Monster Idea Forum Part 4

Here is the database for ideas for new monsters. The specifications you need to fill out are:
 * Stats (Level 100)
 * Element(s)

The MOST you can do is:
 * Special move
 * At least skills group 3
 * A general description, if not actual image

BELOW THIS MESSAGE, YOU CAN CREATE YOUR OWN MONSTER
 * Stats (Level 100)
 * Element(s)
 * All moves
 * Image of monster
 * Monster description
 * Events monster is in/how to obtain them
 * What "books" they're listed under
 * The relics that can they can be equipped

Agent (Black Destruction 92 is SERIOUSLY running out of ideas)
Legend Metal

Long description: The colony on Frochoas is not the only other celestial body that the humans have annexed into their territory. Besides moons, humans have also established colonies on other planets they discovered using many robotic probes. From the farming world, Ager, to the paradise planet of the rich, Regis, to the volcanic prison, Ignis Carcer, the humans have truly grown and now are more numerous than ever. All the planets are connected by a giant supercomputer the size of a large asteroid. The supercomputer, known as Mens Deorum, is so powerful, it can accept and send messages almost instantly. Many companies contributed to the Mens Deorum, including RavenTech, a very avid supporter of the Galactic Confederacy. After much negotiation all of the colonized planets eventually agreed to join forces and become the Galactic Confederacy. There was little opposition to this form of government. All the local, national, and universal governments could still do what they want, but they must unite when the time comes. Of course, there are rebels that fight against the Galactic Confederacy, the most famous rebel group is Unit: 481’s army. Unit: 481 has finally reactivated RavenTech’s most dangerous creations. How Unit: 481 did it, only one man knows. His name is Carlton Fredrik, but he prefers to go by the name Agent. Before he joined Unit: 481 on his crusade against the Galactic Confederacy and humanity itself, Carlton was born on the simple mining planet of Montes. Montes was a planet that had almost no vegetation, it was covered entirely in rock and mountains. It had no water or other beings living on it before the humans came. Luckily, it at least had an atmosphere much like Earth’s, so at least the humans do not need to wear a spacesuit every time they go outside. There is only one reason why humans decided to colonize Montes, it was filled with rare metals. Iridium, rhodium, platinum, gold, silver, and more valuable and useful metals could be found inches below the hard rock that made up Montes. Even the rock was valuable, it was very strong, durable, and light, the perfect material to be infused into the metal hulls of war machines. Thus, most of the citizens on Montes are miners that operated giant drills in order to acquire these metals. Carlton did not want to be a miner for the rest of his life, so when he was eleven, he packed his bags, took a few golden ingots, and snuck out of his house and into the nearest spaceport. After bribing a few people, Carlton was able to get himself a ticket to the moon Frochoas, the location of the Galactic Armed Forces Academy, a military boarding school for children ages eleven to eighteen. As the spaceship flew to Frochoas, Carlton tried his hardest not to look back. Once he arrived to his destination, Carlton used the last few golden ingots to bribe just a few more people in order to get admitted into the school. He enrolled just in time for the first year of military school was about to start in a day. The first thing Carlton was assigned was a number. He was assigned the number AG3NT. Then he had to go through a series of mental and physical tests to find out what type of soldier he should be. There are many different types of soldiers, but they all should fall into one of these five categories: Light, Infantry, Tactical, Artillery, or Pilot. Light soldiers are divided into four categories: Scout, Infiltrator, Trapper, or Marksman. Infantry soldiers are divided into four categories, Melee, Phalanx, Standard, or Commando. Tactical soldiers are divided into four categories: Tactician, Hacker, Machinist, or Interrogator. Artillery soldiers are divided into four categories: Gunner, Explosives, Anti-Infantry, or Siege. Pilots are divided into four categories: Land, Aeriel, Space, or Sea. After he took the test, Carlton was determined to be a Light Marksman, so his number changed to LM-AG3NT. All the soldiers were given implants to enhance their performance. In Carlton’s case, since he was a sniper, he was given eye implants to increase his eyesight and the standard mental implants that all soldiers get. Carlton was a good student and an excellent soldier. His aim was impeccable and his intelligence was clearly above average, even without the implants. He eventually made a name for himself, but since he didn’t want to be called “Carlton,” he told everyone who knew him to call him by his number, but since no one wants to always say “LM-AG3NT” over and over again, people just called him “Agent,” and he liked it. Sooner rather than later, Agent graduated from the Galactic Armed Forces Academy and went on to become a soldier. He was sent on many missions, and he always got his target. Agent believed that the Galactic Confederacy had just reasons for everything they did. Until, during a mission, Agent was sent to kill the leader of a rebel state on the planet. He killed the rebel leader easily, and the rest of the soldiers immediately surrendered once they discovered that their leader was killed, but the commander of the army was given an order by his superiors. The order was to terminate all of the rebel soldiers regardless of their surrender. The commander passed the order on to his soldiers, but didn’t want to carry out this horrible action. Suddenly, the commander pressed a button on his gauntlet, and the soldiers wordlessly raised their guns and fired at the rebel soldiers. Agent witnessed all of this from a nearby rooftop. He wondered why the soldiers suddenly opened fire even though they clearly didn’t want to. In order to get answers, Agent asked a few of the soldiers that executed the rebels. They all said they didn’t remember a thing about killing the rebel soldiers. Agent wonders how this could be. He suspects that it had something to do with the mental implants. The implants act as protection from brainwashing, but their main purpose is to enhance the intelligence and memory of all soldiers. The implants increase myelin levels inside the brain, thus increasing the speed at which signals travel throughout the brain and increasing reflexes. They also increase adrenaline and endorphin levels inside the brain in times of need, basically making the user much stronger and angrier. Agent suspects that the implants must have something to do with the killing of the rebel soldiers. So, he removed his implant, and he studied it. What he found was shocking. With a simple push of a button, the implants would transmit electronic signals that would remove the free will of any living creature. Agent couldn’t that the military is willing to use illegal mind control technology to get their soldiers to follow orders. He filed his resignation and left the military, since he was disgusted with the fact the government used mind control technology on their soldiers. After he left, Agent decided to become a vigilante, fighting against the government for what’s right. He stole experimental technology from a lab as his first act of protest including an experimental nanosuit, an experimental rifle, and an experimental hoverboard. He became a wanted criminal to the Galactic Confederacy. After a year, Agent was found by Unit: 481 and Pihlaini. Unit: 481 told Agent that the government wants to kill it too. It told him that it and Pihlaini could protect him from the government in exchange for something else. Agent asked what that “something else” was. Unit: 481 replied that it was the codes to reactivate his army, Nexus 4. Unit: 481 also said that the person who possesses the codes is Dygoras, his archenemy. Agent definitely knew who Finn Dygoras was. When he shut down Nexus 4 in order to save Earth from Patient Cyber’s plan to use the robots to wipe out all life, it was all over the news, and everyone on all the colonized worlds knew about it. What the people didn’t know was that Dygoras also possessed the codes to reactivate Nexus 4. Only Pihlaini knew that he possessed the codes, and when Unit: 481 corrupted him, he told Unit: 481 that Dygoras could reactivate his “brothers.” And, that is where Agent comes in. Unit: 481 gave Agent a bullet that explodes into a very strong acid. The acid should be able to melt through Dygoras’ armor. Once the acid exposes Dygoras’ skin, Agent will then fire a dart loaded with truth serum into Dygoras’ arm that should make him tell Agent how to reactivate Nexus 4. Once Agent finds out how to reactivate Nexus 4, he can do with Dygoras as he wishes. Agent executed this plan, and it was successful. Once Dygoras told Agent how to reactivate Nexus 4, Agent shot Dygoras’ armor with an EMP, thus shutting down the armor’s internal life support and killing Dygoras from the inside. He then passed the knowledge onto Unit: 481 and Pihlaini, who then reactivated their army. Unit: 481 the told Agent that there are more people he wants dead. Agent said that, from this day forward, he will fight with Unit: 481 against the Galactic Confederacy. The Galactic Confederacy now has some competition, Unit: 481, Pihlaini, and Agent are part of the largest rebel movement in their history. Baax, Culverin, Unit: 001, and Sadrac must stop Unit: 481 before it’s too late.

