This is just a Nova AoE/DR spam team,is not really a Carmilla setup with ap spam
Itās Carmilla placed between AP spam.
Itās just a random DR team,he place Carmilla cause of her revenge not because he want to use her behinds APs to protect her
Not pure 8 AP (it just normal AP spam) . I Saw 2 player run her with mushasoid, spookoid, houdinoid, . And other player run her with link dark like skelevithan , zhulong , spookoid , shiny gearcroc.
I think hellfox deserves to be higher. He has a good skillmove with a really interesting ss and lava entrance that u can pair with other mons to make a good strat. And the mon who kills him dies as well. He is always good for 2-3 kills. I think i would put him A-Tier
@SyCon if I could like that post 1000 times I would.
W
I was thinking the same actually. Lava entrance has done a huge amount to boost its power! Itās nothing special, but a worthwhile team member in strong PvP teams if you have a couple of monsters with good entrances, high TU moves or a stun absorber. When you can rebirth on the first turn itās great! @LemonSqueezy Get hyped!
Thanks also to the others I havenāt thanked yet for your input! Itās very nice having some ideas thrown around. @EMI_Eklypz I especially appreciate you mentioning Chronotitan in PvE because I spent literally 30 minutes the other day getting frustrated because I couldnāt remember it was the thing I wanted to move. I knew there was one I hadnāt noted down, but Iāve forgotten completely which it was and staring at the tier list it didnāt jump out to me.
How is keeperdragon S- in pvp? This dude is crazy op! 42s Link poison eater (+9) and poison entrance with 79% base speed. And he even got protect just in case u dont have any link
KD hasnāt updated this list in over 3 months to add the new mons. What a joke.
Itās been two months. Iāve also done two updates since then based on game version updates. Youāve messaged me about this twice already in the last couple of weeks. Leave me alone and grow some respect for the time it takes!
Do you know youtube channel for someone doing quest like anesa or garcia regularly every event ?
I want to know if theres anyā¦
Thankyou
TiOās channel (linked above) is definitely the best for that!
Thankyou bro
Update
Notes:
Some complicated designs this time! A few monsters were hyped up in a big way but I think the real winners here are a couple of super epics that have snuck in, featured in eggs.
Additions:
These are done in order of release with mythics, legendaries then super epics, etcā¦
Mechangelion goes in at D for general, F for PvP and second form tier 1, with a moveset thatās, in theory, very similar to Angelion but works very different in practice I know this was a big disappointment for some. Every move is 130TU+ so if you canāt make an impact with them Mechangelion isnāt doing much. And thatās the problem⦠thereās no easy way to get a kill for double bloodcrave. Youāll often get stuck with none of the three damage moves doing anything good and the secret skill is both situational and high TU. That said, this is a devastating counter to death revenge, reasonable stun protection and if you can get a kill itās going to feel great. I canāt put this high because itās too unreliable. I hope the SS gets changed.
Aoi goes in at E for general, C for PvP and second form tier 1, with stun converter, roaring entrance and a move that one-shots if you have a water teammate this is a decent sweeper for link water teams. It also counters fire very nicely and is good against link teams in general. That said, it doesnāt have much versatility or do piercing so isnāt a top monster. Also, it has to be link water because if there isnāt a water teammate AoI is quite useless. Itās basically just a fine inclusion in any link water team that helps link water decimate link fire even more than it already does.
Akane goes in at D for general, A for PvP and second form tier 1, with a really unique entrance and the ability to kill all four enemies in a little under 100s from entry this is a very exciting monster. Its play-pattern is very much the loop of: entrance (-50% HP on enemies, +2 rocks) ā throw all twice to kill all enemies ā take off (step back) ā enter again to do the same. It can also counter token disruption very well. What I love about this most is itās created a new team building strategy because you can either use dragons to avoid the entrance backfiring or use low TU hit all moves to take down the enemies even faster. Itās very viable in PvP and fits the classic shadow AoE spam we have some fans of. Akane even works by herself in basically any team and itās such a fast loop of moves she cannot be ignored easily. All-in-all a great mythic thatās lots of fun.
