Monster MMORPG Game Official Forum » Monster MMORPG » In-Game Suggestions » item suggestions and ideas for monster moves (80 ideas so far)
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item suggestions and ideas for monster moves (80 ideas so far)
#1
Sleepy Whats up... I looked in the suggestions archive and didn't find an "item suggestion thread", so I'll make one. Please feel free to add any ideas you have here. 

I'll update this thread as I get more brainwaves. I have to store all of my thoughts into text.

Development for the ideas of other players:
Updates:
10/24/2013
Added 11 ideas to the thread: "More decent abilities" by Pupk9
"More decent abilities"
10/26/2013
I'm going to study this thread by Cabintom.
New move ideas.
Excellent stuff! I shall use this thread as a base.
Added an idea to the thread "More decent abilities" by Pupk9



major updates
10/21/2013
Added a new section - ideas for monster moves with 4 ideas, locating underneath the potion ideas.
The title of the thread will be edited to fit the number of ideas in the thread.
10/22/2013
Added a new section - monster attachments with 1 idea, located underneath the ideas for monster moves.
Added a new section - miscellaneous items with 3 ideas, located underneath the ideas for monster attachments.
10/23/2013
Changed the title of the thread from "item suggestions and ideas" to "item suggestions and ideas for monster moves".
10/24/2013
Started to update this thread whenever I add ideas to other threads.

minor updates
10/21/2013
Added 17 ideas for monster boxes - located in the first addition, above the potion ideas.
Began to number the ideas.
10/22/2013
Added 6 ideas for monster boxes - located in the second addition, below the first addition.
Added 3 ideas for monster moves - located underneath the potion ideas.
10/23/2013
Added an idea for monster attachments - located underneath the ideas for monster moves.
Added a 2nd addition to the ideas for monsters moves and added 9 ideas for them - located underneath the 1st addition.
Edited number (7) in the ideas for monster moves - 1st addition
10/24/2013
Renamed the 2nd addition of the ideas for monster moves to "1st addition".
Added an idea for monster moves - (10) demonic destiny, located in the 1st addition
Added 2 ideas to the ideas for monster moves - located in the 3rd addition.
10/26/2013
Added 19 ideas to the ideas for monster moves - located in the 3rd addition, starts at (3) and ends at (19)

---
ideas for new monster boxes
(1) queen's throne
item type: monster box
catch rate: you decide
This box has a higher chance of catching female monsters. When a female monster is caught by this box, it's happiness is increased by 50.

(2) mind enhancing box
item type: monster box
catch rate: you decide
When a psychic, dark, or light type monster is caught by this box, it gets a 10% exp boost for 2 hours.

(3) trainer's box
item type: monster box
catch rate: you decide
When a monster is caught with this box, it learns a special move.
(A move that a monster can only learn by being captured by this box.)

(4) golden monster box
item type: monster box
catch rate: you decide
When a monster is caught with this box, all of it's stats is increased by 5.

(5) leveling box
item type: monster box
catch rate: you decide
When a monster is caught with this box, it grows 3 levels.

(6) sharpshooter box
item type: monster box
catch rate: you decide
This box has a 100% chance to capture a regular, superior, or emissary monster.

(7) sleepy box
item type: monster box
catch rate: you decide
If this box is used on a sleeping monster, it has a 100% chance of catching that monster.

(8) blue box
item type: monster box
catch rate: you decide
When a monster is caught with this box, you have the option of replacing a monster in your team with the caught monster.

(9) treasure box
item type: monster box
catch rate: you decide
If a monster is caught with this box, you get to change one of it's abilities.
(One time only)

(10) power box
item type: monster box
catch rate: you decide
This box has a 50% chance of raising a caught monster's attack and sp attack stat by 5.

(11) bug's paradise
item type: monster box
catch rate: you decide
When a bug type monster is caught with this box, it receives a small boost in all of it's stats for an hour.

(12) award box 1
item type: monster box
catch rate: you decide
when a monster is caught with this box, you get 500 gold.



Big Grin 1st addition  - made on 10/21/2013

(1) tank box
item type: monster box
catch rate: you decide
Monsters caught by this box get double the amount of defense and sp defense ev's.

