Tier list change log

This is a catalogue of all tier list updates I’ve ever made to: 🏆 Neo Monsters tier list (see first post) 🏆

I’ve separated these so it’s easier for people to see the latest changes to the tier list. You no longer have to scroll up in the tier list thread or ask whether it’s been updated, you can just look here. It also creates a single place that you can easily track a monster over time by using the forum search function ticking the “search this topic” button and writing the monster name.

Going forward (from June 2025), my plan is to make updates more regular and smaller. They will be broken down into certain types:

  • New Additions Update - new monsters being added
  • Game Update (version X) - commentary and movements based on changes in a game update
  • Movements Update - re-evaluation monsters and moving them up/down
  • Tier Rebalancing Update - moving monsters up/down in bulk to maintain a balanced spread across the tiers (I aim for a bell curve)

Please note that before July 2020 there was a different tier list thread: OLD Tier List. The classifications were different and it didn’t have monster images.

Hey everyone! I’ve finally done a complete overhaul of this thread. The original post is completely re-written but in a similar style to before, so you may not notice all the differences but please read through the first sections before jumping straight to the tier lists. Everything is now alphabetically ordered so it should be easier to find any particular legendaries you’re looking for. If you can’t spot them quickly you’re probably over/under valuing them :wink:

There are way too many changes to the tier lists for me to note them all. Instead what I’ll do is just note the interesting ones or the most drastic movements (edit: this turned out to be a lot anyway). I know that some of these are controversial and I welcome discussion but please do not get angry or heated. I am happy to go into detail about the position of any monster in any tier list and especially right now because it’s all fresh in my mind.

Buckingham had averaged the monsters around B+ to A for general and A to A+ for PvP, while barely using the breadth of the tiers. There are 9 tiers in total, with the middle being B+, so I tried my best to use them all to distinguish between the monsters. I averaged around B+ to A for legendaries and B+ (perfect) for super epics. Due to the overall high tier ratings which Buckingham did, especially for PvP, you can expect many things to be lower. This is especially true for older legendaries which are comparatively weaker than newer ones.

What I want to be very clear about is that many of the “lower tier” monsters are actually usable and good in the right teams so please don’t freak out when you see something in a low tier that you find good. Things are all in comparison to the other monsters available and in some cases I’ve been particularly harsh on monsters which do a particular thing (e.g. sweeping) but they’re far worse than other monsters which do that particular thing too. In these cases they may be very effective and add lots to a team but the fact they’re outclassed so much means that, comparatively, they are terrible. A great example of this is Burnsalot that can be directly compared with a number of monsters who double sweep or heal themselves quickly and it is simply outclassed by too many.

Legendary changes
  1. Dragaia and The Godfeather: (general S+ → A)
    I’m sure many of you would’ve expected their general “S+” rating to drop. They were above every other legendary in the game and simply because they were so overpowered when this game first came out. There are way too many “problem monsters” they can encounter now.

  2. Icefang: (general A+ → C, PvP A → B)
    I’ve always felt this guy is overrated and overused. Assassinate doesn’t do enough damage for PvE and he’s flimsy. He’s almost like a weaker Galvbane and is only good under certain circumstances. I’ve been harsh to him in the general rating because there are so many better sweepers.

  3. Serapheon / Solariel: (general A+ → C, PvP B+ → C)
    These are terribly outdated now. Give turn really isn’t what it used to be now that so many monsters can deal great damage without an awkward set up first.

  4. Shadowyrm / Kamiwyrm: (general A → C, PvP S/B → B/C)
    These are way too situational and there are so many better sweepers nowadays, even with stun immunity. Shadowyrm still remains quite good in PvP with the secret skill and good element typing which ensures good damage on everything.

  5. Motordragon / Tinkerclaus: (general B+ → D/C+, PvP S+ → C+/B+)
    Such heavy nerfs to the shell/box abuse these guys could create pushed them right down. Both can still cause disruption but Motor gets stuck on the field as probably the worst sweeper and Tinker doesn’t offer anything incredible, especially in PvE.

  6. Rexotyrant / Kamishogun: (general B+ → B/B+, PvP A/B → C/B+)
    Not much has changed in the tiers but these guys were overrated previously (they were outdated sweepers that should’ve been lower). With the recent buffs they’ve switched in which one is great and Kamishogun now has an exciting amount of damage with good speed for charging bloodfury and even has sleep immunity.

  7. Atrahasis: (general B → S+, PvP A → S)
    Fiendishly underrated! This guy is top notch for combo-making, can survive well and can sweep at high speed.

  8. Dusicyon: (general B+ → S+, PvP A → S+)
    This one was new and rare so its potential wasn’t realised before. Crazy combo ability with so many monsters, ridiculously hard to kill and can even get kills very nicely (especially in PvP). Definitely one of the best.

  9. Shadowhunter / Stormloch: (general B → A+, PvP A → C+)
    I have no clue how these were ranked before, especially considering their popularity in PvE and NOT in PvP. The single sleep + hold ground they offer is incredibly useful in PvE as a support for your team. If left alone to do their magic in PvP they can be good too but all too often they are countered with poison, purify or are simply too slow to make an impact compared to other monsters. Most other sleep monsters are better for PvP.

  10. Tenebris: (general B → S+, PvP S → A+)
    I think this rating for general was made in haste and not corrected later when Tenebris benefited from the “clones come with full speed” buff. This guy is crazy for PvE and can single-handedly do a lot of content because the AI can’t handle foggy entrance and sneak attack is a one-shot against buffed monsters. The PvP tier has not changed (many things have shifted down by one tier as explained above).

  11. Geartyrant: (general C+ → S+, PvP B+ → A)
    Horribly underrated and probably not updated properly when it got the secret skill. Geartyrant is one of the best PvE monsters which works in every bit of content when built around a little bit. The secret skill is very strong and perfectly complements the moveset to help you take complete control. In PvP it’s far harder to get going but can still offer a lot and you can focus on putting a monster to hold ground to charge bloodfury off to make Geartyrant an immediate threat to the opponent (and help to your team).

  12. Aurodragon: (general C+ → S+, PvP A+ → B)
    This definitely wasn’t updated in the general section after the reincarnation chance went from 30% to 100%. Aurodragon is the combo queen that is beyond overpowered in a lot of PvE when used with certain other monsters. In PvP Aurodragon needs to be very carefully built around to be good and is generally too easily handled by a human opponent. It can be a fairly useful tool but is outclassed in most situations by other monsters.

  13. Oakthulu: (general C+ → S+, PvP B+ → S)
    This was very harshly rated by people originally because it cannot poison enemies and after dual poison siphon got a damage buff plus the secret skill was added I believe people may have been too bias against it at the time. This monster is incredibly flexible, very supportive and packs serious damage potential in most circumstances. It’s hard to find a single flaw with it other than the inability to poison enemies that are in the field. I’m certain this monster has lots of fans out there now. I’m probably one of the few people who likes to go OoO with this in PvE and do crazy double survivor sweeping, benefiting from auto-poison and using the SS for 150s stun when I need an opening. The S rating for PvP is because of the lack of poison touch, if you’re wondering.

  14. Noxdragon: (general C+ → B+, PvP B → A+)
    With the recent buff of reducing link bloodthirst from 100TU to 70TU this monster has got surprisingly good. Assisted moves in PvP are fiendishly underrated and accelerate team is very useful. Noxdragon has a lot more to offer than people give him credit for plus you only need one kill before using link bloodthirst thanks to the incredibly low TU, it’s so easy to get the second kill. The big issue with both Nox and Ashterios is the reliance on link, which is why they are two tiers below what they could be (one tier below in PvP). They MUST be used in the right team otherwise they are bad.

  15. Mortar monsters:
    These have all been properly rated and moved up on the tier lists. They were disliked by the community when they were released.

  16. Cosmodragon / Nebelronix: (general C → B+/B, PvP C+ → A)
    In the recent update these were buffed incredibly with the lower TU to protect teammates and divine shield (places a shield on all teammates when it is killed). Despite their slow speed this makes them an incredibly good trade with the opponent’s team and it’s now a good idea to protect before duplicating in many cases, making them support your team much earlier. Nebel still has the useless secret skill but Cosmo’s one boosts him in PvE where between the shielding, protecting and stealthing he can make a surprisingly effective backline with his duplicates.

  17. Cryokaizer / Sanctallion: (general D → A, PvP C+ → A)
    Probably the most controversial change here. These monsters have been hated for so long but they’ve received three powerful buffs that have not been valued by the community. The clone speed buff has meant the 80s stun gets the next clone a turn, which is great for PvE. The elemental healing move creates great synergism with link teams and makes new clones annoying to kill (which helps them counter situations with one stun immune monster). The thing most undervalued about them is their raw power. They have huge attack, assisted moves and a 30TU attack boost which makes their assisted hit all move deal 2500+ to most monsters in PvP. They have potential to one-shot quite a few super epics with that hit all move. The high TU is irritating but with the ability to clone the value of these monsters is far better than you’d expect.

Super epic changes
  1. Protect teammates/Stun absorb: (general S+ → A+, PvP S+ → S)
    While very useful, these are not as required or powerful in modern times. If you doubt my choice here just take a look at the other monsters in the tiers.

  2. Protect focus:
    These monsters have been knocked down almost across the board. Protect focus on super epics simply doesn’t work well, they still die too easily against legendaries and these monsters don’t have very much to offer. The knockback pushes a couple up one tier off the bottom in PvP.

  3. Blossomight / Sanguinymph: (general D → S+/A, PvP S/A → S/B)
    Clearly the general section wasn’t updated after their mega buff. This pair now have a huge combo that is very strong in PvE and can be good in PvP too but is harder to pull off plus Sanguinymph is very bad if left by itself.

  4. The four starters:
    These were previously all rated very highly albeit Wolfrozor in PvE (not updated?). Now they are all rated very highly in PvE except Rexkong who doesn’t have very much to add to a good team. In PvP they are spread across the top four tiers in the order Galvbane > Rexkong > Wolfrozor > Viridizardon. They are all great monsters which fiercely compete with the other good super epics. Wolfrozor is surprisingly good now with the decent slayerbane move (remember he has high attack) and the ability to quickly heal indefinitely. Viridizardon is great in most teams but lining up moves is where he struggles in PvP.

  5. Older limited SEs:
    A large number of the older SEs have dropped tiers because they are not flexible enough or valuable enough even in the right team compared to other monsters around today (both super epics and legendaries). E.g. Shinobidragon, Balancion, Cryptblade, Devilborg, Rattlewyrm, Ogremaster.

  6. Gaiawolf: (general A+ → C+, PvP B+ → B)
    Sadly with the removal of cannibalise → DR as a mechanic this wolf has been harshly nerfed. He can’t offer much value while on the field but zealous attack can be fairly threatening in PvP.

  7. Torrentide: (general “none” → S+, PvP A → C+)
    With the camouflage buff this monster has become crazily good in PvE, allowing easy completion of some challenges with practically no threat of loss. However, in PvP the clones can be easily targeted and killed.

  8. Don dollguini: (general C → A+, PvP A+ → S)
    Quite underrated before, I think because of the link requirement. A few strong combos have now opened up with this, especially because link only requires 3/4 of your monsters to be the same element now.

Epics and below
  • Generally boosted the ones which are more useful to complement the stronger monsters.
  • Added a few monsters which were missing from “notable” lists like identical copies (e.g. Moji - Musharoo) and a couple with unique, useful things like Wickerchap’s stun immunity with high speed and sendback.

If you read this all through, thanks very much! I hope you like the new changes.

Going forward… I plan to update this ASAP after each new monster is released and I will write a little post talking about that monster when I add it to the original post.

2 Likes

UPDATE
Two new super epics have come already. Elephantom will be ranked once we play around with him. I’d quite like some input from people to hear what we all think of him.

To clarify about Noxdragon and Ashterios. These two have been ranked high on the PvP tier list because of the value they can add when built around. They are not popular legendaries because of the link mechanic and difficulty to build around but they can be great when the right team is made. The PvP tier list assumes things are built into the teams well, which is why they appear high. However, saying all that, I may drop them from A+ to A at some point in the future (they’re at the bottom of A+).

Additions:
Volcaiga goes in at S for general and S+ for pvp, boasting good speed (60-70s entrance) and stunning entrance with a strong 100TU move this guy can do a lot in your team. Confident strike will one-shot everything in PvP if he’s at full health and if he’s hurt he can attack boost to gain one-shot damage against most things. In PvE the attack boost makes confident strike one-shot and otherwise he can kill the weaker things without it. Besides damage, he has a 3-time use exit plan that fully heals him. This allows for a total of four 80s stuns as well as plenty of chances to charge confident strike again and make him a threat while he’s on the field. The only thing he lacks is the bulkiness of most legendaries or some of the S+ super epics in the general section.

Movements:
Blitzdragon moves from S → A+ in general, on second thought the double stunning entrance doesn’t add as much value as other super epics and the timestrike isn’t particularly strong in PvE. Still a great monster for all newer players (which is why I originally rated him S) but once he’s done his stunning entrance stuff he doesn’t have a lot to offer.
Archaeoceros moves from S → A+ in general and S+ → S in PvP, after properly testing the damage output it seems he can only one-shot a small number of legendaries once attack boost has been used (80%+ speed legendaries). He’s still very good in link earth teams and is a great counter to strategies which include storm monsters but he doesn’t match up against the best Super Epics out there.

UPDATE
Since there are over 120 legendaries it was hard to redo this tier list swiftly. I did the PvP legendary list in about 4 hours, which is roughly 2 minutes per monster. There are quite a few adjustments I’d like to make, especially with some of the extra info I’ve got about certain legendaries. I have a feeling people will be a little happier after some of these adjustments! I’ve also added a “notes” section to this post to highlight some information about certain legendaries and their placings (pretty much quoted from a particular conversation I had).

Notes:

Elephantom will be ranked once we play around with him. I’d quite like some input from people to hear what we all think of him.

Metatherion is B tier, lower than some others thought he would be. I got a chance to test him extensively this PvP event and have to say that he’s brilliant when used alongside a TT and other good monsters but otherwise he struggles to do much. He’s tanky but he’s simply too slow with both his speed and moves to add value to your team by himself. The secret skill is far more useful than I expected, even for unusual things like removing sleep from an enemy so you can refresh it. Meta is one of those monsters that can do great things in certain circumstances but he’s B because he’s so reliant on a TT.

Sanctallion / Cryokaizer are both hated for their super epic moveset but can do 2500-3000 damage to all opponents when running a link team which is often forgotten. However, what makes them ranked as high as A is because they have huge versatility. They can heal allies, deal heavy damage to a single target or multiple targets and can serve as a good teammate to cannibalise/backstab for a stun revenge because they can clone themselves first. In PvE these monsters focus on the cloning and get hits where they can but in PvP you use them based on the situation, usually for damage or healing. I found that a great way to use them was to attack boost, hit all then cannibalise them (taking out stun protection with their attack).

Tricranium was put a bit higher than it should’ve been. I went through the monsters in element order and alphabetical within each element. Earth was first and Tricranium was near the end of it. I had no earth monsters in S+ and felt like he had the most to offer. I thought about moving him down later on but never did. His damage is annoyingly low so it makes it hard to put him high but stun immunity + payback revenge is super strong along with the fact he regularly shields himself and does regular damage. I feel like his best place is alongside a team that is already strong, much like where Magmarinus should get placed. Without poison in your team he can be a nightmare to kill and soak up lots of your time when you do want to take him out. You could simply leave him, but alongside a strong team he can give the damage support they need to get through your monsters. I will put him A+ until I’ve seen him more in practice but in theory I think he’s borderline A+/S.

Gryphking is a great monster and I think is well placed in A+. The two lots of double give turn in rapid succession is excellent plus it’s not restricted so can be used with a TT monster. Therefore, it has the potential to cause huge destruction but requires a charged sweeper, a stun absorber/counter and possibly a TT. Without those things you either won’t do much with the give turns or you’ll get put into a terrible position. I’m generally not a big fan of give turns anyway (or TTs much) because they can leave you very open afterwards as your monsters are on high TU. They need to be used well or else a strong opposing team will simply take control afterwards and win. I have seen people have some great success with it but I haven’t seen it reaching the level which S and S+ monsters do. I feel like Gryph kinda gets hyped because it can feel great to sweep through loads of monsters in rapid succession and when it pays off it can win you the match. I personally build my teams so they’re very adaptable and the opponent can’t use a TT to kill off particular monsters then leave me with nothing to fight with. I find that’s often the best way and I always abuse those players who use many stun absorbers or monsters that can’t deal much damage (which is most players to be honest).

Triviathan was hated at release but got a decent buff. However, his lack of a good combo and the huge recoil from raw double bloodcrave (which I only just found out about) makes him far worse than the A+ I gave him. In hindsight I think B+/A borderline would’ve been best for him but with the new info he’ll be B. I forgot to mention it recently but the thing which people are missing on Triviathan is his FL combo with Zhulong/Tenebris (which I actually wrote about when originally asking for a buff). With his 67% speed, identical to Zhulong, you can use them both in your front line and fit him into a link shadow team. Here you could stealth him then immediately double sneak attack and from there you have a 100TU double sweeping move or you could do the opposite where you do link water and set up Zhulong. I’m sure people could play around with front lines like that and find some good things. However, since the recoil from raw double bloodcrave is 4x what I thought, he’s much worse than I hoped. I figured you just needed one kill then you never needed stealth on him again but sadly it’s the opposite… raw double bloodcrave is just the one to use when you’re in a tight spot. For the effort it takes to build around him and charge the blood move that doesn’t seem to be a big enough payoff. I mean unless they start giving water a reason to be stealthed then Trivia is all about charging the 100TU double sweeping move then using that over and over, which isn’t what it can currently do.

Tezcacoatl is up at S tier and I’m not surprised people asked me about this one. He’s a very unusual monster that not many people use. Here’s a link to the recent changes he had: Complete list of buff/nerf update on monsters, I recommend you take a look. He’s now been made MUCH faster with consume being 30TU and his single-target move being sped up to 70TU. For reference, the damage is roughly 1k * charges. So do 4 charges and you’ve got a 70TU sweeping move for killing the vast majority of monsters in PvP. In the tier list I gave a bit more favour to fast sweepers because I feel like that’s where the meta is heading and the ones which are either hard to kill or hard to deal with fit this meta very well. Tezca’s gravity field is excellent, especially because he’s very easy to keep alive. Tezca takes a little while to get going and needs rockoids from other places but for that charging time he’s hard to kill and, once going, can become a great sweeper. He might prove too awkward to use but I think he has great potential to be part of top teams, especially once more good earth monsters come to the game (currently the element with fewest legendaries). Devastate has potential combos with desperate monsters, overwatch monsters and Shivadragon that might be brutal once they’re explored… maybe pushing this up to S+ in the future.

