Game updates have been mean to it
Big sad
Quick question: Now that stun mechanics have been revamped, would it be possible to revert all stunning moves/passives back to their OG TU? (eg: Shocking Entrance back to 160tu)
Personally Iâd say yes to 120s shocking entrance, but only after a couple of months when we see the dust settle and whether PvP is still determined by stun and stun protection. 160s shocking entrance I think is probably too much still.
Wouldnt be too much considering that you can only stun once before enemies take their next turns.
Right, but if you make stun too scary then people will start feeling like theyâve got to run loads of protection again. Similarly, it might become tempting to run the stun protection removal monsters again, meaning the mechanic change didnât actually affect all the things we hoped it could.
Are you saying that now you recommend maybe running a frontline without a stun counter or stun absorber?
I actually met some people who did that but sadly a lot of people including myself are using tranquilizer at 5th or 6th.
Guess itâs not coming today ;(
My weekend got filled with other things Iâll get it done this next week I promise, only working Monday and Tuesday
Aight
Given the recent update, can we expect Void to go up a tier or two? She deserves it after all.
100%
I promise to the moon and back she will
Void is brilliant now. A serious monster!
Rip lol
I enjoy so much voidress now sheâs a real mythic now
Waiting for Christmas times a thousand
Update
Notes:
The 8th anniversary has happened and we got legendary evolutions for the starters! Itâs only a couple of mythics but a lot of legendaries and SEs. You can see just how strongly I felt between the two anniversary eggs below (Honghua + Strawbaba) vs (Charybdia + Trimaegus).
Additions:
These are done in order of release with mythics, legendaries then super epics, etcâŚ
Honghua goes in at B for general, F for PvP, second form tier 3 and D for HP boost, with low speed and nothing that good to do until there are two of it on the battlefield, which requires sacrificing a teammate this tends to flail around doing nothing much a lot of the time. Fire kagura already removes many tokens, so they are not easy targets for the sacrifice move. When it does line up, the 100TU piercing sweeping from two of your monsters is definitely great so the opponent has to be careful if they want to leave you with it. However, you may end up killing a lot of your own team to get there. Itâs simply a detriment to your team by using this, say, 80% or more of the time. That said, setting it up in PvE seems reasonable and it should work well there.
Charybdia goes in at S+ for general, S+ for PvP, second form tier 1 and S for HP boost, with raw twin knockback and bind+ this is the highest speed monster weâve seen with this level and versatility of FL disruption. It also has brilliant defence which can be buffed to become defence cap + 50% damage reduction. While on the battlefield it heavily supports poison teammates and after surviving for 250s it becomes a win condition with 60TU pseudo piercing sweeping with a large heal each time. Okay⌠so this is clearly super powerful! Bind+ alone is great value because the binded monster cannot be backstabbed or given turn so at a baseline thatâs what you can do then virulent grasp gives some inevitability that they must deal with it, which requires hitting through the crazy defence. It doesnât need the attack buff from the SS for virulent grasp, but that makes venom timeâs up one-shot and it means in PvE virulent grasp will still one-shot buffed enemies. This is a clear S+ to me and should be a meta defining monster in PvP.
Garden fairy Mizu goes in at B for general, B for PvP and B for HP boost, with guaranteed sleep on incoming monsters, full defence and camouflage this looks like a monster that would give you dominating control that would be hard to stop. However, the active moveset is very situational, so in practice youâre making the battle a 3v4 where entering enemies will either be slow already or slowed by 42-100s and you also need to build your team with slow monsters. If things go well and you keep sweeping, the effect is great. However, if you donât then the enemy team has more monsters to get the momentum themselves then you havenât got fast things to fight back with. There are also various counters to sleep that can nullify the benefit and you cannot use it with poison or G.F. Violet. Overall, I think itâs just basically quite mediocre with certain setups making it good. It combines well with G.F. Clover.
Bartholosar goes in at E for general, C for PvP and D for HP boost, with fairly basic moves and a buff that requires very specific teammates to be used this is relatively average. High attack with retribution is a good punishment for being ignored and gives it a reasonable baseline, but reaching the ceiling of this monster is very difficult to reach. If you can achieve a 70TU piercing repeatable move then thatâs brilliant, so definitely give it a go with Wraithcaptain doing sleep lock in PvE!
