Difference between revisions of "Technique design space"

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(Created page with "Possible changes to Techniques, if we went with the 13-element system. ''Very'' tentative, would not make any changes without checking with the designer(s) of the techniques. A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques. Splash moves should all have low accuracy. == Animal techniques == Low...")
 
m (Text replacement - "Gyser" to "Geyser")
 
(20 intermediate revisions by the same user not shown)
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'''Work in progress by [[Sanglorian]].'''
Possible changes to [[Techniques]], if we went with the 13-element system. ''Very'' tentative, would not make any changes without checking with the designer(s) of the techniques.  
Possible changes to [[Techniques]], if we went with the 13-element system. ''Very'' tentative, would not make any changes without checking with the designer(s) of the techniques.  


A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques.  
A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques.  


Splash moves should all have low accuracy.  
New ideas in ''italics''.
 
== Initial thoughts ==
* Splash moves should all have low accuracy.
* We don't need symmetry. It's nice if different elements have different qualities.
* I am wondering if we should make touch, reach and reliable techniques quite rare - almost treating belonging to one of these ranges as a special feature of the technique. Or perhaps some elements should use reach or touch more often than others.  


== Animal techniques ==
== Animal techniques ==
Low damage, decent accuracy, typically Normal, within the abilities of a monster.  
Low damage (0.75-1.5), decent accuracy (90-100%), typically Normal, within the abilities of an ordinary animal.  


* Headbutt (melee Normal)
* Headbutt (melee Normal)
* Strike (reliable Normal)
* Ram (melee Normal) ''(somewhat higher damage, somewhat lower accuracy than Headbutt)''
* ''Punch (melee Heroic)''
* Shadow Boxing (touch Heroic)
* Shadow Boxing (touch Heroic)
* Strike (reliable Normal)
* Hawk (melee Sky)
* Ram (melee Normal)


== Basic techniques ==
== Basic techniques ==
Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects.
Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects (except splash).


==== Magic ====
* Crystal (ranged Magic)
* Crystal (ranged Magic)
==== Heroic ====
* Lantern (ranged Heroic)
* Lantern (ranged Heroic)
==== Lightning ====
* Lightning Spheres (ranged Lightning)
* Lightning Spheres (ranged Lightning)
==== Metal ====
* Sword (melee Metal)
* Sword (melee Metal)
==== Frost ====
* Ice Claw (melee Frost)
* Ice Claw (melee Frost)
* Hawk (melee Sky)
* Chill Mist (''ranged'' Frost, splash)
* Rock (ranged Earth)
 
* Sunburst (touch Fire)
==== Sky ====
* Phantasmal Force (ranged Shadow)
* Fire Ball (ranged Fire) (lower damage than on wiki)
* Gust (ranged Sky)
* Gust (ranged Sky)
==== Earth ====
* Rock (''touch'' Earth)
==== Fire ====
* Sunburst (''ranged'' Fire)
* Fire Ball (ranged Fire) ''(lower damage than on wiki)''
==== Shadow ====
* Phantasmal Force (''melee'' Shadow)
* Midnight Mantle (ranged Shadow, splash)
==== Water ====
* Flood (ranged Water, splash)
* Flow (melee Water, splash)


== Condition imposers ==
== Condition imposers ==
No damage, high chance to impose a buff on the player or debuff on the enemy (but not both).  
No damage, high chance to impose a buff on the player or debuff on the enemy (but not both). Should have 100% accuracy unless it's a particularly powerful buff/debuff or it's fast or has another effect.  


* Boulder (hard shell self)
* Boulder (hard shell self)
* Breath (nodding off)
* Breath (nodding off)
* Sleeping Powder (fast, nodding off)
* Cat Calling (''harpooned'')
* Clock/Conjurer/Insanity/Negation (confusion)
* Sleeping Powder (''area'', nodding off) ''(change from fast)''
* Clock (confusion)
* Insanity (''diehard self'')
* Negation (''festering'')
* Conjurer (''grabbed'')
* Fume (enraged self)
* Fume (enraged self)
* Glower (softened)
* Glower (softened)
* Petrify (dozing)
* Petrify (''stuck'')
* Poison Courtship (poisoned)
* Poison Courtship (poisoned)
* Rot (fast, poisoned)
* Rot (poisoned)
* Stone Rot (fast, poisoned)
* ''Riposte (fast, retaliate)''
* ''Revenge Stance (revenge)''
* Fluff Up (recovering)
* Feint (focused self, tired)
* Take Cover (sniping self)
* Wallow (healing user, focused self)
* Mending (healing user)
* Evasion (''focused self, fast'')
* ''Changeling (recovering self, Magic type switch)''
* ''Chameleon (hard shell self, Wood type switch)''
* Arcane Eye (elemental shield self)
* Tinder (burn)
* Blood Nets (lifeleech)
* Canine (wild)
* Feline (''fast,'' wild)
* Clairaudience (feedback self)
* Terror (lockdown)
* Overfeed (slow)
* Barking (''flinching'')
 
