We have a bruiser style monster and a mage style monster, and number three is estimated going to be stealth/ranger style. With that logic, tank sounds amazing! Maybe it moves slower but has more armor than most monsters.
I agree that the deflection could get wonky, especially with things like a flamethrower or lightning gun, but I feel it would need some intrinsically defensive abilities. I have been thinking on it, and have something like this:
Burrowing Charge - TurtleRock goes underground with it’s shell above land and charges forward. It knocks back anything hit with the shell.
purpose - mobility and soft crowd control to offset slowness.
Shell Shock - Spikes launch radially from the TurtleRock’s shell. Hunters caught at close range are knocked away.
purpose - slow speed makes it hard to evade hunters after a fight. This allows reliable disengage when things get too close.
Tortoise smash - TurtleRock rears on it’s hind legs slowly and slams down hard after charging for a few moments. Hunters in the smash zone are devastated, and it releases a shock-wave that carries hunters and monsters with it, dealing light damage. Think like a melee version of vortex.
purpose - A tank should have one slow heavy move that devastates targets who stay in the way. It is fun and satisfying to land.
Outgas - Turtle rock releases a thick fog from the holes in its shell. The gas lingers and trails behind it for a while. The gas will spread, obscuring vision and slowing targets within (think steamadon plus damage). The ability has an ammo system but can be toggled on and off.
purpose - this will help keep TurtleRock safe while trying to travel, providing cover and crowd control, along with light damage in fights. It also prevents it from becoming a slow sitting duck.
alternative option: “Tortoise Cannon” - TurtleRock withdraws into its shell and releases a slow moving but high damaging laser. This laser can be aimed and angled as it is channeled (think charged particle beam from zoids ). Alternatively I would picture something that charges like a rail gun from MGS4.
Purpose - high damage but slow hitting mega weapon. All tanks should be able to do some heavy lifting, so a weighty move like this would be good. Sub this for Tortoise smash if TurtleRock needs more range.
So those are my thoughts on a move-set for a turtle tank archetype. Any opinions?