Tier list change log

Update

Notes:

We had an update to version 2.30 last month which you can see here. Sorry for the delay - I actually wrote 80% of this ages ago but forgot about it. This post will cover the movements with regards to these changes.

This update was mostly small nerfs to some of the recent meta-defining monsters in PvP. Also, some fun buffs to older monsters and making Orochi far more worthwhile.

F.D. Maeve had the speed reduced by 14%, but I don’t believe this will make any significant difference to how it plays. It’s still an extremely strong FL option when combined with various things.
Mantisamurai has a speed nerf too which has knocked it down a bit in PvE OoO setups but I still think it’s worthy of S- there and in PvP it’s still great. Basically, it turned out high speed with union attack was way too aggressive when combined with other bugs so I’m glad that’s been stopped.
Magmarinus has finally got the speed nerf it needed ever since link fire became genuinely very good. However, it’s still very strong in link fire so I’m leaving it in the same position for now, until I hear from people whether it’s too unreliable.
Cryokaizer got a nice revenge but won’t affect its strength in PvP and then in PvE I don’t feel it’s significant enough to boost the tier, especially because it means you can’t use it as a backstab target.

Movements:

These are only with respect to the changes in version 2.30.

Orochi moves from C → A in general, C → A in PvP and second form tier 3 → tier 2, this was an enormous buff to speed her up and make her very controlling with the stun. I really like how stunning fulu now chains into swift revival or into a second stunning fulu. I still don’t like death entrance but the guaranteed kills with damage/stun and all while being stun protection seems very good. I think she’s borderline S-/A in PvE.
Kuromasa second form moves from tier 1 → 2, losing hold ground makes this definitely worse than the final form for the combos behind a protector. However, getting raw throw is a really nice upgrade so the monster isn’t so all-in on the double catapult strategy. I think the change for the final form of raw throw (100TU) → raw catapult (160TU) is neither better nor worse. Piercing is worth the TU increase, but now you can only attack at high TU.
Sanctallion moves from B → S- in general, the shields are exceptionally good when you’re backstabbing this or otherwise to protect the newly entered Sancta. Unfortunately, in PvP the high TU assisted moves means this is still unviable in today’s world of tanky and camo monsters.
Guardtotem moves from E → D in PvP, a sorry excuse for a monster but this buff made it stun protection. What’s most exciting here is the passive may be a hopeful sign of what’s to come.
Archeopteron moves from D → C in general and D → A in PvP, buffing it exactly how I hoped, this is an intruiging option for use alongside OoO or as budget stun protection. The passives combination is top class but the issue is the damage is a bit low. Stunbreaker deals 4k or barely over while bloodcrave won’t one-shot anything with good defence. Ultimately, that makes it hard to rely on even if you’re able to sneak in a quick kill on a HG enemy or set up your own rescuing cannibalise. It’s fine, but not top tier. Borderline S-/A.
Woperdoom moves from F → D in PvP, the impossible-to-charge bloodcrave has been switched to union attack and I think random clone might have been sped up too. This means the monster has gone from horrendous in PvP to actually having a viable damage move. However, the damage is not great, the monster is low speed and it probably wants to be in a team with both demons AND mark monsters (which it helps set up with its mark move)… which is a tall order.

7 Likes

Update

Notes:

We recently had an update to version 2.31 which you can see here. This post will cover the movements with regards to these changes.

Aoi I haven’t actually added yet. Solo was so silly design though, given she wants a water teammate and she even creates one with another move. It was a much needed change.
Revenarchion getting stun immunity is very interesting. It’s already up high in PvE and in PvP I think its challenges come from getting that first kill and then being slow going through the Noxegg hatching, neither of which have been affected by this. It’s definitely a great addition for the monster and I’m very happy, but I don’t think it affects the tier positions.

Pandamonium has exhausting sleep not unlimited any more. Definitely needed to happen, this monster can perform one of the most brutal sleep locks. It wasn’t seeing play much in PvP like this but could easily have become a thing. I also didn’t see it much in PvE strategies but it was extremely powerful there. For the most part, nobody will even notice this change but it helps avoid the potential problems.

Vineye can now remove itself much more reliably, so the disruption caused by them is very minimal and the heal all may even be a strong thing for the team. I don’t think this has affected anything in PvE, because the AI will only use heal all if a teammate is on low HP, but this has drastically affected Vinegazer and Jackolene in PvP. Funnily enough, I had vastly underrated Vinegazer in PvP so I think it’s fine staying at B tier, but I’ve adjusted Jackolene below.

Boxchomp got reckless attack upgraded to zealous attack, so it can theoretically kill itself off more easily. We’ll have to see how this actually does in practice.

Movements:

These are only with respect to the changes in version 2.31.

Bastia moves from S+ → A in PvP, I’m going to assess this based on the fact the hold ground change was reverted, because that only lasted 24 hours. Hence, in PvE not much has changed in a big way because you don’t need the control from knockback as much (your teammates can already give you enough control). However, in PvP it is crucial to be leaving particular enemies on the battlefield that can’t do very much in the current situation. Making the knockback target a random enemy almost completely destroys the move, leaving Bastia simply as a healer who disables entrances. This loss of interaction with the enemy team is HUGE and means in some battles the opponent will easily be able to leave her alive. It’s incredible to think an S+ monster could be dead weight quite frequently! She’s fallen off her pedestal, dropping from a top 5 monster in the game to a “better than average” mythic (in PvP at least).

Atlanachia moves from E → B in general and F → D in PvP, I think I discredited this a bit too much in PvE before. But anyway, early trigger is now a legit move at 130TU and with her 55% speed if you can use a teammate to death sentence an enemy she can guaranteed kill it on the first turn. Surviving to the next turn isn’t hard given she has hardened carapace and instant shield self. I think there’s decent potential for PvE setups (Zeuswyrm anyone?), plus in PvP she has guaranteed sweeping potential and backbite on a tanky monster is always good. She’s not high (D tier) but mainly because you need a teammate to death sentence an enemy / be a backbite target for her to really do well.

Jackolene moves from S- → B in PvP, her moveset revolves around there being Vinegazers/eyes around and since they’re not sticking around long plus making a Vinegazer teammate is nowhere near as powerful I think she’s not that great in PvP any more. She gives reasonable disruption on entry and mild use while on the battlefield… in the same kind of realm as Tinkerclaus.

The SE “twin killers” (called that for having protector+sleep killer) all got made unique, getting a passive and half getting timestrike changed to a different move. There’s one in each element and they vary from rounded to full attack, with the higher attack ones generally being better. Here’s where I think they all stand…
Demolitron moves from C → B in general and F → C in PvP, payback killer is great for specific battles in PvE and hold ground makes it even better for that. It may even see some use in PvP in certain metas, where the person plans to backstab it one there aren’t payback killer targets. This seems the best of the bunch.
Magmatyrant moves from C → B in general and F → D in PvP, bloodcrave looks spicy and lava entrance is great, but this monster is not really getting kills easily so it’s still low tier.
Spinoarex moves from F → E in PvP, this has the low attack stat problem of Blizzheart but poison all revenge has combo potential that might come up in some way.
Typhondragon moves from C → B in general and F → E in PvP, stunning entrance makes this quite nice for PvE and it improves it for PvP too. However, this is definitely a worse Electricheetah (which literally everyone gets).
Blizzheart moves from C → D in general and stays in F for PvP, with low attack this struggles and frozen revenge is nice but not redeeming. Slight shame, because I think this was my first super epic haha.
Mecharex moves from F → D in PvP, throw is a fairly nice addition to the moveset given its high speed. However, the attack stat isn’t quite high enough to make it special. Overall, fine for low level PvP if you have some rocks made from other sources.

3 Likes

Update

Notes:

Some complicated designs this time! A few monsters were hyped up in a big way but I think the real winners here are a couple of super epics that have snuck in, featured in eggs.

Additions:

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

Mechangelion goes in at D for general, F for PvP and second form tier 1, with a moveset that’s, in theory, very similar to Angelion but works very different in practice I know this was a big disappointment for some. Every move is 130TU+ so if you can’t make an impact with them Mechangelion isn’t doing much. And that’s the problem… there’s no easy way to get a kill for double bloodcrave. You’ll often get stuck with none of the three damage moves doing anything good and the secret skill is both situational and high TU. That said, this is a devastating counter to death revenge, reasonable stun protection and if you can get a kill it’s going to feel great. I can’t put this high because it’s too unreliable. I hope the SS gets changed.

Aoi goes in at E for general, C for PvP and second form tier 1, with stun converter, roaring entrance and a move that one-shots if you have a water teammate this is a decent sweeper for link water teams. It also counters fire very nicely and is good against link teams in general. That said, it doesn’t have much versatility or do piercing so isn’t a top monster. Also, it has to be link water because if there isn’t a water teammate AoI is quite useless. It’s basically just a fine inclusion in any link water team that helps link water decimate link fire even more than it already does.

Akane goes in at D for general, A for PvP and second form tier 1, with a really unique entrance and the ability to kill all four enemies in a little under 100s from entry this is a very exciting monster. Its play-pattern is very much the loop of: entrance (-50% HP on enemies, +2 rocks) → throw all twice to kill all enemies → take off (step back) → enter again to do the same. It can also counter token disruption very well. What I love about this most is it’s created a new team building strategy because you can either use dragons to avoid the entrance backfiring or use low TU hit all moves to take down the enemies even faster. It’s very viable in PvP and fits the classic shadow AoE spam we have some fans of. Akane even works by herself in basically any team and it’s such a fast loop of moves she cannot be ignored easily. All-in-all a great mythic that’s lots of fun.

Arcticlaws goes in at F for general and A for PvP, with three element killer moves and sendback this is like a 2022 version of Cyclozar! The strategy isn’t immediately obvious, but you place this somewhere in the team and it can do stun converter sweeping on storm/water/fire enemies then when there aren’t targets you use sendback on itself. When it re-enters at the end you protect teammates and, whether or not there are targets for the damage moves, you’ll get a free team turn. What makes this extremely effective in my eyes is it can immediately sendback (even in the front line) and the protect is instant, meaning there are no sacrifices made for non-aggression or where it will get stuck. However, the big downside of course is it has weakness to both chrono and protector killer moves. Also, it must be combined with monsters that can kill/remove enemies with ease to get rid of protectors and the other three elements Arcticlaws can’t attack. I’ve been surprised at the community response to it, I am quite a big fan (borderline S-/A).

Otomaid goes in at B for general and C for PvP, with high defence, good speed, no killer weaknesses, two defensive passives and 100TU sweeping moves this looks really pushed and like it would be very strong. However, the moves are all heavily restricted in targets, completely reliant on what the opponent is running. There are many parallels to Arcticlaws above and Otomaid does away with the problems of protector/chrono weakness but introduces the new problem of being stuck on the battlefield without much to do. Link and solo are both quite rare, raw comes up more but it’s still quite restricted… this is very different to Arcticlaws who can target 1/2 the elements. Anti-secret is the only reliable move here and, while amazingly good, is not enough to make the monster stand tall in PvP. Ultimately it’s probably a good include in a team where you might want a backstab target, since it gives you stealth all on entrance, can reliably grab a piercing kill at decent speed then you can decide whether or not it’s worth keeping after then.

Doomhoof goes in at E for general and C for PvP, with high speed this is actually a bit of an awkward retribution monster. At first glance it appears to be great for generic use to punish the enemy team for ignoring it, killing enemies at 50TU with a slayerbane+retribution. However, if that double condition doesn’t line up then you’re forced to waste time with bloodshed so I think you’re actually better off building around this with some kind of tokens to sacrifice. E.g. In an end-game with rockoids. It can work generically, but may feel a bit clunky if the opponent plays around it. Instant element retribution is very powerful and a huge counter to link teams. With even just two enemies of the same element it does good damage. So that’s a great way to get kills for bloodshed and, after two kills, that does decent damage. Important to note that using either it or vengeful bash locks the other until another teammate dies; be careful with that. I like this monster quite a lot but am really unsure where it stands so far, it seems like it may rely too much on meeting the things it counters (token disruption, link teams, death revenge).

Redybug goes in at S- for general and A for PvP, with a stats buff alongside reptiles and the Goldoise shielding all reptiles on entrance this is a very interesting option for teams with reptiles. It’s a tanky protector at a baseline but comes with a wide variety on the moveset (purify, pullback, sacrifice a teammate, sleep). This has been really well designed I think. I especially like the 70TU sleep on Goldoise, it’s a strong move to have for times when Redybug dies. It looks great overall, but obviously very niche because it’s for reptile teams.

Mapledragon goes in at S+ for general and S+ for PvP, with an amazing set of support moves and camouflage this is very controlling on the battlefield, performing more like a strong legendary. It’s also got a useful entrance that gives you value even if it’s killed immediately. This is exceptional for 10 cost.

Searguard (s) goes in at A for general and S for PvP, with a fun spin on a popular monster this is great to see. It also comes with stun immunity, but toxic killer lacks the damage which chrono killer has (it’s 0.8x the amount) so this isn’t as good because it won’t one-shot much at all. However, it should be nice for tackling poison metas in PvP.

Serazael (s) goes in at A for general and A for PvP, with high defence and hold ground and cannibalise token I can see what the Devs were trying to do here (create a counter to token disruption) but the low speed really holds it back because it will be killed before it can remove them. Rockoid morph suffers similarly. Two niche moves means this is almost completely dependent on give turn, which is fine but other monsters offer more (e.g. Mapledragon). In practice, being tanky with stun immunity and give turn should play well enough, I just don’t think it’s effective at countering what it wants to.

Vulpink goes in at S+ for general and S for PvP, with the most complicated moveset we’ve seen on a SE for a long time, this is a hard one to figure out. Both passives are extremely powerful and make it worthwhile either alongside OoO or a little before throw monsters. In PvP it’s especially notable how crescendo will charge up so the opponent will need to kill it after a little while, giving you the rocks. These rocks may prove very useful simply for protecting an end-game with no real effort on your part. Robots and beasts are very common types, taking up a little over 1/5 of all legendaries and mythics so those countering moves will definitely come up. Overall, Vulpink is probably not the most threatening monster on the battlefield but can occasionally do some powerful things early, otherwise becoming strong if given some time. I’m quite high on it, but it may prove too slow and only be usable in teams that can give it the time it needs. It seems exceptional in PvE. Side note: I don’t know the damage EMP does here, please tell me if you know.

Movements:

A bunch of shifts based on community suggestions. I didn’t look too far beyond what people mentioned because next update will be a big one where I turn everything into a nice bell curve again, to round off this year properly for my annual review series and have better comparison to previous years.

Mythics going up:
Mechydra moves from C → B in general
Kunomi moves from E → C in PvP, this has impressed me quite a bit when I’ve met it. The entrance is very powerful and it needs regular attention to deal with, plus also comes back stronger later on. Any poison or stealth it works very well with.

Mythics going down:
Exocross moves from S+ → S in PvP, I went a bit overboard moving this to the top. I said I was unsure at the time and yeah while it’s extremely powerful it does have an issue of being slow as well as sometimes the 3+ marked not working out how you’d like it.
Vixian moves from D → F in PvP, the extreme team building requirement should keep this lower, even if it’s quite good in the right team.

Legendaries going up:
Hanzowolf moves from S- → S in general, while not for every team, the locks you can perform are very strong and it can single-handedly control+win a bunch of battles. I may even make it S+ in the future.
Chronotitan moves from A → S in general, this is super rewarding and not hard to pull off, even in super buffed PvE with very little support thanks to having hold ground and desperate bite. The secret skill made this so much better and I probably didn’t pay that enough credit.

Ammityrant moves from B → S- in general and D → C in PvP, I still think the SS is horrendous, but I’ve been very impressed with how well the 200TU sin move can line up and true hit is a great move too when it’s online. In PvP it feels very threatening and it can push someone to trigger the mirror revenge with something they don’t want to.
Scolopendragon moves from C → A in general and D → B in PvP, if you can get just one kill with this it does amazingly well.

Sturgeonidas moves from S → S+ in PvP, nullifying strike does tremendous damage making this an insanely good sweeper which also happens to completely protect you from stun. What made me push this up one tier is how you can use instant stun killer to help nullifying strike even kill higher defence monsters. I considered this before, but it’s a pretty big deal how much damage can be dealt with literally no requirements other than Sturgeon being on 70%+ HP.
Hellfox moves from B → A in PvP, I can’t actually find any post I made about lava entrance but it’s added a lot to the moveset: sometimes enabling rebirth on the first turn and otherwise being sleep protection for the team.