Additions:
Megaiasloth goes in at - for general and - for pvp, (will be added in a new post tomorrow)

Movements:
Tricranium moves from S+ → A+ in PvP, see above for details.
Hellfox moves from S → A+ in PvP, other monsters simply offer more to the team than this can. It is great but won’t rank higher unless retribution monsters make a comeback.
Prismaryx moves from S → S+ in PvP, with the rise of link holy as a strong team (currently the strongest link team) the secret skill has turned this into a powerhouse without too much downside.
Heavenswyrm moves from A+ → S+ in PvP, after some testing and the current strength of link holy I’ve found this monster to have an incredibly versatile and strong moveset. This monster fits beautifully into any link holy team as one of the top monsters and is still a good monster outside of link holy.
Noxdragon moves from A+ → A in PvP, while being a great monster with the hold ground, instant overwatch and assisted moves plus a 70TU sweeping move it is unfortunately too situational to be as high as A+. This monster has a lot to offer to the right team but it relies so heavily on link.
Triviathan moves from A+ → B in PvP, see above for details.
Valzareign moves from A+ → S in PvP, stun is still around loads so this is adding huge value. If stun goes out of the meta this monster will drop down probably a couple of tiers.
Emeraldeus moves from A → B+ in PvP, sadly link double retribution is weaker than I thought so it has the typical problem of many older sweepers where they’re quite hard to charge quickly.
Wraithcaptain moves from A → A+ in PvP, dreamy entrance is very powerful plus sleep double on first turn takes control of the match quite nicely. Unlike other cloning monsters this can do a lot by itself and only clone as an additional boost if you have time (which the sleep lock allows).
Revenarchion moves from B+ → B in PvP, unfortunately it’s too hard to get value from this right now in the top bracket. Timestrike isn’t reliable enough for a kill and lining up an attack on hold ground is too hard when the lowest TU move is 100. Albakhan is a good comparison of a monster that’s better (which is in B+).
Aurodragon moves from B → B+ in PvP, much worse in PvP but when built around is still good, especially in link holy teams where stealth on top of shields, hold ground and healing can be brutal.

You might notice that there are many holy monsters going up the tiers. That’s not because of the link holy teams that were common this recent PvP, it’s because when I did the original ranking I was overly harsh on holy monsters because I knew already that they’re the best element right now and I didn’t want to put them all up high. I overcompensated in some cases by putting them lower than they should’ve been, especially with Aurodragon because I LOVE it for PvE and didn’t want that bias coming through.

4 Likes

Update

Adding this week’s newest legendary!

Notes:
Elmowraith will be added as soon as I know how much damage Morphean bomb does. He’s the first fire sleeper other than a couple of the standard SEs which is interesting but means he struggles to find a good place. I feel like the link move is kind of pointless anyway because in 140TU you can do two single sleeps and that’s typically better because if it misses the important target you can get another chance quickly. The only thing sleep double would be useful for is when you get lucky and get both to sleep or to get around a protector. With slow speed, low defence and no passives Elmowraith is not looking flashy, but any 70TU sleeper can be decent and that Morphean bomb might be dreamhunt damage in which case there are some potential combos created by him.

Additions:
Megaiasloth goes in at B for general and B+ for PvP, boasting the highest natural combination of health and defence in the game this monster can tank a lot of damage. However, with a lack of protect focus he doesn’t create quite as strong wall as protect focus monsters nor does he have the gravity field which makes Skeleviathan so difficult for the opponent to get past. Where Megaiasloth makes up for this weaker defence is with his exhaustive attack that one-shots anything at 160TU. Falling asleep is no issue because he’s got auto-protect but it means he cannot be used as a sweeper with give turn monsters. Sadly both the secret skill and sleep killer are practically pointless due to exhaustive attack putting him asleep (overwatch fails) and his damage being too low to kill anything. Additionally, stun immunity seems like an odd choice here. Overall he creates an interesting alternative to Skeleviathan that is less of a wall but with kill potential if he can get turns.

Movements:
[none]

Update

There are a large number of new super epics coming to the game so we better get this updated! This also includes the recent update which buffed four legendaries as well as some small adjustments I’ve made to a few of the mid-range PvP monsters which in hindsight I positioned very slightly off from my thinking on this pass over the tiers.

Notes:
Aeraider will get added later, once we know what an Aluminoid is all about. First impressions are good with the decent speed for a monster with a 100TU give turn, very high defence and other support moves.

Additions:
Elephantom goes in at B+ for general and A+ for PvP, relying completely on being in throw teams and having rockoids created by others while not being an element not known for throw this monster can appear useless. However, with good speed, stun immunity and unmovable Elephantom can represent a reasonably strong monster on the field in a good throw team. Catapult will give reliable kills but I believe the main thing carrying it is unwanted ritual. Bronzeshells in random places of the enemy team is an incredibly effective way of slowing down their rate of play, similar to the effect of Lunartic. However, the sheer number of rockoids required for this monster makes it awkward to use and ultimately not up there with the great SEs.

Elmowraith goes in at B+ for general and B for PvP, with very little to offer other than sleep and on a weak body with no passives this monster is nothing special. Link sleep double is too slow to give much utility above the normal sleep move and currently there are no good link fire combos which would benefit from a sleeper. Morphean bomb deals double the damage of dreamhunt but does not strategically play into anything.

Tezcatlipoca goes in at C+ for general and C for PvP, while very tanky, this monster struggles to get anything done for ages. It’s a fun design but offers much less than other monsters who do similar things. In order to perform well you will need to have the enemy team stunned or partially disabled already but even then Tezcatlipoca will be taking up a space on your team for too long with too little impact. The main use, I feel, will be the bomb rebirth (because protection from stun is so common) and we know from Doomengine how poorly reliable that is.

Igniscapra goes in at A for general and A+ for PvP, with overdrive this monster can one-shot everything with each of its moves. Link piercing blow for a single kill (plus heavy recoil) or assisted flare for a double kill (as long as 3+ fire monsters in your team). However, before overdrive is used this monster has almost nothing good to offer and so entrance + 80TU means this is slow to make an impact. It relies on being given turn lots, then can be a reliable sweeper in a link fire team. Without any passives and offering nothing unique this SE falls short of what others can do.

Simuronix goes in at S for general and A for PvP, with link revival being an incredibly strong move that gets you another monster this monster has quite a bit to offer teams. However, after that it simply offers periodic support that is not as significant as what legendaries can do. Hence in PvP it will simply get left on the field forever and bring down your team a bit. In PvE both the support moves can do good things for your team and Simuronix will naturally get killed off at some point.

Zeuswyrm goes in at S+ for general and S for PvP, crazily high speed and automatic setup for timestrike double makes this monster an incredibly good sweeper that can break many walls and have an instant impact on the battle. Without going through it all, this monster is among the best sweepers but has two big shortfalls… the first is that if the opponent has lots of stun immune/converter/counter monsters out then it is potentially neutralised but the biggest one is that the sweeping move is raw so it cannot be protected in most cases. This results in it being easy to kill off if necessary and hence you cannot rely on gaining huge value from it. For a full breakdown see posts above (roughly 15-20 posts back).

Centaureon goes in at B for general and B+ for PvP, insane entrance impact makes this monster a lot of fun but the power it holds is quite situational (earth opponents or sleep opponents). It can counter sleep lock, help counter stun and will give a stun to help your team but whether it follows up with kills is not something to rely on. Sadly that makes this monster too situational for a high tier but if played against the right team this is a bomb! For a large breakdown see posts above (roughly 15-20 posts back).

Jaguardian goes in at A+ for general and A+ for PvP, with lovely one-shot moves and stun immunity there’s a lot to enjoy about this sweeper. The 50TU setup is fairly swift and stealthing your opponents can easily be worked around. It plays into link teams beautifully but can also be used elsewhere as a solid all-round sweeper. I personally like the Last Wish passive a lot, both for PvE and PvP because it can add some nice value where there would normally be none on a monster like this. However, this monster does not compete at quite as high a level as some other sweepers or monsters with crazy effects and combos going on.

Movements:
(first four gained buffs in a recent update see here)
Emeraldeus moves from B+ → A in PvP, an increase to the damage of link double retribution has made this more PvP viable as a sweeper.
Triviathan moves from A+ → S in general and B → S in PvP, with a huge overhaul of the skills and addition of sleep immunity this monster has got crazy power and some strong combos.
Megaiasloth moves from B → B+ in general and B+ → A in PvP, some great improvements so the moveset supports link earth nicely and it is more focused around survival than it even was before.
Staticsphere moves from C → B+ in PvP, after a damage increase this has become surprisingly viable. If the opponent doesn’t deal with it then it begins creating some very good value. It deals roughly 1/3 of all enemies health with explosive revenge.
Raizen moves from S+ → S in general, not as reliable for killing as other S+ monsters, no way to heal and doesn’t offer the best support.
Celestrion, Cybereon and Nightlord moves from S → A+ in PvP, with an increasing number of stun converter/counter monsters being seen in PvP and generally stun protection these monsters are more frequently adding less value. They’re slowly losing their dominance!
Kattmmander moves from A → B+ in PvP, while quick and with good attacking power it offers less for a team than others because of the lack of passives.
Midasdragon moves from A → B+ in PvP, explosive quartet is great and link team turn can work brilliantly in teams but it doesn’t match up to other newer monsters.
Regalion moves from A → B+ in PvP, a huge counter to a number of things and offers some good things for your team but there are other counters that play into strategies and do more for your team.
Sanctistag moves from B+ → A in PvP, a big counter to lots of common things, e.g. multi-hitting attacks and good support for your team.

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Update

There was an update recently with lots of monster changes and secret skills added. Also, the anniversary has added a lot more monsters into the game so it’s about time I do another update here. This is A LOT to take in, mainly because of all the secret skill additions!

Notes:
Freezecobra got a change of poison siphon → poison drain. Ultimately this doesn’t affect much, even though it’s a little nerf it does not knock it out of any tier.
Tricranium got a slight buff to the secret skill where it now purifies. This makes the shielding far better, but does not change the monster significantly enough to change which tier it’s in.
Malwing got a cost increase from 15 → 16. However, it’s insanely powerful so still worth the cost and this doesn’t affect the tiers.
Ankoudragon got its true potential unlocked with higher speed now making the SS worth it and a cost reduction from 15 → 14. However, due to the very particular setup required this doesn’t boost its tier position in general and in PvP I feel A still reflects its strength well.
Captain Canine got a change to the repent skill which barely affects him. His tier is not changing.
Doomengine got a secret skill which allows for single-target bombing. Great for general usability but ultimately doesn’t affect where it can be used or make it much stronger. It’s simply a good thing to switch on when you have spare team cost and it will be annoying when we face it in PvE.
Revenarchion got a brilliant buff with the secret skill that made it even more effective for PvE but it’s already S+. Sadly the secret skill doesn’t affect PvP much because the issue is the first Reven can’t always do a lot and after being killed it’s a bit slow coming back as well as messing up your line-up. It simply doesn’t work so well in modern day PvP where things often happen a lot faster and anything slower or messing your line-up is bringing down your team.
Solariel got a secret skill which sadly doesn’t add much, has link condition and adds 3 to the cost. It’s very unlikely you will use it and hence does not affect the tiers.
Aegisdragon got an incredible secret skill that is very powerful. However, it is already S tier for both and is susceptible to counters which pretty much stops it from going into S+ as well as its slow speed meaning you can’t rely on it getting a turn without proper setup. The secret skill is a great option when you’re using the right team for it.
Lavaronix got a secret skill of instant overwatch. This is a great addition and makes it technically better than Mechaviathan. However, it does not affect the tiers because it’s already so high and the vast majority of its strength comes from the team turn.
Mechaviathan got a secret skill of instant shield self. This is a nice addition to the moveset but not worth the cost increase of 3. In most cases you won’t use it so it does not affect the tiers.

Additions:
Aeraider goes in at A+ for general and S+ for PvP, creating huge annoyance with an Aluminoid (shield entrance, auto-protect) and a 100TU give turn move this monster can support a team beautifully. It is one of the few monsters that is strangely better in its second form, because it has all the good moves and only gains a 200TU purifying mist in final form. It plays perfectly in an aggressive meta where you are constantly trading monsters and can keep using the fast give turn. Pull back is often one of the best support moves, especially when you have an auto-protect monster you’re pulling in. However, it has a notable weakness to stun and does not perform well if you’re looking to control the field for an extended period without losing any monsters.

Fluffydra goes in at C+ for general and B+ for PvP, with long TU forgive and repent moves there is unfortunately not a lot this monster has to offer. Unless great combos open up, forgive is pretty much a weaker repulse and repent is very situational. The passive is also very situational, just slightly annoying for opponents to face sometimes. Ultimate sacrifice is the only serious part of the moveset and it can play into reincarnation strategies. High defence helps with that but the speed is slow. Overall a very mediocre monster.

Reapolantern goes in a D for general and D for PvP, tied for worst SE in the game with Ogremaster this guy has nothing going for him. Low speed, no passives and the only unique and useful bit of the moveset being a 200TU move. This halloween kid dressed up to be scary is just fan service, bringing lifeflip enemy to the game after it being suggested many times. It needs a serious overhaul like 130TU lifeflip enemy, 50-60% speed and solo bloodcrave rather than thirst.

Spectrefox goes in at S for general and S for PvP, with a ridiculous combination of moves and passives this monster has loads to offer. It’s an efficient sweeper with purify all for support and passives which create a huge deterrent from killing it. This SE is probably the no. 1 addition to any sleep team as long as it doesn’t have shadow monsters. Unfortunately it relies on heavily on your other monsters to sleep enemies, especially if it’s come back with 10% health. Because of its slightly niche use I’m hesitant to put it above S tier but it may go above once it’s been tried out in combos. High speed (90%) stealthbane can also be incredibly useful for dealing with camouflage monsters in the FL (goodbye Heavenswyrm).

Gaiarymid goes in at C+ for general and B for PvP, with such a niche moveset this thing is very awkward to use. You need both rockoids and other mortar monsters to use it properly. It doesn’t help set up any other mortar monsters, only functions as a weaker sweeper than all the mortar legendaries. Unfortunately that makes it very undesirable and it probably won’t be used much but it does have some nice passives (stun immunity and hold ground). I think C+ and B are very fair tiers for it to be in, respecting it’s potential in the right team.

Zephyrin goes in at B+ for general and B+ for PvP, with shocking entrance being incredibly powerful you’d assume this is higher but the lack of entrance control means you can’t use this like the standard shockers at all. One of the big parts of them is setting up your team and giving a second stun at a later time. Baby summon gives a lot of stun but it all comes at the same time and so Zephyrin is very weak to stun protection at that time and without entrance control on other monsters you won’t actually get the baby in when you want it. Getting kills is hard with the low attack and raw bloodthirst so it’s quite a poor sweeper. Ultimately this monster can do lots if it comes at the right time and you’ve built around it but it’s not as easy to use as the other shockers. Strangely it’s almost best to keep in its first form where it is only 5 cost but has stunning entrance and stun burst. It even comes with max speed when you play in PvP (all monsters automatically have their speed pushed to max in PvP).

Novadrake goes in at A for general and A for PvP, while incredibly niche and requiring assisted shadow this monster is a power house. I’m hesitantly putting it as A for both, it may change once properly tested and it will highly depend on other shadow monsters going into the future because it really requires 4/4 shadow. With shield entrance and 72% speed it’s very hard to stop the 150s stun and it then chains into some very nice moves that can devastate the enemy line-up. Unfortunately this mostly revolves around assisted dusk because it can be immensely powerful with 4 shadow monsters and only being 60TU. That makes it hard to play with strategically, but it can pay off very well with the devastation. Having the ability to choose whether or not to stun is also very important when we have so many monsters with stun passives, timing it right can potentially help you a lot more than a shocking entrance monster.

Nulltron goes in at S for general and S+ for PvP, boasting one of the most supportive movesets and sweeping potential on top makes this incredible for controlling the field. It plays into a particular type of team building, the “no protectors + stun converters” style aka raw, so will not fit every team but for the teams it does it will very quickly put you into a good position and help you sweep through their team. This is currently the fastest monster (81%) with repulse, opening up some great potential, as well as the unique execute move being very effective. This may change tier once we know better, but I am quite adamant about its strength.

Maggatsuoh goes in at A+ for general and A+ for PvP, with two immunities and fast sweeping moves this monster is a great sweeper. There is some very interesting combo potential with toxic conversion and Maggatoids which may push this up to S in general but we’ll see what’s possible with time. The only thing truly holding the monster back is the speed, which makes it slightly less impactful in PvP but far more balanced than it would be with higher speed!

Pumpking goes in at B for general and A for PvP, with a fast poison eater, sleep immunity and 58% speed this monster is a surprisingly good sweeper. It’s also one of the few poison monsters that can be effective in PvE, but suffers because it is a little awkward to set up and kills itself with bloodcrave if you don’t keep poisoning the enemies. It fits best into PvP where poison strategies work well and it can be one of the fastest poison monsters that can sweep quickly and consistently.

Movements:
(first 10 gained buffs in a recent update see here)
Bahamuzar moves from C → C+ in general and C+ → B+ in PvP, a huge buff to the secret skill has made this monster have a massive impact on its first turn and with tanky stats + shield it’s harder to stop than you’d think. This affects PvP most where throw strategies are more viable.
Regalion moves from B+ → A in PvP, a huge overhaul to the active skills has made this monster much easier to use effectively. It’s true strength still comes from the passives but it’s now far harder to kill, a huge weakness before. In hindsight I should’ve rated this lower before but the teams which used it were very well made so that messed with my perspective.
Tezcatlipoca moves from C+ → B in general and C → B in PvP, with a huge speed buff this is now actually possible to use. Still not great, but there is reasonable potential. It’s not reliable so I would personally not recommend it.
Abyssraider moves from A → B+ in general and S → A in PvP, with the Nereida combo nerfed Abyss’ one claim to fame is gone. It can still be performed in PvE by skipping and in PvP you can use Freezecobra’s auto-poison all to get a quick detox blast off but the combo potential for Abyss has been hit harshly.
Magmarinus moves from S+ → S in general, with a nerf to repent Magma is no longer giving you everything in one package. It’s still S+ for PvP but on the lower end now and definitely not one you want for every team because of the random targeting.
Oniblade moves from C → A+ in general and C+ → A+ in PvP, a second OoO was exactly what this needed to jump straight back into the game at a high level. It’s susceptible to counters but there are a large number of combos that work brutally with it. It would be a little higher for PvE if it didn’t require specific monsters for the combos.
Motordragon moves from D → C in general and C+ → B in PvP, after being nerfed to extinction Motor has made a slight comeback with the SS. Unfortunately shells aren’t the best thing in the world so it’s still outclassed by a lot of other monsters.
Serapheon moves from C → B in general and C → C+ in PvP, an incredibly useful secret skill which only adds one cost has helped boost this up a little. It’s still trumped by many of the better support options available.
Soulstealer moves from S → S+ in general, with a perfect secret skill that only adds +1 cost this monster got a huge buff. However, it’s reasonably tricky to use in PvP because of all the stronger and faster monsters around these days so I’m hesitant to improve its tier without proper evidence.
Drakozord Z moves from B+ → A in general, an incredible 1TU link stun flash makes this monster have a huge impact very early because of its high speed. I haven’t increased it in PvP because it is already A+ tier and stun isn’t quite so reliable in PvP. However, it definitely moved more to the top end of A+ tier and may perform perfectly in link storm teams.
Jaguardian moves from A+ → S in PvP, now tried and tested… the stun immunity, good speed and double retribution proves a very powerful combination plus a fast sweeping move easily gets this among the top tier of sweepers.
Dolpheonix moves from S → A+ in general and A+ → A in PvP, with more and more monsters having protection from stun this isn’t quite as effective as it has the potential for. Additionally, it has no defensive passives. Its high speed means it remains very good.
The Penguinator moves from S → A+ in general and S+ → S in PvP, too easily countered and not always giving you the sweeping damage you want is making this monster slowly comparatively worse compared to other monsters, especially when you consider the combos they can be a part of.

