Remove stun immune from the Teamturner legends

Sorry I understand. Maybe the skill can be for other newer mons too… but stun is less?

Its like Galvbane and Dolpheonix ish

You ain’t gonna stop this based off skills alone. If the stunners ain’t on the field yet they will never get a turn when the TT streak has already started you can literally only put them to sleep or knock them back and since knockback is on high TU sleep is the only viable way to stop the onslaught

As the topic says. I see so many of the Japanese players in top 10 using 4 teamturners on there team. One went so far and used three TT including the two legends and shadowwyrm.

He spammed ultra dusk give turn ultra give turn Teamturn repeat 3 times. Leaving all his monsters untouched both legends 100 seconds from bomb - wyrm hyper charged for bloodthirst and no counter play cause they are all stun immune.

Literally all these players use 4 teamturners and although I can beat more than 70-80% of them in a match it comes to show that this combination is way too strong.

I would suggest removing stun immunity from the legends seeing as it would hurt the general population less as super epics are easier to acquire.

If you don’t feel like removing stun immunity at least limit the use of TT to once every 400 seconds. Using TT three times consecutively is way way too imbalanced.

Worst part it doesn’t take strategy whatsoever cause you simply take 3x TT so in essence 16 turns if you count the starting ones before your opponent can make a move without counter play.

This all happens off the back off one monster taking a single turn.

I know people will cry and whine a lot cause they have either lava or levithan on this topic. But just wait till you meet Shika and he kills half your team without you ever making a move just because a single monster on his side got a turn.

I agree with you, that would be so op but what about the people who only have one or as their own legend, it’d kind of be unfair to them but I do see there needs to be a nerf to having multiple team turn and give turn, maybe you can only use 2 team turns a game and 5 give turns or something, even with seperate mons

its on your strategy on how to kill teamturner legends…

I dont think nerfing the monster just because of les than 1% of player base (not many that have so many TT legend) is a good idea. What about the many many and many others who just only have 1…please think of others…not just yourself. Better introduce new monsters with new mechanic to counter it than nerfing…

Bottom line how the legendary TT work needs to be looked at. It is not a problem when 1 or 2 are in your team but when your whole team is TT and give turn stun immune and shadowyrm it is.

I also agree it needs to be looked at…if it’s allowed like this we might as well grab some popcorn and watch the show…

Yea, removing stun immune would really suck for me because I lose my essentially my best stun counter, but I agree, there isn’t anyway for me to handle any of those other teams with all four TT. I sorta end up smashing them with my assists and hoping for the best. 

(I only have one TT)

Maybe limit the usage of team turn like no more than 2 times in a battle. I hate all team tuners 'cause I still cannot roll any of them in most of my accounts.

that will be useless cuz u need to wait 200 secs to use stun strike and gallio is not immune to stun that means you are already dead …

I think you can handle it not only with sleep.

If you have 2 death revenge mons and a fast timestrike, it would be a good counter.

For usual shadowwyrm gets the first move.
Ultradusk all… So maybe one or two of your death revengers are dead, so one or two of the TT are deas too.
Then you use timestrike of galvbane against shadowwyrm, and your problem is solved…

And in a assisted holy frontline sanctallion one shots shadowyrm

I ain’t speaking of this as a frontline. You set this up as a midgame thing. It’s not hard to do with a few sendback because hell thy are all stun immune and apart from banedragon nothing will one hit KO them.

Trust me. The Teamturn spam needs balancing. If you have to count on death revenge hitting them that means something is brutally wrong m.

I agree. I think this chat needs to move away from discussing if there is a balance issue. There is, period. Heck I use 3 TT in my team myself, but I think it would be healthier for the game if they weren’t so crazy. It’s never fun to have to watch your opponent kill mon after mon without you getting a turn.

What we should be talking about is how to solve the issue. The Devs do read this and will consider our input.

Imo there are three avenues to take to deal with it.

  1. Create new skills on new easily obtained and available to everyone monsters. ( i.e. Stun imune killer, Passive negate, ect.)
  2. Change the TT mons themselves (remove stun immune, require mom to have been in play 100 seconds like sleep bomb, ect)
  3. Change the actual rules of TT. (Limit of one per game overall, limit of one per 400 seconds across all mons, ect)

Does anyone have any input about what they think would be most fair and serve the interest of balance best?

I think the answer, or one possible answer, is to make it a charge move. 100 seconds after the monsters first turn. Something like that. It’s unlikely you’ll get 2 team turners in at the same time so there should usually be some offset. It’s a powerful move. And very frustrating when it’s back to back to back to give turn etc. And to further offset the 100 speed diff you could give them slightly different speeds. And when team turn is active, leave the TU all to 0, so it doesn’t add to the other team turners TU for the charge. You could even make it so it’s their turn but their TU doesn’t reset, so when they attack the next moves TU is added to the old, that may be too much of a nerf though

Just realize you listed pretty much the same idea Alucard. Lol my bad, I’m tired it’s 4 am>.< although I don’t think it was there when I started typing this lol

You could also add a mon with a move called ‘Interception’ or something. So if you team turn, the mons will move up but but the interceptor will move to the very front, perhaps with give turn or fast strike

The issue is definately with the 2 legendaries and not the super epics. I think the super epics are in a good place but the legendaries are too much but if it means that the super epics have to feel the effects of the change I would rather that then nothing changed at all

Just give the legends I different type of team
Turn that can’t be abused like you have to wait X amount of time before you can do another one

Maybe remove give turn from the legends and replace with assisted all?

Sleep legendary monsters are too. Strong, is ridicoulus

I still think my idea is the best so just gonna be so bolt and repeat it, if you limit TT per rarity so you can only use 1 super epic TT and one legendary TT which solves the problem in the short term but also brings more design space for the future since they could add TT monsters of other elements to push assisted earth holy etc.