Legendaries going down:
Stratustrike moves from S+ → S in general
Zeuswyrm moves from S- → B in general and B → D in PvP, a personal favourite of mine and stun bomb curse + roar are brilliant for control but stun protection has developed a huge amount since this first came out that it’s simply so unreliable. I know stun has been a big issue, but this is one of the sad casualties I think.
Jaguardian moves from S+ → S in PvP, a great sweeper and popular choice for retribution teams but I’ve been on the fence about it for ages and it doesn’t quite stand as an S+ to me.
Dracorosa moves from S → S- PvP, what makes me drop this is that purifying mist isn’t quite what it used to be, at least not if you can’t line it up well. That makes Dracorosa’s fail case not as impressive. Also, it’s suffering a bit from monsters having higher defence, so defang isn’t quite as deadly.
Lunartic moves from C → D in PvP

Super epics going up:
Keeperdragon moves from S- → S in PvP, I moved this up a tier a while back but link fire is heavily synergistic in PvP with its poison and this is a big component of tying that together.

5 Likes

Update

Notes:

We recently had an update to version 2.32 which you can see here. This post will cover the movements with regards to these changes. This update was HUGE, affecting many monsters. They tried to slow down poison sweeping, balance link slayerbane all and reduce how oppressive stun can be. What’s been targeted most is link fire, having key components significantly nerfed (Magmagund, Magmarinus, Tridrakhan, Keeperdragon and others).

Majorie got an interesting and fast KBN variant but the problem is the sleep roulette design and total reliance on sleep so it’s still F tier everywhere for me.
Asmodia I’m keeping where she is, even though now she can instant poison storm on the first turn to help whip kill things, or whip → instant poison storm → whip (there used to be 100s restriction from first turn).
Haneri is not as reliant on stun pulse as other monsters with a similar design, she’s still great.
Flarevern slowed down impact, but still a pretty great inclusion for poison teams.
Elfin dragons had the silly condition of needing an ED next in line for them to pullback an ED, but this is more of a convenience change than a functional buff.
Pitayagon had link poison eater slowed but this was also the least used move so I’m keeping it where it is.
The 4 star link double poison eaters were all slowed a lot but still have great killing power so I’m not moving them.
Stun bombs and stun bursts have all been weakened but they’re still very strong for their cost and in comparison to other 0-4* monsters so their tiers aren’t changing. This has mainly affected PvE I think, where stun locking teams will not be as effective.

Movements:

These are only with respect to the changes in version 2.32. I’ve grouped some of them together so it’s a bit easier to read and to understand what the update did to the monsters.

Buffed monsters:
Lilithia moves from F → E in general and E → A in PvP, adding a shield on top of stealth has made her a must-kill target so she’s no longer got the problem of getting stuck doing nothing. The passive benefit on entering teammates is crazy and the moves she has are very strong when they find targets. 130 → 100TU pure cure was a nice cherry on top too, making it better for passing time and swift pullback has become stronger with the passive getting buffed. Looks like a great PvP monster now.
Balancion moves from C → A in general and D → S in PvP, with the addition of shields this has become an extremely powerful front line combo or otherwise in the mid-game since now we have so many monsters which can sacrifice teammates. The rest of the moveset has been improved too.

Unique/multiple nerfs:
Magmagund moves from S+ → S in PvP, this did way too much and was the thing powering up link fire by a huge amount. The aggression has been weakened, especially in the front line. It’s still a core part of link fire but isn’t an oppressive sweeper any more.
Tridrakhan moves from S- → A in PvP, this should have been S tier before, the stunning entrance was super good at setting up triple poison eater and turning the tide with a poison end-game. Note that shiny Tridrakhan is unchanged, so is a very powerful payoff for link earth poison (once that gets more support).
Zephyrin moves from S- → A in general and A → B in PvP, this packs a lot of stun and combo potential but it’s been hit by multiple nerfs reducing the stun amounts now that it’s not quite so far ahead of the other shockers any more.
Nectareon moves from S- → A in general and S+ → S- in PvP, lower speed makes this incredibly easy to kill, so it’s mainly for a toxic entrance now.

Link slayerbane all nerf (100s from first turn, rather than start of battle):
Gyomurai moves from S → S- in PvP, affected less by this because it lines up well with both elem accelerate and overconfident strike.
Magmarinus moves from C → E in general and S → A in PvP, still a decent monster in PvP for link fire teams, but needing to do less good moves to pass time and having no easy way to charge berserk smash without being lower HP already makes this a much less good sweeper.
Prismaryx moves from B → C in general and A → B in PvP, LSA lines up absolutely horribly now because the moves are all below 100TU when it has bonus so you probably want to have it +0.

Stun pulse nerf (50TU → 100TU):
Hawknight moves from C → D in general, C → E in PvP and second form Tier 2 → Tier 3, with stun pulse falling off its perch as great control and setup for timestrike moves this monster has unfortunately become lower impact and less reliable as a sweeper, in PvP at least (PvE you can still skip behind monsters).
Pupupa/Stormoth moves from C → D in general
Raizen moves from A → B in general, I’m leaving it S in PvP for now but may review later.
Nulltron moves from S → A in general and S- → A in PvP, the options are what make it great but timestrike double not being as easy to get kills with can make sweeping a problem. It’s not a premium stun converter now.
Dolphoenix moves from A → D in general and A → C in PvP, with the loss of the dolphin attack boost recently and now stun grenade this can neither kill enemies well or control the enemy team in a strong way. There are way better things to be doing in PvE. In PvP this was a strong piece of the dolphin setup that’s no longer worth playing, weakening that whole setup.
Icefang moves from C → D in PvP, wrecked its moveset, but it’s only used as a stun lock enabler anyway and often killed off.
Galvbane moves from S+ → S- in general and S → A in PvP, falling off its pedastal as the best 5* starter, this is pretty sad. It’s still a fine sweeper for new players though, especially since you can skip behind to timestrike in PvE.

Poison gas/storm nerf (50TU → 70TU / 100s from start of battle):
Tiamazus (s) moves from C → D in PvP
Freezecobra moves from S+ → S in PvP, with yet another nerf I think it’s time to take it down again. It often needs to use poison gas, so this definitely slows it down.
Volcavenus moves from B → C in general and S → S- in PvP
Abyssraider moves from B → C in general
Moltenpede moves from C → E in PvP, lost its one viable use as FL poison setup so now it’s just medium damage moves.

P.S. If anyone can think of a monster that’s been drastically affected by this update (e.g. the poison gas TU increase) that I haven’t mentioned then please let me know! It was hard to check everything with this.

Update

Notes:

The anniversary is here! That means we’ve got some new monsters that probably a lot of people got, especially since the two mythics were effectively half price. Time to find out if I think they’re any good. Also, I’m doing a big shuffling of the mythics in preparation for my annual review of the monsters which came out in the last year.

Additions:

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

Soral, god bird goes in at S for general, S for PvP and second form tier 1, with no killer weaknesses, foggy entrance and the first turn setting up damage moves and making it impossible to target with yet another stealth all on the team. Killing dead weight, instant pullback and 50TU stealth all are great things to have in a team on top of the great sweeping power and difficulty of dealing with it. This is an excellent sweeper for most teams, made even better when it synergises. For example, Dusicyon to shield entering Inkfeather or with sneak attack monsters.

Chronozillion goes in at B for general, B for PvP and second form tier 3, with decent passives and fine TU sweeping moves this is a good sweeper for both PvE and PvP. It’s nothing too flashy, but gets the job done with the selling points as 100TU hit all (that sometimes gets strong) and having the option to nullify a revenge. The secret skill I haven’t tested, but is probably good if you can spare the time to use it. People were very critical of it but I think, with time, it will become commonly used by mid-range players and as filler in some top teams. I’ve tried it out in PvE and the damage is great.

Apollonis goes in at D for general, C for PvP and second form tier 2, with decent defensive passives and one-shot killing moves this is a decent enough sweeper. DCS is a bit slow, stealthbreak won’t always find targets (although becoming increasingly common) and deer smash hits random targets. So none of them are ideal, but they do the job so Apollonis cannot be ignored easily. Healing retreat and final bite are completely unsupported by the moveset so I think they should basically be ignored. I think the design overall doesn’t seem as cohesive as it should be, but the damage moves and passives are good enough it gets the job done as a sweeper.

Gabrielle goes in at A for general, D for PvP and second form tier 2, with a collection of good, mostly supportive 130-160TU moves this adds fine value while on the battlefield but nothing that’s blowing you away. Healing entrance is useful but also not special. It looks like a carefully balanced monster since the guardian angel passive can get dangerously broken in the right circumstance. For example, use scapegoat on Gabrielle after adding a lot of tokens into the enemy team. However, in practice there’s probably too much piercing around and the setup is too unreliable that what we’re left with is a slightly underpowered mythic. Like I said, the moves are good but they’re all a bit slow and if you discount the passives then you can simply get better stuff from other mythics. The SS is also unusable in PvP. However, this monster looks great in PvE (as long as the AI targets it) because enemy teams are always larger than ours, slayerbreak deals brilliant damage and drain survivor gives this a good way to kill enemies without relying on slayerbreak.

Ldiefaeth goes in at S for general and S- for PvP, with a secret skill that adds permanent dead weight into the enemy team this seems very decent. It’s also a really fun design that can piercing sweep and support very well in a setup with shadow teammates. The holy side of it is slightly weak, especially given that you want to give the enemy team a holy monster with kinslayer. However, there’s enough here that in the right setup it should be very strong and it otherwise looks great. Should be fairly common to see it played going forward.

Rexterminator goes in at S- for general and S- for PvP, with a wonderful crossover of energy and mortar, this is an effective looking sweeper. It’s slow to get going, like they all are, but having high defence, hold ground and applying both a shield and a respectable heal is very good for making it survive. Piercing mortar deals enough damage without attack boost, but laser blast needs it, so you get one quick attack after the first load then need to play it carefully with how you want to balance loading and attacking. Energy charge+ means it can heal up very quickly later on, but it’s worth noting that the 130TU on laser blast is still a bit slow so it’s actually best to load+charge if you can, which also gets two attacks ready to go in quick succession. Overall, seems like a slightly weaker Rocolossus without the protector bypassing but extra potential synergy and stun immunity.

Rabbeat goes in at A for general and C for PvP, with link stealth all and high attack for assassinate this looks quite cool, except the speed is too low and devious attack has a ridiculous 200TU so in practice this doesn’t support link shadow stealth well enough, has no FL combo potential and it’ll make very little impact on the battle because it’s way too slow with everything. Devious attack is obviously very strong with camouflage so it can’t be 130TU, but a legendary version of this monster with 70TU link stealth all, 160TU devious attack and better passives would probably be decent.

Turbotusk goes in at S- for general and S for PvP, with a bunch of strong skills and tanky stats this is a nice looking stun protection SE. Chrono weakness makes it a little easier to kill plus the low attack stat makes faststrike a bit lacklustre (true hit is still great), but for a SE this seems balanced and a monster that can’t really be ignored… which goes a long way to making it playable.

Mojincess goes into Other Notable Monsters for general and Other Notable Monsters for PvP, with a flavourful design and a really high ceiling this is a fun addition to the game. At first glance it’s an overcosted Moji but it’s still only 2 cost and if you can get a turn with it you’ll likely be able to get a Moku. Ultimately, it’s now a nice option at the back of a team if you need throw fodder and have 3 cost for that then put Mojincess followed by Moji and you might get to pull it off occasionally. In PvE this is a brilliant combo for new players that they can utilise with give turn to get a legendary.

LeBroid goes in at Other Notable Monsters for general and Other Notable Monsters for PvP, with good defence and hold ground this will survive better than you’d expect. So at a baseline it’s a fine protector and if it’s bypassed it’ll get to use some respectable moves, really wrecking the enemy team if it gets to dunk. Ultimately, this would pass as a somewhat respectable super epic but at 7 cost it’s a slam dunk in a lot of teams as a cheap protector. However, it doesn’t beat the best special rocks out there and having chrono weakness might bite occasionally. In PvE it looks great in protector spam or a controlling strategy, where it will survive to dunk.

Movements:

As said above, I’ve reshuffled the mythics a lot. I also did a bit of shuffling to the legendaries to get that nice bell curve shape I’m looking for with both lists. I made a lot of little adjustments to the mythics as I spoke with various people in the community and honestly it’s really hard to get right because everyone has very different viewpoints and most people want things higher (which would make the tier list top-heavy - this was something I already had to correct). I’m also especially struggling to figure out what’s worthy of going into S+ tier, if anything. I hope what I ended up settling on doesn’t make people too mad, lol.

Mythics with large movements:
Deviladus moves from S- → B in general
Lemon moves from A → C in general, yes you can build around this for sleep control but there’s so many strong things you can set up in PvE I decided this was one I should lower. Due to the piercing moves on many mythics, lots of them can offer strong things in PvE.
Mechydra moves from B → F in general and A → C in PvP, I made a mistake thinking the damage was far higher than it is. It needs all three poisoned to deal one-shot damage and in PvE the damage is very poor. The SS and sleep+stun protection it offers are great, but it’s mostly a support monster. Thanks to Duck for pointing out the damage mistake!
Wilhelmina moves from C → A in general
Leira moves from S- → B in PvP, maybe a little controversial, but she’s a little more niche use I think. We’ve got a lot of strong and controlling mythics or ones with guaranteed kills and Leira is just a bit too slow/lacklustre with the follow up plus the combos exist but are hard to get right now she can’t do mermaid’s hex right at the start of a battle.
Kunomi moves from C → A in PvP, this is a real menace to face with the fast avenge stealth and the reusable entrance is very powerful. Making the second life be stronger really has done a lot for Kunomi… she messes with your team a lot as you fight her.
Persephia moves from F → B in PvP, this got a lot of buffs since release and now one-shots most legendaries and squishier mythics on the first turn with guaranteed setup via the SS. After that it has multiple options and after only 2 kills (usually two turns, 100TU) can slash all to piercing one-shot the enemy team (3 kills for one-shotting mythics). Rebirth flexibility, great sweeping power with guaranteed setup from first turn and rockoid spawning that can interrupt enemy attacks make this a very decent package now even if it can sometimes be a bit clunky or slash all + 1-2 rocks on your side of the battlefield hands control to the opponent.

Mythics up 1 tier:
Ophidiator moves from A → S- in general and B → A in PvP
Arachnodrake moves from B → A in general
Atlanachia moves from B → A in general
Fiona moves from B → A in general and S- → S in PvP
Dragulus moves from D → C in general
Plumesilisk moves from D → C in general and A → S- in PvP
Flutterdrake maeve moves from S- → S in PvP
Bastia moves from A → S- in PvP
Orochi moves from A → S- in PvP
Dragulus moves from E → D in PvP
Lucifelle moves from F → E in PvP

Mythics down 1 tier:
Voidress moves from A → B in general
XYZ-999L moves from A → B in general
Kuraokami moves from B → C in general
Hu Shin moves from D → E in general
Botan-Douji moves from S → S- in PvP, I still think this is underrated for control and the link you’re grounded is insane but there are times it can feel lacklustre so I’m happy to listen to feedback and drop it a tier.
Prismegasus moves from S- → A in PvP, underrated by many, this felt painful to drop. It enables link teams and has excellent 100TU moves all around.
Y Ddraig Goch moves from S- → A in PvP, an excellent generic piercing sweeper but we have a lot of piercing sweepers now that also offer other things. What makes this maintain a high tier is tyrannical ruling and I won’t forget that.
Akane moves from A → B in PvP, this may yet prove to be very strong with its 150s loop of killing all enemies but its lack of any defence/immunity makes me doubtful and we simply haven’t seen it used enough to have a good idea.
Haneri moves from A → B in PvP
Kuromasa moves from A → B in PvP, very powerful generic sweeper that is excellent with give turns. I’m knocking this only because it seems best used in specific setups, but look forward to seeing it awakened to have a better idea.
Brynhildr moves from B → C in PvP
Focalforce moves from B → C in PvP
Harleking moves from B → C in PvP
Onyxia moves from B → C in PvP
Sivanna moves from C → D in PvP
Mai moves from E → F in PvP

Legendaries up:
Hanzowolf moves from S → S+ in general, last update I said maybe it’s S+… yeah let’s just do it, it can win battles by itself and no matter what the enemy buff is!
Runedragon moves from A → S- in PvP
Jack-o’-scorp moves from B → A in PvP
Otomaid moves from C → B in PvP
Mulasem moves from D → B in PvP, having seen this a lot now, I think the advantage of effectively having low TU moves is a good one. It needs to be part of a heavily poison team though.

