I actually have a couple ideas that I've been stirring on tbh. cards based on Enemy Attacks! *Leg Stab* (Based on Blue Leg Stab) + Deals 1 damage (2 on Action Command), and attempts to apply slow - Costs 2 BP to equip, and 4 SP to use in battle. Chance to drop from Blue either in her fight appearances or the Pit, along with Green and Purple. Small chance to drop from other Noob-based Enemies in the Prologue Areas. *Spin Slash* (Based on Red Spin Slash) + Deals 2 base damage (3 on Action Command), and 1 Damage to Adjacent Enemies (2 on Great!) - Costs 4 BP to Equip, 2 SP to use in Battle. Chance to drop from Red in all of his fight appearances or the pit, along with Green and Purple. Small chance to drop from other Noob-Based Enemies in the Prologue Areas. *High Ball* (Based on Noobador's Ball Throw) + Deals 2 base damage (+2 on Action Command), and attempts to apply Dizzy. - Much harder to time the action command, as the Ball goes offscreen - Costs 4 BP to Equip, and 4 SP to use in Battle Chance to drop from Noobador in his fight or the Pit, from Green and Purple, or a small chance from other Noob-based enemies. Can also drop from Hatred's Figments *Sword Slam* (Based on the various slam attacks from enemies) + Deals 6 Base Damage, and applies DEF Down (Level 1) and Dizzy (Level 1) to an Enemy when hitting the Action Command - Gives you DEF Down (Level 2) for 2 turns when used. - Costs 5 BP to Equip, and 6 SP to use in Battle. Chance to drop from Venom Wizards or Griefer in Chapter 2, and from Purple. (Griefer and Purple have a higher chance to drop it, but Venom Wizards can as well) Also, Challenge Cards based on the ones sold by that one guy in Bizville. *Fatal Fragility* (0 BP) + All attacks become Superguard/Dodgeable, Windows for such get a slight increase. +- All attacks deal Double Damage, both of your own and enemies. - Attack Timing windows are heavily decreased [Think Pre-Buff Ante Up, mash attacks become ridiculously hard, other attacks happen to get decreased windows that happen to be stricter than Ante Up] - *Max HP is set to 5 as long as you have this card equipped. You cannot increase max HP in any way.* - Missing a timing window for an attack causes you to take 1 Damage, and deal 0 damage. *Autopilot* (0 BP) + Your attacks pierce defense and deal +1 damage, you get slight HP regeneration. - Attack usage is random. (Focus, Pass, Defend, and Items are still options, but the target and chosen attack is random, with a bit of a method. For example, balls won't be used on spiky enemies, etc etc) And, here's a summon lol. *Call: Nooble-trio* [2 BP, 5 SP use cost] A VERY early game call card that has a low chance to drop from Nooblets, Winged Nooblets, and Sharp Nooblets. Consists of a Nooblet, Winged Nooblet, and Sharp Nooblet. Base Stats: HP: 9 (3+3+3) 0 DEF, but has Spiky. Optional Gimmick: Every three HP lost, one nooblet disappears from the trio (Nooblet > Winged > Sharp), losing their respective attack. Attacks: Nooblet Stab - The Regular Nooblet stabs an enemy, simply dealing 2 damage. (Lost upon Regular Nooblet death) Arrow Shot - Winged Nooblet shoots an enemy, dealing 2 damage (lost upon Winged Nooblet death) Shuriken Shot - Spiky Nooblet throws a Shuriken, dealing 2 Damage and applying DEF down (Level 1) for 2 turns [Lost upon Spiky Nooblet death] Range Barrage - Spiky and Winged Nooblets shoot a flurry of Projectiles, applying DEF down (level 1) for 2 turns and dealing 3 2-damage hits. (Without the Optional Gimmick, only the first and last attacks would apply, the other three simply not being used lmao)
I have some idea Think Fast (passive) BP 3 +Give you 1 attack damage boost (permanently) -But now in battle you will only have 5 seconds to do anything action action or else it will pass your turn (no block) but if you are in danger it will be 7 seconds instead of 5 seconds and if you didn’t make any action just in time it will block for you (this is for both solo and party battles) (also in solo it’s skip both turn)
I have seen a lot of people wondering about a “Call HATRED” card but for one it makes no sense because HATRED is not your friend and you are definitely not able to expel FEELINGS FROM YOUR MIND into a physical form outside of your mind so here is my suggestion… Card Name: Channel HATRED Card Type: Buff Cost: 6sp and 3bp Description: Upon use you channel your HATRED for 6 turns which gives you +2 damage every attack but as a twist you become RECKLESS and lose 2 defense and your timing window is cut in half. Visual: Probably some red lightning emanating from the user with HATRED behind them.
I thought of a sort of “controlled hatred” where it summons a minion that acts like hatred’s ones but it’s colored pink or green instead of red (either cause pink means love and it’s the complete opposite of hate, or green because it’s the opposite of red on the color wheel). Also maybe make the user sacrifice health to summon it if it’s the real thing
channel cards for all 4 emotions would be cool. so cool, i made concepts for it Channel Greed Upon use, boosts the amount of tix you get from battle but dodging and attack windows are lowered (2 BP, 1 SP) Channel Fear Significantly lowers your attack and defense and increases your dodge window for 2 turns. (2 BP, 2 SP) Channel Solitude In multiplayer fights - Gives dizziness to everyone else in the party for 2 turns, but increases your attack by 2 In solo fights - Gives slow to yourself, but on the turns you can attack you have 2x attack (3 BP, 4 SP)
Here's 2 of my card concepts - Battle Flag - Swing a flag to give the entire party a LV 1 First Strike (max of 2 per save) - Cost 4 BP to have in your deck - 4 SP to use in battles I feel like this card would be extremely useful if someone misses striking first with ball/sword or dynamite. - Hypnosis - Attempts to apply DIZZY (LV 1) to an enemy of choice (doesn't work on major bosses, max of 5 per save) - Costs 2 BP to have in your deck - Costs 1 SP to use This would be used if the enemy is being a hassle.
Ideas for a card that can only be used on summons Charging up (summon) Cost 3 BP Give your summon the charged up status effect guaranting them to use a Special attack the next time they attack The Sp cost will vary based on the summon you is active on the battlefield (ideas of attacks for our 3 current summons) Gorilla: (3SP) Vine swing (will swing from a vine dealing 3 non piercing damage to all ennemies) Red & Blue: (6SP) Spinning assault (Red and blue will hop on each other Shoulders and start spinning really fast and based on the amount of ennemies 2 things will happened) 1) if only 1 ennemy is present they will Deal 4x 1 damage piercing damage before Red or blue jump from the other shoulder and landing on them with the sword doing another 6 non-piercing damage 2) If more then 1 ennemy They will do 5x 2Piercing damage (or) 10x 1 piercing damage where they will randomly attack targets and bumping from 1 ennemy to the other randomly like they are a bayblade in the middle of a bayblade battle (For comedic effect each time they hit an ennemy we can insert a flipper noise cus come on they are kids so it would kinda fit since they are a bit silly) Cruel King: (4SP) Icecycle stab (The cruel king will pull an icecycle and Stab an ennemy dealing 6 piercing damage + a chance to Freeze the ennemy)
1:57 This could be similar to deep focus and basically gives 15% more SE when using sword based attacks. (Passive) 2:07 Sacrificial Ante-Up 3:22 Could be a High Risk High Reward 5:14 No comment just Jason 7:16 yeah the call would be BROKEN if you keep it alive.
Here my concepts for the rocket launcher: Malfunction: This is a card for the rocket which costs 5 sp to use. You run into the middle of every enemy and try to use your rocket but it malfunctions and explodes dealing 4 damage to every enemy (without the ball upgrade) at the cost of you taking 8 damage Blast dash: This is a card for the rocket which costs 3 sp to use. You launch the rocket behind you to give you a boost to ram into an enemy, this deals 5 damage (without the ball upgrade) but dazes you for a turn
Rocket jump. Use the rocket to boost you into the air dealing to damage to yourself and 1 damage to your adjacent party members. Then while in air fire a rocket that does 2 damage (base) to all enemies and does splash damage (normal rocket splash)
Card idea, similar to comatose and daze. Discombobulate Deals 1 damage and inflicts the enemy with confusion. Costs 3-4sp and 3bp. Anyone who has fought hatred knows how much that status effect can screw you over, so why not let the enemies feel your pain? The effect lasts 3 turns, with a 66% chance of the enemy attacking themselves or another enemy for half their base damage. Here’s another: Sword Boomerang. Throw your sword like a boomerang, hitting all enemies twice for 1hp both times. Pierces 1 defence like all sword moves. Costs 2sp and 1-2bp. Another one: Feel Fresh Similar to feel fine, but it affects the whole party. Effect lasts 2 turns. Based on the Calm move from Miitopia. Costs 4sp and 3bp. Finally, Call Griefer. I know we will be getting this, and this is how I think it’ll go. I believe Griefer’s right arm will still be partially bubonic-plant-y. Costs 7-8sp and 4bp He can smack enemies with his crowbar slam for 4 damage and inflict dizzy. He can also punch the enemy with his plant hand for 3 damage, piercing defence and inflicting poison 1 for 2 turns. Whaddaya think of these?
the discombobulate is fspcken greatest idea the card of hitting them and seeing them destroying itselfs is a relief of pain (call me skill issue *gets 12- dmg + pierced armor*) there's 2 problems whoever 1.enemies needed a animation for attacking itself, right now there's currently 40+ enemies in the game the problem here that the animators needed to make every enemy trying to unalive themselves (it would not make sense for helmet noob smack himself or terry literally going eastern style) solution? instead of putting the animators on insanity. let's make confused enemies attack their allies instead of themselves, so the game scripter can just reuse the attack animation and cutting corners and more quantity over quality. what if they're alone? slap a fricking sign *there's no more than 2 enemies in the battle* (yes im gonna consider the card will active when there's 2 or more enemies) 2.overpowered or overused, even it will nerf on the ground (increasing bp/low chance proc) players will figure it out to abuse it, (think about DVN the exoskeleton, sensei smack it out and turn into aerorig) _hotdog!_
the discombobulate is fspcken greatest idea the card of hitting them and seeing them destroying itselfs is a relief of pain (call me skill issue *gets 12- dmg + pierced armor*) there's 2 problems whoever 1.enemies needed a animation for attacking itself, right now there's currently 40+ enemies in the game the problem here that the animators needed to make every enemy attempt to unalive (it would not make sense for helmet noob smack himself or terry literally going eastern style) solution? instead of putting the animators on insanity. let's make confused enemies attack their allies instead of themselves, so the game scripter can just reuse the attack animation and cut corners + specifical enemies like mini bosses -idk if it makes sense for hatred to unalive itself.... oh wait- what if they're alone? slap a fricking sign *there's no more than 2 enemies in the battle* (yes im gonna consider the card will active when there's 2 or more enemies) 2.overpowered or overused, even it will nerf on the ground players will figure it out to abuse it
Changes to the Fast-stab 3:23 - Cost the same as you mentioned. - But now is a passive card, basically Ante up but double the risk. + You deal half the damage your previous attack did, ex : You did 4 dmg, second hit will do 2. + However, missing the second hit means the previous hit will be failed action command. What does this mean? Well, you will now have TWO continuous slider bar, you need to hit both of them to perform the second hit.
