A big thanks to @Dev_VKC @Dev_BRD for the improvements to this event! I made a lot of suggestions last time and some of those were taken so of course I’m bias, but I think they’ve done a lot to improve it.
The changes:
- 10 monster teams, makes the focus slightly more on the partner mythic and makes cost not an issue so it encourages use of mythics in this event - which is on theme.
- +50% Buffed partner mythic, makes it much more worth building around them as they can more easily be a big factor in the battle.
- Enemy teams more likely to be something the partner is good against (I think), again rewards you for building around it.
- Most of the time we face 10-monster teams, but sometimes 16-monster PvP teams people have made, the AI teams have been made smaller and now the player teams are more like challenge battles.
Here’s what I ended up playing with over the course of the event…
Team Arachnodrake (above)
Enemy teams: Arachnodrake has stealthbane so a lot had stealth/camouflage.
My team: Built to potentially do link raw sneak attack all on Arachno’s first turn, absorb any stun then instant poison flash to put the new monsters out of play and continue sweeping through them in a controlled way. In hindsight I should have expected the camouflage enemies and not built around multi hitting/stunning moves (they were often messed up by camo) but it still proved very effective and fun. Dracorosa was great support for Arachnodrake and I just used his stealthbane a lot to deal with all the enemy stealth.
Team Persephia (above)
Enemy teams: Persephia throws the next monster in line so many enemies create tokens in your team.
My team: Rather than a screenshot of my team I shared the two above, which better illustrates what I built it to do. The only FL monster that has died here in the screenshots was Persephia. The strategy was to use Tenebris’ shadow clone then create 4 throw targets next in line with the SS of both Dolphreeze and Persephia. From there I could easily do throw next while keeping my team stealthed. However, my main plan was to utilise the double rebirth to create many copies of Tenebris in my team. The new Tenebris could clone plus as the old one died it would get reincarnated at the back. Dusicyon is in 5th so if it ever enters then the cloned Tenebris will come in shielded.
Team Uraniumedhus
Enemy teams: Uraniumedhus is a poison monster so there was lots of HG and shields.
My team: I wanted to try out a link shadow OoO utilising the sleep immunity of Uranium. My Onyxia sadly isn’t awakened so I needed Angelion in there for stun protection and charging + using Onyxia’s bloodthirst was awkward. I typically used radioactive fallout to clear out enemies in a very controlled way, using Onyxia to finish them off with dreaded wave. I could also poison an enemy with Onyxia to set up double poison eater on Uranium. If I cleared the first line-up of enemies in this controlled way I could do a second OoO for the next set.
This strategy was a lot of fun but slightly less effective than the previous two teams, mostly because Angelion got put to sleep and my Onyxia is second form so in the battles where OoO was countered my team didn’t have much power available. Also, due to “teams with HG and shields” often favouring Dusicyon AP spam I occasionally came up against these horrible PvP teams with 16 monsters that were a challenge to beat. These teams often included Dracorosa, which was a bit unfair. That said, I lost maybe about 4 battles out of 60 so personally I wasn’t affected too badly.
Closing thoughts
The event is now properly unique compared to the other events and seems to be well made. The grind of ~100 battles seems very reasonable, especially because the battles are every 2 hours (typically 1 hour in other events). Some of the 16-monster enemy teams were challenging to face, which I personally liked because there’s always the option of an easier difficulty for people and the majority of the time we’re facing the “easy” AI teams. However, in the case of Uraniumedhus the matching algorithm favoured Dusicyon AP spam teams which are annoying to face so that wasn’t so fun.
Places for improvement:
- Add a second legendary potion to the final reward. Only one seems not much when we think of most events as giving two and PvP now gives four.
- Consider whether a matching preference might lead to some annoying teams being the ones you meet lots. E.g. “shields” being the criteria for when team Uraniumedhus met lead to those Dusicyon AP spam teams, choosing “no purify” or “no toxic killer” could’ve been a better way to let his poison shine.