Legendaries down:
Caesardragon moves from S- → A in general and B → C in PvP
Albakhan moves from S+ → S in PvP
Geomagnus moves from S- → A in PvP
Oakthulhu moves from S- → A in PvP
Sacrumega moves from A → B in PvP
Atlantyrant moves from B → C in PvP
Lavaronix moves from C → D in PvP
Mechaviathan moves from C → D in PvP
Noxdragon moves from D → E in PvP
Heavenswyrm (s) moves from E → F in PvP

Super epics:
Abyssoldier fokus moves from S- → S+ in general, this is a low TU sweeper that’s pretty tanky and excellent for killing buffed enemies in PvE alongside an auto-poisoner.
Vulpink moves from S → S+ in PvP, the rocks this gives is huge value, it’s impossible to ignore for long and has powerful moves in some situations.

3 Likes

Update

Notes:

We recently had an update to version 2.33 which you can see here. This post will cover the movements with regards to these changes.

This update gave us basically limitless PvE content with MBQ for all SEs. It’s an insane 29280 battles if you want to do them all. Even at 1 minute a battle (basically as fast as you can go) that’s about 500 hours of gameplay and only more will be added over time. Of course, it’s not actually worth it to do that but I think the numbers are funny to share.

HP Boost is the really big deal from this update. However, since we’re only getting 1 a day from daily missions and we can only get a maximum of about 250 from SE MBQ (2.5 HP boosts) this is going to affect the game extremely slowly. I reckon it’ll be about 3 years before it makes a noticeable difference in PvP. Since these boosts are so scarce I recommend you focus on boosting mythics and otherwise your very top monsters which will play well in a future where monsters all have higher HP. You’ll want your boosted monsters to be viable for years to come, not sat on your bench after a year because you have stronger monsters you play instead.

The adjusted tickets for each Hero Rank means lower hero ranks have way more tickets than before! We now start on 50 tickets, rather than 12 and it still goes up quickly for quite a while! To see a breakdown, follow the link at the start of this post or check out the guide itself.

Malwing and Sobeking finally got the tranquilising entrance nerf they deserved! Less stun from this makes it much less horrible while still maintaining the same function. I may drop them from S+ in the future but it will take time to tell how they now compare to other monsters. The passive is still very strong but it doesn’t chain into their movesets so well… Malwing won’t get to blowback so easily and Sobeking won’t get to slayerbane twice so easily.

Movements:

These are only with respect to the changes in version 2.33.

Bastia moves from S- → S+ in PvP, unexpectedly, the nerf was almost completely reverted. We now have the original Bastia but with knockback random 130TU → 160TU. This nerf reversion was controversial because most people who gave feedback agreed that a nerf for Bastia was actually a good thing but the nerf simply did it in the wrong way. Regardless, Bastia is back to practically her full strength and deserving of S+ again. She’s going to be great in this future with HP boosted monsters too.

Onyxia moves from C → S- in PvP, the defence buff here was huge! It’s now, yet another, super tanky form of stun protection people can utilise. It’s helped a lot by building around it (either OoO or to get a kill) but it’s naturally pretty strong now with interesting things to offer (upgraded poison touch for shields/HG/stealth/low HP, dreaded wave to counter high HP defence buffs / confident strike, instant knockback random). With this buff and Hadeshoof, link shadow is looking far better! Onyxia is not moving in PvE because it was already high and I think the bloodfury lower damage may be a problem.

1 Like

Update

Notes:

We recently had an update to version 2.34 which you can see here. This post will cover the movements with regards to these changes.

This update changed a lot of mythics to make their movesets play smoother, which makes my life very difficult as they’re harder to be critical about! It also brought some quality of life improvements like a pity counter for people who get unlucky when whaling for a mythic, daily missions claim all button and a way to toggle whether auto-battle stays on after you win a battle with it. This last one is my favourite, so now you can effectively choose to turn auto-battle on or off without needing to go into a test battle!

Atlanachia got poison immunity, which really doesn’t impact it very much besides making the SS shield a bit better.
Mai got healing added to the step back move and it can trigger retribution or be revived, but I don’t think this has changed too much.
Rhinedragon deserves to move up in PvP with its faster sweeping (120TU total now, down from 140TU) but since a lot is moving up I’ll literally be moving it down in a few days with the next update’s shuffle so it’s staying where it is.
Midasdragon lost its combo potential creating a dead weight token, but I hadn’t really valued this in the tier list.

Movements:

These are only with respect to the changes in version 2.34.

Kuraokami moves from C → D in general and C → D in PvP, unfortunately this has got caught up with the oppression of token disruption and has been restricted in a way that makes it even more clunky than it already was. It won’t matter in most battles, but sometimes it will really hurt when you can’t summon more Yuki but snowslide won’t critical.

Harleking moves from C → B in PvP, piercing when there are multiple Bronzeshell makes it even more effective at the back of a team (where it was best already).

Mechangelion moves from D → C in general. I really want to like this monster and there’s no denying if you meet a DR enemy Mechangelion will be amazing but I feel it’s still too unreliable for top level play. It’s now even stronger in PvE for certain battles!

Apollonis moves from C → B in PvP and second form tier 2 → 3, the buff here is subtle, but what it does is add proper setup for final bite because she’s extremely hard to kill at the back of the team. Also, the attack buff makes double counter slash deal 5-5.5k piercing damage to two enemies even without them being fire, meaning she’s now got targeted piercing killing! I think she’ll become a very popular end-game monster, something we haven’t had for a while.

Gabrielle moves from D → A in PvP and second form tier 2 → 3, the big problem here was her speed, but now she gets a turn in 28 seconds she can do a brilliant job of countering stun, sleep and poison as well as taking out an enemy sweeper with a 130TU piercing move. The flexibility she offers on entrance and her reliably good moves that happen albeit a little slowly mean she’s a well rounded include for the second half of teams that feature a lot of strong monsters (i.e. good in a meta of mythics). She’s actually a lot like Tyrfina now.

Hawknight moves from D → C in general and E → C in PvP, returned to its former glory this monster never should have been nerfed, just like Galvbane, Icefang and a couple of others that need stun pulse to set up timestrike.

Coretta moves from A → S- in general and B → A in PvP, extending the duration of vow status is huge! Getting massive value out of the combo will be far easier now and it opens up many more opportunities. Previously, any monster with 130TU+ moves was not worth it at all but now you can get enough attacks with them (plus Coretta) that it’s barely a factor.

Hu Shin moves from E → C in general, F → S- in PvP and second form tier 2 → 3, this was the laughing stock of the mythics (alongside Majorie) but after multiple buffs this has become genuinely very strong and a big payoff for avoiding playing with mythics. The stats boost is crazy, making bloodthirst one-shot many legendaries while at 0 kills and if you do instant true hit first it’s strong enough to one-shot basically everything except tanky mythics (excluding HP boost). This is on the first turn at 64% speed! After 1 kill bloodthirst one-shots everything so Hu Shin can sweep regularly while being super tanky and having practically double immunity with a 50TU revive move she can slip in occasionally. She very heavily punishes the enemy team for being ignored even if she doesn’t have a kill thanks to that revive move. Obviously, for top teams it will sometimes be restricting to not play mythics but I think there’s huge potential here.

Onika moves from E → C in general and D → C in PvP, stun converter is a big upgrade when it’s got a give turn move, meaning you can sweep through stun very effectively. It’s now worth building around and got another powerful thing to offer rather than mainly just discipline.

Medbie moves from E → A in general and F → D in PvP, buffed twice here (getting double overconfident, but also the +60% damage boost at 100% HP) this has become far stronger. It almost makes it to C tier for me, but when it enters without a shield it may be killed too easily. Still, the sweeping power here is exceptional and the Mr. Bun flexibility is very useful.

Nauticruiser moves from S → A in general and S → A in PvP, like Kuraokami, this has been caught up in the rocklock problem as a win condition so it’s got a very limiting restriction in some scenarios. Doing elem accelerate then creating a Nautipod every 31TU to form an army was one of the strongest things it could do and that’s simply not possible at all any more. It’s really bad that it can get stuck using elem accelerate, so I hope something is done about it.

Skeleviathan moves from S- → B in PvP, this was a horrible enabler for so many FLs and I personally felt it really needed to be removed. I think the game is better off without it, but halving the speed has probably killed its FL play. It’s still a good value piece for the early/mid-game; I don’t think it’s terrible now as I know many people felt when they saw this nerf.

Scolopendragon moves from A → S in general and D → S- in PvP, with the numerous buffs this has become genuinely very strong. If you can set up that first kill with a token monster or putting something on low HP this becomes a deadly killing machine.

Gyomurai moves from C → B in general, this got a sneaky buff in this update since now overconfident strike gets a +60% damage boost at 100% HP (like normal confident strike). I’m hesitant to push it into S tier for PvP, but this buff definitely solidifies its position near the top as we slowly enter a future with tanky HP boosted mythics. Gyomurai dealing 7k piercing damage guarantees a one-shot on all of them. It may be great to place behind Dusicyon or with monsters such as Kaerukenshi (best of course is Lilithia).

1 Like

Update

Notes:

It’s been 3 months now since the last additions so it’s about time I do it again. It’s been quite a slow period, not too many new monsters even though we’ve had Christmas / New Year. We’ve got the start of a new cycle of garden fairies, probably with the rest coming over the next few months.

I’ve changed the notes at the beginning of the tier list where I compare the strength of different monster qualities. In recent years we’ve had the power level of legendaries increase and we’ve had a lot of weaker mythics so the lower tier mythics are less conquerable to top tier legendaries. Previously I had B+C = S, D+E = S- and F = A (between mythics and legendaries). Here’s how it looks now:

tier 1 = (S+, S) mythics
tier 2 = (S-, A) mythics = (S+) legendaries
tier 3 = (B) mythics = (S) legendaries
tier 4 = (C) mythics = (S-) legendaries
tier 5 = (D) mythics = (A) legendaries = (S+) super epics
tier 6 = (E) mythics = (B) legendaries = (S) super epics
tier 7 = (F) mythics = (C ) legendaries = (S-) super epics
tier 8 = (D) legendaries = (A) super epics

Additions:

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

Hadeshoof goes in at S- for general, S for PvP and second form tier 2, with 100TU one-shot anything from two moves (one even being piercing) this has incredible sweeping power. It harshly counters protectors too. This is a must kill threat and clearly very strong. However, low defence, low speed and chrono weakness do somewhat keep it in check, which is why I don’t think this quite reaches S+ level and people here seemed mostly medium on it. In practice, I think this is actually extremely strong because hold ground means it will take two hits to kill and that will take the heat off your other monsters for a bit. When put in a team with other must kill threats I reckon it will overperform. Hadeshoof is generically powerful, pushes link shadow (alongside Onyxia) to being very playable and is yet another monster that is killing stun. In the future I think this will be seen as among the strongest mythics.

Unicera goes in at F for general, F for PvP and second form tier 1, with moves that are all situational, this is unfortunately an unplayable monster I think. It looks perfect for Dungeon Challenge, but that’s about it. It clearly counters protectors and death revenge, but we’ve already got monsters for that which also offer other things. Once those enemies are gone, Unicera is basically dead weight on the battlefield. Maybe you could use her with monsters that want to sacrifice a teammate, so you kill Unicera off when there are no targets for her, but I can think of many monsters which outclass her so I can’t bring myself to put her higher than the bottom. Magical mist simply isn’t worth having dead weight in your team.

Prixis goes in at B for general, S- for PvP and second form tier 2, with high speed and very reliable killing moves (one being piercing) this is a strong, generic PvP sweeper. The restriction of caring about whether it’s a teammate or an enemy with the next turn really doesn’t matter much, either way you have a good damage move and once you charge bloodthirst none of it matters (e.g. the 5 use limit on drift). This monster reminds me a lot of Suikenshi and Satomi but trading multi-target attacking / defence for higher speed and slightly more reliable killing. It will slot well into a lot of teams, the generic sweeping power is very strong, but it’s not a crazy win condition.

Jurlungur goes in at S- for general and S- for PvP, with a secret skill that can pretty much win the game if there are the right elements on the battlefield this can be extremely rewarding. The rest of the moves are honestly pretty bad. As void versions I think they’ve been made a bit stronger, but they won’t do well in this future we’re seeing of tanky / HP boosted monsters. So really it’s all about the SS and whether you can pull it off, which is a risk but not a big one. When it works, being a tanky bloodthirst monster does very well. It’s hard to know exactly where to place this since it’s so RNG but I’m going to settle on quite high for now.

Garden fairy gloria goes in at F for general and D for PvP, with clone ban not really affecting many monsters and nullifying strike damage not being amazing even after an attack boost+ this is overall a bit too lacklustre and slow. Vineyes are also very good at removing themselves now (while healing the team) so the SS isn’t brilliant. It’s one of the weaker garden fairies, probably bringing them down if you use it with them.

Garden fairy sakura goes in at E for general and A for PvP, with a form of stun protection that even stops Jasmine from being stunned this is a useful addition. The damage moves are a bit lacklustre (low damage assassinate, defuse needs specific targets and high HP) but 100TU knockback is a big deal and 50TU revival ritual is very nice too. Overall, looks like great support for a GF team that’s not going to make the team too much stronger but fills it out more with good stuff, similar to GF Pieris.

Utopion (s) goes in at S- for general and A for PvP, with a faster megabomb and not remaining stunned out of play this is mostly an upgraded Utopion for link shadow teams. Passing 250s is very achievable and means in practice if it’s left alone it’s either going to save you from some stun or wipe out a lot of enemies, much like a stronger Turbotusk. It’s not a big threat and it is slow, but for link shadow teams this looks like a very decent source of stun protection.

Chimunka goes in at S- for general and D for PvP, with a moveset that’s a lot like Burnsalot this looks horrendous, but it has one move that’s very unique. Looting charge is basically the only reason to use this monster I think and it’s basically like vengeance except without impacting the battlefield (i.e. less good). It’s also bad against any team which has summoned rocks at the back or, like many teams, has 1-2 cheap monsters they don’t care about at the back. However, there is the one caveat that if you can lock your opponent out of the game with token monsters you can create a loot loop that kills their whole team. For the tier list, I’m mostly assuming that you cannot perform the loot loop, but if it proves easy for many to pull off I’ll move Chimunka up. I really hope that’s not true because having ways to lock someone from playing is not fun. That said, the loot loop is very easy to pull off in PvE so Chimunka is quite high due to that.

Elfin dragon lilla goes in at E for general and F for PvP, with the slowest damage move, easily shut down by removing stealth and can be messed up by the best ED (fire) this is a really awkward one. I love the healing entrance to support all these, relatively tanky, ED if you pull it back repeatedly but I’m not impressed by how it’s all about the sneak attack and that’s simply not going to work well.

Muscattus goes in at B for general and C for PvP, with a moveset that takes time to get going I don’t think this can be particularly good. It really needs three enemies with a neko counter on them to make nullifying strike one-shot, which is simply unrealistic because you’d need complete control where you can leave three alive and kill the newly entering monster each time. Insomnia + purify is lovely and mind control is brilliant. It just takes a bit too long to get to mind control. If we get other monsters that care about neko counters then this could play very well but right now it’s just a counter to sleep which the opponent needs to kill after 100-150s so it doesn’t use mind control.

Bonetalon (s) goes in at S- for general and S- for PvP, with death entrance automatically charging bloodcrave on entry and defensive mode making it awkward to kill if you don’t one-shot it this is pretty interesting. Payback killer and pullback are both situationally very strong too. I’m not a big fan of death entrance, but here it might make this monster genuinely quite good… especially if you use it in the late-game when you might be on the backfoot and killing a teammate might even help you get back into the battle better. Definitely one I’ll try out to get a better idea of how it plays.

Ushi-Oni goes in at A for general and A for PvP, with man eater and camouflage this is a pretty dangerous monster for waifu to meet. Bloodserve seems great too. Notably, you cannot use it for grabbing a quick kill and then bloodserve afterwards, it always sets Ushi’s kill count to 0 after use. Against tanky monsters in the future Ushi will definitely struggle to get kills with poison eater, but the fact it sets things up with toxic entrance looks far better than most super epics. Overall, I think this just about reaches the level of being playable in high level PvP but only in the end-game with other poison monsters where it sets up teammates from the entrance and it won’t clog up your battlefield if there are no man eater targets and poison eater isn’t going to get the job done. Ushi looks brilliant for PvE in certain battles.

Moltenpede (s) goes in at C for general and C for PvP, with chance toxic entrance into high speed and high attack poison eater this is a power crept super epic. However, these days that’s just not strong enough and the other moves are so mediocre. Getting two kills for bloodthirst is completely unrealistic. So it’s not at all one for end-game players but does a fine job over other super epics for newer players in teams that care about poison.

