OLD Tier List

Since it’s been a long while, I figured that I’d do a analysis, but since there was an update recently which gave four 3* monsters a new Super Epic form as well as a few monsters I forgot to talk about, this update will be split into two, covering the six new Super Epics in the first part, before going over the four new legends and the new mythic. So strap yourself in because this is gonna be one wild ride.

We’ll begin with a Super Epic that was a bit of a surprise; Buffbuffalo. This fella was first spotted in the newly debuted Monster Shop, which shows a fair amount of promise despite needing a few tweaks. On the surface, it doesn’t look that impressive, but a further look shows that this fellow has potential. The combination of Hold Ground and Stun Immunity is a popular yet effective set of passives, further supported by it’s signature move Purifying Ray, a souped-up Pure Cure but only targets a single monster, gives it a more support-orientated focus. This tied in with Protect Focus means that in most circumstances, it’s gonna stay on the field for a while. Rockoid Morph may be an odd choice, but it can be used to either remove a useless token monster on your field, or even tribute itself once it’s purpose has been fulfilled. Overall, while I wouldn’t say it’s worth the 10 ticket cost, it’s by no means a bad monster. Though there are superior options out there, it’s a fairly cheap option that can get the job done. Final Rating: B

Next up is a monster that I mentioned in a previous topic I made, Sanctihoof. Looking back on it, I may have over-hyped it a bit, but it still stands as a cheap alternative to popular monsters such as Atrahasis and Aurodragon. The monster’s main gimmick is it’s skill Ritual Revival, a 5-use move that tributes the last member of your party to revive a recently slain monster at 50% health. A strategy I mentioned in the last thread is to throw it in a throw team, sacrificing spare rocks to bring back your big sweepers so they can use their rock spawning moves once more, and I still stand by it’s potential usefulness there. But what let’s the monster down is it’s incredibly low speed, meaning it might not get a chance to shine despite it’s high bulk. Though it has some nice defensive passives in Shield Entrance and Poison Immunity, it’s still vulnerable to getting stunned, rendering it a dead slot for most of the battle. Overall, this monster requires some work to make it shine, but it serves as a cheap alternative should you want to play the revive game. Final Rating: B

And now we begin with the four new island Super Epics, starting off with the two that have very similar movesets; Megamummat and Thorhoof. Both of these monsters have upgraded movesets from their pre-evolution, with a slight difference in their requirement for Desperate Stampede (RAW for Thorhoof and SOLO for Megamummat). On paper, Megamammut has an advantage as it can be protected so that it can use its sweeping move a little easier than it’s counterpart. However the SOLO requirement means that it loses a lot of utility in it’s ELEM Accelerate move, something which Thorhoof can utilize a bit better. Thorhoof also wins in terms of it’s passive as Shield Entrance is a bit more useful on a monster with recoil attacks than Hold Ground, since the latter doesn’t take it into consideration. However, despite their small differences, neither of these monsters will see much competitive play due to their lacking movesets, instead serving as a way to help newcomers breeze through the islands a little easier. Final Rating: C for both monsters.

We now move on to a monster who serves as an alternative to the popular SE Flutterdrake Clover; Rosempress. On it’s own, the fact that it can reliably sleep enemy monsters before sweeping with Dreamhunt on it’s own puts it above the Epic Dreamhunters. However it also gets a new sweeping move in the form of Sneak Attack, an odd choice for a monster who’s only form of stealth is its Passive. But that’s not an issue, as it can be paired up with the powerful Dracorosa to provide it with free stealth, a two-part combo that can help add a bit of control to the battle. And while I admit that I thought it was the worst a while ago, i have a change of heart following a further analysis of the monster. It’s nothing special, but it’s a cheap sleeper that can put in some work, so I can’t complain much. Final Rating: B

Which leaves us with the best of the four new Super Epics; Demontoad. For the most part, it’s a weaker, but free alternative to Don Dollguini, being a quick bomb that can shield itself and hinder your opponents strategy with Gravity Field. But what makes it shine is Enrage Teammates, a move that was mostly ignored due to being stuck on weak monsters, but is perfect for powering up already fragile sweepers to make them even stronger, a popular choice being Novadrake. However, an issue I have with it is its second passive, Poison Revenge; while it makes sense from an aesthetic point of view, it could’ve been taken out and it would’t affect the monster in the slightest. It’s not a meta-breaking monster by any means, but the fact that players can get Noxdragon and Bitterbeast for free means that they can start experimenting with an Assisted Dusk line-up rather early, which is pretty neat all things considered. Final Rating: A+

Thank you all for reading the first part of my analysis, the second part should be up soon.

