Most Creative RPG Skills

Oddball

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well sounds like the debuff is stronger then the buff. try multiplying 150 by 0.5 and you get 75. multiply it by 0.66 and you get pretty close to 100
 
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@Oddball Sorry if there is confusion but I mean that my buffs/debuffs work in a scale of -50%,-40%,-30%,-20%,-10%,0%,+10%,+20%,+30%,+40%,+50% (10% per point, 5 points max either way).


i.e. they stack additively not multiplicatively. The default system is -50%,-25%,0%,+25%,+50% (25% per point, 2 points max either way)
 

Engr. Adiktuzmiko

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Oh, I also have this buff that greatly increases DEF but at the start it only lasts 1 turn, but as you use this buff more and more it gains levels which result to a longer duration to a maximum of 4 turns at level 10. 


So basically some of my higher tier abilities start out looking weak but if you spend time with them, you'd reap the benefits. XD
 
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Dr. Delibird

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So far all of my mock-up characters have a skill or two that is imho fun and interesting.


One character is locked out of their attack command for at least 90% of the game however this character is basically the dedicated tank that can deal fairly large ammounts of damage through counter attacks. This character as 3 skills at the moment, a standard "provoke all" type of skill that makes all single target attacks target this character and it lasts for 3 turns. The second skill is the counter skill that increases defense slightly more than the regular defend command does but also gives a (iirc) 1/3 chance to counter an attack or reflect a magic attack, this lasts for 1 turn normally but if used in concession you can "stack" a few turns of this skill up which allows you to use another skill but still be able to reflect/counter. The third skill increases your defenses significally (not invincible tho) and adds a slight regen buff (I believe 6% in my previous build of the game however I may need to change this back to the original 12% because of balancing issued), this skill has the same "stacking" affect as the second skill I described.


With the combination of the 3 skills above you get a non-linear tank that has to strategically decided and plan out which skill to use when and for how many turns. The counter/reflect skill deals massive ammounts of damage, however since you need the enemies to be provoked to make it a realiable skill and since the counter/reflect skill doesn't provide passive healing you get worn down quickly. On the other hand you can use the third skill described and "turtle up" while you heal however that means the battle will take longer and since I have a system in place the rewards the player for finishing battles quickly this may not be ideal. 


These skills I created are really cool and fun for me because they make the tank a character that requires skill to use well unlike 93% of tanks in RPGs where you just sit there and take damage to the face all day every day.
 

raynesu

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For me the epitome of creative skills are the combo skills in a game like Chrono Trigger, like if one character has an ability that creates a whirlwind with their sword and another can shoot fire. Now all of a sudden you have a combo skill that makes a fiery tornado! Also this is another personal opinion of mine, I really like skills that have a cool cast animation or dialogue lead up to it. It makes the skill have weight and is really cool!
 

Psykofreac

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I thought of a spell that's like a dimensional prison. Basically, it separates one unit from the battle for at least a whole turn. Of course you'll be able to prevent an opponent from acting this way but a more unorthodox use is to use it on your own unit to save them from an otherwise unavoidable attack the next turn.

I'm planning SRPGs so my mechanics are different but for that system, I also got an idea Reflex, which is a passive skill that allows a unit to dodge to an adjacent space when targeted for an attack. This usually allows them to move out of the targeted area and avoid damage but there's also the trick of using your own unit to target them to get Reflex to trigger and move them an extra space if they need an extra boost to close in on a certain enemy.
 

Failivrin

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Props to @LightningLord2. The Pokémon games have some of the most unique and interesting skills, especially Dark attacks, which usually require special conditions to execute. My favorite skill from Pokémon is Magic Bounce--a type of "reflect spell" that only reflects abnormal status and debuffs, instead of reflecting damage.

Other really good ideas from the Pokémon games? Many skills lower one stat and raise another simultaneously. There are limits to how much you can buff/debuff. Critical hits ignore buffs. Weather has effects on the battle. High power moves always have detractors, like low accuracy or handicapping the player after the move is executed. Best of all--the rules of battle never change (unlike many games in which bosses are immune to status moves and debuffs).

And I do think having a Night Shade-style skill is useful, as long as there are plenty of other options available to players. Strategy necessitates variety, and there's nothing worse than having only two or three choices in battle.
 
