KD's Monster Analysis (also in-game)

Preface

Got a new monster 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. Every monster, especially legendaries and mythics, 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!

All this analysis is also available in-game in the monsterdex when taking a look at any monster you’ve seen. Analysis is only done on the final forms of monsters, except where monsters completely change moveset as they evolve (the four starters are an example). You will need to see/obtain the final form in the game in order to see the analysis in the game.

Monster reviews (YouTube)

Alongside this guide, there is a video series I have on YouTube which reviews the monsters the year they come out. These focus on the strengths of each monster, where they fit into teams and lots of analysis into archetypes being built and synergy between monsters. I highly recommend you check them out to understand the monsters better:

2019 (monsterdex #1500-1750)
Earth - Fire - Holy - Shadow - Storm - Water

2020 (monsterdex #1750-2040)
Earth - Fire - Holy - Shadow - Storm - Water

Index

The monsters are ordered by their monsterdex number. To look for specific monsters you can also use the search function within this page. They are grouped in sections of 10 but some of the numbers are not quite 10 because only the final forms are given analysis. The exact numbers on these sections show what is included there. E.g. Stegy, Stegodon and Stegotops are numbers 298-300 but are in the 301-350 post because their final form is monsterdex #301.

Here are links to particular posts:

Monsterdex #1-500

Post 1 - Monsterdex #1-50
Post 2 - Monsterdex #51-100
Post 3 - Monsterdex #101-150
Post 4 - Monsterdex #151-200
Post 5 - Monsterdex #201-250
Post 6 - Monsterdex #251-300
Post 7 - Monsterdex #301-350
Post 8 - Monsterdex #351-400
Post 9 - Monsterdex #401-450
Post 10 - Monsterdex #451-500

Monsterdex #501-1000

Post 11 - Monsterdex #501-550
Post 12 - Monsterdex #551-600
Post 13 - Monsterdex #601-650
Post 14 - Monsterdex #651-700
Post 15 - Monsterdex #701-750
Post 16 - Monsterdex #751-800
Post 17 - Monsterdex #801-850
Post 18 - Monsterdex #851-900
Post 19 - Monsterdex #901-950
Post 20 - Monsterdex #951-1000


Monstedex #1001-1500

Post 21 - Monsterdex #1001-1050
Post 22 - Monsterdex #1051-1100
Post 23 - Monsterdex #1101-1150
Post 24 - Monsterdex #1151-1200
Post 25 - Monsterdex #1201-1250
Post 26 - Monsterdex #1251-1300
Post 27 - Monsterdex #1301-1350
Post 28 - Monsterdex #1351-1400
Post 29 - Monsterdex #1401-1450
Post 30 - Monsterdex #1451-1500

Monsterdex #1501-2000

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Monstedex #2001-2500

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Monsterdex #2501-3000

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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. For seeing stats, secret skill costs and other useful information in an easy reference thread for legendaries and mythics check out my guide Legendaries/Mythics listed + stats.


Monsterdex #1-50


Monsterdex #1-10

Bluetail (#2)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.

Superspark is an efficient move for dealing damage to enemies, while megabolt deals more to a single target. If Bluetail’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Bluetail is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.


Galebat (#4)
This monster is all about poisoning monsters with the fast poison gas move. This has a 57% chance to poison each monster on the battlefield. Poison is great for removing shield or stealth status and monsters with hold ground will die to the poison rather than surviving on 1HP. Galebat can deal good damage to any poisoned enemy with poison eater.

The other moves are simply for damage when you can’t poison enemies or don’t have time to set up the poison.


firebug Bronzeshell (#5)
This is a token monster created by a few different monsters (e.g. Lunartic [#1123]), but it is also a monster that can be obtained and used.

Typically Bronzeshell are created in the enemy team to slow it down. Bronzeshells have too low stats to be useful in most battles so must lifeflip self then reckless attack to kill themselves, which takes time. These can be difficult for many teams to handle. However, there are a number of low TU moves which help like 30TU cannibalise token and 30TU sendback next as well as some monsters which can benefit from tokens like Harleking [#1753]. Harleking will gain huge passive boosts from a Bronzeshell teammate. Broken heart and insomnia prevent easy abuse of creating Bronzeshell in the enemy team then stunning them or putting them to sleep.

When using Bronzeshell yourself it works as a high speed monster with accelerate team that can be utilised by any monster that benefits from having a token teammate. For 1 team cost this can be very efficient. The passives help it to be slightly more reliable than it would otherwise be.


Kentucky (#7)
This monster has an array of basic attack moves and accelerate to make it use them faster. Bolt becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megabolt deals more damage to a single target than megathunder.


rocke Rockoid (#8)
This is a token monster created by many different monsters, often at the back of your team as they enter. However, it is also a monster that can be obtained and used. The tokens are created with half stats, making them die very easily to any damage.

Typically Rockoid are used as sacrifice food for skills such as throw, quick devour and soul shield. These moves will sacrifice the last monster of your team, regardless of what it is, so the Rockoid created there let you use these moves without giving up better monsters in your team. There are also some moves which utilise Rockoid on the field such as sterockoid and cannibalise token. The move stunt double creates a rockoid in the field, setting up these other moves.

Rockoid has the powerful auto-protect passive which redirects moves at a chance of 2/3. In most cases this passive helps it get in the way of enemy attacks that are trying to hit your more important monsters. This becomes very useful if you are left with a large number of Rockoid at the back of your team while you still have a couple of powerful monsters left. They can do the killing while the Rockoid act as a wall.

When using Rockoid yourself it is best used as a very cheap auto-protect monster. It will often be killed first, therefore is useful to charge moves like retribution with very little effort. It is a popular choice for the 16th slot in a team as it can be sacrifice food or, if it was never sacrificed, will hopefully protect the last couple of monsters in your team from a hit when it enters.


Mantisword (#9)
This monster has high speed with the powerful one-on-one move. This move lets you create a battle situation where your team has an advantage. For example, sleep immune monsters on your team will stay awake (note that insomnia monsters will still go to sleep). Another way is to let the sleep pass 300s while only one enemy is awake to help charge survivor moves or 400s megabomb. There are many epics and super epics in the game with these moves.

The way to use Mantisword is building around one-on-one and using that move first. While monsters are sleeping, Mantisword can reckless attack to deal good damage to the enemy which is awake. The recoil will slowly kill itself but that is okay because it has used its best move.


Tombguard (#10)
This monster has low stats but is able to give turn to a more powerful monster. It’s also able to switch itself with a monster that has been knocked back to the end of your team.

Give turn is very useful if you are building around a particularly good monster that has a powerful re-usable move. For example, anything with bloodfury or bloodthirst. Getting extra turns on whichever monster that has the best move for the situation can be crucial in a battle. It can also bring anything that has been stunned back into play.

Many veterans in the game will choose to use this at the end of a PvP team because it is very low cost and still makes an impact when it gets a turn.


Monsterdex #11-18

Glaukindle (#12)
This monster has high defence and is able to protect teammates. This will generally let your other monsters survive longer so they can get extra turns. Protecting sweepers can be an effective strategy for winning a battle. Otherwise, Glaukindle has options for hitting different numbers of enemies.

A few attacks can bypass protectors but for the rest it means they will be redirected to hit Glaukindle with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.


moji Moji (#13)
This monster offers useful support with purify and heal all. It is also created by some other monsters, e.g. Gloreonix [#1217]. Broken heart prevents it from being disabled by stun so there is less risk when you create one.

Purify is a fast move that can protect your team very effectively against both sleep and poison. If you need to keep your team protected from these you can continually spam purify to keep Moji getting turns regularly and always able to remove the status effects right after they are put on. Some monsters are particularly weak to poison (e.g. hold ground monsters), so Moji can support them well.

Heal all is very powerful in the right scenario. It’s especially useful with hold ground monsters so you can time the heal to get a large benefit more easily.

Many veterans in the game will choose to use this at the end of a PvP team because it is very low cost and both the support moves can help the monsters in their end-game perform better.


naturale Musharoo (#14)
This monster offers useful support with purify and heal all. It is also required for the Mythic Colloseum limited-time event where it will be exchanged for the appointed mythic.

Purify is a fast move that can protect your team very effectively against both sleep and poison. If you need to keep your team protected from these you can continually spam purify to keep Musharoo getting turns regularly and always able to remove the status effects right after they are put on. Some monsters are particularly weak to poison (e.g. hold ground monsters), so Musharoo can support them well.

Heal all is very powerful in the right scenario. It’s especially useful with hold ground monsters so you can time the heal to get a large benefit more easily.

Many veterans in the game will choose to use this at the end of a PvP team because it is very low cost and both the support moves can help the monsters in their end-game perform better.


Hedgeheat (#16)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Hedgeheat’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


Biteschool (#18)
This monster is all about poisoning monsters with the fast poison gas move. This has a 57% chance to poison each monster on the battlefield. Poison is great for removing shield or stealth status and monsters with hold ground will die to the poison rather than surviving on 1HP. Biteschool can deal good damage to any poisoned enemy with poison eater.

The other moves are simply for damage when you can’t poison enemies or don’t have time to set up the poison.


Monsterdex #19-29

Breezehawk (#21)
This monster is built around timestrike. Timestrike’s damage scales with the current time until the target monster’s next turn. Below 60s makes no difference but then it slowly increases in damage so anything above 150s will be high damage and above 200s should one-shot most enemies (of similar stars).

Stun is the perfect archetype to set up timestrike for high damage but you can also simply skip behind enemies to catch them when they’ve just used a high TU move. Attack boost and accelerate can be used while you’re setting up a stunned enemy or lining up Breezehawk behind enemies to catch them when they’ve just attacked. Attack boost is particularly good for helping timestrike deal better damage.

Some veterans in the game will choose to use this monster for poison combos because it is very low cost and cannibalising it will poison all enemies.


Skullbat (#23)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Skullbat’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


Pterosaur (#25)
This monster has the unique combination of give turn and sleep bomb which no other low star monsters have.

Give turn is very useful if you are building around a particularly good monster that has a powerful re-usable move. For example, anything with bloodfury or bloodthirst. Getting extra turns on whichever monster that has the best move for the situation can be crucial in a battle. It can also bring anything that has been stunned back into play.

Sleep bomb can be used from the second turn onwards. If your monsters are poisoned or sleep immune this effect can be one-sided and extremely powerful for control. It brings in your next monster so if that has purify or will otherwise be strong on the battlefield after things have been put to sleep then it’s an ideal time to use the move.

Many veterans in the game will choose to use this at the end of a PvP team because it is very low cost and still makes an impact when it gets a turn.


Prickster (#27)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Prickster’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


Knighthawk (#29)
This monster has high defence and is able to protect teammates. This will generally let your other monsters survive longer so they can get extra turns. Protecting sweepers can be an effective strategy for winning a battle. Otherwise, Knighthawk has options for hitting different numbers of enemies.

