Tier list change log

Update

Notes:

A few new monsters have come in the start of 2020 so let’s add those and a couple of movements.

Additions:

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

Rocolossus goes in at S for general and S for PvP, with HG, hardened carapace, shielding, raw overwatch and healing reload this is an absolutely ridiculous tank. However, this is a sweeper, not a tank! After loading it can get an easy one-shot with piercing mortar and from there can continue sweeping easily with raw bloodfury while overwatched and able to shield itself when necessary. The one-time healing reload is perfect with overwatch and in general if you have any mortar monsters in your team which load allies any extra loads you give Roco will let you do a 50TU piercing one-shot rather than focusing entirely on raw bloodfury after its initial kill. The only weaknesses this monster has are how poison shuts down both overwatch and hold ground and how it can be slept or stunned. However, most monsters have those issues and you can’t have it all. Hardened carapace protects it from getting one-shot by every chrono killer out there.

Abyssoldier Hill goes in at A for general and A+ for PvP, with an incredibly powerful passive that heals it by 800HP every time any monster gets a turn this monster is incredibly good at charging confident strike and recovering from bloodcrave recoil. Abyssoldier Hill is one of the best sweepers in Abyssoldier teams with its low TU moves. However, it relies on max health for the confident strike to deal good damage and the low attack makes bloodcrave need 2 kills before it will kill many of the monsters in the game. Used alone in a team it does much better damage and tanks well, but must get a kill with confident strike otherwise it will be quite useless.

Movements:

I’ve moved up a few of the Abyssoldier sweepers that have proved to be great with their extra stats from the lone fish passive. They’re not crazily strong, but in comparison to other super epics they are far more viable. The rest are just a few movements I decided after scanning through where each monster is.

Raizen moves from S → A in general
Bundam moves from A+ → S in general
Prismaryx moves from A+ → A in general
Sweetfeather moves from A+ → B+ in general
Tezcacoatl moves from B+ → B in general
Onigeist moves from S → A+ in PvP
Abyssoldier breaker moves from A+ → S in general and A+ → S in PvP
Abyssoldier fokus moves from A → A+ in general and A+ → S in PvP
Abyssoldier boison moves from C+ → B in general and B+ → A in PvP

Update

Notes:

We recently had an update to version 2.11 which you can see here. This post will cover the movement with regards to these changes and the new monsters that were added with it… the return of shiny monsters!

Prismegasus got the stealthbreak move upgraded from stealthbane, but this isn’t enough for a tier change.
Canishogun had double counter strike changed to flame eater, but this isn’t enough for a tier change.
Chronozeros got a speed buff, which is much appreciated but not tier changing.
Dolphreeze got a combo and a cost increase but now works in raw teams and is more controlled, ultimately not moving on any tier list but it has more potential now and is slightly better than it already was in PvP.
Dolpheonix got the sea world combo but that’s very specific and not enough to move it a tier, despite being powerful if you use it.
Hiberzor got sweet dreams buffed to be a very powerful purify but not tier changing.
Epic survivor monsters these got revenge passives but none look enough to change the tier of the moveset.
Maggatsuoh got the maggatoid slowed, but it isn’t enough for a tier change.
Sherloid took a heavy nerf but there are no tiers for this.
Thlugs got theast slowed but I am happy with their current positions.

RAW moves were slowed and this affects a lot of monsters. However, it is by a minor amount and no particular monster is not more/less viable because of this so I won’t do any changes with respect to this.

Crescendo got a huge buff, roughly 3x the charge speed on crescendo strike and 2x on crescendo blast. Blitzdyr is also included in this. Each of these monsters have moved up in the tier list.

Additions:

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

Stormloch (shiny) goes in at S for general and B for PvP, with the sleeper moveset not degraded at all and powerful link shadow sweeping added this is exceptional for PvE and even has viability in PvP!

Kamiwyrm (shiny) goes in at B+ for general and S for PvP, with triple killer and 70TU stun immune sweeping this is an enormous improvement to the original moveset! Assisted blaze with max attack is dangerous too, especially given the high speed. For link fire teams this is a top sweeper in PvP. In PvE it’s a little harder to set up but can be brilliant too.

Tiamazus (shiny) goes in at C+ for general and B for PvP, with max attack and detox blast this has what the original auto-poisners were lacking… damage potential. However, the high TU skills, low speed and low defence still hold it back to mediocre.

Lavaronix (shiny) goes in at B+ for general and C for PvP, with stun absorber the viability of this TT has been compromised. It protects the team from stun but at the cost of having a monster out of play you can’t give turn to. It still works, moreso in PvE, and may be just as good as the normal Lavaronix but it’s slightly worse overall and much worse in PvP where stun absorbers get punished.

Tridrakhan (shiny) goes in at C+ for general and A+ for PvP, with 80TU swift dual catapult and stunning entrance this has exceptional power with its initial impact. From there it can use attacks at good speed if supported by a link earth poison team but will two-shot with most of its attacks. Ultimately, great in the right teams but requires building around and the main power is that first turn.

Taloknight (shiny) goes in at C+ for general and C+ for PvP, with two death revenges this is ideal for DR teams that we might use in PvE. However, its tier is still low because outside that it doesn’t have as much to offer as other monsters. The moveset is not great for PvP, but it will work in link fire teams for setting up their FL.

Shadowhunter (shiny) goes in at S for general and C for PvP, with camouflage entrance this has the potential to do a better sleeping job, but also loses the very useful hold ground. Overall it’s probably just as good in each area.

Movements:

These are all with respect to the changes in version 2.11.

General movements:
Scyberithe moves from A+ → S+ in general and B → A in PvP, this is crazy to build around in PvE where the AI usually hits overwatched teammates.
Yukihime moves from B+ → A+ in general and C → A+ in PvP, the reworked moveset now has the incredible ability to massively slow and disrupt the enemy team while being a tanky sweeper too.
Gloreonix moves from B+ → S in general and B → A in PvP, double instant pull back, multiple heals and shocking entrance have made this a control queen.
Pandamonium moves from D → A in general and D → B+ in PvP, 100% sleep at 60% speed that can now be abused as well as extra tankiness… this is a panda to be feared. People should try it out. It may be higher than I’m moving it to.
Magmarinus moves from A+ → B+ in general, now recrafted as a link monster makes this harder to build around and the slayerbane SS is weaker which is an issue against buffed monsters.
Bundleblazer moves from D → A in PvP
Megalodragon moves from S → A in general and S+ → A+ in PvP, frenzy has reduced the viability of this monster drastically. It’s comparable to Robinator now.

Crescendo movements:
Leogeist moves from A+ → S in general and A → S in PvP
Polaboss moves from A+ → S in general and A → S in PvP
Shivadragon moves from B → B+ in PvP
Blitzdyr moves from B → B+ in PvP
Excaliburdragon moves from B+ → A+ in general and D → B in PvP

Update

Notes:

With Valentine’s day and a couple of PvP rocks we’ve got a few new monsters to add into the tier list.

Additions:

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

Aethereon goes in at A for general and B for PvP and second form Tier 2, with no weaknesses, high defence, health and HG this is incredibly safe stun protection for your team. It has a few other things to offer though. It has the ability to pass 100s, no questions asked, to set up any teammates’ skills that can’t be used until time has passed in a battle (not just survivor, also TT and many secret skills). Additionally, it can be built around in PvE for the double drain survivor. Lastly, metempsychosis is like a reusable repulse which has the potential to be very abusable, especially when targeting a stun revenge/entrance monster while you have stun counters/converters. It’s really hard to judge correctly but overall it seems like it’ll be very powerful in some scenarios and mediocre-good in others. In PvE it can be built around more easily.

St. Togala goes in at B+ for general and B for PvP, with max defence, HG and healing this monster has huge potential in energy teams… but there aren’t good energy monsters to build around yet. It’s hard to judge this monster properly yet but clearly this is a sign for what 2020 will bring. The TU is very high for the moves like other energy monsters but with HG, healing and stun immunity it should be consistent. Swift charge ally gives it two kills with double energy burst very early so if things come that let it do more after then it may see a rise in the tier list.

Marrowdrake goes in at S for general and S for PvP, with cornered stun having the ability to indefinitely keep two monsters completely out of play as long as they can be stunned, plus survivability, this SE has huge potential. While cornered stun is clearly the best move, cornered snipe can instantly kill enemies and desperate bite will one-shot most enemies while healing Marrow off hold ground. 2020 seems like it will bring us some mark monsters and this SE will definitely go along for the ride… offering control, killing power and on a SE that doesn’t even die easily.

Bitterbeast (shiny) goes in at A for general and A+ for PvP, with a bit more damage potential than the non-shiny and link holy synergy this might turn out to be better. However, the higher TU on overwatch makes it less good in PvE and link requirement holds it back quite a bit. Time will tell if it has some powerful combos available but I’m doubtful.

Bomboid goes into the Other Notable Monsters for PvP. With explosive revenge all both doing surprisingly high damage and allowing for some wacky, powerful combos this monster has the makings of an all-star in PvP. Or, it may become seriously hated by the community. Time will tell.

Spookoid goes into the Other Notable Monsters for both general and PvP. With “chance mirror revenge” this doesn’t look like much, but the cost is low and auto-protect is ideal. This is incredibly cost-efficient and can see use in most PvE teams. In PvP this is a gamble but the cost is low enough to be worth it a lot of the time.

Movements:

I’ve tried to free up some space at the top end of the mythic tier lists, as well as move a couple of super epics I felt were out of place.

Novemdomina moves from A+ → A in general
Voidress moves from A+ → A in general
Mistletorment moves from B+ → B in general
Nagandia moves from B+ → B in general and B+ → B in PvP
Sepheris moves from B → C+ in general and A+ → A in PvP
Kuraokami moves from S → A+ in PvP
Brynhildr 2nd form moves from tier 3 → tier 2, the healing, revival and double dark bane moves are good that this monster is good despite not having the SS.
Glaciaron moves from A+ → S in general, stunning charge is great as a failcase in PvE.
Infernicorn moves from A+ → S in PvP
Dualdragoon moves from S+ → S in general and S+ → S in PvP
Phantomaiden moves from S → A+ in general and A+ → A in PvP
Equimaris moves from B+ → A+ in general and B+ → A+ in PvP

Update

Notes:

We recently had an update to version 2.12 which you can see here. This post will cover the movement with regards to these changes. Most of the changes have not made monsters move in the tier list so I’ve put them in this notes section. This is not comprehensive, but notes most of the changes.

Nagandia got lower TU moves that help with its use but it is generally weaker than other mythics so not moving.
Arachnodrake got a lovely TU reduction to the SS which makes it now actually good but still very awkward to use.
Aethereon had the passive changed so now it can be used very effectively with stun absorbers but cannot pull off the combo of using metempsychosis on a stun revenge/entrance monster to keep giving turns to friendly stun counter/converter monsters. Overall, I believe this is a nerf but it’s not a major one and I’m not moving Aethereon in either list.
Scorpiogeist has been somewhat balanced with lower speed but still S+.
Astrogolem has lower TU stun mortar so the move is a lot more viable but is not significant enough to improve Astro’s tier.
Regalion got seal upgraded to improve its obvious combo potential with Aethereon, but its tier position is not changing.
Mojinator has finally had the TU reduced, a welcome change.
Dolphreeze and Dolphoenix had their combo nerfed a bit but I think their tier positions are fine.
Bomboid had damage nerfed and cost increased.
Thlugs had zealous attack changed to hit all, which should nerf them quite a bit, but I’d like to see how they perform before making changes.
Various 1st and 2nd forms of monsters had nerfs, which is not reflected in the tiers except for mythic (which had no nerfs).

Overwatch in general was altered so it no longer gets triggered by poison ticks. You still can’t overwatch poisoned monsters though. This is a nerf AND a buff, depending on how you look at it. Personally I feel it’s a nerf overall.

The nerfs: It gives complete control to the opposing team for when the overwatch gets triggered. If a monster like Bitterbeast is stunned out of play but has overwatch on it then it will no longer get brought back into play by getting poisoned unexpectedly (e.g. poison gas, poison revenge, toxic entrance). Additionally, it is no longer possible to use inspire / overwatch then use entrance control to bring in something that poisons your team. This is most likely the reason for the change, to stop Leogeist giving turns in the front line at high speed to slow monsters.

The buff: If an overwatched monster has HG and a nasty move when put onto low health it now sometimes takes an additional hit to kill when using poison. Previously it was possible to poison the monster and simultaneously trigger their overwatch (they can’t reapply overwatch) then you hit the monster to HG and it dies to poison. Now after poisoning the monster you need to do a little hit to trigger the overwatch before then hitting it to HG. Note: This only really matters for overwatch monsters with “desperate” moves and if the tool for poisoning them doesn’t also do damage (e.g. poison gas). If you’re using something like poison touch then it makes almost no difference.