Ebizush does not go into the tier list. For the first time ever, a new monster has come out which I do not think is noteworthy enough to be mentioned in the 0-3* categories. Basically, it’s a monster which really wants to be sacrificed, because there’s no reason why the enemy team would want to kill it. There are a lot of monsters who want to kill a teammate to charge a blood move, so you’d think this is good set up for those. However, the heal+shield for the team has a 100s restriction from start of battle so it’s a mid-game play, which means you can’t rely on it anywhere near as much. You’d probably want 2-3 monsters which can remove it and while it’s on the battlefield you’ve slowed down your team with a useless monster. I feel it’s too awkward/risky to use and honestly if you want to do something like this then Balancion is way, way better.

Movements:

I’m shifting some of the top-end legendaries for PvP, making some new S+ legendaries, shifting a bunch of mythics down to spread them out after the latest buffs and otherwise doing a bunch of changes. I know it’s a lot to take in, but I haven’t done an update like this for a few months!

Satomi I decided that I won’t actually move it up to S+ in PvP because Bastia has gone back up there and I’m moving Soral there instead, who’s definitely a better monster.

Mythics going up:
Deviladus moves from B → A in general, I moved this down from S- last update and probably went a bit too far. The sweeping isn’t brilliant compared to the high tier mythics but it’s reliable and the way it stays alive lets the time pass for death sentence without a huge amount of effort. It’s a good sweeper for general PvE and a useful death sentence tool for buffed PvE.
Soral, god bird moves from S → S+ in PvP and second form tier 1 → 2, this has proved itself to be incredibly strong in PvP. Its utility of instant pullback and removing dead weight with baby conversion is exactly what PvP teams want and it’s very challenging to kill off in most battles once it gets a turn.
Persephia moves from B → A in PvP, the damage from throw next is so good now that at 70TU and the instant setup on first turn this is a great damage dealer. Between the impending slash all and the rocks she summons, Persephia is a must-kill threat.
Noircyon moves from D → C in PvP, divinecrane is a brilliant damage move and with link shadow on the rise this is a tempting option. It can remove dead weight (particularly good against token disruption) and be a relatively tanky 100TU sweeper. Assisted dusk from Spiritwyrm is also brutal, so if you’re able to make one safely then you can really wreck the opponent.

Mythics going down:
Atlanachia moves from A → D in general and D → F in PvP, I made a mistake when going back to read her so I pushed her really high. I thought early trigger would cause bomb curse moves to trigger, stunning/blowing up the whole enemy team. However, they actually just make the cursed monster die. This means there isn’t really any combo potential, she can simply either kill a teammate or hit all enemies to set up her sweeping and then she’s a mildly tanky sweeper. The set up is a bit too slow and the payoff too underwhelming compared to other mythics, but she does counter token disruption nicely.
Don Rilla moves from S → S- in PvP, HP boost is going to hurt its damage output, but also there are more generic sweeper options now that it doesn’t stand out quite as much.
Botan-Douji moves from S- → A in PvP, being limited to link fire teams is a big restriction and we’re getting more excellent generic mythic sweepers over time.
Aethereon moves from A → C in PvP, this is getting outclassed by other stun protection and what it offers otherwise simply isn’t on the same level as other mythics.
Yukihime moves from A → B in PvP
Azida moves from B → C in PvP
Chronozillion moves from B → C in PvP
Mechydra moves from C → D in PvP
Nightingale moves from C → D in PvP
Sepheris moves from C → E in PvP, with mythics becoming way more common this monster is less useful. Timestrike and assassinate are also too low damage to deal with the high defence monsters we face these days.
Kuraokami moves from D → E in PvP

Legendaries going up:
Elemphox (shadow) moves from B → S- in general and S → S+ in PvP, the control and sweeping mixed with tanky stats simply outperforms a lot of legendaries and will do well against tanky HP boosted mythics in the future. I hadn’t adjusted this properly in PvE since its buff.
Shikabloom moves from S → S+ in PvP, there are enough beasts in the game that are very strong it’s really easy to run this without a disadvantage to your team building and Shika is then clearly extremely powerful on the battlefield.
Ldiefaeth moves from S- → S in PvP
Mantiferno moves from S- → S in PvP
Jackolene moves from B → A in PvP, I was probably a bit too harsh when I moved it down so far. I don’t think it’s great, but it’s possible to build around and go with the Vinegazer strategy to good effect against many opponents.

Legendaries going down:
Tygoron moves from S → S- in general
Moku moves from S+ → S in PvP, this isn’t quite what it used to be. People are packing more ways to kill tanky monsters, more knockback (next) and camouflage. It’s still great, but not the ultimate end-game slam dunk any more. Deathgazer is clearly better nowadays.
Tricranium moves from S+ → S in PvP, this used to be super good, but tanky monsters / mythics becoming common is hurting it a lot.
Maggatsuoh moves from S → S- in PvP
Pitayagon moves from S → S- in PvP, definitely an underrated monster, but its restriction to link teams stops it from seeing much play and its damage against mythics is not great. As HP boost becomes popular it will really struggle.
Nulltron moves from A → C in PvP, without stun pulse and with tanky monsters the timestrike double can’t really get kills and we’ve got much better stun counter/converter options now too.

Super epics going up:
Redybug moves from S- → S in general and A → S in PvP, this is extremely good in reptile teams.
Abyssolder myst moves from S → S+ in PvP, I never moved this after the release of Poseidon, but since people only ever use abyssoldiers with Poseidon these days that doesn’t make much sense and Myst is clearly the best for the combo.
Aviaeronix moves from S → S+ in PvP, I meant to move this up a while back, it’s a great counter to DR which has become more relevant over time.
Dualdragoon moves from S → S+ in PvP, with the tranquilisers nerfed, this has proven to be a useful alternative tool many are using and it’s great. It was overshadowed before.
Serazael (s) moves from A → S in PvP, this has impressed me lots as a stun immune backstab monster in teams since it also comes with give turn it’s actually hard to ignore and it takes a fair amount of effort to kill.
Vinegazer moves from B → A in PvP
Torrentide moves from D → B in PvP, I’ve got a new-found respect for this monster in PvP now I’ve met it a few times and found it awkward to kill plus the slayerbane punishes you pretty hard.

Super epics going down:
Blitzdragon moves from S- → A in general
Chimeraxus moves from A → B in general
Nereida moves from A → B in general
Atlanteon (s) moves from S+ → S in PvP
Saberzor moves from S+ → S in PvP
Searguard moves from S+ → S in PvP
Lavamane moves from S → S- in PvP, there are quite a few options for retribution setup now, the better SE one being Buffbuffalo.
Saberdragon moves from S → A in PvP
Saberdragon (s) moves from S → A in PvP, this and the normal version both take a lot of effort to build around.
Searguard (s) moves from S → S- in PvP, it really needs setup for the kill (e.g. token disruption).
Abyssoldier bulwark moves from S- → A in PvP

4 Likes

Update

Notes:

We recently had an update to version 2.35 which you can see here. This post will cover the movements with regards to these changes.

We got another couple of nice features: favouriting monsters so we can filter for them, MBQ showing the level we’re up to on each monster.

Carmilla finally got the much needed TU increase to blood drain. It’s still the most powerful monster in the game, but now there are slightly bigger windows to kill it.
Ammityrant got the SS finally becoming useful, by becoming literally instant lol. I still don’t like it, but it can set up an enemy for an easy kill for a teammate. I don’t think it’s significant enough to change the tier position, especially because it adds +3 cost.
Ldiefaeth had its cost increased to 16, as it always should have been (it’s a strong monster, plus the SS is insane).
Otomaid has been made far more balanced, but I’m not moving it until it proves itself because it’s still situational.
Abyssoldier Myst got a speed nerf that means more FLs can counter the setup, but means it now pretty much has to be used with protectors. For a SE it’s still brilliant.

Movements:

I made a mistake in the version 2.34 update when I adjusted Medbie last minute, by forgetting that she gets the shield when you have MORE monsters remaining. This is super easy to set up, you can use her in a team that creates rocks (which she already supports). With the shield being reliable, she’s far more impressive! So let me adjust things…
Medbie moves from D → B in PvP, note she’s already A in PvE.

The changes below are only with respect to the changes in version 2.35.

Caesardragon moves from A → S- in general, this one is a little harder to gauge but may get better with time in PvP as mythics become very common. 130TU piercing sweeping is no joke.
Gaiawolf moves from D → S- in general and D → S- in PvP, this has been redesigned into a PvP viable stun absorber that can counter DR very effectively but also have the fail case of accelerate team or lifeflip then kill itself off with zealous attack. I can see it getting quite a lot of play, especially in lower rank PvP where DR monsters are more prevalent. I think the more proactive SE stun absorbers we have are better, but I might move it up to S tier in the long run.

1 Like

Update

Notes:

Our spring additions of 2023 have been some really strong ones so this was fun to dive into! Get hyped for them and if you’ve been lucky enough to hatch them I suggest you try them out!

I decided to add a new section to the tier list!!
“Super Epics Veterans Utilise”
This is only for General (not PvP), where I felt like many super epics were not being properly reflected by their end-game use. Instead, they were being positioned based on how generically good they were and how well they’d play for newer players. This new section aims to identify which super epics have value in the end-game because they’ve got a useful aspect to them or are a cheap way to do something. If you think I’ve missed one then please let me know in a post on here.

To see the new section, scroll to the bottom of this post.

Additions:

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

Hazuki goes in at S- for general, S for PvP and second form tier 3, with a bunch of low condition piercing moves, good speed and high defence + hold ground you can probably see why I like this one. Predators’ end counters three well supported union types so some teams it will wreck. What really sells it though is the revenge with the SS, which makes a very deadly version of it at the back of the team. Given the high speed, it’s genuinely very good there. Also, in PvE it comes back with the buff of the enemy that killed it! It doesn’t scream overpowered, but it outclasses a bunch of other monsters and is up there among the best generic sweepers.

Nyx goes in at S+ for general, S for PvP and second form tier 3, with a move that permanently doubles the TU of high speed monsters this can be absurd. It’s far more flexible than it may appear at first (it’s not just for OoO) since you can do things like play Mantiferno behind or use it mid-game and leave high speed enemies alive. What’s also key is that it can easily allow a comeback for your team because the enemies will be on high seconds. Beyond fermata, the aggression is very good and it has some support options too. When people have figured out how to build around it I think they’ll be very impressed.

Doomgoo goes in at S+ for general and S+ for PvP, with a 60TU piercing move that can bypass protectors this is a win condition if I’ve ever seen one! It’s an absolute must-kill threat and only gives small windows to damage and kill it properly. The clones are also deadly and there’s plenty which can support it. This is basically a stronger Exocross because it’s harder to deal with (Exocross does have its own positives too of course). It doesn’t scream S+, but I think the sweeping potential here is huge and it makes him well worth a shot playing because the fail case is he soaks up some attacks. People are already using it as a win condition after stun lock, where it outclasses the classic crescendo setup. Congratulations to @DMGInterference for the artwork design being chosen by the Devs!

Garden fairy clover goes in at B for general and S- for PvP, with auto-protect+ and huge defence this will be a nightmare for some teams to face, especially since it can be healed by G.F. teammates. This seems like the ideal support monster for garden fairy teams and should be very strong in that setup. 60TU sleep and double counter strike are strong moves to be using if this gets turns. If the opponent cannot kill this it will snowball quickly into a win for the G.F. player. However, it’s definitely heavily restricted to heavy garden fairy teams so its tier rankings are hindered by that (particularly in PvE where they’re bad, but I think this actually makes them somewhat viable there).

The virus dragons:
We’ve seen four of these so far. They all have two type-killer moves, the infect move, high speed, high defence, an entrance and a stun martyr passive with a bonus effect when the monster dies. Ultimately, the thing which separates them is the entrance and the stun martyr bonus so that’s the only bit I’ll refer to below. However, that’s actually the part of them which is the strong bit, so they vary quite a lot in power level. The type-killer moves aren’t impressive because the attack stat is low and so the V.D.s typically provide low-medium stuff while on the battlefield and it’s usually best to infect enemies to make them easier to kill by your teammates. Needless to say, they all act as relatively tanky stun protection so it’s a nice baseline for a super epic and I’m really happy this gives yet more anti-stun tools for all players.

Virus dragon gamma goes in at D for general and B for PvP, with an unreliable shield on entrance and thundering martyr also being available on Turbotusk, a far superior monster, I don’t think this one stands out in any way.

Virus dragon alpha goes in at C for general and A for PvP, with despairing entrance having combo potential, thundering heal counteracting it for your team and infect wanting monster HP lower this is nice design and seems alright but nothing special except for particular teams.

Virus dragon delta goes in at B for general and S+ for PvP, with a nicely disruptive entrance and thundering slumber giving you huge control for 200s this is clearly the strongest by far. This reminds me a lot of Bulbieboom where it does very medium things but if it ever gets stunned then you probably win the battle. The best thing is, it’s not restricted to link storm teams like Bulbieboom. I think this will immediately become among the top picks for SE stun protection, but do bear in mind it’s less proactive than things like Jocodragon, Spectrefox (s) and Turbotusk so when it doesn’t get stunned it’s not as good plus it can always still be killed before their stun hits (the opponent will definitely try to do this). Also, it’s worth noting that Bronzeshells have insomnia so if that’s on the battlefield when thundering slumber is triggered then the opponent can kill it off to have something awake on the battlefield.

Virus dragon beta goes in at D for general and S- for PvP, with both the entrance and martyr passives poisoning all enemies (and neither your team) this seems like nice stun protection for some poison teams as an alternative to Freezecobra, but probably a bit weaker so only for use when you really want to avoid poisoning your own team. It’s also got two more relevant type-killer moves.

Abyssclaw goes in at S for general and S- for PvP, with 70TU link bloodthirst and reusable camouflage this is begging to be built around. It’s slow to get started and that’s the one thing holding it back. Otherwise, camouflage + shield means it is a bit awkward to kill if it’s ignored for too long and from there it’s going to sweep nicely. There’s lots you can do to support this like stealth, protectors and give turn. It seems a little too slow for top tier PvP play so will probably only see play in specific teams, but seems exceptional everywhere else where it becomes a significant threat and in PvE camouflage works very well. Congrats to @Tavaray for the artwork design being chosen by the devs, I personally really like this one too! The art clearly inspired a cool design here and made an interesting SE.

Movements:

Just a few minor adjustments to some monsters here. If you have any you think I should do then let me know.

Mythics going up:
Kunomi moves from D → B in general, the entrance is actually really nice, and on the second life its camouflage works well for giving it consistent high damage.
Prixis moves from S- → S in PvP, this is way stronger in the FL than I anticipated, because it turns out if sonic break doesn’t line up then skipping behind an enemy means only a single enemy can do something before Prixis can simply sonic break / slipstream the next monster.
Gabrielle moves from A → S- in PvP, what’s key here is it’s best at helping when you’re on the backfoot because that’s when it has a shield and that’s exactly when you need the most help. Also, high speed purifying mist is extremely useful for countering sleep setups.
Lucifelle moves from E → D in PvP, I didn’t give enough credit to the sleep control. It’s on the upper end of D tier, rather than C tier, because it requires building around for the sweeping.

Mythics going down:
Exocross moves from S → S- in PvP
Mechydra moves from D → E in PvP

Legendaries going up:
Blitzdyr moves from A → S in general, I think I used to have it up here before but then began doubting it. I’ve since got it myself and tried it out… it’s amazing, on par with the other crescendo monsters!
Kattmmander moves from B → S- in general, definitely worse than crescendo monsters but plenty of setups can get neko finisher going and then it’s very good.
Dusicyon moves from S → S+ in PvP, the mixture of sleep+stun protection and a counter to token disruption has made this among the best options for the early mid-game I think it’s deserving of the top tier again.

Legendaries going down:
Geartyrant moves from S+ → S in general, this is still good with sleep lock but there are a lot of sleep immunes around and there are simply many competing PvE options now.
Moku moves from S → S- in general
Dolphreeze moves from S- → B in general

Super epics going down:
Bitterbeast (s) moves from A → D in general and C → E in PvP, way too slow and stun protection has advanced a long way since this was made.

