Tier list change log

New Additions Update

Lilybybdia goes in at D for PvE, E for PvP, second form tier 2 and D for HP boost, with engage pushing one of your teammates back for 300s and being 255TU this monster is not for the faint hearted. Doing something like that without a plan will mean you’re going to get very far behind in the battle. There are specific combos you can do with it, most easily being a stun counter + Zeuswyrm or you can bypass the downside by using it on a protector but for now most of us are sceptical. Beyond that, random knockback is a bad move, dream ender is great but obviously situational and abyssal requiem is no doubt a great sweeping move but it does mean she can’t stop newly entered monsters from getting a turn (you’ll have to use teammates for that).

Ultimately, I don’t think she’s as bad as many are initially saying but you have to have a plan for engage and even then she’s going to sit doing nothing for 250s herself. So I think she’s only for people with big collections and for that reason I’m putting her low in the tier list. Here’s my initial post going super deep on combo potential and reviewing her moveset you can check out if interested.

G.F. Dandelion goes in at F for PvE, E for PvP and D for HP boost, with low TU moves that require a 200TU setup move and time freeze stopping you from giving turn this screams combo monster to me. The ideal one is probably Baublebasher sacrificing itself into a Whitetitan, meaning Dandelion gets the turn again at 76% speed and all enemies have the dandelion counter so it can immediately push back an enemy then kill the others at 30TU each, while one enemy was hopefully slept from the Whitetitan entrance. The issue is if it doesn’t line up then you’re in trouble… like most combos.

Outside of that, this monster seems extremely slow to do anything and it even relies on having a shadow plant teammate to work properly. The G.F. heal doing it for all G.F.s is cool, but that’s nowhere near enough to become playable in a garden fairy team. I also don’t like how the design relies on a 200TU setup move so anything which is still around after all that time is probably a less threatening enemy, since high priority targets you’d need to kill in the meantime. Overall it just looks bad to me apart from specific, niche combo use.

Clioeon goes in at A for PvE, B for PvP and D for HP boost, with a way to instantly pass 50s then do a TT this looks cool, but sadly after that point it’s dead weight because all it can do is purify and kill holy enemies. This leaves me a bit torn and I think it’s only ever going to be a new player option compared to the various better team turn options: Wilhelmina, Eonarx, Gryphking and I’d also count Mechaviathan and the two Lavaronix’s as better. If players can get this early, they’ll hopefully get some use out of it before it gets benched later on.

Octozoth goes in at S- for PvE, S for PvP and B for HP boost, with dual poison sting able to one-shot squishy legendaries this is not one for competitive PvP players but should be excellent for lower rank players. Stun bisector is decent stun protection and there’s really interesting combo potential with the 3-use instant switch friend. That move should be excellent with roaring entrance monsters to immediately get some extra turns but it’s also just great with some strong entrances like dreamy and unwanted. If I was a newer player I’d be very excited about this one. Sadly the sweeping isn’t brilliant because time freeze stops any give turn but the poison ticks are big so even when it doesn’t one-shot many monsters will still die after a bit of time.

Yetimutant goes in at E for PvE, F for PvP and D for HP boost, with an unbreakable shield and putting 200s death sentence on everything this looks kind of wild but I’m really not sure what to do with it. I can’t think of good ways to take advantage of the death sentence, particularly because you can’t use it when there is an enemy mythic. Please let me know how to utilise it! For now I think this is simply very bad because the attack moves are very slow and there’s no use in the unbreakable shield when the monster itself is poor.

Vorruk goes in at S+ for PvE, A for PvP, D for HP boost and versus super buffed enemies in SEs veterans utilise, with twin death revenge and the ability to easily repeatedly one-shot this looks brilliant for players at all levels. Warpath makes it very worth building around and it’s even got the built in acceleration if you have the time. HG also means you can heal it to keep it around. It works against buffed enemies in PvE nicely and the elem omnicide can even take down super buffed enemies. In PvP it will be a bit slow to do things and the revenge can be bypassed with poison but all forms of PvE it will shine.

Quorither goes in at S for PvE, B for PvP and D for HP boost, with unmovable added to the classic SE protector + stun absorber moveset this is a nice upgrade over that traditional moveset. Wardstrike seems to deal just enough damage to one-shot most things (but not when they’re buffed) and it’s not particularly low TU so it’s probably not too worth building around but might be a nice option for newer players. For me, I’m mainly looking at this as a decent enough protector that can take down storm enemies. Compared to the likes of Armavolt that only have a hit all move, it’s a big improvement.

Moltarion goes in at S+ for PvE, “Win condition” for SEs veterans utilise, S- for PvP and D for HP boost, with lava burn destroying the HP of the team it’s on this is probably the coolest design of the bunch. The idea is you play it without a mythic then pass it over and they get stuck with it (if they have a mythic) so it puts everything onto low HP super fast. By skipping turn you can even kill things really quickly (13-14 turns kills things). True hit and similar moves mean you can avoid killing it and allow it to wreck them. That all said, you need to play it later in your team or, say, with OoO so that at least 250s has passed plus it will damage your team until you get to pass it over. The damage wakes up your team, making it great to combine with OoO (either front line or later).

After a little playing around with this, it looks like a very real win condition. In PvP you’ll need to stun/sleep it so they cannot sacrifice it to sleep bomb but in PvE it seems to spam hit all right now which means it will stay there forever as long as they have a mythic. I hope people give it a proper try.

Blossomoji goes in as notable for PvE and notable for PvP, with a delayed give turn that is 100TU rather than 200TU this is a very unusual and interesting monster. For the most part, the delay is a huge negative because if the monster dies in the meantime then you never actually give the turn. However, it can also line up nicely or do things like give the monster a turn after it is stunned. It’s got cute synergy with Lilybybdia where you can timeflower a teammate then engage it and it will be pulled back into play. Ultimately I think this monster has the same problem as similar low star monsters we’ve had recently in that it’s 6 cost, which is too high for what it’s actually offering the team. The competition at low cost is pretty fierce and it’s hard to say whether this is better than alternatives. I think it’s certainly noteworthy, particularly because low star monsters now have 200TU give turn which is so much slower than this.

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