Coming soon - Get a detailed view of why an account is flagged as spam!
view details

This post has been de-listed

It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.

31
Concept for a Summoners war X Devil May Cry Collaboration
Post Flair (click to view more posts with a particular flair)
Post Body

Hey y'all, I know that the 9th anniversary is comming up meaning we probably won't get any big events for quite some time since the 9th anniversary will (hopefully) not disappoint. However, since they now did a collab with a big IP, namely Assassins Creed, I wondered how a collab with Devil May Cry could look like since DMC5 is my all time favorite game. So I spent a good portion of a day brainstorming Ideas on how that could be done and I wanted to share with you what I came up with. I tried to stay on flavor with the Characters which is why some skills are probably horribly broken, but come on, you can't exactly make an attack like Deep Stinger hit like 3 times. I wanted to introduce some new mechanics as well which you will see in some characters. Obviously though, a character like Date has way too many Abilities for a sw kit so that obviously had to be shrinked down a lot. I'd rather make Collab characters really strong and have them nerfed a bit later rather than being completely useless when they come out and afterwards being buffed a little after like 5 years. The characters I propose are:

Free 5 star: V

4 stars: Nero, Nico

5 stars: Vergil, Dante

I tried to stick to a certain theme with each character: V tries to keep his original mechanics from dmc 5, Vergil is a high risk high reward type of unit that profits from longer battels like his son Nero who's also meant for more drawn out battles but less risky than his dad, Nico who tries her best to help despite her lack of demonic powers and Dante who wants to finish battles as soon as possible by charging in. Also, I know that collab monsters only come in their awakened state so "Awakening" here is used to refer to the changes normal monsters get when being awakened.

I'd appreciate any type of feedback you could give me, wheter you think that this is a collaboration that should happen and how the characters are. Who knows, maybe if enough people like this idea, Com2us may consider it (Let's be real though, they probably won't but you can always hope) Without further ado, here are the units I designed (I'd include Illustations but I absolutely suck at drawing):

V (Free 5 Star, Dark):

  1. Skill: Breakthrough/Checkmate: When this skill is used on normal enemies, Shadow will attack the enemy 2 times to increase the enemy's chance to glancing shot for 2 turns with a 50% chance with each attack. When this skill is used on an enemy in Stalemate, V instead attacks the enemy with his cane, killing them instantly and ignoring all effects that resist death.
  2. Skill: Blockade: Griffon attacks the opponent to deal damage proportional to the opponent's Max HP. This attack is repeated for each damaging effect on the opponent, up to 3 hits in total (Cooldown after skillups: 3 turns)
  3. Skill: Domination: Nightmare unleashes its full power to attack an opponent 5 times, dealing damage proportional to the opponent's Max HP and leaving a branding effect for 3 turns with each attack. (Cooldown after skillups: 5 turns)
  4. Skill: Strategist Rules (Passive): V's companions deals 75% more damage. V's companions cannot kill enemies. If an opponent's HP would drop below 0 from V's companions' attacks, they are put into the stalemate status, which cannot be removed, until their next turn. Stalemate: Opponent cannot restore HP, gain Beneficial or Harmful Effects, and can only take damage from Checkmate.

Awakening: 15% crit rate

Nico (4 star) (Skill names are a little fuzzy since she has no official skills):

Fire:

  1. Skill: Double-Sided Hammer: This skill can be used on either another ally or an opponent. When used on an ally: Increases the ally's Attack Gauge by 50%. When used on an enemy: Attacks the enemy to reduce their attack speed for 2 turns with a 50% chance.

2nd Skill: Ready for Any Battle: Increases the attack speed of all allies for 2 turns and increases their attack bar by 20% (Cooldown after skillups: 3 turns)

  1. Skill: The Best Defense Is Speed (Passive): Allies take 25% less damage from enemies slower than them.

Awakening: 15 SPD

Water:

  1. Skill: Double-Sided Hammer: This skill can be used on either another ally or an opponent. When used on an ally: Increases the ally's Attack Gauge by 50%. When used on an enemy: Attacks the enemy to reduce their attack speed for 2 turns with a 50% chance.
  2. Skill: Sabotage: Attacks all enemies to decrease their attack speed with a 80% chance for 2 turns and absorbs 20% of their attack bar with a 80% chance (Cooldown after skillups: 3 turns)
  3. Skill: No wind in the sails (Passive): When an opponent's attack bar drops to 0 due to an ally's action, the opponent is stunned for 1 turn with a 80% chance.

Awakening: 25% accuracy

Wind:

  1. Skill: Double-Sided Hammer: This skill can be used on either another ally or an opponent. When used on an ally: Increases the ally's Attack Gauge by 50%. When used on an enemy: Attacks the enemy to reduce their attack speed for 2 turns with a 50% chance.