Well,I have some idea for Summon Card 1) *Call:John Shedletsky* After restoring fully and well preparing ,Shedletsky challenge us for a battle to test his own capability before helping us to collect other Swords. 2) *Call:Griefer* After completing Chapter 3, Player use Ghostwalker to travel to Griefer’s mind to save him from a curse. In mind World, we may find some hint about other Villain in the future 3) *Call:F’ella* It’s a hidden card like Call:Gorilla by farming F’ella 4) *Call:Jerry* After Chapter 3,Jerry is very impressed by our bravery and determination. He asked Terry to follow us in further adventure Well,yes. We need Terry’s permission before taking care of Jerry 5) *Call: Ghost Chef* Maybe he doesn’t want to stay in kitchen anymore 6) *Call: Vlad* Same as Call:Gorilla,it’s a hidden card. This Ally can heal himself while dealing dmg on enemies 7) *Call: Skeleton* It’s a hidden card, this ally can revive itself after 3 turn if it’s teammates still alive in battle
@ 1) *Call:John Shedletsky* HP:100 ATK:6 Def:1 Move: -Protector: Give Allies 1 def for 3 turn -Swordman: Use Iron Sword to slash enemies twice Obtain: *Training with Shedletsky* 2) *Call:Griefer* Same stat and moveset as Griefer boss but he doesn’t have Venomshank Obtain: *Use Ghostwalker to purify Griefer’s soul* 3) *Call:F’Ella* HP:15 Def:0 ATK:0 move set: Booster (Give random buff to all Ally and heal them 8 HP) Obtain: *Drop from F’Ella with chance of 1,2%* 4) *Call:Jerry* HP: 1,000 ATK: 10 DEF:2 Move set: -Hyperball (Deal dmg on enemy and it change from normal throw to line bounce to attack all enemies) -Hungry boi (Jerry always bring random food with him to heal himself) Obtain: *Teaching Jerry how to fight and prove Terry that u r strong enough to protect Jerry by defeating his brother 3 times* 5) *Call:Ghost Chef* HP: 20 ATK:4 Def:0 Moveset: -Well Care: Heal 15 HP to any teammates that below 10 HP -Thunderwave:Deal 4 dmg to all enemy Obtain: *Let him know that Cruel King accepts to help us* 6) *Call:Vlad* HP:12 ATK:5 Def:0 Moveset: -Thirsty: gives Thirsty effect to all Ally, allow them to drain enemy’s HP to heal themselves -Poison fang: Bite enemies, deal 5 dmg to heal himself and cause poison effect on enemies 7) *Call:Skeleton* HP:10 ATK:5 Def:0 Moveset -Rise up: Revive itself after 3 turn if it’s ally still alive -Bonk: Yes, bonk target to deal 5 dmg,cause dizzy and slow effect Obtain: *Instant kill Skeleton 150 times*
@@overlord2004 these are absurdly overpowered so ill write some suggestions to balance Shedletsky: hp nerfed to 25 he will use a iron sword and only do 2 damage instead of *6??* gives 1 defense to the person who summoned shedletsky only Griefer im pretty sure this ones accutally getting added to demo 4 so i cant really do anything about that F'ella 12 hp works the same as f'ella but can only charge or heal 2 allies in the team, aswell as giving the effects for 2 turns only (excluding charge) Jerry ..i don't see how terry's little brother can help really? hp nerfed to 50 uses Ball but does only 2 damage automatically has cannonball with it motivates you by giving compliments, giving you a charge for your next turn, uses it rarely though if Jerry gets under 20 health, he will run away instead Ghost Chef same thing, i dont see how a ghost can help but sure? hp stays the same uses Cure on teammates under 25% hp uses a cleaver to attack, doing 2 damage and giving poison for 1 turn Vlad hp stays the same bites a enemy dealing 4 damage, but only healing 2 hp for doing so Skeleton hp nerfed to 5 deals only 2 damage skeleton was nerfed badly cause it can resurrect easily, not needing to focus on skeleton as hes fine on his own
i really like these card concepts ngl so i wanna kind if make em in my own version taking inspiration and trying to make smth new Fast Stab is an okay idea but I think a way to make it better would be to make it so the card is a PASSIVE and only works AFTER using a sword attack, no longer consuming any SP, and only costing 1 BP to use. It only deals 2 DMG and in the sword minigame the action window for the attack now moves at a moderate speed instead of being still. Also name switch its now called "Quick Stab" HP Pierce is a cool idea but here's a twist on it. "Eye for an Eye" it is now an action card costing 3 SP to use and 3 BP to use in your build. The way it works now is when using the card, you target an enemy and activate the card. You deal +1 DMG to the targeted enemy and all DMG the enemy receives is shared with you and vice versa. Yes, you could eat a mistake and both you and the target enemy would die (unless its a boss) It's a simple concept but I think it could definitely add a lot of variety for the summon cards, i dont think a summon slasher should be in the game, theres a comment somewhere that explains very well why The Bubonic Plant summon is a rather interesting concept, I think it could be made into an actual card but heres how I'd make it. "Plant Reincarnation" Instead of being a SUMMON card, it's now a REVIVE card, and how it works is when using this card on a downed ally, it revives them and turns them into a bubonic plant, their stats being 15 HP and 15 SP, they dont turn into the same bubonic plant as Griefer but a much weaker version. The revived player now plays AS the bubonic plant, with their moved being the same as it, although DMG on moved is significantly lower compared to Griefer's Bubonic Plant form. Note: this can only be used once on the target player I think this makes sense lore wise since Griefer stabbed himself using the Venomshank ykyk, gameplay wise i think this would be insanely cool to see so whaddyall think i wanna know and what other ideas yall got?
I don’t know anything about card concepts but NPC - you can use this card to summon your own mini enemy That friendly and mini enemy can help you in battle and will always get a turn last when everyone is finished with they’re attack Although they’re really weak. To use this you need 3 SP Appearance - a grey Roblox character Appearance when fallen asleep - Leaning down Appearance when poisoned - Bending Backwards Appearance when attacking - Sprinting then tackles If this seems unfair and quite confusing I quite literally don’t know half of what blocks tales things are anymore
i have some idea on call bubonic plant -make bubonic plant summon a small poisonus plant when attack will explode make the target poisoned for 3 turns but hp will be 5 -make bubonic plants hp to 25 but in return -1 dmg to all attack (will not include the summon) -have a new attack called "plants grasp" its like the second attack from the boss bubonic pant where he grabs you it will deal 4 or 3 if its nessesary.
I think I might have a good idea. Fair game: Passive 5-6 BP This card basically makes so your damage and health gets split whit the enemy to make it an equal amount, the enemy will also be able to dodge attacks and make additional damage or a follow up if it hits the 50% chance mark, the enemy would also be able to use the items you have on your inventory, making you and your enemy basically have a shared backpack. If the health or damage can only be divided into decimal numbers it will give the extra to the player. If there is another member in your party, their health and damage would also be split, which would give you an achievement called “YOU DID WHAT???”, “Not the so called best friend” or What have you done?”
Some card idea Rocketeer (action BP 3,SP 3) You need to use with rocket +now your rocket deal 2 more damage also reduce the enemy attack by 1 for 3 turn -if you miss you will have -1 defense and -1 attack just like enemy (feel fine cant not remove the effects) last for 3 turn
Card Idea:Sword Quake Charge up your sword (like TNT) but instead of 1 enemy being hit it hits all expect for flying enemies dose 4 -5 damage to all enemies and cost 3 Sp and u find it in chapter 4 or 5
While watching this video, I got a neat idea for a New card, so i'm gonna yap about it now, Card name: Concentrate BP cost: 3-4 (i'm not sure) SP cost: 3-5 (once again, I'm not sure) Effect: Applies Concentration to Yourself for 3 Turns, While Concentration is Active, you receive Doubled Sword Energy while using Focus, However, if you use Any ability besides Focus, or get Hit while Concentration is Active, you take 1 Dmg and Lose the Effect, (now, onto my Personal Opinion of this idea) I think this card would be a Unique form of Support that puts you at risk (since you can't Attack, use Items, or do anything aside from focus until the effect ends, or else you take damage, and Lose the bonus) in Exchange for the Reward of Massively Increased gain of Sword Energy, so yea, Anyways, I've gotten out my Daily rant now, so Thanks for reading :D
Energy Stab: Costs 3 BPs Uses 1 Sword Energy Point Obtainement:In The Cards Shop Costing 360 Tixs Usage:Stab The Front Enemy And Deal 5 Dmg To All Enemies And Puts Electricity(Dmg Overtime) To Them For 5 Turns. Stabbed Eneny Will Take 8 Damage And Electricity For 8 Turns
This is a pretty old suggestion i suggested a few vids back but i still wanted to bring it up again: Headbutting Dash: Simple idea, dashing into an enemy has first strike capabilities. Helmet Noobs would drop them with a 3 - 6% chance
Sling & rocket card concepts Slingshot Multi shot - damage to all enemies - single hit - 2 BP and 1 SP - hits stack instead of damage Super sling - does some damage to armor - +1 hit without armor - 3 BP Rocket Rapid fire - faster aiming reticle and fires again if hit - multiple hits (5 max) - no splash damage - 1 BP and 3 SP Laser fire - unique aiming type. A circle closes in onto another circle, clicking when it’s on the other circle does + 1 damage - targets all enemies - 2 damage regularly - 2 BP and 4 SP
I actually have some cards concepts: Hollow shield :-1 defense +10%guarding/super guarding window(passive/1BP) Time out:(difficulty card):half your hp is now temporary Temporary hp:lose 2 temporary hp every turn(damage prioritises temporary hp first) Adrenaline(passive/2BP):when you receive critical damage gain +10 temporary hp,once per battle.
Random card concept I’m just gonna shoot off the top of my head: Call: medic 3 BP 5 SP When used, summons an NPC to aid you in battle! NPC details: -1 defense 15 HP Damage moves: This NPC has no moves dealing damage! Defending moves: Standby: if all players are max SP and HP. He will defend, very similar to the players defend. Upping their defense by 1 for 1 turn. Support moves: Medicine: heals a player for 2 HP, 1 SP, and provides them the feel fine effect for 2 turns. Heal: heals a player for 4 HP Energy drink: heals a player for 3 SP Emergency supplies: heals a player for 3 HP and 2 SP Checkup: heal the party for 1 HP and 1 SP, cure all negative status ailments. Self heal: heal medic for 3 HP Appearance: A tan skin tone White tracksuit Blue shirt inside tracksuit White armband with Red Cross on right arm White hat with Red Cross Dark hair White pants Medkit strapped on left leg
rocket launcher move idea: Rocket Jump (be out of screen for 1 turn, that means no enemy can attack you that turn. After that turn, you will deal 3 damage to ememy.) costs 5 sp and 3 bp. yes this was inspired from fly and dig from pokemon
I have one: The Excalibur: Makes ur sword deal extra 3 damage but decreases Ur action command by 85% Or Russian Organism Be Immune To Ice And Cold forever. They're all passive
Spreadshot Bp: 1 Sp: 1 Slingshot exclusive Works just like the regular sling shot, but you shoot pellets at every enemy, but the pellets are divided for each enemy, similar to how sacrafice+ works For example, if you shoot 10 pellets with spread shot, you would deal 5 damage to each enemy on the field if there 2 enemys Pros: great for crowd control Cheap Cons: deal less damage to each individuel enemy Useless againt a single enemy
That first suggestion is pretty decent. But maybe we can rework it into something else. Maybe its a passive the makes it so you get more Sword Energy from successfully damaging an enemy. Quick Stab sounds cool tho, I think it would be 3 or 4 BP and 3 SP. But like you said we can adjust it if needed.
Idk if these are good cards but uhhh, my card concepts: Rocket Burst: Shoot your rocket launcher applying more damage to the chosen enemy and hitting all enemies Stats: 4 or 5 to chosen enemy 1 or 2 to all enemies Costs 1 BP Costs 3 SP Ricochet: Shoot your slingshot, making it ricochet and go fast on all enemies as long as the player times it well Stats: 1 damage to all enemies hit Costs 1 BP Costs 3 SP Goes on forever until the player messes the timing Totally unrelated, special weapon concepts: Scroll: In game: Removes any obstacles blocking your way by how many times you click. In battle: Do a quick time event and the scroll will give a randomized debuff to the chosen enemy. The debuff can also be leveled up by 1 if the player gives enough damage. Stats: No damage if quick time event is done wrong 5 damage if quick time event is done right Debuff will start at level 1 Debuff will last 3 turns Costs 8 SP
here are a few of my ideas: Attack Drain Passive 4 BP + gain +1 attack damage every 3 successful attacks. - 2 defense - lose all the extra gained damage permanently for the current battle if you miss an action command. Defense Drain Passive 4 BP + gain +1 defense every 3 successful attacks. - 2 attack - lose all the extra gained defense permanently for the current battle if you miss an action command. ATK-FX-P Cosmetic 0 BP + your attacks make paint particles + your attacks make paintball sound effects. Last Breath Action 3 BP + apply an effect to an ally/yourself, making them unable to die for 2 turns. - whoever has/had the effect cannot be healed/revived (once they die). - costs 7 SP. and that’s all! lemme know what ya guys think of these! i tried to balance them, but some may still be overpowered.
i definitely think last breath should be renamed somehow, since some sans au fans will overreact to it aswell as somehow modifying the ''cannot be healed/revived once they die'', like in that case i think you should only be able to use it on yourself
@@TheLighterPower hmm, instead of completely disabling healing & reviving, it could prob do -50% healing, and the person can only be revived once after using it. as for the name, i don't really have any different ideas. but i honestly think it doesn't need a different name, there are already some undertale references, and i haven't seen anyone talk about them.
Card concept: Sapping sword 7 bp (passive) also +2 damage Every time you use a sword card, it saps a bit of your sword energy (around %12) , if you dont have it, it does the normal damage it would do. Also focusing gives around 12% less. Purpose: limit the use of the SFOTH swords and limit focusing, sometimes losing turns to focus.
I have a concept card for the Launcher: Name: Buffer Launch Cost: 2 SP, 2 BP Description: "Launcher attack does double area and single damage, but it lowers your attack 'window' by 30%, makes you SLOW for 2 turns after it and the attack alone takes 5 seconds." Card Image: The launcher card (slightly tilted), but with a white clock in the middle and a green up arrow at the top right of the clock. Cool, right?
Self destruct: -Deals 1/2 of all enemies hp -Health rapidly ticks down in solo and instantly knocks in multiplayer -Cannot be revived -Costs 5 bp Last stand: -When knocked, gives the player 10 hp and loses 2 per turn, the player gains a +3 attack buff and sp moves will only use half of the sp needed -1 defense -4 bp Rocketeer: -Costs 4bp - +1 launcher damage (stacks with baller) - Splash damage will deal regular damage without rocketeer Rocket jump: -2 bp -4 sp -Blast yourself off-screen, dealing 10% of your max hp without rocketeer, skipping to the enemy's turn, and dealing no damage to you, then shoots a rocket that hits all enemys for +1 damage Rubber ammo: -1 bp -1 slingshot damage -Bypasses 1 defense -Will pop if attacking a spiky enemy Steel ammo: -4 bp -Bypasses 2 defense - +1 damage Icy ammo: -2 bp -50% chance to freeze any enemy -1 damage
Concept: Call: Mahoraga Summons Mahoraga Mahoraga's Attacks: Divine Takedown, A strong punch that deals 5 dmg. Adaption, Increases You and Mahoraga's def by 3. World Cutting Slash, A ranged slash that deals 10 dmg. Costs 15 SP and 5 HP.
