KD's Every legendary reviewed


#1

Preface

Got a new legendary and wondering what it does or how to use it? This guide is designed to answer exactly that! I won’t be detailing in extreme length or telling you exactly how good a monster is because things change over time depending on the new monsters coming into the game. However, I can give a brief overview of the moveset on each monster and give some ideas for where it can be useful in a team. Each legendary monster has a purpose in the game but many of them are not clear or have aspects that are hard to value. Hopefully this guide will inspire you to think about your team building some more and to play around with everything you have!

Similar to my Legendaries listed + stats guide, I will be ordering the monsters in terms of their element and then alphabetical. To look for specific monsters you can also use the search function within this page. Here are links to particular posts:
Post 1 - Earth legendaries
Post 2 - Fire legendaries
Post 3 - Holy legendaries
Post 4 - Shadow legendaries
Post 5 - Storm legendaries
Post 6 - Water legendaries

For some monsters I have added a link to a post on the forum where I’ve gone into further detail. Sometimes when a new monster has been released I’m inspired to write about what I think it does and will be good for. However, bear in mind that these detailed posts are written at the time the monster is released so any later nerfs/buffs, combos, etc. will not be included there. If anything contradicts what is written here in this guide then believe what’s written here (I will not be updating all those old posts).

Additionally, if you want to see moveset details and such then I recommend you search for the monster on the Neo Monsters Wikia. I will not be listing movesets or stats here except for when specific bits are being highlighted.


Killerdog's guides
KD's Legendaries listed + stats
#2

Earth legendaries

Bahamuzar
The main feature on this monster is its ability to create 6 rockoids for a throw team. It is also surprisingly tanky because of its good defence and high health, which makes it fit the role of being a support monster nicely. You’ll find that “throw” doesn’t do much damage to buffed monsters in PvE but the poison immunity means you can use Bahamuzar to counter specific challenges where there are lots of poison monsters. It is very important to have the secret skill unlocked so Baha has some threatening damage potential. Swift double catapult requires a rockoid at the back so I highly recommend having some monsters beforehand that will leave a rockoid at the back so Baha can swift double catapult before using summon swarm.

Bazilogon
This monster is all about the 400s novablast move, which will kill everything it touches. Bazilogon works as a support monster for 400s then switches to be a killer with novablast and bloodthirst. Passing 400s is hard and requires building your team around time-passing strategies like one-on-one and stun. Probably the most effective way to do this is one-on-one which will pass 320s and Bazil can follow up with stun blitz to pass another 100s. This is easiest to do in a front line and, when combined with other monsters that benefit from passing time, can be a very strong strategy in PvE. In PvP you may find the strong teams have counters to this stuff. Stealth all is incredibly useful in a lot of situations too, so don’t forget Bazil has it! If you use this monster without building around it you’ll find it quite bad.

Dragaia
One of the last biters in this game, it is exceptionally strong in the early-mid stages of the game content when used alone in a team or with a team built around stunning the opponents lots, accelerating it then leaving it by itself. However, in the tougher content and in PvP it will often face some trouble with entrance/revenge passives from other monsters so you can’t rely on it completely. It is best used at the end of the team with roughly 2-3 monsters in front that can sacrifice themselves or one that can backstab (kill teammates) in order to leave Dragaia by itself, preferably accelerated. Lifeflip is there to help it survive until it is last. The secret skill can help do the final bit of the setup but it adds +3 onto the cost so I would personally advise saving your team cost for other legendaries and being as minimal as you can with the setup for it while still making it reliable (e.g. 1 stun burst/accelerate and Deathwarg).

Emeraldeus
On the surface this monster looks like a bloodfury killer which is awkward to kill. However, the most unique thing about it is deathmark, which will kill any monster even if they’re shielded or super buffed (e.g. Ultimate Challenge). Therefore, this monster will combo very nicely with any sleep monsters because you can deathmark them once they’re asleep and they will die at a later time when you have your monsters ready to instantly kill/sleep the next one that comes in. Emeraldeus does also have the potential for killing things with its lovely bloodfury and the SS if you can set up the link earth. Outside of deathmark-sleep it can become a huge threat once it’s got a kill so if you’re using it without sleep around then I recommend building in a way you can put a monster to hold ground for it to kill or a link earth setup for the SS.