A few attacks can bypass protectors but for the rest it means they will be redirected to hit Knighthawk with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.


Monsterdex #30-40

Seaspine (#31)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Seaspine’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


Scorchtail (#33)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.

Superflare is an efficient move for dealing damage to enemies, while megaflame deals more to a single target. If Scorchtail’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Scorchtail is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.


Jadefish (#35)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.

Superbash is an efficient move for dealing damage to enemies, while megastone deals more to a single target. If Jadefish’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Jadefish is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.


Scaldhorn (#37)
This monster is all about poisoning monsters with the fast poison gas move. This has a 57% chance to poison each monster on the battlefield. Poison is great for removing shield or stealth status and monsters with hold ground will die to the poison rather than surviving on 1HP. Scaldhorn can deal good damage to any poisoned enemy with poison eater.

The other moves are simply for damage when you can’t poison enemies or don’t have time to set up the poison.


Blademantis (#39)
This monster has element massacre, a move which deals high damage if you’re facing multiple enemies of the same element. If there are three or more of the same element then use this move. Otherwise, consider using one of the faster moves for a small amount of damage.

Risky heal is a fast healing move which is best used to save a particularly strong monster that is useful on the battlefield right now. While there is a risk to die, it happens less than half the time so you can often heal something multiple times.


Moogong (#40)
This monster can be obtained and used as normal but is also created by Leira [#2090].

Moogong has high defence and is able to protect teammates. This will generally let your other monsters survive longer so they can get extra turns. Protecting sweepers can be an effective strategy for winning a battle. Otherwise, Moogong has options for hitting different numbers of enemies.

A few attacks can bypass protectors but for the rest it means they will be redirected to hit Moogong with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.


Monsterdex #41-50

Plasmodious (#42)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Plasmodious’ HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


Shisafrost (#43)
This monster is all about survivor, a move with 25% recoil but high damage.

This move requires a lot of time to pass with Shisafrost on the battlefield. In order to pass this time you should use things like stun, sleep or even a mixture. Two stun bursts will pass the 300s you require. It’s very effective to build around multiple survivor monsters at once so once you pass the time they will all be able to sweep. If you accelerate them, have heal all monsters to recover their HP lost from recoil and possibly give turn monsters they can kill through a lot of enemies.


Sanctolamb (#44)
This monster is all about putting enemies to sleep to kill them with dreamhunt.

Sanctolamb’s sleep all has a 30% chance to sleep each enemy, so is likely to put about one enemy to sleep each time it is used. Monsters sleep for 300s. The move is high TU so it’s best if you can give turn to Sanctolamb to use sleep all twice in rapid succession. With some luck, this could put two or more enemies to sleep and your other monsters can focus on the enemies which are awake.

Dreamhunt deals enormous damage to anything that is sleeping. Using multiple monsters with sleep moves and dreamhunt means you can more easily flow between the moves and choose when to sleep more or kill the ones sleeping.


Megascorp (#46)
This monster is all about poisoning monsters with the fast poison gas move. This has a 57% chance to poison each monster on the battlefield. Poison is great for removing shield or stealth status and monsters with hold ground will die to the poison rather than surviving on 1HP. Megascorp can deal good damage to any poisoned enemy with poison eater.

The other moves are simply for damage when you can’t poison enemies or don’t have time to set up the poison.


Bosshorn (#48)
This monster has an array of basic attack moves and accelerate to make it use them faster. Stone becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megastone deals more damage to a single target than megaquake.


Spooker (#50)
This monster is all about poisoning all enemies then dealing high damage to them all with poison massacre.

Poison touch is the best move for quickly poisoning each enemy. If you have other poison monsters the set up can be a lot faster. Ideally, you get all four enemies poisoned but poison massacre can do reasonable damage when only three are poisoned.

If you encounter purify and are unable to poison all enemies then poison sting is more like a basic damage move to do medium damage to one enemy. It can also be used in desperation when you urgently need to damage a particular enemy. Alternatively, if poison massacre is not getting set up you can switch places to remove this monster from the battlefield.


Monsterdex #51-100


Monsterdex #51-59

Bloomfish (#52)
This monster is built around timestrike. Timestrike’s damage scales with the current time until the target monster’s next turn. Below 60s makes no difference but then it slowly increases in damage so anything above 150s will be high damage and above 200s should one-shot most enemies (of similar stars).

Stun is the perfect archetype to set up timestrike for high damage but you can also simply skip behind enemies to catch them when they’ve just used a high TU move. Attack boost and accelerate can be used while you’re setting up a stunned enemy or lining up Bloomfish behind enemies to catch them when they’ve just attacked. Attack boost is particularly good for helping timestrike deal better damage.

Some veterans in the game will choose to use this monster for poison combos because it is very low cost and cannibalising it will poison all enemies.


Volvoxon (#54)
This monster has element massacre, a move which deals high damage if you’re facing multiple enemies of the same element. If there are three or more of the same element then use this move. Otherwise, consider using one of the faster moves for a small amount of damage.

Risky heal is a fast healing move which is best used to save a particularly strong monster that is useful on the battlefield right now. While there is a risk to die, it happens less than half the time so you can often heal something multiple times.


Sledgeskull (#56)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.

Superspite is an efficient move for dealing damage to enemies, while megablight deals more to a single target. If Sledgeskull’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Sledgeskull is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.


Islandcrab (#58)
This monster has protect teammates and hold ground, allowing it to get in the way of multiple attacks aimed at your teammates even if they deal high damage. A few attacks can bypass protectors but for the rest it means they will be redirected to hit Islandcrab with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.

Stealth teammate lets you make a teammate incredibly hard to hit if Islandcrab is protecting. Sendback is useful for getting a second entrance passive from a monster (e.g. stunning entrance) or other niche cases like saving a stunned teammate. If Islandcrab has been repulsed it cannot use protect teammates again so becomes quite useless. You can send itself back to the end of your team to have a better monster on the battlefield instead.


Skullwraith (#59)
This monster is all about dreamhunt, an extremely high damage move.

Skullwraith doesn’t have any way to put enemies to sleep so you must use other monsters for this, e.g. Demihorus [#333] (found on the desert island in the pyramid dungeon). They can focus on inflicting the sleep while Skullwraith kills the sleeping enemies.

Otherwise, Skullwraith has a high attack stat to deal moderate damage with some basic moves.


Monsterdex #60-70

Firequeen (#62)
This monster can sleep enemies with a 30% chance on each one. However, the main unique part is sacrifice summon. This move creates three Rockoids [#8] at the back of your team which other monsters can sacrifice for various effects. Firequeen is a very cheap way to get three rocks.


Gargol (#63)
This monster is all about poisoning monsters with the fast poison gas move. This has a 57% chance to poison each monster on the battlefield. Poison is great for removing shield or stealth status and monsters with hold ground will die to the poison rather than surviving on 1HP. Gargol can deal good damage to any poisoned enemy with poison eater.

The other moves are simply for damage when you can’t poison enemies or don’t have time to set up the poison.


Jerbor (#65)
This monster is built around timestrike. Timestrike’s damage scales with the current time until the target monster’s next turn. Below 60s makes no difference but then it slowly increases in damage so anything above 150s will be high damage and above 200s should one-shot most enemies (of similar stars).

Stun is the perfect archetype to set up timestrike for high damage but you can also simply skip behind enemies to catch them when they’ve just used a high TU move. Attack boost and accelerate can be used while you’re setting up a stunned enemy or lining up Jerbor behind enemies to catch them when they’ve just attacked. Attack boost is particularly good for helping timestrike deal better damage.

Some veterans in the game will choose to use this monster for poison combos because it is very low cost and cannibalising it will poison all enemies.


Moguro (#67)
This monster has a unique moveset with the skill: no guard.

Moguro dies very easily after using this but element massacre becomes excellent for dealing high damage when there are multiple enemies of the same element. In the right scenario, Moguro can deal a lot of damage and it may be worth giving turn to it to use element massacre multiple times.

After using no guard Moguro can protect itself a little with stealth. However, in most cases if you’re using this monster you’re doing it to go for damage dealing.


Goldram (#70)
This monster offers useful support with purify and heal all.

Purify is a fast move that can protect your team very effectively against both sleep and poison. If you need to keep your team protected from these you can continually spam purify to keep Goldram getting turns regularly and always able to remove the status effects right after they are put on. Some monsters are particularly weak to poison (e.g. hold ground monsters), so Goldram can support them well.

Heal all is very powerful in the right scenario. It’s especially useful with hold ground monsters so you can time the heal to get a large benefit more easily.


Monsterdex #71-80

Gigantopede (#72)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.

Superbash is an efficient move for dealing damage to enemies, while megastone deals more to a single target. If Gigantopede’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Gigantopede is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.


Sabreshark (#74)
This monster is all about protector killer.

This move deals high damage to any protect monster for only 70TU. Sabreshark also has very high speed so it can quickly kill a protector to get it out the way for your other monsters to attack what they please. Protectors can mess up many archetypes like sleep and poison which will set up an enemy to kill but then cannot hit that monster around a protector. So having a way to remove protectors is important for many strategies.


Hammertooth (#76)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Hammertooth’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


Solama (#78)
This monster has an array of basic attack moves and accelerate to make it use them faster. Flame becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megaflame deals more damage to a single target than megablaze.


Nautispiral (#80)
This monster is all about survivor, a move with 25% recoil but high damage.

This move requires a lot of time to pass with Nautispiral on the battlefield. In order to pass this time you should use things like stun, sleep or even a mixture. Two stun bursts will pass the 300s you require. It’s very effective to build around multiple survivor monsters at once so once you pass the time they will all be able to sweep. If you accelerate them, have heal all monsters to recover their HP lost from recoil and possibly give turn monsters they can kill through a lot of enemies.


Monsterdex #81-89

Chopperbug (#81)
This monster is able to put enemies to sleep in two different ways, in each case giving you more control over the battle.

Chopperbug’s sleep all has a 30% chance to sleep each enemy. The move is high TU but, with some luck, should put at least one enemy to sleep, disabling the enemy team a little until Chopperbug’s next turn.

Sleep bomb is available from the second turn onwards and you can pass the 100s faster by using superspark. The easiest way to build around it is with a purify monster behind; preferably one with high speed. Hence, you’re able to wake up your team after putting all enemies to sleep. Monsters may die in the time before sleep bomb can be used so try placing the purify monster a couple of slots further back in the team. You don’t have to rely on it, just use it when things line up well.


Toucan (#83)
This monster has element massacre, a move which deals high damage if you’re facing multiple enemies of the same element. If there are three or more of the same element then use this move. Otherwise, consider using one of the faster moves for a small amount of damage.

Risky heal is a fast healing move which is best used to save a particularly strong monster that is useful on the battlefield right now. While there is a risk to die, it happens less than half the time so you can often heal something multiple times.