Wolfenrir goes in at A for general, S- for PvP and D for HP boost, with high attack and dual slayerbane this has a better baseline than the other starter legendaries. High speed and hold ground mean thatâs going to be very reliable, and may be enough to turn around a battle in your favour. When dual slayerbane doesnât have a target you simply charge and get a piercing kill. I reckon this will become a very popular PvP monster and it is decent for PvE too thanks to the repeatable healing. It will struggle at the top level of PvP because the damage is still a bit too low, but thatâs probably a good thing to stop this being played by everyone.
Raidkong goes in at E for general, C for PvP and D for HP boost, with high attack this can one-shot legendaries with either throw or piercing blow at 80% speed. This means itâs back to its old tricks of the SE when that was first released - killing the enemy of your choice at the start of a battle. However, it doesnât match well against mythics because it needs to use attack boost first and it doesnât have great longevity because you need to make rocks from other sources or settle for a 200TU move. That means it gets beaten by alternatives for top level PvP, but for newer players it should be a useful tool and fairly strong. I think you should never bother with the SS.
Galvbishamon goes in at C for general, A for PvP and D for HP boost, with piercing when it faces mythics this is a subtle but powerful buff over the SE form. The only issue with protector killer and timestrike these days is the damage being low, which piercing completely resolves. When Galv has the buff it will perform very well and then do 100TU piercing sweeping⌠pretty crazy! However, without the buff it will fall pretty flat. The secret skill is also too situational to be worth +3 cost. Ultimately, I think it depends on where the meta goes. I.e. whether we see stun counters everywhere or if stun pulse â timestrike is reliable. If it is reliable, I think Galv should become a great option as a protector counter in PvP. Itâs a tricky one for new players because they wonât meet mythics much, but in PvE itâs good if you have ways to heal it.
Viridrexus goes in at B for general, C for PvP and D for HP boost, with high attack, double retribution does high damage but not quite enough for the tanky monsters we play these days. Double desperate bite is very strong though. Viridrexus has its niche as one of the few high speed legendaries with accelerate team, as well as stun revenge making it a good backstab target for after then. Otherwise, the moveset is not geared for top level PvP except to counter poison end-games. Where I think this will shine is in PvP when youâre not facing tanky monsters and otherwise in PvE where accelerate is lovely and you can use double desperate bite to great effect.
Quick summary on the legendary starters:
Wolfenrir - a general purpose sweeper, good for PvP at all levels in the mid-game and lower level PvE.
Raidkong - specifically for the role of taking down an enemy of your choice at the start of a PvP match, only for low-mid level players.
Galvbishamon - a general purpose sweeper, for when facing mythics and in a meta without many stun counters. Good at all levels of play but not exceptional, needs healing in PvE.
Viridrexus - a tool for high speed acceleration or countering poison end-games at high level PvP, with good general purpose at lower levels (both PvE and PvP).
Strawbaba goes in at F for general, F for PvP and D for HP boost, with moves that all remove a target enemy from the battlefield and replace them with a token this can quite effectively deal with the enemy team to get you in a stronger position. However, itâs a bit clunky in its execution because explosive revenge all kills the tokens it creates (I think?). Also, due to these moves being potentially very controlling, Strawbaba has incredibly low speed⌠the lowest in the whole game (second is Megaiasloth with 17%). I think in practice that makes it a bad monster. The only exciting bit is the SS where if you kill/remove the enemies before they get their next turn then only you get the benefit. That can help swing a battle pretty well, but is situational.
Trimaegus goes in at S for general, S+ for PvP and D for HP boost, with good stun passives, decent speed and guaranteed kills/disabling of enemies of your choosing this is a very powerful monster. The main move is definitely karma chain, which plays better than you might think because of all the times when you disable a blood sweeper or take down a tanky, shielded monster. It also asks for no requirements to use, so forms a strong baseline for Trimaegus. When you meet protectors or want to stun something there are the strongest options that exist in the game for that. Bloodshed charges from karma chain too so if ignored then Trimaegus will prove a menace then become a 100TU sweeper. This is borderline S+/S in PvP I think.
Viridwyvern (s) goes in at S- for general and S for PvP, with a good attack stat, union attack is actually strong enough on this to kill legendaries properly. It also sets up union with the Bronzeshell and we have a few monsters which utilise a token teammate so this is basically what you want to build around and it should then play well. Itâs nothing super strong, but is a clear upgrade over the non-shiny version as long as you have the right monsters to use with it.