(blinded, charging, exhausted, wasting, prickly)


== Simple techniques ==
== Simple techniques ==
Some damage, and a condition or other effect (splash, reliable, fast, type change); or lots of damage (1.6-3).  
Some damage, and a condition or other effect (reliable, fast, type change); or lots of damage (1.6-3). Accuracy should be good (80-100%, with 80% and 85% being reserved for the more powerful options).
 
==== Normal ====
* Proboscis (reach Normal, lifeleech)
* Stampede (melee Normal, charging self)
* Constrict (reliable Normal, grabbed)
* Goad (melee Normal, fast, enraged)
* Assault (''melee'' Normal, fast)


* Probiscus (reach Normal, lifeleech)
==== Venom ====
* Tonguespear (melee Normal, lifeleech)
* Slime (reach Venom, festering)
* Slime (reach Venom, festering)
* Pseudopod (reach Venom, festering)
* Web (melee Venom, grabbed)
* Poison Spray ''(renamed from Spray)'' (ranged Venom, poisoned)
* Sting (melee Venom, poisoned)
* Venom (ranged Venom, higher damage)
* Battery Acid (ranged Venom, higher damage, poisoned)
* Muck (reach Venom, higher damage)
==== Metal ====
* Blade (melee Metal, fast)
* Blade (melee Metal, fast)
* Bullet (ranged Metal, fast)
* Perfect Cut (reliable Metal, higher damage)
* Shuriken (ranged Metal, diehard self)
* Rust Bomb (ranged Metal, splash, poisoned)
* Wall of Steel (melee Metal, fast, hard shell self)
* Saber (''melee Metal'', higher damage)
==== Wood ====
* Blossom (ranged Wood, healing self)
* Blossom (ranged Wood, healing self)
* Bullet (ranged Metal, fast)
* Splinter (reach Wood, blinded)
* Overgrowth (ranged Wood, grabbed)
 
==== Sky ====
* Whirlwind (ranged Sky, fast)
* Whirlwind (ranged Sky, fast)
* Wingtip (melee Sky, fast)
* Wingtip (melee Sky, fast)
* Magma (reach Fire, area)
* Chill Mist (reach Frost, splash)
* Midnight Mantle (ranged Shadow, splash)
* Muddle (ranged Magic, both focused)
* Pseudopod (reach Venom, festering)
* Salamander (touch Fire, poisoned)
* Sand Spray (touch Earth, blinded)
* Web (melee Venom, grabbed)
* Flood (ranged Water, splash)
* Flow (melee Water, splash)
* Splinter (reach Wood, blinded)
* Poison Spray (renamed Spray) (ranged Venom, poisoned)
* Stampede (melee Normal, charging self)
* Sting (melee Venom, poisoned)
* Thunderclap (ranged Lightning, exhausted)
* Fire Claw (melee Fire, higher damage)
* Peregrine (melee Sky, fast, higher damage)
* Peregrine (melee Sky, fast, higher damage)
* Perfect Cut (reliable Metal, higher damage)
* Biting Winds (ranged Sky, softened)
* Air Chain (reach Sky, higher damage)
 
==== Fire ====
* Magma (''ranged'' Fire, area)
* Salamander (''reach'' Fire, poisoned)
* Fire Claw (''reach'' Fire, burn)
* Breathe Fire (ranged Fire, higher damage)
* Flamethrower (''ranged'' Fire, higher damage, burn, slow recharge)
* Torch (reach Fire, ''flinching'')
 
==== Frost ====
* Ice Storm (ranged Frost, area, higher damage)
* Ice Storm (ranged Frost, area, higher damage)
* Venom (ranged Venom, higher damage)
* Ice Spear (melee Frost, splash, higher damage)
 
==== Shadow ====
* Strangulation (melee Shadow, higher damage)
* Mobbing (melee Shadow, higher damage)
 