Flamenix (#85)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.

Superflare is an efficient move for dealing damage to enemies, while megaflame deals more to a single target. If Flamenix’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Flamenix is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.


Freezebear (#88)
This monster has an array of basic attack moves and accelerate to make it use them faster. Splash becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megasplash deals more damage to a single target than megawave.


Blockadus (#89)
This monster has protect teammates and hold ground, allowing it to get in the way of multiple attacks aimed at your teammates even if they deal high damage. A few attacks can bypass protectors but for the rest it means they will be redirected to hit Blockadus with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.

Stealth teammate lets you make a teammate incredibly hard to hit if Blockadus is protecting. Sendback is useful for getting a second entrance passive from a monster (e.g. stunning entrance) or other niche cases like saving a stunned teammate. If Blockadus has been repulsed it cannot use protect teammates again so becomes quite useless. You can send itself back to the end of your team to have a better monster on the battlefield instead.


Monsterdex #90-99

thunderfox Stormfox (#92)
This monster is able to stun all enemies by a very large amount by sacrificing itself.

The stun easily sets up timestrike moves but, more importantly, it gives your team a large space of time where they are free to do what they like without enemies attacking them. This helps you set up combos. It also works more generally if you have any sweepers set up, letting them chain together the killing moves and take out enemies without the enemy team getting any turns. Often it’s best to kill the enemy on lowest current seconds if you’ve stunned the other monsters.

Stun burst sacrifices Stormfox so it’s possible to chain into other monsters. For example, you can use multiple stun burst monsters in a row to repeatedly stun the enemy team. Accelerate team works well in this strategy because it’ll help your teammates make the most of the free time they have and if you place Stormfox in the middle of the stun burst chain there is spare time to do this move before stunning. Building a team like this can be very strong but it can get heavily punished by counters to stun so removing those from the enemy team is important.


Orcoid (#94)
This monster can sleep enemies with a 30% chance on each one. However, the main unique part is sacrifice summon. This move creates three Rockoids [#8] at the back of your team which other monsters can sacrifice for various effects. Orcoid is a very cheap way to get three rocks.


Shrubtooth (#97)
This monster is all about putting enemies to sleep to kill them with dreamhunt.

Shrubtooth’s sleep all has a 30% chance to sleep each enemy, so is likely to put about one enemy to sleep each time it is used. Monsters sleep for 300s. The move is high TU so it’s best if you can give turn to Shrubtooth to use sleep all twice in rapid succession. With some luck, this could put two or more enemies to sleep and your other monsters can focus on the enemies which are awake.

Dreamhunt deals enormous damage to anything that is sleeping. Using multiple monsters with sleep moves and dreamhunt means you can more easily flow between the moves and choose when to sleep more or kill the ones sleeping.


Archeonis (#99)
This monster has an array of basic attack moves and accelerate to make it use them faster. Bolt becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megabolt deals more damage to a single target than megathunder.


Monsterdex #101-150


Monsterdex #100-110

Jabbit (#101)
This monster has an array of basic attack moves and accelerate to make it use them faster. Stone becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megastone deals more damage to a single target than megaquake.


Marspin (#103)
This monster is built around timestrike. Timestrike’s damage scales with the current time until the target monster’s next turn. Below 60s makes no difference but then it slowly increases in damage so anything above 150s will be high damage and above 200s should one-shot most enemies (of similar stars).

Stun is the perfect archetype to set up timestrike for high damage but you can also simply skip behind enemies to catch them when they’ve just used a high TU move. Attack boost and accelerate can be used while you’re setting up a stunned enemy or lining up Marspin behind enemies to catch them when they’ve just attacked. Attack boost is particularly good for helping timestrike deal better damage.

Some veterans in the game will choose to use this monster for poison combos because it is very low cost and cannibalising it will poison all enemies.


clione Clioseraph (#106)
This monster has a variety of support moves to keep your team working smoothly with high defence and HP so it stays alive to use them.

Give turn lets you get turns faster on the teammate that will make the highest impact in that moment. It’s particularly good with monsters that have powerful, high TU moves like assisted (all) or even double bloodthirst. It can also be used to bring a stun absorber back into play after they have been stunned by a lot. Give turn is quite high TU itself but if you have a good target to support it can be excellent.

Purify and heal all are very helpful in situations when you need them. Ultimately you should intend to use this monster for give turn but with these other options as extra versatility.


Bearfist (#107)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.

Superbash is an efficient move for dealing damage to enemies, while megastone deals more to a single target. If Bearfist’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Bearfist is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.


Narlance (#110)
This monster is built around timestrike. Timestrike’s damage scales with the current time until the target monster’s next turn. Below 60s makes no difference but then it slowly increases in damage so anything above 150s will be high damage and above 200s should one-shot most enemies (of similar stars).

Stun is the perfect archetype to set up timestrike for high damage but you can also simply skip behind enemies to catch them when they’ve just used a high TU move. Attack boost and accelerate can be used while you’re setting up a stunned enemy or lining up Narlance behind enemies to catch them when they’ve just attacked. Attack boost is particularly good for helping timestrike deal better damage.


Monsterdex #111-119

Nitrobird (#112)
This monster is all about enrage teammate. While unclear from the monster stats screen, this boosts the damage dealt by +50%. Enrage teammate from legendaries and mythics boosts damage by +100% instead. It also sets the monster’s defence to the minimum amount. Some monsters are able to reach the maximum defence limit with boosts like from the passive “defensive mode” on Rexotyrant [#821]. Minimum defence makes a monster take 4x the damage compared to this maximum defence.

Some monsters do not rely on their defence to fight well. Others you’re able to use alongside protectors to take full advantage of the higher damage they deal with less risk of them being killed. Nitrobird is fast so can set easily enrage a teammate before its first turn. When built around it vastly improves the offensive capability of your team. However, Nitrobird doesn’t offer much else because 400s bomb is very weak so you may want to sacrifice it with cannibalise or a similar move.


blackfox Dullakhan (#115)
This monster is able to polymerize with Nightmare [#125] to create the legendary Nightrider [#678] with +9 bonus.

Dullakhan has high speed and one-on-one. This move can ruin the enemy team’s ability to stop you from using polymerization, especially if you have a protector on the battlefield. The plan is to use one-on-one, skip turns until 100s has passed then polymerize and have the Nightrider. This brings in your next monster too, which can be a purify monster or something to support Nightrider (e.g. a give turn monster).

You can use Nightrider in multiple ways. Read its monster analysis for more information. The most aggressive tactic is to drop its HP with survivor then instant overwatch and lifeflip. It will be above 1HP so should have one or more guaranteed desperate all uses. You have time to set this up while monsters are still sleeping and a give turn monster can make it more reliable too. Nightrider can continually desperate all to kill many enemies and it has a fast and powerful survivor which the time passed by one-on-one helps set up too.


Chompweed (#117)
This monster is all about poisoning monsters with the fast poison gas move. This has a 57% chance to poison each monster on the battlefield. Poison is great for removing shield or stealth status and monsters with hold ground will die to the poison rather than surviving on 1HP. Chompweed can deal good damage to any poisoned enemy with poison eater.

The other moves are simply for damage when you can’t poison enemies or don’t have time to set up the poison.


Voltray (#119)
This monster is all about poisoning all enemies then dealing high damage to them all with poison massacre.

Poison touch is the best move for quickly poisoning each enemy. If you have other poison monsters the set up can be a lot faster. Ideally, you get all four enemies poisoned but poison massacre can do reasonable damage when only three are poisoned.

If you encounter purify and are unable to poison all enemies then poison sting is more like a basic damage move to do medium damage to one enemy. It can also be used in desperation when you urgently need to damage a particular enemy. Alternatively, if poison massacre is not getting set up you can switch places to remove this monster from the battlefield.


Monsterdex #120-129

Beowolf (#122)
This monster is all about protector killer.

This move deals high damage to any protect monster for only 70TU. Beowolf also has very high speed so it can quickly kill a protector to get it out the way for your other monsters to attack what they please. Protectors can mess up many archetypes like sleep and poison which will set up an enemy to kill but then cannot hit that monster around a protector. So having a way to remove protectors is important for many strategies.


Orcow (#123)
This monster is able to put enemies to sleep in two different ways, in each case giving you more control over the battle.

Orcow’s sleep all has a 30% chance to sleep each enemy. The move is high TU but, with some luck, should put at least one enemy to sleep, disabling the enemy team a little until Orcow’s next turn.

Sleep bomb is available from the second turn onwards and you can pass the 100s faster by using superflux. The easiest way to build around it is with a purify monster behind; preferably one with high speed. Hence, you’re able to wake up your team after putting all enemies to sleep. Monsters may die in the time before sleep bomb can be used so try placing the purify monster a couple of slots further back in the team. You don’t have to rely on it, just use it when things line up well.


blackhorse Nightmare (#125)
This monster is able to polymerize with Dullakhan [#115] to create the legendary Nightrider [#678] with +9 bonus.

Read the monster analysis on Dullakhan for details on the combo. Nightmare doesn’t have a huge amount to offer it because it will typically be put to sleep by one-on-one. However, it’s worth noting that there are other monsters also put to sleep from this too. It’s a good idea to build around this time-passing strategy by using monsters with survivor or similar abilities. Alternatively, you can use monsters which are good for fighting with if the polymerization plan didn’t work.

Nightmare is able to accelerate team so if things go badly it can at least make your other monsters fight better.


Bouldon (#127)
This monster has high defence and can protect teammates, similar to other monsters. The unique move is sacrifice heal. You’ll want to create things at the back of your team to sacrifice (e.g. rockoids) or have a couple of cheap monsters you intend to sacrifice. This move can be very useful for keeping a key teammate alive and means you have a little more flexibility when Bouldon enters because you either protect this key monster or heal it, depending on what the situation demands.


Rubyfox (#129)
This monster is all about poisoning all enemies then dealing high damage to them all with poison massacre.

Poison touch is the best move for quickly poisoning each enemy. If you have other poison monsters the set up can be a lot faster. Ideally, you get all four enemies poisoned but poison massacre can do reasonable damage when only three are poisoned.

If you encounter purify and are unable to poison all enemies then poison sting is more like a basic damage move to do medium damage to one enemy. It can also be used in desperation when you urgently need to damage a particular enemy. Alternatively, if poison massacre is not getting set up you can switch places to remove this monster from the battlefield.


Monsterdex #130-140

Skyblossum (#131)
This monster offers useful support with purify and heal all.

Purify is a fast move that can protect your team very effectively against both sleep and poison. If you need to keep your team protected from these you can continually spam purify to keep Skyblossum getting turns regularly and always able to remove the status effects right after they are put on. Some monsters are particularly weak to poison (e.g. hold ground monsters), so Skyblossum can support them well.

Heal all is very powerful in the right scenario. It’s especially useful with hold ground monsters so you can time the heal to get a large benefit more easily.


