Tier list change log

Update

Notes:

We recently had an update to version 2.20 which you can see here. This post will cover the movements with regards to these changes.

Leira had the time restriction on mermaid’s hex increased so it’s actually a restriction (it was passed fully by tidal entrance before) which basically means you don’t want to use her in 5th position any more. However, she’s still very powerful and worthy of her tier positions.
Sivanna had the solo requirement removed and revenge damage made one-shot in awakened. The monster is definitely great but I have a hard time putting it any higher in the general tier list because it wants to use backbite and in PvP it’s already A tier.
Jawshank take note this is now a small tool for saving your team from stun lock.
“Heal all” moves now do full heals properly!
All monsters created in battle now finally come with full speed (slowly over the years we’ve had them get there - remember the days where clone next came with half speed?)!! What this really impacts is it nerfs all Bronzeshell strategies.

Movements:

These are only with respect to the changes in version 2.20.

Persephia moves from E → D in PvP, the huge number of counters to protectors these days means this is probably always going to be low tier but it’s great to see it now properly function.
Wraithhost moves from C → S- in PvP, a tier below Geomagnus because I think the fact it gets countered by poison and it’s easy to disable so it doesn’t have one-shot damage. This has good potential though as stun protection, reliable combo enabling, countering tokens, etc.
Twighoul moves from A → S in PvP, now very viable to play because you combine it with “tokens” to sacrifice and get bloodshed partially charged and it does its thing of crazily countering protectors.
Pyramid golem vivimid moves from S → S+ in general and S- → S+ in PvP, this getting an attack increase has enormously pushed the power level of pyramid golems. You can legitimately run them to complete SCB (and similar things) without losing a single monster as well as make them top tier PvP viable.
Pyramid golem lavamid moves from S → S+ in general, no longer countering your own pyramid golems makes this an auto include with the others and it does a lot as a sweeper alongside vivimid. However, it is the most useless by itself which keeps it at S tier for PvP.
Lunartic moves from A → B in PvP, bronzeshells remove themselves faster and we’re seeing more token counters.
Nauticruiser moves from S- → S in PvP, the nautipods being sped up makes them pretty crazy now. They’re far from broken but if you can spam call supply after elem accelerate you can get a lot of value from them and it’s great if the opponent is trying to open you up to stun since the pods can’t be stunned.

5 Likes

Update

Notes:

It’s time for the March and April additions. A little different to the usual this time… legendaries that are stronger than mythics!

Additions:

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

Noircyon goes in at F for general, F for PvP and second form Tier 2, with tanky stats and two defensive passives this looks good… until you look at the moveset. It’s incredibly dependent on link and doesn’t do anything particularly special or quickly so the low speed is very punishing. Creating spiritwyrms is just not good enough for a mythic and it’s at too slow a pace. It’s sad to see some OP waifu then when we have a really cool demon it’s too slow and restricted to actually be good. This could’ve easily been full defence, high speed or had spiritwyrm conversion be 50TU to make it a harsh token disruption counter. Any of those three things would make it have a niche but as it stands it’s a mediocre mythic that can only be used in link shadow teams.

Flutterdrake maeve goes in at E for general, E for PvP and second form Tier 3, with vanishing clothes this is already a disappointment. This is clearly for use with the flutterdrakes and it does a good job of that but is ultimately held back by their power level as SEs. The lack of synergy between FD Rose and the others makes fluttering swap potentially a problem too. However, it’s good fun to play with and the fast knockback really helps set up the control FD Clover can do as well as nullifying strike one-shotting squishier legendaries so it’s decent enough to charge bloodfury. With all that said, I think there’s reasonable potential here if you run it in minimalist ways like with just FD Iris then you shield all and nullifying strike for a quick kill. It doesn’t matter which dies because Maeve has bloodfury and while Iris is there Maeve has incredible defence. Please note that its team building restrictions are a factor in its low tier rating.

Lime goes in at F for general, F for PvP and second form Tier 3, with insane defence this would be a pain to face, if the moveset was actually half decent. You need to orchestrate very awkward conditions to use the moves and extra plant teammates to make any supershells you create good. Double counter strike is the payoff for bronzeshells in the enemy team but doesn’t actually line up well with unwanted equality. Honestly, this looks like a mess and if you ever face it then ignore it and kill any supershells it creates unless you’re running fire monsters in your team. The second form is the worst thing we’ve seen in a long time. I wrote about this moveset at length here so follow the link if you want to read more.

Garden fairy pieris goes in at E for general and A for PvP, with three very relevant killer moves at efficient TU and a couple being piercing this has some real potential in PvP. However, frosty aura and countershock are not strong enough as a fail case so this depends a lot on the other garden fairies to work. With them it can not only efficiently take out specific monsters but also be their ideal support, with a 30TU purify, insomnia to make that purify better and the healing move they all have. So far we’ve seen one other garden fairy and it’s very strong so I reckon we’re looking at a legitimately good PvP combo here.

Pitayagon goes in at C for general and S for PvP, with the ability to toggle which element it is this is a great new design for the game. This is a complete powerhouse of a legendary with good defence, no killer weakness, efficient damage moves and minor stun protection for your team that can’t be knocked back as a bonus. Link poison eater damage is low (2-3 shots monsters) but its low TU gives flexibility. On the other hand, link catapult deals more damage than other catapult moves so it actually one-shots any legendary reliably and even one-shots many mythics. At only 100TU and piercing I reckon this is the main damage move on the way to link bloodthirst. Overall though, each move looks good which makes it a powerful sweeper on top of the tanky stats and passives. Please note that while both icons are here I only put the earth one into the tier lists.

Bunkerbeast (s) goes in at C for general and D for PvP, with the loss of sleep immunity I can’t see this matching up to what other mortar monsters offer. Mortar monsters are slow to act and this simply doesn’t offer enough to make it worthwhile. It’s playable but lacklustre.

Gnashjaw (s) goes in at D for general and D for PvP, with a weak and awkward throw move this is not very suitable anywhere. The 70TU is not enough unless we get significantly more ways to enable throw next. Bloodcrave is weak too, usually needing two kills to one-shot.

Crystal worm roseus goes in at S- for general and S- for PvP, with a moveset that’s highly dependent on the other crystal worms this is likely to shift position later. It’s tanky and immune to stun+poison, which is brilliant going for a SE. It definitely wants to sacrifice a fellow CW then it actually needs a second kill before bloodfury will do enough damage since it has such low attack. Overall, this might be pretty good and I’m starting it off with reasonable tier positions. They look like they’re going to be a fixed version of the thlugs (no combo with OoO or guaranteed sleep).

Crystal worm viridis goes in at D for general and C for PvP, with higher speed than the one above but far more restrictive void moves I am doubtful about this one. It will probably be the CW that we use a void move of then sacrifice to one of the others. However, its void moves probably won’t find a target a fair amount of the time. I’m rating this one lower and we’ll have to see what the rest look like.

Supershell goes in at S- for general and Notable for PvP, with stun martyr and shield entrance this is a surprisingly good source of stun protection for only 8 cost. Purify and lifeflip friend are reasonable support but ultimately you want to run this with plants so it has a good damage move. I think this will see quite a bit of use in teams that feature plant monsters but outside of that we have better options.

Movements:

Only a few movements this time. It’s almost all things going down.

Going up:
Kuromasa second form moves from Tier 2 → Tier 1, I didn’t fix this after raw throw TU was increased on the final form (50TU → 100TU). There’s now much less difference between them.
Garden fairy sunflower moves from S → S+ in PvP, dual confident strike and hardened carapace makes this a huge pain to deal with since you often have to waste an attack on it and the unwanted aura is a bit ridiculous. It’s super easy to slam this monster near the beginning of any team for value.

Going down:
Harleking moves from B → C in PvP
Na’turgoul moves from B → C in PvP
Dragulus moves from C → D in PvP
Uraniumedhus moves from C → D in PvP
Lilithia moves from D → E in PvP
Sacrumega moves from S → S- in PvP
Valzareign moves from S- → A in PvP, the weakened healing is a significant problem sometimes.
Emeraldont moves from D → E in PvP, the SS damage is terrible and we expect better stun protection these days.

3 Likes

Update

Notes:

We recently had an update to version 2.21 which you can see here. This post will cover the movements with regards to these changes.

Yuki no longer have to sacrifice themselves, they’ve got a 100TU standard attack move to pass time. I’m not moving Kuraokami but this definitely makes it less clunky to use.
Nagandia getting poison revenge changed for poison immunity not only improves its defensiveness yet again but also unlocks its rocklock power (previously the poison killed them). I’m not moving this yet but it has the potential to go higher, especially in PvP.
Midasdragon got a lovely reference to king midas in the golden legacy passive.
Jaguardian had haze significantly slowed which has weakened it in combos but it can still perform those combos. It may go down from S+ to S tier in PvP but I need more time to decide.
Sacrumega is often underrated and now the SS can be done much sooner.
Spectrophin can now more safely swap for helper because Spectrewing can remove itself more smoothly but it shouldn’t change the power level too much.
Maggatsuoh ironically had the opposite happen with Maggatoid losing stun immunity. This update definitely broke the Nagandia + Maggatsuoh FL combo.
Twighoul got significantly weaker for top level PvP with the FL combo as well as it being a tool to counter protectors but it’s still among the very good SEs.
Botan-Douji and Gremoris now get countered pretty hard by protectors like the other waifu with moves like this (Cynthia, Asmodia, Tyrfina).

Movements:

These are only with respect to the changes in version 2.21. Only the one this time! Most were just little tweaks to help handle the PvP meta and make monsters’ designs smoother.

Rodeknight moves from F → E in general, F → E in PvP and second form Tier 3 → Tier 2, yay this now does something other than union attack! Quite a few monsters have revenge skills but not loads. I think primarily you will focus on union attack but the damage with revenge breaker is good enough to two-shot (nearly one-shot legendaries with attack boost+) so it’s very good piercing damage if you need it. Chrono weakness and reliance on beast teammates still hold this back a lot because it doesn’t have anything super impressive to offer. Overall, I’m really happy with how it’s balanced now.

Update

Notes:

We recently had an update to version 2.22 which you can see here. This post will cover the movements with regards to these changes.

Three mythics cost changes were not noted in the official update notes. If you spot anything else that seems changed please let me know.
Cynthia, Kirina, Gorgodrake and Novadrake had their 50TU skills increased to 60TU. I’m so glad about this! Not quite the 70TU I was hoping, but this should help them be less oppressive. I’m not moving them in the tier list because I think they all still deserve their positions and Kirina actually got a SS buff so she can instantly do two moves in a row to avoid flipping to 1HP if you don’t have her set up, as well as dealing with her main counter.
A bunch of mythics had their costs increased, making them harder to run. It’s great to see 17 cost properly being used and I hope it’s a step towards the base cost of mythics actually being increased to 15 and our total team cost getting raised a little too (so people don’t run 14 monster teams even more than they currently are). None are being moved in the tier list but it’s hurt a couple of them harder than others (the ones that rely heavily on their SS for their power).

Overall, this was an update targeting mythics very heavily, doing a lot of what the community wanted. Cost increases and nerfing oppressive moves while buffing a few of the mythics that were underwhelming.

Movements:

These are only with respect to the changes in version 2.22. Seems like decent buffs to make these monsters feel like they do what they’re supposed to, without making them oppressive.

Noircyon moves from F → E in general, with sprit conversion now being possible to use on tokens and create multiple Spiritwyrm at once it can be used to maintain/create link nicely. This is a tanky monster with some reasonable damage potential but it’s really hard to judge accurately because things can still go wrong and it’s a bit slow. Perhaps it’s good in the end-game where you’ll have a bunch of rocks you can convert into sweepers, hard to say.
Lime moves from F → E in PvP, with no restriction on unwanted reinforcement now Lime can continue to mess up the opponent’s team on command while being ridiculously tanky and killing enemies well too. I think this is a slightly stronger Motordragon, but less efficient for teams looking to pull off a quick combo where they maximise the number of Bronzeshells for the seconds passed. What holds it back are the slightly high TU skills, but they are definitely necessary to keep it balanced. It’s not underwhelming and should see play despite its low tier list position.
Cypridrus moves from F → E in PvP, a lovely buff so now it can kill non-earth monsters when there isn’t a protector around. It’s still heavily restricted in its targets but it’s even more powerful when it meets them. I think it’s got a great power level now but didn’t push it up much because you can’t guarantee its situational moves will be paying off. In PvE it will be brilliant in the right battles.
Exocross moves from C → S- in general and D → A in PvP, with the second big round of buffs this has become seriously strong! It’s tanky, no killer weaknesses, sets up 70TU instant kill ‘focused’ sweeping for its first turn on entry + other teammates and has decent entrance control moves to support your team. I hope this starts getting some love from players and encourages mark setups.
Dullakhan and Nightmare go into Other Notable Monsters for general, the polymerization is not something any veterans in the game will be utilising but this is a huge addition for new players as something we all get access to. It should encourage new players to create OoO front lines with Dullakhan turning into a Nightrider that is +9 so can easily charge survivor or, in the time everyone is sleeping, reduce its health with survivor, lifeflip then desperate all just as they wake. Great job adding this @Dev_VKC!