==== Magic ====
* Muddle (ranged Magic, both focused)
* Amnesia (reach Magic, higher damage, both exhausted)
* Amnesia (reach Magic, higher damage, both exhausted)
* Battery Acid (ranged Venom, higher damage, poisoned)
* Starfall (ranged Magic, focused self, tired)
* Shuriken (ranged Metal, diehard self)
* Ruby (reach Magic, higher damage)
* Rust Bomb (ranged Metal, splash, poisoned)
* ''Mind Vise (melee Magic, stuck)''
 
==== Earth ====
* Sand Spray (touch Earth, blinded)
* Thunderball (melee Earth, flinching)
* Thunderball (melee Earth, flinching)
* Mudslide (melee Earth, softened, higher damage)
* Quicksand (touch Earth, stuck, higher damage)
* Grinding (''melee'' Earth, higher damage)
==== Water ====
* Venomous Tentacle (reach Water, poisoned)
* Venomous Tentacle (reach Water, poisoned)
* Font (ranged Water, recovering self)
* Kraken (melee Water, higher damage)
==== Lightning ====
* Thunderclap (ranged Lightning, exhausted)
* Battery Discharge (ranged Lightning, healing user)
* Battery Discharge (ranged Lightning, healing user)
* Biting Winds (ranged Sky, softened)
* Surge (ranged Lightning, charging self)
* Constrict (reliable Normal, grabbed)
 
* Font (ranged Water, recovering self)
==== Heroic ====
* Invictus (touch Heroic, enraged self, grabbed)
* Invictus (touch Heroic, enraged self, grabbed)
* Starfall (ranged Magic, focused self, tired)
* Surge (ranged Lightning, charging self)
* Wall of Steel (melee Metal, fast, hard shell self)
* Goad (melee Normal, fast, enraged)
* Beam (ranged Heroic, blinded)
* Beam (ranged Heroic, blinded)
* Berserk (melee Heroic, enraged self)
* Berserk (melee Heroic, enraged self)
* One-Two (touch Heroic, higher damage)
* Radiance (''ranged'' Heroic, higher damage)


== Exotic techniques ==
== Exotic techniques ==
These do strange things, fitting into a niche rather than being usable often.  
These do strange things, fitting into a niche rather than being usable often.  


==== Attacks ====
* Energy Claws (melee Lightning, sniping) (melee attack that makes it harder to make melee attacks in future)
* Energy Claws (melee Lightning, sniping) (melee attack that makes it harder to make melee attacks in future)
* Kindling Flame (ranged Fire, enraged) (ranged attack that makes it harder to make ranged attacks in future)
* Kindling Flame (ranged Fire, enraged) (ranged attack that makes it harder to make ranged attacks in future)
* Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch element)
* Panjandrum (reliable Normal, fixed damage)
* Sleep Bomb (reach Magic, both nodding off)
* Blood Bond (touch Water, both lifeleech)
* Bubble Trap (reach Magic, both grabbed)
* Fester (reach Venom, area, both festering)
* Orbs (ranged Aether, change user type to a random element)
 
==== Special ====
* Ants, Fiery, Geyser, Sylvan, Touch, Ubuntu (switch target element)
* Gold Digger (take money from opponent)
* Gold Digger (take money from opponent)
* Hibernate (heal, nodding off self)
* Hibernate (heal, nodding off self)
* Levitate (both sniping) (both monsters now benefit from making ranged attacks)
* Levitate (both sniping) (both monsters now benefit from making ranged attacks)
* Life Surge (heal self, charged up) (heal self but at expense of empowering enemy)
* Life Surge (heal self, charged up) (heal self but at expense of empowering enemy)
* Panjandrum (reliable Normal, fixed damage)
* Eyebite (fast, exhausted, slow recharge)
* Eyebite (fast, exhausted, slow recharge)
* Scope (scope)
* Scope (scope)
* Sleep Bomb (reach Magic, both nodding off)
* Clamp On (diehard self, grabbed)
* Sudden Glow (healing user, recovering self, focused)
* Mystic Blending ''(healing user, charging self, switch target element randomly, slow recharge)''
* Fire Shield (elemental shield self, burn)
* Cloud Aether (switch user and target elements, new elements chosen randomly)
* Ice Shield (elemental shield self, slow)
* Neutralize (remove type changes and conditions from self and target)


== Powerful techniques ==
== Powerful techniques ==
Lots of damage and a condition or other effect, and with shorter recharges than you would expect given their power.  
Lots of damage and a condition or other effect, and with shorter recharges than you would expect given their power.  