Super Epics Veterans Utilise

Here’s the new section added to the tier list…

Super Epics Veterans Utilise

Combo

Combo names and explanation

Abyssoldier myst - with A.S. Poseidon
Armadiator - with Botanic+Gryphking (good for auto-play)
Demontoad - with Novadrake
Fluffydra & Snowhulk - sacrifice to kill enemy and bring in next monster
Vulpink - with OoO (one-on-one)

Countering

Countering names and explanation

Abyssoldier shock, Aviaeronix, Demolitron, Saberdragon (s) & Steamhawk - anti-DR (death revenge)
Turbotusk, Twighoul & Volcaiga (also Abyssoldier myst) - anti-protectors

Disruption

Disruption names

Bundleblazer, Dualdragoon, Jocodragon

Sleep/Stun control

Sleep/Stun control names

Archseraph, Blossomight, Flutterdrake clover, Mapledragon, Sanguinymph, Tezcatlipoca, Thordragon

General support

General support names

Abyssoldier antistan, Buffbuffalo, Shieldragon

Versus super buffed enemies

Versus super buffed enemies names

Blazebones, Deathwarg, Gaiawolf, Horrorclaw, Nighthunter

Win conditions

Win conditions names

Purpie, Redybug, Torrentide, Vinegazer

2 Likes

Here’s a video talking about all the best legendaries to HP boost. I’ve also released KD's HP Boost guide and added a new section to the tier list here (below the mythic 2nd form section) which ranks all the mythics, legendaries and noteworthy SEs for HP boost. I hope people find this all interesting and helpful.

3 Likes

Update

Notes:

We recently had an update to version 2.37 which you can see here. This post will cover the movements with regards to these changes. We also had version 2.36 but that didn’t change any monsters, it just changed some AI and added more monsters to MBQ.

Nyx got a tweak to fermata so accelerate no longer removes the slow. This is mainly to force you to use slow monsters with it, since previously you could have a high speed accelerate team (e.g. Shieldragon) and still use high speed monsters. However, it makes it impossible to counter. Overall I’d say it makes the monster a tiny bit weaker. The secret skill got changed to instant sendback… which has HUGE potential for combos and makes Nyx amazingly flexible both in the FL and outside it. So in total, Nyx is better. It’s already S+ in general and S in PvP so I’m not moving it but it’s very strong!
Gnashjaw got enlist on the same TU as legendaries, which doesn’t do a whole lot but it means in the future we’ll always see it at this slightly more competitive TU on SEs.
Yin/Yang got ways to sacrifice themselves, making Ldiefaeth’s substitute move creating them less oppressive. However, it’s still a great monster so I think S tier for both lists is fair.

Movements:

The changes below are only with respect to the changes in version 2.37.

Deus X moves from F → D in general, piercing makes this much more effective against buffed monsters in PvE. It’s a nice upgrade to the monsters, but it’s still a bit slow for PvP and other mythics outclass what Deus X does so no movement there.
Redybug moves from S → S- in general, S → S- in PvP and removed from SEs veterans utilise (win conditions), I really should’ve had this in S+ before, it was super powerful. It’s been very heavily nerfed with the Redybug being much slower if it wants to both protect and summon the Goldoise. After doing so it cannot support with damage either and if it dies then Goldoise cannot follow up with sleep because all enemies are poisoned. Now it’s basically a tanky protector for 10 cost in reptile teams, rather than being a very strong monster in any team and absurd in reptile teams. I think it’s a great shame the nerf messed a lot with the functionality of the moveset, rather than simply making it weaker. In many cases it won’t even be worth summoning the Goldoise.
Leira moves from C → E in general, with moogong now getting a way to sacrifice itself (which I assume the AI uses?) this now takes more work to build around for heavy control. It’s still worth doing in PvP but in PvE I think there are better options.

Update

Notes:

We recently had an update to version 2.39 which you can see here. This post will cover the movements with regards to these changes. We also had version 2.38 but that didn’t change any monsters, it just added player profiles and fixed some bugs.

A couple of highlights from the update:

  • New sound effects for these moves: ASMR, Terrorize, Terminal Virus, Blizzard (All), Frozen Wave, Goddess’ Protection, Vow, Fermata, Drift, Heart Burst, Pounce, Clumsy Entrance. (Thanks to VKC for the full list)
  • A bunch more battle icons and the PvP timer flashing on the screen when it’s low are good quality of life improvements to make the game less brain-taxing, especially for players who aren’t veterans.

Orochi got the HP cost reduced from 50% to 40% so it’s now possible to fulu twice without dying, allowing for chaining stunning fulu to stun lock the enemy team and then having Orochi surviving as a sweeper afterwards (plus with a swift revival). I was just about to drop her a tier so instead I’m leaving her in S- tier (for both). Also, I just found out that if you stunning fulu and she dies then the stun bisector wouldn’t halve the stun! So previously you could do the move twice and stun all enemies for 300s! That considered, perhaps the change in this update is actually intended as a nerf to that… hard to tell. Either way, I’m not changing the tier list positions until we see how she plays.

Geisthorn and Sephileon both had minor “corrections”, a monster type change and a TU change that was missed when other pure cure moves were reduced.
Airavalon I haven’t actually added yet!
V.D. Delta and V.D. Gamma had their zealous attack / piercing blow swapped, which gives Gamma something to finally stand out with but it’s still outclassed and Delta really needed the nerf to be honest because it was a very clear S+ and now it’s just a strong S+.

Movements:

There weren’t actually any movements to do this time! All changes were either minor or where I’m unsure about what to do (Orochi)!

1 Like

Update

Notes:

Our summer additions of 2023 have been some really strong ones yet again, especially the mythics! Let’s dive right in.

Additions:

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

Goliatherion goes in at S for general, S- for PvP, second form tier 3 and S for HP boost, with the SS it’s able to set up star eater for the first turn and from there be incredibly dangerous. Hardened carapace and hold ground to get it to that first turn also plays a big part. Literally the only thing holding it back here is the low speed. This is an easy one to underestimate but it’s a must-kill target on the battlefield so you better have a way to take down something tanky when it comes into play.

Bridalith goes in at D for general, C for PvP, second form tier 1 and B for HP boost, with an entrance that shields enemies and pushes one out of play by 100s this is a complicated one to judge properly. Also, toxic rebirth makes further entrances more complicated. Ultimately, I’m settling on this being mediocre because it does well when you’re trading back and forth but not super well otherwise. To build around it you simply use piercing monsters then it gives you one-side value on entrance and on its first turn it can shieldbreaker something. This is a decent baseline and Bridalith is clearly powercrept compared to early mythics (high defence + guaranteed kills), but other mythics give better long-term value.

Vixenblade goes in at S+ for general, S+ for PvP, second form tier 1 and S for HP boost, with crazy stats, speed, piercing and low TU moves this is in strong contention for being the strongest monster in the game (either this or Carmilla). This is quickly proving itself in PvP so I don’t think I need to explain too much but basically it tanks like mad while punishing being ignored and all the time gives consistent killing. Near the front it stops the opponent getting any momentum, further back it can swing a match back in your favour. One-on-one is not even necessary, but it’s an extra layer you can build around or just use when it will warp a battle favourably. Building the team with no beasts or water monsters is definitely a restriction, but totally worth the payoff here.

Vespia goes in at B for general, A for PvP, second form tier 1 and A for HP boost, with good killing moves, a big first turn, ability to smooth out your team and tanky stats this is another power creep mythic that definitely plays well. Nothing stands out as crazy though so it doesn’t quite hit the very top level. For example, compare it to Goliatherion which is much harder to kill and has 60TU killing. 70-100TU Stun converter sweeping is no joke, but low speed and toxic+chrono weakness hold it down.

Luna goes in at A for general, C for PvP, second form tier 2 and D for HP boost, with night veil stacking up a huge number of passives on Luna (focus, camo, sleep/poison immune, half stun immune) this seems pretty cool… except it has poor speed and defence plus no actual synergy potential. It also lacks piercing, low TU sweeping and has no control moves, so doesn’t compare well against many other mythics. For PvP the baseline here is still alright because it will always threaten either a 100TU retribution or 200TU double kill, but it’s still not going to perform in the same league as others. Sleep immunity + camo works nicely in PvE.

Wolhammer goes in at A for general, D for PvP and D for HP boost, with a lot in there to survive and then a 100TU piercing move once time has passed this is very clear what it wants to do. Terrorize is handy in the front line because Wolhammer has good speed, but ultimately I’m not impressed by what this monster offers. There are much better alternatives to build around. For example, Bundam generally plays a lot better.

Geoceron goes in at D for general, S- for PvP and D for HP boost, with decent speed, HG and 130TU knockback, this can mess with the opponent’s line-up very nicely in a way that’s hard to stop. Otherwise, it can focus on getting a kill then do stun converter sweeping at low TU. It doesn’t have the perfect way to get a kill, but it tends to play very well with the flexibility of removing enemies or teammates and a low TU piercing move for finishing off something. This is an impressive new monster for PvP we’re bound to see quite a lot.

Airavalon goes in at F for general, F for PvP and D for HP boost, with no way to charge itself this is a really awkward moveset and I’m honestly really confused how Airavalon was created this way. Time freeze seems really odd too. There isn’t really anything saving it and 30TU sacrificing teammates isn’t much better than 60TU backbite. Instant ally substitute allows one quick charge but past that it’s not going to do much and to be honest that’s barely any different to Burnsalot, which is a very small bar to climb.

Geisthorn goes in at A for general, B for PvP and D for HP boost, with good passives and 130TU double sweeping this looks impressive, except that if things don’t go well then it’s very unimpressive. Low speed and a bad fail case make this overall quite medium I think. In poison teams without earth it should be a fine inclusion though. Just to be clear, it needs both enemies poisoned to do great damage. It suffers from a similar problem to Atlantyrant and I’m placing it basically inbetween it and Oakthulhu.

Rosegeist goes in at A for general, S for PvP and D for HP boost, with a highly aggressive moveset, focus and auto-poison all this seems like a good new poison monster. The speed isn’t too bad, especially considering it has swift terrorise to mess with the enemy team as soon as it gets a turn (42TU for +80s to an enemy is a good trade). Mutual inversion is really interesting too, I think it will play really well in practice to tackle high defence enemies and bypass revenges (lifeflip them when they recently entered so they die to poison)… all at 100TU! Even if it puts Rosegeist onto low HP that might be worth the trade. Overall, this is might help power poison in the FL or mid-game, where it’s been lacking lately due to most popular poison monsters being either low speed or high TU moves.

Virus dragon epsilon goes in at C for general and A for PvP, with an anti-token disruption entrance and stun control martyr passive this is better than most of the virus dragons. Despairing strike is a bit underwhelming though, even if dragons are reasonably common. So I’m putting it roughly average for the V.D.s but bear in mind if you want both stun protection and a way to remove annoying tokens then this is a decent option.

Dreadmoth goes in at S+ for general and S+ for PvP, with amazing flexibility choosing between three moths this is both cool and a solid threat in many scenarios. The big issue is getting two kills for bloodthirst. If you meet sleep or stun then the killer moves do the job of getting two kills but antidote for poison isn’t a guaranteed kill and against DR or protectors you might get just one kill. Also, if you don’t meet any of these archetypes then there’s not much it can do. So ultimately this is definitely a very strong monster for 10 cost but you might want to have a backstab around. I think it’s best for having protection from sleep in your team or dealing with protectors/DR. There’s also some combo potential. E.g. Lunactia enemy substitute into a moth with guardian execute / true hit. My personal favourite is Mantisamurai with shadow morph for the sleep immunity + purify to wake up the team (Mantisamurai+1 and Dreadmoth+9 does it nicely).

Torpedorus goes in at S for general and S for PvP, with impressive sweeping power this is another monster only held back by its low speed. You definitely need to remove stun protection, then Torpedorus cannot be killed without punishing the enemy team and when it gets a turn you can link stun wave to great effect. I think this is ironically a fair bit stronger than Geisthorn above! It’s also a stronger Atlantyrant in my mind. However, being restricted to link water is a tough one, especially with so many good legendaries/mythics for link water.

Virus dragon zeta goes in at C for general and A for PvP, with passives that aren’t reliably useful this doesn’t stand out among the virus dragons. Nullifying strike is second only to delta’s piercing blow so that saves it a little. Overall, it’s another medium V.D.

Slimetank goes in at D for general, with probably the most troll-like moveset we’ve seen, this respawns a ridiculous number of times. I think you have to kill it 15 times! The problem is, I’m not quite sure how to build around it. If anyone has ideas then let me know! I think probably it’s just to be put as a funny opponent for us in PvE. For anyone who doesn’t know, this was a meme monster from the early days of the game.

Note on terminal virus:
Now we’ve seen the V.D.s in practice I realise that terminal virus is a lot better than I expected. It triggers even if the enemy is killed by the attack that puts it below 50% HP and counts as an “indirect” kill so won’t trigger a bunch of revenges like death revenge. This gives it lots of uses to counter enemies and otherwise at 130TU it helps contribute to damage output very effectively. Basically, this means the virus dragons have a pretty good baseline power level for PvP. I’ve reviewed the positions I put the V.D.s in and don’t want to change any, but it’s made Delta in particular very dangerous. Many SEs / stun absorbers you can ignore because they don’t contribute as much benefit on the battlefield as other monsters, but with terminal virus and other moves which are situationally great they tend to perform very well in practice.

Movements:

I shifted down a bunch of the mythics in PvP to stop it from becoming slightly top heavy. Otherwise, just a few that I noticed are probably a bit out of place for whatever reason. As always, thanks for the community suggestions!

Mythics going up:
Momo moves from S → S+ in general, fastbreaker damage is 6-7k damage which is enough to one-shot reasonably buffed enemies and the extra turns from stun as well as the tanking is simply really really good. I thought to myself “it’s not a win condition” but what it adds to a team is huge.
Asmodia moves from A → S- in PvP, I’ve gone back and forth between these two tiers. Point is, it’s a good comeback monster for teams with poison end-games.

Mythics going down:
Sakuralisk moves from S+ → S in general, definitely very strong, but needs some building around to charge double bloodthirst so I think Momo is a clearly better stun counter choice for PvE.
Hazuki moves from S- → B in general, no longer comes back with the enemy buff on the second life.
Hu Shin moves from S- → A in PvP, while exceptionally strong, the team building restriction makes it very niche.
Kanna moves from S- → A in PvP, basically only for front line use, in specific teams.
Y Ddraig Goch moves from A → B in PvP
Akane moves from D → E in general and B → C in PvP, while good in theory, I’ve never seen it or heard anything about it. It might be niche.
Arachnodrake moves from B → C in PvP, far stronger than people give it credit for due to its piercing stealthbane which it sets up on entrance (you can’t remove stealth from your team so Arachno threatens 100TU sweeping at its baseline and can combo with other stealthbane monsters). However, long-term on the battlefield it can be lacklustre and it’s not an end-game monster so I understand it’s unappealing.
Scyberithe moves from B → C in PvP, definitely makes strong FL setups, but is not fully reliable and is very specific in its use case.
Aoi moves from C → D in PvP
Chronozillion moves from C → D in PvP
Rhinedragon moves from C → D in PvP
Voidress moves from D → E in PvP

Legendaries going up:
Stormloch (s) moves from C → A in PvP, link shadow has now got to a very playable point and this is a great payoff for it. I hope people start trying it out. The only drawback is the first turn is slow.
Tortogeist moves from D → A in PvP, years ago there was lots of stun and repulse in PvP which could disable this (double repulse used to be only 70TU!). Also, you could more often give the opponent a monster that wouldn’t be useful. These days, most of the monsters we use are super strong and generally useful plus we play fewer things that will disable it. It also trades super well with mythics, which I’ve seen a lot of mythic players doing to deal with their tougher opponents. It’s definitely become a playable monster and is strong when you’re playing a high level.
Lionheart moves from D → C in PvP, I was a little harsh on this. It’s not a monster top players use but it’s a fine playable monster in other teams.

Legendaries going down:
Geomagnus moves from A → D in PvP, there are so many monsters which have backstab now this is not needed any more.
Magmarinus moves from A → B in PvP, sadly the link slayerbane all nerf of 100s restriction has almost completely ruined this monster. Needing to do two berserk attacks first is not enough impact because of the random targeting that other link fire payoffs tend to do better.
Nulltron moves from C → D in PvP, the stun pulse nerf hurts this so much and stealth is a bigger thing these days.

Super epics going up:
Turbotusk moves from S → S+ in PvP, this has proven itself to be worthwhile as FL stun protection even in top teams. Give turn and true hit are both great and the chrono weakness is worth it in teams which want that GT.

Super epics going down:
Jackalhotep moves from S → S- in PvP, there are many better ways to build OoO now.
Elephantom moves from S- → A in PvP, this is leftover from ages ago.

4 Likes

Update

Notes:

We recently had an update to version 2.40 which you can see here. This post will cover the movements with regards to these changes.

