Looked like my aegis/bahamuzar opening honestly.
I think in a sleep team he offers a lot more consistency which is the biggest weakness of sleep. I think polareon is still better for sheer power but he’s pretty good.
Pair him with a give turn and he becomes a very solid sweeper and a support combined, all with low cooldown.
More often than not you’ll run out of rockoids before he dies
I beat them all using don penguini. I used 3 stun bombers (1 with summon stunner) and then don penguini. I did beat them by using accelerate team first and then summon stunner, stun bomb(all until don is left) and then i killed 1 monster while the others are stunned for a long time.
tried to make use of my new team ~ Assisted Lightning lineup into Assisted Holy Lineup into “random crap cause I lack the points to add the lineup I want” Lineup :lol:
went very well till it got down to the last part of my team that I could not properly complete due to Cost issues :unsure: in the end Serapheon was the last one standing.
lost like 6 monsters against the enemies last 4 mons
HOLY: Aurodragon, Ultimadragon, Anuburam, Sanctilion, Serapheon, The angel heal all/stun entrance mon, Twin knock back holy mon
RANDOM FILL: Mossgolem (grass tank stun absorb & hold ground), a 1 point poison revenge monster into flareveren.
… gotta work out the last bit perhaps remove the twin knockback / unwanted friend one as they’re no longer as useful since the AI is aware what it should be doing and use the extra cost to create a poison / timestrike sort of ending lineup.
I beat it first try. Literally just brute forced them down with my triple assist lineup. Thank god Wraithcaptain doesn’t have Hold ground, he cloned 4 times that battle and had to just nuke him with Cryokaizer spam + team turn / give turn.
Got pretty lucky as each time I got full 4 same-element mons when I used my cryo/hydro kaizer, ouroburn and Don/Velocirex. Im actually starting to feel the pain of the give turn nerf. You won’t notice it as much in PvP, but against AI, you can keep the stun immune give turners on the field for quite a long time, and usually hit the 5-use limit right when you need just one more use for a critical play.