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Update

I’m going through the process of writing an update to this tier list where I’ll add the new monsters and make some notes/changes based on the recent monster changes. However, before I do that I’d like to do a re-balancing of the tier list for some of the monsters I got wrong or have ended up in slightly the wrong position. Protector monsters need fixing because a number of them got buffs and the meta has shifted a little with protectors (raw monsters, the new rockoids and some other bits). Poison monsters also need fixing because the usual good ones are no longer facing up against the top teams. What you want from poison monsters is slightly different now.

The normal update will come right after this. I just wanted to split this out of it so it’s not one huge post!

Movements:

Protector monsters

These monsters are ordered by their new PvP tier with the old (general / PvP) tiers showed first then the new tiers. Where the protectors have the same tier I’ve ordered them by which I think is the best in that tier.

Megaiasloth (B+/A) → (B+/A+)
Drakozord Z (A/A+) → (A+/A+)
Voodoom (A+/A+) → (A/A+)
Aegisdragon (S/S) → (A+/A)
Sanctistag (A+/A)
Cosmodragon (B+/A)
Nebelronix (B/A)
Tortogeist (S/A+) → (S/B+)
Skeleviathan (B+/B+) → (C+/B)
Grovodeus (B+/B) → (B/C+)

Protecting can often be done by SEs at cheaper cost and many of them offer useful extra things like purify, stun absorb, desperate attacks, etc. Megaiasloth and Voodoom are both extremely tanky and offer good support for the team, while Drakozord Z has high speed and has a nice mixture of moves.

Poison monsters

These monsters are ordered by their new PvP tier with the old (general / PvP) tiers showed first then the new tiers. Where the poison monsters have the same tier I’ve ordered them by which I think is the best in that tier.

Oakthulu (S+/S) → (S+/S+)
Deathgazer (C+/S) → (B/S+)
Tagosenshi (A+/S) → (A+/A+)
Pumpking (B/A) → (A/A+)
Maggatsuoh (A+/A+) → (A+/A)
Terrordragon (B/S) → (C+/A)
Banedragon (A/A+) → (B/A)
Vulcaroth (A/B+) → (B+/B+)
Flarevern (C/C+)
Omegasdragon (C/C+)
Tiamazus (C/C+)
Tridrakhan (C/C+) → (D/C)

Poison is currently not top tier in PvP, mainly due to the high TU moves and low speed of the monsters in general. However, auto-poison remains one of the strongest passives for countering lots of other monsters and is, in my opinion, one of the biggest reasons to use poison monsters. Oakthulu is very dominant as the best legendary with auto-poison. Deathgazer has a ridiculously powerful passive and entrance speed for the end-game, with the SS it is practically a TT. The next few monsters all have strong skills at reasonably low TU with good passives. However, the rest of the monsters (Terrordragon onwards) are falling behind the monsters we are seeing in PvP these days.

Other monsters moving UP

Jaguardian moves from S → S+ in PvP, an extremely aggressive moveset with stun immunity is a big positive right now and it’s easy to set up either with protectors or the secret skill. I didn’t fully appreciate the strength of the secret skill and how fast it sets up a kill originally.
Celeshine moves from B → B+ in general and A+ → S in PvP, with link only required for the first (roaring entrance) attack then bloodfury from then on this monster is a great sweeper.
Heavenswyrm moves from A → A+ in general, with this monster being incredible help in a number of events/situations this deserves a higher tier.
Icefang moves from B → B+ in PvP
Aurodragon moves from B+ → A in PvP
Zephyrin moves from B+ → A in general
Ziberius moves from B → B+ in PvP
Lavamane moves from A+ → S in PvP, with retribution front lines becoming more viable this is a key player that probably deserves S. I originally put it A+ because it doesn’t do much other than being a fast cannibalise.

Other monsters moving DOWN

A bunch of these are monsters being pushed down a tier to make more room in the higher tiers. My general plan is always going to be that the monsters bunch around B, B+ and A with ones higher and lower being the monsters I’d like to identify most as being strong/weak.

Nulltron moves from S+ → S in PvP, an extremely aggressive moveset with a powerful passive makes this a top quality sweeper but is a little too weak to chrono killer because it cannot be protected and the moves need a bit of setup.
The Penguinator moves from S → A+ in PvP, it’s not working enough in the fast meta.
Terragar moves from A+ → B+ in general
Goldtail moves from S+ → S in PvP
Magmarinus moves from S+ → S in PvP
Bovolcus moves from S → A+ in PvP
Tezcacoatl moves from S → A+ in PvP
Bunkerbeast moves from A+ → A in PvP
Polaboss moves from A+ → A in PvP
Tenebris moves from A+ → A in PvP
Cosmodragon moves from A → B+ in PvP
Geartyrant moves from A → B in PvP
Nebelronix moves from A → B+ in PvP
Timberlord moves from A → B+ in PvP
Albakhan moves from B+ → B in PvP
Chronotitan moves from B → C+ in PvP
Phantomaiden moves from S → A+ in PvP, in hindsight the low speed is a bit of an issue and otherwise I’m making room at the top.

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Update

Up above is a lot of reshuffling of the monsters. I know it’s a huge amount to take in but I decided to write them all just for later reference (anyone can search for particular monsters in this thread and see comments about them or changes to their tier). Here we have a few monsters that have been added in the last month plus some drastic movements with the buffs we got to Novadrake and the Christmas monsters which are coming again soon.

Notes:

Igniscapra got a reduced TU on overdrive from 80 to 60. It’s a good link fire monster that can sweep very easily but is already A in general and A+ in PvP, I don’t believe it has much more to offer even with the faster charging.
Blossomight has been buffed by the addition of Dracorosa. For PvE it is already S+ but for PvP I would now count this monster S+ (rather than S) if you have Dracorosa. The only thing bringing it down before was the Sanguinymph being such a bad monster for PvP. I will keep it S because I don’t want to assume people have Dracorosa.

Additions:

Blazerider goes in at S for general and S for PvP, with high attack and a good entrance passive this monster can add good offensive and defence value to your team. It’s not so great as a poison counter because it has no poison immunity plus quite low speed means the opponent can remove it before it gets a chance to use toxic killer if that will be a problem. However, slayerbane and toxic killer do high damage and solo bloodfury is one of the best sweeping skills we’ve seen on a SE.

Aviaeronix goes in at S for general and A+ for PvP, probably the most fun monster design (and artwork) we’ve seen all year! It directly counters death/payback revenge, can get rid of an annoying protector or immediately send itself back (roaring entrance + sendback) if there is no target. It’s worth noting sendback is 50TU so it can also help your team if they’ve been stunned lots. I’m being tentative with the PvP tier but it may go S or S+ after we’ve seen it in practice. Payback killer cannot be used on any other targets and wall breaker is 200TU, so it may suffer. However, if you have an enemy on 1HP when it enters you can instantly charge the 100TU raw bloodfury.

Bronzoid, Aluminoid, Goldoid and Diamonoid have all been added into the “notable monsters” section. Diamonoid is an exceptionally strong monster for stalling the opponent. Using one of these allows you to get a lot more secret skills in your team and they add a lot of worth for just 1 team cost.

Pawpatrol goes in at C+ for general and A+ for PvP, deceptively this monster is more of a sweeper than a protector. If you can get a kill on its first turn it has instant overwatch + double bloodcrave which is very brutal. The versatility is what makes this monster so good for PvP and the passive which gives a teammate a turn can be very strong if you get lucky. It’s lack of a reliable method for first kill and weakness to protector/chrono killer is what stops it from being S tier. However, it’s worth noting that because of such high defence, hold ground and the other passive it’s very reliable at giving value to your team (best protector in my opinion).

Atlantyrant goes in at B+ for general and A for PvP, being carried mostly by auto-poison and the highly aggressive moveset this monster is a great addition to poison teams but a little too slow with the moves to make it into the top tiers. There is potential for some strong combos in the future, especially with epidemic.

Dracorosa goes in at S for general and S for PvP, despite seeming to be a counter to poison or fire this monster has a lot more to offer. Stun immunity + hold ground is one of the most solid combination of passives and purifying mist is one of the best support skills. Add in the fact it has high speed, double sweeping moves and surprisingly easy ways to charge itself… it’s not surprising this monster is up in S tier. The secret skill adds a very strong combo with the two fairies that is especially powerful for PvE. You can count this monster as S+ for PvE if you have the fairies. The thing stopping it from being S+ in PvP is that you can have times when you can’t grab a kill easily and purifying mist isn’t going to help plus Dracorosa can’t heal.

Infernicorn goes in at C+ for general and B+ for PvP, while boasting stun converter with a 70TU sweeping move this monster relies totally on link fire and is quite slow to do anything because it often needs attack boost first then once it attacks it may have to wait 160TU before its next move. After using double piercing blow Infernicorn is left on very little health a lot of the time so can quite easily be killed despite its shield. This is clearly a good monster in link fire teams but not a reason to build around the element and is not particularly reliable.

Movements:

(these are from buffs/nerfs in a recent update see here)
Malwing moves from S → A+ in general, the change to blowback has lessened the combo opportunity with a few things (shockers) but Malwing still has an incredible moveset for PvP so it remains S+ there.
The Saintfeather moves from B+ → S in general and C → S in PvP, with such a crazy buff this might even be S+ worthy in PvP but we need to see it in practice first. It gives you so much control and is a counter to many other things because of sleep immunity + ascension.
Tinkerclaus moves from C+ → B+ in general, the buffs have made this a great survivor monster for PvE but in PvP is basically a weaker version of Oakthulu. It’s good with HG + double repulse + stun flash but doesn’t add as much to teams as others so I’m keeping it B+.
Novadrake moves from A → S in general and A → S in PvP, the addition of HG has buffed this monster crazily and the 50TU on skills is absurd. This monster is better than the shockers because you get to choose the timing. After testing this monster far more I’ve come to recognise that timestrike and raw bloodthirst are a big part of the moveset and you only need other shadow monsters at the start then can get sweeping with raw bloodthirst. It’s S / A+ for PvP, before anyone freaks.

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Update

Last month we had mythics added to the game and I wasn’t quite sure what to do with them, so I didn’t do an update. Hence, this month we have 2 months of update to deal with… this post has a lot of new monsters being added!

Mythics are getting their own General and PvP sections. In many ways they can be compared to legendaries but their higher stats make a big difference and they do have more powerful passives and moves so that more than makes up for their higher cost. I think the tiers will be roughly equivalent to the legendary tiers so an A tier legendary is as strong as an A tier mythic, considering the cost, but it may be the case that mythics are half a tier better or maybe a full tier in the future if we begin getting some which really distinguish themselves as better than legendaries.

Notes:

Dolpheonix got a nice combo with Dolphreeze but it is more viable in PvE and the tier list will not include such a specific combo requiring two limited legendaries.
Solariel got link removed from the SS but unfortunately the 16 cost is still there which makes it incredibly costly to simply sacrifice, so nothing has changed in the tier list.
Vulcaroth got a much needed passive added that’s appropriate and makes him better for general use but isn’t significant enough to affect which tiers he’s in.
Deathgazer got a weakness to chrono killer which changes almost nothing for the tiers because the most significant impact is done on entry and after the 20-25s window where it can retreat to get a second entry.
Leogeist got the secret skill balanced a lot better by decreasing the TU from 100 to 50 but the SS is still a minor part of the moveset so nothing significant has changed.
Tiamazus has been given an excellent SS for just +1 to the cost which is clearly perfect for working him into link earth throw teams. This gives him a use in specific teams and makes him viable, but he’s still near the bottom of the tier lists and not getting his position changed.
Banedragon has been given an excellent SS that makes him have a huge impact when he gets his first turn but his slow speed is the thing which holds him back and makes me think this will not improve him significantly enough to push him up a tier.
Nightlord got timestrike all which improves its versatility but most of the time will not be used so the tiers will not change.
Omegasdragon got a very powerful SS (double repulse) which offers a lot but adds +3 cost and the monster doesn’t fit into strategies perfectly. It’s a great addition to the monster but doesn’t actually increase its tier because of the rest of the moveset and the speed bringing it down.
Shivadragon got a perfect secret skill which will make him even better for team support in PvE. In PvP he also has more potential for good combos and is generally better. However, all this is balanced with the +3 cost and he is still held back in PvP by the niche moveset which only works when built around carefully. In PvE he has advanced from S++ tier to S+++.
Wraithcaptain got a secret skill that works perfectly with the moveset and strategy but for +3 cost this is not significant enough to take it up a tier in PvP (it is already S+ for PvE). It’s a great skill to have but is situational.
Cybereon got probably the most usable SS of the shockers but for +3 cost you probably won’t be having it on a lot of the time and it’s not super powerful. This doesn’t impact its position in the tier lists.
Celestrion got an awkward secret skill that is reasonably good but due to the way the monster is typically used it does not add very much. This doesn’t impact its position in the tier lists.
Stormloch got a great secret skill which makes it easier to sweep with it. It’s something you’ll always want on if you have the spare cost but doesn’t significantly impact the way the monster works because it’s not primarily a sweeper and the kill is on a random target.
The Penguinator got a brilliant secret skill which gives it some front line viability in link storm teams. Previously it was not a good candidate for the front line. This has not pushed it up a tier because of the low speed limiting it but has firmly secured the spots in A+ for both tiers.

Additions:

These are done in order of release with mythics, legendaries then super epics.

Kuraokami goes in at A+ for general and A for PvP, with tanky stats, HG and no weakness to a killer move it can be difficult to remove Kurao from the field meanwhile it causes some havoc / distraction with the Yuki. Snowslide can be used even when there are no Yuki on the field for ~1000 piercing damage to two targets. Left unchecked, this monster can do a lot of work to distract the enemy team and sweep when possible. Kurao works a lot better if accelerated and protected from stun because it relies on always being available to use snowslide or snow blessing as soon as a Yuki enters the field.

Mistletorment goes in at B for general and A for PvP, with two weaknesses to killer moves and often no more than a 1-for-1 trade this monster may appear bad. However, it is very tanky when not being hit by critical moves and serves as a great auto-protect distraction. Once it gets a turn it is very hard to avoid taking the 1-for-1 trade thanks to its pure overwatch. Due to the 100TU overwatch and auto-protect it will get drawn into repeating this move and will typically not give any proper value to the team with its other moves. This monster is very one-dimensional and may be subject to lowering in the tiers (especially PvP) if too many counters arise that are common.

Onyxia goes in at S+ for general and S for PvP, with two of the strongest passives and bloodfury this monster has huge potential. However, setting it up requires a narrow setup… basically OoO and not much else. If the setup fails it can struggle a little but that’s the only thing keeping it in balance. The SS is super powerful (one of the best out there in my opinion), ELEM healing can be incredibly useful both for itself and teammates plus fatal sting is strong just as a damage move. At my time writing this the bloodfury is no longer raw and I feel like perhaps this monster is a bit of an overpowered S+ but I’m hesitant to overrate it because it may be trickier to set up than it looks and it has weakness to both toxic and chrono killer.

Na’turgoul goes in at B+ for general and A+ for PvP, with 50TU sweeping/healing moves right from the first turn this monster can be a devastating sweeper and it creates 8 rocks for itself so easily works outside of throw teams. Gravity field is a passive that can help lots of other monsters work better and if protected Na’turgoul should be an easy way to kill lots. However, it has the huge limitation of the attacks each sacrificing the last monster of your team so it struggles with shields and HG plus it has very low defence and mediocre speed. All-in-all, it is a very viable sweeper.

Dragulus goes in at B for general and B+ for PvP, with the restricted TK moveset and no stun immunity this monster will unfortunately be a reliable performer. However, with excessive force and extreme attack the moves do very high damage so getting kills can be a lot easier than it looks on paper, as well as damage in PvE not being a problem like it normally is for killer moves. In PvP if there are any protectors around then Dragulus will do very well. The B+ tier is a rating to the moveset as a whole and not a representation of how he may perform in certain matches.

XYZ-999L goes in at S for general and A+ for PvP, with a moveset that offers a large amount of offence, support, defence and a high speed stat… this monster is the full package. However, the damage is restricted to chrono monsters until 300s has passed and the ion field gives enemy stun converter/counter monsters roaring entrance as well as being drawn in by any stun counter/absorber they have on the field each time a monster enters. The result is it must be carefully built around and you must keep control of the field for it to be working well. Stun absorber can also work against you if this monster gets stunned out of play. This monster may need a review later once we see ion field in practice more. I believe in PvE this can work incredibly well as a double survivor monster that supports the team and doesn’t die, it may even be S+.

Voidress goes in at S+ for general and S+ for PvP, with a moveset that’s an alternative version of Delugazar (is this the real black beast that was going to come through the void?) this monster is an extremely powerful sweeper. In comparison to Delugazar it is far harder to kill but requires more investment to set up and isn’t quite as fast getting charged. However, the payoff is theoretically higher since once it gets going it’s harder to stop. Delugazar can deal with camouflage monsters while Voidress can deal with death revenge. Comparisons aside, Voidress is unbelievably hard to kill and can sweep like a queen so don’t you dare call her ugly.

Dolphreeze goes in at A for general and S+ for PvP, with great speed, time’s up being crazy in PvP and an incredibly good passive for stalling the enemy team this monster has jumped straight into the top of PvP. It’s strong enough to shift the meta with it’s sweeping and stalling power that counters a lot of what people currently play (chrono monsters). Blizzard is a very interesting move that makes Ice Dolph surprisingly useful even when there aren’t chrono monsters around but typically you can get sweeping with ease. A lack of immunity and reasonably low defences are the only thing holding it back.

Capybaragon goes in at C+ for general and A for PvP, a great modern protector design for PvP. The high speed with good defence and HG let it get a turn very easily where you’ll able to choose between protecting the team, knocking back an enemy or dealing high damage to two targets. It has no weaknesses to killer moves so combined with the flexibility makes it a good addition to many points in a team. The issue is that the moves are a little lacklustre, either too slow or too low damage. Hence, this is not a top tier legendary or as good as another “modern” protector like Pawpatrol which even has two weaknesses but can do more powerful things.

Fluffurious goes in at A for general and A+ for PvP, similar to Leoronix this is an alternative to the standard SE protector/absorbers which mostly serves the purpose of fitting into link teams where they want one of these. While the holy option (Leoronix) offers healing as the unique part, a core part of holy, this shadow option offers stealth, a move that can set up sneak attack monsters (a heavily shadow strategy). It’s a little worse than the standard SE protector/absorbers because of the slower purify but in the right team can function better.