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(continued from the first part)

Before I begin, I would like to take a moment to talk about the moths, the newest take on the ‘elemental gang’ trope demonstrated by the Flutters and Thlugs. While all of their movesets have been leaked so far, we only know the complete details for Marksmoth, hence I’ll only be going over that monster in this session. Additionally, I won’t be grading Pupupa as it’s evident that’s its one purpose is to sacrifice itself to summon its respective moth, with its impressive bulk emphasizing that. So with that said, let us continue.

We’ll start thing off with a fairly controversial monster, Canishogun. Some players see it as overpowered, some say that it’s below average, while I’m here to give my two cents on the matter. One of the issues people have with it is the somewhat high TU for it’s moves, but considering how acceleration moves/potions can mitigate that issue, I wouldn’t classify it as bad, especially since it can be seen as balanced when compared to other powerful legends. It’s main gimmick revolves around utilizing Underdog to power up all monsters on your field with four stars or less, which works well with its passive Samurai Soul. Asides from that unique spin, it’s your standard sweeper with Double Counter Strike and Retribution to score kills, despite the latter being at odds with the monsters high speed. The real shine is that with an emphasis on using Epic and lower monsters, it can free up some cost to use on secret skills for your other monsters. It may have been over-hyped yes, but with some proper set up it can find itself as an effective option for your team. Final Rating: A

From one samurai to another, we have Kaerukenshi, a monster who bears a resemblance to those ugly bastards from those anime I’m known for watching. On an initial glace, it looks to be a sweeper with moves such as Power Slash and Confident Strike to secure kills. However it also has plenty of support utility with LINK Give Turn Dual, Shield All Entrance and it’s secret skill Seppuku, which works a lot like Deathgazer’s passive. There are so many combos in LINK Water teams you can pull off with this, that it breathes a new life into the once powerful strategy. The fact that it has Unmovable dampens its usefulness a bit, given that you can’t just keep applying its second passive multiple times, but it works as additional balance for the critter. Overall, the simplicity in its utility puts it above the previously mentioned Canishogun, but outside of a LINK Water team this frog doesn’t have that much to offer. Final Rating: A+

Now that we’ve got those two out the way, let’s move on to the first of several moths; Marksmoth. On paper, this monster looks to be an insane sweeper, with an instantaneous Double Catapult and an immunity to Stun, Sleep and Poison. However it’s defensive stats ensure that it won’t land a kill everytime, keeping it from being a free two kills all the time. But what makes this critter shine is the fact that it can summon a grand total of NINE rocks, making it a must have for throw teams, despite how slow the moves are without acceleration. Additionally, it’s secret skill ensures that it goes down in a blaze of glory by taking out an enemy monster along with it, in the event that it’s no longer useful. Overall, it’s a fairly potent sweeper that can get the job done, but is one of the weaker moths in the overall scope, which should tell you about how potent the others are. Final Rating: B+

Next is our final legend for the analysis, Razoray and it’s got one hell of an awesome design. Utilizing the Charge mechanic like our old friend Deodragon, it brings a new tool to the table with Sonic Charge, a move that stuns the opponent for a set amount of time that increases with each charge utilized, which could lead to some devastating strategies, especially when paired up with other stunners. The combination of its balanced stats and Hold Ground means that it’s not going to die that easily, especially with the heal it gets for each charge. Additionally it also has Laser Blast, which pierces through Shields and Hold Ground for some targeted sweeping. Overall it’s a modern take on an old classic the fans love, with the power to back it up. Final Rating: A

Finally, we come to arguably the second most beautiful mythic shown so far, Auraleus. It shares the same balanced stats as the other charge monsters, and has a movekit to amaze and impress. Like the two Charge Legends, it has the standard Charge and Blast moves, but this fellow comes with Energy Accelerator, a move which lowers the seconds of all teammates by a fair amount, with each charge increasing the seconds reduced, fixing one of the issues charge monsters have. Plasma Blast is exactly like Laser Blast, only it targets two monsters in case you needed some more sweeping done. Stun Immunity gets upgraded to Stun Converter, which when coupled with Hold Ground grants it even more defenses, despite a newfound weakness to Chrono Killer moves. But the jewel on this beasts crown is it’s secret skill, granting it permanent charge for all it’s moves. Couple with Plasma Blast and some skillful targeting, this thing can shred through teams. Overall, it’s a very impressive mythic, held back by the fact that it needs to be awakened in order to achieve it’s full potential. Final Rating: S.

That’s the end of this extra long analysis, if you have any issues with it then feel free to leave a comment below where I will explain my reasoning for their grades. Thank you all for reading, I’ll see you all next time.

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Aura’s 2nd form.has stun converter and its plasma blast 1 shots everything except earth legendaries, did some testing with Sherlock with a bunch of monsters including mossgoliath which was one shotted as well. Just need to test on static and uto to see if they one shot as well.

I was blind.:joy:

What?

Laser blast of Razor is about 4100 dmg merely, so it is really worse than Astrogolem. Esp many powerful monsters with shield / hg are storm ones.