A card concept incoming -Katana -0 BP -A side grade for the sword,Build up damage every turn and then release all that damage at once at your demand. So basically every turn when you use the slash ability the quick time event is like the regular sword when you hit the green bar,it will simply build up 2 damage but if you fail the quick time event,you will only build up 1 damage And there is a second ability simply called release which will release built up damage and damage 2 enemies Release will increase in SP the more damage you stack up (max is 5) how it works is every turn you use slash and succeed to hit the green bar,it would go up by 1 sp Max damage build up is 10 or below Also it ignores defense completely
I have a launcher card idea (It can be used twice for different purposes) Name : missile 5 bp / 2 - 6 sp (1st use) +3 dmg with launcher -takes up a turn -can only use on self -2 sp (2nd use) +hits all enemys if timed right (kinda like line bounce) -3 attack -4 sp On first use you will gain +3 dmg for next time you use launcher. On 2nd use you will (one by one) aim at each target and then shoot a misle that hits all of them but with 3 less damage, canceling the 1st use out. I know a lot of text but I think this would be a fairly solid idea, the card image might be like power shot but with launcher.
I have a card idea, passive card: Last Stand. 5 bp. CARD IN PARTY. This card activates when you die, when you die, the whole party gains 3 hp, and a +2 dmg buff that last for 3 turns. (whole team cant use revives after effects wear off, you also die after said effects if you activated it) This card also activates if the whole party is on 5 - 1 hp. When this happens, the party gains a +2 dmg buff for 4 turns, and +2 defence for 2 turns. (Feel fine and any healing items or cards gets disabled and poison that lasts for 6 turns washes over everyone after the effects) Only one person can use in the party, if two or more equip it, it wont be able to be used in battle. This has ONE copy. CARD IN SOLO. Gives 3+ dmg buff for 4 turns, and 3 def for 3 turns. Only activates at 7 hp - 5. (7 turns of poison washes over you after effects wear off and you cant use feelfine OR any heals.)
I got 2 cards Multi stab: 2 BP 3 SP You go up to an enemy and slash them 4 times, if the enemy dies, you go to the next, the sword action command is done 4 times in a row If you fail an action command, the attack ends. Multi rocket 3 BP 2 SP Shoots 4 rockets spread evenly through the enemy’s, but you can’t use launcher for a turn Applies 1 armour reduction. Also softener needs to be buffed to how it was before
here's 2 custom cards i thought: Ice sword +enchants the player with ice permanently -disables the ball -increases the emotions when trying to purify soul by 10 hp a second gift from the cruel king. . . (obtained by beating cruel king 10 times in the guru) requires 4 bp to equip(cause you literally get PERMA ICE) call:knight +summons a knight -3 sp summons a knight! knight: 15 hp 3 dmg abilities of knight: shield toss knightly swing block (can be bought by Banished knight in telamons manor) requires 3 bp to equip
1.Summon shedletsky We are in the banlands next chapter. The only admin we know is shedletsky. We get shedletsky to ban us, and we can call him in the banlands. Call shedletsky: 6Bp (Maybe higher), 11Sp (Maybe higher), 30 Hp Attack 1. Ban slam Deal 3 damage. It weakens enemy defense for 3 turns. It also does 1 damage to the enemies around it. Attack 2. Hammer throw Throws a hammer at 1 enemy dealing 5 damage. Attack 3.Ban Deals 1 damage and enemy dissappears for 5 turns. If all enemies die by then, you win.
Call shedletsky will be here with a high chance. The dialogue in game says that shedletsky can help us when he gets fully heals. He heals fast as we can see from demo 2 to 3, he switched a wheelchair to a cane so it's probably near.
@@overlord2004 then how does he lose to purple and green? Even if you add red and blue to it all the hp adds up to 43 hp only. in total they do like 14 damage per turn
Ak-47 Card type: action Cost: 5 sp and 4 bp Can shoot pellets just like the slingshot but the pellets are bullets, also to shoot alot, u need to time it to shoot more.
Here's one of my silly ideas. Ante Down: 5 BP to equip. Passive. Max of 1 of this card can be equipped. +Automatically score Excellent on attacks (includes linebounce!) -1 attack power Note: when used with ante up, you automatically excellent all your attacks without a damage penalty because ante up's buff cancels the debuff out. Very strong of course, but is it worth 10 BP? Well lemme tell you something funny, the Drain cards only work when you succeed your attacks, so this is actually a synergy for the Drain cards, so there's more than one thing to consider here!
My Card Concept: Hammer Card BP cost: 10 Replaces Sword Slot What it does: When used, there will be a line or smth or window smth like that. When it does not land on the green, does 10 Dm, 5 dm to other enemys if near. When landed on the green it does 11 dm. 6 dm to other enemys if near. Obtainment: Idk
Something for the call cards: it has to make sense Bubonic plant and slasher probably wouldn’t team up with the player Hungry wolf could since it’s a wolf and dog stuff And call for help WOULD actually fit in with it since wolves are in packs but to balance it out give it 7-10 hp and also 4 bp and 5 sp for summon Kyoko could have a call with 10 hp scaling with +5 for every 10 hp the player has The enter animation would have her run in and pull out an iron sword from her suitcase 2 attacks 1. Stab Stabs an enemy. 4 dmg 2. Smash Slams the suitcase on an enemy applying dizzy for 3 turns and doing 2 dmg
I have card idea (might be op) -Card 1 -Body swap (Gear/potion type) It makes you become an enemy and gives confused debuff to the enemies and they have 50% to attack their teammates (only the person that you swapped) for 2 turns (4 turns if you playing solo) and feeling fine can't cure confused debuff (some enemies have feeling fine move) -Debuff You become weaker (Lessen your damage or defense by 1 for 1 turn (since you had your body swapped two times) -SP It take 5 SP to use it -Card 2 -Weakening start (Passive/hidden type, 1 slot only) The enemies can get any debuff uff like weaken, defense down, confused, etc for 3 turns -BP It takes 4 BP to use this card
goofy card idea: sharpener(ball card) cost:4 BP/4 SP sharpener is basically the complete opposite of softener, instead of lowering enemy defense. Sharpener can be used on players and exclusively players. sharpener would give DEF UP lv2 to an player of choice and ATK UP lv1(does not stack with first strike, charge or charge DEF, or any other attacking/defensively buffing card) with baller activated, sharpener would have a similiar effect to linebounce, with each ally you hit, the lower its buffs get.(1st player: DEF UP(3) and ATK UP(3), 2nd player: DEF UP(2) ATK UP(2), 3rd player: DEF UP(1) ATK UP(1), 4th player: no buffs.)
Heres mine “giver” -5 bp +give anything you your allies or team -you must lose it like if you have 10 hp and you heal your team or allies you need to lose 5 hp or other -lose 1 damage and defense -you can only give 5 amount +you can take it back if you give it
2 Card ideas: Lifeline: 4bp, not passive, 3sp. Take 5 damage, dodgy for 2 turns and confusion effect for 2 turns. Elemental (sword) Passive 3bp After using any special sword you will add an affect to the enemy if you hit them with your sword Example: after using ice dagger, your next sword attack will freeze the enemy for 1 turn. However: focus only gives you 0.4 se
I have one call multi slash it name was self explainary it deal damage based the normal sword it cost 2 sp and 2 bp and have multiple green time since(also because block tale enemy demo and onward have multiple attack so I guess now it fair)
Here’s 2 concepts: Ban Hammer: Replaces sword slot. Does 18 damage no buff but gives you slowness. New Slingshot Attack: Flaming Star Costs 15 SP but propels multiple(depends on how well you do the slingshot) fireworks that apply an attack and defense drop for 3 turns and a burn to any enemy that it hits. Randomly hits any enemy unless they’re downed. These first shots do 2 damage each, but the final shot creates a molten magma shot that applies a devastating burn on the enemy with the most HP. The burn does 3 damage for 3 turns. Afterwards, the user gets a free flame.
My concepts : Lunge (sword attack) - Cost 4BP and 3 SP to use - Allow player to pierce through enemy defensive , + 1 damage and lower enemy defensive BUT must be successful attack ELSE it will miss Medical assistant(passive) - Cost 6 BP - When you down or your ally down , them get revive or revive you once , BUT can only revive 1 time (aka if you down first then ur ally cant revive themself and opposite) Prepared buddy (passive) - Cost 4 BP - When summon an ally , 30% to that ally have a item Ok some of them is silly
card idea: airstrike, requires 4 bp and 6 sp player aims upwards with their rocket before firing. however, it takes an extra turn for the attack to register. should the player have any debuff by the time the next turn arrives, it will take an extra turn until the player has no debuffs. this is ignored if the player is at critical HP. once the next turn comes on, the rocket will come down, attacking the target for 4 damage and every other target for 3 damage (losing damage with less adjacency) while fully piercing defense and applying lowered defense.
Here are some card concepts 1.Multi Rocket launcher 3 BP/5 SP/ Action Deals 7 damage to all enemies, but you need to time 4 rockets and if you fail you take 7 damage. 2.Dinamite Kamikaze. 2 BP/5 SP/Action Deals 10 damage to you and the nearest enemy, if you fail the timing comand you take 10 damage and the enemy takes 0. 3.Overcharge 1 BP/ 2 SP/ Action Charges 2 ATK, but the timing comand is faster and failing will do no damage.Overcharge can stack. 4.Sniper 2 BP/0 SP/Passive Ranged atacks are going to give +1 damage to the last enemy. Thank you for reading my comment.
Card idea: Jester + When you die, you can convert your sp into damage split among all enemies (If you have 20 sp with 4 enemies, they all take 5 dmg) - -1 defense When stacked, you will lose extra defense but do more dmg
Call wizard Costs 5 BP and 9 SP Just summons the kitchen wizard. He can cook your items to make them better and he also uses random items every turn to heal the team Timecrunch Hardmode card You have only 7 minutes to win a battle or you instantly die 10% exp ATK+ 5 BP +1 attack Deepened focus 4 BP When using focus, you dont gain sword energy but you enter "Focused" state and then you gain 60% sword energy per turn and also increases guarding window by 5% Charging up 5BP Gain +1 ATK every turn, but you lose 4 SP every ATK boost you gain, can only pass instead of guarding. Getting attacked will lower the attack boost by 1 and the cap is +4 ATK (stacks with charge)
I have 2 ally card ideas 1: call king mosquito: has 25 hp and cost 8 sp and has 2 attacks cost 5 bp (Flying lunge) Deals 4 damage to the enemy and 20% chance to pierce through the enemy and hit the other enemy behind the first enemy (Blood suck) Stabs the enemy with its beak and dealing 3 damage and healing 3 hp and inflicts poison 2: call griefer Cost 4 bp Has 20 hp and cost 7 sp and Has 2 attacks and once summoned you are unable to use the venomshank because he will be using it for 1 of his attacks (Crowbar slam) Its pretty simple slamming his crowbar to the enemy causing dizzy and deal 8 damage and goes through defense (Venomshank flurry) Sends 3 to 4 attacks from the venomshank dealing 4 damage each and inflicts poison The king mosquito idk how to make it obtainable because idk But the griefer card can be obtained by beat bubonic plant 4 to 6 times its dialogue would change having the ability to speak and slowly becomes griefer Edit: i also have an ability card called power of hatred Cost 4 bp cost 5 sp to use when used does 5 damage to the player but in return his next attacks has burn and 2x damage for 2 turns
Here's an Card Idea [Raging Roar] This card is an action card. BP: 2 or 3 SP: 4 or 5 This card applies a alert status that causes enemies to focus on you for 4 turns. However you can not Super guard. Strengths: Allows Allies to Take a break from attacks, suitable for tanks. Weakness: Enemy AOE attacks ain't effective. Take DAMAGE.
My ideas: Washing slash (4BP, 3SP): Sword ability, when you use it and hit on the green, it removes all status effects from an enemy Determined (5BP, Passive): Once you die, you come back with 1 hp, 20% chance to come back with 5, can only be used once per battle
Determined just feels like a budget resurrect but washing slash does seem like an interesting concept. Maybe it could be used on bosses like the 4 Komodo dragons in the pit, where you could prevent them from attacking twice.
launcher SP move idea: Launch Barrage Launch 3 rockets, but each one you need to time. Will fall on you if you fail to do the action command, dealing 1 damage. If landed correctly, the one hit directly will do 4 damage and the others 2 damage each, 2 BP, 5 SP to use.
I think i got a card idea Poltergeist card 7 bp (was 25) Passive (sp required after doing a certain thing) + After fainting your conscious will be used to fight enemies + You will gain an ignore effect that lasts forever until the battle ends + gain 10 max sp after fainting as well as regenerating max sp after fainting • During poltergeist you cannot do damage, but all slots will be removed and strategies will turn into haunt, action commands are not required for haunt attacks Haunt attacks: Scare enemy - applies an bad effect Scare all enemies - applies bad effects to all enemies (3 sp) Enlighten ally - applies an good effect Enlighten all allies - applies good effects to all allies (2 sp) Sp costs are dependent on ally or enemy amount during poltergeist Focus is unchanged, but you will focus if you don't use your turn in the multiplayer time limit Run away is unchanged • You are immune to ALL effects that are possibly applied towards you after fainting, ALL effects are also removed once you fain - You are unable to be revived - Does not activate if solo - You are counted as a fainted player when as a poltergeist, so the battle ends as a loss if all other players faint - lose 4 defense Idk what i was kinda thinking about, but it would be cool to keep playing even if you fainted, but i also made it high cost on bp due to that you can just keep constantly buffing your allies and debuffing your enemies and you don't even get attacked cause you fainted already.
this is card i personaly want added stack allies [cost 12 bp] it allows you to stack allies [rules you can not go over 4 allies because 1 player 4 allies this is like how full party works when summons are in it counts up to 5 4 players one allie but this card purpose is for players that dont have friends to join them in party and if either everyones already in party or no one wants to join there party its to make the player feel like there actualy in a party but heres a lil balance for it halfs the allies full hp so cruel king would have 15 hp red n blue would have 10 hp and gorila call card would have 5 for balanced reasons there halfed so hoped you enjoyed
Card concept Sword : Triple cuts 3 BP , 5 SP 3 continuous bar appears and you have to chain command sword. Precision Strike 4 BP , 3 SP Deal less damage but pierce defense.