Arcticlaws goes in at F for general and A for PvP, with three element killer moves and sendback this is like a 2022 version of Cyclozar! The strategy isnāt immediately obvious, but you place this somewhere in the team and it can do stun converter sweeping on storm/water/fire enemies then when there arenāt targets you use sendback on itself. When it re-enters at the end you protect teammates and, whether or not there are targets for the damage moves, youāll get a free team turn. What makes this extremely effective in my eyes is it can immediately sendback (even in the front line) and the protect is instant, meaning there are no sacrifices made for non-aggression or where it will get stuck. However, the big downside of course is it has weakness to both chrono and protector killer moves. Also, it must be combined with monsters that can kill/remove enemies with ease to get rid of protectors and the other three elements Arcticlaws canāt attack. Iāve been surprised at the community response to it, I am quite a big fan (borderline S-/A).
Otomaid goes in at B for general and C for PvP, with high defence, good speed, no killer weaknesses, two defensive passives and 100TU sweeping moves this looks really pushed and like it would be very strong. However, the moves are all heavily restricted in targets, completely reliant on what the opponent is running. There are many parallels to Arcticlaws above and Otomaid does away with the problems of protector/chrono weakness but introduces the new problem of being stuck on the battlefield without much to do. Link and solo are both quite rare, raw comes up more but itās still quite restricted⦠this is very different to Arcticlaws who can target 1/2 the elements. Anti-secret is the only reliable move here and, while amazingly good, is not enough to make the monster stand tall in PvP. Ultimately itās probably a good include in a team where you might want a backstab target, since it gives you stealth all on entrance, can reliably grab a piercing kill at decent speed then you can decide whether or not itās worth keeping after then.
Doomhoof goes in at E for general and C for PvP, with high speed this is actually a bit of an awkward retribution monster. At first glance it appears to be great for generic use to punish the enemy team for ignoring it, killing enemies at 50TU with a slayerbane+retribution. However, if that double condition doesnāt line up then youāre forced to waste time with bloodshed so I think youāre actually better off building around this with some kind of tokens to sacrifice. E.g. In an end-game with rockoids. It can work generically, but may feel a bit clunky if the opponent plays around it. Instant element retribution is very powerful and a huge counter to link teams. With even just two enemies of the same element it does good damage. So thatās a great way to get kills for bloodshed and, after two kills, that does decent damage. Important to note that using either it or vengeful bash locks the other until another teammate dies; be careful with that. I like this monster quite a lot but am really unsure where it stands so far, it seems like it may rely too much on meeting the things it counters (token disruption, link teams, death revenge).
Redybug goes in at S- for general and A for PvP, with a stats buff alongside reptiles and the Goldoise shielding all reptiles on entrance this is a very interesting option for teams with reptiles. Itās a tanky protector at a baseline but comes with a wide variety on the moveset (purify, pullback, sacrifice a teammate, sleep). This has been really well designed I think. I especially like the 70TU sleep on Goldoise, itās a strong move to have for times when Redybug dies. It looks great overall, but obviously very niche because itās for reptile teams.
Mapledragon goes in at S+ for general and S+ for PvP, with an amazing set of support moves and camouflage this is very controlling on the battlefield, performing more like a strong legendary. Itās also got a useful entrance that gives you value even if itās killed immediately. This is exceptional for 10 cost.
Searguard (s) goes in at A for general and S for PvP, with a fun spin on a popular monster this is great to see. It also comes with stun immunity, but toxic killer lacks the damage which chrono killer has (itās 0.8x the amount) so this isnāt as good because it wonāt one-shot much at all. However, it should be nice for tackling poison metas in PvP.
Serazael (s) goes in at A for general and A for PvP, with high defence and hold ground and cannibalise token I can see what the Devs were trying to do here (create a counter to token disruption) but the low speed really holds it back because it will be killed before it can remove them. Rockoid morph suffers similarly. Two niche moves means this is almost completely dependent on give turn, which is fine but other monsters offer more (e.g. Mapledragon). In practice, being tanky with stun immunity and give turn should play well enough, I just donāt think itās effective at countering what it wants to.
Vulpink goes in at S+ for general and S for PvP, with the most complicated moveset weāve seen on a SE for a long time, this is a hard one to figure out. Both passives are extremely powerful and make it worthwhile either alongside OoO or a little before throw monsters. In PvP itās especially notable how crescendo will charge up so the opponent will need to kill it after a little while, giving you the rocks. These rocks may prove very useful simply for protecting an end-game with no real effort on your part. Robots and beasts are very common types, taking up a little over 1/5 of all legendaries and mythics so those countering moves will definitely come up. Overall, Vulpink is probably not the most threatening monster on the battlefield but can occasionally do some powerful things early, otherwise becoming strong if given some time. Iām quite high on it, but it may prove too slow and only be usable in teams that can give it the time it needs. It seems exceptional in PvE. Side note: I donāt know the damage EMP does here, please tell me if you know.
