New phobies suggestions(part 2,hope you enjoy!)

Name: Ocky Socky
Race: Monster
HP: 1990
DMG: None.
Rarity: Uncommon
Key Cost: 6 Keys

Special Ability: Nasty Sock!

Ocky Socky will be able to poison all non-monster phobies, that poison deals 400 DMG to non-monster phobies,but will deal an extra +25 DMG the longer the poison stays on monster phobies.The maximal stay-poison DMG is 650.

Special Ability Cooldown: 2 Turns
Special Ability Range: All Map

Name: Ducky
Race: Undead
HP: 940
DMG: 550(melee)
Rarity: Rare
Key Cost: 4 Keys

Passive Ability: Increasing Regeneration!

When Ducky attacks,he will regenerate 2% more of his hp each turn,as well as increasing his HP.Max HP increase is at 1440 HP,and the max regenerate % increase is at 70%.

Name: Phoney
Race: Mechanical
HP: 2440
DMG: 350(with aoe, which has the same damage dealt with surrounding phobies on the primary target.)
Rarity: Ultra Rare
Key Cost: 6 Keys

Special Ability: Mystery Caller!

Phoney will randomly buff a friendly phobie,but can also randomly debuff a enemy phobie,for the both amounts to have +300 DMG,and -300 DMG.

Special Ability Cooldown: 2 Turns
Special Ability Range: All Map Single Targeted(AMST for short)

These Are Really Good!

I Do Have A Few Complaints Though

Ducky’s Ability Its Pretty Neat, But The Max HP Thing Has Me Concerned, This Guy Can Increase His MAX HP? That’s Pretty OP Even With A Cap, But The Low HP Makes Up For This, But Not by Much

For Phoney, Its A Fun Ability Yes, And You’ve Probably Heard This Before, But I Don’t Think Randomness “Fits” Phobies, But That’s Just Me

Ocky Socky Is A Pretty Nice One, Adds A Counter To Monsters, But Again, In My Opinion, I Think Monster Should Stay Without Any “Clear” Counters, But That’s Just Me…Again

But Overall, Nice Job! Keep It Up!