Tombodrone (#133)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Tombodrone’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


platypus Platybeak (#135)
This monster has low stats but is able to give turn to a more powerful monster. It’s also able to switch itself with a monster that has been knocked back to the end of your team.

Give turn is very useful if you are building around a particularly good monster that has a powerful re-usable move. For example, anything with bloodfury or bloodthirst. Getting extra turns on whichever monster that has the best move for the situation can be crucial in a battle. It can also bring anything that has been stunned back into play.

Many veterans in the game will choose to use this at the end of a PvP team because it is very low cost and still makes an impact when it gets a turn.


scarecro Wickerchap (#137)
This monster has high speed with two very useful utility moves, making it very useful even in high level battles.

Many veterans use this monster in the front line where it uses sendback on itself to bring in the 5th spot monster, which has a powerful entrance passive. It’s possible to create a wide variety of combos with this and Wickerchap is a very low cost way of doing it. Occasionally you will need the purify so Wickerchap instead uses purify over and over until that’s no longer necessary and you send it back.

Wickerchap also has use outside the front line where it can quite quickly get a turn and purify. If you don’t need the purify you can simply sendback itself and not much time was wasted.


Glidepunk (#139)
This monster has element massacre, a move which deals high damage if you’re facing multiple enemies of the same element. If there are three or more of the same element then use this move. Otherwise, consider using one of the faster moves for a small amount of damage.

Risky heal is a fast healing move which is best used to save a particularly strong monster that is useful on the battlefield right now. While there is a risk to die, it happens less than half the time so you can often heal something multiple times.


Flamorider (#140)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. Flamorider’s high attack stat makes this particularly good for killing enemies. When Flamorider’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.

Accelerate team is a nice additional option for making your team fight much more effectively.


Monsterdex #141-149

Zapybar (#142)
This monster has protect teammates and hold ground, allowing it to get in the way of multiple attacks aimed at your teammates even if they deal high damage. A few attacks can bypass protectors but for the rest it means they will be redirected to hit Zapybar with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.

Stealth teammate lets you make a teammate incredibly hard to hit if Zapybar is protecting. Sendback is useful for getting a second entrance passive from a monster (e.g. stunning entrance) or other niche cases like saving a stunned teammate. If Zapybar has been repulsed it cannot use protect teammates again so becomes quite useless. You can send itself back to the end of your team to have a better monster on the battlefield instead.


fishdra Dracomander (#144)
This monster’s power comes from having knockback and high speed.

This move can remove a key enemy from the battlefield before many monsters will get their turn. It’s particularly potent in PvE if you make Dracomander +9 bonus because everything except mythics will have +0 bonus, so it can get a turn before 85% speed monsters. Knocking back an enemy is the perfect setup for starting combos because you can remove a specific counter that the enemy team has. It’s most commonly done by stun lock teams. You knockback the stun absorber or stun counter then begin stunning all enemies far out of play.

After the knockback you’ll need a teammate to sacrifice Dracomander so it doesn’t weaken your team. Assisted splash can do surprisingly high damage if you have water teammates but in most cases all you’ll have is accelerate team, which is not enough.


Halopard (#146)
This monster is able to protect your team from poison, sleep, stun and direct attacks.

This versatility is what gives Halopard its strength in a team. It deals very low damage but can put itself in the way of attacks and purify if needed. If you’re facing stun then using protect teammates first means the enemies are forced to kill Halopard even if it is stunned far out of play. This completely nullifies any benefit the enemy team would normally get from stun.


Ribbigear (#148)
This monster has low stats but is able to give turn to a more powerful monster. It’s also able to switch itself with a monster that has been knocked back to the end of your team.

Give turn is very useful if you are building around a particularly good monster that has a powerful re-usable move. For example, anything with bloodfury or bloodthirst. Getting extra turns on whichever monster that has the best move for the situation can be crucial in a battle. It can also bring anything that has been stunned back into play.


Gryphon (#149)
This monster is all about protector killer.

This move deals high damage to any protect monster for only 70TU. Gryphon also has very high speed so it can quickly kill a protector to get it out the way for your other monsters to attack what they please. Protectors can mess up many archetypes like sleep and poison which will set up an enemy to kill but then cannot hit that monster around a protector. So having a way to remove protectors is important for many strategies.


Monsterdex #151-200


Monsterdex #51-59

Name (#XXX)
[Insert analysis]


Monsterdex #60-70

Monsterdex #71-80

Monsterdex #81-89

Monsterdex #90-99

Monsterdex #201-250


Monsterdex #51-59

Name (#XXX)
[Insert analysis]


Monsterdex #60-70

Monsterdex #71-80

Monsterdex #81-89

Monsterdex #90-99

Monsterdex #251-300


Monsterdex #51-59

Name (#XXX)
[Insert analysis]


Monsterdex #60-70

Monsterdex #71-80

Monsterdex #81-89

Monsterdex #90-99

Monsterdex #601-700


Monsterdex #600-624

Blizzheart (#603)
[Insert analysis]


Monsterdex #625-650

Monsterdex #651-675

Warca (#659)
This monster is all about the 400s novablast move, which will kill everything it touches.

Warca 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 Warca can follow up with instant sendback to bring in a monster with stunning entrance to pass the remainder. 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.

Instant sendback can also get rid of a monster on your team that is disabled or isn’t useful for the situation. For example, if you use Yetikong [monsterdex #347] for one-on-one but want it gone afterwards then instant sendback is your answer. It’s worthy noting Warca has stealth all, an incredibly useful move in a lot of situations.

Overall, if you use this monster without building around it you’ll find it quite bad but the payoff if you do is great.


Goldtail (#662)
This monster is all about one move: potent sleep.

Goldtail has minimum defence, speed among the lowest, no passives and two basic attack moves. All of this is in an attempt to balance the power of potent sleep, which is one of the strongest moves in the game. 50TU and 75% chance to sleep is a huge step up from 70TU and 60% chance to sleep for the normal sleep move. The average time to put an enemy to sleep is 67TU compared to 117TU from the normal move. With bonus potions and 20% acceleration this average time can be brought down to only 45TU, with the move being 34TU.

What this means is Goldtail can “sleep lock” an enemy team by itself (keeping all four enemies asleep) and in PvE the highest speed monsters (99%) will get a turn 35TU after entry so Goldtail can always have a chance to sleep them before they get a turn.

Needless to say, the best way to use Goldtail is to focus entirely on potent sleep while the other monsters in your team kill the enemies in some way or perform some game-winning combo. Dreamhunt can be used to kill monsters in a pinch. Anything with immunity to sleep is Goldtail’s worst enemy or if they are poisoned. It is worth building around Goldtail with protection, stun protection, stealth and ways to shield it because the support it gives your team with potent sleep can allow you to go through a whole enemy team without it fighting back.

The secret skill is for this protection when used in a link storm team.


Bahamuzar (#671)
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 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 it’s highly recommended having some monsters beforehand that will make a rockoid for Baha to use this move before summon swarm.


Monsterdex #676-699

Nightrider (#678)
This monster is an upgraded version of the super epics with desperate double, survivor and purify (e.g. Blightwyrm [monsterdex #684]).

Typically the best way to use Nightrider is to set up desperate all and use it as many times as possible through use of give turn and the secret skill to kill many enemies. With Nightrider’s high attack desperate all will kill most monsters. There are a number of ways to set it up. For example, using another high speed monster with lifeflip friend to put it to HG and instantly use desperate all on the first turn (e.g. Nighthunter [monsterdex #1111]).

By itself, Nightrider can use survivor to lower its health slightly so it can lifeflip and be above 1HP. This allows it to use instant overwatch and guarantee at least one use of desperate all, more if it uses desperate all before being hit.


Monsterdex #701-800


Monsterdex #700-724

Oroblazer (#702)
[Insert analysis]


Stormloch (#712)
This monster is mostly about the powerful 70TU 60% sleep move.

Typically the best plan is to try controlling the battlefield by sleeping as many of the enemy monsters as possible and focusing on killing the ones still awake with your other monsters. When potted and accelerated, Stormloch can do very well at keeping most of the enemy team asleep but to keep them all asleep you’ll need a second sleeper. Sleeping enemies is RNG-based so your consistency in maintaining control will increase dramatically by using two monsters with a sleep move or lowering the TU of the skill so you get multiple chances to sleep an enemy before it gets a turn.

Stormloch can keep itself alive with hold ground and dreamhunt, even if it means targeting a monster that isn’t a sleep. Additionally, the secret skill lets Stormloch charge bloodthirst very quickly if you grab a kill with the monster at some point. With bloodthirst charged Stormloch becomes a great sweeper on top of the control it offers.

Overall, this monster offers some powerful control to any team while being reasonably difficult to kill and becoming a sweeper later on if you need it to be. However, it has a very low speed stat and relies heavily on sleep so it can be slow to get going and if enemies are poisoned this monster cannot offer your team much.


Sanctallion (#715)
Outside of a link holy team this monster is all about the clone next + stun revenge.

This can lock down the enemy team if they have no stun protection because it’s practically impossible for them to kill the new one before it clones each time they’re stunned. Sancta really shines in link holy where it can heal teammates when necessary and serve as a powerful sweeper because it has max attack, attack boost and assisted hit all.

The stun revenge with cloning makes Sancta a prime target for backstabbing when you need to stun the enemy, to charge a blood/retribution move or because you’ve done the assisted hit all and it won’t get a turn for ages.


Monsterdex #725-749

Shadowyrm (#731)
This monster is an upgraded version of the super epics with protector killer and sleep killer (e.g. Spinoarex [monsterdex #737]).

With very high attack and speed Shadowyrm is great for killing any protect or sleep monsters in the front line before they get a turn or otherwise attacking them before they get a chance to deal with it. High attack means bloodthirst can do good damage after just one kill, but Shadowyrm needs a second kill before it can get going properly. Stun immunity allows it to keep killing without much delay, especially useful with bloodthirst.

The secret skill makes Shadowyrm far better at clearing protectors with hold ground. This is its true specialism. Additionally, being shadow element means no monsters take reduced damage from it so the killer moves are always strong. If it has targets for the killer moves then it will perform very well. However, due to its incredibly low defence and health it can die surprisingly easily and if it doesn’t have any targets for the killer moves it will be very weak.


Monsterdex #750-773

Monsterdex #774-800

Cybereon (#776)
This monster is all about the shocking entrance with sendback.

Stunning the enemy team by 120 seconds gives you a large opening to take control of the match and sendback allows you to both set up the next monster in line as well as get a second round of shocking entrance at the end of your team. There are a number of combos abusing this passive with pull back moves. There are some extremely powerful counters to stun, so Cybereon can be unreliable. It’s advisable to have monsters in your team before Cybereon which can kill off any stun protection, especially in PvP where a successful shocking entrance can often swing a match very heavily in your favour.