Thlugs… there are still 3 more to come (one for each element - like the Flutterdrakes). So far we’ve got probably the weakest of the three. Their tiers for both General and PvP are taking into account them being played with one another, because they are not at all viable outside of there being at least 2 thlugs in your team. Each one has the setup: zealous attack, theast (backstab a thlug), thlug move (piercing damage move only usable if 2+ thlugs on battlefied), tholid passive (immunity to sleep/stun/poison) and a revenge passive triggered by theast which offers support. The only difference between them is the theast passive and two of the active moves. As a general note… they are less viable in PvP unless you use lots or in OoO because of their slow speed and reliance on having multiple thlugs out at once, which a person can stop from happening.

Thlug Bruce goes in at C+ for general and B for PvP, this one is quite dull with thlug retribution and switch friend. You use it to increase the number of thlugs in your team and you can set it up on its first turn by using theast with a different thlug. The “theast revenge” is one of the weakest, not really supporting your team.

Thlug Bruno goes in at B+ for general and B+ for PvP, with a “theast revenge” that helps make Bruce work as well as give you some control over which ones are on the field at very little loss this monster fits in with the thlugs nicely. It’s also a prime candidate for doing the theast and triggering the “theast revenge” you want for the situation because it becomes a 100TU sweeper that’s immune to all and can later be reset back to full health.

Thlug Betty goes in at A+ for general and A for PvP. This thlug opens up the opportunity for a combo with OoO since all thlugs will stay awake and this can do a piercing dreamhunt. If things go sour it can be a theast target for a guaranteed kill on a random enemy and the knockback helps you have some control while playing with the thlugs. This is a thlug that makes going for them desirable.

Amalgamon goes in at B for general and C+ for PvP, with venom fangs being the selling point but incredibly hard to use this monster is not very viable. Stunstrike is a very old callback to Galliodragon’s original moveset and is probably the best thing this monster has to offer. The moves are fun and reasonable strength but without it properly fitting into something viable the monster is too mediocre.

Nefariodon goes in at A+ for general and C+ for PvP, probably the most unique super epic we’ve seen in a long time this monster is a 10/10 for fun design in my books. By itself it struggles because of its low speed and 100TU marks but where this monster can be used is with combos to either give you the time to mark targets then step back / pull back or by creating multiple copies of the monster with skills/passives of other monsters which do that. In PvP any of these setups are hard to pull off but be on the lookout for anything that allows Nefariodon to work someday.

Armadiator goes in at B+ for general and S for PvP, never laugh at mortar combos because this armadillo has some crazy potential. With the right monsters the unlimited pull back can be abused to give almost complete control over the match. This can and will be countered but if left unchecked it can win the battle easily. The “general” rating does not take into account having limited legendaries for the combos. Outside combos it gives very nice control and damage even if it’s quite slow like most mortar monsters.

Electricheetah goes in at A+ for general and B+ for PvP, with “champion entrance” and three good moves this monster is very flashy. Most importantly, it’s a community dream made true… lovely fan service. Accelerate team is always surprisingly useful, protector killer can be vital in the right scenario and timestrike on a roaring entrance + stunning entrance monster is a lovely set up for it. The only issue is the attack stat is not as high as it could be, so the damage is not as high as you’d like. It’s a well-rounded monster that is reliable but far from being amongst the best super epics out there.

Movements:

(the first 6 are from buffs/nerfs in a recent update see here)

Emeraldeus moves from B+ → A in general, the (twice) buffed SS damage has made this great in link earth teams as a fast-charging sweeper that’s hard to kill because of camouflage. Unfortunately, the low speed makes it stay at A rating against the fierce competition in the PvP tiers. In a link earth team it’s a brilliant choice as a sweeper.

Grovodeus moves from B → A+ in general and C+ → A+ in PvP, with one small change to Spriggolo this has revamped the monster to make it more like a sweeper that’s incredibly awkward to deal with and can often trade well.

Flarevern moves from C → C+ in general and C+ → B in PvP, with the 100TU double poison eater SS this monster can now have a big impact on its first turn. Being fire element it can fit into link fire poison teams very nicely but it’s still a bit weaker than Vulcaroth because it has worse sweeping potential and is slower.

Shadowhunter moves from A+ → S in general, for only +1 cost the new secret skill is great for countering poison and grabbing a kill. This makes Shadowhunter more reliable in PvE without the need for a purifier so much. However, sadly in PvP it will only help you if the opponent happens to be playing poison because it is rare you would ever want to use monsters to set this up.

Goldtail moves from S → A in PvP, while game-winning in the right circumstances there are more sleep immune monsters about and setting it up can be very tricky because of the low speed. The secret skill has added a nice buff for a link storm setup and may offer a few ways to set it up well.

Icefang moves from B+ → A+ in PvP, with the addition of raw repulse as a SS this has given the monster a huge amount of versatility and it will almost always have something to offer on its first turn with the roaring entrance. Sadly, it still struggles to match up with other top tier monsters in the long-run if it survives on the field but it is now contending with many of them.

Utopion moves from S+ → S in PvP, with piercing moves becoming more common and better stun protection available this monster is not offering as much as before. However, it is still immensely tanky when it doesn’t meet poison or piercing moves and arguably the best give turn monster other than TT monsters.
Chromera moves from S → A+ in PvP, with stronger chrono killers becoming available and other monsters that more effectively counter poison Chromera is losing its crown as the best killer monster it used to have on release. Getting blocked by protectors and not offering as much as others makes it sink a tier but it is still very good.
Jingledragon moves from A → B+ in PvP, on the weaker end of A this is to make more space in the upper half.
Azrazel moves from A+ → A in general, on the weaker end of A+ this is to make more space near the top.
Botanic moves from B → A in general, with more good mortar monsters entering the game this combo piece can do quite a lot. General doesn’t take combos into account much but since there are lots of SE mortar monsters I think Botanic deserves a bit more credit.

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Update

Again, two months have passed since the last tier list update. I align the updates with the game updates and we didn’t have one last month. There are 12 new monsters to add and in the last update a lot of the SE and epic monsters we re-vamped. As usual, I will first note some monsters which got changes made to them but it hasn’t affected their tiers, then I’ll do the new monsters and finally some monsters which have moved. Let’s get stuck in!

Notes:

The recent update came with some huge general changes:

  • Damage will now break Stealth and Shield immediately
  • Cloned monsters will now have the same bonus as the original (note: affects anything which makes an exact copy of that monster like reincarnation but not when the monster is summoned/created.)
  • Overwatched monsters that are asleep will now instantly wake up and get a turn when hit

These changes buff/nerf a huge number of monsters and I won’t be going through each one of them. In general:

  • all monsters with shield/stealthy entrance have been nerfed a small amount (shield entrance more so)
  • auto-poison has been buffed
  • stun converter/counter, roaring entrance and all things that grant turns instantly have been buffed
  • all cloners have been buffed (by a lot)
  • all overwatch monsters have been buffed (however, more and more piercing moves/monsters are getting added so it’s somewhat fair to remove sleep as a counter)

Certain monsters have been altered lots by these changes. For example: Aurodragon, Torrentide, Stun revenge cloners (epic and legendary), Wraithcaptain, Mistletorment, DR cloners, Doomengine and many more. However, after reviewing each of them I do not think the changes alter their position in the tier lists.

Additions:

These are done in order of release with mythics, legendaries then super epics, etc..

Brynhildr goes in at A for general and A+ for PvP, with the biggest troll moveset this monster is sure to bring hate from anyone you use it against. It’s hard to rate this for sure because it’s all about the combos but basically this is end-game ragnarok which deals one-shot damage to one enemy and revives it on full health with 90s until a turn and fully healing you team. With the extremely high health and defence Brynhildr is ridiculously hard to kill and it also has the two moves pardon and revival which situationally can shut down your opponent’s sweeping power or bring in something else that will be a pain for your opponent to deal with. Double dark bane can one-shot enemies if one target is shadow but mainly you want to look for one or two monsters to combo with this to make your team nearly impossible to finish off. E.g. Oakthulhu is a great candidate as the auto-poison helps lots, it can already heal itself and the double survivor can sweep nicely then you want something to protect from stun that has hold ground too.

Deviladus goes in at S for general and B for PvP, with death sentence entrance, hold ground and sweeping power this monster is very aggressive for PvE teams. However, it’s low PvP rating comes from the slow speed, high TU moves and its low defence making it easier to kill than you’d like. The perfect monster to lead into this is sleep bomb or OoO + switch friend, which can be quite easily done in PvE. Double light bane deals one-shot damage as soon as one target is holy, probably the best option for PvP.

Novemdomina goes in at S for general and S+ for PvP, with elem swift accelerate and guaranteed +9 when awakened this monster has such incredibly fast supportive moves it is without a doubt the best enabler we’ve seen so far in the game. 65TU elem give turn with stun converter is the main use for this monster and it’s clearly meant to be paired with sweepers in a link fire team. However, it can also shield and heal itself to keep itself alive incredibly well (impossible to kill without critical moves) and it can sweep if there are any enemy water monsters. Blazing screen helps with kills as it reduces recoil for sweepers and it counters confident strike. The last thing to note is it’s the fastest give turn monster in the game (61%). Clearly built for link fire teams this is an incredibly good support monster.

Huskegon goes in at C for general and D for PvP, with probably the poorest designed moveset I’ve seen for months this mythic does not have much going for it. I find it hard to say anything good about this monster but I’ll try. This monster has three good things about it: raw bloodcrave 70TU sweeping, show of might killing a useless teammate to do tranquilizing on the enemy team and time freeze which is incredibly good at disabling certain monsters. However, the negatives are the complete lack of synergy between the moves. Unless there is an enemy stun absorber, setting up timecrush double is very difficult because the damage is extremely low (weaker than timestrike double when the enemy is at the same TU, even though it’s piercing). Timecrush double is 200TU and it’s impossible to give turn to Huskegon, so if you kill two monsters with it you’ve just brought it two enemies and have one of yours out of play for a while and they will probably kill it before it can raw bloodcrave. Show of might has 100s restriction and there’s nothing good to pass the time until then (two uncharged bloodcraves??). The way to heal to allow for more bloodcraving is a teammate must die, which goes against the fast sweeping because you probably want to remove the enemy sweepers. Lastly, with minimum defence on this monster and no defensive passives it’s very easy for the opponent to kill Huskegon if it would cause a problem. Hopefully this monster gets altered so it functions well or I’m proven wrong by people using it well.

Prismpaw goes in at C+ for general and C for PvP, with the power of the rainbow and one of the weirdest movesets to get your head around this monster is deceptively good. No matter what state you leave it in Prismpaw can reset its health to ready itself for a critical attack. However, from experience we’ve found that monsters which depend too much on having set amounts of health get randomly chipped down in PvE and can be too easily controlled in PvP. If combined with monsters that can heal it then Prismpaw can be a good sweeper but by itself the moves are just a little bit too slow to set up and the increasing number of piercing moves on monsters make going to 20% health too risky even with HG. Prismpaw is a reasonable sweeper that can work in teams but is lacklustre compared to others and has absolutely no support for the rest of your team.

Tardigrenade goes in at A for general and C+ for PvP, with a bad release version that brought it a lot of hate on the forum this monster is too easily undervalued. This monster has two weaknesses to killer moves and has high TU moves but the upside is it might just be exactly the kind of wall you need to shut down your opponent. Thick skin and high defence mean it cannot be chipped down by a large number of attacks and gives it immunity to poison ticks. However, the true strength comes in survivor all in PvE where you can pass time more easily with sleep/stun then use this monster to sweep through a large number of monsters with a give turn. The SS one-shots a monster and heals Tardigrenade, allowing more survivor all.

The Rockoid goes in at C for general and A+ for PvP. A throw monster that can throw infinitely, sweep the whole enemy team on its first turn, put enemies to HG at 70TU, tanky stats and a shield. This monster is the perfect addition to the throw strategy and even works effectively outside of throw teams. The main strength I believe is you’re grounded, which puts almost all unbuffed monsters to HG for only 70TU. This can easily be used to charge blood moves for other monsters and to sweep through the enemy team very quickly. The Rockoid can easily work in any team as a sweeper and it combos beautifully with the various special rocks we’ve been given with the 50TU move that turns them into sweepers (e.g. they do ~5000 damage to all enemies with quake). This is less effective on spawned rocks but still good. This monster may go higher in the tier list for PvP once we’ve seen it in action.

Carapasca goes in at S for general and C+ for PvP, with tanky stats, support moves and sweeping this monster is not just unique but a real powerhouse. Carapasca is a weird twist on Onigeist that has more focus on sweeping. What makes it powerful is the 3-time pull back that can be used to abuse strong passives like tranquilizing entrance and the 100TU beetle strike which does piercing one-shot damage if a Chainhorn is on the field. Many people are worried about the Chainhorns being dead weight but the 30TU move quickly makes them able to kill one or two monsters. Unfortunately this moveset lends itself slightly more to PvE where the AI won’t stop it in its tracks. However, I think the only part holding it back in PvP is that the beetle summon move is too slow it can’t buff the Chainhorn before the Chainhorn’s first turn. If it could, Carapasca would probably be S tier.

Thlug Billy goes in at A+ for general and A+ for PvP, with team turn on a sleep immune monster this opens up some interesting combos (or boring - depends on your taste). The theast revenge is extremely powerful and thlug slayerbane is a guaranteed one-shot. This monster is essential to make thlug teams work and is one of the strongest, but comes with the thlug restriction so is held back by the rest of them.

Thlug Beckie goes in at A+ for general and A+ for PvP, with piercing timestrike that one-shots easily and one of the best support moves of repulse this thlug has a lot going for it. However, the true strength lies in it having arguably the best theast revenge, a 240s sleep on all enemies, which even gets around camouflage. This thlug is the most versatile and makes them work as a group but is held back by the others.

Equimaris goes in at C+ for general and C+ for PvP, with an unusual passive this monster is a bit of a gimmick or a Deathgazer wannabe. It gets a turn quickly and can stealth at rapid speed then sneak attack. However, stealth + sneak attack generally struggles in both PvE and PvP because it is too slow and easily shut down. Getting two kills for bloodthirst will be annoying and there’s also the raw restriction making everything harder. If it was raw bloodfury then maybe we’d talk, but as this monster currently is it’s a disappointment that can serve as a sweeper for early-game players. With very specific monsters (e.g. Triviathan) Equimaris can work but you’d probably want stronger things instead. However, with all that said I do think this is an improvement on Rattlewyrm so I’m putting it above that.

Scarleguard goes in at S+ for general and S for PvP, with two of the best killer moves (another being chrono killer) and excessive force this monster has incredible sweeping power. This monster is weirdly similar to the mythic Dragulus and you can argue it’s better, even ignoring the cost difference. Solo is suprisingly easy to satisfy and once bloodthirst is charged this monster is like a powerful legendary. The only issue is it dies quite easily and has no stun immunity, but that’s often the case with good legendary sweepers anyway. The high speed makes it even more powerful, making it great for the front line and mid-game hard for your opponent to stop before it gets a turn. It’s clearly among the best SE sweepers. However, its restricted killer moves can sometimes leave it with not much to do. Chrono killer would be better suited for PvP and make it S+, but I think other SEs suit PvP better.


Next we have 5 overhauled super epics which have very unique movesets and are typically powerful. We can call them the “kin slayers”, because this is a shared move between most of them.

Willowyrm goes in at S for general and S+ for PvP, with a moveset that’s a clear copy of Heavenswyrm and the stun absorb passive tagged on this has a lot to offer a team. Stun absorb with camouflage protects the team from timestrike double, unlike other absorbers, and it’s got a great mix of support and damage. However, it’s noticeable how easily it dies when targeted (which the AI likes to do) and I think this doesn’t quite match the power of Bitterbeast.

Atlanteon goes in at S for general and S for PvP, with stunning+stealthy entrance, good speed and sneak attack this monster can often come in and sweep if you need the damage. If you need support then it has a 130TU purifying mist or a 70TU full heal for the team, with the restriction of solo that’s easy to get. A beautiful combination of support and sweeping that is very powerful, the versatility being especially noticeable in PvP. Setting up the sneak attack is very difficult after the entrance but there is always kin slayer and often spamming purifying mist is exactly what you need anyway.

Arborgias goes in at C for general and C for PvP, with a very unique moveset that can get up to 3 kills (in practice 2 and that’s with restrictive team building as it is) this is not a monster you want in many teams. It’s tough to build around, slow speed and after you’ve used the restrictive moves that are available then you’re left with a 250TU hit single and nothing else. It scores big points for hilarious design and I like the look of it but I wouldn’t recommend it.

Chimeraxus goes in at B+ for general and B+ for PvP, with a watered down version of Galvbane’s moveset this is a reasonable sweeper but nothing else. The slow speed is a concern and the requirement of link for stun pulse an irritation. However, slip this into the right team and it can do it’s bit. Super epics which can set up a kill and bloodcrave from there are always reliable.

Dualdragon goes in at S+ for general and S+ for PvP, with pseudo tranquilizing entrance, unwanted friend and ability to knock back in rapid succession (to begin with) this monster has a ridiculous amount to offer a team. The raw restriction means it can’t be put just anywhere and it definitely works a lot better with combos (to pull it back or make the most of shells) but the high defence and health means it sticks around to be utilised for the combos exactly how you want.

Movements:

Many epics and super epics were revamped in the last update so to save explaining I will share screenshots and then list the movements below:


Cryogolem moves from B → A+ in general and D → C+ in PvP.
Flutterdrake rose moves from A+ → S in PvP.
Flutterdrake daffodil moves from A+ → S+ in general.
Caniswyrm moves from D → C in general.


Reapolantern moves from D → C+ in general.
Virabbit moves from D → C in general.
Devilborg moves from C → B in general.


Link double poison eater moves from C → B+ in general.
Poison gambit/storm moves from C → C+ in general.


Reckless timestrike moves from C+ → B in general.
Grovodeus moves from A+ → A in general and A+ → A in PvP.
Hiberzor moves from C → B in PvP.