(2) treat container
item type: monster box
catch rate: you decide
Once a monster is caught with this box, it gets a +1 boost in a random stat every 24 hours.
(This monster gets the boost as soon as it's caught, and 24 hours later it's current stat boost is replaced with another boost.)

(3) howler's den
item type: monster box
catch rate: you decide
This box has a higher chance of working in a desert environment.
(Map with desert tiles.)

(4) plunder box
item type: monster box
catch rate: you decide
When a monster is caught with this box, you get gold equal to it's combined stats.
(Catch a monster with a stat total of 1000, and you'll get 1000 gold.)

(5) traveler's handy
item type: monster
catch rate: you decide
When a monster caught by this box wins a battle, it's player gets 500 gold.

(6) lavadwelling
item type: monster box
catch rate: you decide
This box boosts the sp atk of caught fire monsters by 15%.

(7) nature's payoff
item type: monster box
catch rate: you decide
This box has a higher chance of catching monsters in a forest environment. Grass and bug type monsters caught by this box are immune to negative status effects.

(8) war looter
item type: monster box
catch rate: you decide
Whenever a monster caught by this box kills another monster, add 1 counter to this box. When 200 counters are added, the monster caught by this box gets a 100% boost in each stat for an hour. Then reset the counter cost.

(9) mechanic's kit
item type: monster box
catch rate: you decide
If the caught monster of this box is a steel or electric type, 5% of it's hp is healed every 8 minutes.
(Your wounded monster will slowly regenerate hp.)

(10) morale booster
item type: monster box
catch rate: you decide
The caught monster's happiness doesn't decrease as much when it loses a battle.

(11) luxury case
item type: monster box
catch rate: you decide
The caught monster of this box gets a +1 random stat boost for each 100 happiness.
(If this monster's happiness is 300, then it has a +3 stat boost.)

(12) marine's crate
item type: monster box
catch rate: you decide
The caught monster of this box has extra hp equal to it's happiness minus it's opposing monster's happiness.
(If your monster's happiness is 400, and it's opposing monster's happiness is 200, then your monster gets 200 extra hp during the battle.)

(13) merchant's capsule
item type: monster box
catch rate: you decide
When the caught monster of this box is put on sale or trade, add 1 counter to it for every 24 hours that pass. When 50 counters are reached, you get gold equal to 10 times the monster's level.

(14) the escapee’s friend
item type: monster box
catch rate: you decide
If the caught monster of this box is the lead monster in your team, it will always manage run away from monster encounters.
(You can always escape monster encounters even if your lead monster's speed is lower than the encountered monster's speed.)

(15) heaven-sent box
item type: monster box
catch rate: you decide
The caught monster of this box has a 10% stat boost in each stat, is immune to negative status effects, and has infinite happiness. It also lasts for only a month before it gets deleted from the player's monster collection.
(The only way to keep this monster alive is by constantly trading it. Once the monster falls into another player's hands, it's death counter is reset. So work together with other players to continue to enjoy this monster.)

(16) medical box
item type: monster box
catch rate: you decide
The caught monster is fully healed every 5 battles.

(17) prison box
item type: monster box
catch rate: you decide
The happiness of the caught monster is reduced by 10 for each battle it loses. It also gets more experience from battles.



Angel 2nd addition - made on 10/22/2013 

(1) pandora's box
item type: monster box
catch rate: you decide
This box has a 100% chance of catching legendary and ancient monsters, but you must sacifice 10 monsters that you own in order to capture a legendary or an ancient monster with this box.

(2) temple present
item type: monster box
catch rate: you decide
If a monster is caught by this box, the player receives a second copy of that monster.
(If you capture an ancient with this box, then you get 1 more of that ancient.)

(3) cursed award
item type: monster box
catch rate: you decide
The monster caught by this box takes 100% more damage from light type attacks and will gain much more experience from won battles.

(4) blessed box
item type: monster box
catch rate: you decide
The caught monster of this box is healed for 5% hp whenever it is affected by or uses a light type move.

(5) tool of malice
item type: monster box
catch rate: you decide
Dark type monsters caught by this box deal 100% damage to monsters who have immunities to it.

(6) good man’s handy
item type: monster box
catch rate: you decide
Should the caught monster of this box is sold or traded, the player receiving that monster will get 200-1,000 gold.



ideas for potions
(1) speed potion
item type: potion
Target monster get an increase in it's speed stat for 10 minutes.