Emeraldont
This monster is another supportive throw monster, like Bahamuzar. It can often create a rockoid when it first enters, allowing you to use the secret skill immediately sometimes without any prior setup. This monster has been loved by many for having stun absorb with no weakness to any “killer” move. For that reason and the fact it has both high defence and health, it’s tough to kill! The reckless attack move does suprisingly good damage, but in general this monster doesn’t have lots in the way of offence. It’s mostly a useful tool for people with lots of strong legendaries, for use in PvP. It offers stun protection that’s difficult to remove and some reasonable damage threat if left alone.

Geomagnus
This monster has two major things going for it. The first is stun immunity + bloodfury with a reliable way to charge bloodfury, this is a very dangerous combination for a monster to have and makes it incredibly effective when there’s a lot of incoming stun. The other thing is what backstab can do for your team. At only 60TU this move can help you kill your way through your team very quickly to set up particular combos of monsters and can even be used on himself to get him out of the way if needed. A very common strategy this is used for is next to shocking entrance monsters so you use them to stun the enemy team as you backstab the other things and create a line-up including monsters that can sleep lock the enemy team. The shockers created the opening required to start the sleep lock and Geo set it up. Otherwise, backstab is incredibly useful for quickly clearing any of your monsters that get disabled (e.g. stunned to 400s+) and controlling when entrance passive monsters come in. On the whole, this monster has a lot to offer in PvP to help control the match and is a great sweeper for PvE.

Grovodeus
This monster is an interesting mix of damage and defence. It’s important to get the Spriggolo on the field before using protect focus. What’s also very important is to use Grovodeus around lots of sweepers, so they can kill off the enemy monsters which threaten to kill Grovodeus quickly. If you can get rid of these enemies and then protect focus he will protect your team very nicely. The stun immunity is mainly for his SS which opens up the use of him as a slight counter to incoming stun, but only if he can survive long enough. Don’t doubt the strength of pull back, which can be used to get a second entrance passive from a monster and can even be used to get a second Spriggolo (although not advisable in most cases).

Megaiasloth
With pretty much the slowest speed in the game, this monster has the highest combination of health and defence without including protect focus! Needless to say it survives well and provides immediate protection with auto-protect. It can kill with exhausting attack and you should get hit by the time it has another move, making the falling asleep not matter. All this really means is you can’t use it as a sweeper with give turn monsters as well as it’s weakness to dreamhunt monsters. Sleep killer is pretty much pointless because of its low attack stat. This monster is great for supporting sweepers in link earth teams where it can keep itself alive even better.

Oakthulu
This monster has a huge number of things to offer: auto-poison for poison teams, brilliant ability to survive with a 100TU good damage and heal, double survivor sweeping for one-on-one front lines / stun teams and a huge 150s stun. The only thing Oak lacks is a way to poison monsters that are already on the field. That points out most of the things about him but two things you may not think/know about are: 1 - that Oak is a brilliant counter to many storm monsters in PvP, it will one-shot them with double poison siphon with both targets poisoned and 2 - double repulse is incredibly useful not just for setting up poison moves but also messing up monsters with charged blood moves or protectors that have used protect teammates. I recommend you carefully use double repulse rather than spamming it first attack.

Sanctistag
The main thing about Sanctistag is the very unique combination of camouflage + auto-protect which is a counter to an extremely large number of things, mainly all double attacks. Other things include one-on-one, no weakness to assassinate and the general camouflage benefits like can’t be hit by hit all attacks, stun flash, etc. However, on the flip side this monster has practically no form of damage output. Instead what you have is an extremely powerful sleep all (40% chance, 130TU) and a couple of useful support moves. This monster won’t give you ultimate protection or support but when positioned well with some good sweepers it can make those sweepers a nightmare to kill and can lock down the opponent with sleep all if not killed or if it’s accelerated. The secret skill is mainly for use as a counter to one-on-one strategies, so add it at your discretion.

Sarcrosphinx
This monster mainly works best as support for the other mortar monsters. This is where the secret skill comes into play nicely as an extremely fast way of speeding them all up. Load all is incredibly situational and you probably won’t be using it outside of very particular combos like with Gryphking or a team turn but it may be something worth playing around with. What’s interesting is it does load itself with load all, so you can infinitely use that. The damage options are useful and the monster tanks well but it’s slower than many other monsters to get the attacks out so Sarcro is typically just for those mortar sections of teams where it will perform well.

