What moves do you think need to be add?
-Pure body(Passive): Your positive effects can’t be removed.
-Curse Strike: Deal 1x damage, target can’t gain positive effects during 2 turn.
-Fast hit: initiative, Deal 0,75X damage. CD 2
-Pursuit: Deal 1X damage, if enemy swap: initiative before swap, Deal 1,5X damage. CD 3
-Furious impact: Deal 0,75 damage, if enemy swap: Deal 2X damage and remove positive effects. CD 3
-Furious protection: Deal 0,75 damage, 35% shield for 2 turn, if enemy swap: 65% shield for 3 turn. CD 4
-Furious intimidation: Target’s damage and Speed are reduced 20% for 2 turns. If enemy swap : Target’s damage, Speed and armor are reduced 40% for 3 turn. And Cd recharge 1 turn faster. CD 4
-Stench(Passive): Cancel Target’s Passive.
-Devouring bite: Deal 1X damage. Heal 0,33% from damage. CD 2
I was actually thinking of this move for awhile now, Force Swap
Very useful against buffed dinos like the gorgo who is ready for DSR. Force swaps that dino with a random dino from the list, and that dino automatically takes 1x damage. Making you have to re-think strategy. Just a cool idea
Morph. morph into opponents dino for 2 turns and gain 2x damage
Acid spit - like a DOT but instead of draining health it drains armor
I absolutely want a Force Swap so I can control to some degree unfavorable matchups.
I’d like a Poison Bite of varying strengths that does low-mid DoT for like 5 rounds. It’d be great if it also did like 25% distraction for the duration.
A tail whip would be great if it gave a 33% chance for their attack to miss and made them vulnerable for a few rounds. It would have to be a priority move to work as intended.
A Swift Theft move that steals an enemy’s positive effect and applies it to yourself along with dealing damage.
An Intimidation passive of 3 tiers that reduces enemy damage value by 10%/15%/20%. Damage returns to normal when the Dino is defeated or swapped.
An Ambush move that is a priority decelerating impact
A Death Roll move to make the crocs stand out more that causes heavy bleed and pinning for 2 rounds.
An Instant Immunity move that blocks a status effect I.e. stun but doesn’t block the damage. A 2 round Long Immunity would be nice as well
A Ravage attack for Carcharodontosaurs should we ever get more that deals high damage and heals 25-30%
And finally a Ram attack that armor pierces and slows
Just some I’ve been hoping for
These dinosaurs just have super natural powers at this point huh
You guy are playing too much Pokémon
Kidding… there are some good ideas that can be included… I talked about a Nullifying Rampage in another topic… we need more nullifying moves… We have so many stunners, armor and shield breakers… but only two nullifiers
Actually there are quite a few. 14 to be exact.
Monostego, Monomimus, Anky, Monolo, Monolopho gen 1 & 2, Tany, Koola gen 1 & 2, Procerato, Diplo gen 1 & 2 and Dilopho gen 1 & 2
Did I miss out any?
Roar: Swap in for the big theropods (T-rex, Allosaurus, Gorgosaurus, etc) that causes a fear effect causing a stun or run away affect. This can do one or the other.
We have a lot more than that. There are (if my memory serves me) 13 creatures with Nullifying Strike and 7 creatures with Nullifying Impact. The ones most people tend to gravitate towards are Suchotator and Tanycolagreus, then Monomimus once you unlock it.
I meant number of moves, not dinos… we only have those two, Nullifying Strike and Impact
Ah, my apologies. Not enough coffee.
A swap in Nullify could be an interesting (if frightening) prospect. Also Nullifying Rampage to complete the set.