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hydro_sapien

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I have an Alchemist, she's pretty much a back up healer. I love the idea of an Item Specialist, because the player has to manage resources.

DivPotion-
Uses a Potion on the entire party. (200 HP / party size)

Recycle-
25% Chance of recovering potions and Ethers upon use (includes Alchemy skills like DivPotion)

These are the two unique ones I'm willing to share so far.
 

Tai_MT

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I dunno how "inventive" they are, but I've got a few I like.

Painless
A skill that sacrifices a percentage of the user's HP in order to be immune to the "Death" state for a few turns. If you're losing a battle horribly, it can be worth expending the skill, losing all the HP you've got, and then spending several turns healing up people (or yourself!) before you die without worrying about losing combat for a few turns. Though, it's expensive for a TP skill (85-100 TP to cast it, depending on the Tier it is and what "add ons" you put on it). It does, however, pair with another skill called "Last Stand" in which the damage formula is Max HP minus Current HP multiplied by 1.5 to 4 times. Which, can also hit multiple random targets. That costs a lot of TP to execute as well.

Siege Breaker
A skill that comes from my "tank" type class. He's 150% about the Defense stat. He's got lots of skills that raise his own Defense and the Defense of allies. But, this skill takes the "Defense" stat and turns it into an attacking stat. Put simply, the higher his defense is in comparison to the enemy's attack stat... The more damage it does. It's a simple Defense minus Attack multiplied by X with Y amount of targets skill. However, I feel it's "unique" in that you don't see a lot of Tank classes actually using their greatest strengths in soaking up damage to land extraordinary blows against enemies. But, that's why it's called "Siege Breaker". Defense enough to overpower and destroy attackers.

Stealth
My thief skill. It's kind of boring, but it's a utility skill. You "sneak" on the battlefield, which means a buff to Agility and Luck stats (which the thief uses to attack with... and more importantly use to Backstab with). All it really does is buff those two stats and lower your Target Rate to 0%. Attacks that hit all allies still hit you though.

Threaten
The user turns his own Target Rate into 100%. Everyone will target him with everything. However, it grants a significant buff to his Critical Hit rate. Which basically means that he can do 3x as much damage for the simple act of making everyone target him for 3 turns.

Return Magic
This requires the use of a Longsword to use, but it grants a 3 turn buff to the character that has a chance to reflect magic back at the user. You can pair it with "Threaten" and really do some damage against magic casters. Especially if they're using a "hit the whole party" skill.

Cleave
Requires a Battle Axe to use. Small chance to inflict instant death on anything you hit it with. We're talking VERY small chance. But, if you're feeling lucky... You might even one-shot the endgame boss with it. Oh, it also does damage. You know, just in case it doesn't kill someone outright.

Breath of Life
The only way to really heal your party in my game is to use consumables. So, a 100 TP skill that can revive a single ally... or even all of your allies, is a good trump card. But! It's got two added benefits. Those that are revived get a Pharmacology buff (items they use are more effective) and they are also immune to death for a few turns (so they can use the time to heal up). It's a "get out of jail free" card.

Inspire
At the cost of some of your MP, you heal your party's MP. Essentially, the way it looks... you're transferring your MP to an ally. You can effectively turn the character using this into a "living battery" that can power a single ally or all their allies. That's it though, that's all it does. Give your MP to someone else who might need it.

Sever
Does a guaranteed amount of damage to either HP or MP on an enemy. This can be a significant chunk of damage. However, the important part is... It ignores defense. It's just straight damage. It can remove up to 25% of an enemy's HP/MP at once. Sounds broken, right? :D Some enemies respond... poorly to you hitting them with "Sever" and do rather rude things back to you when you hit them with it. It also tends to cost a lot of MP. Say... 100 per cast. My game is one where you start with maybe 20 MP on the Mage classes and the lowest upgrades you can get to that is in 5 MP increments. In short, it's a massive investment to "cheese" some enemies and some enemies don't like being "cheesed" and do cheesy things back to you.