Terragar
This monster can survive brilliantly with the reasonably tanky stats, hold ground and 100TU healing. The healing can even be used on other monsters and there are no shortage of rockoids. There is a lot this monster can do for a team but the throw damage is not the best so it typically works more like a support monster with mediocre damage until double survivor is charged. It can actually work very nicely in front line one-on-one strategies due to the secret skill allowing rockoids to be spawned without even the restriction of link. In throw teams Terragar adds a huge number of rockoids, far more than it needs, which can really help out other monsters.

Tezcacoatl
This monster is really complicated so I’m not surprised if you’ve come here to read this. The first thing to note is that to properly utilise this monster you’re going to need extra rockoids created by other monsters and you’ll probably want a link earth section of your team so you can create 3 from it too. Where gravity field comes into play is that the opponent cannot disrupt your throw strategy by knocking back one of your monsters (forcing you to sacrifice it to get to your rockoids). However, it’s also incredibly useful for Tezca because once you’ve charged it there’s less they can do to stop it. You’ll need 4 charges to do one-shot damage to things (more against buffed enemies) but while you do so Tezca is healing incredibly frequently and therefore hard to kill. It’s important to have these extra rockoids for quick heals later on, which may be a reason to start attacking once you get to 3 charges. Power strike is the general go-to attack that doesn’t need explaining. Devastate does the same damage as power strike but to the whole field (other than Tezca), which is where it gets complicated. Particular combos with this strategy are overwatch, monsters with “desperate” attacks, monsters with revenges like stun revenge or monsters with nasty entrances which come in as you devastate. Additionally, it can work with cloning monsters where it matters less that you’re killing them off. I hope that gives you enough to go with.

Tiamazus
This monster is all about the auto-poison passive, which poisons every enemy monster when they enter the field. Additionally, Tiamazus can poison at only 50TU with poison touch and with stun immunity it’s very hard for the opponent to prevent that. The result is that this monster can support poison teams very well. The knockback can be used to remove any problem monsters, albeit slowly. Due to the high attack stat Tia will do more damage than most with poison eater but it’s still quite a weak move that is quite slow (160TU). Due to this mediocre sweeping potential and low speed stat it can be hard for this monster to perform as a damage option, but it can fit nicely into poison teams as support.

Timberlord
This monster can hit all enemies faster than almost any other monster (50TU), which is the main use of it. However, this gets through rockoids incredibly quickly so you need to have many rockoids created in advance or have a reliable way to spawn them in order to properly utilise Timberlord. An interesting way of doing this is to use Timberlord at the back of the team where it can be in the battle with rockoids and use avenge summon as rockoids get killed off (they will because of their auto-protect). While using this monster you want to make sure there is a good stock of rockoids at the back of the team because if you ever get caught without rockoids and you can’t spawn some you’ll be forced to use ultrastone. Payback revenge is the thing which keeps this monster in balance with other legendaries and the SS is great for supporting the team at only one extra cost. Timberlord should be used almost solely in throw teams, or at least teams revolving around rockoids, and it can either support by creating more rockoids or provide frequent supporting damage.

Tricranium
Tricranium is tanky and frequently creates a shield on itself, making it tough to kill. On top of that it has stun immunity which makes it relentless and when it does die the enemy has to take a payback revenge. It’s very hard for the opponent to deal with and can deal good damage as well as infinitely spawn rockoids. It benefits greatly from being potted and accelerated as this makes it a larger threat and more useful. It is technically better to be focusing on rear load mortar because then you can use hellfire mortar every 160TU (30+50+30+50) with two shields in there rather than 180TU with the standard load mortar and one shield. For this reason it can be quite weird to use alongside other throw monsters because it’s tempting to use up all your rockoids quickly then Tricra becomes simply a rockoid generator. This rockoid generation does support throw teams nicely but don’t get tricked into thinking this is the only use, the monster works just as well outside of throw teams. Since the monster itself is not a huge threat for opponents, I’d recommend using it alongside sweepers or other powerful monsters so that it can do its regular hits to damage the enemy team. If they do decide they need to kill it they’re putting themselves at a huge disadvantage as they’ll need to get through the shields, all the while taking hits from your sweepers. It’s great to have at least one rockoid at the back of the team before this enters, otherwise it’s slow to get going. The secret skill can be great for keeping your other monsters alive but will not fit every team.