Short description: Carlton was  born on a mining planet, but he didn’t want to be a miner, so he ran away from home and never looked back. He enrolled himself into the Galactic Armed Forces Academy, and became a sniper assigned the code LM-AG3NT, but he preferred to be called Agent. He was given mental implants that would supposedly enhance his concentration and eyesight, but after learning the truth of the implants, he deserted the military and stole experimental tech. Now, he fights with Unit: 481’s army against the Galactic Confederacy.

New stuff:

Agent has 2 skill groups, but the 2nd skill group has 6 moves

Agent can use moves outside his elemental typing

Trait: Nanosuit - Immune to all negative status effects. At the start of the battle, gain Evasion for 2 turns. Gain Evasion for 1 turn every 2 turns.

Default skills:

Agent’s Assault (13 Stamina): Deals 25 Physical damage to one enemy.

Snipe (13 Stamina): Deals 30 Metal damage to one enemy.

Skill group 1:

Neurotoxin Dart (26 Stamina): Confuse 1 enemy for 2 turns. Requires 3 turns cooldown.

Close Combat (20 Stamina): Deals 55 Metal damage to one enemy.

Weakening Shots (21 Stamina): Deals 25 Special damage to all enemies. Disables Traits on all enemies.

Skill group 2:

“Titan Killer” Round (45 Stamina): Deals 65 damage to target. If target has above 45000 health and/or has the Mountain trait, deals 80 Special damage to target. Requires 3 turns cooldown.

AI Override (0 Stamina): Disable Traits and Confuse all enemy Artifact monsters for 2 turns. If there are no Artifact monsters on the enemy team, this does nothing. Requires 3 turns cooldown

EMP Round (57 Stamina): Stuns all enemy monsters. If target is from the Mechanical Book, deals 80 Thunder damage to target. Requires 2 turns cooldown.

“Hellfire” Shot (43 Stamina): Deals 55 Special damage to one enemy. If this move hits a Nature monster, deals 75 Fire damage to them. Requires 3 turns cooldown.

Low Blow (25 Stamina): Deals 60 Metal damage to target. If target is below 30000 health, deals 70 Metal damage to target.

Up Close and Personal (24 Stamina): Deals 65 Special damage to one enemy.

Special move: Kill Shot Confirmed: Kills one enemy instantly.

How to get: There will be a maze called The Soldiers of War Maze that contains Hyperion, Herr Komissar, Sergeant Hull Head, Gelotron, Garrison, and Agent. Hyperion and Herr Komissar are free. Sergeant Hull Head requires 2 keys to be moved. Gelotron requires 3 keys to be moved. Garrison requires 4 keys and Agent requires 5 keys. This maze will last for 2 weeks.

Misc info:

Books: None

Default rune slots: 3

Relics: Banner, Trap

Vespera
Legend Dark

Vespera is a dimension-traveling witch whose evilness knows no bounds. She brings people to her home and cooks them for breakfast. Beware the witch of the night!

New Stuff:

Vespera is an absurdly fast Denier with many nasty moves, including an AoE Time Stop, two random torture effect moves, an AoE Cooldowns Activated and Nightmares, and Nanovirus, which she can use due to her robotic pet crow, Bertók.

Trait: Night Terror - Immune to Possession, Nightmares and Freeze. All single target attacks have a 25% less chance of hitting her, and AoE attacks have a 40% less chance.

Default Skills:

Witch of the Night - Deals 25 Physical damage to one enemy. 13 Stamina, 0 CD

Nightmarish - Applies Nightmares to one enemy. 13 Stamina, 0 CD

Skills Group 1:

Night Haunter - Deals 35 Dark Damage to one enemy. Applies Nightmares and Dark Weakness to one enemy.. 18 Stamina, 0 CD

Vile Curse - Deals 40 Special damage to one enemy. 50% of Disabling Trait on one enemy. 23 Stamina, 1 CD

Terror Strike - Deals 25 Dark damage to all enemies. Applies Time Stop to all enemies. 30 Stamina, 2 CD

Skills Group 2:

Bertók, Attack! - Deals 40 Special Damage to one enemy. Applies Nanovirus to one enemy. 26 Stamina, 0 CD

Curse of Time - Applies Stop Time and Nightmares to all enemies. 36 Stamina, 3 CD

Warty Nose - Activates all cooldowns on one enemy. 0 Stamina, 3 CD

Skills Group 3:

Time for Battle - Deals 25 Special damage to all enemies. Activates all cooldowns on all enemies. Applies Nightmares to all enemies. 26 Stamina, 4 CD

Bertók, Fetch my Slippers! - Deals 20 Dark damage to all enemies. Applies Nanovirus and Stun to all enemies. 90 Stamina, 2 CD

Your Destiny - Deals 55 Special damage to one enemy. Applies Time Stop and two random torture status effects to all enemies. 45s 3cd

Special: Silence, I Am Meditating! - Charges for 1 turn, then applies 4 turn Time Stop to all enemies.