(2) accuracy potion
item type: potion
Target monster gets an increase in it's accuracy stat for 10 minutes.

Ideas for monster moves
(1)The enemy monster gets 1-3 random negative status effects.
(2)If the enemy monster has a negative status effect, this move deals 100 more damage.
(3)Your monster steals 25% hp from the enemy monster. The enemy monster has a 30% chance of being confused.
(4)Resurrect target fainted monster in your team. Then this monster loses 50% of it's max hp.
(5)The opposing monster is dealt damage equal to the amount of damage it dealt last turn.
(6) The opposing monster develops a 200% weakness to all types for 2 turns.

(7) relaxed withdrawal
level:
category: special
base power: 1
MP: 5
accuracy: 80
class:
This monster is healed for 50% of it's max hp and switches out with another monster in its team.

1st addition - made on 10/23/2013

(1) battle plan
level:
category: physical
base power:
MP: 15
accuracy: 1000
class:
Your monster is healed for 15% of it's hp. Another move in this monster's moveset gets 5 MP points.

(2) hasty revenge
level:
category: physical
base power: 600
MP: 15
accuracy: 40
class:
This move has a 100% chance of hitting if this monster is the last monster standing in your team.

(3) knight's oath
level:
category: physical
base power: 150
MP: 25
accuracy: 70
This monster trades it's status effects and stat changes with a target monster in your team.

(4) charged shot
level:
category: special
base power: 500
MP: 10
accuracy: 55
class:
This move may be played once every 5 turns.

(5) deadly outbreak
level:
category: special
base power: 60
MP: 10
accuracy: 1000
Each enemy monster in the opposing team becomes poisoned.

(6) quantum overdose
level:
category: physical
base power: 1
MP: 5
accuracy: 60
class:
This monster is fully healed and gets a -10 stat decrease in all stats.

(7) angel wings
level:
category: special
base power: 1
MP: 5
accuracy: 1000
class:
This monster becomes a flying type until the end of the match and is healed for 25% of it's max hp.

(8) finisher
level:
category: physical
base power: 1
MP: 5
accuracy: 55
class:
This move may only be played if the enemy monster was dealt 70% of it's hp last turn. The enemy monster faints.

(9) energy charge
level:
category: special
base power: 100
MP: 20
Accuracy: 100
class:
If the opposing monster is paralyzed, this move deals an additional 200 damage.

(10) demonic destiny
level:
category: special
base power: 1
MP: 5
accuracy: 1000
class:
This move may only be played if this monster's hp is 50% or less. The enemy monster is cursed to die in 3 turns, unless this monster is killed first. (Cursed - this counts as a negative status effect.)

3rd addition - added on 10/26/2013

(1) berserker's revenge
level:
category: physical
base power: 100
MP: 20
accuracy: 60
class:
If this monster has a status effect, remove that staus effect and deal 100-200 damage to the enemy monster.

(2) boosted flashback
level:
category: special
base power: 1
MP: 10
accuracy: 1000
class:
This monster gets a +5 boost in a random stat and has a 35% chance of taking an extra turn after this one.

(3) royal blows
level:
category: physical
base power: 400
MP: 25
accuracy: 55
class:
This monster gets a +1 boost in each stat.

(4) heavenly help
level:
category: special
base power: 1
MP: 10
accuracy: 1000
class:
Each monster in this monster's team gets a random positive status effect.

(5) painful sacrifice
level:
category: physical
base power: 1
MP: 5
accuracy: 1000
This monster and the enemy monster become cursed 2.
(Cursed to die in 2 turns.)

(6) confused assault
level:
category: physical
base power: 120
MP: 35
accuracy: 60
This monster gets a +5 boost in atk and sp atk and becomes confused.

(7) gluttony
level:
category: special
base power: 80
MP: 25
accuracy: 70
Remove all stat changes from this monster, then heal 50% of its hp.

(8) unavoidable strike
level:
category: physical
base power: 400
MP: 45
accuracy: 1000

(9) epic weakening
level:
category: special
base power: 1
MP: 5
accuracy: 1000
The enemy monster develops a 400% weakness to dark type attacks for 3 turns.
(weakening - negative status effect)

(10) war switch
level:
category: physical
base power: 130
MP: 5
accuracy: 55
After this monster attacks, it automatically switches out with another monster in its team. The monster that is switched in takes the damage from the enemy monster's attack.

