Bug: Entering the house in the top west with the two cats will freeze the game.
Runt: the starter you get from your mom. Save before talking to her and reload until you get only blue/green stats and VampiricBite. Red in MP and EN ATK is fine. It evolves early on into Alpha. Piercing Howl is a nice priority atk debuff.
Slink: Fast and fragile, these snakes can poison/paralyze and possibly even burn your enemies. They naturally learn life drain moves and all sorts of debuffs. Another fast evolver which becomes Slither.
Spark: Spark is Slink but more sturdy and trading poison for electric attacks (super-effective against aquatic enemies; Hermes). Evolves at level 15 into Scorch.
If you catch a Hex variant of Slink or Spark with Sacrificial Shot, you can sweep the whole demo spamming that move. 50% healing based on damage dealt is crazy good, especially since you heal more than you pay.
Hermes: Has high def, status/debuff moves, and can stall enemies with Huddle/Healing combo. There's a Berserk variant. Watch out for enemy Scorch and Flora that have electric attacks. At level 14 becomes Shelldon.
Darner: Fast and fragile dragonflies. Their attacks tend to be priority moves, recoil moves, or moves that grant offensive boosts/healing in exchange for crippled defenses. There's a Berserk variant.
Bloom: Slow but tanky plant. Try to get one that has Gaia Burst. Otherwise you have to rely on Bad Apple, Chip Shot defense reduction and poison to kill enemies. Paladin Punch oddly enough heals based on 100% of dmg dealt rather than 50% like other life drain moves.
Bulb: Another slow and tanky plant that you should catch one with Gaia Burst. Evolves into Doubloom at level 10. The only Xenos that has Toxic variant so far.
Flora: The offensive plant in the game. Still gets Bad Apple, Chip Shot, and poison but also gets elemental spells, Comiserate, Dazzle, and Shadow Siphon for life drain. Celebrate and Malady are unreliable and can easily be replaced.
Kem: One of the few sources of burn in the game right now via the Singe attack (the other is Searing Venom from Slink). Kem are bulky and have strong energy attacks, poison moves, and other status effects too. You should avoid fighting wild Kems for exp because you risk taking a lot of DoT dmg for little payout in comparison.
The Stasis skill (level 19) is missing its description.
Plank: A unique Xenos you can obtain from the abandoned Taco Truck. Make sure to save beforehand so you can reload for better stats. Plank is a self-made tank with moves like Poison Barb/Huddle/Regeneration to stall physical enemies.
- Suggestions: Add a speed setting so you don't have to mash the E button for every battle.
- Add a dash setting.
- Increase the EXP reward for defeating Variant Xenos to make grinding easier.
- Create a stat indicator during battle to keep track of boosts/reductions.
- Allow checking moves of Xenos in storage without needing to withdraw them into your party.
- When learning a new move but all 6 slots are full, add description of new move so we know what we're trying to replace.
- Create a Sick status effect that halves healing to counter Hex Variants and heal spamming. Or make it so they can't drain more than the enemy's actual remaining HP value.
- Create Stun Resistance for boss/elite Xenos. If a Xenos is unable to act due to paralysis/stasis/etc (but not confusion), gain 1 stack of Stun Resistance. At 3 stacks, transforms into Stun Immunity.
- Create Slowed status. Reduces speed by 1 stage while active. Can be applied up to 3 times. At 3 stacks, removes Slowed status and transforms into Stasis status. So basically a countdown stun effect that is fair since you have time to deal with it. Some electric/wind/ice/dark skills can apply Slowed.
- Add a Shield mechanic where some moves let you absorb a certain amount of dmg per turn (say 5% of your max HP) but the Shield has a limited duration and burn/poison/confusion dmg and some moves will ignore/pierce through it.
- Create a move that ignores defense boosts to stop you from completely walling your enemies after a few Huddle boosts.
- Create a move that can reset [Stat] boost/decreases to 0. Or a move that flips them around. e.g. Opposite Day: Self-buff. All positive stat modifiers become negative and all negative stat modifiers become positive. So +2 Atk and -2 Speed become: -2 Atk and +2 Speed.
- Buff perfect accuracy moves a little so they're worth using even against non-Blinding enemies. Basically equivalent to Priority moves like Whiplash/Quick Shot/etc.
- Create moves that deal extra dmg/effects if enemy has a specific [Status] effect. e.g. Pestilence: deal extra damage to Poisoned target.
- Create moves that deal extra dmg if target has >50% of their Mana bar filled, or can deduct Mana (might be too broken though if the player can consistently prevent enemies from using high MP skills).
- Make moves have limited amount of uses so that you have to carefully use them? Mostly thinking of healing moves like Nap since that cures all status effects and trivializes battles with heal/poison stall.