Nyx had instant sendback restricted to not be used right at the start of the battle. I’m not moving her down, but only because I was going to move her to S+ in PvP if this move was left unrestricted (so effectively she went S+ → S in PvP).
Voidress had ritual VI restricted to 5 uses to prevent abuse, but made lower TU to compensate. Voidress can now charge bloodbath extremely quickly but this monster’s design hasn’t aged well so I’m leaving it where it is.
Mechydra had a solid attempt to buff it in this update but the low attack stat meant the changes didn’t really help it as intended. Another buff was done next update so I’ll leave the changes for the next post.
Majorie got void on her damage move. I’m glad but obviously it doesn’t change things too significantly, it’s just nice to have more tools for revenges.
Mapledragon got a much needed nerf to stealthy entrance! This monster was better than 95% of legendaries so it’s now better than maybe 85-90% of the legendaries instead. Clearly an S+ SE still.
Sanctaurus got a very insignificant TU reduction to double sendback, but this shows that generally they’re making sendback moves lower TU which is a good thing for the game (we need efficient ways to remove teammates to tackle sleep, token disruption and otherwise have our teams play smoothly).
Leira had the Moogong no longer stunnable, stopping her from helping set up a stun lock. The next update reworked stun lock so I’ll leave her movements for the next post.

Movements:

The changes below are only with respect to the changes in version 2.40.

Lilithia moves from E → A in general, A → S+ in PvP, second form tier 3 → tier 2 and A → S for HP boost, with sleep immunity this became completely broken because it’s got pure cure. Luckily, this was short-lived as they returned it to “insomnia” in the next update once we pointed it out. The second form gaining the shield allies part of the passive is huge, making it very decent support.

Unicera moves from F → E in general, F → D in PvP and second form tier 1 → tier 2, with kinbreaker this now has a bunch more situations it can do damage and purifying mist has made it do something productive when it doesn’t have damage potential. It’s not a complete joke any more and should do well enough in the right scenarios.

Hadeshoof moves from second form tier 2 → tier 3, an even faster blitz attack in the awakened form makes this extremely deadly in the FL. I already had it high in the tier lists so I’m not sure if it can go up higher but it’s definitely secured its spots in the tiers it’s currently in. Kill this on sight! (Or knock it back - that deals with it very well).

Sageroom moves from S → S+ in general, with a way to direct attacks towards it this has become extremely good in PvE, probably a 1-monster win condition except in super buffed battles. Clone then protect and use the purifying mist to stop others from being killed before they clone while the enemy team is fully disabled by Moji’s (once it gets going). I still think this is too slow to do its thing in PvP but F tier is maybe too harsh. Please let me know if you have some experience with it!

Arcticlaws moves from A → S- in PvP, counter strike becoming piercing is a very nice upgrade that makes this more guaranteed at dealing with the three elements it criticals.

Nightfender moves from D → S- in general and D → A in PvP, this monster isn’t used by anybody, but it can now work much more like Igniscapra (the fire goat) where it can “overdrive” then do piercing attacks with power slash. The damage is something like 5700, so it one-shots everything except HP boosted mythics. This makes it a genuine threat and hardened carapace means it takes a bit of effort to take down. It should be a good one for people with smaller collections or otherwise when we’re forced to play with SEs.

Rhinotitan moves from A → S- in general, hold ground makes this a stronger tool worth considering for link earth teams that can also slip in a robot. Its build requirements are the only thing holding it back I think.

5 Likes

Update

Notes:

We recently had an update to version 2.41 which you can see here. This post will cover the movements with regards to these changes.

Stun lock changes
So this was HUGE and a very welcome mechanic change. Now you’ll basically only get benefit from stun if it’s spaced out in your team. Therefore it’s either for: setting up timestrike kills on your monsters, giving yourself breathing room to take control of the battle or breaking the opponent’s momentum. Some moves do not trigger temporary stun immunity, which are basically the ones that were either a very small stun or were for controlling individual monsters on the battlefield. The notable one which still triggers temporary immunity is stun pulse, I guess because it’s on a lot of monsters and has a very favourable TU (50TU for 200s stun).

What this ultimately does is stop people from easily stunlocking opponents by removing their stun protection then chaining multiple stuns in a row. This wasn’t a nice experience, plus meant players felt it was necessary to add excessive layers of stun protection to their team which restricted creativity. Now we should have a healthier experience with stun where protection is necessary but to a lesser extent and stun can perhaps be used a little more freely (without as much setup in advance).

It’s hard to say for certain where things will end up, but for the purpose of the tier list I’m going to move particular monsters that are now significantly stronger/weaker due to this mechanic change and we’ll figure out the rest that need to move over time. What my gut feeling is that stun counters are just as strong, stun bisectors are stronger, stun immunity is weaker and stun absorbers are a bit stronger but I need to be more critical of them. The reasoning for stun bisectors is if you’re only getting hit by one stun then making it smaller is good. There are also more monsters which take 1/2 stun now, which interact very nicely with stun bisectors (or you can stack stun bisectors).

Beetlebrute had survivor bane fixed for use in the FL, making it a stronger monster here but it’s already S in both tier lists.
Prixis had a longer restriction put on moves so it couldn’t skip turn at the start and use them anyway, but I feel like skipping into sonic break is the actual problem and this change doesn’t affect that at all.
Vixenblade not being possible to use behind protectors to easily take out enemies with solo slayerbane removes some of the nastier setups, but it’s still an incredibly powerful monster when you build around it.
Poison siphon got a damage increase, but I’ve already been very favourable to Oakthulhu and Blossomight’s tier positions.
Special rocks got their cost rebalanced, making them far less desirable but they’re still good enough for some teams.

Movements:

The changes below are only with respect to the changes in version 2.41. Firstly I’ll start with the normal changes based on the tweaks, then I’ll go into the stun movements.

Lilithia moves from A → D in general and S+ → S in PvP, with sleep immunity becoming insomnia this is no longer broken, but the addition of stun immunity makes this counter so much stuff and offer a lot to a team.

Soral, god bird moves from S → B in general and S+ → B in PvP, 50->100TU baby conversion completely wrecked this moveset, making Soral no longer able to counter sleep, stun, token disruption nor can it set up defence for itself or charge double bloodfury until it’s been on the battlefield for 180s (that’s when it first attacks). It’s now simply a medium strength sweeper that works nicely in bird union or stealth teams.

Vixian moves from second form tier 1 → tier 2, the buffs here make the summer time → soul missile+ game plan really great, so when it’s set up properly it is a huge threat. However, I’m still keeping it in F tiers because creating a team to utilise Vixian properly is the true challenge.

Arachnodrake moves from C → B in PvP, 50TU stealth is no joke, makes this much harder to disable and the 100-130TU piercing sweeping is strong. I may make this A tier in the near future.

Berry moves from C → B in general, A → S- in PvP and B → A for HP boost, getting yet another situationally critical move is huge, especially because it’s Berry’s first piercing attack. If you didn’t know, her moves are 1.25x the usual damage so she deals better damage than you’d think, especially after the SS. In my opinion, Berry forms the bar for mythic sweepers and that bar has just raised a bit. She’ll likely move back down to A tier in the next 1-2 years as we get more generically good mythic sweepers with things like piercing.

Mechydra moves from F → C in general, E → S- in PvP, second form tier 2 → tier 3 and A → S for HP boost, this has been super charged so if it’s with a robot then it’s a really deadly sweeper that is very tanky and protects your team from sleep and stun pretty effectively. When you have any time to spare, accelerate sting can now ensure you follow up the next hit with another attack shortly afterwards.

F.D. Maeve moves from C → D in general and S → A in PvP, requiring a proper F.D. setup for the SS is how it probably always should have been, so this monster is now balanced rather than easy to build oppressive teams with.

Airavalon moves from F → D in PvP, they’ve done a good job rebuilding this design with recent buffs but, as people pointed out, the time freeze passive really hurts the 200+250TU attacking that it now wants to do in the long-term as it sits on the battlefield. Still, I think there’s enough here to get it out of F tier, especially because it can remove itself if it’s not going to help.

Tridrakhan (s) moves from S- → A in general and S- → A in PvP, requiring link for the SS makes this pretty hard to build around.

Deathgazer moves from D → E in general and S+ → S in PvP, no longer getting a turn quickly heavily diminishes its use for setting up poison in the end-game and it cannot quickly go into backbite to bring in something behind.

Lunactia moves from S+ → S in PvP, with Maeve weakened, stun immunity less necessary in PvP and rockoids dying after 200s this doesn’t stand out like it used to.

Stun movements:

Mythics going up:
Hawknight moves from C → B in general
Haneri moves from B → A in general and B → S- in PvP, now the enemies are guaranteed to be critical hit by either timecrush double or stun immune punisher then solo bloodcrave does 80TU sweeping. I may even put this S tier in PvP, would like to see it in practice first though!

Mythics going down:
Satomi moves from S → S- in general and S → S- in PvP
Huskegon moves from S- → A in general, S- → C in PvP and second form tier 1 → tier 2, this struggles to do anything on the first turn, now that shocking is 160->100s and show of might will likely not stun anything.
Leira moves from B → D in PvP, besides time-passing combos, there are better options.
Aethereon moves from B → C in general and C → D in PvP
Nightingale moves from D → E in PvP

Legendaries going up:
Raizen moves from B → A in general
Pupupa/Stormoth moves from D → C in general
Dolphoenix moves from D → C in general and C → B in PvP
Nulltron moves from A → S- in general and D → S- in PvP

Legendaries going down:
Sanctallion moves from S- → A in general
Cryokaizer moves from B → C in general
Malwing moves from S+ → S in PvP
Sobeking moves from S+ → S in PvP
Pandamonium moves from S- → A in PvP, healing stun is far harder to use effectively, so you rely much more on poison/sleep synergy.
Gloreonix moves from S+ → A in general and A → B in PvP, this was all about stun looping!
Cybereon moves from B → C in general and A → C in PvP
Drakozord Z moves from A → B in general and B → C in PvP, link storm naturally does a lot of stun so they’re going to interrupt one another.

Super epics:
Bitterbeast moves from S+ → S in general
Archseraph moves from A → B in general
Thordragon moves from A → B in general
Twighoul moves from S- → A in PvP
Galvbane moves from S- → S in general and A → S- in PvP
Blitzdragon moves from A → B in general and B → C in PvP

Epics:
Frostbrave moves from S+ → A in general
Ninjastorm moves from S+ → A in general
Sentiguard moves from S+ → A in general
Spiderix moves from S+ → A in general

6 Likes

Update

Notes:

The 8th anniversary has happened and we got legendary evolutions for the starters! It’s only a couple of mythics but a lot of legendaries and SEs. You can see just how strongly I felt between the two anniversary eggs below (Honghua + Strawbaba) vs (Charybdia + Trimaegus).

Additions:

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

Honghua goes in at B for general, F for PvP, second form tier 3 and D for HP boost, with low speed and nothing that good to do until there are two of it on the battlefield, which requires sacrificing a teammate this tends to flail around doing nothing much a lot of the time. Fire kagura already removes many tokens, so they are not easy targets for the sacrifice move. When it does line up, the 100TU piercing sweeping from two of your monsters is definitely great so the opponent has to be careful if they want to leave you with it. However, you may end up killing a lot of your own team to get there. It’s simply a detriment to your team by using this, say, 80% or more of the time. That said, setting it up in PvE seems reasonable and it should work well there.

Charybdia goes in at S+ for general, S+ for PvP, second form tier 1 and S for HP boost, with raw twin knockback and bind+ this is the highest speed monster we’ve seen with this level and versatility of FL disruption. It also has brilliant defence which can be buffed to become defence cap + 50% damage reduction. While on the battlefield it heavily supports poison teammates and after surviving for 250s it becomes a win condition with 60TU pseudo piercing sweeping with a large heal each time. Okay… so this is clearly super powerful! Bind+ alone is great value because the binded monster cannot be backstabbed or given turn so at a baseline that’s what you can do then virulent grasp gives some inevitability that they must deal with it, which requires hitting through the crazy defence. It doesn’t need the attack buff from the SS for virulent grasp, but that makes venom time’s up one-shot and it means in PvE virulent grasp will still one-shot buffed enemies. This is a clear S+ to me and should be a meta defining monster in PvP.

Garden fairy Mizu goes in at B for general, B for PvP and B for HP boost, with guaranteed sleep on incoming monsters, full defence and camouflage this looks like a monster that would give you dominating control that would be hard to stop. However, the active moveset is very situational, so in practice you’re making the battle a 3v4 where entering enemies will either be slow already or slowed by 42-100s and you also need to build your team with slow monsters. If things go well and you keep sweeping, the effect is great. However, if you don’t then the enemy team has more monsters to get the momentum themselves then you haven’t got fast things to fight back with. There are also various counters to sleep that can nullify the benefit and you cannot use it with poison or G.F. Violet. Overall, I think it’s just basically quite mediocre with certain setups making it good. It combines well with G.F. Clover.

Bartholosar goes in at E for general, C for PvP and D for HP boost, with fairly basic moves and a buff that requires very specific teammates to be used this is relatively average. High attack with retribution is a good punishment for being ignored and gives it a reasonable baseline, but reaching the ceiling of this monster is very difficult to reach. If you can achieve a 70TU piercing repeatable move then that’s brilliant, so definitely give it a go with Wraithcaptain doing sleep lock in PvE!

Wolfenrir goes in at A for general, S- for PvP and D for HP boost, with high attack and dual slayerbane this has a better baseline than the other starter legendaries. High speed and hold ground mean that’s going to be very reliable, and may be enough to turn around a battle in your favour. When dual slayerbane doesn’t have a target you simply charge and get a piercing kill. I reckon this will become a very popular PvP monster and it is decent for PvE too thanks to the repeatable healing. It will struggle at the top level of PvP because the damage is still a bit too low, but that’s probably a good thing to stop this being played by everyone.

Raidkong goes in at E for general, C for PvP and D for HP boost, with high attack this can one-shot legendaries with either throw or piercing blow at 80% speed. This means it’s back to its old tricks of the SE when that was first released - killing the enemy of your choice at the start of a battle. However, it doesn’t match well against mythics because it needs to use attack boost first and it doesn’t have great longevity because you need to make rocks from other sources or settle for a 200TU move. That means it gets beaten by alternatives for top level PvP, but for newer players it should be a useful tool and fairly strong. I think you should never bother with the SS.

Galvbishamon goes in at C for general, A for PvP and D for HP boost, with piercing when it faces mythics this is a subtle but powerful buff over the SE form. The only issue with protector killer and timestrike these days is the damage being low, which piercing completely resolves. When Galv has the buff it will perform very well and then do 100TU piercing sweeping… pretty crazy! However, without the buff it will fall pretty flat. The secret skill is also too situational to be worth +3 cost. Ultimately, I think it depends on where the meta goes. I.e. whether we see stun counters everywhere or if stun pulse → timestrike is reliable. If it is reliable, I think Galv should become a great option as a protector counter in PvP. It’s a tricky one for new players because they won’t meet mythics much, but in PvE it’s good if you have ways to heal it.

Viridrexus goes in at B for general, C for PvP and D for HP boost, with high attack, double retribution does high damage but not quite enough for the tanky monsters we play these days. Double desperate bite is very strong though. Viridrexus has its niche as one of the few high speed legendaries with accelerate team, as well as stun revenge making it a good backstab target for after then. Otherwise, the moveset is not geared for top level PvP except to counter poison end-games. Where I think this will shine is in PvP when you’re not facing tanky monsters and otherwise in PvE where accelerate is lovely and you can use double desperate bite to great effect.

Quick summary on the legendary starters:

Wolfenrir - a general purpose sweeper, good for PvP at all levels in the mid-game and lower level PvE.
Raidkong - specifically for the role of taking down an enemy of your choice at the start of a PvP match, only for low-mid level players.
Galvbishamon - a general purpose sweeper, for when facing mythics and in a meta without many stun counters. Good at all levels of play but not exceptional, needs healing in PvE.
Viridrexus - a tool for high speed acceleration or countering poison end-games at high level PvP, with good general purpose at lower levels (both PvE and PvP).

Strawbaba goes in at F for general, F for PvP and D for HP boost, with moves that all remove a target enemy from the battlefield and replace them with a token this can quite effectively deal with the enemy team to get you in a stronger position. However, it’s a bit clunky in its execution because explosive revenge all kills the tokens it creates (I think?). Also, due to these moves being potentially very controlling, Strawbaba has incredibly low speed… the lowest in the whole game (second is Megaiasloth with 17%). I think in practice that makes it a bad monster. The only exciting bit is the SS where if you kill/remove the enemies before they get their next turn then only you get the benefit. That can help swing a battle pretty well, but is situational.

Trimaegus goes in at S for general, S+ for PvP and D for HP boost, with good stun passives, decent speed and guaranteed kills/disabling of enemies of your choosing this is a very powerful monster. The main move is definitely karma chain, which plays better than you might think because of all the times when you disable a blood sweeper or take down a tanky, shielded monster. It also asks for no requirements to use, so forms a strong baseline for Trimaegus. When you meet protectors or want to stun something there are the strongest options that exist in the game for that. Bloodshed charges from karma chain too so if ignored then Trimaegus will prove a menace then become a 100TU sweeper. This is borderline S+/S in PvP I think.