Soul Removal
Basic "necrotic" type skill. Does evil/dark/unholy/death damage to an enemy. What makes it unique is that it's one of the very few skills in my entire game that can inflict the state "Zombie". Zombie in most RPG's is basically just... healing items hurt them, they're berserk and attack everyone, blah blah blah. Not so in my game. "Zombie" is a state that spreads like an actual Zombie Virus. If an "infected" enemy or ally hits someone... they contract the state as well. Immediately. Zombie makes you weak to fire and weak to blunt weaponry, but it also jacks up your Attack by 300%. Fights in which nobody has immunity to "Zombie" (or at least heavy resistance to it) devolve into hilarious and terrifying fights of zombies trying to kill other zombies and the player loses control of everyone and just hopes they might win the fight. You can imagine how much fun I had playtesting that state with my friends and watching them freak out, whine, complain, and yep, even laugh at what was going on. Thou shalt take being a Zombie seriously. Thou shalt take inflicting it on an enemy seriously. Thou shalt take curing your allies of it very seriously.

Sapping Words
A skill that isn't notable other than for the state it inflicts. Which... is a state in which the enemy loses MP for several turns.

Inflict Rage
A skill that drains some of the user's TP and gives it to a single person... or to the whole party. It works like Inspire, just for TP instead. It can go all the way up to giving the target all 100 TP the user has. The ability to transfer your Trump Card to someone else who might make better use of theirs is fairly useful. More than a little.

Necrotic Potential
Ever play Dragon Age Origins? Ever see that skill that turns the MP of a target against them and into damage? Same thing here. If an enemy has a ton of MP, you can literally destroy them in a single hit with this skill. It's a Mage Killing technique. The defense enemies might have against it? If their Magic Defense is higher than their MP, it's a useless skill. Does nothing to them. Oh, it's also a "Limit Break", which means it costs TP to use. Lots of it. You probably won't get two shots of it off in the same battle. Oh, and it hits "random targets". Which means, if you want to use it on a boss, you'll want to kill his minions first to guarantee the hit on the boss. Otherwise, roll some dice and hope for the best!
---
Anyway, that's what I've got for "player skills". Some of my enemies do "interesting things" in combat, but almost none of it has to do with a particular skill.
 

KoldBlood

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Oh boy, Skills, I've spent so long working on this creating, scraping, reworking, all in an effort to find that perfect feel... Still a long way off though I fear. One of the things I've been playing around with lately are skills that add a state on critical strikes and situational use skills. I'm hoping to eventually create a robust skill list for the party where the player can mix n' match skills with some effectiveness. I don't want to tell the player exactly what to do, that's no fun, I want to give them all the tools and let them figure out combinations on their own. Anyway, here's couple of skills from my latest iteration:

Focus:
Guarantees a critical hit on the next turn. Must be used with a little planning to avoid waste as it only lasts one turn and vanishes even if you don't attack.

Chaotic Slash:
Slashes the enemy with the element of Fire, if you land a critical hit it will also inflict a Burn state.

Soul Breaker:
Slashes the enemy with magic resulting in a weaker attack than normal from the sword fighter but inflicts a M-DEF debuff for a couple of turns increasing the effectiveness your party's spells for a few turns. A critical hit inflicts Silence.

Holy Pierce:
Uses the enemy's defense in reverse (literally the formula is reversed on this one) causing high Defense to have the opposite effect. A very effective tank killing skill but underwhelming against low defense enemies. Toying with adding a DEF debuff on a critical strike which reduces the effectiveness of the skill itself but boost the party's damage overall.
 

Fernyfer775

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I have tried to make all of my skills unique/interesting in any way possible, but I suppose the few that I'm really proud of are:

Darkness Falls - This is an instant skill that deals damage based off the user's current TP and Absorption shields. The premise of this ability is that the user of this skill consumes her own HP to deal damage, but she also gains a portion of that HP lost in an absorption shield for herself. She's a "build up and release" type of character, so when she's fully buffed up, has a good amount of TP, and a fatty absorption shield on herself, you want to cast this skill and do massive damage to her target, but in doing so, you leave her vulnerable to damage again because it consumes her shields.