Movements:

These are all with respect to the changes in version 2.12.

Sarcrosphinx moves from B → A in general and B → B+ in PvP, with hellfire mortar double now one-shotting practically everything this has become a much more potent damage dealer instead of primarily support.
Tricranium moves from A → A+ in general and A+ → S+ in PvP, with +50% damage to hellfire more double this monster has become one of the most aggressive monsters for PvP with 80TU double sweeping that also shields itself and has stun immunity. It’s the only mortar monster so far that can come in swinging quickly (30TU load) and with the addition of 0 cost Boxjaw and some special rocks that are viable it is very easy to put some things at the end of your team to let Tricra swing a bit before thinking about creating rocks. Since it is double sweeping you may even decide to throw team members to clear through the enemy team trading well. Tricra has no weaknesses besides payback killer, which rarely comes up in PvP.
Sunlord moves from B → B+ in general, the boost in damage to hellblast mortar makes this a far more effective damage dealer for the early-game, albeit still a bit slow.

Update

Notes:

With Easter and a couple more event monsters we’ve got a few to add to the list. I’ve also done a small overhaul of the mythic tier lists. They’re hard to rate because they all have great things to offer but now we’ve got more and we’re starting to understand a few a little better I think it’s time for a review.

I also improved the “Other Notable Monsters” sections to now have the monsters separated into groups.

Additions:

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

Gorgodrake goes in at S for general and S for PvP and second form Tier 1, with crazy 50TU double and single sweeping this can tear through teams like a hot knife through butter with an auto-poison teammate. 50TU assisted blaze also works wonders, especially if you use vile rage on it with Crimseias. The full attack stats makes this deal incredible damage, but it’s 15% weaker than assisted all moves normally are (to balance it I guess). Huge sweeping all around but definitely benefits from having teammates that poison enemies because you want to make every move count before it dies to the passive.

Satomi goes in at S+ for general and S for PvP and second form Tier 1, with good defence, HG, instant shield ally and stun immunity this is set up to be a very reliable sweeper. The 130TU sweeping moves are not that fast but considering the stun immunity they’re good and you’ll have targets for them practically all the time. Countering shields is exceptional too, something even available in the second form. 100TU knockback next is the most viable we’ve ever seen that move. Satomi has the making to be one of the best PvP monsters and an incredibly reliable sweeper for PvE, where monsters practically always have secret skills turned on.

Lucifelle goes in at C for general and C+ for PvP and second form Tier 2, with double bloodthirst and excessive force this looks like it could be Delugazar 2.0 but it lacks all the other killing power. Swift backbite is incredibly fast setup for a double bloodthirst but it will not reliably kill any legendaries. The lack of any defence, low speed and the setup for sweeping being so awkward makes this mythic nothing special in that regard. However, charm is an exceptionally powerful move that can pass monsters to 130TU for only 50TU. Charm will surely be great for PvP but it’s hard to judge. For now I’m putting Lucifelle low but it might perform better.

Spikiestorrant goes in at B for general and A for PvP, with 100TU ELEM stealth all this is great support for link water teams. Nullifying strike looks like a counter for the special rocks we’ve got recently (including Musashoid just below). However, the damage is typically barely over 1000 so it struggles to kill much other than the special rocks and with low speed Spikies is not well suited to counter front lines. There aren’t many plant monsters in the game yet but that might prove very good in the future. The revenge looks very useful on a SE that already has support and sweeping capability in the right teams. Ultimately this has some potential use to counter annoying special rocks but it will probably only work very well in link water teams and if you can quickly line up a kill for it so bloodfury is charged.

Musashoid goes into the Other Notable Monsters for both general and PvP. Auto-protect and payback revenge is incredibly efficient at only 6 cost. Poison gas lets it support poison teams too, which is where it will be best used. It’s worth noting that poison gas will help remove shields and HG from enemies, which is one of the common counters to payback revenge.

Movements:

I’ve shifted a few mythics which I feel were not positioned well. This was done with some great help from @ItsSherlock

Mythic movements up:
Don Rilla moves from S → S+ in PvP
Brynhildr moves from A+ → S in general
Excaliburdragon moves from A+ → S in general
Yukihime moves from A+ → S in general
Prismegasus moves from A+ → S in PvP
Aethereon moves from A → A+ in general
Voidress moves from A → A+ in general
Mistletorment moves from B → A+ in general and B+ → B in PvP
Focalforce moves from B → A in PvP

Mythic movements down:
Onyxia moves from S+ → S in general
Auraleus moves from S → A+ in general and A → B+ in PvP
XYZ-999L moves from S → A+ in general
Harleking moves from S → A in general
Arachnadiva moves from A+ → A in general
Kuraokami moves from A+ → B+ in PvP
Sepheris moves from A → B+ in PvP
Nagandia moves from B → C in PvP

Others:
Arboribratus moves from S → A+ in PvP, until proven I won’t overrate this as solid stun protection that can also sweep/support.
Zeuswyrm moves from S → A+ in PvP
Moku moves from A+ → S in PvP, this has proven to be one of the best closers for PvP.
The Rockoid moves from A+ → A in PvP
Tezcacoatl moves from A+ → A in PvP, still a great sweeper that’s underused but it is a bit slow to get going.
Canishogun moves from A → S in PvP, this hadn’t moved since its first entry but it has proven to be flexible and powerful enough when used smartly.

3 Likes

Update

Notes:

The last month has brought a bunch of new mythic goddesses to the game so it’s time they are added to the list. I’m including the SE PvP reward for June even though it’s not out yet because it’s very easy to rate.

Additions:

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

Bastia goes in at S+ for general and S+ for PvP and second form Tier 1, with moves that all look like secret skills, the tankiest stats in the game + no weaknesses, a double strength survivor (so it one-shots everything) and the combination of a passive + moveset that counters a huge portion of the monsters in the game this is quite simply the best monster ever released. It can be countered or beaten, but the sheer power this one monster gives your team is insane. Even then second form has extreme power and that’s missing the purifying, shielding and the disruption is greatly reduced. We’ve heard it is getting nerfed next update so we’ll see how major that is.

Azida goes in at A for general and B for PvP and second form Tier 3, with stats heavily buffed by dragon teammates she is more like a standard defence monster with incredible attack that keeps shielding herself. She can one-shot squishier legendaries with bloodshed after just one kill and otherwise has 160TU/130TU sweeping with zealous attack / fatal chant. Azida desperately wants kills and can do little other than attack so has a hard time against HG/shields. Dragon lottery gets a random form of any dragon so ~1/3 of the time it will actually be a final form monster and often won’t be a useful one for the scenario. It’s way too RNG that it’s not a viable strategy but good for removing dead weight in the hope you get something better (+ shield and charge Azida). Overall, a reasonable sweeper that will perform very well at times if there is a target for instant sleep killer and/or there isn’t much HG/shields in the enemy team.

Persephia goes in at A for general and A+ for PvP and second form Tier 2, with low TU skills and built to support full AP spam this can be a nightmare to deal with. Throw next one-shots most legendaries then after one kill it easily one-shots practically everything. Similar to Na’turgoul, it’s easy to simply chew through your team to completely disable the enemy team even when you’re not always throwing rocks. The rebirth moves allow for clever combos plus set up throw next quickly so you can avoid wasting teammates. Overall, definitely a hard monster to use but Persephia has big potential in the right teams and once she has a few kills assisted dusk becomes very powerful. Having the flexibility of a good hit all or 70TU kill one is surely good. Her awkwardness to build around knocks her down a little, but on balance I put her a little higher than Na’turgoul.

Cypridrus goes in at B+ for general and A for PvP and second form Tier 2, with beautiful artwork, a powerful passive that increases teammate entrance speed, link storm support and powerful countering earth/protectors this is a fun monster. Reverse seems very situational but can be a more powerful TT when you use it. The damage moves are restrictive but if the opponent leaves Cypridrus on the field they’ll be facing all your monsters at faster entrance and counter strike can still do ~1000 piercing damage every 66TU, plus the risk of a good reverse is always there. This monster is a little hard to rate properly but it definitely want to be played in link storm which makes it harder to build around. For some battles/metas Cypridrus will be exceptional. Note: this monster acts like it has 94% speed outside of the FL.

Runedragon goes in at A for general and A for PvP, with solid 100TU sweeping moves and healing that means confident strike can critical even when Runedragon is poisoned this is a solid little sweeper. Dreamy entrance is the part which really makes it viable, so despite its low speed it will have immediate impact and might be harder to deal with if it sleeps a sweeper. The secret skill seems awkward to pull off but if Runedragon sticks around at all a Lordsreign placed a couple of positions behind in the team may just work out, especially in PvE. The 7* form is an incredibly powerful sweeper that instantly puts something to sleep when it is created. Definitely a great monster for new players, a solid addition in any link shadow team and while it’s not as powerful as S+ monsters I can see it performing very well and moving up in the future.

Vigziarid goes in at A for general and S for PvP, with healing, shielding, GT, sleeping and one-shotting this monster has a huge mixture so you’re always going to have a great one for the situation. This is storm’s take on Heavenswyrm/Crimseias that has support written all over it but also has a great damage option instead of the usual survivor. High defence, camouflage (entrance) and single sleep revenge make it very hard to deal with effectively before it gets turns and the HP lost to moves is current HP so it never kills Vigziarid, it’s just basically giving you lower TU moves and making Vigzia as if it has lower defence (but not until after its first turn). This looks very powerful for PvP, especially in link storm.

Apedemek goes in at C for general and D for PvP, with a name that’s a clear reference to the current Covid crisis and a move “divine punishment” that seems to inadvertently mock our lack of a vaccine and the deaths of healthcare workers this is basically a bad meme type of monster. It’s very tanky for a SE and has a 100TU guaranteed sleep move but it’s delayed and the enemy team can kill Apedemek to wake up their monster again. I can’t see much use for this other than bringing in for specific PvE battles to take down phantoms / revival monsters… the latter of which it annihilates if it gets a turn. Perhaps its power will be discovered later on / it will be buffed like we had with Bundleblazer.

Blizzheart (s) goes in at B for general and C for PvP, with nostalgia for my brother as his first SE I really wanted this to be good but sadly the low attack stat really holds it back. Kinslayer kills the majority of fire legendaries but counter strike doesn’t one-shot any legendaries and timestrike is pathetic. The 4* form is a good target for Canishogun’s underdog because then it one-shots 2/6 of the elements and at reasonable TU while having max defence but there are better targets for that. This monster is better than standard version but not by much. Use it in PvE against link fire teams.

Spikiestone goes in at D for general and D for PvP, with three knockback moves this monster sure is random. The passives are weak and have nothing to do with the moveset. Pesticide may be nice for some PvE battles but Spikiestone’s speed and defence are too low for it to be good for that. The random knockback moves are too RNG to be viable. If you want to knockback things there are better monsters for it, even in the standard egg pool original SEs. I can’t ever see a use for this, but it will be fun to see random knockback random at 100TU and on a monster with a better moveset besides that.

Movements:

Most of these are community suggestions then I’ve shifted a few others a small amount after reviewing them all again.

Moving up:
Kattmmander moves from B+ → A in general
Novadrake moves from S → S+ in PvP, much loved by myself since release this monster now stands out so much more since raw TU was increased but this still has 50TU raw bloodthirst. It’s a phenomenal sweeper/“shocker”.
Oniblade moves from B+ → A in PvP
Pandamonium moves from B+ → A in PvP
Motordragon moves from C+ → B+ in PvP
Bundleblazer moves from B → S in general and A → S in PvP, somehow I didn’t consider painful curse as a way to wake up your team when originally positioning this monster (even though I knew it was possible). This incredibly tanky SE is very effective and easy to use with OoO then if you pass it over will wreck an enemy team. In PvP it slows their team down, can be stunned and can be used to set up various poison moves / defang while in PvE the AI adds up to 9 bronzeshells to their team.

Moving down:
Dusicyon moves from S+ → S in general
Oakthulhu moves from S+ → S in general and S+ → S in PvP
Rocolossus moves from S → A+ in general and S → A+ in PvP
Tygoron moves from S → A+ in PvP, stun revenge holding it back.
Arboribratus moves from A+ → A in PvP, I think I was too fixated on its potential and not thinking about how auto-protect will make it die before its first turn a fair amount of the time.
Onigeist moves from A+ → A in PvP
Jawshank moves from B → C+ in PvP
Bitterbeast moves from S+ → S in PvP, a solid choice for new players as stun protection but in top level PvP is simply ignored and sits there either stunned or not doing much.

4 Likes

Hey guys,

Killerdog and I have decided to improve the tier list by including the monster icons on it.
PvE mythic list is completed now, but please understand that it will take time to apply it to all the lists.
Please stay tuned!