2nd Skill: Ready for Any Battle: Increases the attack speed of all allies for 2 turns and increases their attack bar by 20% (Cooldown after skillups: 3 turns)

  1. Skill: The Best Offense is Speed (Passive): Allies deal 25% more damage to enemies slower than them.

Awakening: 15 SPD

Light:

  1. Skill: Double-Sided Hammer: This skill can be used on either another ally or an opponent. When used on an ally: Increases the ally's Attack Gauge by 50%. When used on an enemy: Attacks the enemy to reduce their attack speed for 2 turns with a 50% chance.

2nd Skill: Ready for Any Battle: Increases the attack speed of all allies for 2 turns and increases their attack bar by 20% (Cooldown after skillups: 3 turns)

  1. Skill: Super Speed (Passive): When an ally's Attack Bar is increased, there is a 50% chance to reduce their skill cooldowns by 1 turn.

Awakening: 15 SPD

Dark:

  1. Skill: Double-Sided Hammer: This skill can be used on either another ally or an opponent. When used on an ally: Increases the ally's Attack Gauge by 50%. When used on an enemy: Attacks the enemy to reduce their attack speed for 2 turns with a 50% chance.
  2. Skill: Sabotage: Attacks all enemies to decrease their attack speed with a 80% chance for 2 turns and absorbs 20% of their attack bar with a 80% chance (Cooldown after skillups: 3 turns)
  3. Skill: Mechanic's Cunning (Passive): When an opponent's Attack Gauge reduction reduces their Attack Gauge by more than it has, the excess reduction is reduced by half and then deducted from the opponent's HP. (Like Light Sky surfer)

Awakening: 25% acc

Ok first non-free character done, applause to whoever read this far. I wanted her to be a support that focuses on spd and also gives alternate uses for attack gauge manipulation. Also I always wanted a Unit with a varying 1st skill that can be used on both ally and foe.

Nero (4 star):

Fire:

  1. Skill: Streak: Attacks an enemy and lowers their defense with a 60% chance for 2 turns.
  2. Skill: Color up: Attack with Blue Rose to hit an opponent 3-5 times, remove a beneficial effect with each attack and absorb the attack bar by 30%. (Cooldown after skillups: 3 turns)

3rd Skill: Calculated (Passive): Nero cannot suffer Defense Reduction. Nero has a 10% chance to compensate the damage taken from an enemy and instead counterattack.

Awakening: 15% cr

Water:

  1. Skill: Streak: Attacks an enemy and lowers their defense with a 60% chance for 2 turns.
  2. Skill: Exceed: Grants self an attack power increase for 3 turns and immediately gains another turn. While this ability is on cooldown, Nero has an attribute advantage over Wind monsters. (Cooldown after skillups: 4 turns)
  3. Skill: Stamen Ray: Attacks an enemy 5 times. Each attack inflicts a continuous damage effect with a 50% chance for 2 turns. (Cooldown after skillups: 5 turns)

Awakening: 25% acc

Wind:

  1. Skill: Streak: Attacks an enemy and lowers their defense with a 60% chance for 2 turns.
  2. Skill: Exceed: Grants self an attack power increase for 3 turns and immediately gains another turn. While this ability is on cooldown, Nero has an attribute advantage over Wind monsters. (Cooldown after skillups: 4 turns)
  3. Skill: Battery: Attacks an opponent with a powerful lightning attack to remove all of their beneficial effects, stun them for 1 turn and reduce their attack gauge by 100%. (Cooldown after skillups: 5 turns)

Awakening: 25% acc

Light:

  1. Skill: Streak: Attacks an enemy and lowers their defense with a 60% chance for 2 turns.
  2. Skill: Color up: Attack with Blue Rose to hit an opponent 3-5 times, remove a beneficial effect with each attack and absorb the attack bar by 30%. (Cooldown after skillups: 3 turns)
  3. Skill: Maximum Bet: Attacks all enemies to remove all beneficial effects and inflict 2 continuous damage effects on them for 3 turns (Cooldown after skillups: 4 turns)

Awakening: 25% acc

Dark:

  1. Skill: Streak: Attacks an enemy and lowers their defense with a 60% chance for 2 turns.
  2. Skill: Exceed: Grants self an attack power increase for 3 turns and immediately gains another turn. While this ability is on cooldown, Nero has an attribute advantage over Wind monsters. (Cooldown after skillups: 4 turns)
  3. Skill: Showdown: Attacks the opponent with 5 powerful attacks that deal damage proportional to the opponent's Max HP, weaken their defense for 2 turns with each attack, and absorb their attack bar by 100%. The critical damage of this attack is increased by 30% if Nero has an attribute advantage over the opponent. (Cooldown after skillups: 5 turns)

