Tier list change log

Update

Notes:

We recently had an update to version 2.48 which you can see here. This post will cover the movements with regards to these changes.

We got a huge overhaul to the movesets of many 0-3 star monsters. Since this tier list doesn’t cover them properly unless they can see late-game play I’ll quickly list some which look strong early on:
Jabbit has faststrike, a great one-shot move.
Beowolf has 98% speed with confident strike.
Charcalynx has 85% speed with flame eater and bloodcrave.
Skullhoof has stealthbane, potentially useful before getting SEs with this.

Otherwise, here’s the usual list of notable changes that didn’t result in movements:
Nagandia got a significant daunt buff, yet another buff since its release. I hope I start seeing people actually use it because it’s brilliant in both the front line and mid-game.
Deviladus got a nice TU reduction to the moves but it’s still at the bottom I think because what it offers compared to other mythics isn’t enough. Bloodbite + HG was good 5 years ago but we’ve gone beyond that and death comes isn’t something worth building around either. If this monster had a +20% speed increase I think it would be pretty exciting but without a buff like that it’s not moving up.
Milgon got a nice buff to its marking but I’ve already been quite generous with its positions.
Viridrexus having the SS time restriction removed makes it a really interesting choice for PvE in poison-heavy battles or for UC to counter Maggatsuoh FLs / cheaters with poison teams.
Xanacorn got a speed increase but weirdly a nerf to stun pulse. Overall very minor difference.
Zomboid got the very necessary toning down and the most important bit is it cannot be triggered by teammates, which stops some of the very nasty combo potential.
Parasardon had knockback changed to repulse which unfortunately nerfs Purpie setups even further.

Movements:

The changes below are only with respect to the changes in version 2.48. Apart from two quick HP boost tier changes.

Nyx moves from A → S in HP boost, forgot to increase this when it got a defence buff.
Voidress moves from D → A in HP boost, forgot to increase this when it got man-eater and rocketed up the tier list.

Brynhildr moves from D → B in PvP and second form tier 2 → 3, the removal of the solo restriction here is huge, making it miles easier to play in teams. All moves being low TU is also cool for making them more worthwhile versus ragnarok. I’m definitely going to give this a try and get a better idea of where exactly it should be placed but I think it probably caps out at B tier due to the speed.

Noircyon moves from E → D in PvP, requiring link and having low speed has always been the thing holding this back in the tier list. Through various buffs it’s become a really good monster on the battlefield. It should very consistently kill every 100TU and can remove dead weight. It just doesn’t have a really big draw to it, low TU sweeping or something like that which when you stack on top of that the link requirement I can’t justify moving this higher. Just bear in mind it’s a good monster when it’s in link shadow even if the tier doesn’t reflect that.

Mechangelion moves from C → S- in general, F → B in PvP and second form tier 1 → 2, the buff here was enormous and has made it one of the best support options, especially for PvE. Purifying rain and nemesis annihilate are insane moves. It will still struggle to get a kill in some match-ups but spamming purifying rain really doesn’t seem like a problem. I am tempted to put this even higher in the tier list but am holding back for now. It’s potentially a top stun protection choice, especially considering there is no killer weakness.

Akane moves from second form tier 1 → 2

Nightingale moves from F → A in general, rescuing dual give turn has insanely low TU now and has cool combo potential with Nyx. I also forgot to move this up in PvE after it got double nightmare strike. This can take out buffed enemies nicely while being very tanky and offering good support. It’s a solid inclusion for many PvE teams.

Raidkong moves from C → B in PvP, with immobilising grasp pushing back by so much, this can create a dead weight enemy and turn Raidkong into a backstab target.

Heavenswyrm (s) moves from E → B in general and F → C in PvP, this embarrassment of a monster has finally become the link monster it should’ve been all along!

Garden fairy gloria moves from F → D in general and D → C in PvP, this got a huge overhaul which has left vigor attack boost+ a bit pointless and now to non-revenge enemies you should use g.f. floral curse. However, 200s isn’t too long to wait so for G.F. teams this is an interesting sweeper. That said, it’s still restricted/slow that other monsters seem better.

Sir. Lancerat moves from A → B in general and S+ → S in PvP, thankfully the broken move was made properly balanced. It now works more like Deathgazer at the back of a team. Importantly it can always fall back on 200TU (100+100) piercing sweeping. This may go back to S+ after I’ve seen it a bit to get a better idea.

Cyclophina moves from C → B in general and A → S in PvP, becoming demon type was a great buff, but also odd breaker deals significantly more damage than I realised in the last buff. It now gets easy piercing kills in 100TU or less, often negating revenges, more than half the time and placed in the end-game it lines up quite a lot… all while being super tanky. It’s a great monster now!

Spikiestblaze moves from B → S- in general and B → A in PvP, super low TU moves make this a pretty decent tanky stun absorber for general use.

Saphireon becomes notable in general, dethrone (120TU) and 98% speed might come up in some specific PvE battles.

Felimancer and Meowzard become notable in general, the buffs give these the defence cap and obviously then these tank super well with HP boost but I doubt these can have any impact in PvP. Instead they’re a cool thing for PvE for early-game players or perhaps later on with some form of OoO setup.

Blockadus becomes notable for both general and PvP as well as worthy of consideration for HP boost, with auto-protect, hold ground and full defence this is a surprisingly good choice as a 5-cost protector. If HP boosted it will tank almost as well as a legendary. When it gets a turn it can stealth or sendback a teammate at very reasonable TU or make itself even more of a tank.

5 Likes

Update

Notes:

We recently had updates to version 2.49 and version 2.50 which you can see here. This post will cover the movements with regards to these changes.

Here’s the usual list of notable changes that didn’t result in movements:
Goliatherion got poison immunity, but this doesn’t really make a difference to how it plays.
Ophidiator got +100% buff rather than +50% buff but reptiles have received nothing but nerfs in the last couple of years so it’s waiting for more support before it can be viable.
Medbie got a secret skill that’s actually worthwhile and is a decent option to turn on if you have the spare cost but is nothing crazy so doesn’t change the monster a huge amount.
Dracorosa got the petal blizzard restriction reduced which is a lovely thing for PvE but it’s already S tier there.
Honghua got full defence, making her entrance do less damage but she’s much harder to kill as she sets up riptide rend. However, she’s still no genuine threat to good PvP teams and I’ve already been generous to her tier in PvE.
Christine got a nice TU reduction to her best move, oust, which is basically just to distinguish the final form better from the second form. It’s a welcome buff but her tier ratings are already generous.
Haneri got yet another buff. I’m genuinely amazed people aren’t using her because she’s a top notch stun option.
Lumimalus got a complete redesign, only shortly after release. I will cover it in the post where I add it to the tier list.
Emeraldont got the rockoid generation passive becoming a guaranteed summon (making it very like The Rockoid’s passive) and added gravity field, but I don’t think it actually changes much about the design. It was designed for a time 7 years ago and it needs a proper niche for any buff to be meaningful.
Scolopendragon now counters dragons but lost its OoO synergy with Mantisamurai so it’s basically become better for general use and hopefully will see more play (it’s very good!).
Mojinator got some interesting tweaks which ultimately change the way it plays a little in the different forms but doesn’t really change the power level or what people will want to use it for so I’m not sure if this really achieved what was intended and it definitely doesn’t change anything in the tier list.
Pontibear got link double stealthbane (not in update notes) and ascension which has made this a very intruiging option for link holy and combos. You can do jaguardian haze or sendback into hazy entrance to pull it off at high speed. Sadly link holy has almost not support, but if it becomes viable in the future this is definitely a monster to keep in mind

Movements:

The changes below are only with respect to the changes in version 2.49 and version 2.50.

Fyrielle moves from F → D in PvP and second form tier 1 → 2, devolve on the first turn is a huge upgrade and makes this somewhat useless monster a one-trick pony where you basically create some dead weight for 200TU then remove Fyrielle with her own morph move unless the opponent has a protector. It’s very effective due to her double shield on entrance and double immunity but there’s enough ways to remove teammates that it really isn’t anything special and in PvE you can create dead weight easily you simply don’t need a 17-cost monster to do it at 200TU.

Candy moves from C → A in general, E → B in PvP and second form tier 3 → 1, I misunderstood this monster as only checking the battlefield teammates when in fact it checks your whole team but even so they buffed this in a crazy way with 100TU transient bash. Basically, don’t even bother with the restriction any more so you use this as a 100TU sweeper with both dreamy entrance and death revenge. It’s a stronger Runedragon and in link holy/shadow it can perform even better.

Berry moves from B → A in general, losing the attack boost is a bit controversial for PvP where dual slayerbane needs the extra damage but melancholy maul is great for PvE to charge double bloodfury and I think overall the monster is about the same for PvP.

Majorie moves from F → E in general, the return of camouflage has powered her up lots but she’s still held back so much by her design because she takes lots of building around and even then has too much chance of doing nothing useful that I think she’s simply limited to specific PvE builds.

Helioseer moves from D → B in general and E → C in PvP, the sleep TU going from 80 → 50TU is huge, because now the setup for the sweeping move is 100TU rather than 160TU. I’m definitely going to try this again and I think it’s a legitimate monster for PvE but it’s still so risky that they might have sleep protection because the other moves are terrible and the SS and sleep immunity are basically useless.

Tiamazus (s) moves from E → D in general and D → C in PvP, a huge speed increase has made this a decent true hit option for PvE as well as unlocking the Nereida combo with vile rage for a detox blast at the start of a battle. It’s unlikely to be competitive in today’s top level PvP but in lower ranks it’s a very interesting option to consider.

Prismegasus moves from D → B in general, C → S in PvP and second form tier 1 → 2, the quadruple buff here was insane, making this a huge and very worthy payoff for building a link team. It’s an incredible sweeper while being tanky stun protection and giving turn pretty rapidly. Shielding your whole team on the first turn and being able to summon up to 6 diamonoids at the back of your team super quickly is kind of crazy. I’m very hyped for this and hope it pushes link teams into the realms of being very competitive again.

Atlanachia moves from E → D in general, F → E in PvP and second form tier 1 → 2, with enough buffs this deserves to be a little higher. Negating revenges is nice and it basically has 4 passives now. It can’t be ignored and is pretty tanky, plus there is synergy with Luminalus (a strong mythic) and other death sentence monsters which make it genuinely useful, especially in PvE.

Deus X moves from E → B in PvP, a huge set of buffs have made this surprisingly good for PvP. It’s tricky to figure out so I’m not 100% on this placing, but the main thing is having 70TU switch enemy for constant disruption to the enemy team to maintain control. It’s like Aethereon’s metempsychosis but way better! Skip ban also has all the brilliant synergy it always had with various monsters that need to line up their moves correctly, as well as letting you easily keep Deus X alive with lifeflip unlimited since you can freely skip and your opponent is forced to take their turns. What it was always lacking is a proactive style of move while it charges vanquish, but switch enemy has become that.

Scorpionite moves from E → B in general and E → C in PvP and…
Luxyrion moves from E → B in general and D → C in PvP, stun assimilation is almost identical to stun counter because unless they’re far out of play and it’s a small stun they will get a turn immediately. These monsters are sadly low defence and have a pathetic moveset so they’re surprisingly less than average stun protection options but for new players these might be useful. I think they’re basically just a teaching tool for new players to learn about stun counter monsters.

7 Likes

Update

Notes:

With the 9th anniversary coming up fast, I want to get ahead with putting in all these monsters released in recent months as well as shifting some things around. We’ve got some ridiculously strong monsters here! A couple of these monsters have been buffed since their release in the meantime so I’ll mention how they were on release as well.

Additions:

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

Risu goes in at C for general, E for PvP, second form tier 2 and D for HP boost, with a defence buff that gives defence cap and 95% (I think) damage reduction this looks exciting at first glance but is very complex and clunky to use. There’s some cool revive looping stuff you can do with the A-con, but overall the issues are: you cannot synergise with sendback and Risu itself does not interact with the enemies until 300s has passed. The A-con isn’t super slow at attacking, but it feels like it is when you have Risu doing nothing useful at the time (your team depends on the other two monsters too much). Tranquiliser dart helps this monster out a lot but ultimately Risu is just too hard to do well with in most teams because it’s not proactive enough. I think the way to make it work is to utilise shadow detox by finding ways to poison it and monsters with high TU moves that you sendback after they attack, but that’s easier said than done. Even in PvE where I was excited for this, it can’t maintain the defence buff while attacking easily enough that it’s outclassed by so many other monsters.

Obsybdia goes in at S- for general, A for PvP, second form tier 2 and S for HP boost, with a spin on Charybdia’s moveset this unfortunately got a lot of hate because people were thinking it’s a sweeper when actually it’s tanky stun protection that does disruption. Camouflage, hold ground, a shield, defence cap + 50% damage reduction and a way to heal once all with no killer weakness (other than stealthbane) makes this basically the tankiest stun protection in the game. It also gets one guaranteed kill but leaving them as dead weight in the meantime and the other moves are all pretty useful too. That all said, it’s definitely not as good as Charybdia because auto-poison is incredibly powerful as well as abyssal ambush being very restrictive. Obsybdia is also in an awkward position where it doesn’t want to be in the front line but needs 250s to pass after it gets a turn and then it can only kill newly entering enemies… i.e. it can only actually target the last few monsters of the enemy team in PvP. That makes abyssal ambush even more restricted than it looks at first glance. So the design leaves a bit to be desired even though it’s a good monster. I hope the abyssal move is changed to also critical when there are no reinforcements remaining (i.e. right at the end of a battle) because that’s where she really gets stuck. For PvE this is excellent, but still also not as good as Chary because healing while attacking makes Chary incredibly strong.

Lumimalus goes in at S for general, S for PvP, second form tier 2 and A for HP boost, with easy piercing kills set up on entry or with 50/100TU moves while being punishing to kill and high defence this is yet another power crept generic mythic sweeper that isn’t anything crazy but pushes legendaries further away from being playable. It also only became that way because the design on release wasn’t good enough - the exact same story as Candy. Moaning aside, there is cool synergy here with anything that can place death sentence on enemies, particularly Atlanachia and Deviladus but you can also do it with Skeleviathan (s), Onigeist, Onyxia or perhaps Soulstealer. Lumimalus can tie that together into more of a strategy, whereas Atlanachia alone wasn’t enough to make it worthwhile. I think sadly it will rarely be used in this way because people won’t have the right pieces to build the team plus Lumimalus works so well alone, but I have to give a nod to the design. Revival ritual can situationally be very useful, which rounds out this monster nicely to have something more than simply sweeping.
On release this was a more complex design that basically punished the opponent for not targeting it but not well enough and it had a useless SS. It was an interesting design and I wish they leaned into that more (e.g. double retribution → double vengeance and some kind of useful SS) but it didn’t do enough in any aspect so would have been E/C/3/D in the tier list.

Selene goes in at S+ for general, S+ for PvP, second form tier 1 and S for HP boost, with insanely low TU powerful sweeping moves, HG and a defence buff this is clearly pushed to be one of the top monsters in the game. I believe this is simply the best PvE monster and among the top PvP monsters. Strangely though, it’s somehow not broken. What keeps it in check is the first move does almost no damage so it effectively has 15% speed for its first real attack and that can critical fewer than half the enemies you typically meet so it’s another 34TU before you can attack the rest. That window of time is what the opponent has to stop it, otherwise there’s a good chance they will lose. Since there’s plenty of piercing in the game now it’s also somewhat reasonable to kill and it doesn’t have the defence buff if there’s a holy monster around. That said, sleep immunity allows OoO stuff and if the opponent doesn’t have a way to deal with it before it gets sweeping it’s clearly insane. This is an easy top tier all around and should probably be toned down (I’d love the moves to be 30, 70, 70, 30 TU rather than all 40 because it matches the lunar cycle better).