8 Likes

It’s already been alluded to above, but the tier list will be getting partially remade as we incorporate images of the monsters. Hence, this is probably a good time to make any other major changes to the design of the tier list.

Are there any additions/changes people want to suggest for the tier list? I welcome any radical idea. Anything you wish was included that isn’t already?

One thing I’m considering is changing the classifications:
S+ → S+
S → S
A+ → S-

A → A+
B+ → A
B → A-

C+ → B
C → C
D → D

I already use them in trios with each being “monsters that are ideal in this setting”, “monsters that work well in this setting” and “monsters that do not work well in this setting” respectively. These new letter classifications would fit that better I think. However, I feel like this is a decision the community needs to make rather than just me.

Another option is:
S+, S, S-, A, B, C, D, E, F

2 Likes

Update

Notes:

We recently had an update to version 2.13 which you can see here. This post will cover the movement with regards to these changes. There were A LOT of changes in this update. Most of the changes have not made monsters move in the tier list so I’ve noted them here. This is not comprehensive, but notes most of the changes.

Bastia got its damage removed and OP disruption SS removed, heavily nerfing it. However, the healing and field passive are still ridiculously strong which makes it remain among the best monsters in the game. It’s no longer an instant win for you when it gets a turn, but still incredibly powerful.
XYZ-999L got a larger defence buff and the second form got the proper defence buff. Ultimately this made a larger impact to the second form where the move became usable.
Excaliburdragon got the solo restriction removed from healing light, very nice but no major change to usage (not OP with the Aegis or anything).
Canishogun had its underdog and AoE uses heavily nerfed, but it still holds up strongly for general use so is not moving in the tier list.
Celestrion / Cybereon / Nightlord got type killer moves added, but these do not have widespread enough targets yet for these to warrant a tier change.
Shurikaizer got poison immunity, which greatly helps to stop it getting countered.
Ziberius got blizzard all and single stun revenge, which both look very interesting but we’ll have to see if they make an impact to this monster’s use.
Dusicyon got altered so it now has no real damage potential when used with protectors, but it has many more uses.
Omegasdragon / Tiamazus (s) unlike the other auto-poisoners these are not moving. While the extra damage option is good, I think these are generally held back by the rest of the moveset so I’m making them equal with Tiamazus and then Flarevern is the standout.

In general this update did a few things:

  • Killed the Cani AoE FL
  • Nerfed Dusicyon AP spam (less damage output)
  • Greatly improved AP spam counters (true hit got a big TU reduction, added to more monsters)
  • Greatly improved sleep/OoO counters

The latter might not be obvious straight away so I’d like to point out where I’m getting this from. There’s A LOT of stuff added to counter sleep…

  • Terrordragon got sleep immunity (it has poison gas).
  • Abyssraider got sleep immunity (it has poison gas).
  • Cyclozar got insomnia (it has sleep killer).
  • Bazilogon got insomnia.
  • Terragar got insomnia (it can now purify + heal teammates).
  • Metatherion got nightwatch (it has insomnia).
  • Vulcaroth has a 50% chance to poison each monster on entrance (wakes up sleeping teammates).
  • Chimeraxus deals tiny damage to all monsters on entrance (wakes up all sleeping teammates).
  • Celestrion got ascension all (wakes up sleeping teammates).
  • Cybereon got poison all revenge (wakes up sleeping teammates).
  • Poison burst got a damage increase, buffing poison gas in general and a number of monsters which are counters to sleep.

Movements:

These are all with respect to the changes in version 2.13.

Flarevern moves from C → B in general and A → S- in PvP, now having two very good damage options on top of the powerful passives has turned this into a serious PvP monster that we’re bound to see a lot.
Tiamazus moves from E → D in general and E → C in PvP, true hit has made this a lot more viable for damage so now it’s not a one hit wonder with swift catapult. It’s on par with Omegasdragon I’d say.
Warca moves from A → S- in general and F → B in PvP, stun converter and HG are an enormous buff for this monster but it still struggles to get kills in PvP. It’ll be interesting to see people try to use this well, probably in a link water team.
Raizen moves from A → S- in general and S- → S+ in PvP, with chrono monsters being so dominant in the PvP meta and no sign that this will change anytime soon the buff to time’s up is enormous along with the fact it offers stun control and insomnia on a very solid body.
Metatherion moves from D → C in PvP, nightwatch turns it into a great sleep counter but the low speed still really holds it back and the low attack means nightwatch is not as good as it looks.
Skeleviathan moves from D → C in general and D → C in PvP.
Heavenswyrm moves from A → S- in general and B → A in PvP, stun wave is a lovely upgrade and healing revenge is surprisingly good.
Terrordragon moves from B → A in PvP, poison burst damage increase has made this much more versatile.
Baublebasher moves from S- → S in PvP, gaia power is relatively easy to build around with the selection of good plant monsters in earth and it becomes exceptionally strong with those.
Kaerukenshi moves from S → S- in PvP, with its give turn loop removed the combo potential is limited.
Chimeraxus moves from B → A in general and B → A in PvP, stun immunity sweeping is nice but it’s still slow, low defence and link conditional.
Nighthunter moves from D → B in general.
Freezecobra moves from S+ → S in general and S+ → S in PvP, without an easy one-shot on its first turn this monster is no longer top tier. Poison burst is very high damage and it’s still a great stun absorber.

3 Likes

Update

Notes:

It’s been a couple of months so there are lots of new monsters to add!

Additions:

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

Lemon goes in at S for general and S- for PvP and second form Tier 1, with a passive that looks totally broken it’s easy to overrate this monster. The moveset is incredibly awkward and not good for damaging enemies. Ultimately it must be used with sleep immune teammates, a monster prior to it that poisons teammates and/or one behind with purify. When built around it can give huge control in the end-game with fairy’s kiss being a 100TU full heal on poisoned teammates. It can also be used easily in the early-game as a tanky potent sleep monster, which is especially good for PvE.

Uraniumedhus goes in at C for general and C for PvP and second form Tier 2, with killing spree an high TU moves this looks like it’s very awkward to use. However, sleep immunity and the SS each allow for some combo potential. Where this really shines is the 50TU radioactive fallout that kills enemies extremely fast and effectively, letting other teammates clear them out easily. There’s nothing OP here but it’s a very decent monster.

Asmodia goes in at F for general and F for PvP and second form Tier 1, with heavily restricted moves and no defensive passives this monster doesn’t match up to the other mythics very well at all. Bow out will usually have a target but often not the monster you want to kill and whip’s damage is very poor (~10% lower than poison eater).

Kanna goes in at A for general and B for PvP and second form Tier 1, with a lovely collection of options in its moves this monster fits beautifully into mortar teams to give them versatility. However, secret seal is the big sell… potentially shutting down some enemies and generally weakening most of them. Cryo revenge is a permanent slow effect that will basically take one enemy out of the game if they’re unable to accelerate it, giving a lovely fail case if the enemy team remove Kanna before she’s got to her first attack. Like most mortar monsters she’s a little slow to do things but the versatility and passives make up for that very nicely.

Tyrfina goes in at B for general and S for PvP and second form Tier 2, with high speed and hold ground this monster has a high chance of getting a turn. Punish is similar to Asmodia’s “bow out” (above) but a little lower TU and with a far better condition. There will usually be a target and it’s highly likely the monster you want to kill. After just 1 kill bloodcrush will deal ~3500 piercing damage so Tyrfina becomes a sweeper that can heal itself and support where necessary with purifying mist. High speed purifying mist on entry is excellent too. This monster is clearly a top PvP monster for the mid-end game. It doesn’t have any OP passive or control aspect but it sweeps and supports brilliantly.

Torazou goes in at D for general and B for PvP, with two practically unusable moves Torazou is limited to slayerbreak and shieldbreaker. Each is very powerful, with slayerbreak almost always having a target each turn in PvP. However, 130TU limits what this monster is capable of so it’s quite average.

Nauticruiser goes in at C for general and D for PvP, with awesome design I have a soft spot for this monster and the potential for 130TU piercing focus stun immune sweeping on a HG monster that heals regularly sounds great… except it’s massively held back by the low speed and defence of the Nautipods which are required to charge it. In an energy team, specifically with St. Togala, it should work nicely but otherwise it is nothing special. A worthy thing of note is how it’s quick and easy to charge energy blast multiple times with a Nautipod as well as Nauticruiser having higher attack than most energy monsters so this does good damage.

Alphagear (s) goes in at A for general and S- for PvP, with a more restricted version of Alphagear’s moveset this is basically worse overall but in a link shadow team it’s a bit better. Raw knockback is an improvement, somewhat more usable, and if there is a shadow enemy Alphagear (s) can get sweeping more easily. Similar to the normal Alphagear, I can’t really see this being used apart from by new players who want a TT that can potentially be a stun immune sweeper in the right scenario. There’s a lot of free link shadow support so hopefully some players can benefit lots from this monster.

Spikiestblaze goes in at B for general and B for PvP, with an unusual “rescue” condition this is an interesting support monster. In general it’s a spin on the protector/absorber which swaps a weakness to protector killer into chrono killer. Healing and shielding allies sometimes come up and they’re at low TU. Exorcism hits a lot of shadow monsters. However, ultimately things rarely line up in the ideal way so it’s not as good as you’d like it to be.

Purpie goes in at S+ for general and F for PvP, with total domination in mind this alien has some ridiculous power if it gets going. It’s all or nothing with Purpie, only offering a killer move for some mythics as a fail case. With testing Purpie has proven to be an incredibly power build-around for PvE content that’s much easier to pull off than it looks. It’s a lot of fun to use and a great addition many will enjoy. I doubt anyone will let you pull this off in PvP so I’m throwing it down at the bottom. S+ general and F PvP is pure “all or nothing” style, the way it would like.

Spikiestornado goes in at E for general and C for PvP, with moves that are totally reliant on the other hedgehogs this is extremely awkward to use. 99% speed makes each of the moves powerful but not worth the effort to build around because they’re each situational. Overall, these hedgehogs seem underpowered. There might be some potential using it alongside Spikiestorrant if you have a way to kill off teammates.

Pyramid golem soramid goes in at A for general and A for PvP, with clear synergy intended for upcoming pyramid golems it’s hard to rate this one properly and it will most likely shift tier. Sleep immunity and dreamcrush has combo potential with OoO and 70TU P.G. Load looks like it might be very powerful. Hellfire mortar all won’t do brilliant damage but if we get another viable pyramid golem with 70TU P.G. Load it can be spammed very frequently to sweep enemy teams. I’m positioning this assuming we’ll get monsters to combine with it.

Seaviper (s) goes in at C for general, as a super cheap toxic entrance this has some potential but the attack stat is way too low for dealing damage with poison eater or link poison massacre.

Movements:

I’ve done a big shift down on all mythics, with most in the S-E tiers going down by 1 tier. The mythic tier list is no longer comparable to the legendary tier list. Each monster is only judged based on how it compares to the other mythics.

I won’t list all those that shifted down due to this overall change. Instead I’ll just list the ones that have made notable movements. A few mythics have been readjusted (especially in PvE) based on lengthy chats with DonT89.

Mythics:
Basically everything in S-E tiers move down 1 tier in general and PvP
Cypridrus moves from B → E in general and A → B in PvP
Persephia moves from A → E in general and S- → C in PvP
Azida moves from A → D in general
Arachnadiva moves from A → S- in general
Brynhildr moves from S → S+ in general and A → B in PvP
Don Rilla moves from S+ → S- in general
Sepheris moves from D → F in general and B → D in PvP

Legendaries:
Chromera moves from D → E in general
Deodragon moves from D → E in general
Jawshank moves from D → E in general
Ziberius moves from D → E in general
Emeraldeus moves from A → B in PvP
Tezcacoatl moves from A → B in PvP
Kattmmander moves from B → A in PvP
Noxdragon moves from B → C in PvP
Terragar moves from B → C in PvP

Super epics:
Captainwhiskers moves from S+ → S in PvP
Scarleguard moves from S → S+ in PvP
Nectareon moves from B → A in general and C → S in PvP, with poisoned burst getting a huge damage increase this easily one-shots anything on its first turn and has high speed. Toxic presence + sleep killer heavily counters sleep strategies plus this can be used for sleep combos with OoO or the new Lemon mythic.

2 Likes

Update

Notes:

We recently had an update to version 2.14 which you can see here. This post will cover the movement with regards to these changes. There were A LOT of changes in this update. Most of the monsters which haven’t moved I’ve noted here.