Smite's Blessing - This is more of a "buff" than a skill, but the buff comes from using an actual skill: "Smite." When this skill is cast, 75% of the damage the skill does is converted into HP healing for the whole party, and if the user does not currently have a "Smite's Blessing" buff active, he will get one at random for the next 3 turns. My personal favorite part of creating this skill/buff combo is that his battle avatar will change to one of the following :)

Damien.png

Tantra Magic - I'm pretty happy/proud of this one, but in a nutshell, this character can "stance-dance" at will between 4 different stances that slightly change up her passives/skills. She has her water stance, which allows her damage to be converted into MP for the whole party. She has her fire stance which increases her damage dealt, but also increases her MP cost. She has her earth stance, which greatly increases her TP regeneration, thus allowing her to use more of her buffs/special skills. And lastly, she has her wind stance, which makes all her single-target abilities into multi-target abilities, but with a 40% damage reduction.

Wyvern Strike - This is the MC's "basic" filler damage attack, which hits an enemy 3 times by default, but will increase in total hits based on how much of her current TP she has left, up to a total of 10 hits. She can do some pretty heavy damage with this skill when her TP is full, but all of her party and self-buffs ALSO consume her TP, so it's a matter of having to juggle when to consume her TP for her buffs, or let her sit at high/full TP to get the most damage out of this skill.
 

Redeye

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I have yet to put any of these skills into practice as some will require quite a bit of custom scripting, but I have a bunch of ideas for skills that are situational, but very effective when used correctly. (As a tip for people looking to create unique and interesting skills, I'd suggest looking at the Guild Wars 1 wiki. There's over 1000 skills to choose from that do a variety of cool things.)

Cauterize
This is a fire spell that does a few cool things. First, it cures Bleeding from a target ally. Then, for 3 turns, it buffs their Vigor (Overall DEF) and Vim (Critical Hit Evasion) at the cost of also debuffing their Skill (PATK) and Spirit (MATK). This creates a conundrum where the player has to decide if they want to bolster an ally's defenses or not, since doing so will dampen their DPS for a few turns afterwards.
Dragon Shot
This is another fire skill that deals Fire damage to a single target. The interesting thing is that it deals extra damage if the target foe is inflicted with the Burning ailment. (Using this skill will ultimately extinguish the target foe after the damage is dealt).
Elemental Bane
The main character of my game is the team elementalist, so therefore his entire kit revolves around the exploitation of elemental weaknesses. This little hex spell makes it so that the target foe becomes 50% weaker to all elements for 3 turns. Thus, an enemy that is 50% weak to fire will now become 100% weak to fire, or maybe even an enemy that is completely immune to Water will now be reduced to 50% Water resistance. There is also a vice versa skill called Elemental Boon that grants elemental resistances to an ally.
Second Wind
This is an Elite Spell that my main character can use (Elite Spells cost TP) that simply refreshes the skill cooldowns of a single ally. This skill is a massive boon that is almost essential in quite a few situations.
Healing Hands
My second party member is the team healer. This skill is a healing spell that has the potential to Crit, essentially giving you a chance to suddenly heal an ally for 3x more HP.
Holoslash
If you want to play a more offensive role, this skill will deal non-elemental damage to a single foe, but will also heal the ally with the lowest HP for 50% of the damage dealt.
Martyrdom
This is another healing skill that plays a more masochistic role. For 3 Turns, a percentage of the damage dealt to the beholder of this enchantment is converted into healing for all allies (excluding the beholder). This is best used on a character with high defense.
Galvanize
This is an Elite Spell for the second party member that sacrifices all of his TP in order to restore a single ally's MP. Amount of MP restored is based on the amount of TP consumed.
Kneel
My third party member is a Sniper who can deal big single target damage with a little bit of preparation and luck. This skill is a self-targetting enchantment that increases the user's Critical Hit Damage Multiplier by 200%, essentially causing her Crits to deal 5x damage instead of the typical 3x.
Headshot
Keeping to the Sniper role, this skill deals big damage to a single target and has a 100% chance to Crit, but the downside is that it has a miss rate. Fortunately, if you manage to avoid missing and actually land the headshot, this skill's cooldown will be instantly refreshed, allowing you to use it again on the next turn.
Bear Trap
A good Sniper needs a way to protect themselves, right? This skill is a Trap that you can "attach" to a single ally for a few turns. If an enemy ever decides to attack the boobytrapped ally, they will be inflicted with Stun and Bleeding as a punishment. This is best used in tandem with a skill that can raise an ally's Aggro.
Energy Breaker
In addition to being a Sniper, my third party member is also a bit of an Anti-mage. This spell deals damage based on the target foe's Maximum MP, while also draining the target's MP based on 50% of the damage dealt. This spell comes at the cost of also draining the USER of 50% of their Maximum MP, so this spell is best used sparingly.
Barrier
My 4th party member is the team tank. His kit revolves around protection, buffs, and a little bit of healing in case something goes wrong. This skill is a brief enchantment that he can use that makes an ally completely invincible for a SINGLE TURN. If an enemy decides to attack the invincible ally, the User of this skill is rewarded with a buff called Aegis, which doesn't do anything on its own, but is instead used to empower his other skills.
Penetrating Strike
To elaborate on Aegis, this is a skill that deals non-elemental damage to a single foe and ignores defense. However, if the User has Aegis on them when they use this attack, the buff is consumed, and this skill will additionally inflict Bleeding on the foe. In short, Aegis is a mechanical catalyst used to give your other skills bonus effects.
Burning Anthem
The tank also comes with a few AoE buffs. This particular buff grants all allies an enchantment that causes their normal attacks to inflict Burning. This encourages your party members to branch out and attack individual enemies in order to inflict slip damage on everyone.
Vengeance
This is a pseudo-revive skill used by my tank. It temporarily revives a single party member for 3 turns, granting them a massive damage and critical chance buff for that duration. At the end of the buff, the party member dies.
Skewer
My 5th and final party member is a mega DPS that covers a berserker-like playstyle. For example, this skill deals extra damage based on how injured the user is.
Bloodletting
In order to maximize her damage potential, the DPS has this skill, which literally deals damage to the user.
Hunger for Pain
The DPS also comes with a few support skills revolving around status ailments. This skill transfers all ailments from a single ally to the user, essentially making the user a martyr for conditions.
Absolution
The DPS can't do nothing with those states, though. This skill allows her to cure herself of all ailments, with the added benefit of healing her for every ailment consumed.
Scapegoat
This skill is an alternative to Absolution, which allows the user to transfer all ailments on them to a single enemy. "Here you go! I just built up all of these poisons and diseases just for YOU!"
Insult to Injury
We're not done yet! This skill cures a single enemy of all status ailments! What's the catch? That enemy will take damage based on the amount of ailments removed. Now you can juggle with the decision of either keeping the ailments on an enemy, or rip them out and deal tons of damage.
 