Books: Female, Evil Legions, Mechanical

How to get: There will be a 4-day breeding event where you can breed Gretchen and Baba Yaga for a 20% chance of getting Vespera.

Relics: Amulet, Staff

Crusadier
Legend Earth

Crusadier is the commander of war vehicles in the Fire and Earth armies of the desert where he is trying to defeat Foxommal's legions of soldiers, who are trying to take over the desert.

Books: Mechanical, Good Legions, Superheroes

Relics: Amulet, Sword

Special: Cruiser Crazy - Deals 70 Special damage to all enemies. Applies Quicksand and Burn to all enemies.

Default:

Yes Sir: Deals 25 Physical damage. 12 Stamina, 0 CD

Ready to Roll Out: Deals 30 Fire damage. 12 Stamina, 0 CD

Skill Group 1:

Coventar Attack: Deals 35 Earth damage. 50% chance of applying Quicksand to target. 14 Stamina, 0 CD

Tank Improvement: Applies a 30% Shield and Regeneration to all allies. 16 Stamina, 1 CD

Matilda: Deals 40 Special damage. May Burn target. 18 Stamina, 1 CD

Skill Group 2:

Cromwell Attack: Deals 40 Earth damage to all enemies. Applies Quicksand to all enemies. 20 Stamina, 2 CD

Tank Upgrade: Applies a 50 Shield, Regeneration, and Damage Boost to all allies. 22 Stamina, 2 CD

Valentine: Deals 50 Special damage. May Burn target. May Ignite target. 24 Stamina, 1 CD

Skill Group 3:

Comet Attack: Deals 50 Earth damage to all enemies. Applies Quicksand to all enemies. 26 Stamina, 3 CD

Tank Revamping: Applies a 50% Shield, Regeneration, and Double Damage to all allies. 28 Stamina, 3 CD

Churchill: Deals 60 Special damage. May Burn target. May Ignite target. 30 Stamina, 3 CD

Gare and Mase (Black Destruction 92 Needs a Hug)
Legend Special

Long description: Splicer Descendent recently developed a new plan for killing Wraith. After they discovered aliens existed, Splicer Descendent made it their mission to gather alien DNA by any means necessary. By combining the DNA of many aliens, Splicer Descendent has created a new breed of creatures, the R.A.O.I.M or, the Ravaging Amalgamations of Infinite Might. So far, there are only three R.A.O.I.M in existence but, they are the most powerful creations that Splicer Descendent has ever made. Splicer Descendent invested everything they had on the R.A.O.I.M, if they don’t succeed in killing Wraith, the company will be forced to shut down. Gare and Mase is the third and final R.A.O.I.M. Gare and Mase are actually two people, twins in fact. Since a DNA mutation connected the twins’ bodies, they are forced to cooperate and work as one person. Their limbs are artificial and were made by Splicer Descendant since they were born without arms or legs. Gare and Mase were born with disfigured faces. They were told to wear masks by Splicer Descendant since, no one could stand to look at Gare and Mase. Before Gare and Mase were born, their mother was exposed to radioactive fuel on a spaceship on its way to Frochoas while she was pregnant. When Gare’s and Mase’s mother gave birth to them, she was disgusted by the repulsive-looking, connected, limbless twins but, she was a good mother. She decided that, even though they weren’t the perfect babies, they were still hers and, it was her duty to care for them. She purchased prosthetic arms and legs for the twins and, she named the right head Gare and the left head Mase. As the years passed, Gare and Mase grew up but, they were not like most children. Gare was a genius who dabbled into mathematics, arcane and divine forces, and chemistry. Mase was a brute who loved to play football, lift weights, box, wrestle, and eat meat. Despite their differences, the two of them got along very well. Sharing a body did have some complications but, Gare and Mase managed to work around them. One day, Gare and Mase received a letter from Koraziel, the CEO of Splicer Descendant. Koraziel wanted Gare and Mase to go to the main headquarters of Splicer Descendant locates on the Moon so that they can research the twins’ DNA. The company promised Gare and Mase ten thousand dollars and a good home on the moon if, Gare and Mase agree to this proposal. Gare and Mase agreed and, they boarded the first shuttle on its way to Earth. From Earth, the two of them took a shuttle to the Moon and arrived at the Splicer Descendant headquarters. Koraziel was there to greet the twins and thank them for coming such a long way but, when saw the twins’ prosthetics, he immediately told them to get new ones. He wanted this because, to him, the ones that Gare and Mase have now are obsolete and worthless. Koraziel said that he would pay for the twins’ new prosthetics because, they will be provided and installed by Splicer Descendant. Gare and Mase tried to object after all, the ones they have now are just fine but, Koraziel insisted. Gare and Mase eventually gave in. After a long surgery, Gare and Mase admired their new prosthetics. They were armored heavily yet, they were still light. The prosthetics had advanced hydraulics which gave the twins considerable strength. But, what was most surprising was that they had four arms and legs instead of two. Koraziel claimed that it was more efficient for the twins to have an extra set of arms and legs and, Gare and Mase decided they could live with it. After the installation of Gare’s and Mase’s new prosthetics, Koraziel explained the real reason why he brought Gare and Mase to his facility. He wanted to recruit the twins and make them part of the R.A.O.I.M project. He explained that Splicer Descendant wants to kill Wraith and, that if they don’t kill Wraith, the company would have to shut down. Gare and Mase asked what they needed to do. Koraziel said that they already had everything they needed because during the surgery, the doctors not only gave them new prosthetics but, they also enhanced Gare’s and Mase’s senses. Koraziel gave Gare and Mase a armor and masks to protect their body and told them that they should join Zadarcin and Placinos back on Earth. Gare and Mase decided to join the R.A.O.I.M team. Their brains and muscle would prove useful to Zadarcin and Placinos and, after all Koraziel did for them, they decided that they owe him one. They agreed to kill Wraith and become part of the R.A.O.I.M squad. The R.A.O.I.M must kill Wraith. The fate of Splicer Descendant is still to be determined.

