NEW IDEA: "VARIOUS" / "ELEMENTAL":
"Various" or "Elemental" special monsters are like legendary monsters, as they posses the same stats and they have special type moves. However, whilst a special and nature monster has a move set of just special and nature, an elemental special monster has a move set of special and a combination of random elements. For example, at level 10 they could learn a fire move, at level 15 they could learn a thunder move, at level 20 they could learn a special move and so on. This is different to nemesis monsters, as they are still technically just two elements. For more of a general idea, read below.
Example of an elemental monster:
Name: Misce de Elementis (The mix of elements in Latin).
Price: 2.3k gems.
Type: Legendary and Elemental (The symbol for elemental could be all the element pictures fused, or a nine pointed star to represent the nine elements).
Trait: Immunity to Possesion.
Rune slots pre-unlocked: Three.
Ultrabot + Arch Knight = Misce de Elementis (15%, both monsters require unbreedable epic)
Goldfield + Vadamagma = Misce de Elementis (7%)
Misce de Elementis. Not much is known about him, but after breaking out of Dr. Viktor's lab he managed to possess multiple elements at once... If you can get him on your team, he'll make sure to destroy your enemies!
Swipe: Deals low physical damage (25%). Cooldown: 0. Stamina: 14.
Third Eye: Deals low magic damage (25%). Cooldown: 0. Stamina: 14.
Level 7: Ignited
Deals moderate fire damage (35%). Cooldown: 0. Stamina: 24.
Level 10: Lab Rat:
Deals low special damage to all enemies (30%). Cooldown: 0. Stamina: 26.
Level 15: Poison Ivy:
Deals low nature damage (30%). May poison target for two turns. Cooldown: 2. Stamina: 22.
Level 20: Juvenile!
Deals moderate metal damage (35%) to all enemies. Magnetises them. Cooldown: 1. Stamina: 25.
Level 25: Thunderstorm:
Deals moderate thunder damage to all enemies (35%) May burn target enemy. Cooldown: 1. Stamina: 30
Level 30: Detained!:
Deals high special damage (65%). Cooldown: 2. Stamina: 40
Level 35: Baptism (Light):
Heals all allies by 25% and gives target ally 50% damage boost for one turn. Cooldown: 2. Stamina: 40.
Level 40: Bad dream (Dark):
Posses all enemies for one turn. Applies nightmares to enemy team for two turns. Cooldown: 3. Stamina: 36.
Level 45: Hex'd (Dark):
Applies "cursed" to target for two turns. Gives all allies stamina regeneration. Cooldown: 3. Stamina: 40.
Level 50-100: Random ones from level twenty upwards not currently selected.
Special Move: "Loving Subject!"
Deals very heavy nature damage to all enemies (65%). Applies regeneration to all allies.
NEW STATUS EFFECTS INCLUDED WITH MONSTER:
Cursed: Makes target monster weak to special attacks. Slows them by 15%.
Moveset that I personally would use:
-Juvenile! because I can magnetise them then attack them with the attack again after the short cooldown. (they'd still be magnetised so they'll be weak too).
-Bad Dream because it's a good denial move that will make the team kill each other too.
-Baptism because it's a good support move, and gives damage boost to someone (potentially itself next turn if it has enough speed), which can then be combined with Juvenile! or Detained!).
-Detained! Because it is the hardest hitting move other than the ultimate. (In between cool down I could use a denial and support move too).
Alright thanks for reading, I'll be working on a more practical suggestion for now, cya
It would be cool if it got added though, and breedable for free