This took forever please read Idea:call purple and green (obtainment is by when red and blue die in the train fight, flee, will also replace call red and blue, also will need all enimies in the enemydex from past fights.) 10 bp. 5 sp. 5 abilitys. 1:Acidic mode (activates free poison.) 2:dash 'n' slash (green and purple stack on eachother, green putting the mallet in the ground and purple jumping to wack the enemies.) 3:NO MORE PLAYTIME. (once at 15 hp(half), purple or green will die and green and you will get a inf poison buff and a strength buff (inf for green).) 4:DIE IN HELL. (once at 15 hp(half), green or purple will die and if purple lives, you will get all the buff in the game (50/50 chance, purple may kill everything including you by using 10 to the power of 1000 bombs (goolgolpleck)).) 5:call for help (purple and green summon little blobs lol.)
card ideas: Slinger: gives 5+ damage to slingshot, but disables rocket boots, ball slot, dynamite and charge cards (can stack with knight card) 6BP Machine Gun(weapon) gives you a paintball gun (the action comand is a mix between slingshot and launcher, you click a bunch of times then aim) disables ball and dynamite slot, replaces sword. the funcion of it, is that it shoots a bunch of times and pierces defense (shoots 16 times, each pellet doing 0.5 damage, boosts won't affect the number of pellets, but will affect the damage of each one) cost: 450 tix BP:0 damage stacks with slinger and knight cards
Slinger shouls be 8 bp Ante up AND knight give a 2+ dmg buff but for 9 bp Removing the other stuff like rocket boots, dynamite, and charge cards doesn't really balance
[Combination attack] [7 BP] - Adds a new button called "COMBINATION" [+] + you can combine two attacks that match! (Ball + Sword) Throws the ball at the enemy and it automatically bounces back to you, after this you would pull out sword and you would enter SLOW MOTION and then time your sword attack, bouncing back the ball at insane speeds! Damage: 4 if power stab, it would be 6. SP:4, if power stab, it would be 6. Drawbacks: Ball and Sword are disabled for 2 turns. -if you use the sword with the ball with a status effect on it, it would inflict it aswell! -if you use power stab it would be 5 damage. if you hit the special interaction it would be 6! -if you use it, it would be 3 damage. if you hit special interaction it would be 4! [Variations] Linebounce + Sword You throw the ball in the air and jump up to the ball, you would pull out sword and then, you slash it in the air and smash it to enemies down below, after this you would need to time the linebounce for it to work. Damage:3 if power stab it would be 4. SP:5 if power stab it would be 7. -it would be from 3 damage on the first enemy to 2 to 1 and then stays on one for the remaining enemies at the back. -power stab would make it 4 damage, so from 4 to 3 to 2 to 1 damage from enemy to enemy. (Jet boots + Dynamite) Throws the dynamite up in the air, then you would handstand and use the jet boots on the falling dynamite, sending it flying and setting off the bomb early, it would then explode in the sky, enveloping the arena with fire for 3 turns and confuse enemies for a turn. Damage: 0 SP: 4 Drawbacks: Unable to use Ice dagger for the remaining 3/5 turns. -If you use it again it would be 7 SP and envelops the arena with fire for 2 more turns. I cant really come up with more combinations so if you have an idea, be sure to let me know!
@@TheLighterPower maybe i should change it just to throwing it to the air then slashing it, but if it popped it would not incorporate the sword part of the combination attack
we already have that ( kinda ) every turn you gain a small amount of se , and we have a deep focus card that gives more se each time you focus so, not needed but nice concept tho
Hp substitute: Bp: 2 When you are at 0 SP or using a move that costs more SP than you have, use HP to make up the difference, cannot be used if using the move will kill you Also joke card: BP+: Cost: 2 BP Gives you 2 extra BP
Card ideas: Roulette BP: 1 Passive All damage is either decreased or increased by 2 Bell Tolls BP: 3 SP: 8 Deal 15 damage that pierces through defense to all enemies but damages you by 15 damage Parry BP: 3 Passive On block you deal 3 damage to your attacker
you already gain SE/NRG by doing an attack on your behalf or enemies behalf so the first card wouls just improve the SE/NRG gained by a percentage instead.
Card concept: mayor thaniyel After defeating bubonic plant the same amount of times as cruel king,the next time would have him appear behind you,his appearance is the same,if not for a better posture. He will say something like "you're here to calm yourself down too?" before starting the fight,with him already on your sidem he would act as a weaker pre-venom (duh) griefer,wielding a rusted crowbar He has 25 health,but 1 armor He has the same attacks as griefer,except with slam doing 4 damage,and having a poison effect too,while crowbar smack dealing 3 damage the first hit,but 2 damafe the second. Griefer charge up is changed into "mayor's support",randomly choosing a person to give 2 attack charge,if solo it will be an equal chance to give it to him or to you
Crowbar Mode (obtained by beating griefer) 0 BP + Initiate a crowbar smack where you must hit 2 action commands in a row, deals average sword stab damage (3-5) deal 3, 4, or 5 damage two times in a row. + Has addons. - Replaces Sword Slot - Difficult to use with Ante Up Slam! (crowbar addon) 1 BP + Slam ability does 12 damage and says ''[your display name here] slam! - Costs 3 SP Super slam! 5 BP + Super slam ability does 18 damage and says ''[your display name here] slam! and applies Dizzy to the enemy for 3 turns. - Requires 1 Crowbar Charge - Costs 5 SP Chargeup! 0 BP + Use Crowbar Chargeup to gain Crowbar Charge for Super Slam and Strong Crowbar Smack. - Costs 1 SP Strong Crowbar Smack 5 BP + Do 7 damage 2 times in a row and applies Slow status to enemy for 3 turns. - Costs 1 Crowbar Charge and 5 SP - Must hit action command - Extremely hard to use when you have Ante Up Well, that's my idea :D, if it's too op, you can make it a little bit weaker if you want, but, atleast consider the idea, it could be like a slightly stronger but harder to use alternative of the sword
heres my card idea Desperate Senses (passive): costs 9 bp how to obtain is by buying it for 900 tix or 13 bux how it works: your dodging window will increase by 25% attk window included damage will be tanked by 10% but in order to activate it you must be atleast 10 hp or below
@ThePumpkin_Master Did you know that in chapter 4 there will be griefer summon so the thing where you said bubonic plant summon wish here it’s basically coming it would probably be like 40 - 30 hp
Slasher summon wont be a thing (most likely) as in the ost for slasher there is a comment roasting slasher for being easy then leaving. Then unknownnamedguy replied and said look closely to his animation. He does the I'm watching you hand sign he might be a recurring character
basically poison ball but more creative, what is there? insects (mostly mosquitoes) that caused you pain throughout out journey squished into ball forms?
Stupid card suggestions: Ante down: Cost: 2 BP, 3 tix. Gives more attacking window (50%) but -1 attack Marathonist: Cost: 0 BP, 100 tix 100% chance to run away but lose 10 tix everytime Weapon Might: Cost: 5 BP, 999 tix Anything that removes a weapon (like how slingshot replaces sword) wont be replaced Call: Tutorial terry Cost: 999 BP Spawns tutorial terry This one aint stupid but idc Power sword throw Cost: 1 BP, 4 SP Sword toss but +2 damage
Sword Focus is... uhhh. 3 BP + 3 SP per use, but the exact same amount of damage as a regular stab? That's pretty costly. If I need SE, I'm using Focus for free. HP Pierce is just Thorns' effect but like. On your turn. And without the downsides of -1 Defense and -10% Superguard window, instead having the downside of eating up 4 BP for... minimal extra damage. I wouldn't run it, personally. I think Fast Stab would be annoying to implement. And maybe a little overpowered. I do not want the Hatred re-fights to just give you Slasher. This would have to be obtained in some other way. And also - if they're adding Slasher, he's totally using some of the same moves as his actual fight. For Bubonic Plant, ehhhh - I'd rather get Call Griefer. Applying Slowness is a nice effect.
Just because i'm bored, imma drop mah opinion about the card suggestiob here Focus Stab : nope... nuh uh, it would be WAY too op, why ? Cuz the sword itself already give you some extra sword energy (or i'm just delusional) so adding that card in the game will straight turning the focus move into useless Hp Priece : hm... i guess it... balance ? Lossing hp though each attack for that extra 1 ATK sound "unique" but... it need this small little change, make it so you can't die though the self-damage from that card... yeah, just that Quick Stab : way too overpowered... next Slasher/Bubonic Plant call card : despite how much i want this card to be add in the game... we all know that it would be impossible to become true. Slasher is a... very random boss, there's little to no infomation about him, heck... he may even not the guardian of the ghostwalker that Ghost Chef talk about. For Bubonic Plant... he basically is a transformation of the Griefer, NOT an actual person with emotion like Cruel King or Red & Blue Noob so you can't "tame" or "redeem" a damn green chomper from Garden Warfare and turn it into our allies
I actually have a couple ideas that I've been stirring on tbh.
cards based on Enemy Attacks!
*Leg Stab* (Based on Blue Leg Stab)
+ Deals 1 damage (2 on Action Command), and attempts to apply slow
- Costs 2 BP to equip, and 4 SP to use in battle.
Chance to drop from Blue either in her fight appearances or the Pit, along with Green and Purple. Small chance to drop from other Noob-based Enemies in the Prologue Areas.
*Spin Slash* (Based on Red Spin Slash)
+ Deals 2 base damage (3 on Action Command), and 1 Damage to Adjacent Enemies (2 on Great!)
- Costs 4 BP to Equip, 2 SP to use in Battle.
Chance to drop from Red in all of his fight appearances or the pit, along with Green and Purple. Small chance to drop from other Noob-Based Enemies in the Prologue Areas.
*High Ball* (Based on Noobador's Ball Throw)
+ Deals 2 base damage (+2 on Action Command), and attempts to apply Dizzy.
- Much harder to time the action command, as the Ball goes offscreen
- Costs 4 BP to Equip, and 4 SP to use in Battle
Chance to drop from Noobador in his fight or the Pit, from Green and Purple, or a small chance from other Noob-based enemies. Can also drop from Hatred's Figments
*Sword Slam* (Based on the various slam attacks from enemies)
+ Deals 6 Base Damage, and applies DEF Down (Level 1) and Dizzy (Level 1) to an Enemy when hitting the Action Command
- Gives you DEF Down (Level 2) for 2 turns when used.
- Costs 5 BP to Equip, and 6 SP to use in Battle.
Chance to drop from Venom Wizards or Griefer in Chapter 2, and from Purple. (Griefer and Purple have a higher chance to drop it, but Venom Wizards can as well)
Also, Challenge Cards based on the ones sold by that one guy in Bizville.
*Fatal Fragility* (0 BP)
+ All attacks become Superguard/Dodgeable, Windows for such get a slight increase.
+- All attacks deal Double Damage, both of your own and enemies.
- Attack Timing windows are heavily decreased [Think Pre-Buff Ante Up, mash attacks become ridiculously hard, other attacks happen to get decreased windows that happen to be stricter than Ante Up]
- *Max HP is set to 5 as long as you have this card equipped. You cannot increase max HP in any way.*
- Missing a timing window for an attack causes you to take 1 Damage, and deal 0 damage.
*Autopilot* (0 BP)
+ Your attacks pierce defense and deal +1 damage, you get slight HP regeneration.
- Attack usage is random. (Focus, Pass, Defend, and Items are still options, but the target and chosen attack is random, with a bit of a method. For example, balls won't be used on spiky enemies, etc etc)
And, here's a summon lol.
*Call: Nooble-trio* [2 BP, 5 SP use cost]
A VERY early game call card that has a low chance to drop from Nooblets, Winged Nooblets, and Sharp Nooblets. Consists of a Nooblet, Winged Nooblet, and Sharp Nooblet.
Base Stats:
HP: 9 (3+3+3)
0 DEF, but has Spiky.
Optional Gimmick:
Every three HP lost, one nooblet disappears from the trio (Nooblet > Winged > Sharp), losing their respective attack.
Attacks:
Nooblet Stab - The Regular Nooblet stabs an enemy, simply dealing 2 damage. (Lost upon Regular Nooblet death)
Arrow Shot - Winged Nooblet shoots an enemy, dealing 2 damage (lost upon Winged Nooblet death)
Shuriken Shot - Spiky Nooblet throws a Shuriken, dealing 2 Damage and applying DEF down (Level 1) for 2 turns [Lost upon Spiky Nooblet death]
Range Barrage - Spiky and Winged Nooblets shoot a flurry of Projectiles, applying DEF down (level 1) for 2 turns and dealing 3 2-damage hits.