5 Likes

Update

Notes:

It’s time for the May and June additions. Quite a lot of exciting things here for competitive play, without anything being overpowered! We’ve seen all the GF now so I can say that they look very strong. There are no killer weaknesses among them, they protect themselves from the classic archetypes plus counter a bunch of others (decay aura) and have quick healing. They will be challenging for some teams to take down!

Additions:

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

Nikki goes in at D for general, B for PvP and second form Tier 2, with a faster bloodfury move that also gets critical damage from having status effects this is an effective sweeper, but its true power comes from kill steal which can nastily disable some enemies. Despite having sleep immunity, this isn’t built well for FL OoO. It’s best in the mid-game to make an impact with its high speed and three steal effects + swift true hit. I’m really glad to see more of the mid-game monsters being created, it’s not something that’s been designed for enough. Nikki dies super easily unless she’s able to pick up a shield or stealth from the enemy team so that holds her back quite a bit, especially because kill steal is the main move to use first and that passes 50TU without giving her any defence. There’s a notable combo with Dusicyon or Lilithia for multifacet strike to be charged instantly on entry. Overall, decent enough sweeper that can situationally disrupt the enemy team.

Nightingale goes in at F for general, A for PvP and second form Tier 2, with maximum defence and health this is definitely a support monster! What this truly does may be missed at first glance. It’s for the mid-late game to get your team out of a bad situation: having roaring entrance then instantly undoing any sleep, poison or stun on your team. In the fail case it can immediately kill an enemy that has a kill, damage two enemies or heal+shield an ally. This versatility means it will have a far greater impact than it may look like. I’ve seen a lot of people focus on the high TU of sedate and be disinterested but that really is just the fail case and since you’re putting her quite late in your team she won’t disrupt the rest of your team much as “dead weight” on the battlefield. Getting two guaranteed kills is probably all you’ll need from her. Aegis barrier can do a lot to keep a teammate alive and dual rescuing give turn is the big move for undoing stun lock. You can make Nightingale’s impact a little more reliable if you’re using a stun absorber shortly before, since it can easily get stunned above 200s for the rescue move. Overall, a solid monster to put in the second half of many PvP teams to give extra resilience that’s basically an upgraded Centaureon.

Momo goes in at D for general, F for PvP and second form Tier 2, with maximum defence, HP, HG and no killer weaknesses we have yet another crazily tanky support monster. However, here the moveset is slightly lacklustre. Lifeflip enemy can do great stuff and soul shield all is definitely powerful but we’ve seen how link shield all (at 100TU rather than 130TU) can be somewhat situational. Basically as a stun absorber this offers very little while on the battlefield compared to other options, only standing out with its massive defence. In practice what you’ll probably do is lifeflip enemy as the first turn, then repulse if needed before using guardian morph and making Momo get in the way of some attacks. As a guardian you’ll do the same before switching back. You really don’t want her to be hit by one-shot moves so she’s probably best at the front of the team where enemies won’t have blood moves charged. She’s playable, but neither the stun absorber or auto-protect state is particularly impressive. It looks like she’s been balanced for PvE / low level PvP where repeatedly healing as she swaps could be overpowered.

Onika goes in at E for general, C for PvP and second form Tier 3, with a powered up forgive, faster give turn and the ability to give a teammate focus this looks very interesting for support. However, I am quite hesitant to say it’s good because roll call becomes drastically worse if you’re using other mythics (which I assume people with Onika awakened will own) and GT needs multiple potential targets to be any good. Also, discipline is useless if there’s a protector and there’s no damage potential so I can see some scenarios where Onika will feel lacklustre. Still, the SS is great and discipline is a powerful control move so it should perform well in teams looking for a mid-game control/support monster and they’ve only got legendaries ahead of it. There’s also its use in rocklock with concentrate, but bear in mind if you’re relying on it to make teammates focused then her dying before you use the move can stop you being able to rocklock. The best comparison to another monster is Dolphariel, which I believe Onika is a bit better than for PvP.

Garden fairy violet goes in at B for general and S for PvP, with the decay aura passive this has already sparked calls for nerfs. Ultimately, it’s a stronger auto-poison that is active on everything as soon as Violet hits the battlefield. It gets extremely harshly countered by many types of overwatch and it will trigger revenge passives, so it’s not as strong as it might appear at first. However, it gets kills for Violet which makes the GF bloodthirst 70TU sweeping very easy to charge if there are enemies with hold ground. Dual slayerbane makes it generally work well in PvP, meaning you can slam it in most teams and have the aura boost your sweeping. I think GF bloodthirst will be key for using this in PvE and otherwise to make garden fairies in PvP actually clear through a team. Importantly, Pieris is the fastest who can heal Sunflower to use dual confident strike and Violet gets a turn right after so if you put two enemies to hold ground with those two monsters before then Violet will instantly have GF bloodthirst charged.

Lunactia goes in at S- for general and S+ for PvP, with crazy defence, stun immunity and no killer weaknesses this is set up perfectly for PvP. Honestly, I’m amazed to see such high speed on this given the stats and it can completely disrupt the opponent from the first turn. What this does is create a rocklock scenario with enemy substitute (combine it with things that bypass protectors) and there’s not even any restriction on enemy substitute so you can use it three times in a row. It doesn’t matter if the move gets blocked because it will still add the rockoid. I said there weren’t any overpowered new monsters but I actually think this one probably is. It can also pullback a teammate three times for multiple entrances / saving from stun, gets excessive force from but teammates if you don’t want to go the rocklock route and all these moves support the moths because you can slow down the enemy team with rocks to get to metamorphosis on a Pupupa and each moth has a powerful entrance so pulling them back gets that again. All around power and there are many ways you can use this. I expect nerf threads for it in a few months once it’s being played more.

Abyssoldier poseidon goes in at A for general and S- for PvP, being a stun counter monster available to everyone this is an incredible addition for the game! Simply put in a team without abyssoldiers this is mediocre. Solo vengeance is fine but too restricted. In practice this is best used with a select one or two abyssoldiers at a time and there it can offer a lot for the team. Abyssal calling is very clunky so it’s basically restricted to two moves, but given its insane passives and built carefully into a team this does an excellent job. I did a larger breakdown about how to use this with the SEs here. Note: only the water image will be in the tier list.

Heavenswyrm (s) goes in at E for general and E for PvP, with lower speed than its original version, the loss of stun wave and camouflage requiring entrance this is definitely a powered down Heavenswyrm. Healing entrance heals by 2000 rather than healing revenge which is 50% of each monster’s HP. This is clearly for niche use only, specifically in link shadow teams as a form of repeatable healing. There are some shadow monsters who want exactly this so it definitely has its place. Personally I would’ve liked to see one aspect that was stronger than the standard Heavenswyrm but I can’t decide exactly what. I love seeing the new colours on one of my favourite bits of art though.

Garden fairy jasmine goes in at S+ for general and S for PvP, with stun absorber and massive defence + HP this is the missing support that the garden fairies needed! Pieris protects from sleep and poison while Jasmine protects from stun. The aura heals them by roughly 5% of their HP, not bad at all for triggering vigor moves (especially if you skip turns). 80TU solo stealth is big here, a very aggressively costed move that makes Jasmine good support + stun protection outside GF teams. Vigor fastbreaker is also only 130TU for a piercing kill on even heavily buffed enemies, surprising for such a tanky support monster. The only thing at all that holds her back is the low speed, which is fair enough. I think this is genuinely one of the best stun protection options we’ve seen as a legendary and well worth supporting with give turn to keep it in play. With the other GF it really completes them. Side note: double survivor damage is terrible, if you hadn’t guessed.

Caesardragon goes in at S- for general and B for PvP, with cool art and fun design I saw a bunch of people excited over this one. Dragon slayer is the impressive move here. There are 1/5 of legendaries which are dragons and 1/8 of mythics so it’s basically like a “counter strike” type skill. The 0-5* and 7* killing moves are high TU but what you’ve got to appreciate here is Caesar’s decent defence, no killer weaknesses, stun immunity and excessive force mean that it should be pretty effective without the moveset needing to be too impressive. You can get around the high TU with a give turn and get to bloodthirst in not too long. Bear in mind also dragon slayer deals roughly 1000 piercing damage so you can grab kills with that at times. Don’t get me wrong, this isn’t anything crazy but I can see it working better than it might look at first glance. It’s especially good in PvE where piercing is great and you can get away with higher TU skills.

Crystal worm ater goes in at D for general and C for PvP, with higher speed this is one that has bloodthirst, an element killer, a killer move and ascension revenge. I think this will be fine like Viridis and make the crystal worms work but not quite as integral.

Sharkrex goes in at C for general and S for PvP, with high stats for a SE and stun immunity this is far more competitive for PvP than it may look at first, it’s pretty much a Geomagnus. Raw backbite is perfect for entrance control and can work as stun protection for your team. It won’t work well if you’re facing a Lunactia or petrify revenge but that’s fine I think. Piercing blow deals roughly 3100 damage so can kill anything that’s hurt or one-shot any fire monsters. It’s a decent fail case and accelerate makes the TU very nice, as well as accelerate helping line up the backbite. This offers a lot for a SE.

Crystal worm caeruleus goes in at B for general and A for PvP, with void vengeance this is probably one of the better crystal worms. It’s a bit more flexible since when you sacrifice a teammate to another worm you’ll either be able to vengeance anything you like then sacrifice Caeruleus or feast with it to charge bloodfury.

Crystal worm purpureus goes in at S for general and S for PvP, with two void moves that have a lot of targets and the lower speed variant with bloodfury this is in a nice middle-ground where it’s the fastest of the bloodfury crystal worms but without a guaranteed target like the others. I envision this being probably the key piece and main sweeper of the group, being the one to feast on the high speed worms then feast on a low speed one after that gets a guaranteed kill.

The last CW is most likely going to be 79% speed, have bloodthirst and ascension with the void moves being dreambreaker and slayerbreak. I’m making my bet now! After it comes out I’m going to assess all the crystal worms again and figure out where they should be placed in the tier list. I know some people have been having great success with them so far and it’s definitely noticeable how they charge themselves quickly (65TU or so) to be a super fast, quite tanky sweeper. They cannot be ignored like a lot of SEs.

Movements:

I’ve got a huge number of movements here. I know it’s a lot to take in but I had things stack up, especially after talking with a few community members. I also did a bit of rebalancing of the super epics PvP tier list, specifically clearing up the higher tiers based on how PvP has changed over the last couple of years both in top level and below.

Special Botan-Douji note:
Botan-Douji’s monster analysis is not out yet but I highly recommend reading it when it is. Her passive gives her the defence cap and on top of that reduces damage by 80% (40% in second form), making her insanely tanky. She takes 1.5x her full health in damage just to get her below 90% HP thanks to that buff. Her moves are fairly restrictive, even in link fire, so after heavy consideration I decided she’s actually fine where she is. She would probably be 1-2 tiers lower than she currently is if she didn’t have that passive.

Mythics going up:
Christine moves from S- → S in PvP, tough to kill, good speed and gets kills on any target it pleases makes this such an effective sweeper.
Satomi moves from S- → S in PvP, very similar to above. I know there are some people who don’t get why I rate this monster so highly but it’s the perfect combination of stun immunity + pretty tanky + efficient TU killing with a fast knockback next meaning you can maintain control once you have it. With any kind of support that heals or accelerates Satomi she can do a lot to help you win a battle.
Focalforce moves from B → A in PvP, generically good, having moves that work in basically every scenario and adding versatility to a team with no team building requirements. However, this is borderline A/B because the damage is not fully reliable against other mythics and the low speed holds it back considerably.
Kuromasa moves from F → E in PvP

Mythics down:
Lemon moves from S → A in general, too awkward to build around and her sleep control isn’t particularly strong for such a high tier.
Arachnodrake moves from B → C in general
Leira moves from B → C in general
Prismegasus moves from S → S- in PvP
Kirina moves from S- → A in PvP, a little clunky to use in practice.
Azida moves from A → B in PvP, definitely a great sweeper but doesn’t offer enough flexibility (sorry that I have gone back and forth on this a lot - my gut instinct was to keep it lower but I hear a lot of polarising perspectives on it).
Yukihime moves from A → C in PvP, I love frozen heart here but Fiona kind of puts that to shame and the low speed is a reasonable issue, although I do feel it is underrated.
Auraleus moves from C → D in PvP
Kunomi moves from E → F in PvP, given the state of PvP with camouflage, stealth and poison immunity around and likely to stay that way I don’t think the high attack with poison massacre is viable so she’s stuck with the rest of her moveset and that isn’t good enough for top level PvP.

