The way to nerf him would be to make his passive be affected by 4 stars and below like Canishoguns move.
Hope it doesnât happen though since he enables more variety of monster use.
The way to nerf him would be to make his passive be affected by 4 stars and below like Canishoguns move.
Hope it doesnât happen though since he enables more variety of monster use.
More variety:
Snowhulk
Serazael
Dreadmoth
Ogremaster
Jocodragon
CW spam
ED spam
or be affected by the entire team, as I told killerdog, zephi is used to save cost and do a lot of damage and have an ending full of mythical S+ so it is impossible to counter, zephiramus should be affected by the stars of everything the team, it was created to support accounts with fewer mythics but it is the other way around, for example if the team has less than 5 mythics zephiramus would increase its power as if there were 3 SE in Fl If there are more than 5 mythics it is a monster without power increases, that would be having a monster to support accounts with fewer mythics
Just make zephyr a little bit slower then problem solved lmao
Thatâs what Iâm saying , anything around 50 will be good or give him time freeze to prevent abuse give turn
They made Selkette to counter him but goat loves running gravity field or now auto taunt so she fails in that department ![]()
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 Iâm talking about the lower TU moves. For DCS itâs true it only needs 2 SEs to begin one-shotting (although not 100%) but itâs a 200TU move so itâs 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 itâs with 3x SEs. I figured that the 200TU was enough to keep it in check, but maybe a tiny damage reduction for Zephyramusâ DCS specifically would be a tweak that could resolve a lot of problems for people?
One thing I really dislike about Zephyramusâ 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. Youâd 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. Canishogunâs design has it done correctly, but is let down by the weakness and lack of diversity in 0-4* monsters.
We donât 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.
The problem is not only his double finisher, his speed, but also the incoming monsters have their speeds increased, for me there is no problem in him not being nerfed since I will wake him up, what I do hope is that they do what they want to him. Donât do it right after putting it on banners.
This quote is strange to me. I was running a deliberate dream ender target and like 90% of zepy users would still use Double Counter Slash. The seconds of the moves is irrelevant when they can just GT right back to it. due to a HP boosted serazel tanking just about anything. And guess what loosing 4 monsters at 200 TU when the rest of enerything that entered has their move seconds doubled. Is not a simple thing to come back from
Thatâs the problem with that monster , boosted serazael can tank almost everything thatâs why they pair him without any fear from xyz or any other monster , and the new monsters entering have their tu doubled, making it worst , introducing the hb boost is a mistake from the beginning
KD as usual played propably 20 matches this rank and comes here with great info.
Decided to test goaty boi this ranked and is fun in his second form.
(Ps the idea of my team is to give struggling players kills for thier tally)
But hey, letâs keep restricting mythics that were released 4 years ago and let CW+Xephyramus run wild. Another ranked season I play only for the 300 kills. Keep up the good work devs.
I will not even play to get 300 kill. Got 120 and enough donât need even daily gems
Only 2 super epics
Geoceron and nophiam got wiped out despite no weakness or no suitable target
Then give turn again 2 kills
And then again give turn âŚ
And you team is slaughtered and your monsters entering have their tu doubled
I hope you understand now better what Iâm talking about
We could expect adjustment in the upcoming update or later
Unike solution is nerf speed of zephyramus 66 speed change to 51 speed
Is Zephy okay now or still annoyingâŚ!
Iâve tried it in PvE so far and havenât started a single match in PvP this season (as I write this). But Iâm sure, itâs not as strong as before, unless you use Cw. If you donât have the CW set donât hatch him, look for another FL monster.
Just a note for certain Monsters which are specifically placed on the Frontline and if they lose speed it can be fatal. Maybe Zephyramus will be a Meta again if they create King P.G/Thlug/G.D.
I too not seen any Zephy in this season so far. Maybe he was nerfed to the ground that he is no more useful as before