(Without the Optional Gimmick, only the first and last attacks would apply, the other three simply not being used lmao)
I have some idea
Think Fast (passive) BP 3
+Give you 1 attack damage boost (permanently)
-But now in battle you will only have 5 seconds to do anything action action or else it will pass your turn (no block)
but if you are in danger it will be 7 seconds instead of 5 seconds and if you didn’t make any action just in time it will block for you
(this is for both solo and party battles) (also in solo it’s skip both turn)
Think fast chucklenuts but if it was a card
i think for some ppl this would be a flat +1 attack boost.... but good idea 👍👍
basically be fast or wont get +1 atk
Me who forgot any other buttons other than slingshot and spam
Slingshot and Sword mains:
I have seen a lot of people wondering about a “Call HATRED” card but for one it makes no sense because HATRED is not your friend and you are definitely not able to expel FEELINGS FROM YOUR MIND into a physical form outside of your mind so here is my suggestion…
Card Name: Channel HATRED
Card Type: Buff
Cost: 6sp and 3bp
Description: Upon use you channel your HATRED for 6 turns which gives you +2 damage every attack but as a twist you become RECKLESS and lose 2 defense and your timing window is cut in half.
Visual: Probably some red lightning emanating from the user with HATRED behind them.
Yeah people dont realize hatred is YOUR HATRED, your in your mind and you cant call something out of your head
Hatred is literally the player’s worst enemy in this game why do they want a Hatred summon
I thought of a sort of “controlled hatred” where it summons a minion that acts like hatred’s ones but it’s colored pink or green instead of red (either cause pink means love and it’s the complete opposite of hate, or green because it’s the opposite of red on the color wheel). Also maybe make the user sacrifice health to summon it if it’s the real thing
channel cards for all 4 emotions would be cool. so cool, i made concepts for it
Channel Greed
Upon use, boosts the amount of tix you get from battle but dodging and attack windows are lowered
(2 BP, 1 SP)
Channel Fear
Significantly lowers your attack and defense and increases your dodge window for 2 turns.
(2 BP, 2 SP)
Channel Solitude
In multiplayer fights - Gives dizziness to everyone else in the party for 2 turns, but increases your attack by 2
In solo fights - Gives slow to yourself, but on the turns you can attack you have 2x attack
(3 BP, 4 SP)
People need to realize they’re not gonna turn every boss into an ally
Here's 2 of my card concepts
- Battle Flag
- Swing a flag to give the entire party a LV 1 First Strike (max of 2 per save)
- Cost 4 BP to have in your deck
- 4 SP to use in battles
I feel like this card would be extremely useful if someone misses striking first with ball/sword or dynamite.
- Hypnosis
- Attempts to apply DIZZY (LV 1) to an enemy of choice (doesn't work on major bosses, max of 5 per save)
- Costs 2 BP to have in your deck
- Costs 1 SP to use
This would be used if the enemy is being a hassle.
Hypnosis is like Daze, but..
Hypnosis is just daze without dmg
Terrible bruh
Battle flag seems more like an item rather than a card, but instead of first strike its charge up.
Maybe for flag you can get a chance to use it first turn and you cant use it for the rest of the battle
Ideas for a card that can only be used on summons
Charging up (summon) Cost 3 BP
Give your summon the charged up status effect guaranting them to use a Special attack the next time they attack
The Sp cost will vary based on the summon you is active on the battlefield
(ideas of attacks for our 3 current summons)
Gorilla: (3SP) Vine swing (will swing from a vine dealing 3 non piercing damage to all ennemies)
Red & Blue: (6SP) Spinning assault (Red and blue will hop on each other Shoulders and start spinning really fast and based on the amount of ennemies 2 things will happened)
1) if only 1 ennemy is present they will Deal 4x 1 damage piercing damage before Red or blue jump from the other shoulder and landing on them with the sword doing another 6 non-piercing damage
2) If more then 1 ennemy They will do 5x 2Piercing damage (or) 10x 1 piercing damage where they will randomly attack targets and bumping from 1 ennemy to the other randomly like they are a bayblade in the middle of a bayblade battle
(For comedic effect each time they hit an ennemy we can insert a flipper noise cus come on they are kids so it would kinda fit since they are a bit silly)
Cruel King: (4SP) Icecycle stab (The cruel king will pull an icecycle and Stab an ennemy dealing 6 piercing damage + a chance to Freeze the ennemy)
poor king, someone lost their dagger and need to use an icicle in their castle as a replacement
1:57 This could be similar to deep focus and basically gives 15% more SE when using sword based attacks.
(Passive)
2:07 Sacrificial Ante-Up
3:22 Could be a High Risk High Reward
5:14 No comment just Jason
7:16 yeah the call would be BROKEN if you keep it alive.
*Ante
Here my concepts for the rocket launcher:
Malfunction:
This is a card for the rocket which costs 5 sp to use. You run into the middle of every enemy and try to use your rocket but it malfunctions and explodes dealing 4 damage to every enemy (without the ball upgrade) at the cost of you taking 8 damage
Blast dash:
This is a card for the rocket which costs 3 sp to use. You launch the rocket behind you to give you a boost to ram into an enemy, this deals 5 damage (without the ball upgrade) but dazes you for a turn
blast dash should also use sword if you have baller turned off, dealing an extra 2 damage (one if bigfoot isnt defeated)
nevermind
Rocket jump.
Use the rocket to boost you into the air dealing to damage to yourself and 1 damage to your adjacent party members.
Then while in air fire a rocket that does 2 damage (base) to all enemies and does splash damage (normal rocket splash)
Malfunction is just fruit bomb but worse and costs SP
@@justaplayer8629 you mean cherry bomb, right? Cherry bomb does 3 damage while this does 4 (5 with the ball upgrade)
I had the exact same idea for a rocket ram move and I called it Rocket Recoil 😡😡😡
Jk I’m fine I really just want more rocket moves.
Fast stab nerf:
at least 3 BP, 2 SP
Acts like as if you had ante up equipped, except you hit yourself instead of dealing 0 damage when you mess up
Nice one 👍
Card idea, similar to comatose and daze.
Discombobulate
Deals 1 damage and inflicts the enemy with confusion. Costs 3-4sp and 3bp.
Anyone who has fought hatred knows how much that status effect can screw you over, so why not let the enemies feel your pain?
The effect lasts 3 turns, with a 66% chance of the enemy attacking themselves or another enemy for half their base damage.
Here’s another: Sword Boomerang.
Throw your sword like a boomerang, hitting all enemies twice for 1hp both times. Pierces 1 defence like all sword moves. Costs 2sp and 1-2bp.
Another one: Feel Fresh
Similar to feel fine, but it affects the whole party. Effect lasts 2 turns. Based on the Calm move from Miitopia. Costs 4sp and 3bp.
Finally, Call Griefer.
I know we will be getting this, and this is how I think it’ll go. I believe Griefer’s right arm will still be partially bubonic-plant-y. Costs 7-8sp and 4bp He can smack enemies with his crowbar slam for 4 damage and inflict dizzy. He can also punch the enemy with his plant hand for 3 damage, piercing defence and inflicting poison 1 for 2 turns.
Whaddaya think of these?
he will attempt YOU CANNOT GRASP THE SHEER POWER OF HATRED's ATTACK!
discombobulate
in summary
discombobulate
the discombobulate is fspcken greatest idea the card of hitting them and seeing them destroying itselfs is a relief of pain (call me skill issue *gets 12- dmg + pierced armor*)
there's 2 problems whoever
1.enemies needed a animation for attacking itself, right now there's currently 40+ enemies in the game the problem here that the animators needed to make every enemy trying to unalive themselves (it would not make sense for helmet noob smack himself or terry literally going eastern style)
solution? instead of putting the animators on insanity. let's make confused enemies attack their allies instead of themselves, so the game scripter can just reuse the attack animation and cutting corners and more quantity over quality.
what if they're alone? slap a fricking sign *there's no more than 2 enemies in the battle* (yes im gonna consider the card will active when there's 2 or more enemies)
2.overpowered or overused, even it will nerf on the ground (increasing bp/low chance proc) players will figure it out to abuse it, (think about DVN the exoskeleton, sensei smack it out and turn into aerorig)
_hotdog!_
the discombobulate is fspcken greatest idea the card of hitting them and seeing them destroying itselfs is a relief of pain (call me skill issue *gets 12- dmg + pierced armor*)
there's 2 problems whoever
1.enemies needed a animation for attacking itself, right now there's currently 40+ enemies in the game the problem here that the animators needed to make every enemy attempt to unalive (it would not make sense for helmet noob smack himself or terry literally going eastern style)
solution? instead of putting the animators on insanity. let's make confused enemies attack their allies instead of themselves, so the game scripter can just reuse the attack animation and cut corners + specifical enemies like mini bosses -idk if it makes sense for hatred to unalive itself.... oh wait-
what if they're alone? slap a fricking sign *there's no more than 2 enemies in the battle* (yes im gonna consider the card will active when there's 2 or more enemies)
2.overpowered or overused, even it will nerf on the ground players will figure it out to abuse it
Changes to the Fast-stab 3:23
- Cost the same as you mentioned.
- But now is a passive card, basically Ante up but double the risk.
+ You deal half the damage your previous attack did, ex : You did 4 dmg, second hit will do 2.
+ However, missing the second hit means the previous hit will be failed action command. What does this mean? Well, you will now have TWO continuous slider bar, you need to hit both of them to perform the second hit.
Well,I have some idea for Summon Card
1) *Call:John Shedletsky*
After restoring fully and well preparing ,Shedletsky challenge us for a battle to test his own capability before helping us to collect other Swords.
2) *Call:Griefer*
After completing Chapter 3, Player use Ghostwalker to travel to Griefer’s mind to save him from a curse. In mind World, we may find some hint about other Villain in the future
3) *Call:F’ella*
It’s a hidden card like Call:Gorilla by farming F’ella
4) *Call:Jerry*
After Chapter 3,Jerry is very impressed by our bravery and determination. He asked Terry to follow us in further adventure
Well,yes. We need Terry’s permission before taking care of Jerry
5) *Call: Ghost Chef*
Maybe he doesn’t want to stay in kitchen anymore
6) *Call: Vlad*
Same as Call:Gorilla,it’s a hidden card. This Ally can heal himself while dealing dmg on enemies
7) *Call: Skeleton*
It’s a hidden card, this ally can revive itself after 3 turn if it’s teammates still alive in battle
explain all the functions of the cards :)
@
1) *Call:John Shedletsky*
HP:100
ATK:6
Def:1
Move:
-Protector: Give Allies 1 def for 3 turn
-Swordman: Use Iron Sword to slash enemies twice
Obtain: *Training with Shedletsky*
2) *Call:Griefer*
Same stat and moveset as Griefer boss but he doesn’t have Venomshank
Obtain: *Use Ghostwalker to purify Griefer’s soul*
3) *Call:F’Ella*
HP:15
Def:0
ATK:0
move set: Booster (Give random buff to all Ally and heal them 8 HP)
Obtain: *Drop from F’Ella with chance of 1,2%*
4) *Call:Jerry*
HP: 1,000
ATK: 10
DEF:2
Move set:
-Hyperball (Deal dmg on enemy and it change from normal throw to line bounce to attack all enemies)
-Hungry boi (Jerry always bring random food with him to heal himself)
Obtain: *Teaching Jerry how to fight and prove Terry that u r strong enough to protect Jerry by defeating his brother 3 times*
5) *Call:Ghost Chef*
HP: 20
ATK:4
Def:0
Moveset:
-Well Care: Heal 15 HP to any teammates that below 10 HP
-Thunderwave:Deal 4 dmg to all enemy
Obtain: *Let him know that Cruel King accepts to help us*
6) *Call:Vlad*
HP:12
ATK:5
Def:0
Moveset:
-Thirsty: gives Thirsty effect to all Ally, allow them to drain enemy’s HP to heal themselves
-Poison fang: Bite enemies, deal 5 dmg to heal himself and cause poison effect on enemies
7) *Call:Skeleton*
HP:10
ATK:5
Def:0
Moveset
-Rise up: Revive itself after 3 turn if it’s ally still alive
-Bonk: Yes, bonk target to deal 5 dmg,cause dizzy and slow effect
Obtain: *Instant kill Skeleton 150 times*
@@overlord2004 these are absurdly overpowered so ill write some suggestions to balance
Shedletsky:
hp nerfed to 25
he will use a iron sword and only do 2 damage instead of *6??*
gives 1 defense to the person who summoned shedletsky only
Griefer
im pretty sure this ones accutally getting added to demo 4 so i cant really do anything about that
F'ella
12 hp
works the same as f'ella but can only charge or heal 2 allies in the team, aswell as giving the effects for 2 turns only (excluding charge)
Jerry
..i don't see how terry's little brother can help really?
hp nerfed to 50
uses Ball but does only 2 damage
automatically has cannonball with it
motivates you by giving compliments, giving you a charge for your next turn, uses it rarely though
if Jerry gets under 20 health, he will run away instead
Ghost Chef
same thing, i dont see how a ghost can help but sure?
hp stays the same
uses Cure on teammates under 25% hp
uses a cleaver to attack, doing 2 damage and giving poison for 1 turn
Vlad
hp stays the same
bites a enemy dealing 4 damage, but only healing 2 hp for doing so
Skeleton
hp nerfed to 5
deals only 2 damage
skeleton was nerfed badly cause it can resurrect easily, not needing to focus on skeleton as hes fine on his own
i really like these card concepts ngl so i wanna kind if make em in my own version taking inspiration and trying to make smth new
Fast Stab is an okay idea but I think a way to make it better would be to make it so the card is a PASSIVE and only works AFTER using a sword attack, no longer consuming any SP, and only costing 1 BP to use. It only deals 2 DMG and in the sword minigame the action window for the attack now moves at a moderate speed instead of being still.
Also name switch its now called "Quick Stab"
HP Pierce is a cool idea but here's a twist on it.