Legendaries going up:
Gloreonix moves from S → S+ in general, incredible control granted by looping the entrance with swap for Moji, allowing you to get a long way towards winning if you have fast sweepers or set up anything else you like. This deserves to get the prestigious S+ for general that I save for monsters that can practically make you win by themselves.
Vigziarid moves from S → S+ in PvP, even outside link storm the flexible support this offers and sleep revenge outclasses other options by an enormous amount. In link storm it’s often the monster which will win you the battle.
Mantiferno moves from B → A in PvP, despite being slow and low defence, the accelerate is great and it can always get raw kills at very efficient TU. Also, countering waifu is super relevant.
Shurikaizer moves from D → C in PvP, @Snow_Fall I see you :wink:
Polareon moves from F → C in PvP, a fair bit better than I was giving it credit for since bloodcrave is decent and there’s now a penalty for killing it. However, I wouldn’t use it outside link water if I were you.

Legendaries going down (a bunch are just to fill out the bottom tiers better):
Garden fairy sunflower moves from A → B in general, I envisioned all GF having hardened carapace and them being overpowered in PvE.
Glaciaron moves from S+ → S in PvP, recent design has been more about flexible monsters / tanky monsters / less conditional sweeping and Glaciaron is aging a little, like Dracorosa.
Geomagnus moves from S → S- in PvP, there are a bunch of other monsters which can remove teammates now and stun lock is getting more severe counters coming in that Geo is losing a lot of its niche power.
Pumpking moves from S- → A in PvP
Drakozord Z moves from A → B in PvP
Cosmodragon moves from B → C in PvP
Icefang moves from B → C in PvP
Nebelronix moves from B → C in PvP
Geartyrant moves from D → E in PvP
Goldtail moves from D → E in PvP
Pupupa/Stormoth moves from D → E in PvP
Shadowyrm moves from D → E in PvP, we have far better protector counters now.
Apollorexus moves from E → F in PvP
Pupupa/Doomoth moves from E → F in PvP
Taloknight moves from E → F in PvP

Super Epics going up:
Heavenshorn moves from C → A in general and B → S in PvP, shield and rapid entrance make this have a great impact with slayerbane and give a lot of value as a SE. The flexibility with protector conversion is great and it can’t be ignored because slayerbane has a low TU and it’ll charge bloodthirst before long.
Captain canine moves from A → S- in PvP, a surprisingly effective PvP sweeper with show of power getting you back into a game. If an opponent has stun protection it’s less impressive but for a SE I think this offers good stuff.

This next bit was a big shift down in PvP so I’ve grouped them…

Super Epics going down in PvP:
S+ → S Scarleguard, Volcaiga
S → S- Flutterdrake rose, Pontibear, Pyramid golem lavamid, Spectrefox, Twighoul
S → A Atlanteon, Don dollguini
S- → A Alphagear, Alphagear (s), Bitterbeast, Keeperdragon, Robinator, Zephyrox
S- → B Aeraider, Bitterbeast (s)
A → B Abyssoldier poward, Abyssraider, Blightwyrm, Chimeraxus, Nighthunter, Pyramid golem soramid, Simuronix, Thlug betty
B → C Diredemon, Onikage, Sanctaurus, Sharknight
C → D Guardtotem, Hydrokaizer, Megazeratops, Nightfender, Ouroburn, Terrorex, Velocirex

3 Likes

Update

Notes:

This is a shorter update to get the Crystal Worms into the correct positions. We’ve seen them all now and they’ve turned out to be a lot stronger than they looked at first glance. One bit I personally missed was how after using feast accelerate the void moves are very reasonable TU so you can very easily get the second kill for bloodfury/bloodthirst with one of those or use them when you need the piercing/void effect. Also, the bloodfury damage is multiplied by 1.8x so they one-shot all legendaries except high defence ones after just one kill despite having minimum attack and being SEs.

Additions:

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

Crystal worm flavus goes in at A for general and S- for PvP, with the highest speed and void slayerbreak this is the best candidate for being outside the FL then having a good choice between killing an enemy or feasting, based on the scenario. It powers up the CW strategy but having bloodthirst does make it slightly worse than the best ones.

Movements:

A very small number of movements here, mostly from community feedback. I highly recommend you read the notes about the crystal worms.

Fiona moves from A → S- in PvP, I wasn’t too sure where this stood when I first saw it but the more I think about it and see it in practice the more certain I am it’s among the best mythics. Very tanky, stun immune, high speed instant purifying mist is great anywhere you put it in the team and slowing down the enemies is brutal in some cases. There are a bunch of ways to build around Fiona. I think in the long run it’ll stand out very well.
Cypridrus moves from E → C in PvP, the upgrade to DCS was bigger than I imagined. With the elem accelerate this is a fast sweeper on the battlefield a fair amount of the time as well as the passive benefit it gives and chance for reverse lining up to get you extra turns.
F.D. Maeve moves from E → D in PvP, F.D. shield all is a great way to set up teammates and the knockback that bypasses protectors has proved more useful than I anticipated.
Persephia moves from D → E in PvP, sadly the rocks are too heavily countered by the way design has gone and the PvP meta will be for the forseeable future.
Oakthulhu moves from S → S- in PvP, camouflage being around more and monsters generally being tankier (especially mythics) make this less impressive.
Deodragon moves from C → D in PvP
Gentleowl moves from A → S- in PvP, a bit better than I gave it credit for. 70TU give turn is lovely and the other moves are strong in the right situations. The speed and defence make it a little awkward to deal with.

Crystal worms analysis:

I think I've figured out how to play with them. The idea is you put the slow ones with bloodfury in the front line alongside Ater for the wallbreaker. The slow CW have void moves with plenty of targets so you pick which get kills and which feast on the others, with the newly entering CW being fast so they get a turn quickly to do a void move before being feasted or quickly remove your CW on high seconds and become a sweeper themselves.

They hard counter stun and poison, have no killer weaknesses and high defence so are difficult to kill right at the start of the battle (especially because they heal the team while feasting) plus if you meet sleep then you can feast any of the three faster CW to wake up your team. With all this in mind, there are plenty of enemies you can keep alive while you’ve got CW on the battlefield.

Bloodfury has its damage multiplied by 1.8x the usual amount so does enough to one-shot many legendaries (rounded stats it has more than 50% chance, anything lower is guaranteed, anything higher is very unlikely). All void moves easily one-shot enemies, even buffed ones.

I personally found them good literally as all six in a row at the start of a team because they have a lot of versatility (as described above) but I know some people like using them with a protector or something like G.F. Sunflower who creates bronzeshells as you feast. I’m sure people will figure out how best to do it in the long run. My setup is having control behind the 6 CW so I can win with their 59TU blood moves that I’ve set up.

The CW are undoubtedly the strongest group of SEs made for PvP. They are terrible if not all used together so they don’t have the flexibility of the Flutterdrakes and Pyramid Golems but they wreck lower tier players in PvP and you can build around them to be top tier viable in both PvE and PvP. With that all in mind, here’s where I’m moving them to in the tier lists…

Crystal worm purpureus moves from S → S+ in general and S → S+ in PvP, the highest speed CW with bloodfury makes this a key one for the strategy. Demoralise is especially good as an alternative to bloodfury when using this as a sweeper.
Crystal worm roseus moves from S- → S+ in general and S- → S+ in PvP, fastbreaker is an exceptional move. This is the most reliable sweeper of the group and the best one to get going if you can.
Crystal worm caeruleus moves from B → S in general and A → S in PvP, vengeance is almost automatically charged so another great sweeper with bloodfury but the slowest of them all.
Crystal worm ater moves from D → A in general and C → S- in PvP, wallbreaker and decent speed makes this the best FL option of the bloodthirst CW to help the others target what they want before being feasted.
Crystal worm viridis moves from D → A in general and C → A in PvP, the slowest bloodthirst CW and nothing that it does in particular (poison monsters are often good to leave alone) but is a useful enough feast target or can often become your sweeper as you use the void moves on the others and this one doesn’t have a target so removes the high seconds CW.

4 Likes

Update

Notes:

We recently had an update to version 2.23 which you can see here. This post will cover the movements with regards to these changes.

We got a bunch of new status symbols for monsters as well as a few other visual and text changes. This update made a lot of interesting new stuff for us to play with.

Mark monsters got buffed across the board so rather than all having poison immunity they have poison immunity + half stun immunity. This has made them quite a lot better for PvP but I haven’t moved them all in the tier lists.
Rockoid morph got its TU drastically reduced so it’s now much like backstab. Arachnadiva is made far better due to this change but is already S tier in PvP so isn’t moving.
Lucifelle got charm’s sleep duration increased from 50 → 100 because sleep no longer passes 130s, it only passes 50s. Charm lost a huge amount of its power, which is now back (it technically gives a weaker effect than originally but the window for using it on enemies is larger so it’ll come up more in battles).
Lemon 2nd form was weakened so there’s now a proper reason to awaken it (but still tier 1) and it won’t be so powerful for only 11 cost.

Movements:

These are only with respect to the changes in version 2.23. Almost entirely buffs in this update with a number impacting specifically PvE and others specifically PvP.

Exocross moves from A → S- in PvP and second form tier 1 → tier 2, already revamped last update this has been buffed for the third time with half stun immunity and could make it among the best sweepers in the game even if it has quite low speed. If you’re a big spender I hope you are keen to try this monster out.
Milgon moves from D → C in general and D → C in PvP, definitely still needs to be used in a mark team but it’ll be a decent enough tanky sweeper there.
Mantiferno moves from A → S in general and A → S- in PvP, this is an incredibly deadly sweeper that is ideal for PvE setups. It’s kept in check by the low speed and defence but if we keep getting humanoids at the rate we are I will probably put this up another tier in PvP. Gaining bloodfury speeds it up and makes cornered snipe more just for when you need raw/piercing. It’s basically like a squishy Satomi now.
Gryphking moves from S- → S in general, I want to see how this plays out in PvP before moving it (I was convinced this was A tier and was going to move it up but somehow it was S- already). With stun converter this has been enormously buffed but in PvP it’s still held back by being slow to take its first action. In mortar teams it will be amazing, we’ll just have to see how viable it is outside of those.
Nefariodon moves from S → S+ in general, half stun immunity makes this a brilliant sweeper for a SE. There’s tough competition for S+ in PvP but in a mark team this is excellent of course.
Leomidas moves from E → C in PvP, unmovable and shortening the time between eat ally and eat enemy makes this moveset work far better. Not only is it smoother, it’s also faster to impact the battle and get to raw bloodthirst. I’m really glad with this change, but the monster is still not going to be used competitively unless a team emerges that wants incredibly rapid backstabbing.
Buffbuffalo moves from S- → S+ in PvP, with 70TU rockoid morph this is now one of the top backstab monsters. It lacks aggression but can function well as stun protection for your team, retribution triggering in the FL / in combos and has the versatility of healing teammates rapidly and/or protecting them. I think it will be possible to fit this into teams where it feels incredibly strong. Bear in mind it can always remove itself if it’s a problem.

5 Likes

Update

Notes:

It’s time for the July and August additions. Some really impressive SEs here for the PvP meta. Otherwise, mostly balanced and quite nice monsters for people who want to build around/with them.

Additions:

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

Iridescezarc goes in at C for general, E for PvP and second form Tier 2, with ridiculously tanky stats I can see this being an incredible wall if you can heal it regularly. Even so, pretty much disabling the whole enemy team for 80s when it dies is a fairly big effect. Those things combined looks good, but the low speed makes it hard to judge. Unfortunately I can’t see it in combat properly so I’ll have to go with my gut instinct that it’s decent enough in PvE when built around but in PvP is too abusable with repulse, stun, etc. plus the weakness to protect+stun+sleep killer is a problem.

Berry goes in at C for general, A for PvP and second form Tier 2, with high defence, high speed, no killer weaknesses and 1.33x boosted damage on assassinate and dual slayerbane this is a nasty sweeper that counters all stealth and camouflage. It’s among the top sweepers but not quite at the very top, especially since it has no versatility. This is definitely a great mid-game monster and I’m not surprised it’s fire element yet again (they get all the sweepers lol).

Mai goes in at F for general, C for PvP and second form Tier 2, with high speed and sonic strike this is probably a good FL monster and once you have a kill she should have a defence buff. She mixes a variety of damage, healing and entrance control… all of which quite impressive but not amazing. She’s pretty terrible for PvE where the enemy teams have more monsters, sonic strike can’t be lined up and entrance control doesn’t matter. In PvP I can see her adding flexibility to a team when positioned well. She reminds me a lot of Nightingale, with faster moves but less versatility.

Garden fairy lily goes in at E for general and D for PvP, with a pretty clunky moveset this is the weakest garden fairy. 70TU true hit is brilliant when it comes up but otherwise you’ll have a hard time getting much out of vigor laser blast. One charge doesn’t reliably kill enough legendaries and won’t one-shot any mythic so you’re looking at a slow attack rate that also has to line up with being on high HP. Lily doesn’t really add much to the garden fairies since the accelerate is only on monsters that enter afterwards and not even a super powerful effect in a lot of cases (we use accelerate team at times when it will actually matter, not just randomly accelerating things). Mantiferno’s accelerate entrance is far more powerful for putting you in a stronger position. I won’t rant further, this monster needs tweaking I think to give it proper use other than being a protector counter for the G.F.s and requiring their healing to do its own sweeping. My idea was to switch stun revenge for “healing capacitor”, where being healed by a teammate (300HP+) charges energy so it becomes a faster sweeper with the GF, has use in any team with heals and with teammates charging it Lily will automatically be charged twice.

