User blog:Vladimirr45/Vladimirr's Monster Improvement

This page is for my ideas about "forsakenifying" monsters bassically I would be improving stats adding skill group 4 and giving an evolving trait (or fouth trait) to monsters from OP to A- on viability ranking list, forsaken monsters won't be included.

Ability changing, adding and improving rules: If a monster is weak you can improve or change some of their abilities or traits, when making new abilities include stamina costs, cooldowns, and accuarcy (100-90%), ability can't have more then seven things it does (e.g. deals heavy special damage to a single enemy, removes negative status effects from itself, removes positive status effects from one enemy, disables trait on one enemy, blocks positive status effects on one enemy, protects positive status effects on itself, protects trait on itself; 90% acc, 37s 3cd)

New monster adding rules: You can add a new monster which you need to give relic slots, elements, 4 skill groups, 4 traits, lore, role, image and add some comentary for, monster can't be OP but also can't be too weak.

It's mostly aiming to improve normal monsters but you can change elite, warmaster, nemesis or vip monsters as well, by changing their abilities and/or giving them an evolving trait.

Warmaster trait changing rules: personal trait, tough, effect or immunity they provide to the entire team, status caster (could be a protection effect) (e.g. Warmaster necromancer anticipation, tough, team possesion immunity, team sc: area dodge)

Warmaster ability changing, adding and improving rules: Warmaster moves tend to improve themselves with each skill group while doing the similar thing this is also kinda shared with nemesis and elite monsters (e.g. Warmaster Gortak "Yager Shot" a team and self support move that removes negative status effects from the whole team leads into "Yager Round" a move that removes negative status effects from the team and gives himself an extra turn leads into "Bar Brawl" a move that gives himself an 100% damage mirror and earh hater leads into "Full Yager" a move that gives himself a 100% damage mirror and an extra turn while giving his team control immunity and dark protection-all those moves support himself or his team they are also same element (special)) same is also with elite monsters like Gorg and his self support abilities and Xiron's control abilities.

Lore adding: Feel free to add anything lore related if it somehow connected to the lore of the monster or relic (if you are making a new monster this does not apply), you can give relics role, and name monsters abilities however you want if it's name or what does that ability do connect to the monsters role, also please no head-cannons and fan-fictions

Relic improvement: You can add lore or change and/or improve what they do, as well as add new relics

Trait or positive/negative status effect adding: You can add an effect or a trait as long as it isn't OP or too weak (e.g. positive effect Blessing (opposite of a curse) gives the target 10% of health and stamina on it's turn doubles every turn lasts 3 turns (1st turn 10% health and stamina heal, 2nd turn 20% health and stamina heal, 3rd turn 40% health and stamina heal)) (e.g. negative effect Sludge targets speed is slowed by 20% and is taking 10% of max HP as damage every turn lasts 3 turns) (e.g. trait Quicksand immunity gives the trait owner quicksand immunity)

DISCLAIMER: I will try to actively add new monster improvements please don't be toxic and insult someone or their monster be creative but please don't make an OP+ destroyer unbeatable monster, yes monsters will be OP here but it doesn't mean that you need to create a beast out of your favorite, also make it so the fourth skill group isn't so good that all other skills would be ignored, the best thing about monsters in the game is their versatility but again don't make a monster with a 4-slot syndrome there should still be a difference from good and bad abilities; MAIN THING IS TO HAVE FUN!