Jeanne d’Arc goes in at B for general, D for PvP, second form tier 3 and B for HP boost, with a passive that revives it when it dies this is very much one of those mythics that is designed with a gimmick and isn’t very strong. However, it does come with the modern power creep of triple passives, efficient TU high damage moves and a piercing move. Revenge sealer is the big one here, since annoying revenges are commonly played. It’s worth noting that defensive assault isn’t enormous damage so the tanky mythics won’t die (or anything in PvE). Also, even though it can kill repulse monsters, if that doesn’t line up then repulse counters Jeanne very hard. Overall I think this is a good monster in lower powered PvP or amongst a lot of powerful mythics where there are too many threats to deal with so it has time to be an annoyance (note that many mythics work well in this setup so that’s not a big highlight). So that places it quite low in the tier list.

Carmillette goes in at S+ for general, S+ for PvP, second form tier 1 and S for HP boost, with a clear callback to Carmilla this is also a very generic sweeper that can go into any team but it swaps reliability for a higher ceiling. Simply put, this is an insane monster when you meet any protect or sleep monsters. Even without that it can do piercing killing with sanguine spell, which is a little slow but can easily line up kills with teammates (either for them or for Carmillette with the help). That kind of piercing killing puts it well above most monsters in the game and the healing from sanguine spell makes it among the best PvE monsters. As for PvP, I’m sure people will have different takes on Carmillette but I think camouflage is what really sells me on it being top notch - it’s so hard to kill or control.

Medusa goes in at S- for general, S+ for PvP, second form tier 2 and A for HP boost, with super reliable kills every 100-130TU, camouflage and the very powerful petrify revenge this is going to be annoyingly awkward to deal with and very powerful on the battlefield. I don’t want to moan too much, but this is another case of pure power creep and pushing out legendaries. We even have a Medusa-style design in Nagandia already. To see more of my moaning check out this post. This design is actually quite boring to me because it so easily gets kills every turn and basically always any enemy you want. The petrify move almost feels like an unnecessary gimmick but that’s a bit you can build around with true hit teammates. Otherwise, anything with stealthbane / sneak attack will synergise while Medusa simply sweeps every turn. From the moveset alone (+hazy entrance) it’s an average or better mythic, but camouflage and petrify revenge bump it up to contend with stuff like Carmilla.

Ursadonis goes in at B for general, B for PvP and B for HP boost, with tanky stats and speed ravage this is appealing but a bit too restricted. Skyfall is a very cool move but too high TU unless you have lava entrance behind and unfortunately makes it gain chrono weakness. Taunt is also nice to have on a monster designed like this. A bear eating fish with sashimi slicer is a nice touch. Ultimately, I think this is a great design idea for a monster but unfortunately no component of it is quite good enough. It mostly boils down to have medium TU killing only on specific targets and with a risk of being countered or not achieving much. There’s a huge difference between killing anything you like and only certain targets, which means this cannot be anything other than mediocre.

Elfin dragon keiser goes in at S- for general, S+ for PvP and D for HP boost, with the most notorious set of passives in the game since its release, this came out and broke the meta. There are multiple design flaws here and I think everyone is familiar by now. Ultimately, making a monster impossible to target while chaining together piercing attacks at ridiculously low TU thanks to the turn swap move + seconds reduction on ED entry meaning they’re already at low TU and the 1TU swap moves meaning they’re protected from sleep and can immediately recharge their piercing moves is almost impossible to stop once it gets started and gains insurmountable advantage. People quickly realised there were easy ways to run it like with a high speed knockback monster and your first ED is the storm one for stun flash to give you all the time you need to start the chain of attacks. The goal was noble, but the execution was a big mistake. Funnily enough it doesn’t need HP boost because the opponent can’t target it, but the SEs are basically all high defence and benefit greatly from being HP boosted.

Skyherra goes in at S for general, A for PvP and A for HP boost, with a design where it’s very tanky and gets a turn every time it’■■■■■ this is really cool and plays a lot like Focalforce but is better because it has decent speed, void moves and a very serious payoff for surviving. Between the three void moves you should pretty much always find a target in PvP, so the question for whether it’s strong is if the opponent has piercing and if 200TU is too slow. Unfortunately, I think generally the answer to both those questions is yes. However, the decent speed does help it a lot and means it’s much more playable than a lot of those mid-power legendaries. I’m personally most excited for it in PvE where it’s one of the best payoffs for passing time and the AI will presumably keep giving it turns. If not clear already, novablast charges bloodbath and at that point it’s nuts.

Chubpoon goes in at F for general, F for PvP and D for HP boost, with hilarious art and design this monster brings a smile to my face, but it might as well be Neo Monster’s Magikarp. It is absolutely terrible without Honghua because double retribution damage is low, and it’s not proactive in any way. Protecting from stun is not enough, nor is an explosive revenge. Revenant seal won’t activate unless it first dies to stun, but is also too high TU to be particularly useful even when you have Honghua. So now let’s assume you have Honghua, notoriously one of the worst mythics in PvP. This is decent support that makes her genuinely more consistent and quite scary because she can use it for a free sacrifice plus it’s tanky stun protection. Basically, playing both together is what makes them viable, but even then it’s not as strong as what other monsters can be doing and always runs the risk the opponent kills the Honghua(s) and leaves this fish by itself. Chubpoon in that setup still doesn’t do too much because the moves are all lacklustre, it’s simply a support piece and gets carried by Honghua’s fast piercing sweeping.

Mortilys goes in at E for general, S for PvP and D for HP boost, with the lowest defence and HP possible and a moveset that’s basically terrible apart from one move this is a very all-or-nothing design that relies almost entirely on specific team building. Either you need to play this in the front line with slow teammates or intend to line it up to get a turn after you use moves to put the rest of your team on high TU. Initially I was incredibly skeptical of this working reliably, but now I realise the way to make this work is using monsters at +0 and when you meet an opponent who doesn’t have their monsters at +5 or above hopefully they’re not a strong opponent (at +5 you have most of the entrance speed already). You can also always fall back on the SS to shield your team. When it does work, you’re able to get a free turn with your whole team. Beyond that, you have two choices: either you remove it (bear in mind backstab will set your monster back by 150s so you’ll want to sendback instead) or you’ve created your setup with high TU monsters that allow you to shriek again and push back the enemies. It seems like particular setups will be incredibly brutal like this. For specific PvE battles Mortilys will be a useful tool but otherwise it won’t have much purpose.
Talking numbers… there are very few monsters below 20% speed in the game and in PvP the lowest you meet tends to start at about 30% (E.D. Keiser is an exception right now - 24%). A 40%+0 monster will be just ahead of a 20%+9 monster. A 47%+0 monster will be roughly the same as a 30%+9 monster. So basically you’re probably safe to use anything in the low 40% and below while still being able to shriek reliably. Anything that’s already below 30% speed you can probably have at +9.

Heavenshorn (s) goes in at E for general, E for PvP and D for HP boost, with a moveset that’s all over the place this will probably someday help a particular combo work but is otherwise a really bad monster. The main problem here is that low attack makes all three attacks do bad damage. The monster also doesn’t summon anything for dual throw, will get a turn instantly so retribution won’t be charged unless the opponent killed multiple things at once and there’s no way to capitalise on the poison storm entrance. Roaring entrance with ally substitute is cool but poison storm entrance isn’t worth re-triggering this way. Therefore, it all comes down to what you’re using it with.

Gummy dragon licorice goes in at C for general, E for PvP and D for HP boost, with this completing the full cycle, I think it’s safe to say these missed the mark a bit. They’re not able to attack enough because getting enough Vanillawhelps on the battlefield is tricky and means you then don’t have many G.D.s to actually attack with. I hope we get a legendary/mythic that counts as a Vanillawhelp. As for G.D. Licorice itself, it’s basically more of the same but with the most restrictive pair of moves so I think it’s the worst.

Cactalars goes in at S for general, S for PvP and S for HP boost, with a good mix of attacking and support that fits into both dragon and plant union this is a really good role player that I don’t think got enough hype. Plant union is in its infancy, but Atramenthus (a very recent SE) plus this should give us a good reason to play it and then dragon union is already good enough. Simply put, this has near-defence cap stats (only high attack monsters don’t face the defence cap on it) and will do very valid moves every 100TU with a 160TU piercing one-shot option (5.5k-6k damage). The mediocre speed doesn’t make it stand out like Megalodragon or Scarleguard but the reliability when it does get turns plus it can support any strong dragon/plant teammates means it will be better on the battlefield. For a SE this is very strong. Note that for union attack it only needs one dragon/plant teammate and the attack stat is high enough it will one-shot most things. Playing all dragons/plants is mostly for the defence buff. Also note that Blossomight+Sanguinymph+Dracorosa is an all-plant combo which is a great one for newer players to use, which this monster works beautifully with.

Oberon goes in at S- for general, A for PvP, D for HP boost and combo for SEs veterans utilise, with an incredibly unique moveset this is a fun design and it all comes down to how you can make it work. In theory, you play this at the start of a team and by the time it gets a turn a teammate will have died, giving you access to instantly kill at least 2 enemies on the turn followed by a non-piercing one-shot. Note that blitz guardian demise can still be used for some non-critical piercing damage. After this, you need some way to remove it because it’s complete dead weight but you have to do so without targeting. Blacktitan works, as well as exile, Ammityrant’s sin punishment or Tricertalon. There aren’t many other good things you can do with it except team turn moves, overwatch + lava entrance or Whitetitan to allow it to attack again. This seems like a very nice PvE option where you can build around it reliably for 3-4 kills and I hope we get more ways to kill it off so it can see some play in PvP. You’re only ever going to play this if you have built around it so I’m rating it in the tier list based on that.

Snorkoid goes in at notable for PvP, with clear support for stealth teams this is a cool cheap option that I’m sure some people will find a slot for. Exit plan and stealth teammate are brilliant moves to have. It’s excellent design and may even dodge getting punished by protector counters. I just wish it had slightly higher speed so it has a better chance to get to a turn for exit plan.

Boxchomp goes in at notable for general and notable for PvP, with only 1 cost this is by far the most powerful monster that exists for that cost in your team. If you’ve played much against Rhinoel you’ll know these can pull their weight in a battle even if they’re not what you actually want compared to a proper monster. So basically we can use this as filler at the back of a team where it might help close out a battle.

Noxegg goes in at notable for general and notable for PvP, with 4 cost and creating a Revenarchion this is very cool and easy to slot into a team. For PvP I think it’s only worth considering when you’re not playing at a high level because Revenarchion isn’t very strong, but can do some work for newer players. In PvE this is exceptional if you already have Revenarchion to get two in your team. Definitely add extra revival stuff to get even more in your team and you’ll have a good time. This is a brilliant addition I hope many medium spenders take advantage of in PvE.

Wooloid does not go into any tier list, with relatively high cost (5) and a very situational move this is not a monster I like at all. It’s meant to be an enabler for low speed FLs, but if even one of your monsters is faster than an enemy then all it can do is the basic attacks. You’re much better off using a number of the other special rocks which have a useful extra effect or lower cost. High defence is the only thing that stands out but the HP is so low it doesn’t matter. Just use Blockadus instead.
One noteworthy thing about this is it introduces a new type of attack/defence statline we’ve never seen before. Its even more extreme than “full defence”. It will be interesting if we continue to see more monsters like Dreadmoth and Wooloid pushing the stats more extreme than the usual 5 statlines.

Triploid goes in at notable for general and notable for PvP, with four rocks packed into one and only 4 cost this is nuts. The rocks are created even if you sacrifice it with a teammate. I’ve been very critical of all monsters that want to backstab or use retribution moves in PvE, but this is a legitimate way to pull off all that because it’s so cheap for a team to use. I’m also critical of things like Airavalon and Gnashjaw (s) creating rocks next in line because they need to utilise them themselves and don’t do it in a strong enough way plus aren’t cost-efficient enough to enable the other strategies. I’m also critical of traditional backstab targets like Solblaze, Ebizush and Balancion because if you build to backstab them your strategy can be spoilt by either monster dying.
Triploid fixes literally all those issues by being low cost, no team building requirements to work, “reliable” value because it’s auto-protect monsters that will get in the way and it offers four things to sacrifice which is plenty and your opponent cannot stop you from getting at least one to backstab. It’s even creating tokens for any token sacrifice synergy. Also, the rockoids come with full stats so they can take multiple hits to kill.
Triploid is by far the best special rock we’ve got and probably the best 0-4* monster we’ve ever seen. I love what this does for PvE where it enables so many monsters to work well. However, this is quite clearly absurdly strong for PvP and likely needs a signficant nerf. This is like a more reliable, stronger Zomboid at lower cost and that monster has already been nerfed shortly after its release. I wish this monster could stay existing for PvE, but hate what it will do to PvP.

EDIT:
I’ve just found out that the rockoids created with Triploid also come with HP boost. This is absurdly strong! It’s quite clearly the best low star monster to HP boost. So Triploid goes into worthy of consideration for HP boost.

Movements:

This time I did a bunch of small shifts around of the mythics as I re-evaluate some given the changing meta over time and compared to new monsters. A few of the recent buffs also didn’t increase monsters in the tier list quite enough so I’ve corrected that.

F.D. Maeve & Zephyramus:
Some of you may have noticed I’ve had these listed as ones I wanted to change for months. The reason is, as PvP has shifted far more towards mythics and we’ve seen other design shifts, Maeve’s lack of piercing is very noticeable especialy when compared to the way Zephy plays. Zephy is also less restricted and can even be played alongside Maeve. The fact I had these two tiers apart seems very wrong to me, particularly when they should probably be the other way around. I think Maeve basically creates a setup that’s only semi-viable now at the top of PvP whereas Zephy creates a viable team. So them being flipped in the tier list feels about right, with Zephy likely dropping a tier in the future as we get more strong mythics.
F.D. Maeve moves from A → C in PvP
Zephyramus moves from C → A in PvP and B → A in HP boost

Mythics moving up:
Uraniumedhus moves from A → S- in general
Deus X moves from D → B in general and B → A in PvP, switch enemy at only 70TU is definitely great for control.
Haneri moves from S- → S in PvP and B → A in HP boost
Candy moves from B → S- in PvP, in retrospect the passives here are really good and it should simply be used for transient bash.
Mechangelion moves from B → A in PvP
Nightingale moves from B → A in PvP
Prismegasus moves from B → A in HP boost
Tenguko moves from D → B in HP boost

Mythics moving down (general or both):
Momo moves from S+ → S in general
Azida moves from S → S- in general
Coretta moves from S → S- in general and A → C in PvP
Gremoris moves from S- → C in general and A → B in PvP, too slow to do its thing and too easily hard countered or unable to sleep what you need it to.
Hadeshoof moves from S- → A in general and S → S- in PvP, blitz attack is weaker than I thought.
Kanna moves from S- → A in general and S → A in HP boost
Mistletorment moves from A → B in general and D → E in PvP, too much piercing around now.
Voidress moves from B → C in general and S- → A in PvP
Aethereon moves from C → D in general
Suikenshi moves from C → D in general
Y Ddraig Goch moves from D → E in general

Mythics moving down (PvP or HP boost):
Bastia moves from S+ → S in PvP, incredibly powerful but the team building limitations are big.
Cynthia moves from S+ → S in PvP, still extremely strong but we now have other contenders for S+.
Hazuki moves from S → S- in PvP
Sakuralisk moves from S → S- in PvP
Wilhelmina moves from S- → A in PvP
Satomi moves from A → B in PvP, too many mythics don’t have their SS turned on.
Yukihime moves from A → B in PvP
Onyxia moves from B → C in PvP, losing instant KBR means unless you have a low HP target lined up this has a low impact in the battle for a while.
Sepheris moves from E → F in PvP
Hu Shin moves from S → A in HP boost

Legendaries moving up:
Blitzdyr moves from S → S+ in general, a win condition even in auto-play, this works so well thanks to purify + HG.
Mantisamurai moves from S- → S in general
Cyclophina moves from B → A in general and S → S+ in PvP, yes it does sometimes not line up, but the damage buff to oddbreaker I knew was crazily good for this monster so I shouldn’t have been hesitant to put it in S+.
Arboribratus moves from B → A in PvP, I was always a fan of this but haven’t had enough proof until recently. It performs very well as a tanky protector that you use alongside poison to kill two things and the high TU doesn’t matter because it’s a protector.
Helioseer moves from C → B in PvP
Airavalon moves from D → C in PvP, there is some credit to how it can single-handedly create 7 rocks next in line plus also remove itself if it would be dead weight. For the right teams this is useful.