Sephileon goes in at F for general and A for PvP, with two very powerful passives and a moveset clearly modelled after Dusicyon this has some great potential. Explosive revenge all triggers the overwatch put on teammates so if it gets ignored the enemy team will be punished. I think the trick will be to use sendback because people are going to quickly learn it’s a top priority target. The moves are very situational and it has chrono weakness so I think ultimately its success will be limited a bit. I think it’s worse than Dusicyon but better than Aurodragon.

Alphastorm goes in at S- for general and S+ for PvP, with 100TU easy sweeping moves and stun immunity this is giving some Ahuizard vibes. Ahuizard protects your team from sleep with its lava entrance while Alphastorm protects your team from stun with rescuing sendback. This looks like it will fit into the PvP meta beautifully. I definitely plan to use it lots. I’m very happy with both Sharkrex and Alphastorm we’ve had lately. Fast fury hits 1/3 of legendaries and mythics but I think on average people tend to play the faster stuff a bit more so it’s probably higher than that.

Wavetail goes in at B for general and S for PvP, with the ability to counter retribution FLs this will definitely have a place in the PvP meta going forward. It’s also a high speed sendback so has its own combo potential, protects from stun, slows down sweepers and can do good damage of its own. The variety here means it can probably fit into lots of different teams, which is great when it’s a silver bullet to some strategies. We don’t know the union attack damage for sure yet but even assuming it doesn’t one-shot, I like what I see. This seems like a really balanced and interesting monster.

Gandalfrog goes in at S- for general and The best epics for PvP, with all the archetype support moves this is a fun addition with fun art and a fun name. The low-ish speed stops it from being too competitive but this is definitely no joke. It’s especially good for mortar teams to help them get around their slow loading, or specific monsters that cannot mark/load/charge easily like the pyramid golems, or Nauticruiser (more may come in the future).

Movements:

I reviewed the second form mythics because I realised a few were out of place due to game balance updates. Otherwise, just a few movements.

Bastia second form moves from Tier 1 → Tier 2, the healing from first turn, purifying, shielding and faster knockback are all far more impressive on the awakened form. In PvE it still works perfectly fine in the second form.
Voidress second form moves from Tier 1 → Tier 2, changing the setup to have things in tier 2 and note that they’re tier 1 for PvE, rather than the other way around.
Auraleus second form moves from Tier 2 → Tier 1, with energy charge sped up a while ago and more charge support this has proven to be great even in second form.
Deus X second form moves from Tier 2 → Tier 3
Persephia second form moves from Tier 2 → Tier 3, with the buff to the rebirth moves there is a more significant difference between the two forms (since rebirth actually sets up throw next nicely on awakened form).
Lime second form moves from Tier 3 → Tier 1, with the overhauled moveset I should have moved this up. It’s got the same TU moves and everything as the awakend form.

Asmodia moves from S- → A in PvP, with some tankier fast sweeping options around in mythics (e.g. Exocross) I think this slips down a tier. It’s awesome for poison teams but can’t kill just anything you want, unlike other monsters.
Aurodragon moves from S- → A in PvP, I put this up to S- 1.5 years ago and it’s certainly great but the strategy where it dominated was with Flocculasaurus and Dusicyon, which both got altered. It doesn’t offer enough on the battlefield these days and the 1HP monsters often die off without doing much. Aurodragon has its place and is worthy of A tier but S- seems a stretch when I look at the monsters in that tier.
Tenebris moves from C → D in PvP, not viable at all in top level PvP.

1 Like

Update

Notes:

With the anniversary coming very soon I’m going to get a cheeky update in with an important rebalancing of the mythic tier list. Basically what happened is something like a year ago I purposefully averaged them to be slightly below where I intended them to be. I was expecting 2021 would bring powerful mythics that would go into the top tiers but instead we got a lot that I put low down and it all got very bottom heavy. This update is fixing that, making the mythic PvP tier list perfectly averaged around B tier and the general tier list nearly there too.

Movements:

As mentioned above, these are what this update is all about. Let’s get to it!

Unique movements:
Christine moves from B → S- in general, typically kills whatever you want and survives well while doing reliable sweeping. Doesn’t even need link, it’s just better when it does.
Kuromasa moves from D → B in general and E → C in PvP, the damage potential on literally every turn it gets makes it super easy to build around and it’s proven to be suprisingly viable everywhere. The 100TU raw throw is also a great option for points when you need control, especially given it fuels your team with rocks so you don’t desperately need a kill with each throw. Its lack of versatility (only a throw sweeper) isn’t as much of a hindrance as I expected since it’s actually got some versatility in the damage (hit 1 or 2, piercing or raw).
Harleking moves from C → A in PvP, as successfully shown by @GMagic, this can do some nasty controlled killing and be difficult to handle. It’s not the S+ I (and others) got hyped over when we first saw it but the fail case of dual slayerbane is nice and as long as you’re careful with the Bronzeshells they won’t mess you up most of the time. Also, there’s always the option of using it in the end-game safely.
Dusicyon moves from S → S- in general
Tridrakhan moves from B → A in general and B → A in PvP
Sharkrex moves from S → S+ in PvP, proven itself to hang with legendaries very well.
Spikiestornado moves from A → S- in PvP, this is the piece that holds together any type of hedgehog setup and it’s actually pretty good, especially since it has stun immunity to keep its rapid attacks going.
Wavetail moves from B → S- in general and S → S- in PvP, I placed this badly! Put simply, it’s awkward to get damage from and the damage itself isn’t impressive. The voo/box lock may be impressive but we’ll have to see how that pans out. Ultimately it’s more niche than I imagined because despite it doing a wide variety of things it has a high potential to not do too much of anything and simply sendback itself. That’s a good fail case but does that really make it worthy of a spot over having something else in your team? There’s potential here for sure but I placed it too high. I placed it too low in PvE, where I think it should be higher to respect its ability to lock out the enemy team when built around.

General tier list mythic rebalancing:
Gorgodrake moves from S → S+ in general
Arachnadiva moves from S- → S in general
Exocross moves from S- → S in general
Huskegon moves from A → S- in general
Kanna moves from A → S- in general
Botan-Douji moves from B → A in general
Arachnodrake moves from C → B in general
Haneri moves from C → B in general
Prismegasus moves from D → C in general

PvP tier list mythic rebalancing:
Botan-Douji moves from B → A in PvP
Na’turgoul moves from C → B in PvP
Onika moves from C → B in PvP
Mai moves from C → D in PvP
Tyrfina moves from C → D in PvP
F.D. Maeve moves from D → C in PvP
Persephia moves from E → F in PvP

PvP tier list super epic rebalancing:
Captainwhiskers moves from S- → A in PvP
Fluffurious moves from S- → A in PvP
Leoronix moves from S- → A in PvP
Nereida moves from S- → A in PvP
Rexkong moves from S- → A in PvP
Armavolt moves from A → B in PvP
Esapizeron moves from A → B in PvP
Mossgoliath moves from A → B in PvP
Volcamus moves from A → B in PvP
Simuronix moves from B → C in PvP

6 Likes

Update

Notes:

We recently had an update to version 2.24 which you can see here. This post will cover the movements with regards to these changes.

The PvP Player Timer is an interesting new mechanic that means it’s now impossible to force skip in PvP. Some things have been affected by this, either experiencing buffs or nerfs. Generally speaking, control strategies have been nerfs and protectors have been buffed, particularly those with hold ground. Monsters with only damage skills have been nerfed.

It’s hard to gauge the full scale of the effects to the tier list by the new player timer but I have made one change in this tier list update. I wanted to also move Bundleblazer up in PvP but it’s already S tier. It’s now incredibly brutal if you can build around it in PvP (with OoO and then you repulse it once it’s passed over and used 1-2 moves).

Rodeknight got the reproduce move buffed because the 1st form Rattaur it makes do better damage. I don’t know the exact damage now dealt but I don’t think this doesn’t do enough to change it in the tier list.
Garden fairy lily is not moving despite getting a buff because I feel it needs to double charge most of the time, which makes vigor laser blast awkward to use even though the TU is now lower. This is a brutal counter to protectors if you’re using it with the other GF but after that I think other monsters offer more.

Movements:

These are only with respect to the changes in version 2.24.

Momo moves from D → S in general, F → S+ in PvP and second form tier 2 → tier 1, with probably the biggest buff we’ve seen in history, this has gone from being a tanky but clunky monster into arguably the top form of stun protection in the game. It easily one-shots anything with fastbreaker and has a bunch of versatility with the other moves. Guardian morph works like protect teammates + fully heal, which can potentially allow it to dodge chrono killers and protector counters. Second form it severely lacks damage but I decided to put it tier 1 as a cheap and tanky stun counter.
Deus X moves from E → D in PvP, with force skips no longer an option, this truly forces the opponent to take every turn and give you a passive advantage as well as set up your teammates much better (e.g. stealth for sneak attack, timestrike).
Garden fairy sunflower moves from B → C in general and S+ → S in PvP, the hardened carapace was a very big problem and I’m glad to see it go. This monster is now far easier to hit down onto lower health or one-shot so it’s both easier to deal with its damage potential without wasting an attack so much as well as kill first to avoid unwanted aura.

5 Likes

Update

Notes:

With the 6th anniversary now over, it’s time to add all the new monsters into the tier list! There are some really exciting and fun monsters here so let’s get right to it. Except there’s one very important thing to say first:
@Dev_VKC The non-waifu art designs here are all brilliant in my opinion. Really good job here by the artists! I’ve heard a bunch of people say this about Cephalogandr, Magmagund and Ophidiator too.

Additions:

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

Rhinedragon goes in at A for general, C for PvP and second form tier 2, with awesome dragon god-like artwork this already puts a smile on my face. I think a lot of people are quick to judge this as mediocre, but the important thing to note is it doesn’t have any awkward requirements for its one-shot damage so it will always pull its weight. Also, the plan seems to be using golden burst to not actually get kills so it can continually use it at rapid speed. The goldoids will most likely help quite a lot, especially in PvE, and are nice value even if Rhinedragon gets killed before its turn. Overall, definitely a decent monster.

Mechydra goes in at F for general, B for PvP and second form tier 2, with tanky stats and passives that protect from both stun and sleep this is a very effective support monster for poison teams. While low speed, it’s very important to note the SS gives an almost guaranteed kill on the first turn and its defence helps it get to that turn. So the payoff is there for being slow and it’s got low TU skills for some nice time passing to line up the damage move or accelerate sting in the niche cases it can help. This monster is terrible for PvE because the support is almost unnecessary and poison isn’t used much so it’s not going to be a sweeper easily. The fact it’s restricted to poison teams also keeps it lower in the PvP tier list.

Ophidiator goes in at B for general, A for PvP and second form tier 1, with a moveset very reminiscent of Suikenshi this is almost a Suikenshi 2.0. The moves are all a bit slower, it’s lower speed and you need a reptile teammate but the upside is not only reliable damage but piercing. Suikenshi is going to age poorly since the damage is not enough for all the tanky monsters we get these days and people are running more mythics, but Ophidiator will not age at all. Not too much more to say here other than clearly an excellent sweeper in the right team, with Suikenshi and Nagandia being two of the best to run with it.

Vixian goes in at F for general, F for PvP and second form tier 1, with a moveset that doesn’t comfortably make a lot of throw fodder but desperately wants lots of it this is an awkward monster to use. It’s very similar to Na’turgoul, but watered down with the only thing standing above being the shield on entry. This will function fine in heavy throw teams but honestly it’s not a brilliant payoff for that. The SS is too awkward to pull off and there’s no way to really get more out of the monster, unlike many other low tier mythics. Given how niche and mediocre this monster is I don’t think it can get a high tier.

Wilhelmina goes in at C for general, A for PvP and second form tier 2, with an entrance that counters rocklock this is what the meta needed. I also think many have it, since they saved for the anniversary and Vixian was the other option with the “every 10th pack guaranteed mythic”. The strength of this monster comes from two skills: fast fury and team turn. Fast fury one-shots most monsters at 100TU and team turn is easily set up by a 59TU slayerbane. So what you have is a tanky sweeper that, if left alone a bit, will likely swing a battle. You can also use it without the SS so it has no killer weakness and in this state I think it’s a little weaker but still very good.

Garden fairy hibi goes in at C for general and C for PvP, with G.F. healing entrance this is decent support to the other garden fairies in a 5th/6th spot and is otherwise a reasonable sweeper. I’ve heard a mixture of opinions on this personally I’m not the greatest fan. Painful grab seems very awkward to take advantage of so you’re mostly looking at a solo poison eater that, while fast, cannot kill all the latest tanky monsters or mythics and a vengeance that can also be shut down by putting Hibi’s HP low. Given the low defence and low speed, there isn’t too much saving this monster. Vigor vengeance is definitely a great move and Hibi is a fine poison sweeper but I don’t think its performance will rise above mediocre.