Other movements

Infernicorn moves from B+ → A+ in PvP, I rated this low because of the heavy reliance on link and the slow-ish start with the attack boost. However, it turns out stun converter makes this monster very threatening and it can often be good spamming the double piercing blow without any link fire. A big reason Infernicorn is viable is the shield entrance. This makes it hard to remove quickly if it’s going to be a problem (e.g. it’s going to kill 1-2 monsters on its first turn and trigger a stun to then kill 1-2 more / attack boost then kill 2).
Nightlord moves from A+ → S in PvP, the secret skill adds some huge damage potential that can sometimes be exactly what you want when it first comes in and definitely be exactly what you want in the end-game when you need to clutch a win.
Sanctistag moves from A → A+ in PvP, the two passives on this monster shut down so much and in front lines this is an excellent tool for locking down the game, as is currently being seen with top tier teams combining Sancti + Regalion + Angelion. Mid-game this monster is weaker than other protectors but front line it is incredible. It deserves a better rating because of that. Sancti is the protector I’ve puzzled over most and shifted most but I think I finally have a grasp on it and how it’s mainly to do with whether or not it’s in the front line that determines its strength.
Solblaze moves from B+ → B in PvP.
Flarevern moves from C+ → B in general and B → A in PvP, for some reason I thought the secret skill was link but instead it basically means the first turn the monster gets it does a double kill at 100TU. This damage potential is huge, especially because the two new monsters that come in are poisoned which can set up teammates nicely.
Omegasdragon moves from C → C+ in general and C+ → B+ in PvP, I skipped over this secret skill quickly and in fact it buffs this monster with a very impactful move that also sets up itself and teammates.
Flutterdrake salvia moves from A → A+ in general and A → S in PvP, I knew this monster was good but generally undervalued the give turn + auto-protect. Also, with other flutters getting buffed it’s boosted the use of this.
Protect teammates/Stun absorb moves from S → A+ in PvP, there are plenty of better stun protection options now. Top tier teams shouldn’t be using these much.
Blazebones moves from S+ → S in PvP, this doesn’t work quite as well as other S+ super epics in PvP.
Armadiator moves from B+ → A+ in general and S → S+ in PvP, dealing far more damage than I thought and having a very abuse-able infinite pull back this monster is ridiculously good for combos or when built around.
Saberzor moves from S → S+ in PvP, being far more effective at stalling opponents than other SE protectors this monster can often offer as much defence as you’d get from two whole monsters. In PvE it lacks the versatility but in PvP it does exactly what you want, if that’s what you need in your team.
Archaeoceros moves from A+ → B+ in general and S → A in PvP, the sweeping potential is much better on other monsters so this is mostly used for the high speed link accelerate team then you try to kill it with recoil as you kill 1-2 enemy monsters.
Frostmoroz moves from S → A+ in PvP, the combos are real but this monster is restricted and slow at doing what it wants to do.
Botanic moves from B+ → A in PvP, with more powerful mortar monsters coming into the game this can more easily give good support to a team.
One on One [Epics] move from A → A+ in general, these should have been higher originally. A great budget option for PvE OoO.

Update

Some new and exciting monsters came this Easter so let’s break them down! A few have been discussed in posts above by other people already.

Notes:

No special notes this time!

Additions:

These are done in order of release with mythics, legendaries then super epics, etc..

Y Ddraig Goch goes in at B+ for general and A for PvP, with a huge amount of hype before its release this monster is actually quite balanced. It has the highest combination of defence and health seen so far plus payback revenge, making it very annoying to kill. Due to the low attack it must first use the SS before attacking, even with defang in most cases. Hence, the roaring entrance is actually what helps make this viable. Piercing blow can easily kill anything after the SS so this monster will happily sweep quite regularly and heal itself as it goes if left alone. Tyrannical ruling is the big reason for the opponent to target this monster. Most likely this monster will trade quite nicely as long as it doesn’t get disabled with sleep/stun and it works as a decent sweeper.

Sakuralisk goes in at S+ for general and S+ for PvP, with double bloodthirst and stun counter the potential on this monster is more than we’ve ever seen. Put a powerful sleep passive, high defence and high health on the monster and you’re looking at the best monster in the game. The question therefore is how do you get the kills. Well… a 200TU dreamcrush is not ideal and neither is a 250TU assisted hit all. Double repulse is one of the strongest support moves in the game and it can potentially set up a dreamcrush plus 50TU raw hypnotise guarantees setting it up. A double bloodthirst after one kill is surprisingly strong. Hence, once it gets a turn it can begin taking control of the match and slowly setting up the sweeping, but it definitely needs an extra turn or two to really get going. Luckily, double repulse can be used to bring a stunning monster back in to get this extra turn with even any extra support. Once sweeping with double bloodthirst + stun counter with 20% of entering enemies being asleep and it can even be protected, the game is practically over for the opponent.

Bundam goes in at B+ for general and B for PvP, with high speed and a powerful 100TU power slash this monster can be an irritation for the opponent while trading nicely. The moveset is not the clearest but basically in PvP you’ll probably use it in terminator form spamming power slash unless time has passed in which case you use double drain survivor. In PvE you can go for passing time then having a 100TU double drain survivor that one-shots and a 400s novablast but it will always die very easily when hit. The low TU moves and sweeping power make this monster good but it’s lack of diversity, weakness to any type of disabling, low defence (after terminator form) and lack of synergy with anything else in PvP means I don’t think it’s as strong as other monsters for PvP.

Bloomeluga goes in at A+ for general and S for PvP. This one caught me by surprise as I thought it would be too slow (having to load first) and with stun absorb would often get stunned before it can do anything. However, it turns out having camouflage, high defence and shielding this monster is incredibly hard to remove from the field when you need to and if you have no stun it’s going to get a couple of turns, which is enough to really swing a match. Hellfire mortar all is surprisingly strong, water cannon (knockback) comes in tons of use and tsunami mortar one-shots two monsters with piercing in PvP. This monster has it all: tanky, support, sweeping. The only thing it lacks is speed and that it will absorb any stun so unless you’ve got ways to give it turns it may simply be sat protecting your team from stun. I will possibly take another review on this in the future and consider it for S+ because it’s such a good option for stun protection in PvP as it has only a weakness to stealthbane, unlike most forms of stun protection which have weaknesses to commonly used killer moves.

Bundleblazer goes in at D for general and D for PvP, with a moveset that only works if you can force the opponent to make a move this monster unfortunately doesn’t work. The AI will always use the move which creates bronzeshells and you can skip until you hand it over to them so basically Bundleblazer is a way to create quite a few bronzeshells in the enemy line-up over an extended fight if it manages to survive while you have it on the field. While this may be useful in a few niche cases, having to control it for half the time and having to control it first makes this a lot worse than most other monsters in the game. In PvP people can wait for the turn to time-out until they can hand it back over, it literally just slows down the game.

Ahuizard goes in at S for general and S+ for PvP, with high attack the throw move is actually very strong. 50TU raw throw and the ability to create 3 rocks with 50TU on a super epic is surprisingly quick. Bloodcrave is another quick killing move. However, what really pushes this monster in with some of the best super epics (for PvP) is the stun immunity. On a super epic with good speed and fast sweeping moves that’s without a doubt excellent for the 10 cost. I believe this is a big buff for throw teams and Ahuizard can relatively easily be used outside of throw teams by putting a rock at the back, you just need that first kill then it creates some food for itself.

Movements:

Only a few movements this time, but I have a feeling lots will be coming next update of this tier list once changes have been made to OoO. If there are any particular monsters you think are positioned badly then please let me know, a couple do dodge my gaze when I look for outliers.

Voidress moves from S+ → S in PvP, without many having this monster awakened we’re yet to see its full potential and it’s certainly hard to set up. I think S tier is a respectable place to leave it for now until we know better, especially with monsters such as Sakuralisk and Novemdomina.
XYZ-999L moves from A+ → A in PvP, both the passives can cause this monster a bit of trouble and I think not as strong for PvP as you’d like it to be, given what the meta is and will continue to be.
Dragulus moves from B → A in general, this monster has no trouble killing buffed monsters and without so much fear of being stunned in PvE it’s a lovely sweeper for teams.
Aegisdragon moves from A → B+ in PvP, the slow speed is really letting it down and popular counters to both protector and chrono. Auto-protect plus is still a brilliant passive but with good auto-protect monsters out there it doesn’t shine quite so brightly from among them.
Wraithhost moves from S+ → A+ in general and S → B+ in PvP, too easily shut down or just generally left with a weak damage move. Both survivor and confident strike (with 100% health) do nice damage and the passives are brilliant but it doesn’t make as much impact as other monsters in PvP. In PvE it’s still an excellent 400s novablast monster with a lot to offer.
Heavenswyrm moves from S+ → S in PvP, dropped to make more room in the S+ tier.
Raizen moves from S → A+ in PvP, dropped to make more room in higher tiers.

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Update

In the update a couple of weeks ago we had the abominable Oniblade double 4o1 nerfed by introducing the new passive “insomnia” as well as some minor changes to a few weaker monsters. Also, we all got some free super epic evolutions on island monsters and a free legendary from an event!

Notes:

Despite the panic that insomnia causes on release of the update, I believe that things haven’t changed very much. Sleep still functions well in PvP and OoO is still viable, it just can’t be used for so many overpowered combos. Here’s all I believe has changed:

  • OoO now has a large number of viable counters, making countering it far more accessible to everyone in the playerbase. This helps stop a dominant OoO meta, which is important for PvP balance.
  • Sleep lock in PvE is now far less reliable for dominating a battle. By adding a few monsters with insomnia + purify the number of direct counters to sleep lock has increased.
  • A few powerful OoO combos with sleep immune monsters have been removed. This has only affected the tier of The Saintfeather and Oniblade.

The Thlugs all gained a buff with lowered TU for theast. However, this has not changed their tiers because I was very fair to them already, expecting them to function even though they didn’t super well. The one thlug which has been properly buffed by this is Thlug Bruno, which can now get the bloodcrave going very quickly.

A number of small changes were made to standard super epics, but none of which I believe have made a significant impact to their tier rating so I will not be changing any of them. However, I appreciate the Devs giving attention to these and making them a bit better so they can work nicely for newer players who are using them in their team to fight against the tough PvE content.

Additions:

These are done in order of release with mythics, legendaries then super epics, etc..

Auraleus goes in at S for general and A+ for PvP, with an impressive 6k piercing damage to two targets and stun converter this monster has a lot to offer as a sweeper. Despite looking like the energy charge/blast legendaries, this monster actually bypasses the need to charge with its secret skill and that’s the way you want to go practically every time. Put on the infinite charge the double sweep over and over, it’s more simple than it looks. The TU of these two moves is high (168TU when awoken) so the power of this monster is very dependent on whether the enemy team has stun. This monster is one of the harshest counters to stun as it will tear through the team, but outside of a stun meta it will not offer as much as other sweepers. I’m placing it A+ for now but this may change after we’ve seen it in practice.

Canishogun goes in at A for general and A for PvP, with combo potential but a moveset that’s hard to utilise this monster is strong but not exceptional. It’s moves are not intuitive and building around it can lead to frustration as it’s not a monster which can completely take over a game, no matter how much you want it to. However, we shouldn’t slate it too much because it’s more powerful than many would like to give it credit for and if you can create a good team with it you’ll have a brilliant time.

Kaerukenshi goes in at B for general and A+ for PvP, with an entrance passive so powerful they had to add unmovable this monster is clearly strong. It has ridiculous potential with its shield all entrance and link dual give turn, as well as a good SS to help keep control of the match. However, what holds it back is its reliance on link water and a second give turn monster to really abuse the moveset. If you can piece things together and do what it does best then you’ve probably won the game, but setting that up can be very tricky. Overall, this is a perfect addition for link water teams that offers a lot of support but is not reliable enough for a top tier rating.

Pupupa/Marksmoth goes in at B+ for general and B for PvP, with a reliance on the Pupupa surviving a long time (180-195s from battle start / entry, range is potting) this monster is very hard to judge. However, what’s most exciting is we all got this monster for free! We’re going to see a moth from each element coming and they all have the same Pupupa so I will mainly focus on what makes this unique. Marksmoth has a piercing double kill move with high TU, making it one of the best to abuse with pull back or to combine with a TT. It also has better combo potential with revival moves because it can full heal from roaring entrance at only 70TU. However, the 5* version struggles to get kills and unless you have other rocks it takes 200TU to set itself up which means using this monster is very unreliable. Overall, I think it is the lowest tier moth because outside of combos it is not as strong.

Razoray goes in at B for general and A for PvP, with a moveset that looks like Deodragon V2 you’d expect this to be rated higher than Deo but I’ve put it in exactly the same tiers. While adding hold ground has meant the double charged energy blast is far more reliable, the lack of pay-off for that and the incredibly slow speed for everything means this monster sadly isn’t any better. The versatility given by the sonic blast and laser blast attacks is much appreciated but if you choose to use this right at the monster enters then Razoray becomes stuck not doing much, even if you give turn to it. Basically this monster does one bit of Deo better (which can be completely counteracted by poison/piercing) and offers a useful one-shot single-target move but doesn’t have the blood move so long-term on the field it won’t shine.

Thlug Bob goes in at C+ for general and B+ for PvP, with a thlug chrono killer that suits PvP nicely and a powerful stun thlug revenge this monster looks like it has a lot to offer. However, due to the linearity of how the thlugs best work this thlug is not part of the core strategy. This puts it on the lower end of the thlugs.

Sanctihoof goes in at A for general and B+ for PvP, with the powerful revive abilities bringing back monsters with 50% or 100% health you can get great value with this monster. However, lining up the moves to revive the things you want, lack of stun immunity, rockoid setup and slow to get things done make this not as good as you’d like it to be. Sanctihoof is a budget option of Atrahasis that while offering a bit more power in the moves lacks all the other incredibly powerful things Atrahasis can do.

Buffbuffalo goes in at S for general and S+ for PvP, with a 50TU healing move, stun immunity and hold ground this is ideal for tanky support. It even has high speed to start helping soon after it hits the field. It can combine with a few monsters to creat some crazy combos and, if needed, use protect focus to act as a wall. Don’t doubt the power protect focus + fully potted + accelerate can do, especially if another monster can regularly heal it.

Megamummat goes in at B for general and B for PvP, with hold ground and desperate stampede it’s great to skip turn and line up that guaranteed kill. However, in PvP this doesn’t work so well. The lack of synergy between elem accelerate and solo desperate stampede is an issue but with high attack and zealous attack this monster can do good things for new players in the early stages of the game.

Thorhoof goes in at C+ for general and B+ for PvP, while shield entrance and desperate stampede do not work well together this monster actually has better synergy than Megamummat for PvP. Elem accelerate and lifeflip friend offers useful support to the team and the shield helps do a couple of zealous attacks more reliably. However, this monster is far from being viable in the top bracket of PvP.

Rosempress goes in at S for general and A for PvP, with the powerful 70TU 60% sleep move and dreamhunt this monster works as a great budget option compared to the legendary sleepers. Potted and accelerated this kind of sleep move can give lots of control in PvE. Stealthy entrance with sneak attack on such a slow monster isn’t anything exciting, but it’s a little bit of added defence to these sleep monsters which are always low speed and low defence plus it might come up in PvP. This monster is notably weaker than Flutterdrake Clover but stronger than Frozmaw and Elmowraith except when Frozmaw is used in a good link water sleep team in PvP.

Demontoad goes in at A+ for general and A+ for PvP, with a very similar moveset to Don Dollguini this has a lot of potential but is notably a little weaker. It has huge reliance on link but some good shadow monsters are given out to all new players so this doesn’t hold it back in PvE. Enrage teammate boosts an ally’s attack by 50% while setting their defence to 0, something that combos nicely with a few monsters but is far from overpowered. Demontoad undoubtedly slots into a few teams of any power level very nicely and is a great addition to the game.

Movements:

Quite a few movements from monsters that have seen changes in recent updates, plus a couple I underrated.

Kuraokami moves from A → S in PvP, with a buff that slipped through unannounced in the update prior to this one the Yuki’s got a huge damage buff. They now easily one-shot every monster and you get 3 as a revenge on Kuraokami. Kurao is a monster that HAS to be dealt with because it will continue to create these one-shot snowballs and if it gets a turn while one is on the field it can one-shot two monsters with a piercing attack. It’s tanky and got hold ground, plus when you kill it you have to face 3 Yuki’s. Overall, it demands a lot of attention to deal with properly and works as a great distraction from the other monsters in your team.
Voidress moves from S → A+ in PvP, pushing this down further to free up space in the top tiers of the mythic PvP section. All monsters are subject to shift a little once we’ve seen their awakened versions more.
Bloomeluga moves from S → S+ in PvP, being tanky, shielding itself, camouflage and no weaknesses this monster is incredible at protecting your team from stun. Throw in the ability to sweep two monsters with piercing damage, slight synergy with other mortar monsters plus knockback (an incredibly powerful move in PvP) and you have a very versatile monster that’s benefit to a team is hard to match. It’s an S+ monster for sure, I’m now sold.
The Saintfeather moves from S → A+ in general and S → A in PvP, the nerf to insomnia got rid of the broken combo potential. The powerful retribution, decent speed and ability to abuse entrances make this a very solid addition to any team with strong entrance monsters or a retribution team.
Oniblade moves from A+ → A in general and A+ → B+ in PvP, the addition of many counters and nerf to insomnia of a couple of monsters have basically kept this monster in balance. I am overly harsh on this monster because it’s pretty much just an enabler for other things to happen. The double OoO makes it great for certain things and definitely viable but the unreliability and lack of power on the monster itself means it’s unlikely to ever shine through as an amazing top tier monster.
Tardigrenade moves from A → A+ in general and C+ → B+ in PvP, after a second round of buffing this monster works way better. It’s lost a weakness, got a far more viable SS and the survivor all now rocks. Its design still suits PvE better but in the right PvP teams it can do good work.
Bundleblazer moves from D → B in general, I was overly harsh on this monster and completely disregarded one very important thing… you can leave it in the second form and potted so when you pass it to the AI it actually uses the death curse rather than parasitic curse and it will kill two teammates before passing it back over to you. Combine that with revival stuff and use it when facing super buffed enemies, it actually works nicely. However, since this is on the second form of the monster and evolution is irreversible I will not put it higher than B tier for this use.
Thlug Bruno moves from B+ → A in general and B+ → A in PvP, now with a better idea of how thlugs work and the buff to reduce the TU of theast this monster is up there as one of the biggest pay-offs for thlugs. Piercing 100TU sweeping while your team has all immunities and you do a TT then theast that to heal and shield your team… it’s quite powerful and Bruno is your sweeper throughout.

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Update

No update to the game has happened but since I’m going with more regular updates we’re here to add in a few new monsters. This update has got a HUGE number of movements, as I correct all the monsters I think I was overly harsh or kind to. I go back and forth on a few monsters but hopefully the changes I’m doing here will be better for where I think things are in the long run. I think many of you will like them too.

Notes:

Since this the majority of this update is about monster movements in PvP I want to highlight a couple of things:

  • Monsters in lower tiers aren’t “bad”, some are exceptionally good under the right circumstances. I am trying my best to make the tiers look like a bell curve with the average being A-A+ in General and A in PvP. This is the main reason for why you see good monsters a few tiers from the top, it’s best to differentiate as much as we can even if in power level there isn’t a huge difference.

  • Monsters which are good only in the front line are typically a little lower in the tier list because there are so many things you want to do with your front line that putting them in your team really forces you to go one direction. That team building restriction is a negative which makes them less powerful overall. A good example of this is Sanctistag, which is A+ tier but in a front line functions more like S tier.

  • Monsters which require link to perform properly are typically lower in the tier list, sometimes by two tiers. The reason is just like above except here the restriction is even heavier and unless you have key monsters for synergies it often results in a weaker team overall. These should be more obvious to spot in the tier list and easy to ignore their lower rating when you’re building a team which is link of that element.