Legendaries moving down (general):
Delugazar moves from S+ → S in general
Jaguardian moves from S- → A in general
Kamiwyrm (s) moves from B → C in general
Padrinorca moves from B → C in general
Dolphoenix moves from C → D in general
Pupupa/Doomoth moves from C → D in general
Pupupa/Marksmoth moves from C → D in general
Pupupa/Stormoth moves from C → D in general
Valzareign moves from D → E in general

Legendaries moving down (PvP):
Canishogun moves from S → S- in PvP, stun converter less relevant and piercing is less unique.
Leogeist moves from S → S- in PvP, mostly kept here as a signal for newer players that it’s genuinely good (even though never chosen by veterans) but there’s a bunch of good mythic stun protection options now that it’s hard to justify when I’m rating other legendaries based on how they fare in a higher level meta.
Nauticruiser moves from A → B in PvP
Pumpking moves from A → B in PvP
Flocculasaurus moves from B → C in PvP

Super epics:
Twighoul moves from S- → A in PvP
Robinator moves from A → B in PvP

8 Likes

Update

Notes:

We recently had updates to version 2.51 and version 2.52 which you can see here. This post will cover the movements with regards to these changes.

Mythics received a base cost increase 14 → 15 and 2nd form 11 → 12, making them much more balanced cost-wise compared to other monsters. The compromise was that their cost with secret skill turned on would not increase, except for mythics that were already +0 or +1 to have it turned on. This ultimately means a lot of them are much more efficient and worthwhile having the secret skills turned on.
These are the mythics with cost increase (15 → 16):
Lime, Na’turgoul, Risu, Vixian, Exocross, Gorgodrake, Honghua, Mechydra, Novemdomina, Sivanna, Eirlys, F.D. Maeve, Jeanne d’Arc, Harleking, Noircyon, Persephia, Deus X, Rodeknight, Unicera
Carmillette 14 → 15 cost

Here’s the usual list of notable changes that didn’t result in movements:
Selene is noticeably weaker with a couple of the moves slowed because it makes her slower to get properly started (the thing keeping her in balance already) but ultimately all this means is you can’t throw her in the FL and have her work for you, you need to put a bit more effort into giving her space to get going. She’s still a super sweeper (the best in PvE) and worthy of S+ all around.
Candy has got another random unnecessary buff, making her go from a somewhat controversial S- into a solid S- in my opinion.
Jeanne d’Arc has protect teammates sped up which is a very nice upgrade but the design is somewhat limited compared to what other mythics offer. I’m on the fence between C and D for PvP.
Kattmmander has the super unnecessary and unpopular nerf reverted but with a cost increase. Turns out I never moved Katt in the tier list so no revert is necessary.
Emeraldeus has piercing added to the SS but a TU increase of 70 → 130 as well as a cost increase so I think this honestly balances out. The damage was already brilliant from the SS so it might even be a nerf.
Ultimadragon got a very cool move upgrade but this just makes it better for new players. The damage really doesn’t matter against mildly buffed PvE and in PvP the moveset design is not good enough.
Elfin dragon keiser got a minor tweak to stop the easy move chaining but the setup is still S+ so it’s staying where it is. The E.D. SEs have been adjusted below (all were nerfed, again to make chaining the attacks harder).
Mortilys got the most broken combo potential limited, which was definitely necessary. I was going to move this up to S+ but I think S tier is now fair.
Dualdragoon got the stun halved 80s → 40s which is significant but I think it’s still a great SE. Any feedback on this would be great.
Triploid got a cost increase from 4 to 7 which was very necessary and it’s still the best and most efficient special rock in the game.

Movements:

The changes below are only with respect to the changes in version 2.51 and version 2.52.

Persephia moves from B → C in general and A → B in PvP, sleep immunity was silly on this after the numerous other buffs. The only reason I didn’t have it higher than A tier is it required fairly specific other monsters to work fully, but now she’s become a much more balanced design that’s definitely strong.

Eirlys moves from F → D in general and C → B in PvP, healing every turn is kind of silly when she has hold ground, making her impossible to kill without piercing. The scapegoat combo is clearly broken, but I expect that to get removed. She’s held back by being extremely passive so when you’re losing she can easily be ignored, but if you can accelerate some sweepers she’s brilliant and there’s plenty of synergy you can pull off like Atrahasis necromancy or any pullback/backstab becoming a heal for the team. That was all true before and so I may move her back down in the future due to being a bit niche, but becoming a nightmare to kill means the opponent may be unable to remove her when they need to… which is a definite improvement.

Stellaurum moves from D → C in general, yet another buff, but still not going up in PvP because there are simply way too many strong mythics that don’t require you to do something like play all dragons. This needed low TU moves or some kind of control/support move/passive to work as a payoff. In PvE it’s pretty good and the targeting flexibility it has now definitely matters.

Rexotyrant moves from C → B in general, hardened carapace is a big upgrade but I checked the reckless timestrike damage and it’s simply not good enough to get a reliable kill in PvP so the moveset is not functional enough to see proper play without setup. That said, it’s definitely one to look out for in certain special rules because it is high speed with element massacre, no weaknesses and now is significantly tanky too.

Galvbishamon moves from C → A in general and A → S+ in PvP, piercing dual slayerbane on a high speed, HG monster going into 100TU piercing sweeping is such an easy S+ to give. This monster has suddenly become an incredible monster for PvP and should be very common (aka always on the restriction list). Galvbane has returned!

Chubpoon moves from F → D in PvP, a serious buff here and it was totally necessary. It’s now an interesting monster for stun protection, revenant seal is pretty decent. It’s still almost completely tied to a mythic and does terrible double retribution damage so I don’t think I can justify above D tier here and it’s still F for PvE.

Vineye, Moji and Musharoo got an AI change to now sacrifice themselves as a priority:
Jackolene moves from S+ → S- in general
Sageroom moves from S+ → B in general, this was just a cheesy lock monster but now is a weird tempo thing if you can get it going.
Vinegazer moves from S+ → S in general and win condition → disruption in Super Epics Veterans Utilise, you can’t easily lock down battles with this anymore. If anyone has good insight into this please let me know.

Elfin dragons:
I never properly positioned these because they got hidden buffs that I wasn’t aware of until Keiser released and then there was the chaos of it being so overpowered it was clear things would change. Let’s put them all now where they should be. I’ll now be rating them more as a group, rather than like before when the pullback was 50TU and I reckoned the best way to run them was for utilising the fire and holy sweepers and only using part of the group to enable it. Additionally, be aware the earth E.D. was terrible on release because catapult was too weak so that’s why it was still super low in the tier list. Please bear in mind for the PvE ranking I am not assuming you have Keiser but for PvP it’s mostly assumed.
E.D. Gronn moves from E → S- in general and E → S in PvP
E.D. Rod remains S- in general and S in PvP
E.D. Hvit moves from A → S in general and S- → S+ in PvP
E.D. Lilla moves from E → S- in general and F → S in PvP
E.D. Gul moves from A → S in general and A → S+ in PvP
E.D. Bla moves from F → B in general and F → A in PvP

Wooloid enters as notable for general, notable for PvP and worthy of consideration for HP boost, getting accelerate team here makes it suddenly rocket from worthless to the most efficient accelerate team in the game. Previously the best options were Shieldragon or Gaiawolf with some others coming up in specific teams like F.D. Iris. It’s great both in FL and mid-game and even comes with the extreme defence that makes it somewhat tanky with HP boost if you want to do that.

2 Likes

Update

Notes:

We recently had updates to version 2.53 which you can see here. This post will cover the movements with regards to these changes.

Here’s the usual list of notable changes that didn’t result in movements:
Medusa got a comical nerf. Every move on this monster is brilliant so a TU increase to one is not going to stop this being one of the very top mythics in the game for PvP.
Rodeknight got shield ally upgraded to shield all (with the TU increase), which is nice because it turns a move that is almost never used into something that might be good sometimes but it’s clearly not a core part of the moveset so this is just nicer design rather than a significant buff.
Hawknight got a great upgrade to the protect skill so this is great both at sweeping and support. I hope it sees some play! That said, I’m about to move a lot of the mythics around and Hawknight is going to end up where it is right now but it was going to be lower.
Albion got an insane buff. From my memory, we’ve never seen something buffed only 7 days after release and while it’s even still being featured! I’ll cover this in its release update.
Sageroom I’m not moving for now because it’s hard to tell how this change affects how it plays. I’ll try it out and see what I think.
Sir. Lancerat got a nice TU reduction on spored pierce so it’s at most 160TU for a piercing kill, but I think the tiers positions are already pretty fair to it.
The Rockoid numbers as I calculate them is it gives 90% damage reduction on top of the defence cap. So rocks made with low stats (371HP) are like a tanky mythic and ones with full stats are insane tanks. Even so, piercing is rampant so they will so easily die. I love what they did here by removing the death sentence and will have to try it as a closer but it needs some testing before I can place it properly. It might be very nice in PvE now, particularly with Triploid.
Rabbeat had devious attack 200 → 160TU which makes me think we have it coming on a mythic soon, but this monster is a little too niche to see play and I’m doing a big overhaul of SEs soon so will reconsider it then.
Triploid has been nerfed two updates in a row and has now become what it probably should’ve been on release. Sadly that means we’ve lost the perfect teammate sacrificing target in PvE. It’s also still the best pure defensive special rock in the game, but is now a bit more balanced.

Movements:

The changes below are only with respect to the changes in version 2.53.

Risu moves from C → B in general, familiar summon getting a TU increase 50 → 60 is interestingly a buff because now you can have it +9 and chain A-Cons that each sacrifice themselves immediately to revive the last monster that died. Otherwise, you can send back as many teammates as you want to create a bunch of A-Cons. I don’t think this affects PvP at all really, but makes her play better in PvE.

Jeanne d’Arc moves from B → S- in general and D → B in PvP, the second buff only a month after the last one, it’s now become a genuinely good protector. It’s particularly good in PvE where you can shut down the enemy team with its reviving. Adding repeatable protect makes repulse no longer a counter and you can even repeat the 50TU protect to time the heal for full effect.

Ayna moves from C → A in general, D → C in PvP and second form tier 2 → 3, hold ground is a big upgrade because it was so squishy. It’s now definitely mythic power level, getting easy kills and putting legendaries to shame.

Akane moves from D → C in PvP, getting overconfident strike is a real overhaul of the moveset and with instant backbite this is particularly scary. However, I’m still a bit unsure about this because you probably want some amount of dragon support and the general problem is too many things are tanky so will soak up throw all like it was nothing but then again this 130TU sweeping will mean the opponent has to do something to stop her being a threat. Please anyone who tries her out let me know how she feels.

3 Likes

Update

Notes:

This is long overdue from the 9th anniversary and I’ve done A LOT of changes so this is a massive post. We got some very unique designs and the mythics in particular are very strong! I think the PvP meta is going to be changed quite a bit by these. Let’s get stuck into it…

Additions:

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

Evie goes in at S for general, S+ for PvP, second form tier 2 and A for HP boost, with void guaranteed kills every 130TU and a passive that permanently slows all entering enemies this is a very dangerous monster on the battlefield. Having the pushback from the setup move and the overall TU broken up into two parts makes it very controlling and possible to chain together more easily. This is particularly true if Evie is accelerated. It’s far better than simply “130TU sweeping”. Appetiser offers even faster sweeping if the opponent has a humanoid, one-shotting squishy stuff and two-shotting (120TU) many other things. Table fee makes Evie excellent in the mid-game or in PvE to disable an enemy for a very long time that was around for a while. I’ve found it’s worth using on anything that will be pushed back by 200s+. The defence buff from not using humanoid teammates is excellent, but often not worth specifically building around. The downsides are it doesn’t have any entrance/revenge so can be killed without making an impact and it struggles against protectors and stun because you need to target the same monster twice in a row without delay. However, things like the slow on the enemies more than make up for that as long as you can bring in a couple of enemies before it dies.

Woolala goes in at S for general, A for PvP, second form tier 1 and B for HP boost, with the ability to constantly put all enemies on low HP very quickly this has very high potential for strong combos. I definitely underrated this aspect and it’s complicated so let me explain. The negatives are it takes ~24 turns to kill something, which likely means every enemy gets a couple of turns before they die. It triggers revenges, which can mess you up. Also, you can’t leave non-threatening enemies alive, which is a big part of winning battles. However, what I didn’t consider is how many good low TU damage moves are available that can kill enemies put onto low HP. Also, in PvP you can turn every 1 of your turns into 3 turns by skipping and having the opponent skip back. So you build around low TU moves and then do lots of skipping to rapidly speed up the clock on enemies and mean that very few of them get turns. As with many combos like this, acceleration works nicely. An interesting way to get around the revenge triggering is to use an auto-poison monster. This also speeds up the clock because a monster will get below 100HP in ~11 turns and poison will do the remaining quickly to usually get the kill itself. So with that all said, this monster is extremely good if it gets to work but the requirement to build around it does make it hit or miss in a competitive environment. That makes it outside of S tiers, with the caveat that you can make strong teams with it if you have the right monsters. In PvE I’ve used it extensively and think it’s far easier to build around and definitely very strong, but the lack of control means it’s not the absolute best thing you can do there so falls just short of S+. For UC this is excellent.

Selkette goes in at S for general, A for PvP, second form tier 3 and S for HP boost, with good speed, very tanky stats and efficient focused sweeping this is a great baseline. It’s an excellent poison support monster that also sweeps. Ignore venom double kinslayer, the damage is bad, but absolute sting kills even heavily buffed monsters in PvE, is only 110TU and is set up by the passive. Selkette cannot be countered by purify because it enables a fast repulse that brings in a poisoned enemy and the SS allows you to chain repulse → stun → repulse for huge control. Similarly, poison immune enemies can just allow Selkette to repeatedly repulse for control. Siphon cure is probably mostly for healing itself, but the TU efficiency is brilliant and auto-poison all enables it easily. The only tricky bit about it is how much it depends on poison and how it can be locked into killing certain enemies. However, if your team around it is good then you shouldn’t face that downside too much. I expect Selkette to help create strong poison setups.