#3

Fire legendaries

Apollorexus
This monster is a bit unusual because it’s got survivor but not much to help it survive for 300s and low attack. However, the survivor is only 80TU rather than the usual 130TU. The main unique thing this monster adds to teams is the high speed with accelerate and instant shield ally. In a front line it can do both of these things before any other monster gets a turn then can be killed off via backstab/cannibalise to charge retribution or other moves for your team. Alternatively, it can be kept alive to be used for survivor later on and always make a good trade with its death revenge, but typically other monsters do this better.

Ashterios
The monster is all about the link bloodbite, which will become a one-shot after just one kill and heal you for 1/4 of the damage dealt. On a monster with hold ground and a secret skill which deals insane damage, it makes Ashterios a solid sweeper for any link fire team. Purify is a nice touch and chrono killer can help get the first kill but the majority of the time you’ll want the secret skill for a reliable kill and you’ll have to be playing link fire. Outside of link fire Ashterios has very little to offer and the only other obvious negative is that it has quite low speed which makes it have far less impact than some other monsters. Ashterios benefits more than other sweepers from being accelerated because of the healing from each attack.

Astrogolem
Where this monster really stands out as unique is with sacrifice load mortar, which can be used on any token monster to instantly load+shield for the 50TU fastbreaker mortar that can easily kill things. Between the shielding and the stun immunity, this monster is incredibly hard to kill if it has many tokens as food. Therefore, it is sensible to use it at the back of your team when you have other monsters who create an excess of rockoids. It can also be used effectively in combos with other mortar monsters, stunt double monsters or others that may arise. If you’re using the generic load mortar move it is typically a bit slow and doesn’t have as much to offer as other monsters even though it has stun immunity. Stun mortar is a very situational move that you’d probably use just to ensure a particular enemy doesn’t get a turn before one of yours. The secret skill is situational too, best used if you’re doing combos with non-mortar monsters (because they can already shield themselves).

Bovolcus
This is a very complicated monster with a lot of unique things to offer. Deathmatch mode is the signature move which is extremely situational but has some interesting combos (the most obvious being with a healer) and is mainly useful in places like fighting against super buffed monsters or in PvP where it can make a very significant impact on the battle. The most reliable use of this monster is its high speed with instant shield ally and slayerbane, both making a good impact very quickly and can set up deathmatch mode very nicely. Purify is always nice on a fast monster too. Double bloodthirst may seem like a weird move for the monster but what it does is massively increase the versatility, particularly in PvP where slayerbane can more easily get kills. After just one kill double bloodthirst will do considerable damage to two targets so Bovolcus can very often work as a sweeper when required. Poison revenge is there to kill monsters that have been brought to 1HP with deathmatch mode and actually makes Bovolcus a great target for cannibalise straight after using the signature move because the poison will bypass any revenge passives of the enemies.

Burnsalot
This monster is typically slower at killing than other monsters and has a slow entrance speed. However, it creates a huge number of rockoids so works very nicely in teams that want this, can be sped up considerably with any give turn monsters around and the energy charge skill will fully heal it at only 50TU so it is difficult for the opponent to prevent the double energy burst once it gets a turn. Double energy burst does considerable damage which makes it reliable for killing buffed monsters.

Crimseias
This is a slightly complicated monster. The main use is the toxic give turn which is a faster version of give turn (130TU instead of 160TU) that will also remove sleep of allies or set up things like detox moves, one-on-one or sleep bomb. It’s great to use on poison immune monsters too. The combination of stun immunity + toxic give turn makes Crimseias an extremely effective give turn monster. Another big reason to use this monster is the mirror revenge which can be useful in certain content like against buffed monsters because you get them with their buff. In PvP people will typically not give you something good with mirror revenge so it’s not a reason to pick it. Survivor is for the times it survives a while and deals nice damage because of Crim’s 5150 atk. Vile rage is for a very small set of combos or for killing off particular teammates (tokens or drawing AI poison attacks), you won’t use it much. The secret skill is for situational use but is reasonable if you have the extra team cost to spare.