Persephia got its damage buff improved which is definitely an upgrade for use and the assisted dusk will become strong but it’s not significant enough to cause a tier change.
Lemon got nerfed a little but the main thing is its combo removal with Necta. I said I’d move it up a tier but now I won’t.
Uraniumedhus got its combo potential improved but I think the main power comes from the 50TU radioactive fallout.
Spikiestornado got a huge upgrade to the moveset but it’s held back way too much by the team building.
Fluffydra got a lovely addition of healing entrance so it now does everything holy wants to do but ultimately it still lacks power and reliability so it remains low on the lists and probably just a good addition to link holy teams or when you want a huge damage monster.
Volcaiga was probably the best monster for being given lava entrance as a general counter to sleep, stealth and shields. This matters most in PvP, where it was already S+. I expect to be seeing it some more!
Nereida, Serazael, Bonetalon each got improvements that make their moveset work better in modern times and basically just maintain their tier.
Heavenshorn got a nice looking buff on paper but it lacks the killing power of SEs in higher tiers.

Last update went through a lot of legendaries, giving them counters to sleep. This update seemed to focus on super epics, again giving more counters to sleep but also revamping some of the most poorly rated ones. Poison has been upgraded enormously with there now being a huge selection of viable monsters that can poison the whole field. This was clearly as an attempt to handle sleep in general but I think more and more we’ll see poison in PvP.

Movements:

These are all with respect to the changes in version 2.14.

Asmodia moves from F → C in general and F → S- in PvP and second form tier 1 → tier 2, such an incredible buff here by removing restrictions and making bow out incredible for killing. Two 70TU sweeping moves, roaring entrance and support for poison + countering sleep. It does it all but lacks damage with whip which does hold it back a little.
Nauticruiser moves from C → B in general and D → C in PvP, hold ground on each Nautipod greatly improves the chance of this being successful (they survive to their turn better and heal themselves). The energy archetype is definitely possible to build around in link storm too, which gives this high potential.
Sarcrosphinx moves from B → A in PvP, added stun immunity is always good for PvP.
Reapolantern moves from D → B in general and F → A in PvP, with decent killing potential in PvE and a cheap toxic entrance in PvP this has gone from practically useless to a reasonable include in some teams.
Saberdragon moves from C → B in general and C → A in PvP, really hard to assess fully. This one got an overhaul so it has the two most important immunities, a killer move and a huge damage increase to electrocute. In theory it counters lots of things (sleep, shields, stealth, tokens) and can become a sweeper with dual immunities and no killer weakness, as well as being built around with enrage to make electrocute one-shot but it’s hard to know how often it will come together. In most PvP battles I can’t see this doing a lot outside the front line unless it meets an ideal scenario it counters.
Pegassiah moves from S- → S in general and D → C in PvP, healing entrance is lovely for stalling enemy momentum and saving HG monsters from a poison tick.
Titanwolf moves from S- → S in general, a couple of bronzeshells always helps slow an AI team very nicely.
Gaiakaizer moves from D → B in PvP, triple entrance is seriously good support for any throw team and while the moveset is restrictive it’s a great cannibalise target.
Ventokaizer moves from S- → S+ in general and D → A in PvP, shocking entrance on a SE and not only that it’s the one we all get guaranteed when we join the game!
Blightwyrm moves from D → A in PvP, another cheap toxic entrance and it can actually purify your team immediately so the effect only gets enemies. The issue is removing it but as link shadow poison support in PvP this has potential.
Pontibear moves from C → A in general and B → S in PvP, link survivor+ is a huge upgrade and makes this an excellent all-round sweeper for link holy teams.
Devilborg moves from C → A in general and E → S- in PvP, finally a buff that’s really pushed this into being excellent. Very similar to Pontibear now this is basically the link shadow version that has a damage move swapped for a synergy move. Should be brilliant for new players using link shadow teams in PvE.
Nectareon moves from A → S- in general and S → S+ in PvP, a very cost efficient toxic entrance monster with brilliant aggression that’s ideal for supporting poison teams. Ironically the Lemon nerf was a buff to this!
Captain canine moves from C → S- in general and D → A in PvP, I’ve always been super critical of this but now its moveset works! The reliance on stun holds it back in PvP but it’s a decent sweeper overall.
Snowhulk moves from F → C in general and F → S- in PvP, the worst SE in the game just became something serious! Insane snowball damage makes it useful in some PvE battles while the good speed + shield entrance means it’s very reliable and good for PvP. Even if it is killed before it can snowball it has regenerate to potentially have another chance. Revival synergy potential and purify sometimes coming up pushes this even higher.
Ogremaster moves from F → B in general and F → S- in PvP, another I’ve always been critical of has been turned into the mythic killer with a lot of relevant support moves and decent offence for a SE.
Phantomaiden moves from A → S- in PvP, decent poison team support with potential OoO synergy (albeit risky) and good collection of offensive moves. It’s not top notch but clearly a good sweeper.
Apedemek moves from E → B in general and F → A in PvP, reclassed as a stun absorber with only sleep killer weakness and a very interesting moveset I can see this working a lot better. It looks like a functioning monster which has major upside in some scenarios and gives value over time with its moves. Probably needs a bit of give turn support to work well.

7 Likes

Update

Notes:

In the last month we’ve had a bunch of new monsters added, including a couple of shiny monsters added to the shop! For me this time the mythics were very “balanced” rather than OP, meanwhile the legendaries varied in power dramatically and the SEs were all incredibly well designed. I’ve got a large amount of respect for the designers of these monsters… really interesting and unique designs that will all do well in some teams or be fun to play with.

Additions:

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

Kunomi goes in at F for general and B for PvP and second form Tier 3, with a moveset that looks lacklustre to many this is not a powerhouse but has surprising strength in the right team. The main power is the entrance that heavily supports friendly poison monsters and full attack + poison massacre on a mythic will generally mean Kunomi can one-shot all the enemies on its first turn. It does interesting things with Bronzeshells which opens synergy with Harleking or otherwise loop the entrance but I think that comes up less in general. Overall, a nicely balanced and interesting design for PvP. It’s a shame people weren’t interested.

Medbie goes in at E for general and F for PvP and second form Tier 3, with a wacky moveset I can imagine this is hard to judge at first sight. Ultimately what it boils down to is 3 options each time it gets a turn: piercing kill an enemy, hit all or heal all (the latter two by summoning Mr. Bun). Each takes ~110TU and the hit all is very sizeable. Mrs. Bun is a bit slow and setting up the double TT is rarely going to happen in PvP. I can see this fitting into link holy and link earth teams but otherwise it’s generic stuff with very little synergy so will never make your team top level.

Lilithia goes in at D for general and A for PvP and second form Tier 3, with massive defence, misty field and counters to both sleep and poison this looks incredibly powerful in theory. However, in practice I think the moveset may be too narrow because without a sleep, poison or storm target Lilithia is practically useless and misty field is nice but only strong for a few particular monsters. This holds it back from being a top monster but it’s still great. The second form lacks all aggression.

Spectrophin goes in at A for general and S+ for PvP, with full attack stats and an array of low TU damage moves this is clearly a great PvP sweeper. Nightwatch + insomnia makes it a good counter to sleep but swap for helper can also remove sleeping teammates from play and even be good for getting multiple entrances. Spectrewing can give turns every 50TU to power through an enemy team with raw bloodthirst. Dual slayerbane will easily one-shot enemies but Spectrophin can even have piercing for it. Without a doubt in my mind this is a top PvP monster even with the low speed and defence. It’s similar to Scorpiogeist except more versatile, just slightly slower and less aggressive. In a poison/ghost team or with the other dolphins it will have enormous potential.

Beetlebrute goes in at C for general and B for PvP, with two powerful, low TU damage moves and bloodcrave this is a solid sweeper and it’s got a tanky body to back it up too. However, there are so few good bugs in the game that union attack is very hard to build around right now, which does greatly limit its potential. In the future this may be amazing but for now it’s just decent overall.

Milgon goes in at D for general and D for PvP, with a full mark moveset this has the potential for powerful synergy in the future but for now is a little lacklustre. Low speed and 180TU sweeping (even if it is piercing) is very mediocre. The real power comes from marked crush double which can only be used when it’s marked itself. For now it can only do that once and the enemy can easily remove it. Most likely this monster will move up tiers later when more mark stuff arrives.

Cyclozar (s) goes in at E for general and F for PvP, with 200TU moves and no other options this is practically unplayable in PvP. Piercing and high speed means it will come up in a few niche cases building teams for specific battles to remove certain threats.

Galliodragon (s) goes in at B for general and S- for PvP, with a massively upgraded moveset over standard Gallio this has big potential in link fire teams. It’s hard to kill, stuns very effectively if there is an opening and link double survivor+ charges super fast and one-shots if Gallio’s health is 70%+. If on lower health it two-shots so might need some healing support. Overall, a top monster for link fire teams.

Pyramid golem banamid goes in at S+ for general and S+ for PvP, with probably the best sweeping moveset we’ll see in this cycle and a sleep move this is undoubtedly a strong component in the PGs team and makes them look like they’ll be very good. It even works without the other PGs simply as a tanky SE which is reasonably fast with the sleep move and can counter earth monsters. I think this might be one of the best SEs in the game.

Pyramid golem vivimid goes in at S for general and S for PvP, with huge defence, pure cure to heal PGs off hold ground + help against poison/sleep and a couple of very reasonable damage options this powers up the PGs to being extremely viable. It’s heavily reliant on the others for its moveset to function but if left alone after the others die it has drain survivor to offer. Great design and solid SE.

Rhinotitan goes in at A for general and S- for PvP, with some of the most satisfying build-around payoffs this is a very well designed SE. You need link earth and a robot teammate but there are practically no robots in earth, making it a challenge. However, meet these conditions and you have a SE which piercing sweeps every 70TU after being able to counter rock/protector monsters. Switch friend to remove itself if things went wrong is a nice fail case. I’m placing this lower in “general” than it should be due to the heavy build restriction.

Movements:

I’ve done a bunch of minor adjustments to monsters I felt were slightly out of place as well as a bit of shifting downwards on mythics in PvP to fill the lower tiers more (Asmodia vacated tier F last update). In the next update I’ll probably be pushing down a lot of legendaries in the “general” list to get the average closer to B rather than A. However, there’s already enough moving here.

Mythics that moved down 1 in PvP to fill lower tiers:
Cypridrus moves from B → C in PvP
Kuraokami & Mistletorment move from C → D in PvP
Cypridrus moves from C → E in PvP
Aethereon & Deus X move from D → E in PvP
Deviladus, Lucifelle & Nagandia move from E → F in PvP

Azida second form moves from tier 3 → tier 2, after getting accurate numbers on the damage of the moves it turns out the second form is good at one-shotting. It’s still missing major parts of the final moveset but is reasonably effective.

Legendaries:
Shadowhunter, Stormloch & both shinies move from S → S- in general, a lot of sleep counters and immunity have lessened the power of sleep control in PvE.
Arboribratus moves from A → B in PvP
Blitzdyr moves from B → C in PvP
Tenebris moves from B → C in PvP
Tezcacoatl moves from B → C in PvP
Warca moves from B → C in PvP
Banedragon moves from C → D in PvP, much better options for poisoning now. This monster is just a bit too slow and squishy.
Cryokaizer & Sanctallion move from C → D in PvP
Skeleviathan moves from C → A in PvP, this may even go higher in the future, once we’ve seen it a bit more and know how much of a nuisance it can be.
Tiamazus moves from C → B in PvP, with 70TU swift catapult extremely easy to set up these days, the great passives and now true hit it’s definitely a solid inclusion for teams and offers more than its shiny version as well as Omegasdragon.
Vulcaroth moves from D → C in PvP, with the two passives and generally a lot more toxic entrance about this is a solid inclusion in poison teams as it really helps with all the poison it gives and double poison eater is a reliable one-shot on two targets.
Mulasem moves from F → D in PvP, I’ve been overly harsh on this monster and with poisoning enemies now made a lot easier Mulasem is a reasonable inclusion to poison teams as a tanky monster that’s annoying to deal with.

Super epics:
Robinator moves from S- → A in general
Aeraider moves from S → S- in PvP
Rexkong moves from S → S- in PvP, mainly kept up here for newer players to recognise it is good but it’s severely outclassed these days.
Frostmoroz moves from S- → C in PvP, I missed this when ally substitute doubled in TU and now it cannot be given turn to either.
Frostrider moves from S- → B in PvP

7 Likes

Update

Notes:

We recently had an update to version 2.15 which you can see here. This post will cover the movement with regards to these changes. This update had a very small number of changes so I’ll delve into each one.

Deus X got switch enemy vastly improved so it’s now a somewhat viable move. At 200TU and one-time use the Devs were definitely scared what this could do to disrupt in some scenarios. I can’t think what they could be but obviously they weren’t happening. Ultimately I don’t think this will make the move a great one but it’s on par with knockback random and good for Deus X to use when waiting for survivor.
Haniwel remains in the “other notable monsters” for PvP. With the speed nerf it’s lost the combo with Gallio and the SE desperate doubles but it can still combo with Nightrider and be used with certain other monsters to reliably give up your front 4 for good value and set up your mid-game.
Dreadgar originally had a ridiculous moveset that was all four types of basic moves. It’s now a little more specialised and accelerate can make Deicide 175TU (at +9) which is somewhat viable for newer players.