Magmagund goes in at A for general and S for PvP, with a moveset relevant as support for link fire poison in every way this is an excellent niche addition to the game. All sweeping moves are very efficient TU for their use and the SS should set up a kill on the first turn (as well as teammates) most of the time. There is no doubt in my mind it’s a top monster within the archetype it resides.

Dolphoone goes in at E for general and B for PvP, with a heavy reliance on dolphin bond this does get a slight penalty in the tier list positions. However, it’s got an interesting moveset to build around and generally performs well with high stats, stun immunity and 100TU retribution. You can build around swift cannibalise or go for accelerate team to make all the tanky dolphins even more effective. The revenge is incredibly unique and good. Overall, quite niche but performs well when positioned smartly with dolphins.

Cephalogandr goes in at A for general and S- for PvP, with an interesting crossover of poison and stealth this has got to be my favourite design from the anniversary. Super tanky stats and defensive passives, a guaranteed psuedo piercing kill on the first turn but also using poison to control enemies (not just kill) looks really nice. Poison chomp notably does way more damage than normal so it one-shots most legendaries. Hence, build around it with either stealth or poison and it’ll perform very well (needs to be stealth in PvE).

Archeopteron goes in at D for general and D for PvP, with a very restricted moveset I can’t see this ever being playable outside of specific PvE battles. It’s a shame because this is pretty hard-pushed stun protection! Stun converter on a SE along with stunbreaker makes it a strong counter to some monsters but otherwise it will feel useless. It needed gigaspark to be some other kind of move, bloodshed to be bloodthirst or a second passive. I’m glad they didn’t make it OP but it reminds me a lot of Twighoul except with fewer targets and harder to support so I hope it can be tweaked a little.

Gummy dragon banana goes in at S- for general and A for PvP, with passives that make it look potentially very broken this and the other gummy dragons are going to be hard to evaluate until we’ve seen them in practice. They all create these slow protectors with support skills and they need these on the battlefield to use their powerful skills, but are insanely tanky monsters themselves. My first impression is they’ll be tough to face if they get going but if they’re on the back foot the other team will simply kill the protectors easily and disrupt the whole strategy. G.D. banana looks like a critical one of the group with very general use G.D. skills so I’m going to place it reasonably high.

Halodrei (s) goes in at E for general and E for PvP, with a unique combination of moves that can drastically change the way a specific enemy setup plays in PvE this has some good niche use as a tool for particular battles to set up your strategy. However, outside that it’s basically a slight spin on the Halodrei moveset which is barely much difference so is one for the bench.

Gummy dragon lime goes in at B for general and B for PvP, with 160TU piercing sweeping this looks like one of those SE underwhelming sweepers that is intended to be a payoff for the strategy but doesn’t compete with what PvP teams normally do. However, it may be fine in the overall G.D. strategy.

Movements:

A few minor adjustments here, the biggest being the first two.

Mythics going up:
Botan-Douji moves from A → S in general, somehow I missed that this doesn’t actually need link for PvE. Simply skip behind for easy timestrike kills and use slayer stun for killing/control very nicely. Perfect stance makes it tank extremely well and it can actually maintain that with bloodlust far better than PvP, especially if you have anything to heal it.
Na’turgoul moves from D → B in general, the owners of this in my clan insist it should be higher and it’s true that high speed sweeping is no joke.
Nagandia moves from A → S- in PvP

Mythics going down:
Onyxia moves from S → S- in general
Ankara moves from B → C in general
Asmodia moves from C → D in general
Suikenshi moves from S+ → S in PvP, we’ve already seen a rise in mythics and this will only continue, as well as more and more high defence monsters. Hence, dual slayerbane damage is going to suffer.
Plumesilisk moves from S- → A in PvP
Nightingale moves from A → B in PvP

Legendaries going up:
Ashterios moves from B → A in general, incredibly good sweeping and tanking while also having purify, perfect for PvE as long as you can do link.
Dolphoenix moves from B → A in PvP, great stun control that tends to take over a match with the other dolphins if supported with enough rocks.

Legendaries going down:
Atrahasis moves from S+ → S in general, takes quite a bit of work to do its thing properly.
Delugazar moves from S → S- in PvP, while still being a great sweeper with relevant killing moves and excessive force being very useful, it’s more on par with the S- tier monsters.
Prismaryx moves from S- → A in PvP, while great for link holy, the unimpressive damage on dual slayerbane and limited moveset means you desperately need to build around it for it to be viable.

5 Likes

Update

Notes:

We recently had an update to version 2.25 which you can see here. This post will cover the movements with regards to these changes.

This update nerfed a bunch of second forms that had important parts of the final form moveset.

Baby summon got a really interesting buff in this update that not only means they come with full stats but also with the bonus of the monster that created them and any stats buff (basically in PvE the enemies will make buffed babies). This generally makes the move far more effective and it’s definitely a viable option in battles now. The monsters affected are Plumesilisk, Ophidiator, Tortogeist and Zephyrin.
Plumesilisk = does a good job interrupting many more attacks
Ophidiator = the babies are reasonable enough SEs which one-shot non-tanky legendaries, generally making the union much easier
Tortogeist = the baby gets a turn quicker (with bonus) and takes reasonable effort to kill
Zephyrin = the baby gets a turn quicker and survives to it much better (far easier to stun burst)

Onyxia got fatal sting turned into an upgraded poison touch (130TU → 50TU) so it now fits in poison setups far better, it can rapidly deathmark enemies in a pinch and it can charge bloodfury in only 50TU now if an enemy is put onto low HP. Ultimately I do think this is a lot stronger but I hear conflicting opinions on the monster’s strength so I’m leaving it where it is for now.
Frozmaw’s new passive is a welcome addition but not quite enough to push it up a tier. I’m shifting SEs in PvP down in the next update (coming very soon) and Frozmaw isn’t lowering, so it’s comparatively going up.

Movements:

These are only with respect to the changes in version 2.25.

Plumesilisk moves from E → D in general, better at protecting the team now with baby summon.
Ophidiator moves from B → A in general, union is far easier to get going, making this easy to sweep and tank with.
Tyrfina moves from D → B in PvP, I personally love the design of this but it was a bit clunky… punish becoming only 30TU means this should now really a good job of halting the enemy team’s momentum and even when you don’t get a second kill with punish you’ll have a bloodcrush with good damage to follow up swiftly after the first. It’s hard to gauge this monster completely without seeing it in practice, but I’m hopeful it’s now pretty strong.
Blazerider moves from S → S+ in general, fighting spirit makes this a nice SE sweeper for tackling mythics.
Pyramid golem gaiamid moves from D → S- in general and C → A in PvP, finally getting the proper P.G. moveset this can add to the others and be a second Lavamid of sorts.
Santabeast moves from E → D in general, the Yuki are very nice to have and probably now the main use for this monster is literally to make them. However, it’s still fairly limited overall so has niche use in PvE and that’s it. Definitely a fun update to the moveset though!

Update

Notes:

We’re onto 2022 so it’s time to add the new monsters we’ve had since the anniversary. Unusually, we only have one mythic to add!

Additions:

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

Majorie goes in at D for general, F for PvP, and second form tier 2, with the ability to look at the enemies next in line this is very unique and has high potential… but then you look at the moveset and it’s not good at all. While on the battlefield this doesn’t offer enough without heavy reliance on RNG. As soon as you have one or two enemies sleeping the chance to sleep the others falls dramatically and if you’re not using sleep immune teammates you can mess yourself up badly or otherwise be slow as Majorie has to purify. If the opponent can counter sleep then Majorie becomes almost completely useless. The max defence and camouflage is no surprise given the weakness of the moveset. Ultimately, Majorie will work in niche setups that have a lot of sleep immunes and are probably very controlling with sleep already. It’s not too shabby in PvE because putting teammates to sleep isn’t as punishing and it’s a tanky dreamcrush monster, but there are better things.

Scolopendragon goes in at D for general and F for PvP, with an incredibly restricted moveset that gets completely shut down by repulse or repent this is not a competitive monster. However, it’s certainly a unique and fun design. 100TU killing that heals this tanky monster each time and you build up to a move that piercing one-shots all enemies. You can try it with OoO for better reliability too, but it still needs one kill before the first death bite.

Rhinoel goes in at B for general and S for PvP, with Boxchomps’ detonation+ being so powerful the entrance passive on Rhinoel is borderline overpowered. Lots of monsters have ways to kill teammates so it really depends how much that’s in the meta. If Rhinoel becomes popular it’ll probably even shift the meta in this way. The moveset itself is solid enough. You can line up a kill for 80TU bloodcrave using teammates, swift ally substitute can do stuff plus also create an opportunity for a kill and even in worst case scenario piercing blow can easily grab a kill. So basically Rhinoel is self contained well enough it will reliably become a good sweeper on the battlefield on top of a huge entrance. Just make sure you’re not playing earth behind it. It’s borderline S+ but the meta may handle it well with backstab stuff.

Cetaskagon goes in at B for general and S- for PvP, with massive defence and auto-megabomb this is a pretty effective stun absorber for 5-8th slot. Raw catapult does 4125±10%, which is enough to kill legendaries with good reliability so should let it function as a sweeper if you’ve got things to throw. Raw hypontise is the big move though, allowing you to gain good control when it first gets a turn. I think this monster has a lot going for it and should be one of the top stun protection legendary options for PvP.

Gummy dragon blueberry goes in at A for general and B for PvP, with defang and double faststrike this can be one of the better gummy dragons. See below for proper details.

Gummy dragon cranberry goes in at A for general and B for PvP, with time’s up and double piercing blow this has the most reliable sweeping potential of the group, but it always depends on the enemies. See below for proper details.

Gearcroc (s) goes in at B for general and A for PvP, with a love for RNG this monster is unlikely to do well on the competitive scene, but looks a lot of fun. Stun martyr I’d actually say is a downgrade over stun absorber on original Gearcroc because auto-protect is already forcing the enemy team to deal with it when it’s stunned out of play. However, switching healing for damage dealing seems better. Random knockback is particularly good at countering throw monsters. The moves you choose heavily depend on the situation so I can’t analyse more. If bloodcrave damage isn’t buffed (not sure yet) then this will not be a viable sweeper at all. Ultimately, the only place I can see this being used is in link shadow teams because good stun protection is hard to come by.

Torrentide (s) goes in at D for general and B for PvP, with normal Torrentide being a top PvE super epic this has big boots to fill… it sadly doesn’t quite get there. It’s a very different monster to the original, having low attack for slayerbane and the clones have no protection so will die almost instantly. Clone next is basically a delayed “mark a random enemy” move. Hence, this monster is basically quite simple: it marks an enemy on entry then can kill it with cornered snipe. Beyond that it desperately needs other teammates to mark enemies. It’s a fine addition to the mark archetype, doing well there. However, it’s completely restricted to mark teams which makes me put it lower in the tier list.


The Gummy Dragons:
We have all four (for now) and I’ve tested them through 150 battles of SotF. My general impression is they’re clunky and challenging to play with, but can situationally be very annoying to deal with or powerful. I personally like their power level and hope people enjoy playing with them, but they’re not PvP competitive so they’re for fun in PvE or for some casual PvP. Here’s an overview of how they work and where I’m placing them in the tier list…

What matters is the exact number of Gummy Dragons (GDs) and Vanillawhelps (VWs) you have on the battlefield. You need all four GDs to be alive, otherwise you get stuck with not enough VWs for the moves or not enough GDs to have the stats buffed. 2x VWs, 2x GDs and you can sweep easily with everyone tanky (ideally one GD is Blueberry for double faststrike). Basically any other combination is significantly worse…
2-3x VWs, 1x GD = very low damage on the GD so you can’t do anything
1x VWs, 2-3x GDs (how you often spend the time) = only the killer moves, which are heavily dependent on what the enemies are and swiftly run out of targets (+ counter strike, see below)
1x VW, 1x GD = useless damage and restricted moves

Now with that said, if the enemy team is a mixture of elements and doesn’t include much holy/shadow the GDs can potentially clear through enemies very well. Doing a mixture of that and swapping out the GD which doesn’t have any counter strike targets to then gain access to the killer moves too + put a tanky protector in the way is what you’ll ideally go for. Each GD can swap in two VWs so you can put a lot of them in the way over time if they’ll help. If the enemy team has what you need, GDs can feel strong. The issue is whether that will frequently happen. Also, as soon as 1-2 GDs die then it all falls apart and you’re left with a useless SE or two. The one saving grace is you can make them annoying to kill through by creating VWs, which may make the next monsters you have in your team a little harder to deal with (untested, just a theory).

Right now the GDs are ruined by enemy protectors because they rely so heavily on counter strike hitting the correct target. If there are holy and shadow GDs coming then I hope one has assassinate! Gaining two more GDs will improve their power level enormously, due to what I said above about when you have 3 or fewer the strategy all falls apart.