Awakening: 15% cr

Alright 2nd non-free character done. Once again, bravo to those of you that are stilll reading, I salute you. I wanted Nero to be mostly a siege unit that can be built on destroy runes and be annoying that way. Now, moving on to the first 5 star,

Dante (5 star):

Fire:

  1. Skill: Stinger: Attacks an enemy and stuns them for 1 turn with a 50% chance. Gain 1 Stinger Stack after use. If Stinger is cast with 3 Stinger Stacks, they will be consumed to attack the opponent 3 times instead, reducing their defense for 2 turns with a 50% chance with each attack.
  2. Skill: Cascade: Attacks an enemy with a beam of energy that ignores defense, removes 1 beneficial effect, and weakens defense for 2 turns. (Cooldown after skillups: 4 turns)
  3. Skill: Judgment: Attacks all enemies 4 times. The first hit removes a beneficial effect from all enemies. The second hit inflicts a Branding effect on all enemies for 2 turns. The 3rd hit reduces the defense of all enemies for 2 turns. The 4th hit deals damage to all enemies proportional to their Max HP and destroys their HP by the damage dealt. (Cooldown after skillups: 5 turns)

Leader Skill: 50% Fire Monster atk

Awakening: 25% acc

Water:

  1. Skill: Stinger: Attacks an opponent and freezes them for 1 turn with a 50% chance. Gain 1 Stinger Stack after use. If Stinger is cast with 3 Stinger Stacks, they will be consumed to attack the opponent 3 times instead, reducing their defense for 2 turns with a 50% chance with each attack.
  2. Skill: Crystal: Attacks all enemies to freeze them for 1 turn. Defense is ignored on already frozen enemies. (Cooldown after skillups: 3 turns)
  3. Skill: Ice Age: Attacks all enemies to extend the harmful effects on them by 1 turn. Freezes all enemies for 2 turns after attacking. While this skill is on cooldown, Dante takes 50% less damage from enemies with harmful effects. (Cooldown after skillups: 4 turns)

Leader Skill: 50% Water Monster atk

Awakening: 25% acc

Wind:

  1. Skill: Stinger: Attacks an enemy and stuns them for 1 turn with a 50% chance. Gain 1 Stinger Stack after use. If Stinger is cast with 3 Stinger Stacks, they will be consumed to attack the opponent 3 times instead, reducing their defense for 2 turns with a 50% chance with each attack.
  2. Skill: Cascade: Attacks an enemy with a beam of energy that ignores defense, removes 1 beneficial effect, and weakens defense for 2 turns. (Cooldown after skillups: 4 turns)
  3. Skill: Precussion: Attacks all enemies with a powerful King Cerberus attack to remove a beneficial effects, stun them for 1 turn and increase their cooldowns by 1 turn with a 50% chance each.

Leader Skill: 50% Wind Monster atk

Awakening: 25% acc

Light:

  1. Skill: Stinger: Attacks an opponent and freezes them for 1 turn with a 50% chance. Gain 1 Stinger Stack after use. If Stinger is cast with 3 Stinger Stacks, they will be consumed to attack the opponent 3 times instead, reducing their defense for 2 turns with a 50% chance with each attack.
  2. Skill: Crystal: Attacks all enemies to freeze them for 1 turn. Defense is ignored on already frozen enemies. (Cooldown after skillups: 3 turns)
  3. Skill: Demolition: Instantly defeats an opponent suffering from disable effects (Stun, freeze, sleep). Ignores all effects that resist death and the opponent cannot be revived. (Cooldown after skillups: 6 turns)

Leader Skill: 50% Light Monster Atk

Awakening: 25% resistance

Dark:

  1. Skill: Stinger: Attacks an enemy and stuns them for 1 turn with a 50% chance. Gain 1 Stinger Stack after use. If Stinger is cast with 3 Stinger Stacks, they will be consumed to attack the opponent 3 times instead, reducing their defense for 2 turns with a 50% chance with each attack.
  2. Skill: Cascade: Attacks an enemy with a beam of energy that ignores defense, removes 1 beneficial effect, and weakens defense for 2 turns. (Cooldown after skillups: 4 turns)
  3. Skill: The Luce: Dante fires 5 shots that attack random enemies, dealing damage proportional to their Max HP and destroying their HP by the damage dealt. This will be repeated in the next 2 turns instead of Dante taking a normal turn (Cooldown after skillups: 6 turns)

Leader Skill: 50% Dark Monsters atk

Awakening: 15% cr

Ok, first nat 5 family done, I appreciate anyone that's still following along. Here you can already see some Units which may be a little broken, but in my opinion, it's better for new units to be meta instead of them being so bad you can't use them. Do let me know if you think something is too broken. As previously said, I wanted Dante to be someone who wants to finish fights fast (except for dark Dante maybe). Anyways, time for the last Nat 5 Family, Vergil, and I can tell you I might have gone a bit overboard trying to stay accurate to the game.

