Alright, that’s a pretty decent strategy, but I’m detecting some flaws. First and absolute foremost, you’re going to be at a major disadvantage if the enemy front has a stun absorber, since you have no means at all of dealing with it. There are 2 viable and easy solutions. Either 1) Bring Remus or Parasardon in the front if you have one of them, they’re fairly fast and can knock enemies back to the end of queue. You can simply kick the absorber off the field, and get stunning, only problem is that if they don’t die afterward, they’ll probably take up space in your front. Or 2) Bring Galvbane in the front. He can get rid of tanks with protector killer and even sweep afterwards. But there are two problems with him- most tanks take 2-3 hits to go down, so it might take a while to get the stun protection down. Also, he’s useless against leogeist and Bitterbeast, absorbers that aren’t protectors. Both options have their shortcomings, but your front is sure to do significantly better with a way to expose the enemy to stun.
Next problem is dinoraider. Specifically, the recoil. I’d be willing to bet a lot of your kill streaks revolving around him have been cut short due to him killing himself of recoil. I’m assuming you plan to use one on one after the stun locks have disappeared to disadvantage the enemy further. But a lot of the time Dino doesn’t even survive that long, am I right? So I think it’s time to look at a different option. I think you should replace dino(and ditch a stun burster, 6 is a little overkill) with Shadowstalker and your choice of a SE sleeper. Once the stun lock is up, you can pick enemies off one at a time with 3 of the Monsters stun locked, by sleeping each one that comes in and dreamhunting it. Optionally, you can use TDS, which will break stun locks, but allow your SE sleeper to start sweeping without the pesky recoil. Either way, once the stun locks are gone you can simply start putting everything to sleep with shadow, transitioning straight from a stun lock to a sleep lock. Make sure you don’t leave an enemy sleeping too long, or it might wake up at just the wrong time.
A couple more little problems too. Did you know that Cyberwyrm and use sendback on itself and score a second stunning entrance? Thing is, he can’t really do that if he’s the last one in queue and there’s no line left to retreat into. And truth be told, I don’t think Onikage is going to do much for you, so I’d say he’s the one that Remus/para/galv should replace. He’s just too slow.
Another thing I want to point out is that you’ll have to prioritize ultra evolution, because a lot of these monsters are missing out on their full potential. For your legends, I think Shadow and Cyber should be first in line, because Shadow gets Hold Ground, a highly useful skill especially since it can heal itself with dreamhunt, and Cyber gets upgraded to shocking entrance, which stunts for 160 instead of 80. So he can essentially replace one of your bursters, stun for slightly more, get off the field quicker, and retreat back to the end for another stun later. Pretty much all of your legends need an upgrade, though. For super epics, go with your tanks. They can get even bulkier, and pick up stealth, a very nifty support move. But one thing- never EVER evolve your SE sleepers, they go from single sleep to sleep all. Sounds good, right? Except that the odds for each enemy are drastically lower, I think about 20%, and also the time value is increased to 200. While it has more potential to shut down big parts of the team(emphasis on POTENTIAL), it’s nowhere near as reliable as single sleep, which has a 60% chance. When everything on the enemy side is asleep except for a purifier, you want the move that’s more likely to shut that purifier down, which is why single sleep in considered superior. Anyway, if you’re ever willing to do epics, the only ones that are really worth your time are the cloners, Seabark and Beetlebrave. The cloners pick up stun revenge, which when paired with clone can create a theoretically endless chain of stuns, super useful. Seabark becomes stun immune, which paired with gt has way more value than you might think. And beetlebrave picks up stun bomb(that got your attention, right?), making him an even more versatile option. If you put him on the fl instead of steed, he could even give a turn to Remus/para for a second round of knock back if the situation calls for it. Truly a versatile option, albeit risky due to sleep killer and chrono killer. Ultra evolving is about to get a whole lot easier too, since the tickets and keys are about to be sped way up. So definitely stay on top of it, don’t let your tickets max out, and keep evolving.