* Avalanche (ranged Earth, higher damage, splash, exhausted)
==== Attacks ====
* Refresh (heal self, recovering self)
 
* Firestorm (reach Fire, area, very high damage)
* Firestorm (reach Fire, area, very high damage)
* Supernova (ranged Fire, charged up, very high damage)
* Lava (ranged Fire, area, burn both, very high damage)
* Surf (ranged Water, splash, very high damage)
* Surf (ranged Water, splash, very high damage)
* Tsunami (reach Water, area, very high damage)
* Tsunami (reach Water, area, very high damage)
* Earthquake (ranged Earth, area, very high damage)
* Earthquake (''touch'' Earth, area, very high damage)
* Lava (ranged Fire, area, very high damage)
* Viper (reliable Venom, very high damage)
* Viper (reliable Venom, very high damage)
* Electrical Storm (ranged Lightning, splash, very high damage)
* Electrical Storm (ranged Lightning, splash, very high damage)
* Frostbite (reach Frost, poisoned, very high damage)
* Frostbite (reach Frost, poisoned, very high damage)
* Snowstorm (melee Frost, splash, exhausted, very high damage)
* Snowstorm (melee Frost, splash, exhausted, very high damage)
* Supernova (ranged Fire, charged up, very high damage)
* Avalanche (ranged Frost, higher damage, splash, exhausted)
* Shrapnel (ranged Metal, fast, splash, very high damage)
* Shrapnel (ranged Metal, fast, splash, very high damage)
* All In (touch Heroic, recovering self, very high damage)
* Give All (melee Heroic, exhausted self, very high damage)
* Tonguespear (melee Normal, lifeleech, ''higher damage'')
* ''Ten Thousand Feathers (ranged Sky, charging self, high damage)''
* ''One Million Talons (melee Sky, flinching, high damage)''
==== Special ====
* Refresh (heal self, recovering self)
* Energy Field (fast, charging self, exhausted)
* Static Field (hard shell self, exhausted)
== Reserved techniques ==
These techniques are only used by a single monster family, or access to them through other methods is very limited.
* Tux Attack ''(melee Frost/Heroic, fast)'' (a rare double-element technique) - for [[Tux]]
* Vorpal (melee Metal, ''revenge, fast'', very high damage) - for [[Bugnin]]
* Webs Wind (''ranged Sky, slow, very high damage'') - for [[Firomenis]]
* Oedipus (''reach Metal, revenge self, confused'') - for [[Miaownolith]]
* Demiurge (touch ''Cosmic, recovering self, confused'') - for [[Altie]]
* Adamantine (touch Metal, very high damage) - for [[Windeye]]
* Ring (reach Wood, splash, recovering self) - for [[Tourbidi]]
[[Category:Proposed content]]

Latest revision as of 12:13, 17 December 2023

Work in progress by Sanglorian.

Possible changes to Techniques, if we went with the 13-element system. Very tentative, would not make any changes without checking with the designer(s) of the techniques.

A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques.

New ideas in italics.

Initial thoughts[edit | edit source]

  • Splash moves should all have low accuracy.
  • We don't need symmetry. It's nice if different elements have different qualities.
  • I am wondering if we should make touch, reach and reliable techniques quite rare - almost treating belonging to one of these ranges as a special feature of the technique. Or perhaps some elements should use reach or touch more often than others.

Animal techniques[edit | edit source]

Low damage (0.75-1.5), decent accuracy (90-100%), typically Normal, within the abilities of an ordinary animal.

  • Headbutt (melee Normal)
  • Strike (reliable Normal)
  • Ram (melee Normal) (somewhat higher damage, somewhat lower accuracy than Headbutt)
  • Punch (melee Heroic)
  • Shadow Boxing (touch Heroic)
  • Hawk (melee Sky)

Basic techniques[edit | edit source]

Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects (except splash).

Magic[edit | edit source]

  • Crystal (ranged Magic)

Heroic[edit | edit source]

  • Lantern (ranged Heroic)

Lightning[edit | edit source]

  • Lightning Spheres (ranged Lightning)

Metal[edit | edit source]

  • Sword (melee Metal)

Frost[edit | edit source]

  • Ice Claw (melee Frost)
  • Chill Mist (ranged Frost, splash)

Sky[edit | edit source]

  • Gust (ranged Sky)

Earth[edit | edit source]

  • Rock (touch Earth)

Fire[edit | edit source]

  • Sunburst (ranged Fire)
  • Fire Ball (ranged Fire) (lower damage than on wiki)

Shadow[edit | edit source]

  • Phantasmal Force (melee Shadow)
  • Midnight Mantle (ranged Shadow, splash)

Water[edit | edit source]

  • Flood (ranged Water, splash)
  • Flow (melee Water, splash)

Condition imposers[edit | edit source]

No damage, high chance to impose a buff on the player or debuff on the enemy (but not both). Should have 100% accuracy unless it's a particularly powerful buff/debuff or it's fast or has another effect.