Tai_MT

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I did create another one of these while working on my monsters. I'm having more fun adding skills to monsters than I did my main characters. I have one guy who looks like a Bandit. I haven't named him yet, but I refer to him as "Big Brother".

He has a skill called "Stop Hitting". When he activates it (which is decently often), the text simply says, "Stop hitting yourself!", then plays an animation on the character. What's interesting about it is that it's damage formula is b.atk - b.def. You are literally hitting yourself.

It occurred to me that there are players who think, "Oh, having high Offense means you'll be in combat fewer turns, so it's better overall defense". I wanted to uh... Mess with those players. Mess with the ones that power-level a single character. Mess with those who forget about defense, or don't care much about it.
 

bgillisp

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Here's a few of my more unique ones, now that my skill sets are more final.

Curse:
All enemies do the minimum possible damage for any skill where variance is applied (This took a script to pull off). There is also a Bless skill as well which is you do the maximum possible damage instead.

Life Blessing:
Grants the entire party Regeneration and +33% HP Recovery Rate for all Healing spells for 5 turns. It's a useful way to get more mileage out of your low level Heal Spells. Plus the +33% Recovery Rate also affects potions as well, at least the way I applied it, it does.

Healing Curse:
Any Healing spell cast on this person will also heal the caster of the skill Healing Curse.

Last Word:
Damage is equal to how much HP you have lost.

News Filter
Protects the party from any status ailment this turn. However, it is an Auto-Skill, which means it auto-invokes at the start of the battle provided that party member is in the battle party. Basically, it protects you from status ailments on turn 1 of any battle provided this party member is in the battle party when the battle starts.

Side Note: Almost every party member in my game has one Auto Skill they can learn which will activate at the start of every battle once learned, so you will have to decide whose Auto-Skills you want activating on turn 1 as you plan your battle party.