Viridwyvern (s) goes in at S- for general and S for PvP, with a good attack stat, union attack is actually strong enough on this to kill legendaries properly. It also sets up union with the Bronzeshell and we have a few monsters which utilise a token teammate so this is basically what you want to build around and it should then play well. It’s nothing super strong, but is a clear upgrade over the non-shiny version as long as you have the right monsters to use with it.

Crabriel goes in at C for general and B for PvP, with an intruiging backstory we’ll never know, this is a fun monster but not a very good one. It fully heals every turn so it will never die from recoil but it doesn’t do great damage. The virus dragons are basically superior (most have a move like piercing blow). Its niche is countering death revenge and token disruption, but we basically have better options for that.

Tricertalon goes in at C for general and D for PvP, with an entrance that kills all enemies 200s later this was basically designed to counter things like stun lock setup where they try to win with just a handful of monsters so if those die then they’ve got nothing else to win with. However, with the recent reworking of stun to specifically stop stun lock being a thing this doesn’t really have a use case. The moveset is also extremely limiting because it’s link. This monster might come up in the future for specific combos or to counter PvP meta strategies but for now I think it’s extremely niche.

Lavamane (s) goes in at B for general and C for PvP, with a 150s megabomb that hits everything this is very cool but seems like it will be for specific combos. Backbite with high speed makes it ideal for combos since it can set things up. I think this is unlikely to see any PvP play, but for specific PvE battles this could be a lot of fun.

Akhekhion goes in at S- for general and S- for PvP, with vigorous stance and 100TU low condition damage moves this looked very OP. However, the damage on lifeblight is not high enough to one-shot and similarly if it’s not on 100% HP then confident strike is a little weak. Therefore, it’s likely to take some small hit before it gets a turn then be a bit disappointing. Panacea sets everything up nicely and can be good if you’re using a tanky team, you can also support Akhekhion with teammates healing it. However, I’m a little doubtful it will be able to compete with legendaries and mythics so it’s probably just at the level of being a good SE. Maybe I’m wrong though, we’ll see when we get to play with it properly (it’s not yet out, but I saw the damage in SCB).

Jocodragon (s) goes in at S for general and S- for PvP, with flipped speed and meant for the second half of the team rather than the FL this is a fun spin on Jocodragon. The difference here is you’ll pass it over on its first turn, rather than needing to wait. This is pretty high impact but given its low speed and how you cannot rely on what’s going on in the battle during the second half this is not going to be anywhere near as good as normal Joco. However, it compares well to other low speed monsters you could place in your late-game.

Strawbobo does not go into the tier list. This isn’t for real use, it’s for disruption when it’s created in an enemy team by Strawbaba. We simply all got given one for fun at the anniversary.

Movements:

There’s a fresh new set of legendaries in S+ PvP, since that tier had only a small number after recent updates. I also shifted a bunch of mythics down, especially from S- PvP to better spread them across the tiers. I hope everyone likes the new positions. I imagine at least a couple are controversial!

Mythics going up:
Arachnodrake moves from B → A in PvP, 50TU stealth makes this work very nicely and with more stealthbreak in the game the synergy from haze entrance is big.
Bridalith moves from C → A in PvP, the entrances on this are more impressive than I thought, especially the 100s push back. It’s also easy to build around.

Mythics going down:
Nyx moves from S+ → S in general, this is able to cripple a couple of enemies and make a battle easy, plus be a decent sweeper once charged but it’s a bit squishy and fermata requires specific team building plus doesn’t work in every battle.
Scyberithe moves from S+ → S in general, this is perfect for setting up FL combos but there are too many mythics in the top tier that I picked this one to drop because it’s a bit more specific than the generically useful other ones.
Exocross moves from S- → A in PvP
Nagandia moves from S- → A in PvP
Ophidiator moves from A → B in PvP, with Sobeking and Redybug nerfed this has less support.
Tyrfina moves from A → B in PvP
Y Ddraig Goch moves from B → C in PvP
Focalforce moves from C → D in PvP

Legendaries going up:
Jackolene moves from S → S+ in general, see Vinegazer note below, but also Jackolene adds an extra layer where you have squash for sweeping when you don’t have germinates available. This helps start the vineye lock and makes winning much faster.
Centaureon moves from S → S+ in PvP
Mantiferno moves from S → S+ in PvP, not even counting the buff in the update (this post is not for that)
Rosegeist moves from S → S+ in PvP
Geoceron moves from S- → S in PvP

Others:
Bloomeluga moves from S+ → S in PvP
Vinegazer moves from S → S+ in general, the AI doesn’t sacrifice Vineyes properly that it’s easy to find combos to win matches with this.

5 Likes

Update

Notes:

I haven’t updated this in a long time so what I’m doing is three updates. This is the first, re-vamping the HP boost section. Next will be moving all the monsters around. The final one will add all the new monsters into the tier list.

So this update is to do with the HP boost change in version 2.42 which you can see here
HP boost changed from +1000HP to all into +500 for mythics, +1000 legendaries, +2000 everything below and now it can be moved around for 1 million silver.

HP boost changes


Legendaries...

A → S: G.F. clover
B → A: Aurodragon, Dolphariel, G.F. mizu, Megaiasloth
D → A: Arboribratus, Jurlungur (forgot about these initially)
D → B: Caesardragon, Capybaragon, Drakozord Z, Gryphking, Jack-o’-scorp, Leogeist, Magmagund, Otomaid, Rexterminator, Skeleviathan, Tardigrenade, Wolhammer, Wraithhost


Super epics...

This only had 3 noted: A.S. myst, Mapledragon, Vulpink. It’s now been expanded into the similar S, A, B, D tier structure. The only change to the old list was Mapledragon S → D.

The one bit I want to note is that the crystal worms I’ve purposefully skipped the earth one because it’s not crucial to the setup and I was torn between putting them in S or A tier. Reason being, you probably need to boost most of them to get the benefit so it’s a huge investment. They’re clear S tier in a bubble, so I settled on that.

S: A.S. fokus, A.S. myst, C.W. ater, C.W. caeruleus, C.W. flavus, C.W. purpureus, C.W. roseus, Dreadmoth, Jocodragon, Megalodragon, P.G. neromid, Saberzor, Shieldragon, Vulpink
A: A.S. antistan, A.S. breaker, Akhekhion, E.D. hvit, E.D. rod, F.D. clover, F.D. salvia, Gentleowl, P.G. banamid, Scarleguard, Sharkrex, V.D. delta
B: Buffbuffalo, Fluffydra, Gearcroc, G.D. banana, G.D. blueberry, G.D. cranberry, G.D. lime, Keeperdragon, Lordstag, Purpie, P.G. lavamid, Rhinotitan, Turbotusk, Wavetail, Willowyrm
D: Everything else


Epics and below...

Worth of consideration: Diamonoid, Gandalfrog, Helldactyl, LeBroid, Meatoid, Musashoid, Platybeak, Rockoid, Sherloid

P.S. @DMGInterference I was going to lump this in with the other changes but when you inspired me to do some tier list work this weekend I decided I could get this out as a separate thing. I also said I’d time things… took about 4 hours to do this.

11 Likes

Update

Notes:

I haven’t updated this in a long time so what I’m doing is three updates. This is the second, moving all the monsters around. The final one will add all the new monsters into the tier list.

So this update vaguely covers changes that happened in version 2.42 - 2.47 which you can see here. However, it also has general shifts based on community feedback, my changing perspective and reshuffling from new monsters entering.

Please bear in mind I didn’t have proper notes taken on the suggestions and it was thousands of posts/messages to trawl through so instead I skipped that and just did small things I remembered. Please kindly make your suggestions again if they are still relevant.

Also, I left out almost all reasoning to save myself the hours it would take to write (plus this post would be ridiculously long - 61 of the 98 mythics are moving!). I can obviously give reasoning on request. Also, I’m aware that a few of the tier lists have become top heavy (super epics both list and legendaries PvE), I’ll fix that at some point.

Some quick highlights from the version updates:

  • Lots of new sound effects added
  • Taunt now blocks raw-style moves
  • Multi-target poison eater moves cannot target poison immune monsters
  • Added another passive to a lot of older legendaries

Movements:

Mythics going up:
Coretta moves from S- → S in general
Hazuki moves from B → A in general
Excaliburdragon moves from S- → S in general and D → S- in PvP
Rhinedragon moves from A → S+ in general, D → S+ in PvP and D → B in HP boost
Luna moves from A → S in general, C → S- in PvP, second form tier 2 → tier 3 and D → B in HP boost
XYZ-999L moves from B → S in general and E → A in PvP
Vespia moves from B → A in general and A → S in PvP
Soral god bird moves from B → A in general and B → S- in PvP
Uraniumedhus moves from C → A in general and E → B in PvP
Bridalith moves from D → A in general and A → S in PvP
Rodeknight moves from E → B in general, C → B in PvP and second form tier 2 → 3
Huskegon moves from A → B in general, C → S- in PvP and second form tier 2 → 3
Yukihime moves from B → A in PvP
Azida moves from C → B in PvP and A → S in HP boost
Hawknight moves from C → B in PvP
Ankara moves from D → C in PvP and second form tier 2 → 3
Chronozillion moves from D → C in PvP
Sivanna moves from D → C in PvP and D → A in HP boost
Voidress moves from E → S- in PvP
Nightingale moves from E → B in PvP
Iridescezarc moves from E → D in PvP
Haneri moves from second form tier 2 → 1
Nyx moves from B → A in HP boost

Mythics going down:
Gorgodrake moves from S+ → S in general
Arachnadiva moves from S → S- in general
Deviladus moves from A → D in general
Tyrfina moves from B → C in general
Asmodia moves from D → E in general
Atlanachia moves from D → E in general
Sakuralisk moves from S → S- in general and S+ → S in PvP
Gremoris moves from S → S- in general, S- → A in PvP and S → A in HP boost
Botan-Douji moves from S → S- in general and A → B in PvP
Satomi moves from S- → A in general and S- → A in PvP
Goliatherion moves from S → B in general, S- → D in PvP and S → A in HP boost
Ophidiator moves from A → B in general, B → D in PvP and S → A in HP boost
Prismegasus moves from C → D in general and A → C in PvP
Onika moves from C → D in general and C → E in PvP
Focalforce moves from D → E in general and D → E in PvP
Aoi moves from E → F in general, D → E in PvP and second form tier 1 → 2
Christine moves from S → S- in PvP
Lemon moves from S → S- in PvP
Fiona moves from S → A in PvP
Berry moves from S- → A in PvP
Mechydra moves from S- → A in PvP
Plumesilisk moves from S- → A in PvP
Onyxia moves from S- → B in PvP
Suikenshi moves from S- → C in PvP
Arachnodrake moves from A → B in PvP and second form tier 1 → 2
Hu Shin moves from A → B in PvP
Kanna moves from A → B in PvP
Apollonis moves from B → C in PvP
Auraleus moves from B → C in PvP
Nikki moves from B → C in PvP
Novemdomina moves from B → C in PvP
Akane moves from C → D in PvP
Brynhildr moves from C → D in PvP
Scyberithe moves from C → D in PvP
Noircyon moves from C → E in PvP
Aethereon moves from D → E in PvP
Leira moves from D → E in PvP
Lime moves from second form tier 1 → 2

Legendaries going up:
Mantiferno moves from S → S+ in general
Soulstealer moves from S → S+ in general
Garden fairy clover moves from B → S- in general
Stormloch (s) moves from S- → S in general and A → S- in PvP
Wolhammer moves from A → S- in general and D → B in PvP
Bunkerbeast (s) moves from C → B in general and D → B in PvP, worth noting shadow sleep immunity is a really common thing now!
Bartholosar moves from E → S- in general and C → A in PvP, this is a specific build but is incredibly good when it works (50TU piercing kills on anything you like, starting at 74% speed).
Strawbaba moves from F → D in general and F → D in PvP
Cyclozar moves from F → E in general and C → S- in PvP
Shadowyrm moves from F → D in general and E → A in PvP
Gryphking moves from S- → S in PvP
Cyclozar (s) moves from B → A in PvP
Lionheart moves from C → A in PvP
Whitetitan moves from C → B in PvP

Legendaries going down:
Hanzowolf moves from S+ → S in general
Lunactia moves from S- → B in general and S → S- in PvP, enemy substitute + bugs is pretty hard to build around properly
Rhinoel moves from S+ → S in PvP
Jaguardian moves from S → S- in PvP
Tricranium moves from S → S- in PvP
Blacktitan moves from S- → A in PvP
Pitayagon moves from S- → A in PvP
Sanctistag moves from S- → A in PvP
Cephalogandr moves from A → B in PvP
Heavenswyrm moves from A → B in PvP
Terragar moves from A → B in PvP
Valzareign moves from A → B in PvP
Galliodragon (s) moves from B → C in PvP
Kamiwyrm (s) moves from B → C in PvP
Chromera moves from C → D in PvP
Deodragon moves from D → E in PvP
Ziberius moves from E → F in PvP

Super epics going up:
Phantomaiden moves from S- → S in general
Crabriel moves from C → B in general
Blizzheart moves from D → C in general
Komaguard moves from S- → S+ in general, C → S in PvP and D → B in HP boost
Inuguard moves from B → S+ in general, E → S in PvP and D → A in HP boost
Megalodragon moves from A → S in general and S- → S+ in PvP
Elfin dragon rod moves from A → S- in general and A → S in PvP
Elfin dragon hvit moves from B → A in general and B → S- in PvP
Elfin dragon gul moves from C → A in general and D → A in PvP
Muscattus moves from B → A in general and C → A in PvP
Arborgias moves from E → A in general and E → B in PvP
Akhekhion moves from S- → S in PvP
Ogremaster moves from S- → S+ in PvP
Abyssclaw moves from S- → S in PvP
Tricertalon moves from D → A in PvP, I completely missed just how strong the Leira combo would be, but this has now been nerfed heavily so it’s mostly just for fair use
Blizzheart (s) moves from F → C in PvP

Super epics going down:
Ventokaizer moves from S+ → S in general
Titanwolf moves from S → S- in general
Mapledragon moves from S+ → A in general and S+ → S- in PvP
Jocodragon (s) moves from S → S- in general and S- → C in PvP
Pyramid golem vivimid moves from S+ → S in PvP
Sharkrex moves from S+ → S in PvP
Virus dragon delta moves from S+ → S in PvP
Lavamane moves from S- → F in PvP, unable to cannibalise itself means this has no use in PvP over alternatives

9 Likes

Update

Notes:

It’s about time I finally update the tier list with the new monsters. It’s been a long time since the 8th anniversary so there are a lot to add! This is the third of the three updates I’ve done to get everything in order. Normally I list the new monsters with a bit of insight into their strategy/power but, since it’s been so long, some of these have been buffed in the meantime so I’ll also give a one-liner for how they were on release in those cases.

Additions:

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

Zephyramus goes in at C for general, C for PvP, second form tier 3 and B for HP boost, with a moveset entirely about 0-5 star monsters this is always going to be held back a bit, but they pushed it hard enough that it’s a really big payoff for building that way. With 3 SE teammates even dream ender can nearly one-shot mythics but only one is enough to make Zephy a big tank so in practice what you have is a reliably tanky monster with piercing kills at the expense of team building. It’s hard to get enough time to use fledgling accelerate in PvP, but in theory what you do is power up some HP boosted SEs then as you kill enemies the new ones enter with their first move slowed. I can see this working with some SE cycles, F.D. Maeve setups or in particular teams utilising top SEs like Vulpink.
On release this was C/E for PvE/PvP. No stats boost and one fewer damage move meant this wasn’t much of a payoff, it relied too much on the SE setup working whereas now it can fall back on a piercing double kill.

Ayna goes in at C for general, D for PvP, second form tier 2 and D for HP boost, with a gimicky protector knockback, minimum defence and HP this doesn’t have much special going for it. However, it’s got generically good sweeping with stun converter to get extra turns. With double bloodcrave that’s very nasty! So don’t be fooled by the low tier position, this will perform well as a sweeper it’s just that the SS and power swoop are too niche that it’s basically just a sweeper… which we already have many good ones that offer something extra or tank well.
On release this was F/F for PvE/PvP. Stun immunity and single bloodcrave was a complete joke, it was practically a super epic. I’m a bit upset they didn’t try harder to make the design work, simply ramped up the sweeping potential and called it a day.

