I'm not good at a lot of things, in fact in most cases I'm terrible at them. But looking at feedback I assume I'm slightly decent at making monster idea threads, so I decided to test myself. For an experiment, I went and searched monster idea threads and some were phenomenal but some were, in all honesty, god awful. So without further adieu, here's my monster thread tips:
This post doesn't exactly show you how to structure it, but at the end of the post there is a section named "Layout." Click the link to be sent to one of my monster idea posts. Base the structure on that, or create your own structure.
1: Basic Rules:
No making a monster that is under powered or overpowered (Unless it's a common or war master, but even then don't make them do 500,000 damage with no effects on them at all.
Create a trait suitable for your monster. A ghost may be immune to possession, a water monster may be immune to freeze, a fighter may be immune to stun/mega stun etc.
When making a special trait (e.g WarMaster traits) make them more powerful, but don't make it something like "All allies to quadruple damage and have 200% speed. That's too overpowered.
Breeding chances for a legendary shouldn't be 1%. But they also shouldn't be 100%. Usually I go with 7-14%, or 20% if it's a special combination i.e Non breed-able monsters involved, with legendary ranking.
2: Determine what your monsters use is.
Is your monster going to be a denial monster (A monster that does possession/stun/freeze etc AoE's), an attacking monster (A monster that can do high damage to multiple enemies) or a support monster (A monster used to aid your allies)? You should design your move set based on this.
3: Determine the element and design of the monster.
First, choose an element. You may want to chose an element based on the determined use, but you don't have too do this. (E.g Most nature monsters are supportive monsters, but it doesn't have to be a support monster). Also, you may want to chose an element you're familiar with.
After choosing an element, you want a name and design. The name can be random or based on the move set you plan to have. The design should be realistic to the chosen element. (e.g Don't chose a dark looking monster for a light monster). To insert an image, use the Picture tool in the thread tools (Next to Zen Mode).
Just for an example, on of my monsters, Schizirus, is a dark monster with new effects such as paranoia and fear. It's designed to be a ghost and the name and description both hint at schizophrenia. As you can see, it's obviously inspired by Schizophrenia and/or Human Psychology. If you wish to see the full post, just see "Layout" at the end of this post, it will give you an idea of what a full post should look like.
4: Making the basic info:
Determine the price, rarity, trait and breeding of the monster. Once again, see "Layout" to see how it should look (or at least how it shouldn't be too hard to follow). Breeding should be determined by rarity i.e you don't breed a common with two legendaries most of the time, so make the chance rare.
5: Making the move set (The fun part)
There are some basic rules to designing a move set.
All monsters start with a physical move and a move of their element. Usually not to powerful, but can be potentially, it's up to you.
Accuracy works on a roulette system. In other words, if your move has an accuracy of 90%, every time you use it a roulette with 90 green tiles and 10 red tiles will spin. If it lands on green, you hit. If it lands on red (less common) you miss. This can also be referred to a form of RNG (Random Number Generator). With moves that deal effects, there are multiple roulette wheels determining different outcomes. So, all in all, it's best to keep accuracy 85-90%. Possibly 75-80% if your move is extremely powerful for attack or denial e.g 85% damage or full possesion AoE.
Onto the actual move sets...
When creating a move, take notice of what skill group or level the monster earns the skill. The monster should not be doing 90% damage burning AoE's at level 7, and 30% Physical damage skills at level 35. Cooldowns should be 0-7 depending on the skill. Most skills are 0-2 but a full team revive, or full team shield may be 4-7. (Full team revive would definately be 6-7 Cooldown). Stamina should be based on how powerful the skill is. It should be 14-20 for a low powered skill. 21-40 for a high powered skill.
When you make the move, you want to display what level/skill group you earn the move, and what it does. For example;
Level 45: Beneficial Whispers (Dark):
Deals heavy dark damage to one enemy. (DMG: 60%)(AC: 85%). Applies regeneration to all allies for two turns (ACE: 100%). Cooldown: 3. Stamina: 35.
As you can see, this move deals heavy dark damage (60% on the stats of the move you see when you click it) to one enemy, and applies regeneration to all allies for two turns. The regeneration will always land, as its ACE (Accuracy of Effect) is 100%. The heavy dark damage has an accuracy of 85%. It's cool down is 3 and using it costs 35 stamina. This is how I design moves, but if you want to design something different, it's up to you.
Now, I've told you how to do everything but you're still probably thinking "What??" because you've not seen any layout at all. So, to help you, I will provide you with a link to one of my forum posts AND I'll give you a FREE template, how kind am I?
Name: [name here] (Pronunciation: [pronunciation here]).
Price: [price here e.g Legendary = 2.3k gems etc]
Type: [Elements here]
Rarity: [Common, uncommon, rare, epic or legendary? Put here]
Trait: [Trait here].
[Monster 1] + [Monster 2] = [name] ([chance]%)
[Monster 3] + [Monster 1,2 or 4] = [name] ([chance]%)
Health: [Red (worst), orange, yellow or green (best)?].
Power: [Red (worst), orange, yellow or green (best)?].
Speed: [Red (worst), orange, yellow or green (best)?].
Stamina: [Red (worst), orange, yellow or green (best)?].
Gold: [Red (worst), orange, yellow or green (best)?].
Moveset (DMG=DAMAGE. AC=ACCURACY. ACE=ACCURACY OF EFFECT).
-[name of move, level its gained and its respective element]: Deals [low, moderate, high, very high, catostrophic?] [element/physical] damage. (DMG: [How powerful is this, 25-30 is low, 31-45 is moderate, 50-60 is high, 61-70 is very high, 71+ is (usually) catastrophic%)(AC: Accuracy Here%). Cooldown: [cooldown here]. Stamina: [stamina cost here].
Other moves may be different, just click the link to see an example.