Cannot Defeat Us:
The entire party has the state Auto-Life put on them, which will resurrect them with 50% HP the first time they fall in battle. Can only invoke this skill once per battle, so need to time this one well, and it costs a lot of MP as well.

Skip:
Bribe the enemy to skip this turn. Can only use once per battle. Costs G instead of MP.
 

Tsukunex

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Here's a few from one of my character's move sets that I like:

Torture

Water Boarding
Some say that drowning is one of the worst and most painful experiences someone can experience. This moves mimics that by enveloping your foe in a constant stream of water depriving them of oxygen. This is a debilitating move and will leave your opponent unable to move for 1-3 turns. Deals mild damage.

The Brazen Bull
Lock your opponent inside a ball made of bronze, and slowly heat it roasting them alive. 25% chance for instant death, deals mild damage.

Crucifixion
Calls forth four light pillars to pierce your opponent in a cross like fashion. Causes bleeding damage for 1-3 turns, deals mild damage.

The Bucket
This was one of the most annoying things to make given the resources available. (This form of torture involves restricting movement, and slathering a persons body with honey for bugs and other insects to feast on. Essentially, said person would decay whilst alive.) Anyway, this move mimics this by causing bugs to swarm around the enemy for 3-5 turns dealing moderate damage.

WIP...More to come.
 

Harosata

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Skills from my projects:

Shield Throw - An attack that forces the enemy to Guard. This actually combos well with skills that deals extra damage to guarding enemies like Shield Breaker.

Lick/Seal Breaker - Any skill that applies a state that prevents Guard from applying. Considering my formula could transform some group attacks into a single-hitter if at least one person guards, players have to keep in mind who can Guard and who can't.

Mud Slap/Mud Bath- Used by a mud golem, they both apply a stack. The higher its stack, the more damage Mud Slap does. It's meant to keep players from going off the trail and into muddy territory.

Fairy Dance - A very weak AOE healing spell, but it applies a buff to healing received. This is useful if you plan to use that character as the healer over several turns or for boosting everyone else's self-healing ablities.

Trap Card - This applies a Counter state on the caster for a short number of turns. However, it does not perform a regular attack but instead a skill (this one was a Binding Circle).

Skills from other games:

Thrust Wind - One of the more useful skills in Valkyria Revolution for Scouts. You simply attack in a straight line, but it also boosts your Attack Speed. I tend to play a Scout for this reason.

Fall X - A Shielder spell of any element from Valkyria Revolution. If I remember correctly, this one is designed so that your Guard applies a debuff to an enemy when they attack it. I always assumed this pairs with Counter X, which forces you to guard and then counterattack.

Element thingy- From Final Fantasy XV, Ignis's ability gives Noct an elemental buff, which will increase the damage. This ability can determine which element has the most effect.

Death Strike- The reason I play Death Knights in World of Warcraft, this is simply an attack that heals the player, currently for tank spec. In a game where there isn't much item uptime and healers can be diverted from you, DKs don't depend on blocks and instead heal themselves.

In Theory:

Phalanx - A slow attack which increases in power based on how many people are Guarding.

Nail - A state that doesn't do much, but it can increase the power of certain skills and it can stack.
 
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Ed19

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Skills for my game :
Lucky Spin - Heals and grants a random buff to a random ally. Heal rate is based on the user's LUK. To make it more special, the buff lasts longer than any usual buffs.

Pure Flame - Deals fire damage, Ignore elemental resistance. It means even enemies with 100% fire resist rate will still receive full fire-elemental damage, but it still applies damage boost from elemental weakness.

Eternal prison - Restricts all resurrection skills and removes auto-life states for x turns. to make it more special, this skill effect will last longer, and this skill has a greater chance of occurring than a generic silence state.
 

Milennin

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I don't think many of my skills are that creative by themselves compared to some others in this thread, but giving most of them secondary, or conditional effects, leaves them open to a wider range of usability than normal. But to list a few that I like...

Martyr:
Restore 25% HP and gain aggro, but take 25% more damage while this buff remains active. Sounds bad on itself, but when paired with the skill that comes with it, it's pretty good (albeit risky in some situations):
Retribution: Restore 50% HP and MP and deal damage to all foes based on each point of damage taken under Martyr. This damage negates any defences the enemy might have, so it always hits for as much as it says. It greatly rewards taking risks and making thoughtful decisions, a concept I really like in my games, lol.