  • Boulder (hard shell self)
  • Breath (nodding off)
  • Cat Calling (harpooned)
  • Sleeping Powder (area, nodding off) (change from fast)
  • Clock (confusion)
  • Insanity (diehard self)
  • Negation (festering)
  • Conjurer (grabbed)
  • Fume (enraged self)
  • Glower (softened)
  • Petrify (stuck)
  • Poison Courtship (poisoned)
  • Rot (poisoned)
  • Stone Rot (fast, poisoned)
  • Riposte (fast, retaliate)
  • Revenge Stance (revenge)
  • Fluff Up (recovering)
  • Feint (focused self, tired)
  • Take Cover (sniping self)
  • Wallow (healing user, focused self)
  • Mending (healing user)
  • Evasion (focused self, fast)
  • Changeling (recovering self, Magic type switch)
  • Chameleon (hard shell self, Wood type switch)
  • Arcane Eye (elemental shield self)
  • Tinder (burn)
  • Blood Nets (lifeleech)
  • Canine (wild)
  • Feline (fast, wild)
  • Clairaudience (feedback self)
  • Terror (lockdown)
  • Overfeed (slow)
  • Barking (flinching)

(blinded, charging, exhausted, wasting, prickly)

Simple techniques[edit | edit source]

Some damage, and a condition or other effect (reliable, fast, type change); or lots of damage (1.6-3). Accuracy should be good (80-100%, with 80% and 85% being reserved for the more powerful options).

Normal[edit | edit source]

  • Proboscis (reach Normal, lifeleech)
  • Stampede (melee Normal, charging self)
  • Constrict (reliable Normal, grabbed)
  • Goad (melee Normal, fast, enraged)
  • Assault (melee Normal, fast)

Venom[edit | edit source]

  • Slime (reach Venom, festering)
  • Pseudopod (reach Venom, festering)
  • Web (melee Venom, grabbed)
  • Poison Spray (renamed from Spray) (ranged Venom, poisoned)
  • Sting (melee Venom, poisoned)
  • Venom (ranged Venom, higher damage)
  • Battery Acid (ranged Venom, higher damage, poisoned)
  • Muck (reach Venom, higher damage)

Metal[edit | edit source]

  • Blade (melee Metal, fast)
  • Bullet (ranged Metal, fast)
  • Perfect Cut (reliable Metal, higher damage)
  • Shuriken (ranged Metal, diehard self)
  • Rust Bomb (ranged Metal, splash, poisoned)
  • Wall of Steel (melee Metal, fast, hard shell self)
  • Saber (melee Metal, higher damage)

Wood[edit | edit source]

  • Blossom (ranged Wood, healing self)
  • Splinter (reach Wood, blinded)
  • Overgrowth (ranged Wood, grabbed)

Sky[edit | edit source]

  • Whirlwind (ranged Sky, fast)
  • Wingtip (melee Sky, fast)
  • Peregrine (melee Sky, fast, higher damage)
  • Biting Winds (ranged Sky, softened)
  • Air Chain (reach Sky, higher damage)

Fire[edit | edit source]

  • Magma (ranged Fire, area)
  • Salamander (reach Fire, poisoned)
  • Fire Claw (reach Fire, burn)
  • Breathe Fire (ranged Fire, higher damage)
  • Flamethrower (ranged Fire, higher damage, burn, slow recharge)
  • Torch (reach Fire, flinching)

Frost[edit | edit source]

  • Ice Storm (ranged Frost, area, higher damage)
  • Ice Spear (melee Frost, splash, higher damage)

Shadow[edit | edit source]

  • Strangulation (melee Shadow, higher damage)
  • Mobbing (melee Shadow, higher damage)

Magic[edit | edit source]

  • Muddle (ranged Magic, both focused)
  • Amnesia (reach Magic, higher damage, both exhausted)
  • Starfall (ranged Magic, focused self, tired)
  • Ruby (reach Magic, higher damage)
  • Mind Vise (melee Magic, stuck)

Earth[edit | edit source]