Vergil (5 star):

Fire:

1st Skill: Special Yamato Combo A: Attacks the opponent and absorbs their attack bar by 30% with a 50% chance. Also inflicts him with 1 continuous damage effect for 3 turns. After the attack, Vergil gains a "Yamato Combo A" stack, increasing the damage of his next Yamato Combo A by 35%. If another skill is used or Yamato Combo A's stacks exceed 4, the stacks will reset.

2nd Skill: Dragon Breaker: Attacks with a powerful uppercut from Beowulf. Each time this skill is used, the next use of this skill will hit 1 more time, up to 3 hits. With each attack, inflicts one of the following effects on the opponent that they don't already have, with the following priority: weaken defense, brand, stun for 1 turn, continuous damage for 2 turns. (Cooldown after skillups: 3 turns)

  1. Skill: Hell on Earth: Begins charging a destructive attack with Beowulf. At the start of Vergil's next NATURAL ROUND (Without Vio Procs, they can't occur while charging an attack, this goes for all Vergils), Hell on Earth is unleashed instead. Deals significant damage to all enemies, reduces their attack bar by 50% and stuns them for 1 turn. These effects ignore immunity. (Cooldown after skillups: 5 turns)

  2. Skill: Concentration (Passive): Vergil deals 10% additional damage per harmful effect on the opponent. If Vergil was not hit by an enemy before his turn, instead increases damage by 20% per harmful effect on the enemy.

Awakening: Upgrades Yamato Combo A

Water:

1st Skill: Yamato Combo A: Attacks the opponent and absorbs their attack gauge by 30% with a 50% chance. After the attack, Vergil gains a "Yamato Combo A" stack, increasing the damage of his next Yamato Combo A by 35%. If another skill is used or Yamato Combo A's stacks exceed 4, the stacks will reset.

  1. Skill: Judgment Cut: Attacks the opponent 4 times with rapid slashes and inflicts the "Judgement" effect with each hit for 1 time. Judgment causes the next hit on the affected enemy to ignore defense. Judgment Cut cannot trigger Judgment's effect. If Vergil gets a natural turn after using the skill without being hit, Judgment Cut's cooldown is reset, up to 2 times in a row. (Cooldown after skillups: 3 turns)

  2. Skill: Deep Stinger: Begins charging a destructive attack with Mirage Edge and Yamato. At the start of Vergil's next natural turn, Deep Stinger is unleashed on the targeted enemy instead. Attacks the opponent 10 times. Each hit removes 1 beneficial effect and inflicts a branding effect for 1 turn. The last hit hits all enemies. Enemies defeated by this attack cannot be revived. (Cooldown after skillups: 5 turns)

4th Skill: Burning Battlefield (Passive): Branding effects cause the enemy to take 30% more damage instead of 20% and decrease the enemy's HP by 5% each turn of the enemy. Branding effects granted last 1 turn longer.

Awakening: 15% cr.

Wind (Skill 3 probably can't fit on screen lol):

1st Skill: Yamato Combo A: Attacks the opponent and absorbs their attack gauge by 30% with a 50% chance. After the attack, Vergil gains a "Yamato Combo A" stack, increasing the damage of his next Yamato Combo A by 35%. If another skill is used or Yamato Combo A's stacks exceed 4, the stacks will reset.

2nd Skill: Dragon Breaker: Attacks with a powerful uppercut from Beowulf. Each time this skill is used, the next use of this skill will hit 1 more time, up to 3 hits. With each attack, inflicts one of the following effects on the opponent that they don't already have, with the following priority: weaken defenses, brand, stun for 1 turn, continuous damage for 2 turns. (Cooldown after skillups: 3 turns)