I reckon the order of importance for the GDs is as follows:
Blueberry (A general, B PvP) = best sweeping move (double faststrike)
Cranberry (A general, B PvP) = best killer move (time’s up) and can nearly suicide to get two piercing kills in a pinch
Lime (B general, C PvP) = for when you meet sleep (nightwatch), power slash doesn’t really do enough damage
Banana (B general, D PvP) = the most clunky, double retribution requires not swapping out for a VW then having a teammate die and a VW still be there (lining that up is rare), dual slayerbane is charged by things going poorly but somehow having 2 VWs on the battlefield (basically never happens)
(Bear in mind that they all have the good use with counter strike - pretty much the main move)

Movements:

I decided to go pretty big here, shifting down a lot of SEs in PvP to better balance them across the tiers. In doing this I shifted the focus slightly more towards what works in high level PvP. I also reviewed mythics in PvP and a few random legendaries. In both cases I moved them more where I personally feel is right. Some mythic movements I have to pay credit to a few friends that I spoke with about them and they convinced me to value a few things that I’ve been hesitant to value/de-value. As always, I really appreciate the input!

Mythics going up:
Exocross moves from S- → S in PvP, a crazy sweeper that sets itself up.
Botan-Douji moves from A → S- in PvP, the more I see this, the more I like it. There’s the potential for it to get a bit stuck with the moves but in practice it just tears through teams and if it can stun then it causes heavy disruption. It’s very awkward to kill a lot of the time.
Na’turgoul moves from B → A in PvP, 50TU sweeping on any enemy you like is brutal.
Tyrfina moves from B → A in PvP, a brilliant monster for stopping the enemy momentum. Thanks people for giving me the confidence it’s not just my bias!
Yukihime moves from C → A in PvP, I regret moving this down from A tier 6 months ago. It has strong moves with fatal heart making the enemy team unable to fight if they ignore Yukihime and fatal sleep being very effective sweeping because while Yukihime is waiting for her next turn there isn’t a new enemy on the battlefield yet (delayed killing is excellent).
Kuraokami moves from E → C in PvP, somewhat guaranteed value with the Yuki revenge and 130TU piercing double sweeping is great whenever it lines up. Not amazing, but better than E tier where I let it drop to (it used to be up near the top - a hard one to judge without owning it).

Mythics going down:
Leira moves from S → S- in PvP
Ophidiator moves from A → B in PvP, a little restricted due to union, hard to create a super strong setup for it.
Sivanna moves from A → B in PvP, a useful tool I need to spread things over the tiers.
Nightingale moves from B → C in PvP, exact same as Sivanna reason.
Onika moves from B → D in PvP, discipline is a great move but I really can’t get behind the rest of this because it’s too niche use.
Flutterdrake Maeve moves from C → D in PvP
Voidress moves from C → D in PvP
Mai moves from D → E in PvP

Legendaries/SEs going up:
Kamiwyrm (s) moves from C → B in general, link bloodfury damage is enormous so it kills buffed monsters as soon as it has just one kill.
Pandamonium moves from A → S- in PvP
Keeperdragon moves from A → S- in PvP, with link fire having way more support this is easier to play and I forgot it actually has full attack stats so the 50TU link poison eater does decent damage. It’s high speed and even sets itself up, similar to Nectareon.

Legendaries going down:
Cephalogandr moves from A → B in general, stealth is amazing in PvE but this monster needs some support to work brilliantly.
Geomagnus moves from B → D in general, my original thought was ally substitute then backstab to charge bloodfury and get a second entrance from a teammate but in hindsight I think it’s too clunky as a sweeper for PvE.
Sweetfeather moves from C → D in general
Tagosenshi moves from A → B in PvP
Terrordragon moves from B → C in PvP, it moved up for poisoned burst but poison massacre does not work well in PvP and you need fairly significant support to help poisoned burst too.

The Super Epics PvP shifting down:
S+ → S= Galvbane, Jackalhotep
S → S- = Gearcroc
S- → A = Devilborg, Igniscapra
A → B = Atlanteon, Bitterbeast, Blitzdragon, Fluffurious, Flutterdrake daffodil, Ventokaizer
B → C = Abyssoldier feryvast, Abyssoldier poward, Abyssraider, Aeraider, Archseraph, Bitterbeast (s), Blightwyrm, Gaiakaizer, Komaguard, Luxking, Magmaraptor, Shadowbaron, Snowgun, Thordragon, Thorhoof
C → D = Balancion, Carnofrost, Cryptblade, Diredemon, Gaiawolf, Luxyrion, Megamummat, Onikage, Oroblazer, Pegassiah, Sanctaurus, Sharknight, Simuronix
D → E = Arkodragon, Gnashjaw (s), Guardtotem, Hydrokaizer, Inuguard, Leviazar, Megazeratops, Ouroburn, Pyrokaizer, Scorpionite, Statikat, Terrorex, Velocirex, Vulcarexor
E → F = Blizzheart, Blizzheart (s), Demolitron, Deucalizon, Lunaverios, Magmalathian, Magmatyrant, Mecharex, Ragnawolf, Revenatus, Spinoarex, Typhondragon, Virabbit

8 Likes

As an alternative to ONEduck’s above. Here’s where I would place them in their own tier list. In brackets is their cost, which I think matters a lot because there is a huge range (2-7). Hence, some are really good cheap filler for your team while others you expect to function more like a real monster.

Tier (PvP) Monsters
S+ Diamonoid (2)
S Musashoid (7), Sherloid (6)
S- Meatoid (2)
A Houdinoid (5), Romanoid (6)
B Bomboid (5)
C Spookoid (4)
D Goldoid (2)
E Bronzoid (2)
F Aluminoid (2)

Diamonoid and Meatoid are the best general purpose protectors at 2 cost, Meatoid having synergy with hold ground monsters. Sherloid is better, but at higher cost.

Musashoid is a genuinely good monster, best in poison teams.

Houdinoid helps protect from stun and synergises with a stun absorber a little way in front in the team. Romanoid is sleep/poison protection (particularly sleep).

Bomboid is a unique build around that can be quite good.

Spookoid I personally wouldn’t go for in PvP. It’s a gamble whether it works and the opponent sometimes gets to choose something bad to give you. You’re generally looking for better in a PvP team. However, in a team that cares about shadow or stealth it can have a place.

The bottom three are fine cheap filler if you want protectors, or good to have at the back to throw because they might help quite nicely in matches you don’t throw them too.

No

2 Likes

Update

Notes:

We recently had an update to version 2.26 which you can see here. This post will cover the movements with regards to these changes.

Not much changed in this update besides some bug fixes and a few monsters getting buffed. However, those buffs are quite significant for those specific monsters so all of them are moving in the tier list!

Movements:

These are only with respect to the changes in version 2.26.

Medbie moves from F → D in PvP, she now gets a shield on entrance when you have more monsters than the opponent. This is the buff I asked for months ago and I’m really happy to see it. I think it does a lot more than you’d expect at first glance. It makes her fit into throw teams and others which create monsters at the back because she’ll either create extra rocks or become too awkward to shut down. With a shield it will often take 2+ attacks to put her below overconfident strike range and every time she gets a turn she can pullback to create a Mr. Bun then re-enter on 100% HP and with another shield. So she now makes up for her low speed by requiring focused attention to actually stop and quite significant damage output if you don’t stop her. Bear in mind she also somewhat deals with stun because she can swap for a bunny, take the stun before re-entering then her or the bunny must be killed before she gets a turn otherwise she’ll push back all enemies by 160s. Don’t get me wrong, she’s not amazing or anything. However, I know people have been completely ignoring her and now with this buff she’s a functional mythic.

Persephia moves from E → D in general, piercing on her hit all move makes it an even more potent payoff for getting kills with her. With 3 kills it one-shots all mythics and can even do buffed enemies if you have more kills. Ultimately, I think this monster still has some fundamental problems with its core design that I’m not moving it up in PvP until it’s proven to be very effective. But with give turn there’s some scary potential here (Gentleowl anyone?) and you can definitely capitalise on that in PvE.

Milgon moves from C → A in general and C → B in PvP, this is another buff which is subtly good. Milgon is tanky, poison immune and half stun immune with piercing sweeping. The only thing holding it back is low speed being a bit slow/clunky setting up the sweeping. However, accelerate in the SS means that it doesn’t need any support to be threatening a piercing kill quite frequently and if the window ever opens up for marked crush double that can be brutal. It’s now one of the ideal choices for mark teams and I think it’s become viable for PvP use. It’s borderline A/B for me.

Shinobidragon moves from C → A in general and D → A in PvP, a nice revamp to include stealth is very fitting for a shinobi and the new attack move is very impressive. 100TU, bypasses protectors, heals 50% damage dealt, easy one-shot damage and does critical with either stealth or sleep. Dreamy entrance is strong so with some teammates to stealth it I can see it working quite well. If there’s ever a sleep+stealth team this would be ideal for it.

3 Likes

Update

Notes:

We recently had an update to version 2.27 which you can see here. This post will cover the movements with regards to these changes.

This was really big for PvP balance, tackling a bunch of the monsters people have wanted nerfed for the last few months.

Majorie, Mai and Onika had very minor tweaks which I don’t think have done much. Lowering the TU of these overcosted moves is obviously nice and each of them is needing the boost.
Abyssoldier Poseidon I’m not actually moving despite its clear nerf. I think I should’ve had it higher in the first place but didn’t bother moving it since I thought a nerf was coming.
Nauticruiser no longer has the FL combo with Auraleus, but is still excellent in every other setup so not moving anywhere.

Movements:

These are only with respect to the changes in version 2.27.

Vixian moves from F → D in PvP, a proper payoff now for making lots of rocks. Soul missile is a very strong move and this monster is good, but only for specific teams.
Haneri moves from C → A in PvP, making the bloodthirst into bloodcrave is huge. Not only is it easier to charge, it’s also a faster sweeping move (only 80TU, 68TU since it’s +9). This means Haneri is now an extremely good sweeper on top of offering stun control and the OoO combo potential. Huskegon is a tiny bit better but Haneri takes a close second as the best stun mythics.
Dolphreeze moves from S → S- in PvP, still brilliant but we’ve got a lot of strong legendaries these days and not having the defence buff weakens the dolphin setup a lot.
Jungleflipper moves from A → B in PvP, without the attack buff it still does good damage with raw catapult but it doesn’t one-shot mythics and the monster is generally good but nothing special now.
Dolphariel moves from S- → A in PvP, this has been indirectly nerfed as dolphin bond has been weakened and I think it was a little too high anyway.
Scolopendragon moves from D → C in general and F → D in PvP, this is very good if you can get it going and is a little easier to get there too. It’s not great, but it’s worth having some fun with.
Gnashjaw (s) moves from D → B in general and E → C in PvP, this is how it always should’ve been! Three rocks means at least one should be there when it gets a turn and it can hopefully charge bloodcrave. You might be surprised me putting it in B/C tier when the damage is bad but I reckon there’s some potential with other monsters that want to sacrifice tokens or just generally how up to 5 rocks in a row can protect a sweeper well.

1 Like

Update

Notes:

It’s been three months since my last update so there’s a lot of monsters to add. As has been typical for the last year, the legendaries seem great but the power level of the mythics is all over the place!

Additions:

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

Coretta goes in at A for general, S- for PvP, and second form tier 2, with “till death do us part” taken a bit too literally, Coretta is a flavourful waifu design I can get behind. Vow is a significant investment and means she’s slow to get going but there are plenty of monsters who benefit a lot from the +50% atk/def and -20% TU buff. She’s then a tanky killing machine once she gets another turn but what I think is particularly important is the 42TU reusable shield a teammate move. The defence this offers your team is ridiculous. Ultimately, definitely needs some thought put into team building but in the right setups she should be exceptional. The key is probably having GT monsters and/or enough good targets for vow, plus using her near the front of a team so the opponent hasn’t got momentum yet. Also, worth noting this is the first monster in the game which can stats buff a teammate.

Hawknight goes in at C for general, C for PvP, and second form tier 2, with the flexibility of shielding your team, being a protector or stunning and killing enemies this is a decent monster all around. It’s not flashy in any way but should be reliable and feel good with the bloodfury + stun immunity + HG.

Hu Shin goes in at F for general, F for PvP, and second form tier 2, with situational attacks that can only be used in restricted scenarios this is a recipe for disaster. It even has a passive that’s inactive a lot of the time. I’m genuinely thinking this is the worst mythic in the game. I’m not going to rant, but I think this needs some serious changes made. I easily ignored it in the SCB and I think if you ever meet someone using it simply ignore it and watch it flail around.

Elemphox (holy) goes in at F for general and E for PvP, with a moveset that relies on monsters of various elements on the battlefield this is fun design but can be a little complicated to use. Ultimately, this holy version lacks a bit of punch. It’s packed with supportive skills but they are a little situational. Full defence, shield and stun immunity is great, but the low attack sadly means flaming blaze is very weak so you’re really just looking at a monster who can often feel lacklustre. It’s like a Vigziarid without damage dealing, sleep moves and requires extra conditions to use the moves.