"Eye for an Eye" it is now an action card costing 3 SP to use and 3 BP to use in your build.
The way it works now is when using the card, you target an enemy and activate the card. You deal +1 DMG to the targeted enemy and all DMG the enemy receives is shared with you and vice versa.
Yes, you could eat a mistake and both you and the target enemy would die (unless its a boss)
It's a simple concept but I think it could definitely add a lot of variety
for the summon cards, i dont think a summon slasher should be in the game, theres a comment somewhere that explains very well why
The Bubonic Plant summon is a rather interesting concept, I think it could be made into an actual card but heres how I'd make it.
"Plant Reincarnation"
Instead of being a SUMMON card, it's now a REVIVE card, and how it works is when using this card on a downed ally, it revives them and turns them into a bubonic plant, their stats being 15 HP and 15 SP, they dont turn into the same bubonic plant as Griefer but a much weaker version.
The revived player now plays AS the bubonic plant, with their moved being the same as it, although DMG on moved is significantly lower compared to Griefer's Bubonic Plant form.
Note: this can only be used once on the target player
I think this makes sense lore wise since Griefer stabbed himself using the Venomshank ykyk, gameplay wise i think this would be insanely cool to see
so whaddyall think i wanna know and what other ideas yall got?
I don’t know anything about card concepts but
NPC - you can use this card to summon your own mini enemy
That friendly and mini enemy can help you in battle and will always get a turn last when everyone is finished with they’re attack
Although they’re really weak.
To use this you need 3 SP
Appearance - a grey Roblox character
Appearance when fallen asleep - Leaning down
Appearance when poisoned - Bending Backwards
Appearance when attacking - Sprinting then tackles
If this seems unfair and quite confusing I quite literally don’t know half of what blocks tales things are anymore
i have some idea on call bubonic plant
-make bubonic plant summon a small poisonus plant when attack will explode make the target poisoned for 3 turns but hp will be 5
-make bubonic plants hp to 25 but in return -1 dmg to all attack (will not include the summon)
-have a new attack called "plants grasp" its like the second attack from the boss bubonic pant where he grabs you it will deal 4 or 3 if its nessesary.
Block tales community: if it’s a character, it can be a partner.
I think I might have a good idea.
Fair game:
Passive
5-6 BP
This card basically makes so your damage and health gets split whit the enemy to make it an equal amount, the enemy will also be able to dodge attacks and make additional damage or a follow up if it hits the 50% chance mark, the enemy would also be able to use the items you have on your inventory, making you and your enemy basically have a shared backpack. If the health or damage can only be divided into decimal numbers it will give the extra to the player. If there is another member in your party, their health and damage would also be split, which would give you an achievement called “YOU DID WHAT???”, “Not the so called best friend” or What have you done?”
Some card idea
Rocketeer (action BP 3,SP 3)
You need to use with rocket
+now your rocket deal 2 more damage also reduce the enemy attack by 1 for 3 turn
-if you miss you will have -1 defense and -1 attack just like enemy (feel fine cant not remove the effects) last for 3 turn
Card Idea:Sword Quake
Charge up your sword (like TNT) but instead of 1 enemy being hit it hits all expect for flying enemies dose 4 -5 damage to all enemies and cost 3 Sp and u find it in chapter 4 or 5
i feel like a card that would be cool is
- Sets your max HP to 1
+ Increases max possible SP and BP upgrades by 5
+ Makes all attacks superguard-able
sans undertale: the game!
While watching this video, I got a neat idea for a New card, so i'm gonna yap about it now,
Card name: Concentrate
BP cost: 3-4 (i'm not sure)
SP cost: 3-5 (once again, I'm not sure)
Effect: Applies Concentration to Yourself for 3 Turns, While Concentration is Active, you receive Doubled Sword Energy while using Focus, However, if you use Any ability besides Focus, or get Hit while Concentration is Active, you take 1 Dmg and Lose the Effect, (now, onto my Personal Opinion of this idea)
I think this card would be a Unique form of Support that puts you at risk (since you can't Attack, use Items, or do anything aside from focus until the effect ends, or else you take damage, and Lose the bonus) in Exchange for the Reward of Massively Increased gain of Sword Energy, so yea, Anyways, I've gotten out my Daily rant now, so Thanks for reading :D
Energy Stab:
Costs 3 BPs
Uses 1 Sword Energy Point
Obtainement:In The Cards Shop Costing 360 Tixs
Usage:Stab The Front Enemy And Deal 5 Dmg To All Enemies And Puts Electricity(Dmg Overtime) To Them For 5 Turns. Stabbed Eneny Will Take 8 Damage And Electricity For 8 Turns
THATS PREDICTING A FUTURE SFOTH SWORDS DOUGH?!
This is a pretty old suggestion i suggested a few vids back but i still wanted to bring it up again:
Headbutting Dash: Simple idea, dashing into an enemy has first strike capabilities. Helmet Noobs would drop them with a 3 - 6% chance
Sling & rocket card concepts
Slingshot
Multi shot
- damage to all enemies
- single hit
- 2 BP and 1 SP
- hits stack instead of damage
Super sling
- does some damage to armor
- +1 hit without armor
- 3 BP
Rocket
Rapid fire
- faster aiming reticle and fires again if hit
- multiple hits (5 max)
- no splash damage
- 1 BP and 3 SP
Laser fire
- unique aiming type. A circle closes in onto another circle, clicking when it’s on the other circle does + 1 damage
- targets all enemies
- 2 damage regularly
- 2 BP and 4 SP
I actually have some cards concepts:
Hollow shield :-1 defense +10%guarding/super guarding window(passive/1BP)
Time out:(difficulty card):half your hp is now temporary
Temporary hp:lose 2 temporary hp every turn(damage prioritises temporary hp first)
Adrenaline(passive/2BP):when you receive critical damage gain +10 temporary hp,once per battle.
Random card concept I’m just gonna shoot off the top of my head:
Call: medic
3 BP
5 SP
When used, summons an NPC to aid you in battle!
NPC details:
-1 defense
15 HP
Damage moves:
This NPC has no moves dealing damage!
Defending moves:
Standby: if all players are max SP and HP. He will defend, very similar to the players defend. Upping their defense by 1 for 1 turn.
Support moves:
Medicine: heals a player for 2 HP, 1 SP, and provides them the feel fine effect for 2 turns.
Heal: heals a player for 4 HP
Energy drink: heals a player for 3 SP
Emergency supplies: heals a player for 3 HP and 2 SP
Checkup: heal the party for 1 HP and 1 SP, cure all negative status ailments.
Self heal: heal medic for 3 HP
Appearance:
A tan skin tone
White tracksuit
Blue shirt inside tracksuit
White armband with Red Cross on right arm
White hat with Red Cross
Dark hair
White pants
Medkit strapped on left leg
Super stab (action)
Bp:3 sp:4
Gives the player +3 sword damage but -10% command window.
so a better power slash?
@flynnmaxwell4089 uhhhh yea
ante up but better and less risky with sp
rocket launcher move idea:
Rocket Jump
(be out of screen for 1 turn, that means no enemy can attack you that turn. After that turn, you will deal 3 damage to ememy.)
costs 5 sp and 3 bp.
yes this was inspired from fly and dig from pokemon
Add Shovel for Market Gardening
@@ZethXenos loll
@@ZethXenos requires shovel card
fly move in pokemon lol
So fly from pokemon?
instead of call slasher we should make call banished knight
That'd be nice concidering Bansihed Knight's our ally now
@@Calk-go3emi think he should be selling that card . Or he'll give us a quest for it
Yoo sick idea
@ice_sans_undertale a quest would be cool
@@projectz9244 agreed
4:55 Rocket launcher: *he forgot about me*
This one is cool idea:
Smoke bomb card (6 bp)
throw a smoke bomb causing enemy confused. A same ability like hatred
I have one:
The Excalibur:
Makes ur sword deal extra 3 damage but decreases Ur action command by 85%
Or
Russian Organism
Be Immune To Ice And Cold forever.
They're all passive
russian organism is a reference to that video where the guy synthesized life and it spat on him, right?
Spreadshot
Bp: 1
Sp: 1
Slingshot exclusive
Works just like the regular sling shot, but you shoot pellets at every enemy, but the pellets are divided for each enemy, similar to how sacrafice+ works
For example, if you shoot 10 pellets with spread shot, you would deal 5 damage to each enemy on the field if there 2 enemys
Pros:
great for crowd control
Cheap
Cons:
deal less damage to each individuel enemy
Useless againt a single enemy
That first suggestion is pretty decent. But maybe we can rework it into something else.
Maybe its a passive the makes it so you get more Sword Energy from successfully damaging an enemy.
Quick Stab sounds cool tho, I think it would be 3 or 4 BP and 3 SP. But like you said we can adjust it if needed.
Idk if these are good cards but uhhh, my card concepts:
Rocket Burst: Shoot your rocket launcher applying more damage to the chosen enemy and hitting all enemies
Stats:
4 or 5 to chosen enemy
1 or 2 to all enemies
Costs 1 BP
Costs 3 SP
Ricochet: Shoot your slingshot, making it ricochet and go fast on all enemies as long as the player times it well
Stats:
1 damage to all enemies hit
Costs 1 BP
Costs 3 SP
Goes on forever until the player messes the timing
Totally unrelated, special weapon concepts:
Scroll:
In game: Removes any obstacles blocking your way by how many times you click.
In battle: Do a quick time event and the scroll will give a randomized debuff to the chosen enemy. The debuff can also be leveled up by 1 if the player gives enough damage.
Stats:
No damage if quick time event is done wrong
5 damage if quick time event is done right
Debuff will start at level 1
Debuff will last 3 turns
Costs 8 SP
here are a few of my ideas:
Attack Drain
Passive
4 BP
+ gain +1 attack damage every 3 successful attacks.
- 2 defense
- lose all the extra gained damage permanently for the current battle if you miss an action command.
Defense Drain
Passive
4 BP
+ gain +1 defense every 3 successful attacks.
- 2 attack
- lose all the extra gained defense permanently for the current battle if you miss an action command.
ATK-FX-P
Cosmetic
0 BP
+ your attacks make paint particles
+ your attacks make paintball sound effects.
Last Breath
Action
3 BP
+ apply an effect to an ally/yourself, making them unable to die for 2 turns.
- whoever has/had the effect cannot be healed/revived (once they die).
- costs 7 SP.
and that’s all! lemme know what ya guys think of these! i tried to balance them, but some may still be overpowered.
WHY U IN BLOCKTALES NOW 😭But good ideas tho
@@idropkicklittlechildren1because i stole screech’s modifier. (screech from doors).
Bro is the embodiment of "I'm everywhere"
i definitely think last breath should be renamed somehow, since some sans au fans will overreact to it
aswell as somehow modifying the ''cannot be healed/revived once they die'', like in that case i think you should only be able to use it on yourself
@@TheLighterPower hmm, instead of completely disabling healing & reviving, it could prob do -50% healing, and the person can only be revived once after using it.
as for the name, i don't really have any different ideas. but i honestly think it doesn't need a different name, there are already some undertale references, and i haven't seen anyone talk about them.
Card concept:
Sapping sword
7 bp (passive) also +2 damage
Every time you use a sword card, it saps a bit of your sword energy (around %12) , if you dont have it, it does the normal damage it would do. Also focusing gives around 12% less.
Purpose: limit the use of the SFOTH swords and limit focusing, sometimes losing turns to focus.
I have a concept card for the Launcher:
Name: Buffer Launch
Cost: 2 SP, 2 BP
Description: "Launcher attack does double area and single damage, but it lowers your attack 'window' by 30%, makes you SLOW for 2 turns after it and the attack alone takes 5 seconds."
Card Image: The launcher card (slightly tilted), but with a white clock in the middle and a green up arrow at the top right of the clock.
Cool, right?
and it should shoot two rockets instead of just one
Self destruct:
-Deals 1/2 of all enemies hp
-Health rapidly ticks down in solo and instantly knocks in multiplayer
-Cannot be revived
-Costs 5 bp
Last stand:
-When knocked, gives the player 10 hp and loses 2 per turn, the player gains a +3 attack buff and sp moves will only use half of the sp needed
-1 defense
-4 bp
Rocketeer:
-Costs 4bp
- +1 launcher damage (stacks with baller)
- Splash damage will deal regular damage without rocketeer
Rocket jump:
-2 bp
-4 sp
-Blast yourself off-screen, dealing 10% of your max hp without rocketeer, skipping to the enemy's turn, and dealing no damage to you, then shoots a rocket that hits all enemys for +1 damage
Rubber ammo:
-1 bp
-1 slingshot damage
-Bypasses 1 defense
-Will pop if attacking a spiky enemy
Steel ammo:
-4 bp
-Bypasses 2 defense
- +1 damage
Icy ammo:
-2 bp
-50% chance to freeze any enemy
-1 damage
Concept:
Call: Mahoraga
Summons Mahoraga
Mahoraga's Attacks:
Divine Takedown,
A strong punch that deals 5 dmg.
Adaption,
Increases You and Mahoraga's def by 3.
World Cutting Slash,
A ranged slash that deals 10 dmg.
Costs 15 SP and 5 HP.
A card concept incoming
-Katana
-0 BP
-A side grade for the sword,Build up damage every turn and then release all that damage at once at your demand.