I’d love if as many of you as possible would take a scan through the PvP tiers and let me know if you think something is badly out of place.

Additions:

These are done in order of release with mythics, legendaries then super epics, etc..

Nagandia goes in at B for general and A for PvP, with piercing assassinate, a more powerful retribution and a stun flash that’s impossible to counter this monster is a mythic for sure. Decent speed + daunt is incredible for tempo. However, for general PvE content the damage dealt by wrecking ball is not huge and the monster as a whole is both quite easy to kill/disable plus has high TU moves. Petrify synergises with wrecking ball, but with high TU you need a give turn. This monster has powerful moves and functions well both as a protector counter and in poison teams but it’s not as nuts as some others. A front line daunt is very strong but currently people are asking that to be restricted so I’m assuming it will be (this monster would be A+ otherwise).

Pupupa/Dreamoth goes in at B for general and B+ for PvP, with crazy passives like the other moths this is excellent if you can get to create it. Some people have theorised that it’s the strongest to use in a OoO front line but I’m unconvinced. Where I believe this monster works very well is as a counter to poison and sleep with purify and immunity to both statuses. The 200TU sleep all is a bit awkward but the double dreamhunt on a monster with these passives makes it a great sweeper for sleep teams. However, having played with Metatherion a lot and generally known sleep best as a control strategy where you want to kill one enemy at a time / leave monsters sleeping in PvP I don’t think this moth is as good as some others. That said, it has a huge entrance where you can kill two enemy monsters or RNG a sleep all and it will be useful sat on the field.

Pupupa/Stormoth goes in at B+ for general and A for PvP, with crazy stunning and either controlled killing or a match-swinging timestrike all this moth does a lot if you manage to create the 6* form. The 5* form is a bit more viable than others due to the stun pulse and timestrike, but past that it struggles to offer much. The design works well for swinging a match and giving you a controlled kill or two at good speed before Stormoth removes itself with the secret skill, unlike some of the others which are more about sticking around on the field giving some value (mostly a bit too slow to be super powerful). However, the counters to stun are very real so while the Pupupa is on the field you both need to protect it and open the enemy team up to the shocking entrance. I believe this moth is among the best, but the Pupupa and 5* form hold it back from reaching a high tier. In PvE it doesn’t have quite so much to offer because a shocking entrance won’t swing a game in the same way.

Movements:

Quite a few movements from monsters that have seen changes in recent updates, plus a couple I over/underrated. All movements exclude the changes which happened in version 2.8.


Movements up

Albakhan moves from B → A+ in PvP, underrated by almost everyone this monster is now a great sweeper. Stealth is far more common these days and stun immunity on a sweeper like this one is what you want.
Astrogolem moves from B → B+ in general.
Capybaragon moves from A → S in PvP, I was overly harsh on this monster because it’s exactly what I like and I didn’t want to be bias. I rated it A+ but put it A to counteract bias then it received a buff to the SS (I think) which is the bit I never properly valued. Turns out the high speed, tankiness and flexibility of the moveset makes it good for every scenario. Each move isn’t overpowered but they do enough that when Capy is one of your four on the field it’s never letting you down.

Centaureon moves from B+ → A+ in PvP, paralleling the moveset with Dracorosa I do believe this one has less to offer but I was similarly harsh to it since release (as many others were at the time). I saw the power of Dracorosa but not this one. Shield + roaring entrance + 70TU sweeping move means it can do lots as long as there’s a kill available and the instant purify helps counter both sleep an poison. Turns out the moveset does offer lots of opportunities to get a kill and a roaring instant purify comes in lots of use.
Dolphreeze moves from A → A+ in general, the passive is still great for stalling and while there are fewer targets for time’s up the bloodfury means as soon as you have a kill you’re in brilliant shape.
Dracorosa moves from S → S+ in PvP, a clear example of me being way too harsh on newer monsters. This is top notch for PvP.

Infernicorn moves from C+ → B+ in general, while it may struggle to get a kill the shield and attack boost really help it get there and in any link fire team this monster is brilliant plus the stun converter is relevant.
Kaerukenshi moves from A+ → S in PvP, I immediately called this S tier but the more I thought about it the harsher I became. Shield all entrance is crazily strong, it sweeps nicely with confident strike + meditation and if it’s poisoned or not offering enough can sacrifice itself. Then consider the crazy potential in link water teams, especially with Tardigrenade and you have yourself an S tier monster.
Kattmmander moves from B → B+ in general, overly harsh here on the damage output. It’s actually a lovely monster to build around for some very fast sweeping.

Maggatsuoh moves from A+ → S in general and A → S in PvP, I was way too harsh on this monster when it was released because it has low speed and back then PvP favoured high speed monsters. As it turns out, Magga is well worth the wait because he’s an absolute top notch sweeper who almost always has something great to do. The moves are low TU, he has immunity to both stun and poison, absorb poison is brilliant and only adds +1 cost plus toxic conversion is mainly used as a backstab in PvP which it is extremely powerful for. I’m glad to see it up high because I wanted this monster so badly for months before it finally came out in Halloween. I wish I had rolled for it and Pumpking, they’ve both turned out great.
Prismpaw moves from C → B in PvP, while not being good design for PvP I was overly harsh.
Pumpking moves from A → S in general, easy to set up and a top notch sweeper for PvE content because of the piercing attacks.

Stormloch moves from A+ → S in general, very much worthy of a similar spot to Shadowhunter.
Tardigrenade moves from B+ → A+ in PvP, enough buffs to this monster have made it actually good. It’s annoyingly difficult to take down and it can’t be ignored because the SS is so strong and survivor all will decimate.
Zephyrin moves from A → S in general and B+ → A in PvP, with so much stun on one monster and bloodthirst I think I was overly harsh before. It’s better than the standard shockers for PvE.


Movements down

XYZ-999L moves from A → B+ in PvP, the passives make the monster very difficult to use and often countered. This may drop even lower in the future if it proves too hard to use compared to other mythics.
Atrahasis moves from S → A+ in PvP.
Azrazel moves from A → B in PvP.

Banedragon moves from A → B+ in PvP.
Chromera moves from A+ → A in PvP, while offering two relevant killer moves and roaring entrance this is a popular choice that is good but not very synergistic, offers nothing except attacking and can be shut down with sleep/stun/protectors. A+ and higher monsters typically work better in teams.
Cryokaizer / Sanctallion move from A → B+ in PvP, while both definitely viable and got their uses in link teams they are a bit niche and looking in the long run don’t have as much to offer as other monsters, especially because they’re slow to do things like all cloners. I think they’re typically underrated because they were so bad in the past.

Deodragon moves from A → B+ in PvP.
Gloreonix moves from A → B+ in PvP.
Grizzleguard moves from A+ → B+ in PvP, normally a monster being the style I favour means I rate it more harshly because I want to counteract my bias. However, people call this one of the worst monsters in the game so I ignored all that and went with my gut instinct. I think on balance this is similar to Jawshank… you don’t use it in a normal team but when you’re making a link team it’s a great addition for the versatility it adds. I still believe it can be set up by leaving an enemy on 1HP quite easily and the tempo + sweeping is lovely in a link holy team.

Gyomurai moves from S → A in general, not sure why I had this so high when the overconfident strike struggles against slightly buffed opponents (which is a lot of PvE). I think maybe because there were OoO combos, which no longer exist.
Hellfox moves from A+ → A in PvP.
Icefang moves from A+ → B+ in PvP, reverting its tier because while the SS adds nice flexibility this monster simply doesn’t do its job well to either deal with protectors or act as a decent sweeper. The SS is also adding +3 cost; most of the time I’d rather invest cost in something better.

Razoray moves from A → B+ in PvP.
Shivadragon moves from A+ → B+ in PvP, too much piercing going on.
Triviathan moves from S → A in PvP, still great in the right teams and a vicious sweeper but not as good as others.

Ziberius moves from B+ → C+ in PvP, retribution has improved A LOT over the years and on this monster it shows. The addition of Insomnia was nice but double retribution is not a great move on Ziberius and the SS adds +3 cost. Stun revenge is often a disadvantage in this day and age.

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Update

Notes:

With version 2.8 we saw some nerfs to a few powerful things that have always been in the meta. The highlights being:

  • Team turn now has a 50s restriction from first turn
  • Shocking entrance now stuns for 120s (used to be 160s)
  • Repulse and Double repulse had their TU increased, 50 → 70 and 70 → 100 respectively
    All team turn monsters have been affected by this hugely, at least for PvP. Also, I would now say that tranquilising entrance is far stronger than shocking entrance (in the past it was debatable). The repulse nerf is not a huge deal but it definitely helps balance this move that was arguably the best support/control move in the game for PvP.

The cost changes to the secret skills of some monsters were all very good, balancing them in the ways they should be. The major changes were Heavenswyrm 14 → 16, which has put the monster now on the lower end of S tier, and Prismpaw 16 → 14, which has made the SS actually something you want to have on and given greater options to the monster. I’m not moving Prismpaw unless I see it getting used effectively in the future, it simply struggles to have a place in high level PvP.

If you want to see screenshots of the update then look here:





Additions:

These are done in order of release with mythics, legendaries then super epics, etc..

Excaliburdragon goes in at A for general and C+ for PvP, with an interesting spin on crescendo monsters this has a lot of potential for PvE content but it’s yet to be seen. Cresendo slash lacks damage despite its piercing and the mythic stats plus the secret skill is a little dodgy (100s restriction, solo restriction, 100TU, kills a teammate and turns off the solo healing light). However, with all that said this monster can be built around to make it work, at least in PvE, and the crescendo dance move can deal great damage plus be used to charge crescendo much faster if you have a give turn monster handy. Once properly charged the piercing crescendo, hold ground, solo healing light and knock back next can give you incredible control of a longer battle. For events like game of hordes Excaliburdragon will be perfect.

Harleking goes in at S+ for general and S+ for PvP, with incredible stats, HG and 34TU healing this monster is a nightmare to kill. It’s comparable to Kuraokami but basically stronger in most areas. The double hitting moves all one-shot with the bronzeshell buff and bloodthirst can even one-shot most unbuffed monsters while Harleking is on 0 kills. Without the buff the dual slayerbane still does decent damage and this monster can sweep with bloodthirst, so you don’t necessarily need to focus on the bronzeshells for too long. There are various great ways to build around it like including monsters that utilise the bronzeshells like Astrogolem, Dusicyon or Elephantom or you can play it end-game where the bronzeshells will not interrupt your team, again here it can even combo with throw teams. The built in acceleration, crazy tanking and huge sweeping power give this monster potential among the best. We haven’t even mentioned the stun immunity and focus (ignoring protectors) it gets with bronzeshells too!

Pupupa/Doomoth goes in at B+ for general and B+ for PvP, with a moveset that’s all about support this is definitely the hardest moth to rate. I think it’s easy to not see the power of this moth but what it gives is huge versatility and a soft counter to many things you might encounter. Give turn + stun immunity, purifying mist + sleep/poison immunity, cannibalise to heal your team / get rid of an annoying token monster. The things I like most about this moth are that it’s a purifying mist everyone can have and that it’s the only moth which can remove itself from the field in the 5* version. It’s also worth noting it has incredible defence, health and a shield on top which makes it one of the tankiest legendaries we’ve ever seen. However, with all that said it does not offer a powerful entrance or super strong aspect like many of the other moths and the moves are quite high TU which means it is no more than a respectably decent monster.

Flocculasaurus goes in at B for general and A+ for PvP, with a shop-only release and unknown moves I’ll share some numbers first. Aggressive entrance does 1200-2100 damage to enemy monsters (range based on enemy defence), with buffed enemies taking less. Slash all does 1350 damage to all enemy monsters, identical to Penguinator and Delugazar hit all so it’s basically a 250TU hit all with excessive force. What’s impressive here is the high damage from the entrance and the ability to tactically retreat. This monster is like the reverse of Staticsphere where you can more reliably get the “explosions” going and it has a bit more attacking power while on the field too. Stun immunity helps the consistency of this monster and the dual slayerbane is strong with the 5140 attack but the low speed is definitely stopping it from being S or higher in PvP. Since the monster focuses a lot on specific damage numbers it struggles to perform quite so well in buffed PvE content.

Abyssoldier Fokus goes in at A for general and A+ for PvP, with powerful low TU sweeping moves and two strong passives (either +50% stats boost or focus - ignoring protectors) this monster starts off the cycle of Abyssoldiers nicely. There is a definite focus on solo moves with this cycle and less focus on them needing to be together in a team. I believe what you need to focus on for this particular Abyssoldier is its use in poison teams rather than getting that focus passive. Its low speed and need to set up means it won’t deal with any front line protectors so most likely focus won’t come up in a big way. I wish this monster was focused a bit more on synergising with its brethren.

Abyssoldier Poward goes in at B for general and A for PvP, with a passive that triples its attack and two moves which need high attack to work well this monster definitely wants to be with other Abyssoldiers. Cannibalise token is a great support move at only 50TU. However, due to its reliance on other Abyssoldiers to really function properly it’s currently hard to judge and it is most likely one of the weaker of the bunch.

Bulbieboom goes into both the general and PvP special notes for 0-3* monsters worth using in teams. It’s built for link storm teams as an excellent source of stun protection, featuring the new Fuse Explosion passive that makes the user explode dealing massive damage to enemies when it is stunned over 500s.

Movements:

As mentioned in the notes, some monsters have been affected by the new update. Since I just did an enormous update to the positions of all the monsters it’s thankfully only the updated monsters moving.

Onyxia moves from S → A+ in PvP, losing its one reliable way to get a kill and charge bloodfury has cost it greatly. The replacement is a high TU practically useless move. This monster now relies more on OoO combos but at least it hasn’t been affected so much for PvE.
Huskegon moves from C → A in general and D → A in PvP, with a huge overhaul this joke of a mythic is now up there being viable. It’s become a good target for its own ally substitute and the moveset now chains together a lot better with its second attack coming much sooner and the first attack (timecrush double) actually getting a kill more frequently.
Atrahasis moves from A+ → A in PvP, with the nerf to shockers Atra has lost some of its combo potential. It can still be a reasonable sweeper and situationally necromancy can be very strong but it’s harder to build around in strong ways.
Azrazel moves from B → B+ in PvP, while a little hard to gauge with the buff this has certainly given it front line viability again since it has 77% speed and can now one-shot practically anything with zealous attack before following up with double bloodcrave.
Azuraidos moves from C → B in PvP, poison immunity has opened up a number of link water combos (e.g. Atlantyrant) and removed a crippling weakness. It’s a huge improvement on the monster which I’m happy to see and this may go even higher in the long run because it’s true the 71% speed, 50TU link deathstroke is nuts and if it will both work nicely with the rest of the team plus have an easy way to get a second kill it has great potential.
Bundam moves from B+ → A+ in general and B → A in PvP, while it still has some downsides, the 100TU attacks can be a menace and the novablast never being too far away is scary. Combine it with ways to keep itself alive or use something like OoO to pass time and it can reasonably easily sweep. You might be surprised by the two tier jump at only a slight buff but that’s because the monster is now more worth building around.
400s Megabomb Super Epics move from B → A in general, I’ve gone back and forth on this a lot but these megabombs are excellent for a large amount of the PvE content and can very easily be built around by everyone.
400s Megabomb Epics move from B → B+ in general.

Shocking entrance nerf:
Celestrion / Cybereon move from A+ → A in general and A+ → A in PvP, the nerf to shocking entrance makes this less dominant options for control.
Nightlord moves from A+ → B+ in general and S → A in PvP, with the weaker SS for PvE this monster comes just below the other shockers there and the nerfed entrance makes the advantage it has with the SS in PvP less noticeable. It may rise to A+ there later.
Zephyrin moves from S → A+ in general, this monster has been much less affected than the other shockers. Ironically, its first form has become even more desirable now as a 5-cost stunning entrance with potentially 82% speed and stun burst.

Team turn nerf:
Midasdragon moves from A → B+ in general and B+ → C+ in PvP, the TT nerf has wrecked this monster’s use as a fast TT for holy teams. It’s usable but not something top bracket teams want to build around any more.
Lavaronix / Mechaviathan move from S → A+ in general and S+ → A in PvP, with the heavy nerf to TT (especially front lines relying on them) these two monsters have been knocked right out of the PvP meta (in my opinion). In PvE it’s much easier to skip 50s and use the TT so it’s not so affected there plus they function well generally as a stun immune give turn.
Team Turn Super Epics move from S → A+ in general and S → A+ in PvP, while affected slightly less than the legendary versions these monsters have definitely been nerfed.

5 Likes

Update

Notes:

With version 2.9 we saw a large number of nerfs to power down the abuse of spamming auto-protect monsters and putting monsters into the opponent’s team. The highlights being:

  • Sneak attack and RAW moves now ignore protectors
  • Motor + Tinker entrance passives now only add 1 next in line, the other goes in randomly
  • Mythic monsters getting -1 cost in all forms
  • Many monsters getting small buffs/nerfs/tweaks to work more as intended and in a far more streamlined way

These changes affect a very large number of monsters so this post will be entirely devoted to the tier list changes caused by it. The post afterwards will be the usual update with new monsters and some movements I have been planning to do.

If you want to see screenshots of the update then look here:







What I think the update has affected:
AP Spam - Firstly, auto-protect spam is no longer going to be a meta. It will become a strategy, like many others, which can be used by individuals or small groups but as soon as it becomes popular then the strong counters like Twighoul will come into play and push it out. That said, if raw monsters remain popular in PvP that might be enough to stop anyone from going too heavily into auto-protect spam because they will be punished for it.

RAW and sneak attack - I think the long-term effect of the buffs to raw and sneak attack are that camouflage monsters will not be so powerful and protectors which don’t have some offensive capability or very strong support skills that aren’t too situational will be the ones that stand out. If a protector is just built to sit there as a tank (e.g. Skeleviathan or Diamonoid) then it will be countered harder. This will mostly affect the 0-5* protectors I think, since these have historically been good for their low cost protection but their movesets are not strong enough. It’s worth noting that while some monsters can bypass protectors there are lots which cannot. So in many cases people will still want to remove the protectors so their other monsters can attack as they wish.

Raw and sneak attack moves are definitely a lot stronger now so all monsters with these have benefitted greatly. Also, assassinate now properly counters protectors as if there are 2+ protectors it only needs to target one protector and the other target can be anything.

Mythic cost changes - I believe this has made their final forms a lot more viable in many cases. Right at the release of mythics I made a post saying how the higher stats alone were not enough of a reason for the monsters to be +2 cost. At the time I was worried that what would happen is the players and Devs would see this so it would force huge power creep in mythics in order for them to be worth it. Instead, the Devs have lowered the cost of mythics which is a much better thing to do! I think this means mythics are now outright better than legendaries, but of course it depends on the particular movesets of the monsters and that’s when mythics are awakened. I believe second form mythics will probably still not be used despite their 11 cost, except particular viable second forms (like Drakulus) will be very popular as they function like a very cheap legendary.