Albion goes in at S for general, S+ for PvP, second form tier 3 and S for HP boost, with a moveset designed to punish protectors and a low TU way to set it all up, this is the perfect tool for building around focus-style moves. High speed, full defence and hold ground make this hard to stop before it gets a turn. It only takes that first turn to do powerful things… it kills an enemy for only 60TU and then follows up with 30TU skills that you can choose to either kill the protector to charge the focused double bloodthirst or try to bypass for that second kill (1/3 chance so likely 90TU for this). You can easily combine Albion with any true hit monster or similar (e.g. Mechangelion) to gain huge benefit from the enemy protector. Albion even has a second use of the 60TU kill move so you can use the protector for a teammate’s kill then get another quick kill with Albion that creates a second target / dead weight.
This monster was buffed only 6 days after release with an absolutely absurd 200 → 60TU on ScimitArt Gen as well as 40 → 30TU on the two other moves. Before this it was D/F/2/D, one of the worst mythics in the game. However, now I think it’s up there among the best, particularly because it enables so many other monsters that are otherwise situational to perform very well.

Nophiam goes in at **S- for general, A for PvP, second form tier 1 and S for HP boost, with full defence, four passives and 130TU void piercing killing you know I’m going to like this one… and the artwork is awesome! This works a lot like auto-poison monsters or things like Cynthia/Obsybdia where newly entering monsters are targets for moves but existing ones aren’t, which makes it slightly restricted in practice. Also, you need to be packing a lot of monsters with piercing moves to negate the benefit of enemies getting shields. However, if you can do that then you get a tanky sweeper which also protects your team and counters token disruption too. The SS allows you to quickly set up a kill on any enemy or sometimes to sacrifice a teammate. Good speed makes this surprisingly threatening, especially given that SS meaning it’s got a guaranteed kill pretty quickly even at a baseline. Angel meat is very fast and gives it interesting synergy with enlist-style monsters (aka the rocks they create) or junk you might have at the back of your team which will come in with a shield then can be converted into a Nophiam.

Van Sith goes in at E for general, F for PvP, second form tier 2 and D for HP boost, with moves that rely on meeting an enemy with stun counter/converter/absorber this can too easily be dead weight. What I believe this is meant to do is set up stun for your team so you either: remove their protection with gaslight and become a sweeper, or your stun comes in and sets up echo timecrush double so Van Sith gets a kill that way. However, that seems incredibly clunky and gimmicky. Also, the Lamplight is potentially a strong monster with stunstrike if the opponent kills your Van Sith. I am pretty certain this monster is going to get buffed after a bit of time because it doesn’t seem like a particularly functional design. Also, Haneri is simply an upgraded version of this in almost every.

Mojignis goes in at B for general, B for PvP and S for HP boost, with a moveset and defence buff entirely dependent on being fully bonded, this isn’t for new players. Ideally you want all the monsters in your team placed around it to be fully bonded too, which takes a huge amount of effort. Assuming you only have itself bonded, it is decently tanky for a legendary (like standard defence) and can do one-shot damage to any enemy without a defence buff. Bond bloodthirst does 3.5k damage with 1 kill so you do need 2 kills before you can piercing sweep. Payback killer is a decent move to have and double repulse is always nice, but nothing particularly stands out. The speed is a bit low, sweeping is mediocre TU (over 100) and it’s +3 cost to have double repulse. I think you’d only want to use this if you have the full team bonded so then it’s a super tank, but even then it doesn’t match up to top legendaries or average mythics. What I find sad is it requires a lot of PvE content to play properly, but trial of bonds doesn’t do enough damage for buffed PvE enemies to make it playable for PvE players. I hope it gets a small buff in the future to make it worthwhile, especially considering it’s genuinely hard to have your whole team fully bonded (you can do 6-8 to make it work for one team, but as soon as you want to play it elsewhere you need more bonded).

Lurelily goes in at B for general, E for PvP and D for HP boost, with low attack the assassinate and double survivor are terrible. It completely relies on a teammate putting enemies to sleep so it can double dreamhunt then bloodscream. Nothing exciting with the TU and all it does is kill enemies, it seems poor to me. The SS is a really bad idea to use because you have to put your team to sleep and then cannot do anything except wake up enemies. She is literally forced to attack and only hits 2+ enemies at a time. You can use things like poison or sleep immunity to kill things instead, but again it is two-sided so is often a bad trade. I think Lurelily is almost actively bad in PvP. In PvE it’s playable because you can simply use it as a sweeper if you have a teammate put an enemy to sleep and it’s generally tanky plus bloodscream does great damage for buffed enemies.

Crystal Worm Calamitas goes in at S+ for general, S+ for PvP and B for HP boost, with Keiser as recent trauma for many players the reaction to this has been polarising but I think it’s actually one of these boss/king monsters they’ve done right. Full defence, poison+stun immunity, camouflage, a shield that never breaks and auto-taunt monsters getting in the way while it can be 65TU sweeping (55TU when +9) is obscenely scary, but you’re locked into a crystal worm setup and there are plenty of counters available as well as 2x auto-taunt only having a 57% chance of blocking so you can realistically bypass them. Calamitas basically works as a sweeper for the CWs that is slow to get going but becomes deadly meanwhile making CWs that go to high TU still be useful because they can block attacks and it lets CW feast on it halve their TU but bear in mind this doesn’t add a kill so they still need to find targets for their void moves or remove other CWs to become blood sweepers. To me that sounds very fair and a fitting way to make the setup work. That said, this is clearly very strong and turns the CWs into a formidable team. I particularly like this for PvE where Calamitas can be an excellent sweeper with both bloodlust and void union slash.

Dameule goes in at S+ for general, S+ for PvP and D for HP boost, with 2+ lives and payback revenge on each this can easily generate a lot of value, particularly in PvE where you can revive many copies of it. Decent speed helps it recover its ghostly embrace well unless the enemy team is prepared to face two payback revenges in quick succession. The damage moves are all reasonable TU with forgotten girl being a great way to get the kill needed for bloodcrave in PvP. Lifeblight doesn’t kill the tanky stuff but you can work around that. Sleep immunity also makes this particularly scary in OoO. This monster would be quite broken if it came out years ago but due to void moves becoming somewhat common among mythics it has a hard counter to keep it in check. I think it will be extremely good for newer players, only becoming balanced in high level PvP. For PvE this seems exceptional.

Adamithia goes in at S for general, S for PvP and S for HP boost, with the cost of a mythic and a capitalist agenda, this monster’s moveset makes many promises of greatness but ultimately hands the advantage to the enemy. Politics aside, this moveset is complex and ultimately tells you to either: give it HP boost and play all mythics so it has massive stats and crescendo strike becomes powerful very quickly plus you’ve got a 120TU one-shot if you need it before crescendo is charged; or play 1-2 mythics (or unawakened ones) and hope you meet an opponent with awakened mythics so you can 70TU piercing sweep. The second option I think is quite specific and hard to create a good team unless it’s for a specific PvE battle. The first option is fine on paper but there is always one glaring problem… when the opponent kills Adamithia they get a free turn. In PvP that’s a really big downside and since crescendo still takes a little time to charge it requires a good team to be worth the extra turn they’ll get at some point and risk of it happening early. A third option is to enable FL backstab combos by giving turn back to the monster. For example, this is great with Azrazel, Christine or Sivanna but 15 cost is expensive for this combo. So ultimately this is a really interesting and powerful monster in specific setups but is quite costly and risky. I may drop it in PvP after I test it, but PvE it’s done very well for me against mildly buffed enemies alongside Bastia.

Kalmargnus goes in at C for general, F for PvP and D for HP boost, with a moveset that cares more about DEI and claiming to be the people’s shield when it’s actually all attack and no defence; the design is incredibly unrealistic and doomed to underperform. Politics aside, this hand is genuinely much harder to run than Adamithia because getting a reliable variety of stars, etc. into your team for equality hammer and the people’s shield is too hard and not worth the payoff. Nullifying strike doesn’t do enough damage despite what I’m going to call “extreme attack” stat distribution, inclusion parade is too high TU and cancel revenge is basically a benefit for your opponent because that monster is probably on high TU so you’d want to ignore it. So the only move that’s good is diverse claw, which is still situational and requires building around. The one use case I can see for this is, like Adamithia, sacrificing it with a teammate to make them a protector. This offers some niche combo potential.

Aviaeronix (s) goes in at S for general, S- for PvP and D for HP boost, with wallbreaker switched to guardian execute, this is a much harsher protector counter than the non-shiny variant but gravity field makes it lose the instant sendback which made normal Aviaeronix so great. This also has lower attack, so I’ll have to check the bloodfury damage and review if necessary. I think it’s ultimately worse in PvP due to the inflexibility but stronger in PvE. If you want the roaring sendback for combos then use the non-shiny one and if you’re putting a protector in the enemy team or want a stronger protector counter then you use this shiny one.

Mojigun does not go into any tier list. With low speed and a funny move that’s quite bad and unrealistic to use in a battle this was a fun anniversary meme monster but not one people will actually use. It does thankfully count all types of Moji for moji fire, e.g. Moku and Mojignis. However, it cannot be a target for Mojincess’ moji help move so it’s basically an overcosted standard Moji with hold ground.

Angeloid goes in at notable for general, notable for PvP and worth of consideration for HP boost, with extreme defence and decent speed this has a good chance of surviving to its turn. Repent is situational but can be good. You’re more likely to immediately use sacrifice reanimate to turn it into a stronger monster, meaning it’s ultimately a cheap extra monster for your team (only 6 cost) that comes with 25% HP and soaks up an attack or two while delaying its entry. I think most of the time it will play out that way, or at least be a tanky enough distraction that it feels worth the cost and worth considering next to things like Musashoid or Blockadus (Musashoid giving more guaranteed value, Blockadus being a better tank). I think it’s weaker than Triploid but maybe as good as Wooloid. If getting value from the reanimate proves unreliable then this might be more like a Spookoid.

Demonoid does not go into any tier list. With “extreme attack” stats this has terrible defence so dies stupidly easily and likely before it gets a turn. Backbite monsters are ones you want to survive so they can get rid of dead weight from your team, not dying off before you get a chance to backbite. Also, how is it ever going to survive until deathstroke! This is a waste of 6 cost, you’re better off using Meatoid or similar.

Movements:

This time I’m also doing a bunch of moving mythics down to better balance them across all 9 tiers (I always do this periodically, as it gets top heavy from new releases and buffs). Please keep in mind that a lot of lower tier mythics are still playable/good. I took the time to re-think them all and the combinations now possible between them (e.g. a rise in anti-protector, revenge, void and backbite). Please leave any feedback you have on the new positions. I also did a large shift downwards for SEs in PvP and reviewed them all. I’ll do the same for SEs and mythics in PvE at some point.

Monsters getting reviewed:
Atlanachia moves from D → S- in general, E → C in PvP and D → B in HP boost, at some point swift assisted dusk got the damage doubled, making it the same as normal assisted dusk. Factor that on top of the multiple other buffs and this needed properly reconsidering. It looks like it’s now strong if you build around it a little, particularly in PvE.
Vixian moves from F → S in PvP and second form tier 2 → 3, summoning so much throw fodder herself and having low TU moves plus void and focus makes her extremely good at killing enemies while removing any less useful teammate and she can remove herself when you run out of fodder. The buffs have really given her an overhaul.
Oberon moves from S- → F in general and A → F in PvP, turns out the damage from both the blitz moves and the godly deer punch is not good enough, making this really not worth the effort to build around.

Mythics moving (general):
Mechangelion moves from S- → S in general
Akane moves from E → C in general
Fyrielle moves from F → D in general
Cynthia moves from S- → C in general, let’s assume the enemies have enough buff that this doesn’t one-shot
Auraleus moves from A → B in general
Na’turgoul moves from B → C in general
Mechydra moves from C → D in general
Tyrfina moves from C → D in general
Apollonis moves from D → E in general
Flutterdrake Maeve moves from D → F in general

Mythics moving up (PvP):
Tenguko moves from S → S+ in PvP, turns out this can do what it does in PvE really easily, getting copies of strong enemies and huge synergy/combo potential.
Asmodia moves from S- → S in PvP
Giehretus moves from A → S- in PvP, undoubtedly the strongest control option, for players with big accounts.
Nightingale moves from A → S- in PvP, sets up stun combos extremely well.
Sivanna moves from C → B in PvP, the passives here are exceptional and void bloodfury is very useful so the only issue is she’s restricted to teams that will very reliably have a good backstab target, e.g. a situational monster you backstab when it’s not going to be useful.
Fyrielle moves from D → B in PvP
Leira moves from E → C in PvP
Kuraokami moves from E → D in PvP
Honghua moves from F → D in PvP, this has become kind of scary now it has full defence, heals the others on entry and when used with Chubpoon it’s pretty resilient. You need protectors or other things to create the setup but it can catch people out.

Mythics moving down (PvP):
S+ → S Carmilla, Carmillette, Selene
S → S- Arachnadiva, Cynthia, Lilithia, Vespia
S- → A Christine, Don Rilla, Excaliburdragon, Hazuki, Lemon, Orochi, Sakuralisk
A → B Berry, Fiona, Kunomi, Na’turgoul, Obsybdia
B → C Arachnodrake, Azida, Brynhildr, Harleking, Medbie, Satomi, Tyrfina
C → D Akane, Apollonis, Flutterdrake Maeve, Novemdomina
D → E Lucifelle, Ophidiator, Scyberithe, Stellaurum
E → F Aethereon, Mistletorment, Onika, Risu
Hadeshoof moves from S- → B in PvP, blitz attack damage is a little lacklustre that you probably only want to run this in link shadow.
Exocross moves from A → C in PvP, very good in combos that give it some time to attack.
Mechydra moves from A → C in PvP, I love this design but there aren’t enough robots to make it strong.
Gremoris moves from B → D in PvP, there are so many sleep immune and backbite mythics now.
Kanna moves from B → D in PvP
Hu Shin moves from B → E in PvP, mythics have become the meta more and more plus this doesn’t pierce and there are stronger anti-protector options. Still great in the right setup but it’s not what top players will consider.
Ankara moves from C → E in PvP, I’ve tried so hard to make this work and on paper it’s got some great skills but there are too many counters to stealth and its complete reliance on stealth to attack makes it feel clunky because that attacking is non-piercing and only dual attack so any stealth or shields from the opponent are impossible to deal with.
Cypridrus moves from C → E in PvP
Nikki moves from C → E in PvP, this is pretty outclassed now and only useful in specific combos.