So basically every turn when you use the slash ability the quick time event is like the regular sword when you hit the green bar,it will simply build up 2 damage but if you fail the quick time event,you will only build up 1 damage
And there is a second ability simply called release which will release built up damage and damage 2 enemies
Release will increase in SP the more damage you stack up (max is 5) how it works is every turn you use slash and succeed to hit the green bar,it would go up by 1 sp
Max damage build up is 10 or below
Also it ignores defense completely
I have a launcher card idea
(It can be used twice for different purposes)
Name : missile
5 bp / 2 - 6 sp
(1st use)
+3 dmg with launcher
-takes up a turn
-can only use on self
-2 sp
(2nd use)
+hits all enemys if timed right (kinda like line bounce)
-3 attack
-4 sp
On first use you will gain +3 dmg for next time you use launcher. On 2nd use you will (one by one) aim at each target and then shoot a misle that hits all of them but with 3 less damage, canceling the 1st use out.
I know a lot of text but I think this would be a fairly solid idea, the card image might be like power shot but with launcher.
i loved the part where you explained what the sword focus card does 3 times
I have a card idea, passive card: Last Stand.
5 bp.
CARD IN PARTY.
This card activates when you die, when you die, the whole party gains 3 hp, and a +2 dmg buff that last for 3 turns. (whole team cant use revives after effects wear off, you also die after said effects if you activated it)
This card also activates if the whole party is on 5 - 1 hp. When this happens, the party gains a +2 dmg buff for 4 turns, and +2 defence for 2 turns. (Feel fine and any healing items or cards gets disabled and poison that lasts for 6 turns washes over everyone after the effects)
Only one person can use in the party, if two or more equip it, it wont be able to be used in battle.
This has ONE copy.
CARD IN SOLO.
Gives 3+ dmg buff for 4 turns, and 3 def for 3 turns.
Only activates at 7 hp - 5. (7 turns of poison washes over you after effects wear off and you cant use feelfine OR any heals.)
I got 2 cards
Multi stab:
2 BP
3 SP
You go up to an enemy and slash them 4 times, if the enemy dies, you go to the next, the sword action command is done 4 times in a row
If you fail an action command, the attack ends.
Multi rocket
3 BP
2 SP
Shoots 4 rockets spread evenly through the enemy’s, but you can’t use launcher for a turn
Applies 1 armour reduction.
Also softener needs to be buffed to how it was before
here's 2 custom cards i thought:
Ice sword
+enchants the player with ice permanently
-disables the ball
-increases the emotions when trying to purify soul by 10 hp
a second gift from the cruel king. . .
(obtained by beating cruel king 10 times in the guru)
requires 4 bp to equip(cause you literally get PERMA ICE)
call:knight
+summons a knight
-3 sp
summons a knight!
knight:
15 hp
3 dmg
abilities of knight:
shield toss
knightly swing
block
(can be bought by Banished knight in telamons manor)
requires 3 bp to equip
1.Summon shedletsky
We are in the banlands next chapter. The only admin we know is shedletsky. We get shedletsky to ban us, and we can call him in the banlands.
Call shedletsky: 6Bp (Maybe higher), 11Sp (Maybe higher), 30 Hp
Attack 1. Ban slam
Deal 3 damage. It weakens enemy defense for 3 turns. It also does 1 damage to the enemies around it.
Attack 2. Hammer throw
Throws a hammer at 1 enemy dealing 5 damage.
Attack 3.Ban
Deals 1 damage and enemy dissappears for 5 turns. If all enemies die by then, you win.
Call shedletsky will be here with a high chance. The dialogue in game says that shedletsky can help us when he gets fully heals. He heals fast as we can see from demo 2 to 3, he switched a wheelchair to a cane so it's probably near.
I just want to say one thing:
Shedletsky’s full HP is 100. He has higher HP than almost of boss that we’ve fought
Yes,he is 100
imagine just *BANNING* the boss and win
@@overlord2004 there is Terry (999999 currently) and also supreme mosquito (can be up to 120 if full party)
@@overlord2004 then how does he lose to purple and green? Even if you add red and blue to it all the hp adds up to 43 hp only. in total they do like 14 damage per turn
Ak-47
Card type: action
Cost: 5 sp and 4 bp
Can shoot pellets just like the slingshot but the pellets are bullets, also to shoot alot, u need to time it to shoot more.
Here's one of my silly ideas.
Ante Down: 5 BP to equip. Passive. Max of 1 of this card can be equipped.
+Automatically score Excellent on attacks (includes linebounce!)
-1 attack power
Note: when used with ante up, you automatically excellent all your attacks without a damage penalty because ante up's buff cancels the debuff out. Very strong of course, but is it worth 10 BP? Well lemme tell you something funny, the Drain cards only work when you succeed your attacks, so this is actually a synergy for the Drain cards, so there's more than one thing to consider here!
My Card Concept: Hammer Card
BP cost: 10
Replaces Sword Slot
What it does:
When used, there will be a line or smth or window smth like that. When it does not land on the green, does 10 Dm, 5 dm to other enemys if near. When landed on the green it does 11 dm. 6 dm to other enemys if near.
Obtainment: Idk
Something for the call cards: it has to make sense
Bubonic plant and slasher probably wouldn’t team up with the player
Hungry wolf could since it’s a wolf and dog stuff
And call for help WOULD actually fit in with it since wolves are in packs but to balance it out give it 7-10 hp and also 4 bp and 5 sp for summon
Kyoko could have a call with 10 hp scaling with +5 for every 10 hp the player has
The enter animation would have her run in and pull out an iron sword from her suitcase
2 attacks
1. Stab
Stabs an enemy. 4 dmg
2. Smash
Slams the suitcase on an enemy applying dizzy for 3 turns and doing 2 dmg
Slasher could help us since if we tell telamon about our situation he will probably give us a call slasher card to help us on our journey
I have card idea (might be op)
-Card 1
-Body swap (Gear/potion type)
It makes you become an enemy and gives confused debuff to the enemies and they have 50% to attack their teammates (only the person that you swapped) for 2 turns (4 turns if you playing solo) and feeling fine can't cure confused debuff (some enemies have feeling fine move)
-Debuff
You become weaker (Lessen your damage or defense by 1 for 1 turn (since you had your body swapped two times)
-SP
It take 5 SP to use it
-Card 2
-Weakening start (Passive/hidden type, 1 slot only)
The enemies can get any debuff uff like weaken, defense down, confused, etc for 3 turns
-BP
It takes 4 BP to use this card
goofy card idea: sharpener(ball card)
cost:4 BP/4 SP
sharpener is basically the complete opposite of softener, instead of lowering enemy defense. Sharpener can be used on players and exclusively players. sharpener would give DEF UP lv2 to an player of choice and ATK UP lv1(does not stack with first strike, charge or charge DEF, or any other attacking/defensively buffing card) with baller activated, sharpener would have a similiar effect to linebounce, with each ally you hit, the lower its buffs get.(1st player: DEF UP(3) and ATK UP(3), 2nd player: DEF UP(2) ATK UP(2), 3rd player: DEF UP(1) ATK UP(1), 4th player: no buffs.)
Heres mine “giver”
-5 bp
+give anything you your allies or team
-you must lose it like if you have 10 hp and you heal your team or allies you need to lose 5 hp or other
-lose 1 damage and defense
-you can only give 5 amount
+you can take it back if you give it
2 Card ideas:
Lifeline:
4bp, not passive, 3sp.
Take 5 damage, dodgy for 2 turns and confusion effect for 2 turns.
Elemental (sword)
Passive 3bp
After using any special sword you will add an affect to the enemy if you hit them with your sword
Example: after using ice dagger, your next sword attack will freeze the enemy for 1 turn.
However: focus only gives you 0.4 se
I have one call multi slash it name was self explainary it deal damage based the normal sword it cost 2 sp and 2 bp and have multiple green time since(also because block tale enemy demo and onward have multiple attack so I guess now it fair)
Here’s 2 concepts:
Ban Hammer:
Replaces sword slot.
Does 18 damage no buff but gives you slowness.
New Slingshot Attack: Flaming Star
Costs 15 SP but propels multiple(depends on how well you do the slingshot) fireworks that apply an attack and defense drop for 3 turns and a burn to any enemy that it hits.
Randomly hits any enemy unless they’re downed. These first shots do 2 damage each, but the final shot creates a molten magma shot that applies a devastating burn on the enemy with the most HP. The burn does 3 damage for 3 turns. Afterwards, the user gets a free flame.
BP for Ban Hammer is 0
BP for Flame Star is 5
When do these show up in the game? Just asking since those damage numbers are beyond ridiculous
My concepts :
Lunge (sword attack)
- Cost 4BP and 3 SP to use
- Allow player to pierce through enemy defensive , + 1 damage and lower enemy defensive BUT must be successful attack ELSE it will miss
Medical assistant(passive)
- Cost 6 BP
- When you down or your ally down , them get revive or revive you once , BUT can only revive 1 time (aka if you down first then ur ally cant revive themself and opposite)
Prepared buddy (passive)
- Cost 4 BP
- When summon an ally , 30% to that ally have a item
Ok some of them is silly
card idea: airstrike, requires 4 bp and 6 sp
player aims upwards with their rocket before firing. however, it takes an extra turn for the attack to register. should the player have any debuff by the time the next turn arrives, it will take an extra turn until the player has no debuffs. this is ignored if the player is at critical HP. once the next turn comes on, the rocket will come down, attacking the target for 4 damage and every other target for 3 damage (losing damage with less adjacency) while fully piercing defense and applying lowered defense.
Call slasher exists due to that he was “hired” to defend the ghostwalker, so we could call him to help us and the card would be like 999 TIX.
Orrrr. We meet telamon and we tell him the situation And then since telamon hired slasher he will hire slasher to assist us on getting the swords,
@ that can happen.
Here are some card concepts
1.Multi Rocket launcher
3 BP/5 SP/ Action
Deals 7 damage to all enemies, but you need to time 4 rockets and if you fail you take 7 damage.
2.Dinamite Kamikaze.
2 BP/5 SP/Action
Deals 10 damage to you and the nearest enemy, if you fail the timing comand you take 10 damage and the enemy takes 0.
3.Overcharge
1 BP/ 2 SP/ Action
Charges 2 ATK, but the timing comand is faster and failing will do no damage.Overcharge can stack.
4.Sniper
2 BP/0 SP/Passive
Ranged atacks are going to give +1 damage to the last enemy.
Thank you for reading my comment.
Card idea: Jester
+ When you die, you can convert your sp into damage split among all enemies
(If you have 20 sp with 4 enemies, they all take 5 dmg)
- -1 defense
When stacked, you will lose extra defense but do more dmg
My card 2 concepts: attack+ , Get 1 attack but lose 1 hp 3 bp , super happy sp , restore 2 sp every turn 3 bp
Attack+ Card only give +1 Attack permanently
Same as Defend+
I have an idea about Regen+ Card that heal +2 on both HP and SP after 2 turn
Call wizard
Costs 5 BP and 9 SP
Just summons the kitchen wizard.
He can cook your items to make them better and he also uses random items every turn to heal the team
Timecrunch
Hardmode card
You have only 7 minutes to win a battle or you instantly die
10% exp
ATK+
5 BP
+1 attack
Deepened focus
4 BP
When using focus, you dont gain sword energy but you enter "Focused" state and then you gain 60% sword energy per turn and also increases guarding window by 5%
Charging up
5BP
Gain +1 ATK every turn, but you lose 4 SP every ATK boost you gain, can only pass instead of guarding. Getting attacked will lower the attack boost by 1 and the cap is +4 ATK (stacks with charge)
4:30 smol hatred
7:18 smol Bubonic plant
I have 2 ally card ideas
1: call king mosquito: has 25 hp and cost 8 sp and has 2 attacks cost 5 bp
(Flying lunge) Deals 4 damage to the enemy and 20% chance to pierce through the enemy and hit the other enemy behind the first enemy
(Blood suck) Stabs the enemy with its beak and dealing 3 damage and healing 3 hp and inflicts poison
2: call griefer
Cost 4 bp Has 20 hp and cost 7 sp and Has 2 attacks and once summoned you are unable to use the venomshank because he will be using it for 1 of his attacks
(Crowbar slam) Its pretty simple slamming his crowbar to the enemy causing dizzy and deal 8 damage and goes through defense
(Venomshank flurry) Sends 3 to 4 attacks from the venomshank dealing 4 damage each and inflicts poison
The king mosquito idk how to make it obtainable because idk
But the griefer card can be obtained by beat bubonic plant 4 to 6 times its dialogue would change having the ability to speak and slowly becomes griefer
Edit: i also have an ability card called power of hatred
Cost 4 bp cost 5 sp to use when used does 5 damage to the player but in return his next attacks has burn and 2x damage for 2 turns
Here's an Card Idea
[Raging Roar]
This card is an action card.
BP: 2 or 3
SP: 4 or 5
This card applies a alert status that causes enemies to focus on you for 4 turns.
However you can not Super guard.
Strengths: Allows Allies to Take a break from attacks, suitable for tanks.
Weakness: Enemy AOE attacks ain't effective. Take DAMAGE.
Devs confirmed taunt type of moves won't exist due to being too op
@@Reynnan123
Oh right lol.
Would it be balanced if it can only be used once or twice?
My ideas:
Washing slash (4BP, 3SP): Sword ability, when you use it and hit on the green, it removes all status effects from an enemy
Determined (5BP, Passive): Once you die, you come back with 1 hp, 20% chance to come back with 5, can only be used once per battle
Determined just feels like a budget resurrect but washing slash does seem like an interesting concept. Maybe it could be used on bosses like the 4 Komodo dragons in the pit, where you could prevent them from attacking twice.