Short description: Born conjoined twins, Gare and Mase went to Splicer Descendant’s headquarters supposedly to be researched. In reality, the CEO of Splicer Descendant wanted to make Gare and Mase the third R.A.O.I.M with their consent. Gare and Mase agreed to become the third and final R.A.O.I.M. Their intelligence and strength currently aid Splicer Descendant.

New stuff:

Gare and Mase have 280 Stamina

Being a Legendary Special, Gare and Mase has no default weakness.

Gare and Mase take up 2 slots when in battle. Each head has separate movesets and separate special moves. They have 1 set of stats and 1 hit box. Gare always goes first, Mase goes second.

New buffs: Gare default skills:
 * 1) Chemical 72 - Affected monster loses 10% of their maximum health for 3 turns.  When Mase hits a monster affected by this buff, he also removes an extra 20% of targeted monster’s life and removes the buff.
 * 2) Chemical 29 - Affected monster is Possessed and deals 25% more damage for 1 turn.  Can’t be blocked by Immunity to Possession.
 * 3) Chemical 14 - Affected monster can’t attack for 2 turns.  Can’t be blocked by Immunity to Stun or Freeze.

Minor Acid (13 Stamina): Deals 25 Physical damage to one enemy.

Weak Toxins (13 Stamina): Deals 30 Dark damage to one enemy.

Mase default skills:

Iron Arms (13 Stamina): Deals 25 Physical damage to one enemy.

Monster Stomp (13 Stamina): Deals 30 Earth damage to one enemy.

Gare skill group 1:

Torture Vials (18 Stamina): Applies Chemical 72 to all enemies and Poison to all enemies.

Radioactive Bottle (21 Stamina) Deals 45 Dark damage to one enemy. 50% chance of applying Chemical 29 to target.

Adrenaline Injection (0 Stamina): Deactivates all cooldowns from self.

Mase skill group 1:

Four-Armed Strike (20 Stamina): Deals 50 Metal damage to one enemy. Applies Bleeding to one enemy.

Small Wounds (18 Stamina): Applies Bleed to all enemies.

Pushing Through (0 Stamina): Deactivates all cooldowns from self.

Gare skill group 2:

Exhausting Gas (37 Stamina): Deals 35 Dark damage to all enemies. Removes 50% of total stamina from all enemies. Requires 4 turns cooldown.

Debilitating Venom (23 Stamina): Activates all cooldowns on all enemies and Slows all enemies. Requires 3 turns cooldown.

Unstable Poisons (28 Stamina): Deals 15 Dark damage to all enemies. Applies 1 of these effects to all enemies: Poison, Chemical 29, Chemical 14, Burning, Chemical 72.

Mase skill group 2:

Metallic Fists (27 Stamina): Deals 65 Metal damage to one enemy. Applies Bleed to target.

Land Smash (31 Stamina): Deals 70 Earth damage to target and 55 Earth damage to everyone else. Requires 2 turns cooldown.

Bloody Blow (29 Stamina): Deals 70 Metal damage to one enemy. Applies Bleed target. Requires 1 turn cooldown.

Gare skill group 3:

Chemical Overload (61 Stamina): Activate all of Mase’s cooldowns and activate all enemies’ cooldowns. Apply Chemical 14 and Chemical 72 to all enemies. Requires 5 turns cooldown.

Rapid-Hardening Cement (45 Stamina): Deals 45 Special damage to one enemy. Applies Chemical 14 to one enemy. Requires 3 turns cooldown.

Mind Bending Toxin (27 Stamina): Applies Chemical 29 and Chemical 72 to all enemies. Requires 3 turns cooldown.

Mase skill group 3:

Limb Overcharge (61 Stamina): Activate all of Gare’s cooldowns and gain Damage Boost and Double Damage. Requires 5 turns cooldown.

Rock Spikes (32 Stamina): Deals 60 Earth damage to all enemies. Requires 4 turns cooldown.

Tetanus Wound (28 Stamina): Deals 75 Metal damage to one enemy. Applies Bleed to all enemies. Requires 2 turns cooldown.

Gare special move: Destructive Chemical Reaction: Deals 65 Special damage to all enemies. Applies Chemical 72 and Chemical 14 to all enemies.

Mase special move: Steel Beam Swing: Deals 75 Metal damage to all enemies. Applies Bleed to all enemies.

How to get: In order to get Zadarcin, Placinos, or Gare and Mase, you must get a Splicer Descendant ID Tag. This tag is obtainable by breeding Experiment 6 and Banshee during the Splicer Descendant Breeding Event. You will know when you get a Splicer Descendant ID Tag when the breeding takes only 3 seconds. Random epic monsters will also pop up. This breeding event will last for a week. Then, once the breeding event is over and, if you have the tag, you can choose which dungeon to spend the tag on. If you choose the Gare and Mase Dungeon, you will gain access to a one-node dungeon where you’ll fight a boss Gare and Mase with three level 10 speed runes. Defeat this boss and you’ll get a Gare and Mase egg. This dungeon lasts until you complete it after you spend the tag and cannot be repeated.

Misc info:

Books: None

Relics: Sword, Amulet

Default rune slots: 2

Burnomontgomery (TheBaronisHere needs British WWII generals)
Legends Fire

Burnomontgomery is one of the key Fire commanders. He defends the desert from villains, like the Dark and Earth monsters. He will never stop being commander until he defeats the enemy.

Books: Mechanical, Good Legions, Superheroes

Relics: Armor, Essence

Special: Operation Torch - Deals 65 Special damage to all enemies. Applies Mega Stun and Burn to all enemies.