Mythics moving up (HP boost):
Prismegasus moves from A → S in HP boost
Sivanna moves from A → S in HP boost
Zephyramus moves from A → S in HP boost
Bridalith moves from B → A in HP boost
Candy moves from D → A in HP boost
Deus X moves from D → A in HP boost
Honghua moves from D → A in HP boost
Unicera moves from D → B in HP boost

Mythics moving down (HP boost):
Bridalith moves from second form tier 1 → 2
S → A Azida, Mechydra, Onyxia, Sakuralisk
A → B Arachnadiva, Christine, Cynthia, Cypridrus, Exocross, Gremoris, Kanna, Kuraokami, Medbie, Satomi
B → D Aethereon, Kunomi, Na’turgoul, Nikki, Suikenshi
Eirlys moves from S → D in HP boost, heals every turn now

Legendaries moving up:
Chronotitan moves from S → S+ in general
Polaboss moves from S → S+ in general
Skyherra moves from S → S+ in general, A → S- in PvP and A → S in HP boost, the AI targets it frequently and while it’s not for top PvP players (too high TU and piercing too common) it’s still a good monster there.
Cyclophina moves from A → S+ in general
Wolhammer moves from S- → S in general
Arbustodon moves from S- → S in PvP, this has proven to be great as anti-waifu and will only get better with time as more people build their waifu collection. Mantiferno is still generally better though.
Motordragon moves from A → S- in PvP, I’ve always been very critical of this, but with an increasing number of powerful disruption tools and backbite skills in mythics this is easier to run for great benefit.
Caesardragon moves from C → B in PvP

Legendaries moving down (general and other):
Angelion moves from S+ → S in general
Sacrumega moves from A → C in general and B → C in PvP, there are easier ways to steal/copy an enemy and getting a second kill is too tricky.
Dolphreeze moves from B → C in general and S- → A in PvP
Pandamonium moves from S → A in HP boost

Legendaries moving down (PvP):
Rhinoel moves from S → S- in PvP
Baphogouge moves from S- → A in PvP
Nulltron moves from S- → A in PvP
Rexterminator moves from S- → A in PvP
Tardigrenade moves from S- → A in PvP
Sarcrosphinx moves from A → B in PvP
Triviathan moves from A → B in PvP
Pumpking moves from B → C in PvP
St. Togala moves from **B → C in PvP
Tagosenshi moves from B → C in PvP
Garden Fairy Gloria moves from C → D in PvP
Pupupa/Mistmoth moves from C → D in PvP
Jawshank moves from D → E in PvP
Warca moves from D → E in PvP

Super epics moving up (PvP):
Abyssoldier Fokus moves from S → S+ in PvP
Akhekhion moves from S → S+ in PvP
Volcaiga moves from S → S+ in PvP
Flutterdrake Mint moves from S- → S in PvP, great in the end-game
Flutterdrake Ash moves from A → S- in PvP
Tricertalon moves from A → S- in PvP
Crabriel moves from B → S- in PvP, great for high speed sacrificing
Gnashjaw moves from B → A in PvP

Super epics moving down (PvP):
S+ → S Ahuizard, Alphastorm, Aviaeronix, Pyramid Golem Neromid, Shieldragon, Vulpink, Willowyrm
S → S- Chamilizard, Heavenshorn, Keeperdragon, Pyramid Golem Vivimid, Saberzor, Searguard, Sharkrex, Viridwyvern (s)
S- → A Armadiator, Blazebones, Galvbane, Jackalhotep, Lordsreign, Mapledragon, Marrowdrake, Redybug, Searguard (s), Viridwyvern, Wavetail
A → B Abyssoldier Bulwark, Alphagear, Alphagear (s), Apedemek, Archaeoceros, Don Dollguini, Elephantom, Leoronix, Rexkong, Spikiestblaze, Spikiestorrant, Steamhawk, Twighoul, Vinegazer, Zephyrox
B → C Armavolt, Atlanteon, Bitterbeast, Electricheetah, Esapizeron, Fluffurious, Frostrider, Mossgoliath, Pyramid Golem Soramid, Robinator, Sunlord, Volcamus
C → D Abyssoldier Feryvast, Abyssraider, Aeraider, Blightwyrm, Blitzdragon, Demolitron, Hiberzor, Lavamane (s), Thorhoof
D → E Carnofrost, Cryogolem, Guardtotem, Oroblazer
E → F Arkodragon, Hydrokaizer, Leviazar, Ouroburn, Statikat, Terrorex, Velocirex, Vulcarexor

Super epics HP boost:
Akhekhion moves from A → S
Nefariodon moves from D → B
Saberzor moves from S → A
Chimerauk and Sharkrex moves from A → B
Keeperdragon, Lordstag, Wavetail and Willowyrm moves from B → D

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Just a little reminder that I’ve removed all the names from the tier list and you can now view them by putting your mouse cursor on the image or clicking the image (if on mobile).

Also, since I did a big shifting down of mythics in the tier list, I’ve adjusted this comparison in the first post of this thread. The changes were C tier mythics now compare to S tier legendaries (rather than S-) and I think S+ super epics better compare to S- legendaries rather than A legendaries.

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

Update

Notes:

We recently had updates to version 2.54 and 2.55 which you can see here. This post will cover the movements with regards to these changes.

Auto-guard:
This is a huge change to many monsters in the game and has probably happened due to +2000HP from HP boost being extremely strong on 0-3* monsters. Most notably this affects all the special rocks, which are commonly used in PvP. They’re noticeably weaker, but still very useful. So I don’t think it changes whether or not they’re viable, they just aren’t as good as before and you should definitely try to hit around them when you meet them because it works a lot of the time. For example, hitting around two rocks is 1/3 chance rather than the 1/5 chance that it was before.

Garden fairies humanoid → plant:
This was a really cool change and means they don’t inadvertently get punished by all the anti-waifu stuff that’s meant to punish all the powerful mythics. It also means monsters like Cactalars and Atramenthus work extremely well with them. All garden fairies have been made a bit stronger by this change.

Here’s the usual list of notable changes that didn’t result in movements:

Nightingale got euthanasia as single-use, but this barely affects anything because nightmare strike is already good for sweeping.
Gremoris got the SS made better but it’s still so useless that you are probably better off having it turned off. The only true use is killing a HG monster to begin using invoke without having to use a 160TU move for the first kill, but that needs to line up correctly.
Aethereon got a cost reduction to a pretty bad SS and cleansing added to a move that you never want to use.
Carmillette now has to increase its cost by 2 to become a demon, which basically means you don’t really want to do it unless you happen to have spare cost in the team or you need a non-humanoid for a teammate (e.g. Evie).
Mai got a very cute buff with the Jerbos getting a critical attack. However, the general moveset here is still very lacking compared to other mythics that it’s completely outclassed.
F.D. Maeve got a TU reduction on fluttering swap and more uses but I honestly so rarely see people use the move because it’s too RNG that I doubt it makes any significant difference. People tend to run her in a specific setup and don’t want to risk messing with that. I could be wrong though, because 30TU could be awesome to use on the good entrance flutters.
Galvbishamon no longer gets piercing if you control a mythic. Before this change it was almost guaranteed in PvP so it had instantly become a top legendary. It should have been designed like this in the first place. It’s still a great monster worthy on S+ in my opinion, but not an auto-include in most teams so that’s a very good thing.
Crabriel was a strong combo enabler in the front line, so a speed nerf has kept this in check even though it’s still possible. I missed how strong this combo enabling was so it doesn’t need any tier list change.
Cinder and Astrajlyth were monsters I hadn’t yet put in the tier list, so I’ll cover the changes when I enter them.

Movements:

The changes below are only with respect to the changes in version 2.54 and 2.55.

Van Sith moves from E → S- in general, F → S- in PvP and second form tier 2 → 3, Soulanterns are now complete dead weight and have high speed so give Van Sith turns much faster. Van Sith also cannot get countered by protectors. This has turned Van Sith into a crazy monster when combined with stun counters because they all get a turn from the Soulantern. It can pretty much lock opponents out of the game entirely. It’s hard for me to place because it has a bit of a requirement to work, but there’s no doubt this is extremely strong now when it works.

Stellaurum moves from C → S in general, E → A in PvP and second form tier 2 → 3, gaining poison and stun immunity and only needing a single dragon for the unbreakable shield is an enormous buff to this. It’s ben buffed 3 or 4 times now and has ended up very strong. That said, it’s definitely a balanced monster for top level PvP due to piercing being common and the moves being 130-160TU so I’m very happy to see how this has turned out. It looks incredible for PvE, especially UC.

Yukihime moves from S- → S+ in general and B → S+ in PvP, the buffs here are honestly insane. Her moveset is ultimate control over the enemy team from the first turn now she can sleep two enemies immediately and she has void killing. She’s been buffed multiple times and is now among the best mythics in the game.

Zephyramus moves from A → B in PvP, small nerfs across the board make this a bit less competitively viable but it’s still great. Double counter slash is still a one-shot, but Serazael (s) was the best teammate for enabling this and it received a nerf too.

Onika moves from D → C in general and F → B in PvP, this getting upgraded all the way from stun immunity to stun counter just shows how weak the original design was, but it’s now actually pretty cool and even if you don’t have a good target for the give turn move you have the option of other control or kill an enemy with a kill, which should play well. Now she’s playable with mythics, her concentrate and secret lesson can be used to great effect with them.

Apollonis moves from E → D in general and D → C in PvP, piercing on the void move makes it far better and the damage is 13k which means it’s good enough for PvE (recoil is 30%). Void is so important for facing many of the recent releases that this is a good PvP meta call right now, plus there are ways to set up stealthbreak. It’s now a good enough sweeper you can play it in the mid-game and feel very good about it, so it’s nice that the SS is super cheap to help you run Apollo that way and get it at the back of the team too.

Iridescezarc moves from D → C in PvP, slapping void on slayerbreak means it has a seriously threatening move at all times that puts the opponent in an awkward spot. That said, it’s 160TU (slayerbreak was 130TU) and the increasing number of void moves in the game puts Iridescezarc in an awkward spot too. I’m moving it up a tier because I think it’s more generically useful than before, but I can see it ultimately dropping back down at a later point.

Mojignis moves from B → S in general and B → S- in PvP, more damage finally means this can be used in PvE by the types of players that actually bond their monsters. The defence buff change means that it should always at least be very tanky and it hits the defence cap with 3 of 4 fully bonded on your battlefield. I was a little too harsh on this in PvP before.

Serazael (s) moves from S → S- in PvP, losing hold ground really weakens this, but it’s still probably the best give turn SE option. It lost HG to weaken the combo with Zephyramus.

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Update

Notes:

We recently had updates to version 2.56 and 2.56.2 which you can see here. This post will cover the movements with regards to these changes.

Monster type changes (waifu dual-types):
I’m very biased on this, but I believe this is a huge improvement for the game! Below is an image of (almost all) the monster type changes in terms of numbers for legendaries and mythics combined. It increased most of them by 10-20%, while the number of humanoids decreased by 10%.

This should increase the possibility for typal synergy as well as type-killer moves becoming more relevant. This will become even more evident as time continues. For the meantime, it’s partially counteracted how stale the development of the typal mechanic in the game has been. For the most part, this hasn’t drastically affected any monster enough to move it in the tier list. However, some of them have become easier to run or they have a higher ceiling you can achieve with synergy.

Bronzeshell gets “deshell”:
This mostly means they’re harder to abuse with things that heal enemies (e.g. lifeflip enemy, Vineyes) and when created in multiples they can remove themselves a little faster (they still need to get a turn). It also makes them less good alongside poison. Ultimately, this was done to prevent the horrible locks that were possible. I’ve tested Motordragon and it feels about the same as before, so I think it doesn’t change much for general Bronzeshell disruption.

Elfin Dragons and Crystal Worms:
These got minor tweaks to weaken the setups that I don’t think make too much difference. The crystal worms are now all low speed, which heavily nerfs them for use without Calamitas (I’ve made changes below to reflect that) but in the Calamitas setup it’s not particularly significant because they’re all auto-taunt.

Here’s the usual list of notable changes that didn’t result in movements:
Prixis got a TU and cost nerf to the SS due to how well it synergises with Mantiferno (now that Manti has been heavily speed buffed). It’s a very minor aspect of the moveset so doesn’t change the tier list, but definitely weakens that PvP FL setup a little.
Astrajlyth got a slight reversion of the buff from last update. It did almost nothing.
Nophiam got a big speed nerf and TU increase on the clone move, drastically slowing down its ability to get into a controlling position. I was going to move this from A to S- tier next tier list update but after this nerf I’m leaving it in A tier.
Rozaliz got huge TU reductions to her moves but I haven’t yet put her in the tier list so will comment there.
Sumoji got union taunt, which really doesn’t matter.
Tombguard / Pterosaur got a cost increase so now the cheapest give turn monsters are all 2 cost.

Notable typal (aka union) tweaks:
Kanna got the SS affecting all robotic teammates rather than just herself, making it a crazy typal buff. This may prove to be very strong, but we’re yet to see what robot setups can be created. Even though there are lots of robots in the game, many are older legendaries, are slow to take an action or don’t have natural synergy together. XYZ-999L, Ayna, Mechangelion and Deus X are probably the standouts for now to try it with but if we get any more robot typal support then Kanna is one to think about!
Spectrophin has always been a union monster that I’ve had rated high but the phantoms to play with it have been too few. We’ve just got some more phantom union and Spectrewing can give turn to any phantom (if Spectrophin is still alive) so there’s something growing there.

Movements:

The changes below are only with respect to the changes in version 2.56 and 2.56.2.

Sivanna moves from B → D in PvP and S → A in HP boost, void stun killer got a sneaky damage buff a while ago so it already one-shots, meaning the attack boost added to the SS is really only for void assassinate. Slowing down the backbite, making it void and single-use makes Sivanna significantly weaker for PvP.

Ayna moves from A → S in general, C → S- in PvP and D → B in HP boost, multiple buffs since its release (3?) have made it far, far better. Now it can be a tanky threat with infinite 70TU healing and does efficient sweeping regardless of the scenario while being a very hard counter to protectors and stun (e.g. much better than Sivanna). This seems exceptional for PvE, particularly if accelerated. To me it looks like a very strong but balanced mythic that should perform well, especially if you can play some other robots.

Airavalon moves from C → D in PvP, the secret skill is super interesting and it’s Malwing’s original blowback but unfortunately this monster only saw play for its combo potential with 30TU backstab from the beginning of the match and being able to remove itself too, both of which has been taken away. It now gets a turn super fast, knocks an enemy back then re-enters and can play very fairly with the charge → attack moves. It’s probably only worthwhile in teams wanting lots of monsters to sacrifice from next in line / the battlefield and Airavalon itself wants to be sacrificed by them too.

Crystal Worm Purpureus moves from S+ → S in PvP
Crystal Worm Roseus moves from S+ → S in PvP
Crystal Worm Ater moves from S- → A in PvP
Crystal Worm Flavus moves from S- → A in PvP
Crystal Worm Viridis moves from A → B in PvP

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Update

Notes:

We just had the 9.5th anniversary and there are a lot of new monsters to add. Some of the monsters are completely busted so it’s exciting but also I’m going to be moaning about them here a bit. A few that were less exciting on release have already been buffed, to ridiculous levels in one case (another Albion mistake). I’ll briefly mention their pre-buff version too.

Additions:

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

Cinder goes in at C for general, B for PvP, second form tier 2 and B for HP boost, with a conditional defence buff and a reliance on killing a teammate to get the damage move going this one looks pretty clunky but after the TU reduction it has enough good stuff going on it’s actually decent. The BM move is good control when Cinder first enters, lag flash is situationally good and the defence buff stacks to halve the incoming damage for every monster you have fewer than the enemy team: which sometimes means it’s impossible to kill without piercing (this easily comes up in PvE). The main game plan seems to be to use it as a backbite monster that trades at the same time, with the situational moves to fall back on. You can use token disruption to more easily enable the defence buff to make it very good for streamlining your team when it enters. The SS seems completely unusable but it’s funny to read. I feel this monster is fairly medium but a very useful tool for some top teams.
On release, lag flash and GG no re were higher TU and farm noob didn’t heal so only the BM move felt great. I would have placed it D/D/2/B.

Astrajlyth goes in at S- for general, S+ for PvP, second form tier 1 and D for HP boost, with 4 lives that come with increasingly high speed, toxic entrance to set up 100-130TU psuedo piercing sweeping on whatever you like from the first turn and a huge punishment of outrage if it gets a second turn this is a very oppressive monster. Stun pulse is amazing here as a cheeky control move that’s also great to line up outrage if you use detox bite. What’s nuts about Astra is there’s very little way to shut it down except for void killing and with a single turn it will trade up. You can’t sleep it, you can’t purify, you can’t kill it with certain moves (it has death immunity) and if you dare kill it then it comes back with a smaller window to deal with it. On the final life it gets a turn in 30s and can immediately outrage. I see a lot of people playing this monster incorrectly, putting it near the back of the team. This is best placed in slot 6-8 in a team where the opponent will be heavily punished both if they ignore it or if they kill it. It will also repeatedly enter to poison everything, disabling stealth/shield of enemies or removing sleep from your team. You want a bit of other poison in your team too.