The energy archetype got buffed this update. However, it hasn’t actually affected many monsters too drastically. St. Togala is the monster who really powers the strategy and it isn’t affected. I won’t be moving any of them but each are a bit better now and it’s paved the way for the strategy being good in the long run. Most people have an issue with how high TU the energy attacks are but with faster charging the emphasis seems to be on survival (healing) rather than mad aggression. The key monsters affected by the change in my mind are:
Wolfrozor was the only one nerfed, having its charge now slower so it can’t survive as well or be quite as aggressive.
Blazebones was already great and is now even faster charging.
Razoray can now heal itself faster and has a much better chance of not needing the SS for the first attack so it can get a second attack out much faster.
Auraleus (second form) can get attacking a little faster.

Movements:

These are all with respect to the changes in version 2.15.

Arachnodrake moves from C → B in general, becoming poison immune and toxic thirst no longer hiting itself means it’s now a decent sweeper that can heal or set itself up rapidly and isn’t possible to counter with poison. However, when looking at it in PvP there is fierce competition for the high tiers and its lack of flexibility in the moveset holds it back too much. In PvE battles it’s good for sweeping and the piercing is especially good against buffed enemies. It’s a solid monster to include in many teams for PvE.
Azida moves from D → S- in general, fatal chant now doing the damage it should (double) means this can one-shot buffed enemies in most events as well as healing and shielding Azida with each use. As long as you use her alongside a dragon she has good defence, this brilliant damage and will sweep consistently with fatal chant and then bloodshed. Her other moves are less useful in PvE but that’s okay.

2 Likes

After discussion in another thread about low tier mythics being strong I decided to add a new section into the “Notes explaining how to read the tier lists and how they are written (READ THIS FIRST)”. Here it is…

  • Mythics vs Legendaries vs Super Epics

    • All tier lists are done with the monsters relative to others at that quality. However, below is a very rough comparison to go by. Please note this is mainly for the PvP tier lists and may be changed at a later date. Also, this does not factor in the monster cost and monsters fluctuate enormously based on the team they are used in.
    • tier 1 = (S+, S) mythics
    • tier 2 = (S-, A) mythics = (S+) legendaries
    • tier 3 = (B, C) mythics = (S) legendaries
    • tier 4 = (D, E) mythics = (S-) legendaries
    • tier 5 = (F) mythics = (A) legendaries = (S+) super epics
    • tier 6 = (B) legendaries = (S) super epics
    • tier 7 = (C ) legendaries = (S-) super epics
    • tier 8 = (D) legendaries = (A) super epics
    • etc.
    • An interesting thing to note about design (so far) is that even the worst mythics are still decent monsters, their general power is very high. Mythics are quite tightly packed in power level, basically around the same power as all the S-type legendaries. Most have a lot to offer and in the right teams can easily jump in their performance, even more so than legendaries. This is all obviously just my personal opinion though.
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Update

Notes:

The anniversary is here and we have LOADS of new monsters to add: 7 mythics, 3 legendaries, 5 super epics and 3 epics! I’ve also added a new section to the PvP tier list in the “Other Notable Monsters” which is called “The Best Epics”. A few people had brought up how epics are missing from the PvP list and while I don’t feel a whole section is warranted, there are definitely a few which are worthy of note. Let’s get stuck in!

Additions:

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

Ankara goes in at S- for general and S- for PvP and second form Tier 2, with the ability to make any monster immune to stun at only 50TU this has huge combo potential. It’s also tanky and has good sweeping (around protectors, very high damage and nullify revenges). This is undoubtedly a strong mythic that is perfect for PvE and will see use in a lot of PvP teams, particularly stealth, link water or ones that plan to combo with stun guard. I’m slightly unsure about its exact position because its main damage move is slower than others and can be disrupted so it may move up in the future when we know how it plays better.

Exocross goes in at F for general and F for PvP and second form Tier 1, with a powerful mark all entrance and aggressive moveset this holds good potential for the future mark archetype. However, for now the archetype is in its infancy and it’s one which desperately needs others in order to work well. Exocross is therefore a low speed, low defence monster which sets up its own kill moves and can remove dead weight efficiently. As mythics go, it’s not really doing that much right now (basically a worse Medbie). If poison immunity was upgraded to poison immunity + HG (in one passive) then it would be far far better but maybe that’s encroaching on Deviladus’ territory too much, outclassing it.

Plumesilisk goes in at E for general and A for PvP and second form Tier 1, with auto-taunt+ this is the first protector that isn’t a protector. In fact, it has no weaknesses, good defence and works as stun protection for your team. A couple of decent damage moves is a surprise too, making it work fine even if the enemy team are bypassing it. Ultimately I don’t think it is viable outside the front line because it is too slow and can be stunned so won’t get a turn a lot of the time and without HG will be swept easily. However, it’s incredible in the front line enabling some setups in PvP, similar to Sanctistag.

Kuromasa goes in at C for general and C for PvP and second form Tier 2, with the ability to refuel rocks with every kill this can be a decent sweeper once it gets going. 50TU on a single target or 160TU piercing on two. It can also heal itself reasonably quickly. The issues are that it has dreadfully low speed and doesn’t create any rocks itself to begin with so you need to have a couple ready first and make sure you get kills with raw throw if you don’t have many. In practice I think it’s a slightly worse Na’turgoul, mainly due to the lower speed and how it requires setup rather than enabling other throw monsters.

Cynthia goes in at S- for general and S for PvP and second form Tier 1, with 50TU sweeping, good defence, no weaknesses, sleep immunity and relevant other moves that round it off very nicely this has the potential to be among the best mythics. It fits with retribution setups, OoO setups, auto-poison, protector spam, stun/sleep lock… you name it. If it gets sweeping it can clear through lots, but the failcase of double retribution and silver bullet are excellent too if you want to kill something that isn’t marked. Mark field also sets up Nefariodon exceptionally well, allowing you to set up some easy kills and bloodthirst on Nefariodon.

Fiona goes in at C for general and C for PvP and second form Tier 3, with super high speed, defence and stun immunity this gets its first turn almost guaranteed and can then purifying mist + slow all enemies. Ultimately, that is its main power, partially disabling the enemies. In the FL she can be particularly devastating, hard countering OoO, doing combos with the stealthy accelerate for powering early sweeping and/or immediately weakening the enemy team. Frosty shield is very situational and stealthy accelerate requires building around but I think the raw power of slowing down the enemy team should not be overlooked. In a stealth/mythic control team she may be extremely powerful. It’s worth noting how she can instant stealth herself then accelerate herself to make frozen wave+ take 133TU (42+91) rather than 170TU, which is really good for slowing all enemies by so much and lines up nicely for double drain survivor if you use it a second time (133+170 = 303s). Ultimately I’m placing her low but she may go up later once we see how she can be used. She is like a high speed version of Yukihime with less impactful moves, which makes me hesitant.

Kirina goes in at S+ for general and S+ for PvP and second form Tier 1, with 50TU sweeping moves that can always find targets and bypass protectors this is quite clearly an incredible sweeper. The lifeflipping is supposedly a downside but for PvE I can’t see this being a problem at all and in PvP all you need is something that will hurt her like lava entrance or even a poison that you will purify. Another easy way is having a small heal move you use when she first flips to 1HP. Then what you have is the crazy sweeping that needs to be stopped by some poison or piercing. This is without a doubt one of the best PvE monsters in the game and should be a dominating force in PvP. You don’t even need her awakened because her SS literally counters herself and the two upgraded moves are not necessary at all since you have faststrike.

Padrinorca goes in at B for general and S+ for PvP, with 50TU sweeping moves and two powerful passives this is a top notch PvP monster that will be crazily good in this meta of chrono, stun and poison monsters. Raw slayerbane is the really good thing here. Coming on a full attack monster it comfortably one-shots most things and will very reliably find a target. This monster is kept in check by not being able to sweep through an enemy team at high speed unless they’re chrono/poison monsters and it dies super easily if it gets hit, especially if it has used bloodcrave and suffered recoil.

Razorstorm goes in at S- for general and B for PvP, with 100TU union attack and stun converter this is set up to be an effective sweeper, especially given it wants link storm and 1/3 storm legendaries/mythics are robots. However, the main thing here is the entrance which works in 5th spot with cannibalise or 15 monsters + sendback/retreat to overwatch your team. It’s also good in the end-game where you can count on it to help when you need it to. Honestly, I don’t think it is as abusable or broken as people might think. I think ultimately the low defence, speed and chrono weakness will let this monster down in PvP a lot of the time but overall it’s a fine monster. In PvE the AI doesn’t play well against overwatch and union attack is very powerful so Razorstorm is a decent sweeper.

Jack-o’-scorp goes in at A for general and A for PvP, with massive defence what we’re looking at here is a very tanky, stun immune monster that kills every 100TU if high HP, 130TU otherwise and 160TU if you want a full heal. Obviously there’s a little bit of setup and awkwardness involved but I feel confident enough to say it won’t be as hard as you think. Detox bite heals 100% of damage dealt so is easily a full heal, particularly in PvE. I’m putting this at borderline A/S-, it may go up after we see it.

Pyramid golem neromid goes in at S+ for general and S+ for PvP, with incredibly efficient sweeping for a SE and two defensive passives this is easily one of the best SEs we’ve seen all year. The PGs are definitely going to be powerful and this will be one of the best among them, loading them and keeping them alive while having great damage moves to fall back on. Outside of PG setups it is not as reliable but it will very easily be put in teams with just 1-2 other PGs then it grabs a kill at some point so if it ends up alone it can still be used as a good sweeper. If we ever get a way to easily put holy tokens into an enemy team then this might see play alongside that.

Lordstag goes in at S- for general and A for PvP, with good defences, no weaknesses and mark one-shot, focused killing this is quite a reasonable looking SE. Heal all is a nice way to remove itself when it is done marking. However, its low speed stops it from being too competitive (even though of course that is necessary for the moveset). It will be great for using alongside other mark monsters.

Leomidas goes in at D for general and E for PvP, with two eat attacks that are basically completely unviable this is a slightly disappointing sweeper. Eat ally’s target being random means you can’t construct a scenario when you can do this other than at the back with lots of rocks… but as a squishy SE it’s not worth doing that. I would’ve much preferred this monster have very low speed, rounded stats and you select the target or to have eat ally be 130TU. Anyway, the entrance is nice and beast hunter has quite a few targets so this may come up as useful in some PvE battles or for newer players as a raw bloodthirst sweeper if they’re desperate.

Vinegazer goes in at B for general and B for PvP, with a moveset that’s basically a watered down version of Purpie but far easier to set up. The guaranteed kills might make it good for taking out super buffed enemies. Since germinate is single use this has limited potential but might see some play in PvP. The main selling factor here is how the Vineye created are stunnable and cannot remove themselves with 100% chance. Hence, they can very easily open the enemy team up to being controlled. However, you’ll need to remove the two Vinegazer from your team so it may simply counteract any benefit gained. Where it might be good is at the back of teams with lots of rockoids because you can turn each rock into a Vinegazer.

Virabbit (s) goes in at S- for general and A for PvP, with a drastically upgraded moveset from the original this has now changed from a support monster into a sweeper. It has two great damage moves, two good defensive passives and overwatch to help it get an extra turn or two. Megabomb is unlikely to happen naturally but it’s something you can build around and if your combo doesn’t work then Virabbit has the damage moves to fall back on. It has more than you’d expect on a SE but is held back by its low speed and its moveset isn’t particularly well tuned for PvP (400s megabomb is unviable and 160TU sweeping is slow).

Jadeboa (s) goes in at S for general, with full defence and no protector weakness many were excited with this “upgrade”. However, I actually like it less. The main issue of this moveset is getting stunned before using protect, which this monster still has. I also think 100TU link pure cure is a downgrade from purify in most scenarios. Personally I’d rather trade a weakness to protector killer for the guaranteed block. The moveset is built around having a protector which must be dealt with even when stunned and taunt just doesn’t do that as well. Then throw in the reliance on link and I think this is basically worse overall. Still, it’s a nice alternative to Giraverdant/Mossgoliath if you want to use raw moves.

Niloxov (s) goes in at A for general, with bloodthirst and 100TU raw poison eater this is a very nice sweeper for an epic. However, it doesn’t play well against higher quality monsters because it is super squishy and can’t kill tougher/buffed monsters. For a newer player this is a monster that can be built around for bloodthirst but for experienced players they should look towards the link double poison eater epics instead.