Movements:
A bunch of shifts based on community suggestions. I didnāt look too far beyond what people mentioned because next update will be a big one where I turn everything into a nice bell curve again, to round off this year properly for my annual review series and have better comparison to previous years.
Mythics going up:
Mechydra moves from C ā B in general
Kunomi moves from E ā C in PvP, this has impressed me quite a bit when Iāve met it. The entrance is very powerful and it needs regular attention to deal with, plus also comes back stronger later on. Any poison or stealth it works very well with.
Mythics going down:
Exocross moves from S+ ā S in PvP, I went a bit overboard moving this to the top. I said I was unsure at the time and yeah while itās extremely powerful it does have an issue of being slow as well as sometimes the 3+ marked not working out how youād like it.
Vixian moves from D ā F in PvP, the extreme team building requirement should keep this lower, even if itās quite good in the right team.
Legendaries going up:
Hanzowolf moves from S- ā S in general, while not for every team, the locks you can perform are very strong and it can single-handedly control+win a bunch of battles. I may even make it S+ in the future.
Chronotitan moves from A ā S in general, this is super rewarding and not hard to pull off, even in super buffed PvE with very little support thanks to having hold ground and desperate bite. The secret skill made this so much better and I probably didnāt pay that enough credit.
Ammityrant moves from B ā S- in general and D ā C in PvP, I still think the SS is horrendous, but Iāve been very impressed with how well the 200TU sin move can line up and true hit is a great move too when itās online. In PvP it feels very threatening and it can push someone to trigger the mirror revenge with something they donāt want to.
Scolopendragon moves from C ā A in general and D ā B in PvP, if you can get just one kill with this it does amazingly well.
Sturgeonidas moves from S ā S+ in PvP, nullifying strike does tremendous damage making this an insanely good sweeper which also happens to completely protect you from stun. What made me push this up one tier is how you can use instant stun killer to help nullifying strike even kill higher defence monsters. I considered this before, but itās a pretty big deal how much damage can be dealt with literally no requirements other than Sturgeon being on 70%+ HP.
Hellfox moves from B ā A in PvP, I canāt actually find any post I made about lava entrance but itās added a lot to the moveset: sometimes enabling rebirth on the first turn and otherwise being sleep protection for the team.
Legendaries going down:
Stratustrike moves from S+ ā S in general
Zeuswyrm moves from S- ā B in general and B ā D in PvP, a personal favourite of mine and stun bomb curse + roar are brilliant for control but stun protection has developed a huge amount since this first came out that itās simply so unreliable. I know stun has been a big issue, but this is one of the sad casualties I think.
Jaguardian moves from S+ ā S in PvP, a great sweeper and popular choice for retribution teams but Iāve been on the fence about it for ages and it doesnāt quite stand as an S+ to me.
Dracorosa moves from S ā S- PvP, what makes me drop this is that purifying mist isnāt quite what it used to be, at least not if you canāt line it up well. That makes Dracorosaās fail case not as impressive. Also, itās suffering a bit from monsters having higher defence, so defang isnāt quite as deadly.
Lunartic moves from C ā D in PvP
Super epics going up:
Keeperdragon moves from S- ā S in PvP, I moved this up a tier a while back but link fire is heavily synergistic in PvP with its poison and this is a big component of tying that together.
@Killerdog can you explain to me why Frosthide (Hiberzor without ultra) despite 98 speed and +9 has an entry of about 27 seconds?
This is the formula @Killerdog provided in his guide:
Seconds from entry = (35 + (100-speed) ⢠0.8) ⢠[potion factor] ⢠variance
A +9 monster has a potion factor of 0.842, so:
Seconds = (35 + 2 ⢠0.8) ⢠0.842 ⢠variance ā 30.81 ⢠variancea
Youād expect a 98% speed, +9 potted monster to get a turn ~31sec from entrance, net of the variance. 27sec isnāt too far from that.
Though we donāt know:
- if the fluctuation in seconds is RNG or if thereās some other influence
- if the fluctuation is symmetrical, meaning thereās an equal chance for your monster to get a turn x seconds earlier or later.
We need stealth bane sweeper.
Enough with stealth
Stealth is fine, Camo is not