Now for the moaning… In my mind this is undoubtedly among the strongest monsters in the game for PvP, likely the top one. It also takes barely any effort to run and it’s even good in second form. It’s another Medusa-like monster that simply gets kills every turn for zero effort and an even bigger nightmare to kill unless you have void. It makes void super necessary, which can be resolved by more void coming to the game but then that makes all other revenge effects weaker… randomly weakening many great monsters in this game. On release this monster had a single problem: the “mono” moves were solo. This meant you needed to avoid water for basically your whole team. Mono was a great design switch, but it also randomly got other buffs. The one I hate and is unnecessary is the speed increase buff. VKC if you’re reading this, please revert it. Thank you at least for reverting the killer move becoming piercing. On release this monster would have been C/A/1/D.

Pandora goes in at F for general, B for PvP (S+ if VIP lvl 5+), second form tier 2 and S for HP boost, with huge defence, getting a turn in 24s, chaining attacks to piercing kill at rapid speed from the first turn and an extremely powerful revenge this monster is absolutely busted… as long as you are a spender with the Boxchomp monster from VIP lvl 5 (buy 200+ gems). This is a pure P2W monster, allowing people to swing back a match in their favour with very little effort. There are even some nuances like Pandora passes HP boost onto Boxchomps made (although only +500HP), you can avoid triggering some revenges due to the attacks coming from the Boxchomps (either it’s payback so doesn’t kill a high value monster of yours, or you make the Boxchomp die at the same time to avoid a revenge) and you can convert a Boxchomp right before it dies to reset the HP. This monster has quickly proven to turn PvP into easy mode and power up a lot of top teams. As long as the opponent doesn’t have multiple monsters with turns lined up, you can remove all dead weight from your team while killing the problem enemies and end up with a stun immune sweeper the opponent doesn’t want to kill. It makes monsters like Cinder, Tyrfina and Gabrielle look like a joke because it both gets you out of any problem situation and kills enemies better than any of them do. Even Nightingale looks pretty sad next to it.
That all said, it’s highly dependent on whether you have Boxchomp. Without that, you first need to convert a teammate and you don’t get a +2000HP Boxchomp to get you started on the sweeping. I think it’s quite well balanced in that situation, but is power creep nonsense if you are a spender. The tier list placement assumes you’re F2P, but please bear in mind it’s S+ if you’re VIP lvl 5+.

Rozaliz goes in at C for general, D for PvP, second form tier 2 and B for HP boost, with the ability to make all teammates protectors this is incredibly unique and hard to gauge power level. My gut says the fact it does stealth, wants reptiles and wants link+raw it’s probably pulling in too many directions to maximise properly. The attacking is slow (not only high TU but also 38% speed) so disorienting taunt really has to pull its weight to make this monster worthwhile. If anyone can let me know some good ways to play this monster that would be great, but from what I can tell it’s either going to be easy to ignore or you’re in control and don’t want the enemies to all become protectors so you simply kill this before it gets a turn (it’s slow and squishy, unless there is a reptile). Compared to other mythics that’s not exciting, it’s probably just a worse Arachnodrake. On release, disorienting taunt was 220TU rather than the 50TU it is now so the monster would have been E/F/2/D.

Aello goes in at C for general, S for PvP, second form tier 3 and B for HP boost, with two powerful entrance passives, a way to send itself back and situationally strong moves you can see what they were going for with this monster. However, the secret skill is absolutely ridiculous. Bear in mind that you’ve just put an enemy to sleep and put a Bronzeshell next in line; that sets up a low TU sweeper extremely well. Switching into Rhinedragon or something else very controlling is going to be super hard for the opponent to pull back from. Many monsters are kept in check by being low speed, which this secret skill bypasses. The potential here is very high and it will probably prove to be broken. I think it needs some safety rails on it like a 50s restriction from first turn and then the rest of the moveset could maybe be tweaked if necessary. At the very least it still has potential with being pulled back or monsters that send themselves to the back of the team like Tenguko who can get an extra shapeshift. Anyway, regardless of how broken it might be, it takes the right setup to maximise so it’s not S+.

Nephthys goes in at S for general, S- for PvP, second form tier 1 and S for HP boost, with a stronger reincarnation and huge defence this looks like Aurodragon 2.0, but the moveset is still extremely passive and pure cure is weaker than purifying mist. So when talking PvE, I think it’s just an alternative to Aurodragon. In PvP is where it makes a real difference by reincarnating at full HP and being tanky is great. If you’ve ever wanted to do all the fun stuff you can with reincarnation in PvP then this gives you a better chance at it. Unfortunately I think where it will be strongest is with S tier mythic spam where you’re playing all threats and so it punishes the opponent hard if they can’t immediately kill it. It’s also going to be a nightmare to face in ultimate challenge!

Kumachi goes in at S- for general, F for PvP, second form tier 2 and A for HP boost, with double stats, crescendo strike, infinite 60TU healing and 2/3 chance of reviving this is an exciting monster to read but sadly I think it’s mostly just a gimmicky monster with lots of bear puns. It will definitely charge crescendo damage very quickly but the list of bears is quite short so making a good team with them or keeping them around long enough to keep the stats buff is going to be tricky. The revive is also going to be used against you in PvP where opponents can reset crescendo by killing this. Creating a Polaboss or Grizzleguard is too slow for PvP and they come with +0 bonus so they’re not particularly useful for PvP. That all said, in PvE this is pretty great alongside Polaboss. I still don’t think you want to spawn new bears, you simply crescendo attack and heal when needed.

Kasumi goes in at D for general, D for PvP (A with Mai), second form tier 3 and B for HP boost, with a bunch of Jerbo synergy this creates an interesting setup with Mai and can probably be a lot of fun. Fan service turns Jerbos into mega tanks although they still die to any piercing attacks (only 200HP) and if Mai dies (or uses encore) they can always sacrifice themselves to deal one-shot damage. Otherwise, Kasumi will easily find targets to efficiently sweep enemies because both damage moves combined cover most of what you will meet in PvP. The sleep aspects are a bit clunky because Jerbo has poison revenge, so the opponent can wake up their monsters easily. Also, without Mai this is going to be very hard to use because any Jerbos it creates immediately become very bad dead weight once it dies or if it’s not in fan service form. I’m very sceptical of this monster because the defence buff is far from guaranteed and there are various weaknesses like stun, knockback or sleep/chrono killer. I feel it will be very matchup dependent whether it works and that’s even after you’ve gone through the effort of building around it. However, I could be wrong and it might be a very powerful combo. Without Mai this might have some potential as a FL sweeper or something.
I should also mention, you can do crazy things by infinitely sacrificing it alongside Aurodragon/Nephthys while the enemies are poisoned. Mai can also do this, creating a game-winning state with Jerbos and extra copies of everything. This is probably very strong in PvE but I’m not considering it for the tier list because it’s just one of these random combos you can pull off and not reflective of the monster in general.

Tremorgore goes in at S for general, S for PvP and S for HP boost, with high speed and moves that pull itself back this has an incredibly unique design that I absolutely love. The moveset is very clear how you burrow the first time then repeatedly ambush → entomb. Interestingly you don’t want to lower the TU of the moves, but getting a faster entrance from bonus is still useful (reduces entrance from 48s to 40s). The defence is literally at the standard cap when above 70% HP and otherwise still very high plus there are no killer weaknesses so it’s not easy to kill in the 2x 40s windows it allows before the first attack. Ambush kills the next enemy to get a turn which is typically the target you want and entomb is void kill anything. I feel this is simply generically good both in PvE and PvP plus it’s a bug and there are plenty of bug union monsters. To synergise properly, it goes well with things like Eirlys or Lilithia. I think this looks great but it’s unlikely to be popular because it wants to be near the start of a team but it doesn’t help give you a control advantage (often what you want near the start) and people are very picky about what they run in their front ~6 so this non-synergistic legendary isn’t going to be a hot pick.

Derangea Roz goes in at S for general, S for PvP and A for HP boost, with stun bisector, a form of death revenge, high defence and low TU moves this is a really serious link, plant union monster. The difficulty is exactly what I just said though… it’s wanting both link and union. The good news is that earth has lots of plants and it’s very strong (basically a Pitayagon 2.0). It would be scary if it wasn’t restricted! Cloning is maybe the most exciting bit for PvE due to it having a DR-like passive and you can even trigger that by using swift cannibalise. For PvP you’ll clone when you get a chance but otherwise the repulse and union slash are excellent moves. This will work as a great sweeper in both PvE and PvP while also offering some stun protection. Note that if you clone and get multiple, the stun bisectors halve multiple times.

Derangea Azu goes in at S for general, S- for PvP and A for HP boost, with death revenge and 100TU link dual union attack this is a very deadly monster that is great for pairing with Derangea Roz. It, again, has the restriction of needing link earth with plants but the payoff here is a very efficient sweeping move. It’s a more aggressive version than Roz and that makes it probably harder to justify taking time cloning. Additionally, giving a turn to the highest seconds monster typically gives the opponent a turn so you want to maximise what this monster does while it’s alive to make up for that downside. It’s offset by the death revenge, but it can still backfire. Ultimately I think this one is less good than Roz for PvP but there’s no doubt that it will win you games if it gets a few turns using the attack move. Both seem excellent in both PvE and PvP. Cactalars or Dracorosa with the SE fairies are perfect to use with them.

Zarathul goes in at C for general, C for PvP and D for HP boost, with sleep immunity and the ability to remove/revive teammates via marking this reeks of combo potential but in reality that will be so hard to pull off and the minimum defence and low-ish speed keep it from being a decent sweeper. I hope people find cool ways to use this monster, but to me it looks too clunky. The immunities don’t mean much when the moveset is poor, the marking stuff on entrance is total RNG for whether it’s useful and the best stuff is things like marked revival where you can repeatedly revive things at full HP but the opponent can shut that down so easily. I think in reality it will mostly just kill enemies via union attack or mark → snipe, which is nothing special. What this monster probably needs is for the entrance passive to be changed into marking a random monster (enemy or ally) every time Zarathul gets a turn.

Godpaca goes in at S for general, S for PvP and S for HP boost, with sleep entrance, revenge and SS this can be devastating to the opponent if they don’t have sleep protection and triple dreamhunt is a crazy sweeping move for 100TU. These two angles make Godpaca surprisingly strong as it either aggressively kills the enemies or puts you into a sleep control situation. Poison is a common way sleep can be interrupted, so woolen grace is an excellent way to not get countered by that. What’s unclear to me is whether this monster is good enough to play generically, or if you need a serious plan for it. The opponent can probably not afford to be hit by triple dreamhunt, particularly how Godpaca can likely do it twice without any support. You probably need a little more sleep around to properly use it, and then it might be tempting to just go all-in with give turn to chain the killing. If you have any insight, please let me know! Whatever the case, it’s clear this is an exceptional sweeper in PvE and likely to be a menace in PvP as long as sleep is even a little bit viable.

Melanthos goes in at A for general, S- for PvP and D for HP boost, with a moveset all about lifeflipping enemies this looks like a gimmick but it’s actually a super reliable sweeper thanks to everlife echo and confident strike. What this will do in practice is work much like Runedragon where it “kills” every 100TU and it temporarily disables an enemy on revenge (compared to Runedragon on entrance with sleep). Note it also gets countered by poison like Runedragon, taking the damage from poison tick right after healing. Lifeflipping enemies is great in a number of circumstances to better handle or disable enemies or to delay/time kills nicely to keep control. It’s particularly potent with auto-poison where it will even avoid revenges. So ultimately I think this monster is a decent PvP sweeper for teams that can make some use out of lifeflipping. The secret skill is very cute here how Melanthos goes down to 1HP but gets a turn again quickly and heals right back up. When you find an opening for that it will feel great.

Sharkrex (s - fire) goes in at B for general, C for PvP and B for HP boost, with doubled attack the piercing blow still doesn’t do enough damage (~4 - 4.5k) to one-shot mythics, HP boosted stuff or buffed things in PvE. That basically means that sadly this monster doesn’t have much viability. Instead, it must backbite and bloodfury. What made the original good in PvP was stun immunity and how stun locks were possible (it both enabled and countered it). This shiny version doesn’t have a meta it can perform well in and things like the low speed mean it’s outclassed by alternatives.

Gaiawolf (s) goes in at C for general, S- for PvP and D for HP boost, with raw stealthbreak and 97% speed this is a serious counter to things like C.W. Calamitas, A.S. Poseidon and some other FL menaces. It’s otherwise another high speed accelerate team option that’s great for setting up your monsters that offers some stun protection. That’s solid stuff for a SE and should work well for some teams as well as in some metas. Ultimately it’s worse than some other options, but you pick the monster that’s right for your team. What really makes it viable is when you have ways to apply stealth to enemy monsters. That used to be rare, but now a few monsters do it so Gaiawolf can be a bit like an alternative to Spectrefox (s) in some cases. Note that it can still remove itself with lifeflip if it’s not going to work well in the matchup.

Sharkrex (s - holy) goes in at S- for general, S- for PvP and S for HP boost, with double everything this fun gimmick is actually pretty scary. Unfortunately double HP was bugged so got removed, and that’s significantly weakened the monster because now the recoil causes serious problems to it surviving. At 20 cost it’s also a big commitment to run in a team. The real kicker though is that the damage from double piercing blow isn’t quite enough (roughly 4.5k). That makes it hard to get proper value from this monster when you build around it. So I doubt people will use this the way you’d initially think. Instead, where it’s good is for combos with raw double backbite and the fact it’s low speed means it pairs with things like Mortilys. In PvE it can be worth building around as a tanky sweeper either for fun or if you don’t have a big collection of strong monsters yet. However, once again, without the double HP this at least needs HP boost to survive well. With the double HP this would have been S/S/S in the tier list.

Sealionis goes in at D for general, C for PvP and D for HP boost, with a moveset all about killing hold ground monsters this is clearly designed as a PvP monster for specific metas. I think unfortunately that means it’s not going to see much play at all, plus the demoralise is a whopping 200TU so even in the right situation it may not feel that great. Still, combined with lifeflip this is definitely good so there might be some niche uses.

Goldoise goes in at S+ for general, S+ for PvP, S for HP boost and Super Epics Veterans Utilise, with the nerf they made to the pairing with Redybug ages ago these monsters are sadly not viable at all. The sleep on Goldoise is removed by the poison revenge on Redybug and Redybug does nothing other than protect and purify. I think you’ll only want to use them as a pair for reptile union in desperation to make that work. However, what’s interesting is using Goldoise by itself. It’s surprisingly good as a SE sleeper because it’s full defence, shields itself on entrance (and any other reptiles) and is a stun absorber. Since Mapledragon was nerfed the competition is basically P.G. Banamid, F.D. Clover and Rosempress. It seems about as good as those so should be a decent choice for some teams. 70TU sleep should never be laughed at, it’s serious control.

