The problem isn’t that there aren’t stun immune monsters, it’s that if you decide to use anything other than stun immune monsters then you’ll very easily be beaten by stun. The result is it reduces diversity in the game.
Just look at how to deal with poison/sleep… many monsters that immediately undo them on entrance or death. A simple 50TU purify and you undo it too. Stun has nothing like that at all, only protection if you have the right monster on the battlefield at the right moment. The stun protection we have in the game works well when it’s there but it’s too easy to pick apart a team so they’re not there any more before the stun hits
Side note: I think we should all have some appreciation for @Dev_VKC clearly implementing a lot of what we’re asking for. A lot of things can get missed so here’s the recent stuff:
Wraithhost getting backbite (stun immune + HG)
Jawshank getting rescuing give turn (roaring entrance)
Supershell, an epic stun absorber for plant union teams we all got
Jocodragon and Spectrefox (s), two powerful SE stun absorbers we all got
Pitayagon, a tanky stun protector with no killer weaknesses and unmovable for link earth/fire
Lunactia, a tanky stun immune monster that can pullback teammates
Nightingale, a roaring entrance monster with dual rescuing give turn
Abyssoldier Poseidon, a stun counter with situational massive defence + camouflage we can all buy
Sharkrex, a very tanky stun immune SE with no killer weaknesses and backbite
I use poison and stun and I can tell you that I am very far from the level of certain who does not use stun. and if I want to fight against some who have put a fortune in the game I have to use all my weapons and that is not enough all the time.
I feel like that’s a bit too personal. A bunch of people on the forum use stun lock teams. It’s good when they share their opinions too. It doesn’t change the fact of whether stun is a problem or not, just makes arguing the case that it is a bit harder
I always wanted a monster with a LITERAL Stun Counter. As in, when it gets stunned, it nullifies its effects and the monster who stunned it gets its seconds increased by a corresponding amount.
Other things to fight Stun, imho, could be:
• reworking Deathgazer so that its entrance reduces seconds by 100, and only affects allies whose seconds are above 130
• a Stun Absorber that grants a Team Turn everytime it’s stunned above 400sec by an enemy
• make more monsters that can increase Stun resistance/grant temporary Stun Immunity, similarly to Ankara
Many years ago team turn monsters dominated the meta, so chrono killer was born. We also needed a counter to the new overwatch mechanic. Additionally, poison was quite dominant and powerful. That’s basically what created Chromera, the very effective counter to the meta monsters. Searguard is the SE version that only counters one of the two archetypes, but has aged better since chrono targets just kept going up and it only needs one kill for the blood move.
Chrono killer and Chromera really got a handle on the TT monsters but they were still seeing too much play years into the game so that’s why we got the change that 50s need to pass until you can TT.
I thought of this as one of the 400s stun absorber ideas too but it makes it weak to chrono killer, which people may not like. I do think it’s a good idea though. The other ideas are great too.
I’m gonna bring it up again even tho everyone shot it down about a year ago, an absorber that gives everyone 80-100 sec of stun guard when killed by an enemy. It would be perfect for helping to shut down stun
I honestly think stun guard when stunned once would work just as a default. Stunners would still be worth running, but it would be more of an inconvenience to the enemy than an outright game winner. Or at least a certain time frame of it
in fact. the metadata without stun immunity currently used in pvp is too powerful. I can’t imagine how a team without stun can compete with the increasingly powerful mythical team.
I can deal with mythic teams by using high damage moves and piercing but a lot of other mons that are good against teams with just legendaries don’t have enough damage output.
I think if the devs nerf stun they should deal with some of the more powerful mythics like cynthia, leira, etc. or reduce the ss cost on a ton of legendaries.