Pandochamp (s) goes in at S- for general, with 250s raw megabomb this is far easier to set up than other megabombs. It also has max defence which is a huge upgrade to the moveset. Pandochamp (s) is a cheap option for this fast megabomb although it is outclassed by a couple of SEs like Abyssoldier Bulwark. It also works as a stun absorber with no killer weakness so it’s something I can see a bunch of newer players taking advantage of. I don’t think it is PvP viable in top bracket PvP because the moveset is extremely one-dimensional.

Movements:

So because there are so many new monsters added I decided to, yet again, delay the huge moving down of legendaries in the general list to spread them out over the tiers better. Instead there are just a couple of movements I know people will celebrate over and the extra “the best epics” section added for PvP.

Mythics:
Dragulus moves from B → C in general
Suikenshi moves from B → C in general
Lemon moves from S- → S in PvP
Novemdomina moves from S- → B in PvP
Na’turgoul moves from A → B in PvP
Kanna moves from B → A in PvP
Aethereon moves from E → D in PvP

Legendaries:
Blitzdyr moves from S → S- in general
Nauticruiser moves from B → S in general and C → S in PvP, I completely overlooked how the buff changed how this monster works. Instead of using the Nautipods to charge itself, now what it does is create an army of these little stun immune pods that charge+heal themselves every 50TU and can charge each other. Two charges will piercing one-shot anything. It can even elem accelerate them and if it’s still alive they can charge it. This monster is incredibly good and should be tried out by anyone who owns it!
Moku moves from S → S+ in PvP, it has proven to be on the same level as Deathgazer in the end-game and fits almost every team.
Zeuswyrm moves from S- → A in PvP, while definitely deserving of a high tier it’s a little tricky to build around and use if you want it to be reliable.
Warca moves from B → D in PvP
Apollorexus moves from D → E in PvP
Taloknight moves from D → E in PvP

Super epics:
Wolfrozor moves from S- → A in PvP
Nefariodon moves from D → S in PvP, with a few mark monsters now out this is possible to set up so when it enters enemies immediately die and bloodthirst is charged. It is still a little niche but as more come this will only get better so I think S is a good place. It could potentially reach S+ when the archetype is fleshed out.

“The Best Epics”:
Dreadfish, Octoboss added (stun bomb, stun immune)
Anubirom, Archwolf, Seahowl added (give turn / switch friend, stun immune)
Apophisking, Beeblitz, Seaviper, Volcagarmr added (link double poison eater)

5 Likes

Update

Notes:

We recently had updates to version 2.16 and 2.17 which you can see here. This post will cover the movements with regards to these changes. There’s quite a few so I’ll just cover the highlights and the movements.

Huskegon got show of might changed so it can now come in and stun lots, like the second form. This definitely buffs its use but it is already high in tier lists.
Satomi got a lower TU on secret destroyer, making it an even better killer move that can one-shot so many targets at only 100TU. It’s already S in both lists and definitely keeping those spots.
Emeraldeus got lower TU deathmark, upgraded defensive mode and counter strike added… all definitely buffing it but I think it’s mainly a link earth monster where the plan is to use the SS to charge bloodfury, hence it’s not moving in the tier lists for now.
Milgon got a secret skill that’s far more appropriate and definitely helps it do the piercing double sweeping better but it’s still slow to do things and I’m unsure whether it will ever be impressive unless mark becomes more supported.
Lionheart / Tyrfina from the brink going down to 1TU is lovely, especially for PvE.
Stun absorber passive now splits the stun if you have multiple out. They’re a lot better due to this! I’ll adjust these monsters with time when we see how stun protection adapts in the upcoming months.
Roaring entrance now gets a turn instantly, in front of whatever was already there. It’s now practically impossible to counter. This matters quite a bit but it’s really hard to judge exactly how much because the counters were quite niche.

Movements:

These are only with respect to the changes in version 2.16 and 2.17.

Mythics:
Exocross moves from F → C in general and F → D in PvP, the moveset got a huge upgrade and despite its low speed + defence it has great sweeping as soon as it gets a turn.
Sepheris moves from D → C in PvP, with yet another buff to the secret skill this monster is a little hard to judge. It’s got a potentially very powerful SS that’s RNG based and insomnia with purify that can make your team very resilient to lots of enemy teams. I reckon this is a great inclusion in lots of teams that may become popular someday and probably deserves to be a bit higher. However, the other skills being mediocre makes me stay hesitant.

Legendaries:
Cyclozar (s) moves from F → D in PvP, while 160TU is slow it’s completely understandable for these piercing moves and I think the combo potential with retreat in the front line has to be respected so it’s the same tier as Whitetitan (who is more efficient on the battlefield but got a risky entrance).
Rexotyrant moves from F → D in PvP, a large upgrade to the moveset means this has some viability outside low power matchups. It’s a little awkward to trigger defensive mode with the recoil but possible.
Kattmmander moves from A → S- in PvP, a serious threat in not too long and now it soft counters sleep. This little cat is finally getting the appreciation it deserves.
Albakhan moves from C → S in general and S- → S+ in PvP, a reworked secret skill that does crazy damage now giving reliable setup for bloodfury and randomly getting shield entrance added means this is an incredibly good stun immune sweeper for both PvE and PvP with a variety of useful and powerful damage moves requiring very little setup (if any).
Pupupa/Marksmoth moves from E → D in PvP, mythic stats makes this a lot better at killing monsters.
Pupupa/Poisomoth moves from B → A in general, mythic stats makes this excellent for killing buffed monsters.
Razorstorm moves from B → A in PvP, the entrance passive can no longer backfire which means it’s simply a good PvP sweeper with upside.
Nauticruiser moves from S → S- in PvP, while definitely strong and good in link storm / charge teams it struggles to perform brilliantly against strong teams.

Super epics:
Ahuizard moves from S → S- in general, slowing down the moves makes it a little worse but it’s still crazy good for PvP.
Bullbrazen moves from B → A in general and D → B in PvP, a second killer move has made this much better as a sweeper.
Carapasca moves from D → B in PvP, stun converter instead of stun absorber when it really wants turns to sweep?? Yes please!
Spikiestone moves from F → D in PvP, the very low TU of Spikiestornado’s knockback has made this potentially good in PvP. It’s also somewhat possible to use with OoO.
Spikietornado moves from E → C in general and C → A in PvP, halved TU of the moves makes this payoff for using other hedgehogs a lot better, especially the 50TU knockback at 99% speed.

10 Likes

Update

Notes:

This is a more unusual update, one I’ve been planning for a while! From time to time I have to shift monsters down to spread them out over the tiers better. I’ve done this for a bunch of the tier lists but one that’s been missed out is the legendaries general list. Today is its time! Most monsters in tiers A and below have been shifted down by one tier. At the top there are fewer changes.

Firstly, here are some legendaries I have shifted down by more than one tier or up by one or more:
Scorpiogeist moves from S → S+ in general, definitely a top sweeper that needs minor setup. It’s easy to build around with give turns to clear through many enemies as well as countering stun and the poison countering/disabling many enemies.
The Penguinator moves from S- → B in general, while good in link storm it is otherwise mostly about the HG + overwatch with piercing desperate bite. Slayerbane all isn’t that exciting in PvE.
Gyomurai moves from A → C in general, a great PvP sweeper but not so well suited to buffed enemies.
Jack-o’-scorp moves from A → C in general, survives very well but relies a lot on high HP for damage so getting to bloodthirst isn’t the easiest unless you sacrifice a teammate which is less good to do in PvE.
Vigziarid moves from A → S+ in general, incredible versatility with support options, survives very well and easily one-shots buffed enemies. This is definitely top notch for PvE.
Spectrophin moves from A → S in general, while squishy and a bit slow, if you have piercing this monster shreds through buffed enemies and it’s easy enough to build around as well as utilise the swap for helper move to its fullest.
Beetlebrute moves from C → S in general, I underrated survivor bane horrendously (plus it got buffed a couple of days after first release). That move is extremely effective for killing enemies when using any control strategy (good plan in PvE) and on top of that it has other damage options and is very tanky.
Moku moves from D → S in general, I didn’t properly consider how you can simply slap this into PvE end-games and still get a lot of worth from the secret skill. Some events have fewer monsters in them so it excels there. Additionally, it can do all its normal stuff with the 50TU moves which are good for some teams.

Here’s the rest of the shifting:
S+ → S = Soulstealer
S → S- = Triviathan, Zeuswyrm
S- → A = Blitzdyr, Dolphoenix, Drakozord Z, Galliodragon, Lavaronix, Mechaviathan, Sacrumega, Tagosenshi, Tricranium, Warca, Wraithhost

A → B = Everything except Ankoudragon, Oniblade, Pandamonium, Pupupa/Mistmoth, Pupupa/Poisomoth, Runedragon, Sarcrosphinx
(Aegisdragon, Arboribratus, Atlantyrant, Azrazel, Bazilogon, Blacktitan, Bovolcus, Bunkerbeast, Canishogun, Celestrion, Centaureon, Chronotitan, Crimseias, Cryokaizer, Cybereon, Dragaia, Emeraldeus, Geomagnus, Kattmmander, Lunartic, Prismaryx, Sanctallion, The Godfeather, Ultimadragon, Voodoom)

B → C = Everything except Ashterios, Galliodragon (s), Padrinorca, Prismpaw, St. Togala
(Astrogolem, Baublebasher, Celeshine, Cosmodragon, Flarevern, Flocculasaurus, Hellfox, Infernicorn, Kaerukenshi, Kamishogun, Kamiwyrm (s), Lavaronix (s), Magmarinus, Midasdragon, Mojinator, Nightlord, Nightrider, Noxdragon, Pupupa/Doomoth, Pupupa/Marksmoth, Pupupa/Stormoth, Shurikaizer, Sweetfeather, Tinkerclaus, Whitetitan)

C → D = Everything except Nebelronix, Rexotyrant, Skeleviathan
(Banedragon, Chronozeros, Deathgazer, Grovodeus, Jingledragon, Megaiasloth, Pupupa/Dreamoth, Razoray, Regalion, Serapheon, Solblaze, Staticsphere, Terragar, Tezcacoatl, Valzareign, Vulcaroth)

D → E = Everything except Milgon, Tiamazus
(Bahamuzar, Capybaragon, Grizzleguard, Metatherion, Omegasdragon, Taloknight (s), Terrordragon, Tiamazus (s), Timberlord, Torazou, Tridrakhan (s))

E → F = Everything except Azuraidos, Burnsalot, Cyclozar (s)
(Chromera, Cyclozar, Deodragon, Icefang, Jawshank, Kamiwyrm, Motordragon, Polareon, Shadowyrm, Solariel, The Rockoid, Ziberius)

9 Likes

Update

Notes:

The final update catching up with all I wanted to do is here! Please bear in mind this is written before (and does not include) anything that came in the the version 2.18 update. We’ve got a lot of new monsters to add and a bunch of movements so this is enough intro!

Additions:

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

Haneri goes in at C for general, C for PvP and second form Tier 2, with a moveset that heavily supports stun this is a well designed monster. Stun immune punisher to remove protection, stun pulse to set up timecrush double then solo bloodthirst as the final result or more timecrush double if you’re stunning enemies. Turbulent entrance and sleep immune are both great too, allowing for OoO setups and turbulent entrance counters overwatch because it triggers them then stuns (I think). All around this is a good addition to most teams that don’t mind the turbulent entrance but nothing too powerful because it lacks versatility a little.

Leira goes in at B for general, S for PvP and second form Tier 1, with yet another super tanky unarmoured waifu that has a broken move there’s a lot to hate about this monster. It has a pseudo roaring entrance (~5 seconds) that has combo potential with any moves that need a bit of time to pass (e.g. team turn) then uses mermaid’s hex to instantly kill an enemy and make it a useless 0* protector. This shuts down enemy raw moves while letting you turn the battle into a 4v3 if you can bypass the protector with, say, raw moves or even turning on moves like true hit. The rest of the moves/passives are basically not important, it’s almost completely about the mermaid’s hex then people probably want to cannibalise her. There’s additional combo synergy with swap for helper which you can use on herself to pass up to 4*80 seconds (320 total) in a very short space of time if you backstab the Nereida each time. This is probably more of a PvE strategy for, say, mythics with double drain survivor. She’s a Motordragon 2.0 that the game didn’t need and can turn PvE into easy mode if you do the combo I described or something like Atrahasis to get a second Leira and you repulse the Moogong so you can mermaid’s hex another enemy to make the battle 4v2. Despite this I’m not putting her at the top of the general list because she requires a lot of building around / specific monsters.