  • Sand Spray (touch Earth, blinded)
  • Thunderball (melee Earth, flinching)
  • Mudslide (melee Earth, softened, higher damage)
  • Quicksand (touch Earth, stuck, higher damage)
  • Grinding (melee Earth, higher damage)

Water[edit | edit source]

  • Venomous Tentacle (reach Water, poisoned)
  • Font (ranged Water, recovering self)
  • Kraken (melee Water, higher damage)

Lightning[edit | edit source]

  • Thunderclap (ranged Lightning, exhausted)
  • Battery Discharge (ranged Lightning, healing user)
  • Surge (ranged Lightning, charging self)

Heroic[edit | edit source]

  • Invictus (touch Heroic, enraged self, grabbed)
  • Beam (ranged Heroic, blinded)
  • Berserk (melee Heroic, enraged self)
  • One-Two (touch Heroic, higher damage)
  • Radiance (ranged Heroic, higher damage)

Exotic techniques[edit | edit source]

These do strange things, fitting into a niche rather than being usable often.

Attacks[edit | edit source]

  • Energy Claws (melee Lightning, sniping) (melee attack that makes it harder to make melee attacks in future)
  • Kindling Flame (ranged Fire, enraged) (ranged attack that makes it harder to make ranged attacks in future)
  • Panjandrum (reliable Normal, fixed damage)
  • Sleep Bomb (reach Magic, both nodding off)
  • Blood Bond (touch Water, both lifeleech)
  • Bubble Trap (reach Magic, both grabbed)
  • Fester (reach Venom, area, both festering)
  • Orbs (ranged Aether, change user type to a random element)

Special[edit | edit source]

  • Ants, Fiery, Geyser, Sylvan, Touch, Ubuntu (switch target element)
  • Gold Digger (take money from opponent)
  • Hibernate (heal, nodding off self)
  • Levitate (both sniping) (both monsters now benefit from making ranged attacks)
  • Life Surge (heal self, charged up) (heal self but at expense of empowering enemy)
  • Eyebite (fast, exhausted, slow recharge)
  • Scope (scope)
  • Clamp On (diehard self, grabbed)
  • Sudden Glow (healing user, recovering self, focused)
  • Mystic Blending (healing user, charging self, switch target element randomly, slow recharge)
  • Fire Shield (elemental shield self, burn)
  • Cloud Aether (switch user and target elements, new elements chosen randomly)
  • Ice Shield (elemental shield self, slow)
  • Neutralize (remove type changes and conditions from self and target)

Powerful techniques[edit | edit source]

Lots of damage and a condition or other effect, and with shorter recharges than you would expect given their power.

Attacks[edit | edit source]

  • Firestorm (reach Fire, area, very high damage)
  • Supernova (ranged Fire, charged up, very high damage)
  • Lava (ranged Fire, area, burn both, very high damage)
  • Surf (ranged Water, splash, very high damage)
  • Tsunami (reach Water, area, very high damage)
  • Earthquake (touch Earth, area, very high damage)
  • Viper (reliable Venom, very high damage)
  • Electrical Storm (ranged Lightning, splash, very high damage)
  • Frostbite (reach Frost, poisoned, very high damage)
  • Snowstorm (melee Frost, splash, exhausted, very high damage)
  • Avalanche (ranged Frost, higher damage, splash, exhausted)
  • Shrapnel (ranged Metal, fast, splash, very high damage)
  • All In (touch Heroic, recovering self, very high damage)
  • Give All (melee Heroic, exhausted self, very high damage)
  • Tonguespear (melee Normal, lifeleech, higher damage)
  • Ten Thousand Feathers (ranged Sky, charging self, high damage)
  • One Million Talons (melee Sky, flinching, high damage)

Special[edit | edit source]

  • Refresh (heal self, recovering self)
  • Energy Field (fast, charging self, exhausted)
  • Static Field (hard shell self, exhausted)

Reserved techniques[edit | edit source]

These techniques are only used by a single monster family, or access to them through other methods is very limited.

  • Tux Attack (melee Frost/Heroic, fast) (a rare double-element technique) - for Tux
  • Vorpal (melee Metal, revenge, fast, very high damage) - for Bugnin
  • Webs Wind (ranged Sky, slow, very high damage) - for Firomenis
  • Oedipus (reach Metal, revenge self, confused) - for Miaownolith
  • Demiurge (touch Cosmic, recovering self, confused) - for Altie
  • Adamantine (touch Metal, very high damage) - for Windeye
  • Ring (reach Wood, splash, recovering self) - for Tourbidi