  1. Skill: World of V: Prepares the World of V. At the start of his next turn, if Vergil has not taken any damage, he detaches his human half from himself and gains the World of V status, which cannot be removed . If Vergil was took damage, the cooldown is reset and Vergil is stunned for 1 turn. World of V: Vergil cannot take damage or harmful effects, recovers 30% of his Max HP every turn, has his attack speed lowered by 30% and becomes uncontrollable (4 turns). On V's first turn, Griffon attacks a random enemy to remove all beneficial effects, weaken their Defense for 2 turns and grant them a Branding effect for 2 turns. On V's 2nd turn, Shadow attacks the enemy with the most harmful effects 3 times, dealing damage that increases by 20% per harmful effect on the opponent. On V's 3rd turn, Nightmare attacks all enemies for significant damage that ignores defense if the opponent has no beneficial effects. Opponents cannot be defeated by the attacks of the 3 Companions of V. On V's 4th turn, he deals a small amount of damage to all enemies. Opponents can be defeated by this hit. After that, Vergil reappears, but with reduced attack power and increased chance of glancing shots, until he has attacked an enemy once. These effects cannot be removed in any other way. (Cooldown after skillups: 9 turns)

  2. Skill: Indomitable (Passive): When Vergil suffers fatal damage for the 1st time, the damage is compensated and World of V is activated instantly instead, but without regeneration and with an Irrecoverable effect.

Awakening: 25% Resistance

Light:

1st Skill: Yamato Combo A2: Attacks the opponent 2 times and decreases their attack gauge by 30% with a 50% chance. After the attack, Vergil gains a "Yamato Combo A" stack, increasing the damage of his next Yamato Combo A by 35%. If another skill is used or Yamato Combo A's stacks exceed 4, the stacks will reset.

2nd Skill: Dragon Breaker: Attacks with a powerful uppercut from Beowulf. Each time this skill is used, the next use of this skill will hit 1 more time, up to 3 hits. With each attack, inflicts one of the following effects on the opponent that they don't already have, with the following priority: weaken defenses, brand, stun for 1 turn, continuous damage for 2 turns. (Cooldown after skillups: 3 turns)

  1. Skill: Kick 13: Attack random enemies 6-7 times to remove a beneficial effect and inflict a random harmful effect. (Cooldown after skillups: 4 turns)

  2. Skill: Doppelganger (Passive): After Vergil hits opponents a total of 8 times or is hit 8 times (combined), he summons a Doppelganger for the rest of the fight, which attacks with him and replicates each of his skills. The Doppelganger's attacks reduce the enemy's hp by an additional 5% per harmful effect on them, up to 10%.

Awakening: Upgrade Yamato Combo A

Dark:

1st Skill: Yamato Combo A3: Attacks the opponent 3 times. After the attack, Vergil gains a "Yamato Combo A" stack, increasing the damage of his next Yamato Combo A by 35%. If another skill is used or Yamato Combo A's stacks exceed 4, the stacks will reset.

  1. Skill: Judgment Cut: Attacks the opponent 4 times with rapid slashes and inflicts the "Judgement" effect with each hit for 1 time. Judgment causes the next hit on the affected enemy to ignore defense. Judgment Cut cannot trigger Judgment's effect. If Vergil gets a natural turn after using the skill without being hit, Judgment Cut's cooldown is reset, up to 2 times in a row. (Cooldown after skillups: 3 turns)

  2. Skill: Judgment Cut End: Prepares Judgment Cut End. At the start of Vergil's next natural turn, he uses Judgment Cut End: Deals significant damage ignoring defense to all enemies and grants them the Judgment effect 2 times. This ignores immunity/resistance. (Cooldown after skillups: 5 turns)

  3. Skill: Sin Devil Trigger (Passive): After attacking enemies 12 times or being attacked 12 times (combines), Vergil goes into Sin Devil Trigger for the rest of the fight. In Sin Devil Trigger, Vergil deals 50% more damage, takes 50% less damage, and Judgment Cut hits up to 3 random enemies. Entering Sin Devil Trigger resets Vergil's skill cooldowns.

Awakening: upgrades Yamato Combo A.

Alright that's all that I have. Huge thank you to anyone who read through my caffeine-fueled ideas for a dmc collab. Please, let me know if you have any feedback for me, this is the first time I did something like this. Again, I know some of these units (especially Vegil) are probably pretty broken but I tried to keep it as close to the original as possible. Let me know if you want com2us to do a collab with dmc after the assassins creed collab/anniversary and if you like the concepts I proposed or if you have some Ideas of your own!

Alright, this took a long time, feels great to be done xd. Anyone reading this, have a nice day!

Edit 1: Wind Dante Nerf

Author
Account Strength
90%
Account Age
4 years
Verified Email
Yes
Verified Flair
No
Total Karma
1,199
Link Karma
1,071
Comment Karma
28
Profile updated: 21 hours ago
Posts updated: 8 months ago

Subreddit

Post Details

We try to extract some basic information from the post title. This is not always successful or accurate, please use your best judgement and compare these values to the post title and body for confirmation.
Posted
1 year ago