Monster Analysis:

This is a new feature which I'm very proud to be a part of, that you can see in the monsterdex. The analysis is written so it is good for everyone, not just brand new players. I'd highly recommend you read these when you get the time or if you're ever pondering over a particular monster and wanting some food for thought. It's always good to have another's perspective to incorporate into our own understanding, we become better and enjoy the game more because of it!

Movements:

Lots of monsters are moving so I’ve tried to break them down into sections where they’re linked with the most relevant change in the update. Within each section they are in the order mythics, legendaries then super epics in alphabetical order. Many protectors have not changed much for PvE because the AI will not choose to bypass them the same way a person will.

Sneak attack buff:

Triviathan moves from A → A+ in PvP
Atlanteon moves from S → S+ in general
Equimaris moves from C+ → B+ in general and C+ → B+ in PvP, with every attack move bypassing protectors this has potential in a raw team.
Flutterdrake daffodil moves from B → A+ in PvP, this missed getting updated in PvP for the bloodthirst into bloodfury buff.

Raw buff:

Huskegon moves from A → A+ in general and A → A+ in PvP
Nagandia moves from B → B+ in general, combined with raw monsters petrify will easily create a deadweight in the enemy team and can more easily set up wrecking ball since you can ignore the rockoid until Nagandia gets another turn.
Atlantyrant moves from B+ → A in general, while the recoil is still huge this monster does great damage, supports with auto-poison and has a couple of extra positive bits that sometimes come into play.
Centaureon moves from B → A in general and A+ → S in PvP, with the shield, earth and sleep being more prominent these days, raw getting buffed and the instant purify helping with OoO, poison and sleep this monster now has a lot of relevant things to offer all at high speed.
Icefang moves from B+ → A in PvP, roaring entrance raw repulse on any target you like is very useful and a nice buff. Icefang has yet again become the overrated monster just as people started to lose faith in it.
Novadrake moves from S → S+ in general, exceptional for many PvE events and with the buff to raw allowing it to leave some protectors alive the super fast 50TU raw bloodthirst can decimate teams even better.
Zeuswyrm moves from S+ → S in general, other S+ single-handedly win PvE.
Aviaeronix moves from A+ → S in PvP, now a proper counter to protectors since it can kill the one it wants with wall breaker and then bypass them with raw bloodfury.
Captain canine moves from C → B in general and C → C+ in PvP

Protector "nerf":

Mistletorment moves from A → B+ in PvP
Aegisdragon moves from A+ → A in general, still great protection but there are cheaper/faster options.
Baublebasher moves from S → A+ in PvP
Drakozord Z moves from A+ → A in PvP
Grovodeus moves from A → B in general and A → C+ in PvP, with the pull back combo removed and protector nerf this is now working fine for PvE but is nothing special compared to what other monsters can offer.
Heavenswyrm moves from A+ → A in general and S → A in PvP, one of its main uses is with a protector and healing things but now it’s possible to kill around protectors that is a big deal. Plus I’d listed it for lowering anyway.
Megaiasloth moves from B+ → B in general and A+ → A in PvP
Prismaryx moves from S+ → A+ in PvP, this is more like an S tier monster and knocked down one tier for heavy reliance on link.
Shurikaizer moves from A → B in PvP
Tortogeist moves from B+ → B in PvP, there are way too many counters to this now.
Voodoom moves from A+ → A in PvP
Aeraider moves from A+ → B+ in general and S+ → S in PvP
Buffbuffalo moves from S+ → A+ in PvP
Lordsreign moves from S+ → S in PvP
Protect teammates/Stun absorber moves from A+ → A in PvP

Smaller tweaks for streamlining:

Harleking moves from S+ → S in general and S+ → A+ in PvP, limiting bronzeshell summon to 5 uses turns off the OP ability it had to heal infinitely every 34TU.
Huskegon 2nd form (Husking) moves tier 3 → tier 2, improved timecrush damage means the moveset works.
Onyxia moves from A+ → S in PvP, with the huge buff to dreaded wave this has much better damage potential again.
Sakuralisk 2nd form (Petalisk) moves tier 1 → tier 2, removal of stun counter and raw hypnotise on the 3rd form becoming even stronger means there’s a huge difference here now even though Petalisk is good.
Flocculasaurus moves from B → B+ in general and A+ → S+ in PvP, bypassing stealth and high damage on entry is exceptionally powerful along with a useful and aggressive moveset. Combined with pull back this has huge potential.
Staticsphere moves from B+ → B in general and B+ → A in PvP, the bypassing stealth has excellent PvP use but it is still slow using its moves and leaves your team very open.
Djinzar moves from B+ → A+ in PvP, unmovable finally makes this viable in PvP.

1 Like

Update

Notes:

This is the second of three update posts. The first covered the changes from version 2.9 (it’s a few posts back from this). This post enters a lot of the new monsters into the tier list as well as some tier list changes for monsters. The third will include the entries for some monsters that I still need to test as well as a major shift down in lots of the monsters as I do periodically to best utilise all 9 tiers to differentiate between monsters.

It’s been 3 months since I last added monsters to the tier list so there are lots to do!

Additions:

These are done in order of release with mythics, legendaries then super epics, etc. As detailed above, some monsters are missing and will be added in a seperate post very soon (Scyberithe and Megalodragon).

Prismegasus goes in at B for general and A+ for PvP, with low TU double retribution and give turn on a tanky, stun immune monster this has huge power for PvP. The double retribution is incredibly powerful on this monster meaning it can one-shot with ease. The link reliance limits it greatly but the moves it offers make any link setup extremely powerful. What holds it back most is the low speed and weakness to chrono killer. Due to the limitations and weaknesses this is held back to the top end of A+ for me, but clearly is S-S+ in good link teams. For PvE it is a good monster but nothing special and this list factors in link reliance more heavily so it is on the lower end of mythics. Second form is tier 2.

Focalforce goes in at C+ for general and C+ for PvP, with auto-overwatch and one of the highest combinations of HP + defence in the game this can be a nightmare for the opponent to deal with without losing at least one monster to its one-shot attacks. The problems come in that it has very low speed, no immunities / HG / shield and high damage sweeping moves can kill it without any drawbacks. Ultimately this means it is hard to use in PvP because people can play around it and sometimes it will not perform well at all. I love the design and there’s reasonable power but nothing special. Where Focalforce can get nasty is when combined with ways to shield it, heal it or with the new mythic with Scapegoat that can turn it into an auto-protect monster. There will be scenarios in PvE where you can leave the enemy team with monsters that spam AoE so you keep healing your team and Focalforce gets lots of extra turns. Second form is tier 1.

Deus X goes in at C for general and B for PvP, with skip ban being the main gimmick this monster has more to offer than it may appear at first. Good defence + HP + hold ground + lifeflip unlimited makes this survive better than you’d expect against earth monsters while it also has double counter strike to punish the enemy team for earth monsters and switch enemy to disrupt any throw strategy (earth strategy). When you’re facing an earth team in PvE Deus X will be monstrously powerful. However, there is very little else offered in PvE since the AI never skips. As for PvP skip ban not only prevents your opponents from doing any skips but also stops their ability to force you to take moves (normally done by skipping back when you make a skip). This gives you huge control over the timing of your attacks. Also, survivor is strong enough and only 80TU while the monster is tanky with no weaknesses and double counter strike can find targets. Put all this together and you have a good supportive PvP monster but until survivor it will often have not much damage potential. Overall, I think it’s decent but stronger in theory than in practice. I’m rating it low in “general” because of the niche use and quite low in PvP because I don’t think it fits the overall way people build teams and play there. I’ll be interested to see if I’m proved wrong in the future. Second form is tier 2.

Don Rilla goes in at S+ for general and S for PvP, with incredibly high damaging attacks at reasonable TU and almost always one being available this monster has a lot to offer as a sweeper even in the lower forms. Where its true power lies is in OoO because with sleep immunity, consistent sweeping, hold ground, 2x full heal and no weaknesses it can be a nightmare to deal with when your team is partially asleep. Repent can even be used to wake up a sleeping ally if it was able to get a kill before going to sleep from OoO. Even outside of OoO this is a reliable, tanky sweeper. This consistency and combo potential make it deserving of a high tier. Second form is tier 1.

Arachnadiva goes in at A+ for general and S for PvP, with two powerful passives, a piercing retribution and a potentially busted 3-use 70TU move this monster doesn’t just have serious combo potential, it can also work well anyway. The low speed and lower defence are clearly to make it somewhat balanced, plus we’ve now got more ways to deal with camouflage monsters behind protectors so this monster is nothing compared to what it could have been if released months ago. Scapegoat combos with DR, Aurodragon, other more unique things and can kill of dead weight while also being 70TU setup for vengeance which is probably ideal timing for the enemy team to kill the scapegoat. I can see this monster going far, but it is new so I may go back on this. Some are mildly excited about using this in the end-game of a team as it’s got brilliant setup for the last resort. Second form is tier 2.

Suikenshi goes in at B+ for general and S+ for PvP, with focus, stun immunity and reasonably low TU one-shot moves this monster has huge potential as a sweeper. There is a sub-theme that is anti-water here with kin slayer, solo bloodfury and steathbreak (minor stealth theme in water) so that gives it some good use in PvE. However, mainly I think this is for PvP where dual slayerbane will one-shot legendaries and bloodfury + stun immunity is always a good combination. Focus + dual slayerbane is also powerful since when your opponent has a protector if you can kill two sweepers (one of which is probably charged) that will really slow down the enemy team. The secret skill is useless but you can’t have it all! Second form is tier 2.

Pupupa/Poisomoth goes in at B+ for general and A for PvP, with the most aggressive moth moveset and lower TU sweeping moves this is one of the biggest payoffs for keeping a Pupupa alive. This is the community’s favourite of the moths and while I was hesitant at first I can see why. Toxic entrance sets up lots of things and 130TU double sweeping is great when you’ve got triple immunity. The 5* form is better than many others because it still has the 130TU double poison eater which will do enough damage.

Mulasem goes in at D for general and C for PvP, with an incredibly unusual passive that kills itself when it uses a move and revives itself next in line this monster is awkward to use to say the least. Unfortunately, the low attack prevents double poison eater from killing anything tanky if only one target is poisoned, the low speed prevents Mulasem from doing much broken stuff and since it appears next in line rather than straight back into the battle it is unlikely any broken combos can crop up. This monster looks like it is designed to support fire poison teams but it is way too gimmicky I can’t see it ever being viable.

Arboribratus goes in at A for general and S for PvP, with a pair of passives that combine well together, tanking capability, offensive capability, and combo potential this is without a doubt a top notch protector. I went into details in a post above so go read that if you’re interested: OLD Tier List - #1902 by Killerdog. The highlights are +100% attack from enrage teammate (not the usual +50% on 0-5* monsters), tree rot instantly setting up double poison eater which can remove stun protection for your Oakthulhu to then instant poison flash (150s stun) and a 70TU purifying stealth that can be used on an ally. This doesn’t even need to combo with Oakthulhu because it has enough defence/support to work anyway and in poison teams can even sweep. S tier might seem like a stretch but the naturally high defence and very useful moves/passives makes this top notch stun protection in my opinion.

Pupupa/Mistmoth goes in at A for general and A for PvP, with the most versatile moth moveset I think this is the best of the bunch. Double sneak attack does damage worthy of PvE, the 70TU setup is not too bad especially because it purifies (relevant for the 5* form) and when you first create the moth it not only has the option to kill two enemies (like other moths) but can pull back any ally to create a Diamonoid. The 5* form is by far the best. The tankier stats in general + stealth make this harder to deal with than some other moths. It’s held back only by its Pupupa form, like all the other moths.

Lionheart goes in at A+ for general and B for PvP, with a moveset clearly designed for a mythic this is a little lacklustre in its 6* form that simply isn’t threatening enough in PvP. It’s countered hard by poison and has no immunities which makes it very easy to deal with despite the high speed with confident strike and 60TU healing if a teammate has died (so they can’t put Lionheart below 100% HP then ignore it). From the brink is a little slow for a follow up confident strike. However, in PvE you can use skips to very effectively use from the brink and since the AI doesn’t play against it smartly you should get the 7* form and get to properly utilise it. It is great in revival combos too since it has decent speed and can heal from hold ground.

Pandamonium goes in at D for general and D for PvP, with no weaknesses and max defence you’d think this monster is in a great position but the moveset is ridiculously weak. Sleep, poison and stun should give it versatility but each move is very underwhelming and by being so diverse it can’t actually support any team properly because it’s only got one useful skill for that team. Every move on this monster is done better on another monster, often super epics, and putting them all in one place simply doesn’t make them any better. Pandamonium is usable but I’m not willing to put it higher than the bottom tier or perhaps C tier because other monsters have their useful situations or teams they synergise with and this simply doesn’t.

Whitetitan goes in at B+ for general and B for PvP, with incredibly high speed + retreat, interesting entrance passives and low TU sweeping moves this has a lot to offer. Of the two titans this one has the better sweeping moves but the weaker entrance. Dreamy entrance doesn’t set up combos and straggler’s blessing is a huge liability in PvP since without entrance control the opponent chooses when it enters and they can simply use a high TU move in many cases to let it give them an extra turn. With that said, 90% speed retreat in the front line is very useful and there are a few combos for it like in 5th position with Auraleus (eternal energy core 200TU) or later in a team as a way to save a stun absorber and this does have potential as a sweeper.

Blacktitan goes in at B for general and A for PvP, paralleling Whitetitan with a very similar moveset but sleep switched to poison and GT for death I would say this one is more reliable and has better combo potential for PvP but is less good as a sweeper and lacklustre for PvE where poison is weaker and it won’t do enough damage. Straggler’s doom is interesting to have with stun and it can put an opposing player in a tight spot when they choose to bring it onto the field. Even when I say it is a “less good sweeper” than Whitetitan it does have the toxic entrance setting it up with 90% speed and a 100TU poison eater, it’s just if the enemy team purifies at some point you might be in trouble and something which both titans have is minimum defence and health plus no defensive passives. Their movesets are more like super epics but with some combo potential.

Scorpiogeist goes in at S for general and S+ for PvP, with a beefed up version of Freezecobra’s moveset (one of the best SEs) this has immediately made an impact as one of the best legendaries in the game. There is too much to talk about here so I’ll keep it brief. The only downsides are low defence and health with weakness to both chrono and toxic killer (pretty big combined, but worth it for the power you get). 100TU double sweeping, potential 100TU 4-monster sweeping in PvP, 160TU single sweeping if you need it (strong enough for PvE and charged on entry - amazing for an 80% speed monster) and on top of that you have stun converter tying it all together so if you hit any stun you can chain sweeping into more sweeping. Auto-poison all is an incredibly powerful passive that protects your team from sleep while setting up some monsters and having all the benefits of auto-poison. It will not surprise me at all if this monster gets nerfed, it’s nuts in combos and even by itself it has insane sweeping potential right from the first turn while being a high speed monster.

Abyssoldier Breaker goes in at A+ for general and B+ for PvP, with a limiting moveset A.S. Breaker can get kills but not reliably. When you can stun the enemy team it can get kills and continue on with retribution but it doesn’t have long-term benefit on the field and doesn’t support the other Abyssoldiers properly. By itself in a team it will have a one-shot retribution even against buffed monsters and can do good damage with timestrike double but the solo restriction really hurts it. One of the less exciting Abyssoldiers but decent enough.

Abyssoldier Antistan goes in at S for general and S for PvP, with a faster accelerate team and give turn than usual this is already a step above other SEs with these skills. Throw in a powerful damaging move and you have a good monster. Boosted to +9 and accelerated the give turn will be roughly 90TU, not bad at all with stun immunity and tanky stats. The Abyssoldiers we’ve seen so far have no stun protection other than this monster so I count it as essential. Most of them are sweepers so you’ll need a stun immune give turn to help things along. However, where I think A.S. Antistan’s true power is by itself where it becomes a super tanky support monster which can sweep. It loses stun immunity but you can get that from other places.

Abyssoldier Guardian goes in at B for general and B+ for PvP, with bond: auto-protect+ this Abyssoldier is built to support all the A.S. sweepers out there. It has switch friend to bring in another Abyssoldier while this auto-protect+ is on the field and purify for general good support but otherwise you’re hoping there are fire enemies in play in order to do something with impact. I think this is among the weaker Abyssoldiers but certainly makes them work better as a unit. Outside of A.S. teams it is basically an extremely tanky monster with purify and solo double counter strike which is great for facing fire teams (if that becomes the meta in PvP or for specific PvE battles). Good design overall.

Abyssoldier Myst goes in at S+ for general and S for PvP, with bond: camouflage and powerful sweeping moves at 100/110TU from the first turn this is one of the best sweepers for the Abyssoldiers. This combines best with A.S. Guardian for obvious reasons and is one of the biggest payoffs for making an Abyssoldier team. It needs other Abyssoldiers around to get its first kill but if you don’t want to go all-in you can probably use it with 1-2 other Abyssoldiers that work well when left alone (e.g. A.S. Antistan and A.S. Fokus) so no matter which die the one left can continue. Alternatively, use it in a non-water stealth team to grab the first kill then enjoy its 110TU bloodfury while it has very high defence. Rounded stats is perfect for a monster like this with two high damage moves.

Abyssoldier Boison goes in at C+ for general and B+ for PvP, with bond: auto-poison this combines with A.S. Fokus nicely, until you realise the attack on this monster is too low for it to really do much itself. The double repulse is slow and despite the poison eater being 100TU only legendaries with max attack do enough damage with it and even then not for PvE. Auto-poison is good support for the other Abyssoldiers but not essential. There is very little poison in holy element which makes this a great candidate for using as an extra poison sweeper in general poison teams. With the lone fish boost the damage from poison eater is good for PvP, double repulse is good and poison massacre does brilliant damage. I reckon the highlight for this monster is that powerful poison massacre outside of Abyssoldier teams and nothing else is really worth it.

Abyssoldier Shock goes in at C for general and B+ for PvP, with bond: shocking entrance and step back this is the control monster for the Abyssoldier army. High attack and 70TU timestrike is reasonable if you have other stun, but the Abyssoldiers don’t offer that other than on the other storm A.S. which can’t be used with this one (maybe we’ll get stun in one of the four left to reveal). Besides the control the double shocking entrance can give you this monster will not help your Abyssoldiers much. I think it is on the lower end of them. By itself it teams it loses all ability to stun and does not have impressive defence but the 70TU timestrike becomes super powerful. Given what other monsters have, I can’t see that ever being useful. Overall, it gives Abyssoldiers a bit more oomph but could easily be a liability both on the field and if the opponent has stun protection.

Houdinoid goes into the PvP special notes for 0-3* monsters worth using in teams (not the general list). A special rock that has some combo potential with high TU moves + entrance control and as support for a stun absorber to get it back into play (Houdinoid used a few monsters back is best). It also has a counter to shields which can get around protectors, but this isn’t a hard counter because it’s a move on a squishy auto-protect monster. All these uses are very PvP-oriented and can be useful in some teams but are niche.