The secret skill lets Cybereon sacrifice itself, a useful effect for any revival combos you may want to use it in. If an extra bit of stun is what you need to create a bigger opening it is great for that too, but bear in mind if you stun boom before sending it back you will be missing out on the second shocking entrance.


Celestrion (#782)
This monster is all about the shocking entrance with sendback.

Stunning the enemy team by 120 seconds gives you a large opening to take control of the match and sendback allows you to both set up the next monster in line as well as get a second round of shocking entrance at the end of your team. There are a number of combos abusing this passive with pull back moves.

There are some extremely powerful counters to stun, so Celestrion can be unreliable. It’s advisable to have monsters in your team before Celestrion which can kill off any stun protection, especially in PvP where a successful shocking entrance can often swing a match very heavily in your favour.

The secret skill does extremely high piercing damage that will easily one-shot buffed enemies. Since Celestrion is all about the entrance passive, this move gives it much greater use when on the field.


Dragaia (#788)
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 alone on the field.

The secret skill can help do the final bit of the setup but it adds +3 onto the cost so you may want to save your team cost for other legendaries. For best use of this monster try to be as minimal as you can with the setup for it while still making it reliable (e.g. 1 stun burst/accelerate and Deathwarg [monsterdex #1239]).


Monsterdex #801-900


Monsterdex #801-824

Lunaverios (#803)
[Insert analysis]


Lavaronix (#806)
This monster is all about the move team turn, which is one of the strongest in the game.

The difficulty is trying to pass 50 seconds, which can be done by skipping past enemies and in PvP if they skip back you can use instant overwatch to skip behind that monster. In the majority of cases you will want to aim for team turn as the first thing you do and you may want to skip past a few enemies first if your teammates can kill them off before they get their turn; this can make your team turn even more effective at killing off a large section of the enemy team when you use it. Team turn is well known as an effective way to kill off a lot of enemies in one go and leave the opponent’s team in a bad position, but bear in mind that it may also leave all your monsters on high TU and open you up to a comeback from the enemy team. Double-hitting sweepers work very well with team turn because you can kill a lot more monsters in one go.

Stun immunity and give turn is also a good pair, meaning Lavaronix can help work to protect your sweepers from stun. Lavaronix is tanky with its high health and defence, so it is quite rare to have it killed in one hit. This is where the secret skill can add some extra value, giving your sweeper another turn. Megabomb is rarely built around on this monster but if Lavaronix happens to survive long enough it is very powerful. You may choose to build around megabomb with something like one-on-one where you pass lots of time, your monsters wake up and sweep, use team turn to sweep more then next time Lava gets a turn it can megabomb.


Tiamazus (#818)
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 or throw teams as support.


Rexotyrant (#821)
This monster is all about getting to bloodfury and sweeping through the enemy team.

The passives help make it a little more awkward to kill but are situational. Sudden death is not a move you want to use unless you’re desperate. Therefore, you’re looking at timestrike or swift chrono killer to get the first kill. Timestrike can be set up with some stun, the high attack on Rexo makes this relatively easy, while swift chrono killer is the optimal 50TU setup that can kill an enemy on low health or do very high damage a chrono target.

Once bloodfury is charged Rexo benefits lots from being given turns or being protected from stun so it can continue sweeping through the enemies.


Apollorexus (#824)
This monster is a bit unusual because it’s got survivor but not much to help it survive for 300s and low attack too. 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.


Monsterdex #825-848

Cryokaizer (#827)
Outside of a link water team this monster is all about the clone next + stun revenge.

This can lock down the enemy team if they have no stun protection because it’s practically impossible for them to kill the new one before it clones each time they’re stunned. Cryo really shines in link water where it can heal teammates when necessary and serve as a powerful sweeper because it has max attack, attack boost and assisted hit all.

The stun revenge with cloning makes Cryo a prime target for backstabbing when you need to stun the enemy, to charge a blood/retribution move or because you’ve done the assisted hit all and it won’t get a turn for ages.


Shadowhunter (#830)
This monster is mostly about the powerful 70TU 60% sleep move.

Typically the best plan is to try controlling the battlefield by sleeping as many of the enemy monsters as possible and focusing on killing the ones still awake with your other monsters. When potted and accelerated, Shadowhunter can do very well at keeping most of the enemy team asleep but to keep them all asleep you’ll need a second sleeper. Sleeping enemies is RNG-based so your consistency in maintaining control will increase dramatically by using two monsters with a sleep move or lowering the TU of the skill so you get multiple chances to sleep an enemy before it gets a turn.

Shadowhunter can keep itself alive with hold ground and dreamhunt, even if it means targeting a monster that isn’t a sleep. Additionally, the secret skill helps protect it from poison with an incredibly powerful move with low TU. Grabbing kills with Shadowhunter when you can is great so you can use bloodthirst when you need to kill something urgently.

Overall, this monster offers some powerful control to any team while being reasonably difficult to kill and becoming a sweeper later on if you need it to be. However, it has a very low speed stat and relies heavily on sleep so it can be slow to charge bloodthirst and if enemies are poisoned this monster cannot offer your team much.


Nightlord (#833)
This monster is all about the shocking entrance with sendback.

Stunning the enemy team by 120 seconds gives you a large opening to take control of the match and sendback allows you to both set up the next monster in line as well as get a second round of shocking entrance at the end of your team. There are a number of combos abusing this passive with pull back moves. There are some extremely powerful counters to stun, so Nightlord can be unreliable. It’s advisable to have monsters in your team before Nightlord which can kill off any stun protection, especially in PvP where a successful shocking entrance can often swing a match very heavily in your favour.

The secret skill is a move that can potentially kill the whole enemy team, but in order to do high damage the enemies must be stunned lots to reach the damage cap (total sum of enemy TU = 450). Since Nightlord is mainly about control with the shocking entrance it is often best to not use timestrike all on its first entrance. However, once Nightlord has been sent back and is entering at the end of your team this move can help you swing a match back in your favour and otherwise gives Nightlord a powerful move to its otherwise limited moveset.


Taloknight (#836)
This monster is a bit unusual because it’s got survivor but not much to help it survive for 300s and low attack too. 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.


Kamiwyrm (#842)
This monster is an upgraded version of the super epics with protector killer and sleep killer (e.g. Blizzheart [monsterdex #603]).

With very high attack and speed Kamiwyrm is great for killing any protect or sleep monsters in the front line before they get a turn or otherwise attacking them before they get a chance to deal with it. Stun immunity allows it to keep killing without much delay, especially useful with bloodthirst.

The secret skill makes Kamiwyrm much better at charging bloodthirst than it would otherwise be. Kamiwyrm is highly dependent on getting a kill but once it does then it will be a great sweeper. However, due to its incredibly low defence and health it can die surprisingly easily and if it doesn’t have any targets for the killer moves it will be very weak.


Monsterdex #849-875

Soulstealer (#852)
This monster has an incredibly powerful sleep all (35% chance, 130TU) with good speed, good defence and hold ground. Those combined make it exceptionally good for controlling the battlefield, especially if you can heal it off hold ground since the enemy team should be partially asleep and not have much opportunity to kill it if it’s being healed.

However, in many scenarios the ideal way to use Soulstealer is to use death sentence all first before putting the enemies to sleep. Sleep lasts for 320TU they will before they wake up. Using Soulstealer alongside a monster with a single sleep move can help sleep any monsters left awake much more reliably than using sleep all multiple times will. After the death sentence triggers Soulstealer should be able to sweep with bloodthirst.

Overall, this monster offers both sleep support on a tanky monster and sweeping potential if it’s on the field long enough. Instant purify all is excellent for removing stealth or poison from monsters to follow up with an effective sleep all or to support your team in a pinch.


Omegasdragon (#855)
This monster is all about the auto-poison passive, which poisons every enemy monster when they enter the field.

Additionally, Omegasdragon 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 double repulse is a very effective way to remove any problem monsters and should probably be used on the first turn Omega gets to make the biggest impact on the battle before it dies.

This secret skill makes Omega better at supporting than the other original auto-poisoners (Tiamazus [monsterdex #818] and Flarevern [monsterdex #548]) but the only attack move it has is a slow (160TU) poison eater. Due to this, it is limited to use in poison teams as support.


Ultimadragon (#858)
This monster is a delayed sweeper, offering double survivor and bloodthirst with stun immunity if you can pass time.

To pass the time it has stun flash and death revenge (the latter because it puts people off killing it in PvP and otherwise gives you benefit if it does die before survivor is charged). The secret skill can be used to great effect to get rid of any annoying token monsters which have been put in your team or otherwise remove something useless on the field (e.g. one that is stunned too much). This swift cannibalise will make bloodthirst do reasonable damage as well as healing the team, both of which can be useful if Ultimadragon is going to sit on the field with nothing to do until double survivor is charged.

Ultima’s slow speed, low attack and inability to do much before double survivor make it typically quite hard to use at a high level but it works very effectively in PvE when combined with reliable ways to pass time (e.g. OoO). Stun immunity with the sweeping moves is powerful if it gets there.


Monsterdex #876-900

Monsterdex #901-1000


Monsterdex #901-923

Blurstrike (#903)
[Insert analysis]


Chronotitan (#920)
This monster has an extremely unique move which it revolves around: bomb curse.

The monster you curse will die as normal and count as a kill for Chronotitan, but the others take lethal damage and will not have their revenge passives triggered. This makes it far more useful than it may appear. The secret skill is often best used at the same time as the first one (use the secret skill first for lower TU before the next curse) and the second cursed target should be a monster with hold ground. This means after the time passes you will deal lethal damage to 7 monsters.

The only difficulty with this monster is getting enough time to pass after you’ve placed a curse on an enemy without Chronotitan dying. Due to its low health and defence this is unlikely to happen naturally. You must combine this monster with something like stun or sleep to use it effectively.

One-on-one is particularly good because it can be timed to go straight after Chronotitan’s first move. Survivor and desperate bite work as reasonable damage options on a monster with such high attack. Skipping behind enemy monsters to time the desperate bite works well.


Atrahasis (#923)
This monster has two powerful aspects: the first being revival combos with necromancy and the second being fast sweeping with bloodcrave on a hold ground monster that can heal and charge bloodcrave quickly.

Necromancy is the most unique aspect and works well with monsters that give huge value to your team even if they are on 1HP, typically ones with powerful entrance/revenge passives but there are many others. It can also be used to revive the last enemy that was killed, something especially useful if the enemies are buffed because they come with their buffed stats. Lining up necromancy to get the right monsters can be tricky and takes practice.

The secret skill gives Atrahasis a very quick cannibalise, allowing it to charge bloodcrave quickly if you want and to more easily chain together cannibalise into necromancy to revive the monster you just killed. Also, it importantly gives Atra a second use of cannibalise which can be very useful for keeping the team’s health up or going further with your combos.