Cyberoach goes in at S+ for general, F for PvP, B for HP boost and Super Epics Veterans Utilise, with a roundabout way of copying itself and a crazy sweeping skill once you’ve got four on the battlefield this is the new Purpie and it looks incredible. I haven’t tried it out properly yet, but for now I’m assuming it will work well in PvE against the AI. Since it has a 75% chance to revive when killed it will be very hard for the enemy team to remove so most likely you simply make more and more cockroaches until you can swarm. In the meantime, roach scourge will even take out buffed enemies. This could potentially even be UC viable. As with Purpie, certain things put an end to it like death revenge and stun (Purpie was sleep), but if it’s reliable enough at getting extra copies you can probably work around things better than Purpie could. For example, roach scourge can get rid of problem monsters like ones with camouflage. In PvP this is unusable.

Vanillawhelp goes in at S- for general, not adding as notable for PvP and worthy of consideration for HP boost, with this available it might breathe some life into gummy dragons, but I doubt it. The problem is, all of them are 30% speed and their move which requires one Vanillawhelp is always situational so you typically need a second on the battlefield before you can proactively do anything. The main upside here is you can HP boost it and have a super tank keeping your gummy dragons protected until they get turns. So in easier PvE content or in lower level PvP that’s definitely a big upgrade… it’s simply not enough to make them viable in a serious way.

Sumoji does not go into the tier list, but would definitely be notable for HP boost if it was any good and the 1st form is notable as cheap throw / end-game. With extreme defence and the highest HP you can have with a 3 star this is a funny monster that I’d love to say is good but sadly the moveset does almost nothing at all. Union taunt was added so it isn’t useless, but compared to the special rocks it’s still terrible. 7 cost is simply too much for a couple of support moves and some lesser stun protection. I think what they’re trying to do is create a moji setup with something like Mojigun’s mojifire but we’re a long way off. What’s funny about this monster is in 1st form it’s only 1 cost so you can have an extremely tanky 1 cost healer if you don’t evolve it (although no purify like the standard Moji). I hope the first form is nerfed to either only have lux or a cost increase and the final form needs something done with it to be anything more than a meme.

Movements:

The main thing I did here was a big shift down of mythics in the general tier list to counteract it becoming top heavy. I also did a little of that in the mid-tiers of the mythic PvP list. I will probably need to do a bit in the top tiers but haven’t figured out exactly where the mythics should settle compared to one another. As always, any insight or recommendations you can offer would be appreciated!

Mythics moving down (general):
S+ → S Rhinedragon
S → S- Exocross, Lumimalus, Nyx
S- → A Azida, Christine, Don Rilla, Giehretus, Orochi, Uraniumedhus
A → B Arachnodrake, Berry, Hadeshoof, Medbie, Nagandia
B → C Auraleus, Goliatherion, Harleking, Kunomi, Ophidiator
C → D Akane, Gremoris, Na’turgoul, Plumesilisk, Voidress
D → E Aethereon, Apollonis, Eirlys, Nikki, Noircyon, Tyrfina
E → F Asmodia, Cypridrus, Majorie, Y Ddraig Goch
Hu Shin moves C → F in general, I realised that the enemy teams having more than yours makes this very awkward to attack with so it’s basically a revive engine that relies on a specific window to turn into a sweeper. That can be fun and cool to use, but is pretty niche.

Mythics moving up (PvP):
Onika moves from B → A in PvP
Rodeknight moves from B → A in PvP, strong revenges continue to be where design is going and we just got a bunch more monsters classified as beast.
Honghua moves from D → C in PvP, specifically with Chubpoon (who this is always featured with) this can be a challenge to deal with due to how tanky it is and always healing.
Risu moves from F → D in PvP, making acorns repeatedly means she cannot be ignored like before.

Mythics moving down (PvP):
Vixenblade moves from S+ → S- in PvP, the team building requirements are extreme and we’ve now got loads of ways of dealing with tanky monsters that this doesn’t survive really well nor does it have immunities or a strong entrance/revenge that make it stand out as overpowered. It’s become fairly balanced even though it’s still super strong. All-in-all, I think S- is a better place for it rather than S+ with the caveat of it requiring heavy building around.
Candy moves from S- → A in PvP
Giehretus moves from S- → B in PvP
Christine moves from A → B in PvP
Sakuralisk moves from A → B in PvP
Fiona moves from B → C in PvP
Fyrielle moves from B → C in PvP
Kunomi moves from B → C in PvP
Na’turgoul moves from B → C in PvP, too many shields, HG and the lack of defence or any immunities make this struggle to perform well even though the low TU sweeping sounds brilliant.
Chronozillion moves from C → D in PvP
Mechydra moves from C → D in PvP
Y Ddraig Goch moves from C → D in PvP
Gremoris moves from D → E in PvP
Focalforce moves from E → F in PvP, this was always easily handled but even more so now with piercing moves and power creep.
Nikki moves from E → F in PvP, too outclassed by power creep.

Mythic HP boost changes:
Gremoris moves from B → D in HP boost

Legendaries up:
Mortilys moves from E → A in general, double drain survivor is genuinely decent with high attack and you can definitely +0 your monsters to create some combos.
Stormloch (s) moves from S- → S in PvP, link shadow OoO is niche, but this is godly strong in the right setup and extremely unique in what it offers.

Legendaries down:
Cephalogandr moves from B → E in general and B → C in PvP, not quite sure how this was so high because after losing stealth it becomes weak. I know I loved how tanky it was when it released years ago.
Dusicyon moves from S+ → S in PvP, piercing is so common and the support this offers is outclassed or unnecessary these days. It’s still a fine option for people not playing competitively up at the top.
Chromera moves from D → E in PvP
Lunartic moves from D → E in PvP
Mojinator moves from D → E in PvP

Super epics:
Purpie moves from S+ → S- in general, unfortunately this is much harder to pull off than in the past due to the stun change (temporary immunity).
Sharkrex moves from S- → A in PvP, this was great in the stun meta of the past but that was its niche where it stood out.
Electricheetah moves from C → D in PvP
Sanctaurus moves from D → A in PvP, revival is stronger now than in the past due to the generic power level of monsters used, plus it removes itself when no longer useful and has combo potential with that double sendback. It’s particularly good with Mortilys or Giehretus.

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Update

I’ve moved Rozaliz D → B in PvP. I have a feeling it will end up a tier lower, but I’m happy to move it up for now and see what people think over time.

I also moved Dameule D → A in HP boost. While squishy monsters are usually not good candidates to boost, this monster is incredibly strong and surviving to turn back into phantom form is important so there are decent reasons to consider it that it seems wrong to not give it a placement like Mantiferno.

Update

Uraniumedhus moves from B → D in PvP, it’s a threat that cannot be ignored due to its 50TU radioactive fallout but poison immunity is a big problem for it to encounter and it dies way too easily without giving you any value from entrance/revenge. If you want synergy for finishing snap then there are other monsters with lifeflip enemy or Woolala.

New Additions Update

Fun fact: With the release of these, we’ve now hit 400 legendaries and mythics in the game!

A.L.Y.C.E. goes in at S+ for general, A for PvP, second form tier 1 and D for HP boost, with an infinite shield at 1HP this requires piercing to kill it, which is pretty crazy. It’s also got a very big stun entrance and rebirths itself for very high damage that can get around some revenge effects plus work with revival synergy. This monster looks very exciting for PvE. If you can keep the enemy team clear from having piercing attacks this might just give you an easy win. That said, I think in PvP it’s unlikely you can do that because so many of the good monsters have some sort of piercing. Another thing to consider is how it’s quite slow to take its first action because it needs to charge first. Normally I’d point out it’s poor/slow on the battlefield since it needs to charge for each attack (70+130 = 200TU attacking), but the bomb rebirth is probably what you do on the third turn so I think it’s actually more like a pause on entry, then one piercing kill from the laser blast and then a double kill from rebirth. That seems like a solid attack pattern! Also, you can use auto-poison all to set up void detox slash for the first turn if you like. One crazy bit of synergy is turning it into a protector with Arachnadiva or Rozaliz!

So overall this monster is fairly medium and can easily get its stun or shield countered in PvP, but gets stronger with various synergies and it’s a great choice as an aggressive stunner in a team. That makes it very playable and good, but nicely balanced for PvP. The second form is almost as good as the awakened form, which I expect to get fixed because you’re better off keeping it at 12 cost right now.

Celestiarchion goes in at B for general, C for PvP and D for HP boost, with low speed followed by 70TU setup to start the 200TU sweeping this is unfortunately not a good monster. Switcheroo is situational and only single use, assisted nova is bad (particularly with low attack stat) and the SS ultimately creates another copy of itself (a bad monster) so you’re unlikely to use any of them, instead opting for the 200TU void sweeping. That said, the Luxegg phoenix mechanic is awesome and I love the idea of the healing+stun when it enters. The Luxegg has extreme defence and comes with +1000HP from HP boost so it’s genuinely quite tanky. The monster itself is just way too slow that it will hold back your team and there are a million better options. The +3 cost from the SS is a joke, this poor monster needs help. I think something simple like the Luxegg creating a Celestiarchion that instantly gets a turn would make a world of difference here.

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Movements Update

Up:
Rodeknight moves from A → S- in PvP, revenge breaker is amazing even when it doesn’t critical and it’s easy to have a beast too. Revenges have become more and more common with time.
Leira moves from C → B in PvP, this is specifically for combo enabling so it’s highly dependent on your collection but it does powerful stuff and it should be high enough tier to respect that.
Cosmodragon and Nebelronix move from C → S- in general, I’ve had these low for way too long. Ever since they got the divine shield revenge they became generically viable and not just an option for super-buffed content.
Crimseias moves from D → C in PvP

Down (PvE):
Triviathan moves from S- → A in general
Zephyrin moves from A → B in general
Aegisdragon moves from B → C in general
Lunartic moves from B → C in general
Rhinoel moves from B → C in general

Down (PvP):
Lilithia moves from S- → B in PvP, I’ve gone back and forth on this a lot because antidote damage is a bit weak and a lot of mythics have piercing so the shields don’t necessarily help. I think ultimately it’s great but a little hit and miss.
Maggatsuoh moves from S- → A in PvP
Nulltron moves from S- → B in general and A → B in PvP
Razoray moves from B → C in PvP
Cephalogandr moves from C → D in PvP
Grizzleguard moves from C → D in PvP
Kamiwyrm (s) moves from C → D in PvP
Voodoom moves from C → D in PvP

Game Update (version 2.57)

You can see the update notes with this link.

Here’s the usual list of notable changes that didn’t result in movements:
Dragulus got herbicide. Roughly 1/10 of legendaries and mythics are a plant so this is, in theory, half as good as an element killer move. However, a bunch of those are garden fairies which are mostly played together in a single team and there are only a handful of plant mythics. So mostly this is a more efficient way to deal 1500-1800 piercing damage than an uncharged bloodthirst (100TU rather than 130TU).
Kuraokami got snow 70 → 60TU, which definitely makes a difference but doesn’t change enough to make me want to move it up in the tier list.
Revenarchion’s Noxegg now comes with monster bonus / HP boost / buffed stats, which is a really nice bonus and the Revenarchion it creates also maintains this. The monster itself is already great in PvE and not so great in PvP purely by the design so this buff does matter but it’s not a tier-changing one.

Lustrate:
This move was added to various monsters and it’s basically to counter Pandora as well as some other monsters like Tortogeist. It’s a cool move, but conditional enough and 160TU that I don’t think it really changes the tier of any of the monsters. However, in all cases it’s a buff to those monsters.

Moving up:

Suikenshi moves from C → B in PvP, knockback 250 → 70TU is a huge buff and definitely a welcome one. Suikenshi has been falling off over the years due to everything getting tankier and it being quite squishy itself. So it’s not going to become a top tier option again, but this should do a lot to help make it viable and particularly in the front line. It may creep up to A tier, but I want some time to see and assess it.

Coretta moves from S- → S in general and C → B in PvP, another all-around buff to Coretta makes this seem very appealing, even if it’s not top tier competitive for PvP. It came from a different time when piercing was not common; so the shields were great, 100TU sweeping was good and stun immunity was important. However, now you can get a few shields without making her easy to pick off with a small piercing attack. What I think is most exciting is the 70TU swift hit all. With her double stats that hits hard and if you vow another monster with swift hit all the two can wipe through enemies quickly.

Ankara moves from C → B in general, E → C in PvP and D → B in HP boost, getting accelerate added to stun ward (while increasing TU 50 → 60) is the nice upgrade here. It’s nothing flashy, but what Ankara offers in terms of support has become really good with the buffs over the years. This kind of buff I’d normally bump up by just one tier but I think Ankara actually offers quite a bit that it deserves to be alongside C tier mythics. Used in the right team, the support is excellent. The neko counter defence buff is mostly irrelevant, but there may be times you can leave a useless enemy around that you’ve hit with nya nya slash. There may also be future monsters that make this much more relevant (right now just Sir. Lancerat and Muscattus). Birds and bugs are prevalent so being able to always one-shot them is nice too.

Prismpaw moves from B → S- in general and B → S- in PvP, piercing/void on its attacks is a huge upgrade, particularly because the first attack if left untouched is the piercing one (i.e. a guaranteed kill). I reckon it’s become good enough to play generically, but synergistic teams won’t want it. This buff is definitely to help Kumachi have good bears to play with.

Ragnawolf moves from C → A in general and F → B in PvP, revenge sealer is a super powerful move. This will definitely be a useful tool for new players to handle revenge monsters!

Pontibear moves from A → S- in general and S- → S in PvP, the moveset on this has become absurd! If link holy gets more support then this is an easy include. To really maximise it you want to put stealth on at least one enemy, which we don’t have any holy monsters for, but I trust someday the right synergy will arrive. It’s also an amazing choice for people to use for PvE battles where they need anti-revenge.

Moving down:

Pandora moves from B → E in PvP (with P2W Boxchomp it’s S+ → S-) and S → A in HP boost, 20s slower to get a turn and having to give up real monsters to get a Boxchomp has hit this hard… which was necessary. The Boxchomp conversion change is the bigger one in my opinion, because it means Pandora cannot chain kills so easily. However, a larger window before the first turn means you can maybe line up a void move, leaving them with a useless P2W Boxchomp, or you can bring in the Boxchomp then kill it before Pandora gets a turn. I would not recommend this monster at all now if you don’t have the P2W Boxchomp. You’re better off playing Cinder or Sivanna in most cases.

Draconought moves from A → B in general, this and the other two super epic 400s megabomb monsters were given an attack move and a passive that are relatively strong and unique. After consideration, I don’t think they really change how the monsters play. 400s megabomb doesn’t happen naturally and it’s the only true reason to use these. So you’re going to want to build around that, and the additions here don’t create enough of a backup plan to actually matter that I feel their tier rankings don’t increase. Poseideon got a clear upgrade, Hydrastorm became stun protection which is cool but probably not useful in the set up you create and the damage move is too situational. Draconought got a good damage move but it’s 300TU so not particularly useful and the revenge actively works against a heavily controlling setup you have, which is how you’re likely building your team. So ironically as these monsters get buffed I think the only change is to move one of them down a bit!

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Game Update (version 2.58)

You can see the update notes with this link

Here’s the usual list of notable changes that didn’t result in movements:

Uraniumedhus got genuinely very good damage on nuclear fusion but since the kills don’t count towards killing spree I don’t think this changes the functionality of the monster too much and the design is simply not as strong as what other mythics offer.

Scyberithe got hold ground, which is cute but doesn’t change much for FL use. It won’t die to Kattmmander or Padrinorca but will now die to Vixenblade and Berry. What HG does is open up mid/late game use. I haven’t thought into this too much yet, so am not making changes to the tier list, but there might be great use cases for this.