Elemphox (shadow) goes in at C for general and C for PvP, with a far more proactive moveset this shadow version is a lot stronger. The slow from frozen punch is particularly brutal, the option for stun control is a welcome addition and the fall back of good damage moves keeps the floor power level reasonably high. In practice, it’s probably a good idea to use this with earth/fire monsters and gain benefit from the water/storm moves when you can. It’s kind of like a Pandamonium with weaker control but got reasonable damage moves. Nothing special, but quite good and an interesting design.

Mantisamurai goes in at S- for general and S- for PvP, with probably my favourite move in the game “one-on-one” I’m definitely bias on this. However, it’s incredibly good. There’s a bunch of ways to use this: OoO (FL or later), with sleep, or with bugs. I think we’ll see a lot of people experiment and create powerful setups with it over time. It will become especially good as we get more good bugs! Instant double dreamhunt is particularly brutal, dealing insane damage to kill buffed enemies and also charging bloodthirst immediately.

Ammityrant goes in at B for general and D for PvP, with mirror revenge and a 200TU signature move which kills enemies despite their buff and ignores revenges this is clearly made for PvE. More specifically: Ultimate Challenge. Perhaps there’s a place for this in a true hit team but generally you’re looking at a good value monster that can kill some enemies with sinner’s punishment before getting killed itself at some point. I really do not understand the use of the secret skill so if someone could explain that to me I’d appreciate it.

Baphogouge goes in at A for general and S- for PvP, with a moveset and artwork very similar to Ashterios this is basically earth’s version and I’m a big fan. Ashterios has a faster setup move for link bloodbite and is a harsh counter to sleep, but poison immunity makes Baphogouge’s sweeping a little better and the main thing here is the good speed (61%) with demoralize. That gives it front line potential and 160TU is not as bad as it looks because it’s a guaranteed piercing kill which can target a huge number of enemies and even kills fire mythics. We don’t have a good earth GT monster yet but that’s also another idea to help it get to link bloodbite quickly. Ultimately, I think it’s about on par with Ashterios but fills a slightly different role.

Aurodragon (s) goes in at E for general and C for PvP, with flavourful call backs and an awesome spin on a beloved monster this is everything we wanted to see. It also develops shadow’s rock synergy, something I’ve wanted ever since the rework of Devilborg. If you didn’t know, Auro originally was a throw monster but got reworked so this is basically version 2.0 of the original design! In practice, this is a link shadow version of Kuromasa that doesn’t one-shot mythics but has very interesting decisions to be made whether you choose to keep what you’ve reincarnated or throw it to kill and reincarnate more (i.e. a weaker and restricted Kuromasa but can give some additional value). I think I like it most doing link double catapult first, then link summon minions, then doing more catapult. Note that the order enemies are added into your team is based on their placement order in the enemy team, not the order you click them or their position on the battlefield.

Saberdragon (s) goes in at A for general and S for PvP, with high speed, hold ground and payback killer this is a heavy counter to death revenge. Like the normal one, you’re probably building around this with enrage teammate to use electrocute. The attack stat is a little lower so it doesn’t one-shot any of the higher defence legendaries but the plus side is it’s slightly faster (60% → 69%) and hold ground makes it harder to stop the combo. I like the dual immunities on normal Saber and bloodcrave here does actually need two kills to one-shot, but overall I think it’s probably a little better and it’s a silver bullet for DR in PvE.

Woperdoom goes in at C for general and F for PvP, with delays and RNG on its moves this is a little hard to wrap your head around. Basically, this is another mark monster that wants to be used in a team of mark/poison monsters but is generally slow and difficult to utilise. Note that the curse move is a guaranteed kill after the 200s passes, with the only restriction being the enemy must be marked first. I reckon that gives Woperdoom some PvE potential, but only in specific teams. It’s way too slow for PvP because you won’t have enough time to clone, bloodcrave is a nightmare to charge (especially because mark monsters all pierce - no putting enemies to HG) and the curse takes 200s. I think this monster should be buffed to have 80%+ speed so it can be good for marking enemies for teammates to kill as well as threatening the clone move better.

The elfin dragons:
With six of these coming they’re currently hard to judge, especially because they need all six to work well. They rely on having another ED next in line and can each step back. Each ED has an entrance effect so the play pattern will be a mixture of swapping them in and out for those effects plus using their moves that are good for the situation. If left unchecked, they should be able to capitalise on any situation with the right ED and do fast sweeping but I expect them to fall apart terribly whenever things go badly.

Elfin dragon hvit goes in at B for general and A for PvP, with low condition sweeping that does 4500 ±10% (one-shotting all legendaries but not mythics) this has could be an ED that makes the strategy work well. Protector killer is probably very weak and switch friend situational (mainly for removing itself when it’s left alone), so it’s mostly about that sweeping and I reckon having it behind a protector may be important.

Elfin dragon rod goes in at A for general and S- for PvP, with setup for 70TU double sweeping (at least once) and two other strong 100TU moves this looks fairly exciting. 59% speed is decent too. I reckon this will be one of the better ED and perhaps make you want to use them amongst poison support to accelerate it and do something like 45TU double sweeping repeatedly.

Elfin dragon gronn will be added next update. By the way, did you notice their names are really bad spellings of the colour they are?

Movements:

I decided to revisit some monsters I’ve seen a lot more in practice since I ranked them and either underrated or overrated them but have been too stubborn to move in previous updates. If you’re an experienced player with your own opinions you’ll probably like where things are placed a bit better now.

Mythics going up:
Persephia moves from D → B in general, the build-around capability here is very good and there’s rebirth synergy too (e.g. clone/entrance/revenge monsters) plus rebirth is reliable for adding kills so you don’t even need a throw next kill.
Exocross moves from S → S+ in PvP, this is the kind of monster which swings a match as soon as it gets a turn. What makes it unique is how it requires no special situation to work, it sets itself up and does the job. Also, it has some additional flexibility which can be very useful.
Botan-Douji moves from S- → S in PvP
Wilhelmina moves from A → S- in PvP, incredibly reliable sweeping due to the low requirements and the TT has overperformed in my experience.

Mythics going down:
Don Rilla moves from S+ → S in PvP
Suikenshi moves from S → S- in PvP, with tanky mythics on the rise this is a great sweeper for teams but not quite the top mythic it was before. Also, true hit becoming more readily available has also taken over the niche of focus a little.
Harleking moves from A → B in PvP
Deus X moves from D → E in PvP
Dragulus moves from D → E in PvP
Uraniumedhus moves from D → E in PvP

Legendaries going up:
Magmagund moves from S → S+ in PvP
Rhinoel moves from S → S+ in PvP
Geocosma moves from A → S in PvP, I was skeptical and didn’t want to overrate aggression but this has proven to be a brilliant monster for PvP.
Razorstorm moves from A → S- in PvP, underrated too much by me, 100TU union attack is really good and easy to set up then the entrance passive is a nice bonus that’s easy to build around. A good addition for many PvP teams.
Tridrakhan moves from A → S- in PvP
Polareon moves from C → B in PvP
Razoray moves from C → B in PvP, the option of stunning or killing an enemy here is something I’ve undervalued.

Legendaries going down:
Kamiwyrm (s) moves from S → B in PvP, I really valued the idea of setting up a kill for this before it enters but in practice there’s piercing and poison in link fire as well as this too easily becoming dead weight when it doesn’t work out. It’s good in link fire and when positioned well, but that’s it.
Cephalogandr moves from S- → A in PvP, I’ve used this a bunch now and it’s a nice addition to teams but slightly weaker than S-.
Galliodragon (s) moves from S- → B in PvP, unfortunately this is extremely hard to pull off. Without link it is useless and it otherwise relies a lot on stun. It’s good in a heavy link fire team but that’s it.
Triviathan moves from S- → A in PvP, a little clunkier than I’d like in practice, but brilliant in the right team.
Cyclozar moves from A → C in PvP, a personal favourite of mine but suffering now that there’s fewer weaknesses and higher defence.
Zeuswyrm moves from A → B in PvP
Atrahasis moves from B → C in PvP
Chromera moves from B → C in PvP, forever the overplayed mid-tier monster.
Lunartic moves from B → C in PvP
Voodoom moves from B → C in PvP

Super epics going up:
Spectrefox (s) moves from S → S+ in PvP, definitely one I was stubborn about. It came out at the same time as Jocodragon, which made me underrate it a little. However, I didn’t consider quite how harshly it counters sleep. It makes teams very irritating to stun and pretty much stops any sleep as well as killing all stealth/camo monsters and anything with stun skills. There’s so much it messes with (stun/sleep/camo/stun skills/poison) and the low TU moves means it’s always available to perform the counter. Even if you have none of these things it can charge bloodcrave off a HG monster and get sweeping. Ironically, stunning it pretty much the best way to deal with it. I am slowly beginning to hate facing it… because I almost need to put stun into my team just so I can safely run sleep/stealth/poison behind it, since Spectrefox (s) is literally the most commonly used monster in all of PvP. Rant over, lol.
Gentleowl moves from D → A in general and S- → S in PvP, it can easily be part of top setups and the choices expand further with every new waifu.

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Update

Notes:

We recently had an update to version 2.28 which you can see here. This post will cover the movements with regards to these changes.

Only a few monsters were tweaked in this one, this was mainly an update for adding the ability to see the teams of PvP opponents and adding lots of monster bond quests. They’ve now added all the mythics that currently exist in the game and they’ve done the vast majority of the older legendaries, only missing some of the shiny/shop monsters and the newer legendaries.

Click here to see what's still missing

Older monsters:
Stormloch (s)
Tridrakhan (s)
Taloknight (s)
Shadowhunter (s)
Celeshine
Sarcrosphinx
Jaguardian
Pupupa (all six)

Newer monsters:
Banedragon (s)
Galliodragon (s)
Oakthulhu (s)
Cyclozar (s)
Sephileon
Caesardragon
Jack-o’-scorp
A.S. Poseidon
Mantiferno
Dolphariel
Jungleflipper
Cephalogandr
Lunactia
Elemphox
Bunkerbeast (s)
Heavenswyrm (s)
Magmagund
Cetaskagon
Dolphoone
Scolopendragon
Aurodragon (s)
Rhinoël
Mantisamurai
Ammityrant
Baphagouge

Please note: there is currently a bug with Elemphox that means they get +200% attack/defence rather than +100%. I will not be taking this into account here.
Elemphox (holy) still doesn’t one-shot with flaming blaze so unfortunately it doesn’t have much to offer and didn’t gain much from the buff. I hope the moveset can be tweaked a little so it’s worth considering over the shadow version.
Dolphariel had the secret skill sped up so it’s now very worthwhile for the +3 cost. However, I don’t think the monster has been significantly changed so it won’t be moving. It’s simply more worthwhile playing with the SS now (you should probably always have it on).

Movements:

These are only with respect to the changes in version 2.28.

Kunomi moves from F → D in general, F → E in PvP and second form Tier 3 → Tier 2, the low defence, no immunities and no versatility really holds back this monster. However, camouflage in its second life (even in 2nd form) is nice for PvE and being able to instantly remove tokens is a useful addition to its toolkit for PvP.
Noircyon moves from E → D in general and F → D in PvP, a much needed buff of giving this a blood move! 100TU bloodfury which can also kill holy monsters when on 0 kills is cool design and link cannibalise or spiritwyrm conversion can get you that kill you need. This monster is now a pretty tanky link shadow sweeper with flexibility, even if it’s not exceptional because it’s slow and limited to link shadow.
Elemphox (shadow) moves from C → B in general and C → S in PvP, with a holy teammate this now becomes incredibly tanky and kills enemies with ease, even the low damage moves doing high damage. The TU is very efficient and speed is good, making this a great sweeper with extra upside as long as you can meet the minor conditions (predominantly a holy monster on the battlefield). I’m pretty hyped for this, but may drop it to S- if it doesn’t prove quite as strong and flexible as I’m imagining.

Update

Notes:

We recently had an update to version 2.29 which you can see here. This post will cover the movements with regards to these changes.

A few buffs to recent mythics here that were clunky and otherwise just a few monsters. Let’s dive in!

Please note: They failed to fix the bug with Elemphox so it’s actually still got the +200% attack/defence buff. that means they get +200% attack/defence rather than +100%. I will not be taking this into account here.

Yukihime got a nice change to the hit all move so you now might consider using it to slow down enemies or get rid of shields/stealth/etc. It’s good to see the frozen touch passive actually mean something! Ultimately not a major change though.

Movements:

These are only with respect to the changes in version 2.29.

Hu Shin moves from F → D in general, this now has all 50TU moves besides bloodthirst but the restrictions make it stay super clunky for use in PvP. It’s basically a weaker Atrahasis in most cases, which is already a fringe legendary. However, timely revival is potentially very strong so it may play well sometimes and I reckon in PvE it can work reasonably well in teams seeking to abuse this 50TU “necromancy”.