Christine goes in at B for general, S- for PvP and second form Tier 1, with high speed and shield+camouflage entrance this is set up well for being a good sweeper. 100TU link sneak attack is basically guaranteed if you build your team right and from there she has four different kill moves. If everything goes wrong she’s got two instant kill moves that target the lowest or highest TU monster so even in the second form she can charge bloodthirst (just hope you don’t get repulsed). Christine is an excellent sweeper for link water teams that I look forward to seeing used lots. Protector conversion is hit and miss when it’s put on a monster but here it fits beautifully given her camouflage and it even creates a protector with stealth teammate to support the link water stealth archetype.

Sivanna goes in at D for general, A for PvP and second form Tier 2, with 100TU killer moves and no overpowered move many people were disappointed here. However, this is the second high speed “backstab” monster in the game (first was Geomagnus) and instead of stun immunity she has hold ground and her “backstab” is actually backbite so it heals her. She has excellent combo potential for this reason and the killer moves are more like situational counters to some annoying revenges out there. I feel like she’s Geo 2.0 but compared to other mythics that’s not top tier. She’ll have her place in some teams and be very strong. Her second form has solo backbite which notably can’t be used on Bronzeshells and generally restricts her combo potential. The revenge damage is not as much as you think and mainly makes her weak to payback killer, which hard counters her HG and shield.

Rodeknight goes in at F for general, F for PvP and second form Tier 3, with moves, passives and stats similar to Y Ddraig Goch all this monster really does is show just how good Y Ddraig Goch is. Also, how something like Celeshine can come in S- tier for legendaries in PvP but a similar mythic that has way more defence/HP comes bottom for mythics (ugh, mythics are strong). Basically what we have is union attack and not much else. Union attack requires attack boost+ to one-shot tankier legendaries and a lot of mythics. Reproduce is pointless except to help meet the union condition, shield ally is fine but only as an addition on top of a good moveset and nullifying pierce deals ~2700 damage after attack boost+ which two-shots unbuffed things. Okay yeah it would be strong if it one-shot stuff and I don’t want everything to one-shot but at least give us more on the rest of the moveset. Use this with beasts and 100TU sweep every turn from the roaring entrance and beyond, using attack boost+ if you need to… nothing more to consider. If you have the second form then let it warm your bench.

Geocosma goes in at A for general and A for PvP, with a very aggressive moveset on a tanky protector body this is very different to what we’ve seen so far. Using this with inspire or give turn has become the norm so you can use it as an effective sweeper and it’s a pain to deal with. Despite its low speed this is one of the most effective protectors out there for PvP and its variety of damage moves make it ideal for PvE dealing with some annoying monsters you can meet. I love instant purify on this too, we need that on more monsters! Despite all this praise, I don’t think Geocosma is top tier. It’s simply a protector that does well even if ignored.

Banedragon (s) goes in at D for general and C for PvP, with the additions and tweaks this is definitely an upgraded version of Banedragon. This the first poison storm entrance in the game (besides Kunomi), which is major support for poison teams as it can be used without countering your own stealth/shields/HG. Most poison teams struggle with camouflage so stealthbane is a very good fit and of course the addition of counter strike will always be handy. However, low speed and defence still hold it back lots and unfortunately the SS makes it 16 cost while the standard Banedragon is 14 cost. It’s not too much better than the original; just a nice, unique piece for poison teams.

Dolphariel goes in at D for general and E for PvP, with massive defence, shield entrance and poison immunity this monster is not dying easily. It also counters shadow harshly with the very powerful double darkbane move. However, past that it’s got four very situational moves… none of which actually standing out as strong even in ideal scenarios. This whole monster is extremely unreliable whether it will do anything significant and despite its tanky body it has weakness to chrono killer so will be killed much easier than you’d like in PvP. The secret skill adds +3 cost which is a bit of a joke considering it’s the most reliable strong move on the monster but Dolphariel isn’t worth 16 cost. Dolphariel is a legendary version of Sanctaurus which has a better moveset and can help trigger dolphin bond but needs some kind of re-work or buff to be worth running, especially at 16 cost.

Jungleflipper goes in at E for general and A for PvP, with low attack this monster is desperate for a fellow dolphin but then becomes super tanky and a very dangerous threat. 130TU piercing, raw sweeping is no joke as well as defang (100TU) and dual throw (160TU) that deal incredible damage. Tanky sweepers that have no killer weaknesses tend to do well. The problem is that without a fellow dolphin the defang and throw damage is not high enough so you’re limited almost completely to raw catapult which will one-shot most legendaries but anything with higher health will not die reliably and it definitely won’t one-shot mythics. Dolphoenix is the best to pair because it can give an addition 4 rocks for fuel and both will tank incredibly well but any of them will do the job. In the general tier list I’ve rated it based on not having a dolphin teammate, in PvP dolphin bond is factored in.

Side note: Dolphariel and Jungleflipper get S++ for art design. Jungleflipper in particular looks brilliant with the leaves and animations!

Pyramid golem lavamid goes in at S for general and S for PvP, with 91% speed this is the fastest P.G. which makes it great for loading one at the start and the stun pulse is very effective. This is the P.G.'s best sweeper by having piercing mortar and is a key piece for making them aggressive. A good start is using stun pulse then repeatedly loading Lavamid to do piercing mortar every 42TU. Personally, I tested this with Sarcrosphinx which made piercing mortar 32TU with cannon accelerate. The problem comes with the passive poison all revenge. If killed, Lavamid counters your own P.G.'s because they all have hold ground, a couple have revenges that are now easily avoided and a couple want to sleep enemies which will be woken up by this (only Neromid isn’t countered due to poison immunity). Despite the downside, Lavamid is clearly one of the top P.G.'s and an important part of their strategy.

Shieldragon goes in at S+ for general and S+ for PvP, with auto-protect, hold ground and high speed accelerate team this monster already has a decent amount to offer for a SE. Then factor in how it can rapidly heal and do protector bypassing damage that one-shots after 2-3 charges and what you have is a top SE. A big problem of protectors these days is getting bypassed but Shieldragon doesn’t care because it will work as a sweeper incredibly well once 200 seconds have passed. If you can ever pass 200 seconds yourself (easy enough in PvE) Shieldragon can heal itself every 21TU (+9 plus the built in accelerate team) which makes it crazily good at protecting and it can deal damage whenever you need it to with a 70TU kill move then go back to healing.

Nightfender goes in at D for general and C for PvP, with a moveset that is all about having high stats with buffs for both attack and defence this is very unique. Ultimately it’s a protector with purify and great defence that can also function as an attacker if needed, even if it has already used protect focus. Assisted lux needs a teammate or two which are holy plus the attack boost ex then will one-shot enemies but only at 200TU. It’s noteworthy that insomnia + purify is lovely for countering sleep but with 36% speed Nightfender is only going to do this as a side note, not coming in and waking up sleeping allies. Overall, this is a very hard monster to evaluate but I’m going to theorise it doesn’t do anything quite effectively enough. The sweeping, anti-sleep and protecting are all very slow and the anti-protector stuff in the game is very powerful which really downgrades this monster a lot.

Dreadgar (s) goes in notable monsters for both General and PvP, with a moveset identical to Dreadgar but with deicide targeting mythics rather than legendaries this is another fun and unique monster that has very minor use.

Movements:

A few of the recent mythics I had in slightly the wrong places and with quite a few added in I decided to rework both mythic tier lists a little. For legendaries and super epics I only made movements in the PvP tier lists.

Mythics moving up:
Azida moves from S- → S in general and C → A in PvP, dragons are everywhere so it’s incredibly easy to build around her and with the reliable damage+heal move she’s a strong sweeper.
Fiona moves from C → B in general and C → A in PvP, there are a bunch of good beasts which make her have crazy defence plus frozen wave+ is definitely as strong as I thought it might be. In PvE this is a super tanky sweeper if you build around it that can leave a couple of weaker enemies doing very little.
Y Ddraig Goch moves from C → D in general and A → S- in PvP
Cynthia moves from S → S+ in PvP, I sung this monster praises but somehow placed it S tier… it’s clearly top notch.
Asmodia moves from S- → S in PvP
Kanna moves from A → S- in PvP
Plumesilisk moves from A → S- in PvP
Auraleus second form moves from Tier 3 → Tier 2, energy charge is fast!
Huskegon second form moves from Tier 2 → Tier 1, it looks like I forgot to move this in an earlier update since now it can enter, stun, then show of power itself to stun the enemies more (160s total). This option plus the way it can sacrifice a teammate to become a raw sweeper gives it the versatility to be extremely viable.

Mythics moving down:
Dragulus moves from C → D in general and A → B in PvP, fewer protectors around means this is often more of a high speed knockback which you have to put lots of effort in to get going.
Kuromasa moves from C → D in general
Na’turgoul moves from C → D in general
Nagandia moves from D → E in general
Lilithia moves from D → F in general, when this doesn’t have targets for the moves it has less to offer than other mythics.
Kirina moves from S+ → S- in PvP, while definitely an insane sweeper it’s quite often easy for the opponent to manipulate the health so it’s unreliable.
Tyrfina moves from S → A in PvP, a bit too restricted with the moveset makes it not as good as the top mythics.
Ankara moves from S- → C in PvP, I grossly overrated the flexibility on this monster. It’s tanky and stun guard is excellent but 70TU stealth holds it back a lot when it comes to damage in PvP. I might be underrating it now but we’ll see.
Onyxia moves from S- → A in PvP
Kunomi moves from C → E in PvP, I realised I overrated the poison massacre because we have poison immune monsters and camouflage monsters.
Kuraokami moves from D → E in PvP
Cypridrus moves from E → F in PvP

Legendaries:
Dracorosa moves from S+ → S in PvP
Spectrophin moves from S+ → S in PvP
Capybaragon moves from S → S- in PvP
Tridrakhan (s) moves from S- → A in PvP
Bunkerbeast moves from A → B in PvP
Nightlord moves from A → B in PvP
Skeleviathan moves from A → S- in PvP
Beetlebrute moves from B → A in PvP, definitely stronger than I originally gave it credit for, as seen by me also increasing it in the general list last update.
Cybereon moves from B → A in PvP
Lavaronix and Mechaviathan move from B → C in PvP
Sweetfeather moves from B → D in PvP, generally needed to be a little lower but the huge rise in sleep counters makes this a lot worse
St. Togala moves from C → B in PvP, since the energy buff this is a pretty strong archetype with the right monsters and St. Togala is a large part of it all.
Galliodragon moves from D → E in PvP
Pupupa/Doomoth moves from D → E in PvP
Chronotitan moves from E → F in PvP
Pupupa/Dreamoth moves from E → F in PvP

Super epics:
Freezecobra moves from S → S+ in PvP
Titanomoth moves from S+ → S in PvP
Captainwhiskers moves from S → S- in PvP
Lordsreign moves from S → S- in PvP
Marrowdrake moves from S → S- in PvP
Pyramid golem vivimid moves from S → S- in PvP
Saberdragon moves from A → S in PvP

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Update

Notes:

We recently had updates to version 2.18 and 2.19 which you can see here. This post will cover the movements with regards to these changes. There’s quite a few so I’ll just cover the highlights and the movements.

Deathgazer has been, once again, been turned more into a sweeper. Now we can’t get a second entrance but we’ve got more power so it’s a legitimately good monster on the battlefield in the end-game.
Toxic entrance passives now don’t trigger in the first 100s of a battle. This doesn’t do much to poison except stop front line combos for fast aggression right away.
All RAW moves had their TU set to normal TU. Previously this happened to blood moves but now it has come to all the others, even ones that don’t deal damage. A bunch of monsters have been affected by this and the two instances of raw stealth actually became standard stealth instead.
Sleep and curse length was reduced from 320s to 300s.

Movements:

These are only with respect to the changes in version 2.18 and 2.19. Let’s start with the most contraversial ones…

The big three:
Dusicyon moves from S+ → S in PvP, while incredible controversial with the moveset changes I believe this is an excellent stun absorber and still the best monster shop choice. It offers a great deal of support now while being easier to kill and not having aggression. Overall, much more balanced and the shields still do their job which makes it among the top monsters for PvP.
Flocculasaurus moves from C → F in general and S+ → B in PvP, this one definitely got nerfed enormously. It now has very little worthwhile for PvE. In PvP the entrance is great and slayerbane is still decent but there are many monsters which offer more, especially if you build around them, so it’s gone down to the middle tier.
Goldtail moves from S+ → A in general and B → D in PvP, purify is a lovely addition and opens up some sleep combos for PvP but the nerf to potent sleep here is brutal and in general makes it worse than the standard sleepers.

Mythics:
Asmodia moves from S → S- in PvP, the only monster I’m moving due to the toxic entrance restriction since she no longer has toxic+roaring entrance + whip which really enabled front line poison.
Kuromasa moves from C → F in PvP, doubling the TU on throw really powers it down in PvP but you can somewhat get around this in PvE where being fast isn’t as crucial.