Deodragon
This monster can deal high damage to the whole enemy team, but energy blast will not one-shot unless you charge twice. Deodragon is highly reliant on the secret skill so it can come in and make a big impact very quickly. The secret skill cannot be used near the start of the battle so Deodragon must be placed further back in a team where the surrounding monsters would be helped by a quick hit on the entire enemy team. Alternatively, you can focus on doing a double charge before using the energy burst to get kills for Deodragon and then use it as a stun immune sweeper with bloodthirst. However, you’ll probably want a way to give turn to it because the TU of energy blast is high. Deodragon is not a monster you can rely on for killing monsters but it can be used as a tool for turning the tide very effectively.

Dolpheonix
This monster is an unusual mix of damage and support. Timestrike double is great for getting kills and will deal damage based on the highest number of seconds out of the two targets so as long as one enemy is stunned you can pick any other target you like. The unique thing about Dolph is being able to use rockoids to stun the enemy team and let your other monsters get attacks while the enemies are not. If you can create many rockoids from other sources this can an extremely effective way to control the match. If the enemy team has two stun absorbers the stun grenades will very easily incapacitate their team and you’re probably better off not killing them with timestrike double. It can sometimes be a little hard to get the right balance on Dolph between stunning enemies and killing them, it takes practice and depends on your other monsters out at the time.

Doomengine
This monster can be a lot of fun to use or it can feel a bit cheap, depends on your taste. It’s incredible simple to use with the structured moveset blood clone next -> stealth teammate -> 150s twin bomb. It’s very rare you want to do anything else, but the secret skill can open up the option for a single-target attack (gets past the weakness of stealth/camouflage) as well as a slightly sooner bomb if you’re able to skip 30s after cloning. Like most cloning monsters this can benefit greatly from any reincarnation strategy (using other monsters to create extra copies of them).

Flarevern
This monster is all about the auto-poison passive, which poisons every enemy monster when they enter the field. Additionally, Flarevern can poison at only 50TU with poison touch and with stun immunity it’s very hard for the opponent to prevent that. The result is that this monster can support poison teams very well. The knockback can be used to remove any problem monsters, albeit slowly. Due to the high attack stat Flarevern will do more damage than most with poison eater but it’s still quite a weak move that is quite slow (160TU). Due to this mediocre sweeping potential and low speed stat it can be hard for this monster to perform as a damage option, but it can fit nicely into poison teams as support.

Hellfox
The unique part of Hellfox is the secret skill: rebirth. While restricted to only being used after one kill, it counts as a second kill which will instantly charge both double retribution and bloodthirst while allowing the rebirthed monster to use any single-use skill again. Good targets for rebirth are any monster with an incredibly powerful entrance/revenge (as long as the revenge will trigger correctly) or a monster with an incredibly strong skill like team turn or stun wave that has already used it. In rare cases you can use it to rebirth a monster that has been stunned high or one that is asleep. Other than the strong SS, Hellfox can be a little awkward because of the restrictive moveset. Hellfox must get one kill before it can do lots of good and that usually requires a double retribution. You’ll need to create your team carefully with things like stun double, cannibalise or other more unusual setups so that double retribution is hopefully ready on Hell’s first turn. Payback revenge is a brilliant passive but with 160TU on double retribution and no stun immunity you’ll need to help Hellfox to either get more turns or protect it from getting stunned in order to properly utilise the moveset.

Jingledragon
With reasonable speed, hold ground and an instant heal to charge the double confident strike this monster can quite reliably give you some value no matter where you put it. It mostly works as a sweeper but confident strike damage won’t be strong enough for a lot of the PvE content and it relies heavily on keeping at full health (double damage when >99%). Jingle doesn’t offer anything unique and is quite simple; it shouldn’t need any further explanation. All I’ll say is that, from practice, the secret skill is almost essential.

Kamishogun
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Kattmmander
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Lavaronix
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Magmarinus
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Shivadragon
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Solariel
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Solblaze
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Tridrakhan
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Vulcaroth
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#4

