Update
Notes:
We recently had updates to version 2.54 and 2.55 which you can see here. This post will cover the movements with regards to these changes.
Auto-guard:
This is a huge change to many monsters in the game and has probably happened due to +2000HP from HP boost being extremely strong on 0-3* monsters. Most notably this affects all the special rocks, which are commonly used in PvP. They’re noticeably weaker, but still very useful. So I don’t think it changes whether or not they’re viable, they just aren’t as good as before and you should definitely try to hit around them when you meet them because it works a lot of the time. For example, hitting around two rocks is 1/3 chance rather than the 1/5 chance that it was before.
Garden fairies humanoid → plant:
This was a really cool change and means they don’t inadvertently get punished by all the anti-waifu stuff that’s meant to punish all the powerful mythics. It also means monsters like Cactalars and Atramenthus work extremely well with them. All garden fairies have been made a bit stronger by this change.
Here’s the usual list of notable changes that didn’t result in movements:
Nightingale got euthanasia as single-use, but this barely affects anything because nightmare strike is already good for sweeping.
Gremoris got the SS made better but it’s still so useless that you are probably better off having it turned off. The only true use is killing a HG monster to begin using invoke without having to use a 160TU move for the first kill, but that needs to line up correctly.
Aethereon got a cost reduction to a pretty bad SS and cleansing added to a move that you never want to use.
Carmillette now has to increase its cost by 2 to become a demon, which basically means you don’t really want to do it unless you happen to have spare cost in the team or you need a non-humanoid for a teammate (e.g. Evie).
Mai got a very cute buff with the Jerbos getting a critical attack. However, the general moveset here is still very lacking compared to other mythics that it’s completely outclassed.
F.D. Maeve got a TU reduction on fluttering swap and more uses but I honestly so rarely see people use the move because it’s too RNG that I doubt it makes any significant difference. People tend to run her in a specific setup and don’t want to risk messing with that. I could be wrong though, because 30TU could be awesome to use on the good entrance flutters.
Galvbishamon no longer gets piercing if you control a mythic. Before this change it was almost guaranteed in PvP so it had instantly become a top legendary. It should have been designed like this in the first place. It’s still a great monster worthy on S+ in my opinion, but not an auto-include in most teams so that’s a very good thing.
Crabriel was a strong combo enabler in the front line, so a speed nerf has kept this in check even though it’s still possible. I missed how strong this combo enabling was so it doesn’t need any tier list change.
Cinder and Astrajlyth were monsters I hadn’t yet put in the tier list, so I’ll cover the changes when I enter them.
Movements:
The changes below are only with respect to the changes in version 2.54 and 2.55.
Van Sith moves from E → S- in general, F → S- in PvP and second form tier 2 → 3, Soulanterns are now complete dead weight and have high speed so give Van Sith turns much faster. Van Sith also cannot get countered by protectors. This has turned Van Sith into a crazy monster when combined with stun counters because they all get a turn from the Soulantern. It can pretty much lock opponents out of the game entirely. It’s hard for me to place because it has a bit of a requirement to work, but there’s no doubt this is extremely strong now when it works.
Stellaurum moves from C → S in general, E → A in PvP and second form tier 2 → 3, gaining poison and stun immunity and only needing a single dragon for the unbreakable shield is an enormous buff to this. It’s ben buffed 3 or 4 times now and has ended up very strong. That said, it’s definitely a balanced monster for top level PvP due to piercing being common and the moves being 130-160TU so I’m very happy to see how this has turned out. It looks incredible for PvE, especially UC.
Yukihime moves from S- → S+ in general and B → S+ in PvP, the buffs here are honestly insane. Her moveset is ultimate control over the enemy team from the first turn now she can sleep two enemies immediately and she has void killing. She’s been buffed multiple times and is now among the best mythics in the game.
Zephyramus moves from A → B in PvP, small nerfs across the board make this a bit less competitively viable but it’s still great. Double counter slash is still a one-shot, but Serazael (s) was the best teammate for enabling this and it received a nerf too.
Onika moves from D → C in general and F → B in PvP, this getting upgraded all the way from stun immunity to stun counter just shows how weak the original design was, but it’s now actually pretty cool and even if you don’t have a good target for the give turn move you have the option of other control or kill an enemy with a kill, which should play well. Now she’s playable with mythics, her concentrate and secret lesson can be used to great effect with them.
Apollonis moves from E → D in general and D → C in PvP, piercing on the void move makes it far better and the damage is 13k which means it’s good enough for PvE (recoil is 30%). Void is so important for facing many of the recent releases that this is a good PvP meta call right now, plus there are ways to set up stealthbreak. It’s now a good enough sweeper you can play it in the mid-game and feel very good about it, so it’s nice that the SS is super cheap to help you run Apollo that way and get it at the back of the team too.
Iridescezarc moves from D → C in PvP, slapping void on slayerbreak means it has a seriously threatening move at all times that puts the opponent in an awkward spot. That said, it’s 160TU (slayerbreak was 130TU) and the increasing number of void moves in the game puts Iridescezarc in an awkward spot too. I’m moving it up a tier because I think it’s more generically useful than before, but I can see it ultimately dropping back down at a later point.
Mojignis moves from B → S in general and B → S- in PvP, more damage finally means this can be used in PvE by the types of players that actually bond their monsters. The defence buff change means that it should always at least be very tanky and it hits the defence cap with 3 of 4 fully bonded on your battlefield. I was a little too harsh on this in PvP before.
Serazael (s) moves from S → S- in PvP, losing hold ground really weakens this, but it’s still probably the best give turn SE option. It lost HG to weaken the combo with Zephyramus.