Legendaries:
Jack-o’-scorp moves from A → B in PvP, slowing down poison eater hurts a lot.
Scorpiogeist moves from S+ → S- in general and S+ → S in PvP, it’s still great in the end-game and the good speed means it gets its first turn quite well, where it makes a big impact.
Dolphariel moves from D → S in general and E → S- in PvP, with the tweak to last mercy this has hugely upgraded the monster and made it incredible for PvE. The versatility in the moveset on top of two powerful damage moves makes it excellent for many teams.
Chronotitan moves from B → A in general and F → D in PvP, significantly decreasing the time on the SS has made this somewhat viable in PvP and more worth building around.
Nightrider moves from C → B in general, survivor being fast and otherwise a damage increase for the moves helps bring back the old days of Nightrider being worth building around in PvE. Not a huge increase here though because it’s still a little linear and there are plenty of other options that are similar.
Tridrakhan moves from F → B in general and F → B in PvP, an enormous upgrade here with the powerful triple poison eater.
Tridrakhan (s) moves from E → S- in general and A → S- in PvP, 50TU link poison eater was lovely but it almost always needed two uses to kill whereas 160TU link triple poison eater one-shots easily if two targets are poisoned so this not only has a crazy secret skill but a huge sweeping payoff for using it with poison.

Super epics:
Equimaris moves from S- → A in general and S- → B in PvP, 70TU stealth is a huge downgrade.
Blazebones moves from S+ → S in general and S → S- in PvP, 30TU raw overwatch was crucial for its power, even if it was a bit silly how quick it was. 70TU makes it die much more easily.
Nefariodon moves from S- → S in general, while the change removed the powerful combo with Cynthia it’s generally made Nefariodon stronger. It can now set up and kill things without extra hoops to jump through but still synergises well with mark monsters.

Epics:
Niloxov (s) moves from A → B in general

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Update

Notes:

Valentine’s Day came late but, boy, the new monsters don’t disappoint! Some really useful super epics here too. Let’s break them down!

Additions:

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

Botan-Douji goes in at B for general, B for PvP and second form Tier 1, with excessive force and link you’re grounded Botan-Douji can tear through many enemies at rapid speed then have a blood move for anything without hold ground. Don’t be fooled by the massive defence, there is a cap, but it does make her far more awkward to kill quickly. Slayer stun looks great too for control in some scenarios. Between that and link you’re grounded she can probably do something impactful on every turn. Ultimately she’s a good link fire sweeper.

Gremoris goes in at S for general, S- for PvP and second form Tier 1, with high speed, high defence, hold ground and dreamy entrance you can guarantee some great value when this hits the field. It combos with Onigeist beautifully for sleep lock but more than anything else you want to play this mid-game to try and regain control of a battle by putting 2+ enemies to sleep at high speed. Ideally you retake control like this, grab a kill using a monster put to hold ground then get your teammates sweeping with invoke. If the enemy team can’t deal with her first they’ll be punished hard by quell. She’s a bit clunky with the damage damage dealing (you can’t deal damage without removing your control, all 160TU) and she does very poorly against protectors but quell makes her so hard to ignore in most battles and the initial impact should more than make up for any awkwardness.

Oakthulhu (s) goes in at B for general and E for PvP, with all the double target moves from Oakthulhu switched to single target this loses a lot of its power. Poison siphon is a balanced move but when that’s the main thing shiny Oak is offering until survivor it’s lacklustre compared to other monsters out there (it two-shots everything). There are still some good bits of Oak like the SS and the passives but getting a stronger AoE doesn’t make up for what is lost here. Basically use this only if you’re desperate for a shadow auto-poison monster.

Hanzowolf goes in at S- for general and A for PvP, with petrify revenge and protect teammates this is yet another powerful counter to raw that sets up your own raw. While it’s low speed, it makes up for that by being able to clone itself so the opponent cannot ignore it unless they want multiple useless rocks on the field. Alpha strike is practically impossible to use and to be honest you’ll probably never use assassinate or switch places with any impact either. What this is all about is setting up a rock lock and it does that pretty well. In PvE you can keep skipping and avoid ever killing the rocks so you can get into a loop where you always have Hanzo protecting and another next in line. It’s not guaranteed to get into that state but once you do it’s an almost guaranteed win.

Garden fairy sunflower goes in at A for general and S for PvP, with tanky stats, no killer weaknesses and a passive that punishes the opponent for killing its teammates this is super annoying to deal with. This pretty much has to be killed first unless you want to be punished hard by the moves and passive. By the looks of it, the fellow garden fairies will be able to heal it up repeatedly, both giving access to the powerful moves and making it a nightmare to kill due to hardened carapace. We’ll have to see how this works out with the other garden fairies but people are already finding it to be a powerful monster in PvP. Due to the tanking and healing I think garden fairies may be very strong in PvE too.

Mantiferno goes in at A for general and B for PvP, with piercing sweeping on humanoids and accelerate entrance this is the true waifu killer. Low speed and defence prevents it from simply obliterating them but for some PvE battles this will be incredible and, depending what the future holds, this may become an important sweeper for PvP. Man-eater deals 1000 piercing damage when not critical so can be used to pick up kills or otherwise Mantiferno uses mark for piercing kills which can additionally bypass protectors. The versatility in sweeping here is great and the SS is adding to that. Don’t get too hyped up though… it does still die very easily.

Spectrefox (s) goes in at S for general and S for PvP, with haunt, stun absorber and purify all this is single-handedly the most support potential I think we’ve ever seen on a SE. Theoretically it can protect you from sleep, poison and stun. If used in the front line it tends to protect the first half of your team, or even more, from stun due to how reliably it comes back. This is undoubtedly great stun protection for all players who don’t otherwise have good options in their collection. It also doubles as a very effective sweeper in many PvP battles. However, it does still get stunned out of play and make the battle a 4v3 so it gives up effectiveness for reliability. I’ve seen lots of players using other stun absorbers in their team behind this. DO NOT do this because you will get punished hard by stun. Either have some give turn or backstab to make things work better. In practice, in high level PvP this is not amazing because it will get stunned out of play or killed so it goes next in line then the team gets stunned.

Jocodragon goes in at S+ for general and S+ for PvP, with gravity field, stun martyr and high speed + knockback next this shuts down a bunch of strategies your opponent might be playing in PvP. Scale breaker and sendback next are a bit more situational but can be good. Betray is the big money here… guaranteed kill on an enemy then they get a Jocodragon that can’t use betray in return. This means you can fairly easily keep gravity field going on for much of the battle and if the opponent is using a stun absorber you can carefully keep them both out of play without triggering stun martyr. I think this is the more top level competitive of the two SE stun absorbers we’ve got here and with proper building around Jocodragon is very strong. It’s also brilliant in PvE where you can give the enemy team a monster they’re stuck with forever.

Atlanteon (s) goes in at S for general and S+ for PvP, with dreamy entrance and high speed + stealthy entrance + sneak attack this can kill+disable two enemies pretty quickly. Higher attack stat than the regular Atlanteon makes kinslayer one-shot everything except tanky fire monsters and sneak attack not have any trouble killing. The two link moves here are exceptionally strong for a SE, both being low TU. This looks like a top notch SE for link fire that should be very popular.

Gentleowl goes in at D for general and A for PvP, with a waifu support move and silly artwork this is clearly intended as a meme monster. This is decent support if you’ve got a few waifu around it in the team, being decent defence and 70TU give turn. Without waifu this counters sleep nicely or every 130TU can make something easy to kill. I don’t think that will be viable at all in stronger teams so this is primarily waifu support which is fairly niche.

Romanoid goes in notable monsters for PvP. 6 cost is a little steep for a special rock and may not seem worth it at first. However, what this monster ultimately does is protect your team from sleep. In the last 6-9 months we’ve seen a huge rise in the counters to sleep as well as more powerful sleep monsters (shiny Atlanteon above is a perfect example). Romanoid is a nice cheap tool to help protect any team that might be weak to sleep and could be a good Lemon counter for those players who want that.

Movements:

Mainly some shifting down of mythics and legendaries in the PvP tier lists. I’ve separated out the things moving up in this update to highlight them with a bit more focus.

Things moving up:
Aethereon moves from D → A in PvP, far better as very reliable stun protection than I gave it credit for (I normally give these a boost but I almost completely focused on its slightly lacklustre moveset). Slamming this in the front half of your team creates a big hurdle for your opponent to overcome if they want to stun you and the support it offers you until double drain survivor is perfectly fine.
Nagandia moves from E → A in general and F → A in PvP, this has had buff after buff and has now become incredibly strong. What kept this low for me was the low damage on wrecking ball but turns out this secretly got a 1.5x damage buff in an update so it now easily one-shots everything. 100TU petrify is very strong, especially with raw, and the decent speed with stealth+shield on entrance makes the low defence not an issue at all. Daunt+ or petrify as well as the option to remove a teammate with 50TU protector conversion (which also charges petrify) is seriously good flexibility. I expect to see this a lot more in mid-games and not simply as a FL combo enabler.
Rocolossus moves from S- → S in general
Pandamonium moves from A → S in general, while it requires being poisoned to do the sleep lock it’s exceptionally powerful to spam exhausting sleep and the tanky body with no killer weaknesses works very well in PvE. It can even stun enemies immune to sleep.
Regalion moves from A → S in PvP
Motordragon moves from B → A in PvP, mainly to do with the secret skill. Otherwise you’re better off using Tinker, Voodoom or building around Lunartic.
Prismpaw moves from C → B in PvP, really not too bad due to the good speed and damage that one-shots mythics. Especially nice with Polaboss.
Terragar moves from C → A in PvP, great in FL to set up other monsters, protect you from OoO and deal decent damage at pretty high speed.
Tinkerclaus moves from C → B in PvP
Cyclozar (s) moves from D → B in PvP, atrocious without targets but 160TU piercing sweeping is pretty decent and it can remove itself if needed.
Vinegazer moves from B → S in general, very good went built around fully even if it’s not as good as Purpie and more complicated to use.
Chamilizard moves from S- → S in PvP, an excellent link earth sweeper with 100TU piercing practically guaranteed one-shot. Knocked down to S only because it has a link requirement and needs extra rocks from teammates.
Flutterdrake lotus moves from A → S- in PvP

Mythics going down:
Satomi moves from S → S- in PvP
Voidress moves from S- → C in PvP, eclipse is great but we’ve got a bunch of options for backstab now that are less restricted by their moveset. She also gets countered super hard by repulse.
Harleking moves from A → B in PvP, great in the end-game but can be a little clunky if the opponent is in control at the time.
Lilithia moves from A → D in PvP, time will tell but I think too often you’ll be stuck without an impactful move to use.
Onyxia moves from A → B in PvP, dies too easily.
Tyrfina moves from A → C in PvP, slightly clunky and with one kill doesn’t one-shot other mythics.
Dragulus moves from B → C in PvP, a lack of targets makes this suffer and the 1-kill bloodthirst is not quite reliable enough for high level play.
Ankara moves from S- → B in general and C → D in PvP
Persephia moves from C → E in PvP, unfortunately way too clunky and relies on having a kill too much considering throw next is not the most powerful.

Legendaries going down:
Revenarchion moves from S+ → S in general, it’s S+ when used with revival strategies but otherwise simply very good.
Atlantyrant moves from B → C in general and A → B in PvP, the damage is just slightly too low to one-shot without both targets being poisoned.
Centaureon moves from B → C in general
Ultimadragon moves from B → C in general
Midasdragon moves from C → D in general
Noxdragon moves from C → D in general and C → D in PvP
Dolphreeze moves from S+ → S in PvP, against some teams it can be a little lacklustre.
Geomagnus moves from S+ → S in PvP, a number of good backstab options now and it isn’t quite as fast and reliable to get going as it needs to be for S+.
Cyclozar moves from S → A in PvP, with things shifting more towards monsters not having killer weaknesses or having high enough defence that killer moves don’t one-shot I think this is trending towards A tier.
Nulltron moves from S → S- in PvP
Stratustrike moves from S → A in PvP, while exceptionally powerful when built around correctly, it’s a tricky one to play with and my quote of “anything X or above can perform as S+ when used in the right team” should be applied more strictly here.
Lunartic moves from S- → A in PvP, similar to Stratu above, it’s a little more challenging to build around and play with than other monsters.
Tagosenshi moves from S- → A in PvP
Terrordragon moves from A → B in PvP
Ankoudragon moves from B → C in PvP
Emeraldont moves from C → D in PvP
Cryokaizer/Sanctallion move from D → E in PvP
Lavaronix (s) moves from E → F in PvP

Super epics going down:
Bitterbeast moves from S → S- in PvP
Abyssoldier Feryvast moves from S- → A in general
Alphagear moves from S- → A in general
Zephyrox moves from S- → A in general
Abyssoldier Hill moves from S- → B in PvP
Flutterdrake daffodil moves from S- → A in PvP

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