Default:

Desert Campaign - Deals 25 Physical damage. 13 Stamina, 0 CD

High Commander - Deals 30 Fire damage. 13 Stamina, 0 CD

Skill Group 1:

Desert Soldier - Deals 35 Special damage. 50% chance of Stunning target. 15 Stamina, 1 CD

Tommy Gun Charge - Deals 35 Fire damage to all enemies. May Burn all targets. 17 Stamina, 2 CD

The Traitor! - Removes 20% of Stamina from target. Applies Stamina Leak to target. 19 Stamina, 0 CD

Skill Group 2:

Desert Troops - Deals 45 Special damage to all enemies. May Stun all targets. 21 Stamina, 1 CD

BREN Gun Charge - Deals 40 Fire damage to all enemies. May Burn all targets. 23 Stamina, 2 CD

Morale Boost - Gives Double Damage to all allies. Removes all negative effects from all allies. Heals all allies by 30%. 25 Stamina, 4 CD

Skill Group 3:

Desert Veteran - Deals 55 Special damage. Applies Mega Stun to target. 27 Stamina, 2 CD

STEN Gun Assault - Deals 50 Fire damage to all enemies. May Burn all targets. 29 Stamina, 3 CD

Destroy the Enemy - Deals 60 Fire damage. Removes 100% of Stamina from target. 31 Stamina, 2 CD

Tarun
Legend Fire

Tarun was a dragon who lived in King Daeron's kingdom. He lived in a cave, eating sheep and deer that wandered into his territory. He was extremely fast and nimble. He was able to run circles around anyone and anything that came into his territory, and as a game, he ran circles around his prey before he ate it. One day, Postiguraf ventured into his territory. Tarun ran 3 circles around Postiguraf, but when he tried to eat him, a hole appeared in the ground and swallowed the wolf up. Tarun ventured in, and dove down to the bottom. The entrance disappeared. Tarun managed to dematerialize and escape, but he is now always a spirit dragon.

New Stuff: 

Because Tarun is an extra-turn monster, his moves cost more stamina than usual.

Trait: Fire Stealer. When an enemy is Burned or Ignited, if Tarun attacks him, Tarun gains an extra turn. This removes 1 turn worth of Burning or Ignition from target.

Skills Group 1: 

Fiery Dash - Deals 40 Fire Damage. [4 turn] Burns target. 31s 0cd

Minor Heist - Deals 45 Special damage. Removes 20% of Stamina from target. Gains 20% Stamina. 25s 0cd

Purifying flames - Burns all enemies. Removes Negative Effects from self. 45s 2cd

Skills Group 2:

Ignition Dash - Deals 45 Fire Damage. Burns and Ignites Target. 32s 1cd

Major Heist - Deals 55 Special Damage. Removes 40% of Stamina from target. Gains 40% of Stamina. 27s 1cd

Corrupting Flames - Burns and Possesses all enemies. 35s 3cd

Skills Group 3:

Scorched Plain - 50% of Burning, Ignition and Scorching all enemies. Gains an Extra Turn. 42s 3cd

Heist of The Ages - Deals 65 Special Damage. Removes 50% of Stamina from target. Gains 50% of Stamina. Heals equal to 50% of the damage done. 32s 4cd

Duality - Removes Negative effects from allies. Removes Positive Effects from enemies. Deals 25 AoE fire Damage. 0s 3cd

Special: Fire Spirit - Deals 90 AoE fire Damage.

How to Get: There will be a Dragon team race. This race has bigger and better rewards than most other races. First Prize gets Rank 4 Tarun, Rank 1 Eggeater, Drakor, Goran, Drekk, Dracontium, and Daganth. 2 and 3rd places get all these rewards, but unranked. 4 to 6 gets Eggeater, Goran, Drekk, Dracontium, and Daganth. 7 to 10 get Goran, Drekk, Dracontium and Daganth. 11 to 15 get Daganth Rank 1, and 16 to 20 get a normal Daganth. You must get 4 laps to qualify.

Books: Dragon, Spirit, Underworld

Relics: Mask, Staff

Kalighon (DarknessLOL666)
Legend Water 

Dr. Hazard and Dr. Victor both wanted to use Kihaku's village as a toxic waste dumping spot. Kihaku's village was out of the way and in the mountains, so it would be the perfect spot to dump toxic waste. There was a problem though. Kihaku guarded his village fiercely, and so did his dragon. Both doctors knew that Kihaku was easily beatable without his dragon, and plotted ways to distract the dragon. Around this time, Dr. Hazard had started dumping the waste on the Sheluke who would become Fatid. When Dr. Hazard saw what happened to the measly little Sheluke, and the fact that Fatid fought for them, Dr. Hazard put a barrel of toxic waste under Kihaku's dragon's nose. The dragon gulped it down, and immediately fell asleep. The 2 doctors then tied Kihaku to the chair and started dumping the waste. When Kalighon, Kihaku's dragon, woke up, he was hungry and a bit groggy. He ate the first thing in front of him, which happened to be Kihaku. When he found out that the doctors had tricked him into eating his friend, he froze them both in a giant block of ice. After that, he left and wandered until he found Valmungir. They were the ones who created the idea of the Dark Forces.

Skills Group 1:

Katsu Toxins - 50% Chance of AoE Freeze. 50% chance of AoE possession. 25% chance of both. 25% chance of nothing. 42s 0cd

Draining Barrel - Deals 45 Special Damage. Stuns and removes 40% of Stamina from target. 24s 1cd

Agatsu Channeling - Applies Stamina Regeneration, Regeneration and Precision to self. 0s 2cd

Skills Group 2:

Frozen Tori - Deals 45 Water Damage. Applies Freeze and Possession. 26s 1cd

Exploding Barrel - Deals 35 AoE Special Damage. Stuns and Applies Stamina Leak to all targets. 38s 3cd

Labratory Support - Applies Stamina Regeneration, Damage Boost and Precision to all allies. 25s 3cd

Skills Group 3: 

I AM NOT SUSHI! - Deals 30 AoE Special Damage. Applies Freeze and 2 Turn Possession to all enemies. 56s 3cd

Osaka Uprising - Applies 2x Damage, Precision, Stamina Regeneration, and a 20% Shield to all allies. 50% Chance of possessing all allies. 0s 0cd

Shimbara - Deals 40 AoE Special Damage. Removes 50% of Stamina. Applies Stamina Leak to all enemies. 42s 3cd

Special: Eater of Ships - Recharges for 1 turn. Next turn, applies 3 Turn Possession to all enemies.

How to get: You can Breed Kihaku with Dr. Hazard or Dr. Victor for a 25% chance of getting Kalighon.