Kasumi got fast fury upgraded to piercing, with a 30TU increase. This really bothers me because she’s already got a very effective move for punishing hold ground so this only really matters for shielded or defence buffed monsters. I don’t think it was necessary at all, it’s a downgrade in a bunch of cases and I wish we didn’t have piercing slapped on everything. Kasumi’s problem is she needs to be put in the FL or used alongside Mai, which heavily restricts her even though she has incredibly reliable and efficient TU killing moves.

Iridescezarc gets a speed increase to stop the Mortilys, Crimseias vile rage combo. It’s a nice buff for other cases but not enormous.

Kumachi got the SS made more appealing but it plays a minor role in her overall design.

Leira had Moogong get auto-guard but honestly I don’t think this changes much: just removes the cruel thing people can do by repulsing it.

Super epics:
Cryogolem got a move needing a water rock teammate, of which only four others exist in the game: P.G. Soramid, Santa Cloid, Snorkoid and Cryoberg. Cryogolem itself is solo, P.G. Soramid is solo and for P.G.'s and Santa Cloid is a Christmas bundle special for a bunch of 6* tickets. This is either seeding something for the future or it’s literally the most niche and weird move I’ve seen put on a monster! It does huge damage when you meet the condition though (90k in my test).
Revenatus got the same type of thing as Cryogolem, even having a move switched to solo. Shadow angels are: Utopion (s), Nightlord, Muscattus and Moji (s). The damage here is a ridiculous 225k piercing. My only thought is that maybe these monsters are now useful for one-shotting bosses.

Moving up:

Mechangelion moves from B → S in HP boost. The buffs basically add more synergy potential. It looks amazing for robots now! I’ve already been generous with its placements so I’m not moving it up elsewhere, but its ability to tank and heal makes it excellent for HP boost. Swift assisted nova sounds brilliant for combining with Coretta.

Y Ddraig Goch moves from F → C in general and D → A in PvP. The TU reduction here is crazy. Y Ddraig Goch has the equivalent of 55% speed then does 6k piercing damage every 80TU with 30TU healing in-between if needed. After two kills it’s got a 100TU kill all enemies which can be done twice. Previously it just took too long to charge tyrannical ruling and if you needed to heal then the attacking felt slow. The rise in payback killers also weakened this all. Now I think it compares very well to Persephia and what’s impressive is it requires no team building to make work. The buff is particularly notable in PvE where it can more effectively heal between attacks than before because it doesn’t have to wait so long and getting two tyrannical rulings is super good.

Majorie moves from F → D in general. Yet another redesign and I think this one actually weakened her. The dreamhunt move now does medium piercing damage which nobody would ever really bother using but it’s come with a TU increase of 100 → 130 so it’s just a nerf. Purify ex is a very situational benefit. The sleep move now only hits enemies (amazing!) but with a huge TU increase (60 → 130). Sleep roulette+ had a 4/7 chance of sleeping an enemy so 7 / 4 * 60 = 105TU on average to sleep an enemy versus this new 130TU makes the new move basically worse. Also, there is too much insomnia, sleep immune, purify and toxic/lava entrance in PvP for a randomly targeted sleep move to be effective. At least with 60TU you could spam it and either have some sleep immunes to mitigate the backfire risk or be able to purify quickly afterwards. The reason she moves up in PvE is because there is no longer a team building requirement of sleep immunes to maximise her.

Zarathul moves from C → S- in general and C → A in PvP, the revival change here is subtly a lot stronger than it looks. Zarathul should now able to revive things whenever it wants, making it a constant threat. It’s still very squishy, but OoO synergy has been greatly improved because you can more quickly and reliably get to a point where you have 2-3 Zarathul on the battlefield who are sniping and reviving enemies. Alternatively, in OoO, you can just sweep with your teammates as Zarathul sits there and revives a few enemies. So now this monster isn’t a mediocre union sweeper, it’s more like a revival monster which can also sweep if necessary or be built around for a chance at something stronger.

Super epics going up:
These are the original OoO super epics, excluding Dinoraider who was already buffed ages ago. These monsters are genuinely good sweepers thanks to having good damage moves to get one kill then 100TU bloodcrave. All that holds them back is their low speed and how the damage isn’t high enough for fighting mythics. This update basically gave them union stats buffs, meaning they can easily sweep and they tank really well with HP boost on. For 10 cost these look brilliant. For newer players they can be used really well as OoO monsters. For veterans they can be used in PvP with the main intention to simply be a 10-cost sweeper but also threatening OoO if it will be useful.

Snowgun moves from B → S in general, C → S in PvP and D → S in HP boost, dual throw makes this look like it might be the best but the damage is a lot weaker and it’s 160TU. With the buff, it one-shots only the squishy mythics / HP boosted stuff. Timecrush is also slow and usually requires some stun to one-shot reliably. Aquatic monsters are the most plentiful, so this is probably the best choice for newer players (who aren’t facing mythics) but not for veterans.

Magmaraptor moves from B → S in general, C → S in PvP and D → S in HP boost, no stats boost makes this not able to be as tanky as the others, but with HP boost it still becomes decent. The attack being low also means timestrike is poor. However, raw throw deals over 5k piercing damage so this definitely looks good with some reptiles around it. This looks like the best sweeper.

Shadowbaron moves from B → S in general, C → S in PvP and D → S in HP boost, void power slash deals 2k damage so isn’t anything special but catapult is 6k damage with the stats buff and the monster is equivalent of full defence. What’s nice here is having the option of piercing when you need it even once you’ve charged bloodcrave. Newer players might enjoy combining this with Djinzar to give turn right after the catapult then heal it from the first bloodcrave’s recoil.

Luxking moves from B → S in general, C → S in PvP and D → S in HP boost, a single angel makes this equivalent of full defence and both attack moves do enough to one-shot all but the tankiest or defence buffed enemies. That seems decent, and any more angels than that turns it into a super tank. I think this has the highest ceiling, but it’s also probably the least good at OoO because when it dies everything gets woken up. That said, angels have a lot of healing and purifying that can fit around OoO nicely and keeping this tanky monster alive. Angel union needs some support before this will truly shine.

Moving down:

Albion moves from S → S- in general, the “gen” move being slowed is exactly what I wanted to see, but at 90TU it’s still way too fast to be balanced for PvP. Guaranteed kills like that on a high speed, full defence, HG monster is simply a power outlier and its synergy with other monsters makes it absurd. This is still S+ for PvP unless it becomes something like 130TU or gets more restrictions placed on the move.

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Movements Update

Up (PvE):
Risu moves from B → S+ in general, while dying to piercing, the ability to spam the acorn spawning move means she plays completely differently to where I had her rated before. I don’t own her so can’t test, but Wendigo gave me some insight and I can totally see how she can be ridiculously good now with the 50k piercing attacks, reviving enemies killed, etc.
Celestiarchion moves from B → S in general, for some reason I forgot about how it can duplicate itself easily when picking the tier for this in PvE. Simply use the SS as the first move and keep the enemy team low on stun protection and you can increase your number of them in the team. Each one isn’t particularly strong but they can do a lot together.

Down (PvE):
Kunomi moves from C → D in general
Malwing moves from S- → A in general
Razorstorm moves from S- → A in general
Sobeking moves from S- → A in general
Tardigrenade moves from S- → A in general
F.D. Daffodil moves from S+ → S in general

Up (PvP):
Alyce moves from A → S in PvP, this is stupidly easy to get a lot from. The stun is huge, the damage moves simply kill and take no setup, it can be duplicated without much effort and even though top players can kill it without too much trouble there are still times when it’s a problem. People have also demonstrated how you can use it near the end of a team for a cheap win if you leave the enemy team without any piercing, similar to the past how people would remove all stun protection then stun lock. This needs a little tweak or two, but otherwise it’s balanced. How generically good it is deserves S tier.
Leira moves from B → A in PvP
Ldiefaeth moves from S → S+ in PvP
F.D. Mint moves from S → S+ in PvP
Gaiawolf moves from S- → S in PvP, this has proven to be a popular choice for the front line and with good reason. For a SE it’s deserving of being closer to the top.

Down (PvP):
Gabrielle moves from S- → A in PvP
Kunomi moves from C → D in PvP, poison massacre isn’t strong enough these days and void monsters are on the rise.
Mechydra moves from D → E in PvP, triple poison eater is blocked too much and even with attack boost the venom dual slayerbane needs both enemies with kills to handle anything tanky (to my understanding).
Noircyon moves from D → E in PvP
Megalodragon moves from S+ → S in PvP, with more monsters having stats buffs this doesn’t line up as well for tougher matches.
E.D. Gul and E.D. Hvit move from S+ → S in PvP
E.D. Gronn, E.D. Lilla and E.D. Rod move from S → S- in PvP, these are all now more reliant on the legendary and the setup isn’t quite as strong.
Willowyrm moves from S → S- in PvP

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New Additions Update

Agent M goes in at E for general, C for PvP, second form tier 1 and D for HP boost, with effectively remover, assassinate, humanoid knockback and a one-shot 100TU void slayerbane this moveset is quite decent on 88% speed with reasonable defence and a bunch of immunity passives. It will be interesting to see if people will choose this over Arbustodon, because I think it’s basically better but with the caveat of not being stun protection. The slayerbane move is the good part and means it will always be somewhat useful on the battlefield, plus humanoids are so common you can expect that to be handy. That all said, what it offers is definitely less than other mythics and it’s underwhelming as a sweeper (because all it has is slayerbane) so I think its only real use case is as a front-line meta call (Arbustodon replacement). The special Jerbos each give her a passive (focus, piercing, untargetable) but I think they’re too much of a gimmick because your team becomes too weak when your four slots are filled up with some of these. You’re better off using her alone. Just note that her assassinate move (blackout) needs the piercing to one-shot.

Mobysseus goes in at F for general, F for PvP and D for HP boost, with time freeze stopping Gryphking GT looping, 100s from start of battle stopping FL combos and needing to pass time with remover if you want to use swallow mortar (you can use it 40+59+59 = ~160s from entering the battlefield)… this looks like a non-functional moveset with almost no use cases. High speed instant stealth all and remover / step back is the only part that looks nice, but after that you’re stuck with a terrible monster so I don’t think people will use it for that. What needs to carry Mobysseus is the loading your mortar teammates on entry. That feels too gimmicky to me. Mortar monsters spend most of their time loaded and waiting for their next turn (typically 130TU loaded, 50TU unloaded) so the load all lining up to give you benefit is unlikely. I do like the Armadiator combo to repeatedly pullback to bring this in, but you’re better off using either Botanic/Sarcrosphinx with Gryphking. I can see what they were trying to do with this design but it’s a big miss in its current state.

Abyssclaw (s) goes in at S for general, S for PvP and D for HP boost, with only minor differences to the original this is mostly just a shift in element. A little more defence, piercing attack but +30TU, losing insomnia all basically balances out to being roughly the same power I reckon. The only notable change is having plant type, which builds on the quickly increasing number of plant/earth payoffs in the game. This monster should have a few homes and be a solid inclusion. Water is overwhelmed with link payoffs that I rarely found a place for the original version, but it always felt good for a SE.

Scarleguard (s) goes in at S for general, S for PvP and S for HP boost, with 70TU link bloodthirst this looks very exciting as a spin on Scarleguard that makes it very similar to Shadowyrm. I believe even without the stats buff it will one-shot and link bloodthirst does less damage than a normal bloodthirst so after 1 kill it won’t be doing anything crazy even with a stats buff. I may have to correct my statement on this once we get our hands on it, but I think link bloodthirst will 3-shot if you have 1 kill. That means it’s not crazily deadly, it will take time to get charged unless you get lucky with what you meet. However, playing dragons is link shadow is no trouble at all. So I think basically in link shadow this is the best choice, Shadowyrm for dragon union teams and Dragulus for generic teams. I imagine this will be popular alongside Novadrake and it’s especially good in PvE where you can easily build around it.

E-Moji does not go into the tier list because it’s not notable enough. It’s another 7-cost monster that isn’t worth it. The defence and speed are too low it will simply die. The virus stuff is not good enough by itself. The SE virus dragons are only 3 cost more and offer much more. The moji hack move is quite good but it’s unrealistic to build around at the moment and, even if it was, this monster will be targeted and killed so easily if it was going to be a problem. Spookoid, Musashoid and Angeloid are much better for this type of stuff.

3 Likes

New Additions Update

I was waiting until I had the images for these but since they’re not actually going in the tier list I’m just going to post them now. I’ll edit this post to add the images when I get them (done).

Jerbo (Suito) does not go into the tier list because it’s not notable enough by itself and not particularly good with Agent M either. This makes Agent M impossible to target, so looks like it would be the best. However, Rose curse is slow and sets up a move that doesn’t one-shot unless you’re also using Gunzo, so actually what the opponent should do is kill any Gunzo then leave Suito alive with Agent M and ignore them both. In most situations I’d expect that to leave an underpowered setup the opponent can beat.

Jerbo (Vizo) does not go into the tier list because it’s not notable enough by itself and not particularly good with Agent M either. This gives Agent M focus, probably the least impactful of the bunch. It can also set up the damage move, so it’s a mix of the best and the worst aid. Target lock is too high TU that I think this is pretty bad and the opponent could just leave it alive alongside Agent M.

Jerbo (Gunzo) does not go into the tier list because it’s not notable enough by itself and not particularly good with Agent M either. This gives Agent M piercing, which I reckon is the most impactful. Other than that, all it does is super slow marking… absolutely terrible! Even so, I think it’s the one the opponent will actually have to kill so they don’t get their monsters killed too easily by Agent M’s moves.

1 Like

Game Update (version 2.59)

You can see the update notes with this link.

Double/Triple poison eater changes:
Over the years a handful of monsters got 130TU double poison eater, e.g. Scorpiogeist. So now the default is going to be 160TU, with only variants like link and solo being faster. The monsters actually affected by this:

  • Tridrakhan 250 → 160TU triple
  • Tridrakhan(s) 160? → 130TU triple
  • Banedragon, Vulcaroth, Atlantyrant, Arboribratus, Scorpiogeist, Mulasem, Banedragon (s), Uraniumedhus 200 → 160TU double
  • Magmagund 160 → 130TU link double
  • Mechydra 250 → 160TU triple

The one thing about this is it’s a sneaky nerf to Astrajlyth, who is the only monster with increased TU from 130 → 160. It’s still S+ worthy but this was a great nerf to help make it weaker.

Strangely, Poisomoth has been left with 130TU double poison eater.

How does this actually impact things?
Most of the affected monsters are relatively low tier, partly due to their attack move being 200TU. However, 160TU still isn’t going to allow them to chain things together and the damage isn’t good enough for PvE nor good enough to face mythics in the PvP meta. So I don’t think it changes much but obviously they’ve all got better.

I’m not going to make any changes, but link double poison eater becoming 130TU seems great and might put Magmagund back on the map if we get some more fire monsters (the element has been neglected for years). Also, Mechydra can now sweep much faster. Doing accelerate sting on itself can allow 68TU → another attack to very quickly clear a bunch of enemies.

Here’s the usual list of notable changes that didn’t result in movements:

Special Jerbos lost their toxic killer weakness and all got a positive revenge instead. The best of these is Suito getting divine shield. However, I stand by what I said that Agent M is best played without them.

Moving up:

Agent M moves from C → B in PvP, only minor TU reductions but they’re to the most key skills. Having the slayerbane become 80TU is great for punishing this getting ignored, making this even more reliable. This is a decent front line monster with its high speed for disrupting. It’s nothing crazy but can be a good tool for top teams. I think B tier is fair for that.

1 Like