Coretta moves from S- → B in PvP, full disclosure… I was very wrong about her originally. We see a lot of clunky mythic designs that don’t work and unfortunately she was another. The reality is that it’s too easy for aggressive teams to pick apart combos like these before they get going, so Coretta ends up spamming vow and being unable to do anything else. That said, one of the big issues was the TU of vow, which has been drastically reduced. 70TU seems achievable and the shield move becoming 1TU means you can shield your whole team any time Coretta gets a turn, if you don’t mind putting her HP low. I think the change has done a really good job of fixing her problems, but I’m hesitant to get hyped until I’ve properly tested her. So these are the tiers I’m putting her in for now and I’ll probably adjust them later on.

Majorie moves from D → F in general, I was going to save this for a normal update but I’ll do it here. I’ve tried this monster out and it’s horrendous. It’s basically permanently spamming sleep roulette and feeling like a liability as it disables your own team. Only very particular setups can actually use it properly and even in those there are far better options. Speeding up the moves is not going to make a difference, it needs ultrathunder changed into a useful move and/or a mild speed increase.

Beetlebrute moves from A → S in PvP, with Mantisamurai and F.D. Maeve, bugs have become an extremely good union setup recently and Beetlebrute has now got a faster cannibalise to heal your team and remove a dead weight token/teammate. This monster is definitely going to help carry bug union as a strategy.

Lavaronix (s) moves from C → A in general and F → D in PvP, this is a weird one because it’s still got the big problem of stun absorber + TT making it impossible to give turn to and the big payoff of TT being disrupted by any stun. However, having both shield and overwatch makes this take more effort to deal with, potentially creating situations where avoiding the TT becomes hard for your opponent. Also, 250s link megabomb lines up nicely after two give turns. I reckon it’s about as good as the non-shiny standard TT legendaries now when used in link shadow, and a little stronger than them in PvE thanks to the faster megabomb. Thanks Devs for trying to fix this!

Zhulong moves from D → B in PvP, being reliant on stealth was a big drawback but this is no longer the case! With the right setup it should be very nice and it forms a good basis for link shadow in PvP.

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Update

Notes:

It’s been another three months since my last update so there’s a lot of monsters to add again. A lot of super epics this time!

Additions:

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

Orochi goes in at C for general, C for PvP and second form tier 3, with an RNG entrance and low speed, this isn’t anything exciting. That said, it should function perfectly fine as a sweeper and it offers stun protection so it’s hard to go too wrong. Swift revival is a very powerful secret skill that should probably be used on the first turn. The second form weirdly wants to kill herself by using both fulu moves, because she has nothing else to offer after using them.

Atlanachia goes in at E for general, F for PvP and second form tier 1, with a novel idea of working with death sentence this is interesting design, but unfortunately is too underpowered that it’s actually simply backbite → bloodbite and we have better options for that. I hope this monster can see a bit of a redesign. Swift assisted dusk looks like it would be OP, but it’s half the normal strength of assisted dusk so it’s not worth building around.

Carmilla goes in at S+ for general, S+ for PvP and second form tier 1, with the ridiculous combination of defence cap + 80% damage reduction + 50TU full heal + death revenge this monster tanks like mad and still gets value even if the opponent has a way to kill it. The damage moves are also super reliable with their low conditions, allowing you to kill whatever you like and all at efficient TU (100-130). The secret skill is a nice bonus if you’re playing it in link shadow but not necessary so it’s an easy 14-cost include to any team. This monster is quite clearly overpowered and, from what I can tell, has been carrying some newer players up into the higher ranks of PvP. The game can cope with a few OP monsters because we have ways to disrupt/disable enemies but with Momo, Cynthia, Bastia and now Carmilla I’m a little worried. She didn’t need to be this strong.

Jackolene goes in at S for general and S- for PvP, with a very abusable and powerful entrance this has been scary for the community, but I think it’s getting overrated. I know this is controversial, but I feel she takes a reasonable amount of work. The Vineye placement is RNG so you need to get some kills before you actually get any benefit from slowing down the enemy team and in the meantime Jackolene is pretty much dead weight so probably needs removing. When you get to the Vineyes they can be brutal, but even then you can get poor RNG with them sacrificing first time. That said, she’s obviously great but not OP without getting multiple entrances out of her or creating a setup with Vinegazer to do germinate stuff. I love that her damage moves do insane damage, making Jackolene brilliant for PvE.

Sageroom goes in at S for general and F for PvP, with a very wacky moveset this is more a meme than a functional monster. In theory it clones itself and inevitably forces the opponent to attack it then kills those enemies in a way that nicely slows the enemy team. However, it’s extremely slow and underwhelming so in PvP is unplayable. In PvE it’s in this weird spot where it’s still not brilliant but the AI doesn’t sacrifice Musharoo’s with heal all unless there are teammates on low HP so you can abuse this and trivialise many battles by making them a 4v1. This is not viable against super buffed enemies but should work for quite a few other cases.

Shikabloom goes in at S for general and S for PvP, with crazy defence, camouflage and 110TU focused sweeping this is a huge payoff for playing with beasts. Beasts are also the third most common type among legendaries and mythics so it’s very easy to find good ones to play alongside. You can also shield a teammate if that’s important or kill off some dead weight / create stun protection. Bear in mind protector conversion both gives Shikabloom a kill and can be used on Shika itself, meaning going heavy on union to avoid Shika getting stuck is completely unnecessary.

Sturgeonidas goes in at A for general and S for PvP, with full defence, no killer weaknesses and a powerful anti-stun passive, this is the counter to stun which many have been waiting for. A couple of things you won’t immediately realise: if you take both a stun revenge and entrance at the same time your team will get stunned (Sturge does not revive in time to absorb the entrance), all the moves have 1.5x their usual damage so Sturge acts more like a rounded monster for attacking plus also having +100% attack from fighting spirit. This second point means nullifying strike does huge damage, enough to one-shot the majority of legendaries. Ideally though this monster is for use alongside some aquatic monsters so it can union attack for 100TU sweeping, which I personally like a lot so it’s not stun protection for literally every team.

Elfin dragon gronn goes in at E for general and E for PvP, with the best looking moveset on paper I had high hopes for this one. Rockoid morph could even get rid of the elfin dragons. once the strategy has broken down and you’d be left with Gronn having bloodfury. However, catapult deals very disappointing damage (3500) so it’s not going to get much done. It’s definitely one of the weaker elfin dragons.

Viridwyvern goes in at A for general and S- for PvP, with a moveset that’s good enough to be on a legendary and two monster types for union attack this monster looks great. The utility from repulse and pullback is brilliant and there’s no compromise on damage dealing because union attack and bloodfury get the job done. However, the damage from union attack is a little lacking, especially now most monsters have high defence. Only being 100TU and able to target any enemy of your choice makes up for this, but it means that rather than this being a top SE it’s simply a good one that’s nicely balanced. Healing entrance is legitimately very useful too, so I’d recommend considering this as a low cost monster for teams wanting a bit of utility.

Drageckon goes in at S for general and S- for PvP, with very high speed this is unique among poison sweepers and the moveset is very unusual having both 250s megabomb and drain survivor. It’s a little hard to figure out, but I believe it has quite a lot of potential. It’s pretty much guaranteed to come and grab 1-2 kills, thanks to the high defence, so should work in poison end-games and it’s got build around potential in PvE for the megabomb. If you can set up poison in the front line it could be good too, due to the 80% speed double poison eater. If I was a brand new player I’m sure this would be my favourite monster to use in PvE!

Elfin dragon gul goes in at C for general and D for PvP, with high speed and a 50TU killing move this can jump in and out of the battlefield every 85-90s (at +9). It’s also got stun flash as an option and mark protection is nice. However, the marked enemy is random, it has no synergy with the other E.D. and the only way it can do anything is to marked enemies. It’s basically fine filler for an E.D. team but nothing special even there.

Megazeratops (s) goes in at C for general and C for PvP, with stun converter and poison chomp this looks pretty exciting, but the attack stat is not quite high enough. Also, the speed is a bit low for using this as an alternative to Moltenpede for poisoning all enemies. So where this sits is in the realms of not quite good enough to make the cut, unless you’re restricted to only using super epics because it can one-shot them without problems.

Elfin dragon bla goes in at F for general and F for PvP, with an entrance that can backfire on your team and low speed, this E.D. is very poor. The elfin dragons have zero synergy with each other (fire actually messes up this one) and they need each other to work, so this E.D. being bad makes them all pretty useless.

Blazetail goes in at S- for general and S for PvP, with either lava entrance+ or retribution this will easily get a kill and follow up with an 80TU bloodcrave. Not much more to say really other than this is a great SE sweeper for PvP in the mid-game as protection from sleep. It’s similar to Ahuizard but swaps stun immunity for stun revenge and trades the requirement of raw + something to throw for solo fire, with the benefit that it’s 80TU bloodcrave rather than 100TU. It’s borderline S+ for me, we’ll see how it does. I love the artwork here!

Movements:

A bunch of shifting around mythics on the lower end and legendaries on the upper end. I also did a pass over the mythic second forms. I’d also like to take a moment to talk about the elfin dragons, now we’ve seen them all.

Elfin dragons:
This is a really bad cycle of SEs. The design of needing another E.D. next in line is highly restrictive, so it was a challenge to make them good. It means you need to be using many of them in a team at once, probably 4+ but at the very least 3 of them. The water (Bla), shadow (Lilla) and earth (Gronn) are all bad, especially the water one which gets counteracted by the fire one. The storm (Gul) is mediocre then holy (hvit) is very good and fire (rod) is amazing. Overall, that means you’ve only got 3 usable elfin dragons at a push and the payoff for using them is heavily weighted in rod and hvit. Hence, the opponent only needs to take them out and it’s all over.

I can’t see elfin dragons being used except for in very specific scenarios. The only setup I’d recommend is building around rod with accelerate and auto-poison so you can do 45TU double poison eater, using hvit and gul next in line so you can use the move. Gul is useful as the fastest E.D. to quickly jump back into next in line, while hvit is a reasonable alternative 59TU piercing sweeping that can switch friend itself if it gets left alive last.

As a result of this assessment, they’re all moving down. I hope the Devs can redesign them. For example, making them synergise together. My personal suggestion is this:
Elfin rally: self → any E.D. teammate (30TU)
Gronn: catapult damage 1.5x
Bla: lullaby entrance → auto-protect, purify all → purify, dreamcrush → give turn
Lilla: stealthy entrance → E.D. foggy entrance (stealth all E.D.), 44% speed → 64%
Rod: chance toxic entrance → chance poison storm entrance (currently this messes up stealth/shield on E.D.)
Hvit: protector killer → true hit
Gul: mark protection → E.D. protection (poison immune + half stun immune to all E.D. teammates)

Mythics going up:
Mechydra moves from F → C in general and B → A in PvP, don’t quite know what I was thinking putting this in F haha. It’s pretty awesome with the 50TU swift slayerbreak and potential for amazing poison sweeping while being very tanky. Poison isn’t typically good in PvE but this is the kind of monster that makes it work.
Kuromasa moves from C → A in PvP
Auraleus moves from D → B in PvP
F.D. Maeve moves from E → C in general, D → S- in PvP and second form tier 3 → 2, I forgot to move this up in the last update. It got a secret buff in an update of something like 1.5x - 1.67x damage increase on nullifying strike (on the move for all monsters) which has made it suddenly one-shot lots of things. It’s now 77% speed instant shield your team + focused knockback/kill an enemy and is easy to put behind a protector because it doesn’t even get one-shot from true hit. It’s finally as strong as people said originally! However, I do think it’s heavily restricted to FL setups and I’ve definitely disabled it a bunch by repulsing it or killing the other FD before it gets a kill.
Rodeknight moves from E → C in PvP, I intended to move this up last update. Basically I’ve been undervaluing just how good union attack is on the monsters that have it. I reckon Rodeknight is the premium way of dealing with revenge monsters and the requirement of having other beasts around isn’t too bad.

Mythics going down:
Focalforce moves from A → B in PvP
Kirina moves from A → B in PvP
Sivanna moves from B → C in PvP
Medbie moves from D → F in PvP

Mythic second form changes:
Fiona moves from tier 3 → 2
Aethereon moves from tier 2 → 3
Berry moves from tier 2 → 3
Cypridrus moves from tier 2 → 3
Sivanna moves from tier 2 → 3
Yukihime moves from tier 2 → 3

Legendaries going up:
Sobeking moves from S → S+ in PvP, ultimately, tranquilising entrance is just so good.
Abyssoldier poseidon moves from S- → S in PvP
Mantisamurai moves from S- → S in PvP
Rocolossus moves from S- → S in PvP
Whitetitan moves from D → C in PvP

Legendaries going down:
Glaciaron moves from S → S- in general
Pumpking moves from S → S- in general
Raizen moves from S- → A in general and **S+ → S in PvP
Regalion moves from S → S- in PvP
Spectrophin moves from S → S- in PvP
Sacrumega moves from S- → A in PvP
Bovolcus moves from A → B in PvP

Super epics going down:
Armadiator moves from S+ → S- in PvP, been meaning to do this for a while, it’s very strong and great for combos but needs specific mortar builds.
Elfin dragon rod moves from S- → A in PvP
Elfin dragon hvit moves from A → B in PvP

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