Relics: Trap, Amulet

Books: Sea, Dragons, Evil Legions

Sarbiohn (DarknessLOL666)
Legend Light

Taiga and Sarbiohn were brothers in Zimnyaya's army. After the Good Legions, led by Quixote and Rocigon, invaded the north, they destroyed Sarbiohn and Taiga's house and killed their parents. Taiga and Sarbiohn killed the ones who destroyed their house, and because they wanted revenge, joined Zimnyaya's army as assassins. Taiga and Sarbiohn went on countless missions and assassinated many important figures in the Good Legions’ army, including Scrap Warrior. They became wanted by the Good Legions, and many traps were laid. None of them succeeded, so many more were killed. Wraith was upset that people were not using him as an assassin, so he captured Taiga and Sarbiohn. Taiga was delivered to the Good Legions, where he was imprisoned for many years. Sarbiohn managed to escape from Wraith and returned to Zimnyaya's headquarters. When Zimnyaya surrendered, Taiga was released, but was haunted by his years in prison and could recognize Sarbiohn. Sarbiohn will kill Wraith, but will do it alone, to avenge his brother. He will kill him, or unmask him, or imprison him in the same prison that Taiga was imprisoned in, all to avenge his brother.

Skills Group 1:

Hidden Assassin - Deals 40 Special damage. 50% chance of making target Bleed. 24 Stamina, 0 CD

Lick wounds - Heals itself by 20%. Gains Damage Boost and Precision. 26 Stamina, 1 CD

Bush Disguise - Applies Evasion to itself. 0 Stamina, 1 CD

Skills Group 2:

Easy Escape - Removes all negative effects from itself. Gains Damage Boost and one extra turn. 24 Stamina, 3 CD

Snare Trap - Deals 55 Special Damage. May Daze target. 27 Stamina, 0 CD

Blinding Blade - Deals 35 Light Damage to all enemies. Applies Blind and Bleeding to all enemies. 34 Stamina, 2 CD

Skills Group 3:

Hidden Thief - Gains Triple Damage and Evasion. Removes 25% of life from all allies. 0 Stamina, 4 CD

Invisible Trap - Deals 40 Light damage to all enemies. Applies Light Weakness and Daze, and Bleed to all enemies. 42 Stamina, 3 CD

Cold Rage - Deals 60 Special Damage. 50% chance of Freezing all enemies. 32 Stamina, 4 CD

Special:  White Assassin - Deals 75 Light damage to all enemies. Applies Blind, Sunburn and Light Weakness to all enemies. Gains one extra turn and Sunburn Hater. Applies a 3 turn Death Countdown to self.

How to get: There will be a Premier dungeon. It will last for 3 days, and you must defeat a Level 150 Boss Sarbiohn. If you defeat him, you will get enough cells to rank him up to rank 5.

Relics: Mask, Trap

Books: Winter, Evil Legions

Thorn EastBlade (Black Destruction 92 is Expecting You)
Legend Earth

Long description: The world of Monster Legends is a conflux where trillions of alternate timelines and universes collide. Sometimes, beings are pulled out of their universes by an unknown force and forced to fight other beings in the Monster Arena. Occasionally, these beings will find Monster Masters they trust who will care for them and will help them grow strong. But, there is one monster from the Medieval Fantasy universe that refuses to bow to anyone: Thorn EastBlade. Thorn is a rebellious fighter who sometimes doesn’t listen to his Monster Master. He is a parallel version of Sting WestClaw, the outlaw of the Post-Apocalyptic Wastelands. But, unlike his parallel twin, Thorn is a killer who loves destruction and wants to watch every universe burn at his feet. He currently resides in the Futuristic Worlds universe. Before he was transported there though, Thorn EastBlade was a giant monster who terrorized the kingdoms of the Medieval Fantasy universe. He was huge and strong but, he was also agile and smart. This made him a master fighter and tactician who could defeat armies all on his own, mentally and physically. His skin was impervious to almost any kind of damage and, when combined with armor, he was almost invincible. Thorn didn’t kill because he wanted to conquer land. Nor did he kill because he wanted fame, glory, and loot. No, he killed just for the fun of it. Eventually, every kingdom in the Medieval Fantasy universe was destroyed by Thorn and, there were almost no survivors. The Black Triumvirate tried to shield as many people as they could from Thorn’s fury but, their might alone wasn’t enough to combat him. They needed a way to get rid of Thorn EastBlade. So, the Black Triumvirate told Thorn that there are many, many more universes that he could destroy, ones that would give him more of a challenge. The Medieval Fantasy universe was very primitive and the Futuristic Worlds universe will be harder for Thorn to destroy. The humans in the Futuristic Worlds universe much more advanced than the ones in the Medieval Fantasy universe and, the Futuristic Worlds universe is so dangerous that the armies of Heaven and Hell are forced to fight the mortals there in order to keep them from becoming too powerful. In other words, the Futuristic Worlds universe is a giant war-zone where Heaven, Hell, humans, and aliens all fight. It is the biggest and most dangerous of all the universes. Thorn asked how he could be transported there. Zalore claims that there is a wizard who can transport Thorn to the Futuristic Worlds universe. Zalore said that he would take Thorn with him to see the wizard. When they arrived at the wizard’s humble dwelling, Thorn demanded that the wizard transport him to the Futuristic Worlds universe. The wizard said he would, for a price. Zalore, who was desperate to get rid of Thorn, decided to give the wizard the last bits of his Gold. It wasn’t much but, it was enough for the wizard. So, the wizard mumbled a spell and tapped Thorn with his staff and, in a flash of light, Thorn suddenly was in the Post-Apocalyptic Wastelands, the part of Earth that no human would dare go to. Suddenly, he saw a being who looked much like him. It was none other than his parallel twin, Sting WestClaw. Thorn was actually much bigger than Sting and was much stronger and smarter too. He easily beat Sting WestClaw in a fight and smashed his revolver to pieces. Human satellites were able to detect the arrival of Thorn EastBlade and, the humans feared him. Right now, Thorn is stuck in The Wasteland Desert with no map but, he will eventually find his way to human cities. Considering how he easily beat a deadly monster like Sting WestClaw, Thorn is a force to be reckoned with. The angels of Heaven also fear that Thorn EastBlade’s arrival could be dangerous for the eternal balance between good and evil. If Thorn joins The Dark Lord’s forces or joins the forces of Hell, evil will always be able to prevail. Someone needs to kill Thorn EastBlade and, they need to do it fast.

Short description: Thorn EastBlade used to live in the Medieval Fantasy universe but, after he destroyed everything there, he moved to the Futuristic Worlds universe. Luckily, Thorn was transported to the Post-Apocalyptic Wastelands and is far from human cities. Eventually, he will find his way to them though. Someone needs to kill Thorn EastBlade and, they need to do it fast.