Holy legendaries
Legendary name Common nickname Stat arrangement Speed Cost Y/S/N
Aegisdragon Aegis stan def 25% -
Aurodragon Auro round 39% 15N
Blitzdyr Blitz (not SE Blitzdragon) full atk 58% 15S
Celestrion holy shocker full atk 68% -
Chronotitan - full atk 77% 15S
Chronozeros Zeros full atk 22% 15N
Dusicyon Dusic stan def 43% 16Y
Gloreonix Glory full atk 67% 16N
Heavenswyrm Heaven round 81% 14Y
Metatherion Meta round 25% 14S
Midasdragon Midas full atk 51% 16S
Mojinator Moji (not Moji 1*) full def 29% 14Y
Omegasdragon Omegas / holy AP full atk 38% -
Prismaryx Prisma stan atk 60% 15S
Regalion Regal stan def 58% 15Y
Sanctallion Sancta (different to Sancti) full atk 57% 14Y
Serapheon - stan def 22% -
Shadowhunter holy sleeper full atk 28% -
Sweetfeather Sweet round 39% 15Y(?)
Tinkerclaus Tinker stan atk 39% 15S
Ultimadragon Ultima round 36% 15N
Utopion Uto full def 25% 16N
Valzareign Valza stan atk 46% 15S


#5

Shadow legendaries
Legendary name Common nickname Stat arrangement Speed Cost Y/S/N
Ankoudragon Ankou full atk 37% 16N
Atrahasis Atra stan atk 42% 16Y
Azrazel Azra full atk 77% 16S
Banedragon Bane full atk 34% -
Baublebasher Bauble round 76% 15Y
Deathgazer Gazer stan atk 37% 16S
Delugazar Delu / Black beast / BB stan atk 68% 16Y
Galliodragon Gallio stan atk 96% 15S
Geartyrant Gear round 35% 15Y
Nightlord shadow shocker full atk 68% -
Nightrider - full atk 82% 14Y
Noxdragon Nox stan atk 74% 14Y
Oniblade Oni (not monster below) full atk 86% -
Onigeist Oni round 56% 16S
Revenarchion Reven full atk 78% -
Rexotyrant Rexo full atk 63% 15S
Shadowyrm shadow TK full atk 93% 15Y
Skeleviathan Skele full def 84% 16S
Soulstealer SS (confused with secret skill) round 65% -
Taloknight Talo round 97% 14Y
Tenebris Tene full atk 61% 16Y
Terrordragon Terror stan atk 39% 16S
Tortogeist Turtle / Torto stan def 28% 16N
Voodoom Voo full def 33% 15S
Wraithhost - round 59% 15Y(?)
Zhulong Zhu stan atk 67% 16Y


#6

Storm legendaries
Legendary name Common nickname Stat arrangement Speed Cost Y/S/N
Albakhan Alba stan atk 59% 15S
Bunkerbeast Bunker round 87% 16Y
Chromera Chrome stan atk 42% 16S
Cosmodragon Cosmo full atk 32% 15Y
Cybereon storm shocker full atk 68% -
Drakozord Z Drako stan def 82% -
Goldtail Gold full atk 25% -
Gryphking Gryph stan def 76% 16Y
Leogeist Leo round 99% -
Lunartic Luna round 23% 15S
Malwing - full atk 44% 15Y
Motordragon Motor full atk 30% -
Raizen - round 66% 16Y
Shurikaizer Shuri stan atk 69% 14Y
Stratustrike Stratu stan atk 82% 15Y
The Godfeather storm last biter full atk 55% 14Y
The Penguinator Peng stan atk 35% -
The Saintfeather Saint stan atk 52% 15S(?)
Tyogoron - stan atk 60% 16S


#7

Water legendaries
Legendary name Common nickname Stat arrangement Speed Cost Y/S/N
Azuraidos Azura stan atk 71% 15Y
Cryokaizer Cryo full atk 57% 14Y
Cyclozar Cyclo full atk 86% 16N
Icefang Ice stan atk 51% -
Gyomurai Gyo stan atk 63% 15Y
Jawshank - stan atk 37% -
Kamiwyrm water TK full atk 93% 15Y
Mechaviathan Mecha / water TT stan def 32% -
Nebelronix Nebel full atk 32% 14N
Polaboss Pola (not monster below) stan atk 83% 15N
Polareon - stan atk 37% 14Y(?)
Sobeking Sobek round 83% 15S
Stormloch water sleeper full atk 28% -
Tagosenshi Tago round 38% 15S
Triviathan Trivia full atk 46% 15N
Warca - round 52% 14Y
Wraithcaptain - full atk 38% -
Ziberius Zib round 81% 16S


#8

Please leave any comments you have in this thread here:
https://www.neomonstersforum.com/t/feedback-thread-for-killerdogs-guides/15934

See my main thread for more information/tips:
https://www.neomonstersforum.com/t/killerdogs-guides/15936/1