Well at least it’s 0%
This basically sums up this monster in one sentence.
It’s a great pullback target. Sure, things get temporary stun immunity but you’re only stunning for 40s so who really cares and if they get a turn before the next entrance (pretty likely due to it only being 40s) then they’ll be stunned again. Each entrance is a sleep and 2 Bronzeshells… that’s huge. If you sleep two enemies and add 4 Bronzeshells then that person is not winning unless they’ve got toxic entrance, Nightingale or something similar.
I’m glad to see the moves are all situational, so this monster is likely weakening your team while it’s on the battlefield. Reckoning has the highest ceiling, but I don’t think you’re actually going to use it much. Reason being, the SS is incredibly strong and you simply use it on herself. Then she goes to the back of your team where her entrance may just manage to swing a battle back for you. It’s worth noting that both execute and DCS are excellent for handling enemy rocks, which may be what she encounters when she enters at the end of your team.
Gale dance seems pretty crazy to me. You’re hopefully disabling one enemy with sleep and putting a temporary dead weight next in line while bringing in a monster to instantly get a turn. That’s PERFECT set up for a low TU sweeper or something else heavily controlling. If you meet Aello you will probably need to kill her immediately, before she gets a turn to swap herself for the monster at the back.
There’s also lots of potential with gale dance on monsters that send themselves to the back. Tenguko is one many have mentioned here and it’s probably the best option but I’m sure we will find others and as time goes on there will only be more incredible targets for bringing in with gale dance.
@Dev_VKC This design is super cool, but also absolutely broken without safety measures. The game cannot be kept in balance when things like this are being brought out. I think you at least need to add a 50s restriction from first turn on Gale Dance.
I have had people knock back my rhine. And i can confirm that a roaring entrence rhine is dumb
I think to be fair I should mention that lots of counters exist for some aspect of Aello.
- There are counters to token disruption.
- Gravity field and time freeze block the switch friend move.
- Stun counters will get a turn.
- It’s weak to order enforcer.
- It’s weak to sleep killer.
- It’s weak to stun killer.
- It’s weak to chrono killer.
It also has no immunities or defensive aspects, so if you’re not affected too heavily by the tranquilising entrance then it’s reasonable to disable/kill.
Also, stun absorbers basically block the Reckoning move from being used.
That all said, it’s still ridiculously strong what it does if it’s not getting hard countered and most of these counters don’t cover everything it does. Even just getting a turn with a stun counter and immediately killing Aello means you may have a sleeping ally and two bronzeshells in your team.
Also blocked by time freeze
Yeah and they will fall asleep right after for 300s
Tranquilizing entrance sleep shouldn t be more then 60-80s
300its riduculous
Angelion when it sees Tranquil entrance:
Although Angel can’t do much against this tbh
Initial thoughts: WTF???
Current thoughts after a ranked playing her: LMAOOO WTF???
Congrats @Dev_VKC this one is utterly absurd
Goodnight everyone