New stuff:

Thorn EastBlade has Metal attacks

Trait: Rebellious - Immune to control and cooldown activation. Thorn EastBlade has no special move. Instead, every time Thorn EastBlade uses a move, he has a 10% chance to use the move “Uncontrollable Wrath” which removes 20% of all enemies’ life and destroys all their shields for no Stamina.

New buffs: Default skills:
 * 1) Viciousness: Every time a monster affected by this buff attacks, they also remove an extra 3% of the targeted enemy’s life.  Lasts for 4 turns.

Slash n’ Sting (13 Stamina): Deals 25 Physical damage to one enemy.

Iron Swords (13 Stamina): Deals 30 Metal damage to one enemy.

Skill group 1:

I Won’t Wait for You (17 Stamina): Applies Viciousness to self and gains an extra turn. Requires 1 turn cooldown.

Shattering Swords (21 Stamina): Destroys all enemies’ shields and removes 7% of all enemies’ total life. Requires 3 turns cooldown.

Metal Cuts Flesh (22 Stamina): Deals 60 Metal damage to one enemy.

Skill group 2:

Frenzied Strike (24 Stamina): Deals 70 Earth damage to one enemy. Applies Viciousness to self. Requires 2 turns cooldown.

The Slayer of All (27 Stamina): 50% chance of dealing 65 Special damage to one enemy and applying Viciousness to self. 50% chance of removing 30% of targeted enemy’s life. Requires 4 turns cooldown.

Invincible One (24 Stamina): Applies Taunt and gives a 150% Shield to self. Requires 3 turns cooldown.

Skill group 3:

Weak Spot Found (43 Stamina): Removes 40% of targeted enemy’s life. Destroys all enemies’ shields. Requires 4 turns cooldown.

I Don’t Care About You (32 Stamina): Deals 75 Special damage to a random ally that is not Thorn EastBlade and remove 60% of targeted enemy’s life. Requires 5 turns cooldown.

Sword Rain (28 Stamina): Deals 45 Metal damage to all enemies. Applies Viciousness to self. Destroys all enemies’ shields. Requires 2 turns cooldown.

How to get: A maze will pop up called The Monstrous 72-Hour Maze and you must move Thorn EastBlade sing Maze Coins to the end to acquire him. Unlike most mazes, this maze event can be repeated as many times as you want. This maze will only last for 72 hours.

Misc info:

Books: Evil Legions, Villains

Default rune slots: 3

Relics: Essence, Armor

Rose (lillildipsy wants to fill his habitat of breeding jokers)
Legend Magic

Description: looks like violet but shorter, red dress, different face and red hair

Skills 1

(23 Stamina): 35 magic damage

(25 Stamina): 45 special damage

(31 Stamina): 50% stun + extra turn + 25 magic damage, 2 turn cooldown

Skills 2

(33 Stamina): Guaranteed single target possess + damage reduction (1 turn) + extra turn, 3 turn cooldown

(29 Stamina): 55 magic damage

(23 Stamina): AoE 50% stun

Skills 3

(41 Stamina): 50% AoE possess + extra turn, 5 turn cooldown

(28 Stamina): Single target stun

(35 Stamina): 100% single target possess + extra turn, 4 turn CD

Special: Guaranteed AoE Possession

Overview:

Extra turn deny that doubles as a breeder, moves should have a high stamina cost though

Misc info:

Mask / Staff relic slots

Books : Female, Families

Sadrac (Black Destruction 92 is a Reliable Guy)
Legend Light

Long description: Infernus is not the only mortal who has divine heritage, there are a few mortals who are much like him. Angel and demon law may state that marrying and having children with mortals was forbidden but, that didn’t stop a few angels and demons from marrying and having children with the ones they loved. Sadly, angel and demon law also states that these few, unique “half-mortals” must be put in foster care, away from their divine parents. Most half-mortals never know about their angelic or demonic parents and never are able to tap into their divine powers. The only way one can tell that someone has divine heritage is by the person’s looks or personality. Infernus was a special case and had the eyes and horns of a demon but, most half-mortals look and act just like normal humans with only slight differences. Usually a mortal that’s half angel will be more beautiful and kind and a mortal that’s half demon will be more vicious and dangerous. Of course, that is not true for all half-mortals. Sometimes, a half-mortal is able to find his or her divine parents and reunite with them. They may even be able to tap into their inherited power. Sadrac is one of the few half-mortals that tapped into her power and reunited with her original parents. The daughter of an angel, once she was found, Sadrac was put into a foster home, away from her angel mother. Her foster parents knew that Sadrac was part angel and had to keep Sadrac’s heritage a secret from her. Sadly, Sadrac’s foster parents died in a car crash when she was twelve years old. When this happened, her mortal, birth father stepped in and offered to care for Sadrac. The Council of Heaven opposed this decision at first but, since the Laws of Heaven didn’t say anything against it, they gave in and allowed Sadrac’s birth father to care for her. There were two conditions though, Sadrac’s father couldn’t tell Sadrac that she was part angel or tell Sadrac he was her father. Luckily Sadrac’s birth father was rich and was more than happy to share his home with Sadrac. Sadrac was happy living in her father’s mansion but, even though fate has treated her well, Sadrac remained humble and kind, just like an angel. Unfortunately, nothing good lasts for long and, evil is always lurking around the corner. As The Dark Lord was building up his army, he decided to train his force by attacking a city. This city, coincidentally, was the city where Sadrac’s father's mansion was located. The Dark Lord attacked the city with ruthless abandon, killing and enslaving any being that stood in his way. Sadrac was twenty-five when The Dark Lord attacked and, she tried her best to save as many people as she could. She saved many from The Dark Lord’s attack, excluding her father. Sadrac’s father sacrificed himself to save many by grabbing his rifle and holding off The Dark Lord’s forces for a short time so Sadrac and the survivors could escape. Before he died though, Sadrac’s father told Sadrac that she was part angel and that he was her real father. Sadrac wondered if what he said was true when suddenly, the army of Heaven arrived to push back The Dark Lord’s forces. Sadrac’s mother, Seriel, was leading the charge. When she saw her daughter, Seriel flew over to Sadrac and told her that she was her mother. Seriel asked where her husband was and, with a heavy heart, Sadrac realized that the man that took care of her for many years was really her father. Sadrac said that he was dead and Seriel burst into tears. Suddenly, The Dark Lord appeared. He blasted Seriel away and abducted Sadrac. He then started to attempt to corrupt Sadrac’s mind in order to make Sadrac one of his soldiers. The Dark Lord started the corruption process by slowly corrupting Sadrac’s angelic light. He was about halfway done with the process when suddenly, Sadrac ripped out of her chains. She hovered above the ground, wielding the light and the darkness as one. The Dark Lord was amazed. He couldn’t believe that even though Sadrac is only half angel, she was able to resist his corruption. Instead of fighting The Dark Lord though, Sadrac broke down a wall and flew out of the tower she was in. She then flew all the up to Heaven. When she arrived, the first person she saw was her mother, Seriel. She saw that her daughter had finally escaped and was able to escape from The Dark Lord but, she also saw that The Dark Lord had still corrupted parts of her angelic light. Seriel was afraid that the darkness already inside her daughter would spread, corrupting all her light. When she told her daughter her thoughts, Sadrac instantly became worried. Fortunately, Seriel has a solution. She went to Uriel and asked him if he would be willing to give a part of his light in order to halt the corruption in Sadrac’s body. Uriel’s light was special, it has the power to heal any form of corruption. Sadly, the corruption in Sadrac’s body was too much for even Uriel’s light to heal. It was irreversible but, it could be healed. Uriel agreed to give Sadrac some of his light. Seriel thanked Uriel and led Sadrac to Heaven’s armory. She told Sadrac that her powers could be useful for helping Heaven in times of need. She picked out a suit of armor and sword for Sadrac and said to her that she should stay in Heaven and become the first half-mortal soldier in Heaven. Sadrac agreed to this proposal and currently, she fights for the glory of Heaven against the forces of Hell and the forces of The Dark Lord. She is able to use the darkness inside of her against the darkness. Evil cannot hide from her light and will be annihilated by her dark.