Striking the right balance between combos, necromancy and sweeping is a challenge with Atrahasis.


Monsterdex #924-950

Aegisdragon (#926)
This monster is all about auto-protect plus, but also comes with a good selection of support moves.

Auto-protect plus is 100% guaranteed to draw all attacks except raw and sneak attack moves. It even has a high likelihood of drawing in attacks from other protectors. You can utilise this in a large number of ways like with camouflage monsters, who become practically impossible to hit without certain moves, or using a monster in front who can bring Aegis in with a move like pull back or exit plan to choose when you want to protect your other monsters (e.g. this can be useful when you have a charged sweeper).

Give turn, purify and aegis barrier make Aegisdragon perfect for supporting damage dealers each time it gets a turn. However, due to the monster’s slow speed, in some fast-paced battles Aegis can often die before it gets its first turn (typically PvP).


Polareon (#929)
This monster is all about sleep control and using nightmare’s grip to reduce an enemy to 1HP no matter how much they have.

In a link water team it’s possible to put up to 3 monsters to sleep with the secret skill letting you choose one of them. Sleep lasts 320s so if you can put multiple enemies to sleep it gives you a lot of time to take control of the battle and kill the awake enemies while the team cannot fight back properly.

However, Polareon’s nightmare’s grip enables a different strategy where you instead take down the sleeping enemies or set them up to be killed very easily near the end of their time sleeping. This requires other monsters to sleep the enemies while Polareon focuses on nightmare’s grip and maybe bloodcrave. If performed correctly this can be a very powerful, controlled way to kill through an enemy team that works no matter how buffed they are.


Deodragon (#947)
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 enemy monsters, but it can be used as a tool for turning the tide very effectively.


Oniblade (#950)
This monster is all about its high speed one-on-one and one-on-one combos. Not many monsters are faster and can kill it before it uses one-on-one in the front line thanks to its hold ground.

One-on-one is something that can be built around with teammates that have sleep immunity, survivor, megabomb, auto-protect + purify or other more unique things. Ultimately you want to use it as a way to get an advantage over the enemy team. There are many monsters which counter one-on-one so it is not the most reliable but it can be very powerful or built around carefully to cope when it gets countered.

Oniblade has dreamhunt and bloodthirst which makes it want to kill the sleeping enemies after using one-on-one. However, by doing so you will bring in new enemy monsters which are awake and able to fight. Depending on your team, you may or may not want to do this.

The second one-on-one in the secret skill gives Oniblade a lot more flexibility as it can: try again to sleep the enemy team if the one left awake had purify, use it at a later time when it would be useful (e.g. your monsters have become poisoned so will stay awake) or use it after killing some of the sleeping monsters. This last example is where Oniblade can by itself use one-on-one, get two kills with dreamhunt to charge bloodthirst then put the new enemies to sleep.


Monsterdex #951-974

Motordragon (#953)
This monster is all about disrupting the enemy team.

Bronzeshells [monsterdex #5] can accelerate a team but typically they should use life flip self then kill themselves with reckless attack, which takes time to do. The bronzeshell created next in line can be used to slow down the enemy team while you set up a combo or get your team into a good position. In the front line (Motor in 5th position) this can be particularly powerful for getting a foothold in the battle before the enemy team can. The secret skill extends this disruption into the rest of the enemy team.

Double repulse is also powerful for disruption and knockback next can help control the enemy team. However, there is no easy or quick way to charge bloodthirst so once Motordragon has entered, used the secret skill and double repulse it does not have much to offer and can disrupt your own team. Players often use another monster alongside Motordragon which can kill a teammate, to remove Motor from the team once it has used the single-use skills. If Motordragon is left on the battlefield it is usually best to try and charge bloodthirst so it can work as a sweeper.


Aurodragon (#956)
This monster is all about the combos reincarnation makes with other monsters.

There are too many things to list but, talking generically, a few are: death revenge, auto-protect, monsters which sacrifice themselves, monsters which clone and monsters with very powerful entrance/revenge passives. Aurodragon opens up huge new possibilities with some monsters where having multiple in your team can get overpowered.

However, since reincarnation is so strong, Aurodragon is almost always the first target anyone will go for in PvP and hence is hard to use effectively without careful team building. In PvE this is not the case and you can go crazy with your combos. To make the most of the 1HP monsters at the back of your team you can often put a 1 cost heal all monster in 16th position.

Aside from reincarnation, the monster survives well and can offer enormous support with both purifying mist and lifeflip friend. Most of the time you should use purifying mist and skip past enemies to get the timing for stealth+purify just right for what your going up against. Lifeflip friend should usually be for Aurodragon itself. The secret skill is useful for certain combos but not necessary for most.


Ziberius (#962)
This monster has an incredibly restrictive moveset which can be hard to use.

Where this monster really stands out is the high speed with cannibalise, allowing you to quickly bring in the next monster in line. This is very useful in the front line with a powerful entrance passive on the monster in 5th position as well as for setting up retribution monsters.

If a teammate has died before Ziberius gets a turn you can instant slayerbane an enemy followed by a double retribution. However, with such high speed this is often not the case and Ziberius’ mediocre attack stat means those moves can struggle to get kills. When Ziberius gets a turn again after cannibalising it can do these two moves far more reliably. Due to the restrictive nature of the moveset and double retribution not even being that strong some players choose to simply use Ziberius as a high speed cannibalise and target itself with the move.


Monsterdex #975-1000

Bovolcus (#977)
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.

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.

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.


Metatherion (#986)
This monster is very slow but is tanky and has huge potential with the 100% sleep grenade.

Meta is all about support, having the three moves: sleep grenade, pull back and instant purify all. Each of those is a strong move in the right situation. Double dreamhunt is rarely used; you typically want to leave the monsters asleep and kill the ones that are awake with your other monsters.

Metatherion excels in teams that revolve around sleep or are able to give turn to it lots because it is slow at putting multiple monsters to sleep (low speed + 100TU sleep grenade). For example, combining it with a team turn can be a great way to suddenly put two enemy monsters to sleep and make the battle a “4v2” for the next 320 seconds. However, if you don’t build around Metatherion then it will often not offer your team much.


Geomagnus (#989)
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 strength 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 Geo to get it 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 create the opening required to start the sleep lock and Geo sets up the team. Otherwise, backstab is incredibly useful for quickly clearing any of your monsters that get disabled (e.g. stunned to 400s+ or put to sleep) 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.


Monsterdex #1001-1100


Monsterdex #1001-1025

Starskie (#1001)
[Insert analysis]


Burnsalot (#1010)
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.


Grovodeus (#1013)
This monster is an interesting mix of damage and defence.

In order to get the damage you’ll need 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 Grovo quickly. Protect focus makes Grovo super tanky; non-critical moves will struggle to kill it. The stun immunity is mainly for the secret skill which gives Grovo use as a slight counter to incoming stun, but only if it can survive long enough.

Pull back is a powerful move that can get a second entrance for any monster with a powerful entrance passive, including Grovodeus itself. If the Spriggolo dies before Grovo was able to use protect focus then it’s often a good idea to pull back Grovo to create a second Spriggolo.

If Grovo dies first the Spriggolo can sacrifice itself to create another Grovo which, in turn, creates another Spriggolo next in line. If not handled properly by the enemies this pair can be a nuisance, offering consistent damage and protection for your team.


Chronozeros (#1016)
As one of the free legendaries everyone gets near the beginning of their Neo Monsters career, this is a very useful stun immune sweeper that is popular for early-game players.

Due to the slow speed stat, low defence and reasonably slow TU moves it is often replaced in teams later on. However, it has very strong moves and typically gets a kill each time it gets a turn. Timestrike all requires the enemy team to have a total sum of their TU to be high in order to deal good damage, 475 total sum being the cap.

The secret skill is not as strong as others because it has high TU and the spawned monsters are not much help past the start of the game. Typically the best way to use this monster is to focus on faststrike and bloodthirst, using give turn monsters to utilise its killing power.


Valzareign (#1019)
This monster is all about keeping its HP at maximum so it can deal double damage with confident strike.

If this is done, and it gets hit by lots of stun, it can be used to kill lots of enemy monsters. Shield entrance and the secret skill are great for protecting Valzareign when it’s at full health, while double poison drain can be used to get it to full health very quickly. Valza struggles if it keeps getting hit by attacks or is poisoned because confident strike has low damage anywhere below 100% HP.

Valzareign also has the ability to both support and be supported by poison teams. Dual poison touch on a monster with stun converter is great for setting up the critical poison moves on other monsters. Using these poisoned enemies to heal Valza is necessary at times, but can work against any poison monsters you’re using it with so you have to find the right balance when playing with it.


Doomengine (#1022)
This monster can be a lot of fun to use or it can feel a bit cheap, depends on your taste.

It’s incredibly 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 revival strategy (using other monsters to create extra copies of them).


Monsterdex #1026-1049

Shivadragon (#1031)
This monster’s greatest power comes from HP share and hold ground.

Use this monster with other hold ground monsters and some healing then you can keep your team alive incredibly well. Crescendo strike should be used as much as possible to charge it up and turn Shiva into a damage dealer too, but mostly Shiva’s use is for support with HP share and purify. This monster relies on getting turns frequently so it’s important to have it protected from stun plus it benefits lots from acceleration. In some events Shiva is a very desirable sweeper because crescendo strike can be one of the fastest sweeping moves in the game and Shiva can survive incredibly well with HP share + hold ground.

Crescendo blast does four times the damage of crescendo strike and combines very well with give turn where you can use it for a kill then give turn to go straight back to the much faster crescendo strike. Give turn usually has the downside of putting two monsters to high TU but crescendo strike avoids this. The secret skill is very situational and adds 3 extra cost but it effectively works like a full heal for your whole team due HP share + hold ground monsters so can be incredibly useful.


Heavenswyrm (#1040)
This monster has a lot to offer, being a high speed monster that can shield the team or stun the enemy on its first turn then later work as either a decent sweeper (80TU survivor) or excellent support monster (100TU fully heal a teammate, infinite use).

All the while it has good defence and camouflage, one of the best defensive passives. Heavens almost always has a useful move for the situation, even if it’s just the hit all because the move has lower TU than most (only 160). The best and most unique part of the moveset is healing light. Combined with camouflage this often means Heavens can stay alive easily and keep your other monsters alive in a lot of the PvE content. The secret skill is incredibly powerful because it is only 100TU and Heavens has good speed.

This monster works well in any team but where it truly shines is in any holy team or a team that cares about having monsters healed. Versatility and infinite healing are what it has to offer over other monsters. The survivor is fast, but since Heavenswyrm does not have high attack it is not anywhere near as good as sweeping as others.


Midasdragon (#1049)
This monster is complicated and difficult to work out just by looking at it.