(11) tactical withdraw
level:
category: physical
base power: 1
MP: 15
accuracy: 1000
This monster switches out with another monster. The monster switched in steals all of this monster's stat changes and status effects.

(12) tsunami
level:
category: special
base power: 600
MP: 5
accuracy: 40
This monster is healed for 50% of its hp.

(13) netherworld rage
level:
category: special
base power: 300
MP: 25
accuracy: 60
The next dark type attack you play next phase has its attack damage raised by 15%.

(14) final attack
level:
category: physical
base power: 350
MP: 25
accuracy: 50
If this monster has 50% or less of its hp left, this move's accuracy is 100.

(15) cursed conclusion
level:
category: special
base power: 1
MP: 5
accuracy: 1000
This monster dies while its opposing monster becomes cursed 2 and trapped 2.
(Cursed to die in 2 turns, cannot switch out for 2 turns. These count as negative status effects.)

(16) forced meditation
level:
category: special
base power: 1
MP: 5
accuracy: 1000
This monster is healed for 70% of its hp and becomes confused.

(17) pillage
level:
category:
base power: 1
MP: 45
accuracy: 1000
This move has a 10% chance of stealing 10 items from the enemy player's inventory, has a 35% chance of stealing the enemy monster's item, and has a 70% chance of lowering each of the enemy monster's stats by -1.
(You get to keep whatever you stole after the battle.)

(18) intense training
level:
category: physical
base power: 1
MP: 35
accuracy: 1000
This move has a 20% chance of healing 40% of this monster's hp, has a 30% chance of giving this monster 2 random positive status effects, and has a 60% chance of giving this monster a +5 boost in a random stat.
(If your REALLY lucky, you may get all 3 benefits from this move in one use. ^_^)

(19) health balance
level:
category: special
base power: 1
MP: 10
accuracy: 1000
Your monster's hp becomes equal to the enemy monster's hp.
(If your monster has only 200 hp, and its enemy has 2,000.... NO PROBLEM! Just use this move and you'll monster will get 1,800.)

Smile
Wink

monster attachments
(1) staff of light
item type: monster attachment
The monster whom this item is attached to deals 100% more damage to dark type monsters.

(2) elemental stone
item type: monster attachment
The monster whom this item is attached to has a 10% higher chance of inflicting status effects on monsters from moves who inflict status effects.
(If you have a move which has a 41% chance of making the enemy monster confused, that 41% chance is raised to a 51% chance.)


miscellaneous items
(1) gold coin
item type: miscellaneous
This item can only be activated once per week. Once activated, you gain 1 counter for each monster you defeat. When 100 counters are reached, you get awards equal to the ranks of the slain monsters, then reset this item's counter cost.
(Information below.)
slain regular - 1,000 money
slain superior - 2,000 money
slain emissary - 3,000 money
slain zenith - 4,000 money
slain legendary - 5,000 money
slain ancient - 100,000 money

(2) silver coin
item type: miscellaneous
This item can only be activated once per week. Once activated, you gain 1 counter for each monster you defeat. When 100 counters are reached, you get awards equal to the ranks of the slain monsters, then reset this item's counter cost.
(Information below.)
slain regular - 1 monster box
slain superior - 3 assorted monster boxes
slain emissary - 5 assorted monster boxes
slain zenith - 10 assorted monster boxes
slain legendary - 30 assorted monster boxes
slain ancient - 100 assorted monster boxes.

(3) bronze coin
item type: miscellaneous
This item can only be activated once per week. Once activated, you gain 1 counter for each monster you defeat. When 100 counters are reached, you get awards equal to the ranks of the slain monsters, then reset this item's counter cost.
(Information below.)
slain regular - 1 assorted potion
slain superior - 3 assorted potions
slain emissary - 5 assorted potions
slain zenith - 10 assorted potions
slain legendary - 20 assorted potions
slain ancient - 50 assorted potions



Idea....Wink
#2
Very nice timetraveler. I think this should be implemented immediately.Smile
[Image: 11jozyq.jpg]
#3
bump what do you say about these guys
#4
i like alot of those actually how did i miss this thread before ? Huh
[Image: tO3jDrM.png]

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