the-Bright)
Mecha Wolver-Elite- A mostly robotic Alpha Wolver. Use the Alpha Wolver model and replace most of the texture with metal plating, but leave some open spaces of fur. Remove any ruffly fur and replace the tail with a tail akin to a robotic rat tail (like the GitM tentacles, but grey/silver and less fat). It would appear in groups of no more than 2 or 3 and have about as much health as a Mecha Knight. The bark (and other cute doggie noises) would just sound like the same noise but more... computerized and artificial.
Abilities:
~Triple Bite: An elemental version of the standard Alpha Wolver bite combo. Deals whichever status is applied to the Mecha Wolver.
~Charge Bite: A single elemental bite akin to a standard Wolver's bite, but deals high damage and fires a volley of three bullets, much like a Phantom's charge attack, but slower. Bullets have a moderate chance of causing a minor case of the status. The bite has a near 100% chance of a moderate case of the applied status.
~Spin: An elemental damage spin similar to a Levi or FoV charge attack. Deals moderate damage and has a good chance of inflicting the applied status. Has a relatively short cooldown afterwards.
~Burrow: A standard T3 Wolver's burrowing capability.
~Bullet Dodge (Passive): A relatively high chance to dodge most projectiles.
---Comes in Normal, Shock, Fire, Freeze, and Poison variants. (By Mushy-Bucket)
Titan-Giant- A colossal sword wielding monster. Moves as slow as a lumber. For attacks, he has a forward lunging sword slam into the ground for a 2 hit attack that deals stun, similar to a troika charge albeit with much less knock back; he also has a single 180˚ forward sword sweep. He can stab his sword into the ground to summon pillars of water/steam from the ground that, similar to the old shard bombs in trajectory that have 6 explosions (the range of a 5* brandish charge). The pillars are telegraphed similar to the spike attack of a jelly cube, but if any pillar is obstructed by the environment then that line of pillars stops. Doing the pillar attack grants the Titan a temporary defense buff. He either has a very small chance to summon when the player tries to pick up a statue (in which case it would only happen on a new set of danger missions/boss stratum and the Titan would turn back into a statue when defeated) or is a rare encounter monster found only in the arcade, similar to the Tortodrone. If he is rare encounter, then he would normally be in his dormant statue form until activated by the player meaning that he is an optional boss much like the Tortodrone, and would only spawn in Jigsaw Valley/Aurora Isles themed. Has a small chance to drop a 4* fire Troika re-skin. Concept are can be found here (Concept art and name by Steam user Cobalt)
Carrier-Giant- A large vehicle akin to a 3-axle (10 wheel) box truck (but not entirely like real vehicles, or else it'll look too much like real life), utilized by Gremlins. It would be featured exclusively on a new type of depth, which would be similar to a deconstruction zone in openess, but would have a grassy, outdoor theme. You know, Gremlins killing the environment, again (Or on Spring Break!!) (I'll likely make a full thread on this later...). Back on topic.... When party buttons in large rooms that you can't see the edges of are stepped on, you'll here a background sound resembling a truck horn indicating an approaching charge. These vehicles will attempt to directly ram you (very high elemental damage), but only once. There will only be 1 truck per wave, unless there is a scripted event. These charges could (it'd be lame though) be set to come from only cardinal and intermediate directions (N, NE, E, etc), to make programming easier. Afterwards, they will spawn anywhere from 5-15 gremlins (depending on their strength) from the rear, after a short animation of the back door opening. After releasing their cargo, the truck is just a dynamic prop. It takes 95% reduced damage if the "box" part is attack, and takes regular damage if the frontal area is attacked. It is worth noting that, however different looking from real life it is, it will be assumed it has some sort of flammable fuel. It is immune to all statuses except fire, and will burn indefinitely on fire until its health runs out. It is worth noting it's health is around 2 lumbers. Once its health is depleted, it will explode, causing large damage to any player or monster nearby. Use guns!