@Phantom00
Thanks, as always, for your reviews! I will be doing my tier list update this weekend I hope. I finished editing my latest tournament video, so this is the next task. As usual, I agree with the majority of what you’ve written so I’ll write about the things I think you missed or under/over valued…

Buffbuffalo
Definitely undervalued all of this monster. Good speed, stun immunity + hold ground and a 50TU healing move. This monster can do crazy support for your team and even work as a wall. Combined with other healing (e.g. HP share or healing light) this will be so difficult to take down you’ll pretty much need poison or piercing. Just imagine an accelerated Buffbuffalo with Heavenswyrm that’s used protect focus… that’s 35TU healing plus every 70TU a full heal.

Megamummat / Thorhoof
You say Thorhoof is better but it will really struggle to do the desperate stampede without hold ground, meaning that attack is basically useless. All it has to offer is a high attack stat for zealous attack and elem accelerate. It looks really quite terrible outside of the beginning of the game. Megamummat has the terrible synergy between the moves but with hold ground it can reliably pull off the desperate stampede in PvE. I think for this reason it’s better, but it’s definitely got nothing on Titanomoth.

Canishogun
Great to see such a balanced review of it. I just wanted to say too that this monster was super hyped for months before its release and it’s definitely not the kind of monster that takes over a game. People want lots of different things out of it and I think that’s lead to complaints about high TU on the moves among other things. It’s a great monster but a little harder to utilise than it looks, so I may rate it A+ but I think many will perceive it as A or lower.

Marksmoth
I know we’ve discussed throw teams at other points in this thread and basically a monster like this one adding 9 rocks is not at all needed for throw teams. The properly made throw teams have an excess of rocks, it’s rare you’ll have any problem with this. I think Marksmoth is more about using it like Delugazar (with a TT to use the sweep move a lot) or abusing the roaring entrance by pulling it back (e.g. with Onigeist or in the ridiculous mortar combo I mentioned in another thread).

Auraleus
A lovely overview and I think you’re completely right to rave about it. However, its success is very much to do with the enemy team having stun in it. I believe it’s an incredibly harsh counter to stun and otherwise more mediocre. It’s all about the SS then spamming plasma blast to do 6k piercing damage to two targets. The SS is 168TU and plasma blast is 168TU as well, hence it will be leaving big windows for the opponent to deal with it unless it’s hitting some stun. I think the key to utilising it will be to have a give turn for after using the SS then leave it to work by itself. That will make it excellent to use, otherwise it might be a bit slow to impact things. S tier is giving nice respect to its power. I’ll have to look at the list and have a proper think but I might have to put it a bit lower than some may want it just for its more niche use (requires GT setup, not particularly effective unless fighting stun).

Aura needs at least a TT and 2 protectors with additional support at the back or another fast sweeper (I prefer stag to avoid time’s up and skele for the high speed prot focus) this guy when awakened will definitely one shot all mons except the awakened earth mythics.

You’re thinking about building a whole team around it! Sounds similar to building around Delugazar except here you have stun converter. I can’t say I applaud the heavy use of protectors but it would probably work very well here.

Against earth monsters it should deal ~4k damage which means most legendaries will have a chance to survive and all awakened earth mythics should survive guaranteed (3.6-4.4k damage range).

I already did testing with 2nd form aura and it puts all earth legendaries at red, mossgoliath is one shotted so I assume from 41 to 49, it will one shot all legendary earth monsters

I think I read you writing about that. I have a feeling all the earth monsters you tested were high speed (low health)? What’s the actual damage it’s hitting them for?

Nope they werent fast, I was testing with Sherlock and he put up some like mistle 2nd form, grovo, oak, bazil, terragar, tiamazus, and some other monsters that I forgot. I wanna test on static and uto if possible

Damage was mostly around 3-3.5K if I remember correctly

Okay so when awakened the damage will average at about 3900 (1.18x 3300), meaning it will have a hard time one-shotting the slow earth legendaries but should one-shot the faster ones most of the time. Thanks for sharing the info you got from the testing.

Why do you want to test against Utopion and Staticsphere especially?

I just feel like they’re very high on hp and I wanna confirm that they dont survive plasma blast :grin:

Plasma blast does 6k damage to all non-earth monsters and 9k to water monsters. That one-shots every monster in the game very comfortably. Utopion and Staticsphere have 4372 and 4091 health respectively so they’ll easily get one-shot.

Looking over your explanation, it seems that I did indeed undersell Buffbuffalo, especially with that combination that you posted up there. Since I don’t have the monster, I wasn’t able to test it sufficiently, so thanks for the heads up.

Willow is raw healing light.

Delugazar teams compose of tt gt gt with protectors at the back

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Good catch! When I thought of it originally I was thinking only of Heavens but added Willow there to make it sound more accessible, didn’t think it through properly. I’ve edited the post now so it doesn’t mislead anyone.