Short description: When her foster parents were killed, Sadrac went to live with a man she didn’t know was her true father. After he died, he revealed who he was and that Sadrac was part angel to Sadrac, who was skeptical until, her angel mother appeared. While the two of them talked, Sadrac was abducted and corrupted by The Dark Lord but, the corruption was luckily stopped. Now, Sadrac fights for Heaven, using the powers of the darkness against evil itself.

New stuff:

Sadrac has Dark and Light attacks

Trait: Corrupted Half-Mortal - Dark and Light attacks are weak against her. Triple damage against Evil Legions monsters. Immune to Possession, Nightmares, and Sunburn

Default skills:

Daughter of an Angel (13 Stamina): Deals 25 Physical damage to one enemy.

Soldier of Heaven (13 Stamina): Deals 30 Light damage to one enemy.

Skill group 1:

Remiel’s Support (0 Stamina): Heals all allies by 45% of their maximum health. Requires 1 turn cooldown.

Smite of Light and Dark (25 Stamina): Deals 27.5 Light then 27.5 Dark damage to one enemy.

Energy of Light and Dark (0 Stamina): Gives 100% of total Stamina to self. Deactivates all cooldowns from self.

Skill group 2:

Elvira’s Assistance (0 Stamina): Heals targeted ally by 100% of their maximum health and restores target’s Stamina to full. Requires 2 turns cooldown

Blade of the Light (23 Stamina): Deals 70 Light damage to one enemy. Applies Sunburn and Dark Weakness to all enemies. Requires 1 turn cooldown.

Blade of the Dark (23 Stamina): Deals 70 Dark damage to one enemy. Applies Nightmares and Light Weakness to all enemies. Requires 1 turn cooldown.

Skill group 3:

Uriel’s Breath (0 Stamina): Heals all allies by 75% of their maximum health and restores all allies’ Stamina to full. Requires 3 turns cooldown.

Swords of Light and Dark (32 Stamina): Deals 27.5 Light damage then 27.5 Dark damage to all enemies. Applies Sunburn and Nightmares to all enemies. Requires 3 turns cooldown.

Divine Purity (23 Stamina): Removes all negative status effects from all allies. Deactivates all cooldowns from all allies. Gains an extra turn.

Special move: By the Light and Dark!: Deals 35 Light then 35 Dark damage to all enemies. Applies Dark and Light Weakness to all enemies. Heals all allies to full.

How to get: This monster is able to be obtained from the Dark and Light Race. With a rank 1-3 Sadrac and rank 1 Valacriel being the first place prize, a rank 1 Valacrael being the second place prize, Remiel as the third place prize, Uriel being the 4th to 6th place prize, Noctum being the 7th to 10th place prize, a rank 2 Seraphim as the 11th to 15th prize, and a regular Seraphim as the 16th to 20th prizes. She will then be on sale in a Choose the Rank sale.

Misc info:

Books: Good Legions, Female

Default rune slots: 3

Relics: Sword, Armor

Thetys' Commander
1000 years ago this monster was a fierce Viking chief, but drowned when his ship sank. However, a witch revived him and he is now the fiercest member of the Water army.

Books: Sea, Undead, winter, Evil Legions, Team Wars, villains

Relics: Mask, Sword

Special: Skeleton of the Norse: Deals 70 Water damage to all enemies. Applies Drowned to all enemies.

Default Skills:

New Viking: Deals 25 Physical damage. 13s, 0 CD

Wash: Deals 30 Water damage. 13s, 0 CD

Skill Group 1:

Loki's Rage: Deals 45 Water damage. Applies Drowned to target. 17s, 1 CD

Wooden Viking Shield: Applies a 30% Shield to all allies. 23s, 1 CD

Axe Rush: Deals 35 Special damage. May make target Bleed. 21s, 0 CD

Skill Group 2:

Thor's Anger: Deals 50 Water damage. Applies Drowned to target. 24s, 2 CD

Iron Viking Shield: Deals 35 Water damage to all enemies. Applies a 50% Shield to itself. 26s, 2 CD

Axe Crush: Deals 60 Special damage. May make target Bleed. May Stun target. 25s, 1 CD

Skill Group 3:

Odin's Fury: Deals 50 Water damage to all enemies. Applies Drowned to all enemies. 32s, 3 CD

Golden Viking Shield: Applies a 100% Shield to all allies. 30s, 4 CD

Axe Crash: Deals 70 Special damage. May make target Bleed. 29s, 2 CD