The great parts are the death revenge (for PvE teams with ways to revive allies) and the explosive quartet, which should never be disregarded. Adding boxjaws to the enemy team will slow down the rate their monsters enter, giving your team a lot more room to keep control. However, it’s worth noting that this move should not be used if you plan to put the enemy monsters to sleep because the explosions will wake them up.

The link team turn with give turn is great for holy teams, but with no low TU move it can be awkward to use and typically requires skipping behind monsters. These three bits are too weak on their own but when put together Midasdragon has quite a lot to offer to the right teams.


Monsterdex #1050-1073

Emeraldeus (#1052)
On the surface this monster looks like a bloodfury sweeper which is awkward to kill.

However, the most unique aspect of it is deathmark, which will kill any monster even if they’re shielded or super buffed. 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 also has the potential for killing things with its lovely bloodfury and the secret skill 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 it’s best to build in a way you can put a monster to hold ground for it to kill or a link earth setup for the secret skill.


Kamishogun (#1058)
This monster is all about damage, having both bloodfury and a passive that boosts its already high attack to do brilliant damage with ultrablaze as long as its health is high.

Sudden death is not a move you want to use unless you’re desperate. Thankfully, due to the passive which boosts attack, it’s often easy to get a kill with timestrike or with ultrablaze followed by a give turn (from another monster) so you can begin sweeping with bloodfury. The sleep immunity passive allows it to work nicely in one-on-one combos and otherwise makes it a great counter to sleep with the secret skill.

The 50TU swift sleep killer only adds one to the cost and will one-shot sleep monsters because of the passive attack boost. It’s a great addition to the moveset that occasionally allows you to get a quick kill or charge bloodfury early (hitting a monster on low health).


Bazilogon (#1064)
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. 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.


Solariel (#1067)
This monster is an upgraded version of the super epics with stunning entrance, purify and heal all (e.g. Archseraph [monsterdex #706]).

Solariel has an incredible ability to tank and a wide range of support moves as well as an, often useful, stunning entrance. The moveset is fairly self explanatory and it’s best used alongside strong sweepers who can utilise the stun when Solariel enters the field while also being targets for the give turn. Give turn is typically a little slower than what other monsters have to offer (160TU is high) and a lack of stun immunity means some other monsters can stand out as better candidates than Solariel in teams.

The secret skill one-shots anything and can be good to bring in the next monster (especially good if Solariel is about to be stunned and you have stun protection next) or if you’re desperate to kill an enemy but don’t have any other way.


Monsterdex #1074-1099

Solblaze (#1099)
This monster features powerful sweeping moves and a very strong revenge passive.

Due to the slow speed and 160TU faststrike it can be hard to get going with the kills but if you can accelerate and begin using bloodcrave it will very quickly sweep through monsters, e.g. with a give turn straight after faststrike. This monster is often used as a target for backstab/cannibalise because of the sleep revenge passive which has a 40% chance to sleep each enemy.

The secret skill opens up a very interesting combo with Lunartic [monsterdex #1123] which, due to the low speed of them both, is quite hard to pull off (especially in PvP) but between sleep revenge and the Bronzeshells in the enemy team it can be devastating.


Monsterdex #1101-1200


Monsterdex #1100-1123

The Penguinator (#1102)
[Insert analysis]


Prismaryx (#1108)
This monster is built around the two moves: dual slayerbane and stunt double.

The two moves work brilliantly together and to use Prismaryx you can simply use dual slayerbane when it’s charged and stunt double when it isn’t. This works reasonably well already, but where the power level of this monster skyrockets is the secret skill that can one-shot the whole enemy team if just one enemy has a kill and they are not buffed.

Prismaryx gives a big reason to build link holy but the combos don’t stop there. Stunt double works very well with monsters that can utilise tokens like Dusicyon [monsterdex #1384] or Astrogolem [monsterdex #1369] plus you may want to spam it to simply protect your team with the never-ending rockoids. The good speed and shield entrance make this quite easy to do.


Monsterdex #1124-1150

Oakthulhu (#1129)
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.

The above paragraph points out most of the aspects of Oak but two things you may not think/know about are:

1 - Oak is a brilliant counter to many storm monsters in PvP; it will one-shot them with double poison siphon with both targets poisoned.

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. It’s good to carefully use double repulse rather than spamming it first attack.


Monsterdex #1151-1174

Terragar (#1171)
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.


Hellfox (#1174)
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 blood clone next, link dual give turn or stun wave that has no uses left. 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 secret skill, 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 stunt 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.


Monsterdex #1175-1199

Tinkerclaus (#1177)
This monster is all about stalling the enemy team.

The Boxjaw created next in line can help your team get a foothold in the match while the stun flash, double repulse and instant knock back next all help slow the enemy team too. Tinkerclaus is often compared to Motordragon [monsterdex #953], with the designs being very similar but offering different ways to stall.

A big pro of Tinker is that once it’s done stalling it can drain survivor, which is very effective with hold ground. It’s worth noting that the Boxjaws detonating will wake up enemies and kill other token monsters, so it is not recommended using those strategies alongside Tinkerclaus.


Jingledragon (#1180)
With reasonable speed, hold ground and an instant heal to charge the dual confident strike this monster can quite reliably give you some value no matter where you put it.

Jingle works mostly as a sweeper, but confident strike damage won’t be strong enough against buffed monsters and it relies heavily on keeping at full health (double damage when HP = 100%). For that reason, it’s good to combine with monsters that can heal and/or purify Jingle to help with poison and if there are extra rockoids from other monsters that lets Jingle function for longer.

The secret skill is very important here to give the reliability of at least one dual confident strike.


Utopion (#1187)
This monster has super high defence and health with hold ground and a way to heal itself instantly five times, it is an enormous tank!

Throw in the strong combo of overwatch + stun absorb and Utopion is brilliant at protecting your team from stun while also supporting it with healing give turn. Certain monsters highly benefit from healing give turn like Revenarchion [monsterdex #1043] which hurts itself with the blood move and the Noxegg is helped hatching by a give turn, so look for where this might help your team out most. It’s typically best to keep Utopion overwatched so if it gets stunned it will get a turn as soon as it gets hit. If it gets put to 1HP you can healing give turn to itself then re-apply overwatch. Utopion is incredibly weak to poison and piercing because these nullify its ability to do this.

Utopion is ultimately a legendary version of Bitterbeast [monsterdex #1211] which is ridiculously good at surviving and better at supporting but with less killing power. The 400s megabomb is not something to build around but you will get there on this monster more than almost any other.


Vulcaroth (#1190)
This monster is faster than many poison monsters and if you can have at least one enemy poisoned when it first gets a turn you can potentially kill two monsters straight away with double poison eater.

The high TU on double poison eater means this monster works a lot better if you can give turn to it. Ideally you want to get two kills on the first turn then give turn and begin using bloodthirst. Later on you can use the secret skill to immediately set up either a double kill for itself or your other poison monsters.

Outside of poison teams Vulca will simply work as a slow sweeper which will negate some shields / hold ground with its chance auto-poison passive.


Sanctistag (#1193)
The main thing about Sanctistag is the very unique combination of camouflage + auto-protect which is a counter to an extremely large number of moves/strategies, 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 (35% 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.


Monsterdex #1201-1300


Monsterdex #1200-1223

Phantomaiden (#1202)
[Insert analysis]


Gloreonix (#1217)
This monster is very flexible, offering both support and sweeping.

Swap for moji is ultimately used as an instant speed pull back, rather than for the Moji. Pull back is always good for anything with a strong entrance passive or otherwise for a monster that’s been disabled with sleep or stun. The damage on timestrike all is difficult to make high enough to kill enemies. Even if it is, taking out four monsters at once is not a very good move if you want to maintain control of the battle.

Typically the best way to play with Gloreonix is to simply get a kill with timestrike then continually bloodcrave, using swap for moji at the most appropriate time (potentially straight away, even on itself). What Gloreonix does well is combining stunning entrance + instant pull back while having fast sweeping moves (100TU).


Monsterdex #1224-1248

Ashterios (#1226)
The monster is all about the link bloodbite, which will become a one-shot after just one kill and heal Ashterios for 25% of the damage dealt.

On a monster with hold ground and a secret skill which deals insane damage, it makes Ash a solid sweeper for any link fire team. Purify + insomnia is an excellent counter to one-on-one or sleep in general, plus helps deal with poison that would get around Ash’s hold ground. 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 other obvious negative is the monster 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 it heals from each attack.


Timberlord (#1245)
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 may be forced to use ultrastone.

Payback revenge is the thing which keeps this monster in balance with other legendaries and the secret skill 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 that is also great for removing shields/stealth.


Monsterdex #1249-1275

Mojinator (#1272)
This monster is extremely unique. Having both roaring entrance and exit plan means there is almost no downside to the position you put this in your team and it can even be used to hide what the next monster is in your lineup.

Mojinator is all about setting up other monsters and giving support at the right moment you need it. Having the ability to stun the enemy team, purifying mist or heal your team is very useful in particular situations.

A good example of where it can be useful is in Dungeon Challenge. Here you can have a quick sendback into Mojinator so you can stun, purifying mist or simply exit plan as needed into another entrance monster depending on what would help most in the random enemy encounter you have.


Monsterdex #1276-1299

Emeraldont (#1278)
This monster is a supportive throw monster, like Bahamuzar [monsterdex #671].

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, some reasonable damage threat if left alone and good support for throw teams.


Crimseias (#1284)
This is a complicated monster that doesn’t work as you might expect it to.

Its main use is the toxic give turn which is a faster version of give turn (130TU instead of 160TU) that will also remove sleep from 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. Survivor is for the times it survives a while and deals nice damage due to Crim’s good attack stat. The secret skill is situational but is reasonable if you have the extra team cost to spare.

Vile rage doubles the attack stat of the target but reduces their defence to 0 and poisons them. This is for a very small set of combos or for killing off particular teammates (e.g. lifeflipped Bronzeshells or drawing AI poison attacks). Some ideas for vile rage targets are: Delugazar [monsterdex #1275] to make double bloodthirst one-shot after just one kill, Polaboss [monsterdex #1330] to set up a powerful detox strike and make crescendo strike do lots of damage (0 defence doesn’t matter here because it heals so regularly off hold ground) or Novadrake [monsterdex #1558] to make assisted dusk extremely powerful and the monster spends most of its time on very low HP so as long as you purify the 0 defence makes little difference.


Monsterdex #1301-1400


Monsterdex #1300-1321

Saberdragon (#1302)
[Insert analysis]


Regalion (#1321)
This monster is all about locking down the battle with time freeze and gravity field, two strong passives that can be built around so the effect is one-sided.

These disable a large number of monsters, which can be left alive while you focus on the other monsters. Seal and raw self shield give you the flexibility to keep Regalion on the field and continue to benefit from the passives. The secret skill is especially strong because it means your team can make the most of the situation before Regalion dies.

If everything goes to plan you have a weak double drain survivor, but it is more worthwhile building around the passives than aiming for this sweeping.