Boomerang Sword :D
(It hits all the enemies, dealing 1 damage when going and 1 when coming back)
launcher SP move idea: Launch Barrage
Launch 3 rockets, but each one you need to time. Will fall on you if you fail to do the action command, dealing 1 damage. If landed correctly, the one hit directly will do 4 damage and the others 2 damage each, 2 BP, 5 SP to use.
I think i got a card idea
Poltergeist card
7 bp (was 25)
Passive (sp required after doing a certain thing)
+ After fainting your conscious will be used to fight enemies
+ You will gain an ignore effect that lasts forever until the battle ends
+ gain 10 max sp after fainting as well as regenerating max sp after fainting
• During poltergeist you cannot do damage, but all slots will be removed and strategies will turn into haunt, action commands are not required for haunt attacks
Haunt attacks:
Scare enemy - applies an bad effect
Scare all enemies - applies bad effects to all enemies (3 sp)
Enlighten ally - applies an good effect
Enlighten all allies - applies good effects to all allies (2 sp)
Sp costs are dependent on ally or enemy amount during poltergeist
Focus is unchanged, but you will focus if you don't use your turn in the multiplayer time limit
Run away is unchanged
• You are immune to ALL effects that are possibly applied towards you after fainting, ALL effects are also removed once you fain
- You are unable to be revived
- Does not activate if solo
- You are counted as a fainted player when as a poltergeist, so the battle ends as a loss if all other players faint
- lose 4 defense
Idk what i was kinda thinking about, but it would be cool to keep playing even if you fainted, but i also made it high cost on bp due to that you can just keep constantly buffing your allies and debuffing your enemies and you don't even get attacked cause you fainted already.
The 25 bp is mad crazy, it should be around 4-7 bp
@@Certified-Bozo. Alright I'll take notice of that, I just kinda put 25 bp since it can be constant debuffing and buffing, don't want it to be too op
Im pretty excited about hatred would look like as a ally in the future
this is card i personaly want added stack allies [cost 12 bp] it allows you to stack allies [rules you can not go over 4 allies because 1 player 4 allies this is like how full party works when summons are in it counts up to 5 4 players one allie but this card purpose is for players that dont have friends to join them in party and if either everyones already in party or no one wants to join there party its to make the player feel like there actualy in a party but heres a lil balance for it halfs the allies full hp so cruel king would have 15 hp red n blue would have 10 hp and gorila call card would have 5 for balanced reasons there halfed so hoped you enjoyed
Card concept
Sword :
Triple cuts
3 BP , 5 SP
3 continuous bar appears and you have to chain command sword.
Precision Strike
4 BP , 3 SP
Deal less damage but pierce defense.
This took forever please read
Idea:call purple and green (obtainment is by when red and blue die in the train fight, flee, will also replace call red and blue, also will need all enimies in the enemydex from past fights.)
10 bp.
5 sp.
5 abilitys.
1:Acidic mode (activates free poison.)
2:dash 'n' slash (green and purple stack on eachother, green putting the mallet in the ground and purple jumping to wack the enemies.)
3:NO MORE PLAYTIME. (once at 15 hp(half), purple or green will die and green and you will get a inf poison buff and a strength buff (inf for green).)
4:DIE IN HELL. (once at 15 hp(half), green or purple will die and if purple lives, you will get all the buff in the game (50/50 chance, purple may kill everything including you by using 10 to the power of 1000 bombs (goolgolpleck)).)
5:call for help (purple and green summon little blobs lol.)
card ideas:
Slinger:
gives 5+ damage to slingshot, but disables rocket boots, ball slot, dynamite and charge cards (can stack with knight card)
6BP
Machine Gun(weapon)
gives you a paintball gun (the action comand is a mix between slingshot and launcher, you click a bunch of times then aim)
disables ball and dynamite slot, replaces sword.
the funcion of it, is that it shoots a bunch of times and pierces defense (shoots 16 times, each pellet doing 0.5 damage, boosts won't affect the number of pellets, but will affect the damage of each one)
cost: 450 tix
BP:0
damage stacks with slinger and knight cards
As a slingshoter I'm severely happy to see +5 damage to slingshot
Slinger shouls be 8 bp
Ante up AND knight give a 2+ dmg buff but for 9 bp
Removing the other stuff like rocket boots, dynamite, and charge cards doesn't really balance
Machine gun is cool
Slingshoter is TOO op
Also backliner would be a better name
Slinger should debuff your character permanently.
I like how so many were sword cards, we need more special sword attacks ngl. They’re almost all ball.
[Combination attack] [7 BP]
- Adds a new button called "COMBINATION" [+]
+ you can combine two attacks that match!
(Ball + Sword)
Throws the ball at the enemy and it automatically bounces back to you, after this you would pull out sword and you would enter SLOW MOTION and then time your sword attack, bouncing back the ball at insane speeds!
Damage: 4 if power stab, it would be 6.
SP:4, if power stab, it would be 6.
Drawbacks: Ball and Sword are disabled for 2 turns.
-if you use the sword with the ball with a status effect on it, it would inflict it aswell!
-if you use power stab it would be 5 damage. if you hit the special interaction it would be 6!
-if you use it, it would be 3 damage. if you hit special interaction it would be 4!
[Variations]
Linebounce + Sword
You throw the ball in the air and jump up to the ball, you would pull out sword and then, you slash it in the air and smash it to enemies down below, after this you would need to time the linebounce for it to work.
Damage:3 if power stab it would be 4.
SP:5 if power stab it would be 7.
-it would be from 3 damage on the first enemy to 2 to 1 and then stays on one for the remaining enemies at the back.
-power stab would make it 4 damage, so from 4 to 3 to 2 to 1 damage from enemy to enemy.
(Jet boots + Dynamite)
Throws the dynamite up in the air, then you would handstand and use the jet boots on the falling dynamite, sending it flying and setting off the bomb early, it would then explode in the sky, enveloping the arena with fire for 3 turns and confuse enemies for a turn.
Damage: 0
SP: 4
Drawbacks: Unable to use Ice dagger for the remaining 3/5 turns.
-If you use it again it would be 7 SP and envelops the arena with fire for 2 more turns.
I cant really come up with more combinations so if you have an idea, be sure to let me know!
i would just imagine while the ball goes back to you, you just pop the ball instead of swinging it back at insane speeds
@@TheLighterPower maybe i should change it just to throwing it to the air then slashing it, but if it popped it would not incorporate the sword part of the combination attack
@@user-fz7ml5mr4w i guess
Happy SE:
2BP
+0.5 SE per three turns
(Passive): Gain .5 Sword Energy per 3 turns.
we already have that ( kinda )
every turn you gain a small amount of se , and we have a deep focus card that gives more se each time you focus so, not needed but nice concept tho
@ the more SE the better!
i think they need new skills for 7 swords for example,
since ice dagger usually for healings it would be better if it can replace something offensive
Hp substitute:
Bp: 2
When you are at 0 SP or using a move that costs more SP than you have, use HP to make up the difference, cannot be used if using the move will kill you
Also joke card:
BP+:
Cost: 2 BP
Gives you 2 extra BP
Card ideas:
Roulette
BP: 1
Passive
All damage is either decreased or increased by 2
Bell Tolls
BP: 3
SP: 8
Deal 15 damage that pierces through defense to all enemies but damages you by 15 damage
Parry
BP: 3
Passive
On block you deal 3 damage to your attacker
Bro why were you using powershot on cruel king💀
Big dmg = happy
@@handlemyd-slingshot does the same damage
@@handlemyd- you really want VERY BIG damage?
you already gain SE/NRG by doing an attack on your behalf or enemies behalf so the first card wouls just improve the SE/NRG gained by a percentage instead.
Card concept: mayor thaniyel
After defeating bubonic plant the same amount of times as cruel king,the next time would have him appear behind you,his appearance is the same,if not for a better posture. He will say something like "you're here to calm yourself down too?" before starting the fight,with him already on your sidem he would act as a weaker pre-venom (duh) griefer,wielding a rusted crowbar
He has 25 health,but 1 armor
He has the same attacks as griefer,except with slam doing 4 damage,and having a poison effect too,while crowbar smack dealing 3 damage the first hit,but 2 damafe the second.
Griefer charge up is changed into "mayor's support",randomly choosing a person to give 2 attack charge,if solo it will be an equal chance to give it to him or to you
Crowbar Mode (obtained by beating griefer)
0 BP
+ Initiate a crowbar smack where you must hit 2 action commands in a row, deals average sword stab damage (3-5) deal 3, 4, or 5 damage two times in a row.
+ Has addons.
- Replaces Sword Slot
- Difficult to use with Ante Up
Slam! (crowbar addon)
1 BP
+ Slam ability does 12 damage and says ''[your display name here] slam!
- Costs 3 SP
Super slam!
5 BP
+ Super slam ability does 18 damage and says ''[your display name here] slam! and applies Dizzy to the enemy for 3 turns.
- Requires 1 Crowbar Charge
- Costs 5 SP
Chargeup!
0 BP
+ Use Crowbar Chargeup to gain Crowbar Charge for Super Slam and Strong Crowbar Smack.
- Costs 1 SP
Strong Crowbar Smack
5 BP
+ Do 7 damage 2 times in a row and applies Slow status to enemy for 3 turns.
- Costs 1 Crowbar Charge and 5 SP
- Must hit action command
- Extremely hard to use when you have Ante Up
Well, that's my idea :D, if it's too op, you can make it a little bit weaker if you want, but, atleast consider the idea, it could be like a slightly stronger but harder to use alternative of the sword
This is a nice concept
TWELVE DAMAGE WHILE THE SWORD USUALLY DOES 3????
heres my card idea
Desperate Senses (passive):
costs 9 bp how to obtain is by buying it for 900 tix or 13 bux
how it works:
your dodging window will increase by 25% attk window included damage will be tanked by 10% but in order to activate it you must be atleast 10 hp or below
@ThePumpkin_Master Did you know that in chapter 4 there will be griefer summon so the thing where you said bubonic plant summon wish here it’s basically coming it would probably be like 40 - 30 hp
card name final breath bp cost 3 when taking mortal damage you get 1 final atack whit the last of your breath whit +2 damage in it
Slasher summon wont be a thing (most likely) as in the ost for slasher there is a comment roasting slasher for being easy then leaving. Then unknownnamedguy replied and said look closely to his animation. He does the I'm watching you hand sign he might be a recurring character
I hope that chapter 4 includes Pirates that would be really cool
Chapter 4 is the banlands
Heres a card of mine:
Mosquito ball | action
1 BP
+ Apply poison to an enemy
- costs 2 sp
basically poison ball but more creative, what is there? insects (mostly mosquitoes) that caused you pain throughout out journey squished into ball forms?
@@caruspoon5289 no its a ball that was charged with a mosquito
@@TheEpikGreiferz how?
@@caruspoon5289 a mosquito pierced into the ball applying poison on any enemy it hits,yes the ball didnt pop
I would rework the sword energy stab into just SP drain, 1BP, -1 attack (just like the other drains) to make it work for everything.
Pumpkin how many days stn will be update?
Stupid card suggestions:
Ante down:
Cost: 2 BP, 3 tix.
Gives more attacking window (50%) but -1 attack
Marathonist:
Cost: 0 BP, 100 tix
100% chance to run away but lose 10 tix everytime
Weapon Might:
Cost: 5 BP, 999 tix
Anything that removes a weapon (like how slingshot replaces sword) wont be replaced
Call: Tutorial terry
Cost: 999 BP
Spawns tutorial terry
This one aint stupid but idc
Power sword throw
Cost: 1 BP, 4 SP
Sword toss but +2 damage
you already lose 10 tix every-time you run away.
@TheRealFedriko make it balanced
2:18 isnt this just the aggressor card but instead of taking double damage you just take a single point?
Stn ❤❤❤❤
I have an idea, what about a call lunchly card that makes everyone eat lunchly and get poisoned for the rest of the battle
Sword Focus is... uhhh. 3 BP + 3 SP per use, but the exact same amount of damage as a regular stab? That's pretty costly. If I need SE, I'm using Focus for free.
HP Pierce is just Thorns' effect but like. On your turn. And without the downsides of -1 Defense and -10% Superguard window, instead having the downside of eating up 4 BP for... minimal extra damage. I wouldn't run it, personally.
I think Fast Stab would be annoying to implement. And maybe a little overpowered.
I do not want the Hatred re-fights to just give you Slasher. This would have to be obtained in some other way. And also - if they're adding Slasher, he's totally using some of the same moves as his actual fight.
For Bubonic Plant, ehhhh - I'd rather get Call Griefer. Applying Slowness is a nice effect.
Btw the sword + focus ( I forgot the name ) here is a addition the more DMG the more sword energy
Just because i'm bored, imma drop mah opinion about the card suggestiob here
Focus Stab : nope... nuh uh, it would be WAY too op, why ? Cuz the sword itself already give you some extra sword energy (or i'm just delusional) so adding that card in the game will straight turning the focus move into useless
Hp Priece : hm... i guess it... balance ? Lossing hp though each attack for that extra 1 ATK sound "unique" but... it need this small little change, make it so you can't die though the self-damage from that card... yeah, just that
Quick Stab : way too overpowered... next
Slasher/Bubonic Plant call card : despite how much i want this card to be add in the game... we all know that it would be impossible to become true. Slasher is a... very random boss, there's little to no infomation about him, heck... he may even not the guardian of the ghostwalker that Ghost Chef talk about. For Bubonic Plant... he basically is a transformation of the Griefer, NOT an actual person with emotion like Cruel King or Red & Blue Noob so you can't "tame" or "redeem" a damn green chomper from Garden Warfare and turn it into our allies