Dragon Fury:
Deals massive damage to an enemy, but the user dies next turn. It's always interesting to watch different people react to this skill. Some will gladly use it as intended, while others nope away from it for the entire game. With the user being designed around building up power, this skill is the ultimate boss slayer.

Immortality:
Become invulnerable and gain aggro for 1 turn. Can be used only once per battle. A simple skill with a wide range of usability (comboing really well with another ally's skill that otherwise kills this user) and granting that feeling of absolute power for just a moment. Does not protect the party from AoE damage, though.

Time Capsule:
Store the party's state into the database. Each turn, lose MP. Time Reversal is auto-triggered at 0 MP.
Time Reversal: Restore the party based on stored data (including conditions and special states). Pretty simple concept with a wide range of utility and opportunity to set up powerful combos.

Feed the Troll
: A buff that, at the start of next turn, restores all damage done this turn. But if no damage was done, deals massive AoE damage. Basically, you either must kill it in the turn it's used, or hit it with a weak attack and buff up for next turn. It's made to troll the player, which would be fitting since it's a troll that uses it. :D
 
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Harosata

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Glitch - This is a state that will mess up how your HP/MP looks without changing your actual HP/MP. An alternative is just hiding the HP/MP, but essentially if you can't judge your current HP/MP, you're more likely to make some mistakes.

---

Hm, if Hearthstone can make skills from Magic, then I can make magic from Hearthstone...in RPG format.

Defile - Deal damage to every one but yourself. If at least one person dies that turn, repeat again. An interesting way to clear a group of enemies even if it kills your own too. (Common Event: Record party/troop size, deal damage to both sides, compare party/troop size of now and recorded, and repeat if needed.)

Staff of Pyroblast - Deal 9999 damage to a random target and repeat until one side is dead. Quite a fun way to finish a boss, though risky if said boss has about 999999 HP. (Common Event: Determine and cast at random target, and loop until one side lacks living members)

Deck of Wonders/Burrowers/Mines- Queue 5 spells in the current battle. Each turn has a chance to use said spell. (Common Event: Variable equals 5. Common Event 2 or Troop Page: Determine chance and if variable is more than 0, cast spell and reduce variable by 1).

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And some thoughts:

Valkyrie - Revive an ally and give them many strong buffs, but they only revive with 1-minimal HP and can't be healed during that battle. Rather than be a healer, the Valkyrie promotes a low-HP tactic (such as attacks that deal more damage with missing HP)

Time Dilation - Paralyzes for a turn and make them immune to physical and magical damage. Can be cast on enemies to give the party some breathing room or on allies to negate a powerful attack.

Left Hook - Taking advantage of RPG Maker's processing, a "group attack" that only deals damage to the left-most living member and 0 to other members. However, when the first member dies, the next in line is reassigned as the first living member so he gets the full damage; if set up right, this can deal massive damage to the whole team.
 
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Geriancomp

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I've made some skill that i like, but i still didn't get my all favourite:

Galatic/ Star Fall:
User spends all of his tp to deal damage based on the amount (30 tp will deal 90 dmg while 80 tp will deal 240 dmg) but in the end it will give the user his galatic or star form which gives him a whole new skill set to play with.

Web Shoot:
Webs the enemy, (a stronger paralyze but also increases target def) but if use in a already webbed enemy remove the state and deals damage.

Gas Mask:
In one of my projects equipment will give you skills to use, the gas mask gives you a skill that makes you remove a quimical effect if you already have 2, the good part is that it don't have a cost! It's just buy the mask and waste a turn.

Meanecing:
I don't know if passives skills count as skills for this, but I kinda like this one. If the user kills a enemy it will have a 50% chance of turning the user meanecing. Meanecing will make the enemy fail all of it's attacks if the target is the user. It is kinda fun to use since the actor with the passive is a more ofensive character and the animations give it a kinda of cool look.

(Edit: others that i remember)

Balance:
All allies and enemies reduce or increase their hp until all battlers have 500 hp. It's a good way of making everyone on the same terms when the odds of the battle are against you.

Star Crash:
A skill of the star form, deals mild damage with chance to burn on 10 random battlers.
 
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