This idea was born after discussing what born should do in the agnimon topic, so i decided to add a few of the skills I've been thinking could fit the digimon heroes metagame today and make teams more flexible. Also would be a nice break while doing the tower guide, cuz hell it is a bit long, and doing it in dual language is bothersome, but I feel good for doing it so yeah about 50/50 in terms of how I feel about it.
Every skill will come with an explanation:
Dual Driver: X color card also become Y color card.
This could be a nice feature to some dual teams. To make it more appealing it could be maxed at 1 turn, and mixed with normal drivers could be some nice 1 turn dmg.
Double Defense: Doubles the defense of your team while your hp decreases to 1.
Since double dmg is a thing, and its usefulnes is yet to be proven, an skill like this with defense could be nice to see how much higher it can actually go in tower.
The way to balance could be to drop your hp to 1, but it could still be not that much of a drawback, so it can be added either the amount of turns needed to use it, or the hp being yout other skills will have +2 cooldown.
Mirror Attack: Uses the effect of the last skill used. Cooldown becomes the one of the new skill used.
This could allow some nice techs. The way to limit it would be to make it leader skill, but it will limit its usefulnes to using the main skill of the leader everytime. Another way to fix it could be to use one random skill from your team, but the way to make it more versatile is to give him the cooldown of the next skill used. Cooldown should be 5 turns for the 1st usage, the same as reducers.
Piercing: Attacks will ignore oponent defense.
This has been suggested in the past, and well while it can be an op skill in pvp (hence the number of turns should be atleast 3 or more) It may be useful in tower (?). Effect lasts 1 turn
Taunt: Prevents the opponent from using skils. Exception should be revive.
The answer for reflect and healing, most annoying skills. This could be a nice skill to give to god+ digimons, should be around 5 turns to make it so that the foe has atleast a chance to hit its skill. Effect lasts 1 turn.
Affecting revive shouldn't be allowed to make it more interesting.
Dodge 20%: Slight chance to dodge an attack.
Dodge 30%: Medium change to dodge an attack
Dodge 40: High chance to dodge an attack
Dodge 50%: Very High chance to dodge an attack
All of these are in the same spot, they'll add a new mechanic to the game, in which the opponent team has a chance of missing the attack they throw at you. Effect stays 2 turns
Freezing Armor: Prevents one random opponent digimon from attacking for the next 2 turns.
New mechanic that could display the "paralyzed" or "frozen" status on the affected mon. Effect stays 2 turns
Gambler: Uses any skill of the game at random
For people who like to play randomness :'v just a filler skill maybe in the future could have some usage like suicide squad has now?
Now Some new bosses skills:
As discussed in the topic, these could be some of the options for burn:
Burn 1: Deals increasing dmg over time. Starts at 400, caps at 2000. Lasts 9 turns
Burn 2: Deals a small amount of dmg but doubles the amount of time require to use an skill on all digimons or in 1 digimon. Lasts 9 turns
Burn 3: Deals a small amount of dmg but reduces team's or one of the member team's attack to half. (which is how this works in pokemon if I remember correctly, didn't play poke games since like 7 years ago). Lasts 5 turns
Burn 4: Deals 600 dmg and reduces healing by half (can't be higher than poison cuz that would mean poison isn't anything but a filler - which it feels like). Lasts 9 turns
Burn 5: Deals 800 dmg (like poison just with red colors). Lasts 9 turns
Once under this status your Digimon have a 70% chance to miss attacks. More of a bothersome feature like reflect.
When the opponent life drops at 50% or below, his dmg becomes doubled.
Opponent turns to attack reduces by 1/2.
By now those are my contribution maybe later i'll add more it was funny to think of these.