---No status variants. (By Mushy-Bucket)
Suppressors-Turret- Construct turrets that fire bullets rapidly yet more inaccurate than a Blitz Needle from paths blocked by stone at knights. Usually placed several tiles away from the knight, posing more of a danger as a group rather than a single individual. If disrupted, resumes firing after ~1.5 seconds. (By Sandwhich-Potato)
Para Puppy-Turret- A gun puppy that shoots Gremlin Knockers into the air. The Knockers fall to the ground like a missile shot from a Mortafire, and any player standing near the landing receives a small amount of damage. Knockers that spawn from this monster drop no crowns/heat or vials, but may drop hearts. (Idea by Hexzyle)
~Gremlin~
Roller-Grunt- A gremlin with a robotic suit that transforms into a giant iron ball. Normally moves around like a Gremlin Demo not being able to do anything, but when he activates his ball form he becomes a fast moving wrecking ball that is impervious to damage. However, if he rolls for too long he gets dizzy and becomes immobilized and vulnerable for a short time before he starts walking around again. Time to Indiana Jones our way down some long hallways! (Idea by Hexzyle)
Gremlin Scientists-Grunt- These Gremlins do nothing useful whatsoever and simply run around the room flailing their arms in terror, knocking down any Monster they encounter and damaging knights slightly whenever they impact. Moves around 2/3 the speed of a Gremlin dashing passively. (By Sandwhich-Potato)
Gremlin Scouters-Grunt- These Gremlins are often found far away from their peers. If they see a knight, they panic and run back to their Monster allies, giving them an Attack and Defense boost. They move as fast as a normal Gremlin Thwacker. When alone, they fight by doing a quick 1-hit combo with a small dagger that does light damage and lets them immediately jump back and run. (By Sandwhich-Potato)
Constructor-Elite- Has roughly the same amount of health as a same tier Gremlin Bomber. Can construct Constructs (Excluding Lumberer) of the same tier. Cool down for this ability would range somewhere between 45 seconds to a minute. (By Rihzome)
Glaciater-Elite- A Gremlin Scorcher with ice status instead of fire. Flamethrower is replaced with a wave of ice. Flame Wave is replaced by a move that creates a line of ice blocks on the ground, similar to the ice blocks in Heart of Ice that can't be walked through and must be destroyed. Ember Bolt simply gets a blue re-color and becomes ice status. Instead of dropping oil slicks, he drops globs of ice like the spit attack from Tundralisks.
Galvanizer-Elite- A Gremlin with 2 electric whips for weapons. For a visual, think whiplash from iron man. His attacks would be similar to Gremlin Scorchers, but shock themed. Flamethrower fur into the gremlin lashing his whips at the ground in a straight line. Flame Wave would turn into the gremlin causing the ground to be shocked for a short duration in a cone shaped pattern in front of him. Ember Bolt would get a cyan re-color and be shock status. Instead of dropping oil slicks, he drops globs of shocking goo like the spit attack from Electrolisk.
Gremlin Blocker-Turret- These Gremlins are armed with a Supernova-line Pulsar, the exact weapon based on the tier. They can shoot up to three times in succession rapidly (like ASI VH), but immediately fall down from the recoil. Enough damage will eventually destroy the guns, causing the Blockers to pull out a mini Thwack Hammer, identical to a Thwacker save they deal less damage and have no shield in Tier 3. (By Sandwhich-Potato)
Tizag-Boss- A T1 Gremlin boss. This Gremlin wields two weapons, an electric plasma whip in one hand and liquid nitrogen modified flamethrower. He, and his boss stratum, will be both shock and ice themed, making him the first normal (non-SL) boss to deal double status for their main attacks. More detail coming later in a separate thread.
~Undead~
Almirian Vindicator-Elite- Basically an Almirian Crusader, but instead of a spear he would have a sword and attack similar to a phantom (still moves and dodges like a Crusader though). His charge attack would be the same as a 4* Avenger charge, albeit the image for the shot sword would look like the Vindicator's sword, not the Avenger. Comes in all status variants, with only his sword charge dealing status damage.
Necromancers-Elite- (I mean Really. Why hasn't this been done already OOO?) A variant of a zombie with roughly double the health of a same tier zombie. Has a devastating ranged attack similar to a Swarm Turrets (Very high normal damage), but with a status. They can teleport quickly after players, until it is within firing range. It generates a small aura, roughly half the size of a Deadnoughts, the instantly revives all zombies inside it every 10-20 seconds. These zombies will be the same status as the Necromancer that revived them. Comes in all Status Variants. (By Rihzome)
Lich Sorcerer-Support- Move as fast as a non-dashing kat and hover in the air. Liches can direct heal other monsters and provide an area heal surrounding them, similar to Gremlin Mender, however they cannot produce an area of effect rune on the ground. They are also capable of boosting the attack or defense power of other monsters with a single target spell. Liches produce circle around them that causes killed zombies to top their heads on the ground, similar to Deadnaughts. However, they can only revive zombies one at a time.
The Conscious-Boss- A T3 Undead boss. It will be a giant cloud of smoke with tentacles sticking out and an eyeball. It would mainly deal stun and curse damage, making it the only boss to deal curse outside of SL. More detail to come later in a separate thread.