Giehretus goes in at S- for general, A for PvP, second form tier 2 and S for HP boost, with an absolutely nuts passive for control this has been given an incredibly underpowered moveset. It still gets kills since agile toxin poisons almost everything but anything tanky will not get one-shot. Use it like other heavy control/support mythics like Bastia, Fiona or Lilithia where you surround it with sweepers to take advantage of most enemies coming in at very high seconds. The big difficulty is finding the right team to play with it, since you need incredibly low speed monsters behind it along with enough aggression (etc.) and if it dies early then you’ll suffer from having all slow monsters. Ultimately that’s what gives it a knock down in the tier list, but it’s brutally strong when you have the collection to utilise it properly!
If you want to see the full breakdown of how it affects entrance speed by numbers check out this post.
On release this was S+/S+ for PvE/PvP. Catapult was simply crazy on this, giving it reliable piercing killing made it too easy to have a strong setup on the battlefield.

Fyrielle goes in at F for general, F for PvP, second form tier 1 and D for HP boost, with a moveset entirely reliant on meeting protector enemies to be good this is way too situational. Even when you do meet them, you need to keep the protector around to be able to continuously attack. There are simply way better monsters that also have a strong counter to protectors. I mean, just compare this to Nagandia and you’ll see it’s easily outclassed. Healing and sacrificing teammates at low TU are great when they are an extra option on an otherwise complete moveset but here we have literally everything being situational. The two nice things to see are a way to create dead weight in the enemy team so that it becomes a fair 3v3 fight and rockoid morph to remove itself. Some people might notice you can use this with OoO to remove teammates with rockoid morph but honestly we have enough sleep immunes or you can use something like Bundleblazer for that kind of thing.
On release this was F/F for PvE/PvP. This came with even surprisingly higher TU moves on release.

Stellaurum goes in at D for general, D for PvP, second form tier 2 and D for HP boost, with a permanent shield in dragon union and a return to dragon artwork this is a pretty cool design. Unfortunately it’s basically a poor man’s Gabrielle with a hefty team building restriction. Scarleguard, Megalodragon, Shadowyrm and Azida all getting union buffs did a great job of making dragon union a legitimate setup but this is more like team filler than a genuine payoff. That said, it will get piercing kills every 160-200TU while being annoying to kill and the first turn is quick enough to have an impact. In PvE I can see it working nicely with the AI hitting the shield and energy spike taking down buffed things. For PvP it needs a bigger payoff like having -50% TU on its skills with dragons’ arena.
On release this was E/F for PvE/PvP. Slower harvest charge and no shield meant this was a weaker Razoray and there was practically no reason to run dragon union with it.

Tenguko goes in at S for general, S for PvP, second form tier 2 and D for HP boost, with passives that help get it a turn and set up a double-kill, that’s already looking strong. It also provides stealth for your team, can heal a teammate if needed and with no restriction add an extra monster into your team that’s your choice from the enemies. This is the kind of monster you can very easily slip into your team to have some mid-game stun for control while also packing a huge amount of power and flexibility. Shapeshift is the big move here, since you can often grab an enemy that helps in the current scenario and it also sets up a second entrance at the end. The only downside is you need to be prepared for the enemies having stealth so you cannot have multi-target moves on your monsters ahead in the team. This is clearly the best stun monster in the game in my eyes. It’s also very well designed by having remover and it’s a nice touch that the artwork is one of the best waifu designs.

Eirlys goes in at F for general, C for PvP, second form tier 3 and S for HP boost, with a moveset so focused on support in a game where having threats is crucial it’s hard to be considered strong, but Eirlys does enough. Having mostly hold ground teammates should make them a pain to kill. Sacrificing teammates will also trigger the heal, plus unlock the spirit shield move. Eirlys gets a 50TU kill on the first turn (note you can target a teammate to make this a full heal). Obviously accelerate team+ is a huge move that should definitely be used ASAP then all the moves become ridiculously fast and swift hit all is genuinely decent DPS.
On release this was F/E(or F?) for PvE/PvP. This got a significant upgrade across the board to amplify what it was doing, the kind of buff I love to see.

Shi Na goes in at B for general, D for PvP, second form tier 3 and D for HP boost, with 90% chance to revive when killed and sometimes being impossible to target this can be a huge pain to kill. However, the compromise is it has low speed, minimum defence and is a bit restricted with its moveset. It’s a bit hard to evaluate but I’m settling on it being pretty low because I think most teams can either ignore or disable it and the low speed means it doesn’t make much impact. If ignored it can get two 160TU piercing kills but then gets stuck unless it has more stuff to sacrifice. Yinyang harmony is double-edged because it slows down your own team so you probably want to use Shi Na where you create throw fodder and have monsters looking to sacrifice teammates.

Isoldelle goes in at A for general, S- for PvP, second form tier 3 and A for HP boost, with a revenge that guaranteed kills probably multiple enemies and pretty reliably killing at 130TU from reasonable speed this is clearly a very strong generic PvP monster. It can even remove dead weight to super charge itself and allow nullifying one-shots, something very prominent and necessary with recent design (just look at this monster’s revenge to see why!). It even has a piercing one-shot for when you want that. In the tier list this forms a very clear line for what other mythic generic sweepers need to compete against. It’s why the likes of Berry and Satomi have dropped to A tier. The only reason I didn’t put this in S tier is because it doesn’t sweep faster than 130TU or do a game-warping effect like we see in the top two tiers (the revenge does do that, but the opponent can ignore it).

Candy goes in at C for general, E for PvP, second form tier 3 and D for HP boost, with a moveset restricted to just a single critical move at a time that requires practically a link team to pull off this is very awkward to use with probably too little payoff. I did a proper breakdown of how awkward the moves and team building which you can read here. The short version is I think this can only work in holy+shadow teams. With the right setup it’ll feel great because the passives are strong and you get 80TU pseudo-piercing kills, but that’s still basically a weaker Rhinedragon and for a lot of work. The design is mostly a more restricted and weaker Elemphox (shadow). It’s a shame, because I think the concept here is novel to have every killer weakness with killer immunity. I wish the three elemental moves were literally a single move, with the different effects being which element pair you had in your team then Candy had two other active moves.

Eonarx goes in at A for general, S+ for PvP and S for HP boost, with full defence, hold ground and effectively team turn on the first turn while having pretty reasonable speed this monster is overpowered. It’s one of the top choices for HP boost since it has such a huge impact on the first turn. Sure, enemies get a turn as well but if you’re using this in 6th-8th slot with a bunch of threats in front then you should be able to deal with all the enemies before they actually get their turn. This also has void dual slayerbane as an incredibly useful move for where design is heading, which requires two targets to one-shot at the beginning but after time passes Eonarx gets stronger and only one enemy needs a kill. True hit and slash all also become very strong with time, meaning Eonarx is a tanky monster that cannot be ignored. 100TU shield self + potentially some allies is surprisingly efficient and works well with the moveset because you want teammates to die instead so void dual slayerbane can be used, or otherwise true hit to become strong enough to one-shot without critical.

Xanacorn goes in at A for general, B for PvP and B for HP boost, with a moveset clearly designed before the change to stun this sadly isn’t as strong as it could’ve been. This really wants to get two kills but relies totally on its own stun and requires use in link storm, so it’s a payoff that’■■■■■ or miss… not a good place to be. That said, link stun pulse is a great set up for one kill then instant link stun flash can let you kill anything stunnable that was on over 100s so in theory it can grab kills efficiently then void bloodthirst as a tanky sweeper. XYZ-999L or other ways to remove stun counters is crucial to make this work. When it does work it’ll feel great, but link storm has become harder to play since you can no longer overload on stun and lining up that second kill with instant link stun flash might be tricky (the lowest TU move for passing time is 130). It’s worth noting in PvE this can very easily grab the kills, particularly by skipping behind enemies to get multiple kills with tempest annihilation after the SS.

Garden fairy Rosa goes in at D for general, A for PvP and B for HP boost, with +50s on every non-G.F.'s entry and damage potential entirely reliant on having a G.F. teammate this is clearly one for the garden fairy setup. Vigor demoralise is super generic and vigor double repulse is great on a 55% speed monster. That said, what it does otherwise is extremely slow if you want to Hellbud more than one enemy and you have to be playing a lot of garden fairies to ensure it doesn’t get left alone or slow down your own team. I think this ultimately makes a garden fairy team much stronger, but locks you into it very hard that you better have all the best ones! It does a much better job than G.F. Mizu at controlling the battlefield because there’s less drawback.

Arbustodon goes in at E for general, S- for PvP and A for HP boost, with high speed and raw man-eater this is clearly an anti-meta monster that is a popular choice for top level PvP and probably not great elsewhere because the moveset is clunky. I’ve seen almost all users putting this in the FL which I find odd because it has camouflage entrance and instant purify. I wasn’t sure how well this would do, but I see a lot of people using it so it must line up pretty well. The fallback of 180TU piercing sweeping that requires throw fodder isn’t ideal. Any input people have I’d appreciate. EDIT: Feedback said this should be higher, adjusted A → S- in PvP.

Cyclophina goes in at C for general, A for PvP and S for HP boost, with an extremely complicated moveset to line up and play with, Cyclophina is turning this game into an educational one. Using it at the back of the team is the way to go and since the buff to odd breaker it does piercing kills pretty nicely and reliably enough. It tanks like mad too, so is often awkward to deal with. That said, it’s basically another spin on the Moku design where it tanks better but kills single targets. I’m not super sold on it but it’s clearly playable and easily slots into any team.

Helioseer goes in at D for general, E for PvP and D for HP boost, with a two weak damage moves and the rest of the moveset revolving around sleep (even sleeping your own team!) this is super awkward and usually ends in disappointment. In theory you can play this in mid-game then sleep enemies that have stuck around with dreaming touch and after gaining control you have sleepless nightmare to clear through a bunch of enemies. Using dormant barriers to sleep your team is a terrible idea because it can’t realistically set anything up. I built a team around this trying to make it work properly and it was clearly the worst monster in my team. Occasionally it could use sleepless nightmare but most of the time it was useless and when it worked it was often because the opponent didn’t know the moveset. This needs some serious buffs to make its design work properly.

Skeleviathan (s) goes in at C for general, A for PvP and D for HP boost, with high speed this is an obvious callback to the pre-nerf Skeleviathan but with the nerf it probably should’ve got instead: payback revenge rather than petrify. However, it also comes with minimum defence and no buff from the protect move which means it’s much worse than the original design. There’s definitely value from being such a fast protector with payback revenge but with so many protector counters around it averages out a bit. It’s far from the meta-defining monster original Skeleviathan was but I think it’s a little better than the low speed petrify revenge it is now.

Sir. Lancerat goes in at A for general, S+ for PvP and D for HP boost, with fun artwork, lore and cool synergy with Muscattus and Sageroom it’s a shame this moveset is spoiled by an absolutely broken design of pushing all enemies back by 300s if you use it in the end-game with something behind that can quickly bring it back into battle, even reliably becoming 600s push back if you can revive it. This has swiftly become recognised as the strongest end-game and likely getting nerfed soon. Regardless, this puts it in a clear S+ for PvP for the time-being. I hope the change is where the SS can only be used if you have X monsters remaining, so it can’t so easily be chained immediately.

Garden fairy citrus goes in at C for general, A for PvP and D for HP boost, with a very powerful slayerbane all and 120TU repeatable piercing when with garden fairies this is a great addition for the setup, especially alongside either earth G.F. because they’re protectors. Not much more to say about this, it’s a decent sweeper for the setup and shouldn’t be used outside it.

Flutterdrake azure goes in at B for general, A for PvP and D for HP boost, with 100TU one-shot moves and cryo revenge as a serious punishment for its killer this is a great flutterdrake sweeper. The issues are it has nothing else going for it, it’s very squishy and if left alone it becomes dead weight. Healing F.D. Maeve is only good in some situations. If you have a lot of flutterdrakes in your team then this is a worthy addition, otherwise it’s best avoided.

Chimerauk goes in at S for general, A for PvP and A for HP boost, with good speed and double sendback this has interesting combo potential but by design it’s a super tanky protector which can duplicate itself as long as the enemies can’t kill it. I was super high on this on its release, but in PvP players can simply kill it too easily even when it has HP boost that it’s only a short distraction and the babies have to stun boom. In lower level PvP this is likely not the case, so it should do very well there! In PvE I believe it should work properly so I’m putting it high for that. What you should do is combine it with healing and then try to fledge the babies to keep the chain going, using the buffed union attack for easy kills. It reminds me a lot of pre-nerf Redybug but not quite as smooth with the design.

Flutterdrake pure goes in at F for general, C for PvP and D for HP boost, with ghost buster as the only damage move this is all about supporting F.D. Maeve by giving her a turn instantly on entrance then pulling back the other flutterdrakes that have beneficial entrances for Maeve. Purify + insomnia with high speed covers your setup from sleep but to be honest Maeve already does that fairly well with insomnia and flutterdrake swap. Switch friend is good for removing itself once it won’t have any value, which is pretty frequently. I don’t rate this one highly, but it’s a popular role player in Maeve setups.

Flutterdrake lilac goes in at D for general, D for PvP and D for HP boost, with 100-130TU one-shot moves and a punishing revenge this is much like F.D. Azure, but the moves are situational and blood move needs two kills. This one is too hit and miss and the entrance for Maeve is a bit situational too. I think I’ll call this one a miss.

Flutterdrake oak goes in at E for general, A for PvP and B for HP boost, with roaring entrance + protect focus this is a surprisingly annoying protector to deal with in a F.D. Maeve setup where it will also shield Maeve twice. That means the opponent needs to do a lot of work to kill Maeve once this enters, especially if it’s HP boosted. Sendback and knockback are also great utility to have on roaring entrance. This is still mostly for Maeve setups like the other new flutterdrakes but if you want to, say, run F.D. Clover and sleep lock then this on top of F.D. Salvia (the shadow protector) can create an annoying wall to get past.

Atramenthus goes in at B for general, S- for PvP and A for HP boost, with headhunter, beast hunter and bloodcrave this is weirdly good at tackling the PvP meta and it can remove dead weight teammates too. That said, what this really wants is to be used in a full plant team and that simply doesn’t have enough support yet. So I think it’s somewhat playable now but you’re better off using other monsters until we can build proper teams with it. At that point you should HP boost it and wreck the waifu enjoyers.

Flutterdrake mint goes in at B for general, S- for PvP and D for HP boost, with powerful entrance passives, and generically good moves this is a clear standout from the F.D. Maeve support flutterdrakes in my opinion. It’s fairly decent in other flutterdrake teams too.

Flutterdrake ash goes in at S- for general, A for PvP and B for HP boost, with F.D. Maeve getting camouflage and a piercing kill getting set up on this monster’s first turn in just over 50s this is another great one for the Maeve setup. It can piercing kill every 180TU which is pretty decent, plus can become tanky with HP boost. The venom fangs move will sometimes come up, particularly in PvE for guaranteed kills.

Gummy dragon peach goes in at A for general, C for PvP and B for HP boost, with a better summon prototype move than the others and melancholy maul being generically very good this is a decent inclusion to the gummy dragons, but sadly I am still very doubtful you can actually pull off the moves that require two Vanillawhelps… especially in PvP! The other G.D. move is so niche that unfortunately that puts this monster in an awkward spot where it can create Vanillawhelps better than the others but probably falls even flatter than the others in the long run. That said, shadow is more common than most elements so counterstrike will have more targets. Overall I think it ends up a tiny bit above average for the gummy dragons. When we get the final one I’ll try them all out and re-assess the setup.

Zomboid goes in at notable for general, notable for PvP and worthy of consideration for HP boost, with a revival chance that sometimes triggers way more than you’d expect (e.g. 5+ times) this is a hugely annoying protector to face that a lot of people are enjoying taking a gamble on. It’s weird to see a 6 cost monster that sometimes is responsible for your win in PvP, but RNG can be like that. Of course, half the time it dies first time and you might as well have a 1 cost rockoid in that slot. It has minimum defence so even with HP boost it dies fairly easily but it’s definitely proven to be a good enabler for some powerful monsters that just need a bit of time to get going.

Santa Cloid goes in at notable for general and notable for PvP, with good defence and unwelcome gift this can cause some annoying disruption but feels a little overcosted if it’s going to die too easily and summoning Yuki isn’t particularly strong because they can usually be killed easily before they get a turn. You’re probably better off with a Dualdragoon or other disruptive monster but I still think it’s borderline enough to be worthy considering.

Ladyroid does not go into any tier list, with a funny “lady of the night” reference I like the design but surviving until a turn is too unlikely in most scenarios that it’s mostly a very overcosted rock. She needs a pimp or a proper establishment to raise her defence before she becomes worthy of consideration.

Movements:

None at all this time, they were done in the previous update post.

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