Tier list change log

New Additions Update

Viviénne goes in at A for PvE, S+ for PvP, second form tier 2 and D for HP boost, with accelerate and roaring entrance then 47TU give turn or 68-108TU sweeping and stun converter potentially giving extra turns: this is an incredibly good sweeper that is super generic. The give turn move is what makes it insane because that can allow you to fully control and take over the battle by chaining moves together. Due to stun converter, it also makes your team almost fully resistant to stun.

The secret skill is the cherry on top, and a no-brainer at +1 cost, making Viviénne probably best placed in the final slot of a team to enable crazy comebacks. However, she is also good further forward in a team as a GT monster that lets you take control of a battle as you chain accelerated attacks.

I expect this monster to immediately become a common part of PvP and it’s pretty much a strict upgrade over things like Deathgazer and many other comeback monsters (e.g. Gabrielle, Nightingale, Tyrfina). What it notably doesn’t do is wake up teammates, but otherwise it does almost everything you could want. It’s an incredibly strong, power crept monster. In PvE it dies easily but the damage is still good and the TU efficiency makes it a decent choice there too for general content.

Derangea Fay goes in at S for PvE, S- for PvP and A for HP boost, with a moveset very similar to the other Derangea (Roz and Azu) this basically ends up in similar tiers. Link union attack damage is good thanks to the doubled attack so it just about one-shots full defence monsters and is strong enough for PvE. However, I think it’s probably the worst of the three because it’s slower (and more awkward) to clone itself and the revenge isn’t as punishing so you’re probably just attacking with this monster… and the damage move isn’t quite as good as the other two. Derangea Fay isn’t the reason to play the setup, but with the others plays a great role.

The Jellyfish (the two below):
I’m putting these into the tier list for now, but they’ll need reviewing again later once we’ve got the full set because they clearly rely on being used together. Their design is entirely built around placing sigils on enemies and needing to get exactly the same sigil on all four, which relies on enemies meeting particular conditions. That seems incredibly awkward, but maybe it will become easy enough once we have the full set. However, what makes me truly sceptical is even once you’ve got all four enemies with a sigil then you get to kill one but have to put the exact same sigil type on the new monster before you can kill again.

So even after we have the full set I bet they’ll be useless and we need a buff that means they can use the kill move if 3 enemies have the same sigil. That buff would be enormous, so definitely need to see how they are first. They have high potential if their moveset can work, because they have high defence, tholid and do void guaranteed kills. With HP boost they could be an absolute menace.

Jel-Immuella goes in at F for PvE, F for PvP and D for HP boost, with moves that put sigils based on the classic archetypes of stun, sleep and poison this would be a struggle to place sigils except that lots of mythics have immunities. I can see this one being pretty key to the setup.

Jel-Elenelle goes in at F for PvE, F for PvP and D for HP boost, with sigil placements based on element this relies very heavily on the other jellyfish unless you meet a link shadow/water team. The order of the elements is extremely good for now though, water and shadow are the most common while fire is the least common and on the highest TU move.

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