Sherloid goes into both the general and PvP special notes for 0-3* monsters worth using in teams. Camouflage + auto-protect makes it shut down lots of things and high speed + purify helps counter even more. It’s a solid little addition to lots of teams that is very efficient for its cost, like many special rocks.

Movements:

A few specific movements to note here, the majority are coming in the next update post (coming soon).

Mythics:
Voidress moves from S+ → A+ in general
Novemdomina moves from S → A+ in general, very heavy link requirement which is factored into this list more.
Kuraokami moves from A+ → A in general
Brynhildr moves from A → A+ in general
Dragulus moves from B+ → A+ in PvP, I monster I underrated for too long and didn’t respect the early change to bloodthirst (slightly more damage - makes it one-shot many legendaries after just one kill).

Legendaries (general section):
Magmarinus moves from S → A+ in general, sweeping potential is limited use.
Terragar moves from B+ → B in general, low attack holds it back.
Cyclozar moves from B → C in general
Vulcaroth moves from B+ → B in general
Deodragon moves from B → C+ in general
Chronozeros moves from C+ → B in general, too harsh on this (the damage is good).
Kaerukenshi moves from B → B+ in general, too harsh on this.
Prismpaw moves from C+ → B+ in general, too harsh on this.

Legendaries (PvP section):
Gyomurai moves from S+ → S in PvP, only really S+ in link water with good setup.
Stratustrike moves from S+ → S in PvP, counters have arisen with time it doesn’t match up with the other S+ monsters.

0-5 star monsters:
Serazael moves from S → A in general and S → A in PvP, while the moveset is diverse this is heavily out of date.
Snowhulk moves from C+ → D in general and C+ → D in PvP, notoriously bad and I should have had it at the bottom.

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I’m happy to announce that the Tier List has now entered version 3.0 (version 2.0 was me taking over from Buckingham).

Due to a number of people bringing up how the tiers are arbitrary and me becoming increasingly aware how unclear some things are in the tier list I’ve now done a couple of things:

  • Created a very clear, easy to read explanation of what the tiers mean and how I grade the monsters
  • Cleaned up the random notes I had at the beginning of tier drop downs… putting them all in a more concise form in the explanation section
  • Generally improved the explanation section to be easier to read, more concise and hitting better points

I hope now the tier list is a lot better for people to use and understand. I’ve got the third major update coming to the tier list very soon (tomorrow?) which will get it fully up to date and in a position where it will be easier to manage going forward. What this means for the tier list is the lower tiers for the legendary PvP list are getting condensed to better fit my criteria and give more room for differentiation between monsters (the A tier was about to go 6 lines long on my laptop screen - containing 37 monsters!).

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Update

Notes:

This is the third of three update posts, finally bringing the tier list fully up to date! The first covered the changes from version 2.9, the second entered a lot of the new monsters into the tier list as well as some tier list changes for monsters. This one will include the entries for some monsters that I still needed to test plus a few new ones. However, the main focus of it is detailing a major shift down in lots of the monsters as I do periodically to best utilise all 9 tiers to differentiate between monsters. I’ve updated the “Notes explaining how the tier lists are written” in the tier list post to explain my criteria for tier position more clearly. Please go give it a read.

Abyssoldiers note:
I’ve mentioned this in a couple of posts already but I’ll say it here to be part of an update. The Abyssoldiers are designed to work both as a group (with interchangeable monsters) AND by themselves in other teams. In the group they gain a legendary-like passive and by themselves they have (better than) legendary-like stats. Wonderful design, but I think that as a group they are lacking too much in areas and if you compare them to, say, the Thlugs + OoO or the Flutterdrakes when used as a group they have nowhere near the same power level. I reckon they are best used by themselves in teams where they function almost like cheap legendaries (10 cost) with slightly higher stats but no passives.
e.g.

  • Abyssoldier Myst in link shadow stealth teams (one sneak attack then you’re good to go on bloodfury)
  • Abyssolider Antistan in any team without holy that wants a tanky support/sweeper

My mind may change when we see the last few Abyssoldiers but for the most part they are ranked based on using them by themselves in teams. The ones which are basically relying on the others to function properly (e.g. A.S. Guardian) are rated lower because of this not being so viable. Fun fact: Abyssoldier passives will also get activated if the enemy team has an Abyssoldier in it!

@Dev_VKC The Abyssoldiers are my favourite cycle of monsters. The concept behind them is brilliant and the power level is just right. The Flutters are too powerful, the Moths are a bit underpowered (expected) and the Thlugs are weak then go ridiculous in PvP with OoO… none ideal. Abyssoldiers have use for top PvP teams when used individually, PvE use too and for newer/casual players they can be used together in a rewarding way. If more are made or a new cycle is created the approach I’d recommend is the monsters have a bit more support/defence/control. These Abyssoldiers are mostly just poison and stun sweepers with no stun protection, HG/shields or immunities of any kind. It’s great when they are focused around a similar goal (not poison + sleep like the flutters) but without some defence built in they will not be that viable as a group.

Additions:

These are done in order of release with mythics, legendaries then super epics, etc…

Scyberithe goes in at A+ for general and B for PvP and second form Tier 2, with the incredibly powerful duel move that’s a reliable OoO-like effect this monster was pre-emptively nerfed before its release. This nerf has left many people disappointed with it, but it is far from weak. I won’t go into the duel combos but basically it’s all about the overwatch on teammates and dealing with the overwatch it does on the enemies (e.g. repulse). In PvE the AI will not hesitate to hit your monsters, making it very much like a 250s stun on 3/4 enemies that gets around all immunities, even stealth. The rest of Scyberithe’s moveset is nothing special and is held back by the low defence and health on the monster. Weakness to chrono killer can make building around Scyberithe risky in PvP.

Arachnodrake goes in at A for general and B+ for PvP and second form Tier 1, with an extremely aggressive moveset and piercing this can reliably get kills for your team but lacks defence. This is the first 17 cost mythic released, ironic because the secret skill requires both link AND raw which doesn’t fit too well with earth strategies. Unlike other stealth monsters it can’t get shut down so easily with regular little hits because raw stealth is 50TU and it sets up the 100TU stealthbane on all enemies when it enters. I reckon it’s likely stealthbane will be the first couple of moves it does and whether the opponent removes its stealth simply decides whether those attacks will be piercing. Toxic thirst is an interesting twist on purify all that’s faster, removes shields / kills HG and can fully heal Arachnodrake very easily.

Sacrumega goes in at A+ for general and S for PvP, with a moveset that’s Geomagnus V2 this is an absolute power house that’s limited only by its speed, lack of built in setup and not having the stun immunity Geo has. It’s tankier than almost any other legendary with hardened carapace, high health, HG and 70TU full healing. Double repulse is excellent control, backbite can remove dead weight, power slash is surprisingly powerful and raw bloodthirst is a great sweeping move if it sticks around for a bit. The secret skill is a huge payoff for surviving, which this monster is built to do! If you’re unconvinced then think about combining this with Scyberithe (above in this post).

Twighoul goes in at S for general and A for PvP, with the OP guardian execute move this monster has a high ceiling but the restricted moveset gives it a very low floor too. In PvP this restricted moveset is a huge drawback and it is risky to use in top bracket teams. In PvE this is an all-star for many battles with multiple protectors and the double stunning entrance supports your team wonderfully.

Megalodragon goes in at S for general and S+ for PvP, with super high speed and an aggressive moveset built to counter PvP front lines this is an exceptionally powerful tool many are enjoying right now. Raw assassinate is weaker than you’d like, but we’re talking about a SE here and that keeps Robinator having its niche as the better protector counter. This monster is all about sonic strike, a 130TU one-shot move which you can very easily line up in PvP by skipping behind an enemy (if they skip back you can sonic strike, if not then skip behind the next - you’re either forcing their moves here or getting a sonic strike). Solo bloodbite is a solid bonus to make it better for targeting after sonic strike and is a little faster. That pushes Megalodragon even better than it needed to be!

Abyssoldier Feryvast goes in at A+ for general and B+ for PvP, with the fastest team turn in the game you’d expect this is powerful. However, it’s a super epic so of course it comes with nothing else useful and no easy way to pass the 50s from the first turn. If you can’t skip you are forced to either use a 160TU+ move or to give A.S. Feryvast zero defence for 50s before you team turn. I may be wrong about this but I think it is not worth throwing a whole monster into a potential TT that then takes time to remove its useless self from the field. By itself in teams it is tanky but incredibly slow and the very powerful zealous attack is not enough to push it above mediocre.

Abyssoldier Bulwark goes in at A+ for general and A+ for PvP, with very high defence in either setting this is a solid 250s megabomb. Lifeflip enemy is effectively a kill and lifeflip friend is often a handy support move. Compared to the two other 250s megabomb monsters (Demontoad and Don Dollguini) there is no link restriction and it has high defence but there is less effective team support. It should be very viable in PvE or PvP where you have something to pass the time. It’s easier to use than the link 250s megabombs but the ceiling is lower.

Movements:

Some crazy movements here. First up we’ve got a few random monsters that need moving down in the PvP list. Then we’ve got two cycles of monsters that can be placed more accurately now we know how they function. Lastly it’s a lot of moving down of monsters in PvP as I condense the lower tiers to give more room to differentiate and to better fit the new criteria I’ve written. No doubt there will be some adjustments I’ll do over the next few updates to get everything in exactly the right places.

Utopion moves from S → B+ in PvP, piercing has become super available and popular so this has suffered horribly
Sweetfeather moves from A+ → B+ in PvP, reliance on link pushes this lower
Vulcaroth moves from B+ → C+ in PvP, high TU moves and low attack stat making it hard to one-shot if only one is poisoned (more relevant with mythics now - they take more damage to kill)

Moths:
These are now better understood. While most are very powerful, the time it takes for them to transform plus the opportunity the opponent has to kill the Pupupa to give you a 5* form makes the moths not very viable in top bracket PvP. They are good options in the lower brackets and in particular teams but on the whole they are each getting moved down by roughly 1 tier in the PvP list. Note that because many monsters are getting shifted down these are going down by more than one.
Pupupa/Mistmoth moves from A → B in PvP
Pupupa/Poisomoth moves from A → B in PvP
Pupupa/Stormoth moves from A → C+ in PvP
Pupupa/Doomoth moves from B+ → C+ in PvP
Pupupa/Dreamoth moves from B+ → C in PvP
Pupupa/Marksmoth moves from B → C in PvP

Thlugs:
These are now understood a lot better. Basically, they work as a unit with OoO to set them up and it revolves around Bruno sweeping with Bruce doing a retribution followed by a TT from Billy and theasting Billy to heal+shield the team. The Thlugs are removed to leave Bruno and Bruce, both of which have switch friend / sendback to remove themselves if they’re the one left alive by the opponent. With piercing sweeping, no weaknesses, all immunities and the sleep control they have huge power at the cost of quite a few slots in your team and the initial reliance on OoO. Betty and Bob are the least necessary for the combo while Bruno and Billy are what push it over the top. Their positions are now being altered to pay respect to this, especially in PvP where taking out a few monsters at the start is far more advantageous.
Thlug Betty moves from A+ → B+ in general
Thlug Bruno moves from A → A+ in general and A → S in PvP
Thlug Billy moves from A+ → S in PvP
Thlug Bruce moves from B → A+ in PvP

Mythics (all PvP):
Brynhildr moves from A+ → A in PvP
Na’turgoul moves from A+ → A in PvP
Auraleus moves from A+ → A in PvP
Nagandia moves from A → B+ in PvP
Mistletorment moves from B+ → B in PvP
XYZ-999L moves from B+ → C+ in PvP
Deviladus moves from B → C+ in PvP
Focalforce moves from C+ → C in PvP
Excaliburdragon moves from C+ → D in PvP

Legendaries (PvP):
Moving A+ → A: Bovolcus
Moving A → B+: Ankoudragon, Atrahasis, Celestrion, Chromera, Cybereon, Dolpheonix, Goldtail, Heavenswyrm, Hellfox, Icefang, Lavaronix, Mechaviathan, Noxdragon, Staticsphere, Tenebris, Terragar, Terrordragon, The Saintfeather, Voodoom
Moving B+ → B: all B+ tier monsters except Astrogolem, Cosmodragon, Kattmmander, Nebelronix, Oniblade
Moving B → C+: all B tier monsters except Prismpaw
Moving C+ → C: all C+ tier monsters
Moving C → D: all C tier monsters (Bazilogon, Burnsalot, Kamiwyrm, Mulasem, Polareon, Rexotyrant, Solariel, Tridrakhan, Warca)

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Update

Notes:

We recently had an update to version 2.10 which you can see here. This post will cover some movements with regards to these changes and the new monsters that have come out this Christmas / New Year!

Deviladus had the SS sped up but not significant enough for a tier change.
XYZ-999L had the stun passive increased so it is more high risk / high reward when you use it. It has improved but not enough for a tier change.
Willowyrm had survivor slowed and kinslayer removed but is still among the best SEs for stun protection and general use.
Arborgias became the new earth kinslayer in place of willowyrm so may see some niche general use for that but it is not getting a tier change.
Nefariodon got some very significant changes that buffed it lots but until we see what mark legendaries/mythics come to the game I am not choosing its tier.

Abyssoldiers: I may move these all up higher in the future. Their “lone fish” passive makes them very powerful compared to other super epics.

Additions:

These are done in order of release with mythics, legendaries then super epics, etc…

Yukihime goes in at B+ for general and C for PvP and second form Tier 2, with 100% sleep and control/damage potential Yukihime is a queen waiting to be discovered but the high TU and restrictions make her less flashy. The high defence and shield entrance makes her more reliable than you’d think. However, the moves do not chain together well. Ultimately this makes the monster quite niche in use and mediocre. The secret skill has some great use in certain PvE battles.

Sepheris goes in at B for general and A+ for PvP and second form Tier 3, with the hyped hurricane, notorious champion entrance and natural selection that can kill any legendary this monster has a lot to offer in PvP. Sepheris is like a mythic Centaureon or an Icefang that works. Ultimately it is a more reliable Centaureon because it has natural selection and that even lets it kill any stun counter/converter to mitigate that downside. However, no blood move means it can get stuck doing 160TU sweeping and the low defence, no shield/HG means it is not the biggest threat and can be killed by the opponent when necessary. Its impact on the battle when it enters is huge and it’s reliable.

Glaciaron goes in at A+ for general and S+ for PvP, with an instant killer move, raw bloodfury, stun converter and incredibly high speed this monster has huge sweeping potential. It can kill any poison or water monster on its first turn, following up instantly with raw bloodfury if it was instant toxic killer. You’d expect Glaciaron to struggle to get kills if there is no target for these but it’s possible to combine the SS + stunning charge to deal roughly 1500 damage to an enemy and stunning charge can even bypass protectors so this monster can easily charge raw bloodfury on its first turn in most scenarios. Stealthy entrance adds a little layer of protection that often comes up but where Glaciaron is kept in balance is the minimum defence, health and weakness to both chrono and stun killer. Overall, it’s a top notch sweeper for PvP that has high enough damage and potential it works well for a lot of PvE too.

Moku goes in at C+ for general and A+ for PvP, with the people’s passive and the art of Goku this is surely a meme monster more about the design than functionality. However, it turns out it’s a secret gem in the right scenarios. The main issues are its low speed and restrictive moveset, most of which cannot make a big enough impact to be worth building for. With Moku in 16th spot you will almost never have any reinforcements by the time it gets a turn and the Vaunt passive will make Moku incredibly hard to kill (9300 defence + 4368 health + no weakness to killer moves). The SS will piercing kill the entire enemy team. For this Moku is Penguinator V.2! 100TU also means it can sometimes follow up. The other use is in the front line with various combos like fast entrance control into Whitetitan. Moku has one of the lowest speeds in the game so it’s highly likely it will get given a turn immediately and use Mojimojiha to one-shot the enemy team at only 100TU then proceed to give them bronzeshells with extra turns it gets. So, surprisingly powerful even if it’s wacky.

Abyssoldier Des goes in at D for general and C for PvP, with protect teammates, bond: fatal (death revenge) and cloning this monster sounds strong… until you see the hoops it has to jump through. Both the protect move and cloning are SOLO, meaning you can’t do them if another A.S. Des is on the field. In practice you’ll probably want to protect first then clone to avoid a second coming onto the field before the first protects. Then count in how its speed is a terrible 25% and it becomes incredibly awkward and unreliable. It cannot be used effectively by itself in teams. With other Abyssoldiers it will work but it is incredibly slow to do both the moves while it is on the field and the high defence + health will not keep it alive long enough to do that because it is a super epic.

Yin/Yang goes into the Other Notable Monsters for both general and PvP. With a revenge passive that makes it very hard to kill, this monster looks overpowered. However, it’s very hard to abuse because of the link requirement on the moves and the revenge puts it to the end of the team. If you can create extra copies in your team it has more potential but this cannot be done easily and in PvP a person can easily deal with them at the end of a team. In reality you should focus on it being a cheap monster with link purifying mist / salvation then you might get some extra value with it at the end of your team if you’re lucky.

Meatoid goes into the Other Notable Monsters for both general and PvP. With a helpful revenge tied to auto-protect this little rock can be useful for keeping your best HG monsters alive. However, the heal is not enormous.

Movements:

Firstly the movements with respect to the changes in the update, then some general ones. Last update when I moved a lot of PvP legendaries down I didn’t touch the top tiers so a few of these movements down are doing that.

Movements from version 2.10 changes:
Excaliburdragon moves from A → B+ in general, stun pulse is more useful for PvP (where this monster doesn’t work well) and KBN was more useful for general use.
Focalforce moves from C+ → B in general and C → B in PvP, adding taunt makes this work a lot smoother and looks almost broken on paper but in reality this is still a slow monster that can be one-shot with no penalty. I may put this higher if it proves to be very strong (healing combos in PvE, not enough things able to one-shot it in PvP) but it is hard to judge.
Mistletorment moves from B → B+ in general and B → B+ in PvP, with TU reduction to the skills it is easier to get more turns and the SS becoming instant is a huge buff to make this a wall when you want it to be.
Blacktitan moves from B → A in general and A → A+ in PvP, with two kills very easy to get when this enters charging the 110TU bloodthirst is incredibly easy. This is an excellent sweeper with the one downside of it having very low defence and health.
Burnsalot moves from D → C in general and D → C in PvP, a huge speed increase is just enough to push this up a tier but personally I’d like a TU reduction on the damage move or a shift to having high defence.

Others:
Novemdomina moves from S+ → S in PvP, heavy link restriction.
Delugazar moves from S+ → S in PvP.
Tygoron moves from S+ → S in PvP.
Celeshine moves from S → A+ in PvP.
Valzareign moves from S → A+ in PvP.
The Penguinator moves from A+ → A in PvP, unreliable for one-shotting, weakness to chrono killer and poison holds it back and countered by stealth. It’s good in link storm.
Aurodragon moves from A → A+ in PvP, with more threatening monsters around in PvP these days and more with high speed / passives that give benefit even when they are on 1HP Aurodragon can work more effectively than previously.
Abyssoldier breaker moves from B+ → A+ in PvP, survives well when alone and a powerful moveset for PvP.