~Fiend~
Elementals-Drone- They move around similar to Glop Drops, except they float visually. For their attack, they produce a small pulse in a 360˚ radius. They cannot move while attacking. Come in all status variants.
Pit Trainee-Grunt- A wimpish Devilite who's cowardly performance makes him not play well with others. He does not attack, and instead only runs away from everything including other monsters. Dodges bullet fire at the rate of a Devilite Overtimer, making him a tough monster to lock down. Gains a defense buff as long as there is a non-Overtimer Devilite nearby. Upgrades into Pit Brute by Pit Bosses, but only 1 Pit Brute mate be present at a time.
Pit Slaver-Elite- A more dangerous version of a pit boss, with the same amount of health, but with almost all the attacks of an overtimer. Highly deadly in Melee, they can / would inflict the status effect of the level. NB: Pit slavers DO NOT Turn Devilites into Overtimers. Pit slavers only appear during a battle with a Pit Boss CEO. (By Rihzome)
Pit Brute-Giant- A fiendish devil of a monster that lets nothing stand in the way of him and total corporate domination. He can shoulder bash players, similar to a Trojan charge. Has a 3-hit arm thrust move that lunges the Brute forward with each attack. Can deflect gun attacks from the front, but cannot move while doing so and has a cooldown similar to Mech Knight shields. Gains an attack boost as long as there is a Devilite Overtimer nearby. Walks as fast as a trojan, but his attacks move faster than he appears able to. Is upgraded from Pit Trainee by Pit Bosses, but only one Pit Brute can be present at a time. (Monster concept courtesy of OOO)
Stack of Titan-like Excessive Amounts of Misery (S.T.E.A.M. - No?)-Giant- A Fiend "creature", it's a massive tower of paperwork that causes nearby Yesmen to become Overtimers. In addition, stacks of paper often fall around it, damaging knights under it (like the Vanaduke pre-nerf debris). Destroying it causes the tower to collapse on itself, causing a minor shockwave which can stun knights. Destroying it causes Overtimers to become Devilites again, right before the Boss comes back. (By Sandwhich-Potato)
Velvetwing-Support- A silkwing, but instead of healing it's target it will embrue them with a defense boost. Note that all 3 silkwing variants must have distinct color differences.
Cashmerewing-Support- Same as Velvetwing, but gives attack boost instead. Note that all 3 silkwing variants must have distinct color differences.
Pit Boss CEO-Boss/Mini Boss?- A high powered Fiend that throws large stacks of paperwork at knights, dealing heavy shadow damage and almost certainly Stun. This enemy would be able to convert all nearby Devilites into Overtimes, and Pit Bosses into Pit Slavers. Would appear only in Stygian Steeds, in the final arena, along with several Devilites and two or three pit boss. (By Rihzome)
This thread will be updated regularly when I think up new monsters or when I find good ones on the forums. If you have an idea, post it here so I may add it. My goal is to have around ~50 new monsters.
So, you're working on creating / gathering Ideas for new monster? I have a few ideas, so well, here they are. NB: A FEW.
~Gremlin~
Constructor-Elite- Has roughly the same amount of health as a same tier Gremlin Bomber. Can construct Constructs (Excluding Lumberer) of the same tier. Cool down for this ability would range somewhere between 45 seconds to a minute.
~Slimes~
Oozing Slime-Elite- Slow moving slime with a fast doge. Leaves a slime trail behind it that causes status effects. Is immune to all elemental effects. Comes in all Status Variants.
~Undead~
Necromancers-Elite- (I mean Really. Why hasn't this been done already OOO?) A variant of a zombie with roughly double the health of a same tier zombie. Has a devastating ranged attack similar to a Swarm Turrets (Very high normal damage), but with a status. They can teleport quickly after players, until it is within firing range. It generates a small aura, roughly half the size of a Deadnoughts, the instantly revives all zombies inside it every 10-20 seconds. These zombies will be the same status as the Necromancer that revived them. Comes in all Status Variants.
~Fiend~
Pit Boss CEO-boss/mini boss?- A high powered Fiend that throws large stacks of paperwork at knights, dealing heavy shadow damage and almost certainly Stun. This enemy would be able to convert all nearby Devilites into Overtimes, and Pit Bosses into Pit Slavers. Would appear only in Stygian Steeds, in the final arena, along with several Devilites and two or three pit boss
Pit Slaver-Elite- a more dangerous version of a pit boss, with the same amount of health, but with almost all the attacks of an overtimer. Highly deadly in Melee, they can / would inflict the status effect of the level. NB: Pit slavers DO NOT Turn Devilites into Overtimers. Pit slavers only appear during a battle with a Pit Boss CEO.