Monsterdex #1325-1348

Tezcacoatl (#1348)
This monster is really complicated so we’re not surprised if you’ve come here to read this.

The first thing to note is that to properly utilise Tezca 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. Gravity field stops the opponent from disrupting 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 the opponent can do to stop it.

You’ll need 4 charges to do one-shot damage to monsters (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. Hopefully that gives you enough to go with to have fun with the monster!


Monsterdex #1349-1375

Blitzdyr (#1351)
This monster is an unusual twist on the “crescendo” moves which carries across the clones.

It is not obvious from looking at the moveset but the optimal way to use Blitz is often simply blood clone next → reindeer bomb alongside a monster that can support/gain from this like Aurodragon [monsterdex #956] or retribution monsters. For the first Blitzdyr you can use reindeer strike a couple of times before using the bomb, so it charges them up a bit (note: with Aurodragon go straight to bombing). Reindeer bomb does roughly 1000*[no. of uses] so after 3-4 reindeer moves it should start one-shotting.

The support moves are situationally very strong and with hold ground they overall make this a well-rounded monster. However, like most cloning monsters, Blitzdyr works a lot better in PvE than PvP.


Tridrakhan (#1357)
This monster is similar to the super epics with protector killer and sleep killer (e.g. Magmatyrant [monsterdex #773]) but has poison added to the moves.

With stunning entrance and good speed it can make an impact and remove a problem monster. The secret skill is incredibly useful both because it’s good at killing if there is a sleep monster and because it can be a 50TU setup for poison eater or to set up other poison monsters you may have out on the field.

Due to the high TU of poison eater and limited targets of the killer moves, Tridrakhan typically has not much impact while on the field and is easily disabled because it has no passives after the entrance. Using it with other poison monsters will help give it long-term use while on the field.


Astrogolem (#1369)
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, Astrogolem 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 other monsters which create tokens.

If you’re using the generic load mortar move Astro is typically a bit slow and doesn’t have as much to offer as other monsters, despite the 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 mortar monsters can already shield themselves).


Sweetfeather (#1372)
This monster is all about the dreamy entrance with exit plan.

Ideally you place Sweetfeather in a team with link holy at the first point it enters so it can instantly sleep a second monster when it gets a turn before using exit plan. You don’t need to use it in a sleep team because the 320s it takes monsters out of the game for is the main use and it helps you sweepers get through the enemy team as they have less to fight back with. Having some other sleep monsters, perhaps further back in your team, lets Sweetfeather more easily use double dreamhunt and switch to being a sweeper.

Purify all is a slower, more situational, version of purify which comes with the added benefit that if enemies are poisoned you can purify all then to put them to sleep.


Monsterdex #1376-1399

Dusicyon (#1384)
This monster is combo heaven with its shield field passive.

There are way too many things to mention that gain huge benefit from a shield on entry but a couple that you might not think of are monsters with stunt double and cloning monsters. Shield field does a great job of stalling the battle, helping with control or to protect your sweepers longer if you’re using auto-protect monsters. It is heavily countered by auto-poison and piercing moves, so watch out for those.

The other extremely strong thing Dusicyon has to offer is cannibalise token. This can be used to remove any annoying token monsters added to your team by the opponent or otherwise combo with teammates that create tokens (e.g. stunt double).

Without considering either of those two things, Dusicyon still has quite a lot to add considering it comes into the battle with a shield, has hold ground, high defence and on its turn even if it’s been taken to 1HP can raw second wind to do a very powerful confident strike. This monster fits very well into most teams but its true power will be found if you can combine it with other monsters who utilise the shields and you are able to avoid poison/piercing.

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Monsterdex #1401-1500


Monsterdex #1400-1423

Flutterdrake Iris (#1402)
[Insert analysis]


Monsterdex #1424-1448

Magmarinus (#1439)
This monster has high speed, hold ground and stun immunity; a powerful combination that makes it very reliable getting at least one turn.

The secret skill does insanely high damage to two enemies, even with just one of them having a kill. Therefore, it should not surprise you that Magma’s greatest strength is the initial impact it can have on the field. Berserk smash has only 20% recoil while berserk attack has 50% so you should always focus on getting a kill then using smash to help Magma survive longer. Finishing snap is a great hold ground killer and perfect for charging berserk smash too. Repent is obviously for itself when its health gets low, but can counter slayerbane or otherwise offer some situational support.

Due to the random targeting it is typically a bad idea to use Magma in a strategy where you want control (e.g. sleep).


Tricranium (#1442)
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. Altogether, 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, it is recommended using Tricra alongside sweepers or other powerful monsters so that it can do its regular hits to damage the enemy team. If the opponent does 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.


Kattmmander (#1445)
This monster has an incredibly unique moveset that can offer you lots or may be a bit slow to get started, depending on the situation.

Kattmmander is all about quick, relentless hits on the enemy team so it’s very important to have it protected from stun and perhaps from attacks (via protect teammates) once it has neko finisher charged. The secret skill speeds up all the actions, it is a must.

Perhaps the most unique thing about the monster is the neko punch attack, which can do a small hit of damage with such low TU it can help out in a huge number of situations (hitting hold ground, shields, removing stealth, etc.). Otherwise, it’s typically best to charge neko finisher as fast as possible then get sweeping.


Monsterdex #1449-1475

Angelion (#1466)
This monster is a huge counter to many archetypes in the game.

It has both stun counter and insomnia, two of the most powerful passives in the game. Ultimately this monster works as support for your team, protecting it from: stun via the passive, sleep via insomnia + purify all and potentially poison too. Retribution is the main move to get the first kill, therefore a good way to set it up is to use a weak protector. When that monster dies you can retribution and start using raw bloodfury.

Using soul exchange, or cannibalise with another monster, also works but this requires further setup of your team. It’s important to charge the blood move, and have no protectors in the field, to take full advantage of stun counter. The secret skill is very situational but can be strong if you revive a particular combo piece of your own or take an opponent’s monster which is buffed / would be perfect for the situation. This monster can typically fit almost anywhere into teams as a very strong form of stun protection but finding a clever position for it works better.

It’s worth noting how well it combines with other offensive stun converter/counter monsters because each time your team is stunned you get multiple kills and can potentially trigger another stun to keep going.


Megaiasloth (#1469)
With pretty much the slowest speed in the game, this monster has one of the highest combinations of health and defence on a legendary!

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 its weakness to dreamhunt monsters and sleep killer. Megaiasloth’s sleep killer is mostly pointless because of its low attack stat.

Sloth is great for supporting sweepers in link earth teams where it can keep itself alive even better.


Monsterdex #1476-1499

Sarcrosphinx (#1484)
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 [monsterdex #1366] or a team turn but it may be worth playing around with in a heavy mortar team. What’s interesting is it loads itself with load all, so you can infinitely use the move.

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.


Monsterdex #1501-1600


Monsterdex #1500-1525

Captain Canine (#1502)
[Insert analysis]


Monsterdex #1526-1549

Monsterdex #1550-1573

Jaguardian (#1552)
This monster is all about sweeping and trading.

It has high damage moves and stun immunity, meaning it consistently gets kills if left alive but if the opponent kills it then last wish heals your whole team. Last wish can also be triggered by your own monsters if you need to heal your team in a pinch, but it’s unlikely you’ll do this. It’s great to use Jaguar next to a protector because if the protector dies then double retribution is charged, but even if the protector is not dead the haze secret skill is a quick way to set up a critical attack and is almost impossible for the opponent to stop.

What makes Jaguar unique and strong is how it has this reliable way to quickly set up a kill in almost any scenario and can be a quick sweeper with stun immunity. It works brilliantly with protectors and hold ground monsters, but can’t be used effectively with holy monsters and doesn’t have high speed sweeping moves from its first turn.


Grizzleguard (#1570)
This monster looks like a protector on the surface but it’s often used more like a sweeper.

Preferably you want to leave an enemy on hold ground for when this enters so it can use instant overwatch and kill the enemy. From there you have a hold ground monster that as soon as it gets hit will do a double bloodcrave, and each time it gets a turn will use that move too. However, if things don’t line up and you want to protect a charged sweeper you have in the field then that’s what protect teammates is for. The versatility of Grizzleguard is what gives it its strength.

Additionally, the entrance passive is very powerful, giving you a chance to rescue a stunned monster or otherwise swing the game back in your favour (especially in PvP). Adverse strike deals double damage if Grizzle’s health is below 5%, at which point it will do enough damage to kill many monsters. However, due to the low attack stat of the monster it is lacklustre when between 5-40% HP.


Monsterdex #1574-1599

Nulltron (#1585)
This monster’s power comes from the diversity of the moveset coupled with high speed and a passive that can let it get extra turns quite easily.

High speed with repulse and stun pulse can do a huge amount in the front line to deal with the enemy team and set up whatever you’d like to do. Execute doesn’t do much damage but can reliably one-shot token monsters or kill monsters brought down to low health. Between execute and stun converter Nulltron can often charge its raw bloodthirst quickly and switch from a diverse support/sweeper into a very effective sweeper.

Nulltron is exceptional at clearing rockoids left at the back of teams with execute. Its main weakness is its low health and defence, combined with the fact the blood move cannot be used if you have a protector it is hard to keep Nulltron alive if you want to use the full moveset.


Monsterdex #1601-1700


Monsterdex #1600-1623

Dragulus (#1602)
[Insert analysis]


Monsterdex #1624-1650

Monsterdex #1651-1675

Prismpaw (#1672)
This monster has a very unusual moveset that can be hard to get your head around.

The essence of it is the top two moves are the 100TU setup moves and the bottom two are the 130TU sweeping moves. Depending on the situation you will use the setup move that’s most relevant and you’ll try to keep Prismpaw alternating between the two sweeping moves. In PvE you can skip behind enemies to get hit below 20% health to do green bear hug and fully heal. Prismpaw is all about survival while sweeping and it benefits greatly from anything that can heal it up and/or remove poison from it. Setting itself to 20% health regularly is risky so it may often be better to aim for green bear hug with skips as the battle plays out.

The secret skill looks a bit unusual but its strength comes from the timed kill of an enemy. If a monster is not going to get a turn in the next 100s or otherwise won’t be a problem during that time then using rainbow love on it can mean it will die and bring in the next enemy monster when you are better prepared. Normally when you kill an enemy your monster is at high TU from the skill it just used so dealing with the new monster can be tricky. However, you should only use rainbow love if you’re certain Prismpaw will stay alive for the next 100s.


Monsterdex #1676-1700

Monsterdex #1701-1800


Monsterdex #1701-1725

??? (#1703)
[Insert analysis]


Monsterdex #1726-1750

Monsterdex #1751-1775

Monsterdex #1776-1800

Monsterdex #1801-1900


Monsterdex #1801-1823

??? (#1801)
[Insert analysis]


Monsterdex #1824-1850