Crabriel goes in at C for general and B for PvP, with an intruiging backstory weâll never know, this is a fun monster but not a very good one. It fully heals every turn so it will never die from recoil but it doesnât do great damage. The virus dragons are basically superior (most have a move like piercing blow). Its niche is countering death revenge and token disruption, but we basically have better options for that.
Tricertalon goes in at C for general and D for PvP, with an entrance that kills all enemies 200s later this was basically designed to counter things like stun lock setup where they try to win with just a handful of monsters so if those die then theyâve got nothing else to win with. However, with the recent reworking of stun to specifically stop stun lock being a thing this doesnât really have a use case. The moveset is also extremely limiting because itâs link. This monster might come up in the future for specific combos or to counter PvP meta strategies but for now I think itâs extremely niche.
Lavamane (s) goes in at B for general and C for PvP, with a 150s megabomb that hits everything this is very cool but seems like it will be for specific combos. Backbite with high speed makes it ideal for combos since it can set things up. I think this is unlikely to see any PvP play, but for specific PvE battles this could be a lot of fun.
Akhekhion goes in at S- for general and S- for PvP, with vigorous stance and 100TU low condition damage moves this looked very OP. However, the damage on lifeblight is not high enough to one-shot and similarly if itâs not on 100% HP then confident strike is a little weak. Therefore, itâs likely to take some small hit before it gets a turn then be a bit disappointing. Panacea sets everything up nicely and can be good if youâre using a tanky team, you can also support Akhekhion with teammates healing it. However, Iâm a little doubtful it will be able to compete with legendaries and mythics so itâs probably just at the level of being a good SE. Maybe Iâm wrong though, weâll see when we get to play with it properly (itâs not yet out, but I saw the damage in SCB).
Jocodragon (s) goes in at S for general and S- for PvP, with flipped speed and meant for the second half of the team rather than the FL this is a fun spin on Jocodragon. The difference here is youâll pass it over on its first turn, rather than needing to wait. This is pretty high impact but given its low speed and how you cannot rely on whatâs going on in the battle during the second half this is not going to be anywhere near as good as normal Joco. However, it compares well to other low speed monsters you could place in your late-game.
Strawbobo does not go into the tier list. This isnât for real use, itâs for disruption when itâs created in an enemy team by Strawbaba. We simply all got given one for fun at the anniversary.
Movements:
Thereâs a fresh new set of legendaries in S+ PvP, since that tier had only a small number after recent updates. I also shifted a bunch of mythics down, especially from S- PvP to better spread them across the tiers. I hope everyone likes the new positions. I imagine at least a couple are controversial!
Mythics going up:
Arachnodrake moves from B â A in PvP, 50TU stealth makes this work very nicely and with more stealthbreak in the game the synergy from haze entrance is big.
Bridalith moves from C â A in PvP, the entrances on this are more impressive than I thought, especially the 100s push back. Itâs also easy to build around.
Mythics going down:
Nyx moves from S+ â S in general, this is able to cripple a couple of enemies and make a battle easy, plus be a decent sweeper once charged but itâs a bit squishy and fermata requires specific team building plus doesnât work in every battle.
Scyberithe moves from S+ â S in general, this is perfect for setting up FL combos but there are too many mythics in the top tier that I picked this one to drop because itâs a bit more specific than the generically useful other ones.
Exocross moves from S- â A in PvP
Nagandia moves from S- â A in PvP
Ophidiator moves from A â B in PvP, with Sobeking and Redybug nerfed this has less support.
Tyrfina moves from A â B in PvP
Y Ddraig Goch moves from B â C in PvP
Focalforce moves from C â D in PvP
Legendaries going up:
Jackolene moves from S â S+ in general, see Vinegazer note below, but also Jackolene adds an extra layer where you have squash for sweeping when you donât have germinates available. This helps start the vineye lock and makes winning much faster.
Centaureon moves from S â S+ in PvP
Mantiferno moves from S â S+ in PvP, not even counting the buff in the update (this post is not for that)
Rosegeist moves from S â S+ in PvP
Geoceron moves from S- â S in PvP
Others:
Bloomeluga moves from S+ â S in PvP
Vinegazer moves from S â S+ in general, the AI doesnât sacrifice Vineyes properly that itâs easy to find combos to win matches with this.