Stop zypharamus from killing targets without any condition at that speed 😡

People interchangeably talk about dream ender / thunderseal (130TU each) and the actual high damage move: double counterslash (200TU). When I said you need 3 SEs I’m talking about the lower TU moves. For DCS it’s true it only needs 2 SEs to begin one-shotting (although not 100%) but it’s a 200TU move so it’s quite a lot less scary. INA-Archer provided the numbers in this post: Which monsters need a Nerf? - #304 by INA-Archer

If people have adapted to using DCS and creating a 2x SEs setup that supports it well (e.g. Serazael (s)) then maybe that is an issue. In my opinion, it would be nice to see DCS only being able to guarantee that one-shot if it’s with 3x SEs. I figured that the 200TU was enough to keep it in check, but maybe a tiny damage reduction for Zephyramus’ DCS specifically would be a tweak that could resolve a lot of problems for people?

One thing I really dislike about Zephyramus’ design is people will almost never use the SS. This monster should probably be really high speed and be locked into using fledgling accelerate on the first turn or something. You’d have to overhaul the design quite a bit, but I find it depressing to see the SE support but instead all people use it for is sweeping. Canishogun’s design has it done correctly, but is let down by the weakness and lack of diversity in 0-4* monsters.

We don’t know this at all, and I disagree with the theory. I expect this was designed to create unique FL setups very different from other ones. This is the likely reasoning behind most build-around type of designs.

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