Game Update (version 2.62)
You can see the update notes with this link.
This update was absolutely enormous with some widespread mechanic changes and restrictions removed. New achievements with loads of rewards available, six new SEs and also a huge overhaul on the skill descriptions to make them cleaner and shorter. It was definitely the anniversary update! So this post is also a big one. For that reason, I’ve put it into dropdown sections. I will probably use this formatting in the future too.
Here’s the usual list of notable changes that didn’t result in movements:
Broader changes
Mortar monsters
Buffs across the board to the support stuff so they now shield better and can act a bit faster. I reckon there’s genuine PvP potential here with the right setup/combination and in PvE you could already create very strong mortar teams! The main highlights I think we can take advantage of are Botanic now applying shields, Sarcrosphinx doing a huge 30% accelerate and Mobysseus able to swallow mortar sooner. So mortar setups are going to feel a lot stronger but you’re mostly looking at specific builds, which is hard to evaluate with a tier list. I’m personally excited to try Sarcrosphinx with the new P.G. setup. My PvE auto team using mortar has been greatly upgraded.
Dolphin bond
The return of this passive is something I love to see. It was too strong when the meta was legendaries, but now it’s likely not even too viable. The really big ones here are Jungleflipper and Dolphoenix getting the attack boost back so they can get kills with their moves again. I hope people try them out again and figure out how best to utilise them in today’s PvP. HP boost is obviously going to be a big upgrade compared to before.
Give turn
This got slowed on the 3 star and below monsters. I think this is mostly to nerf Mortilys + Kuromasa FLs which were using unevolved epics as a super cost-efficient setup so now they’re encouraged to evolve those monsters. It’s also extremely common to run a cheap GT monster at the back of a PvP team but I don’t think you reasonably expect to get more than one GT out of it anyway so this doesn’t make them much worse to use in this way.
Mythics
Thalazar
This got its speed buff reverted, death immunity reverted (when it’s with aquatic, i.e. for its clones), ability to be cloned by other monsters removed, a limit put on its number of clones and its ability to heal removed. Even so, I think this is still probably completely ridiculous. The whole cloning mechanic is oppressive and makes it very hard to deal with unless you have void. “Leave it until last” is unrealistic. I need some experience facing it before I can properly assess where it should be in the tier list (please give me feedback!) so for now I’m leaving it in S+ tiers. The only thing keeping it in check is the high TU attacking (and void moves, obviously).
Nagandia / Charybdia / Obsybdia
These cannot affect the opponent’s monster with the same name, which I presume is for the case when you meet another in the front line and it’s a pretty bad experience of whoever’s goes first makes a very big difference to how the battle plays.
Fiona
This can slow an individual enemy now, which is pretty pointless because you’re typically better off using frozen wave+ to permanently slow all enemies. However, in some situations it will come up or you can use it as setup for shieldbreaker attacks (although the overlap between beast/camo teammates and shieldbreaker is very small).
Selkette
This got the very situational 50TU repulse become instant. I don’t know why people keep wanting this monster buffed but anyway this move is basically for times when there are lots of poison immune enemies and so she’s now excellent in those scenarios for completely controlling things until your teammates can kill the enemies. A specific example is crystal worm setups. I think it’s too niche a change to warrant a tier list movement.
F.D. Morgan
This got a faster way to convert a teammate into a flutterdrake / trigger one of the revenges to buff her. However, the SS already provides an instant way to do this so this buff is mostly helping cover her fail case better. She’s already S+ in PvE and honestly I don’t think this makes too much difference in PvP but it’s a very welcome change in my eyes because it’s always good when a monster is able to make its unique team setup work more smoothly, similar to how Maeve got her F.D. pullback move to be super fast.
Aello
The nerf here is laughable. Setups should probably always plan to gale dance Aello herself, so the TU increase makes no difference at all to that. Aello is a broken combo monster; this wasn’t the nerf we needed.
Lucifelle
This got a shield from the SS and void on the move that can rarely be used but can now be useful to finish off revenge monsters. Nice little upgrades but nothing major.
Novemdomina
Stun converter → counter is a very welcome upgrade but it strangely doesn’t make me want to move her up in the tier list because what holds her back is the limitations of her moveset. Link fire isn’t what it used to be because it’s had so few upgrades in recent years and Novemdomina is basically just an acceleration then giving turn.
Medbie
The extra moves/passives on Mr and Mrs Bun look really great. However, I’ve been fairly generous with Medbie in the tier list anyway and it’s hard to gauge how much difference these changes add. Medbie is best known for the double piercing sweeping and often used in GT setups to take advantage of that, so it’s good to see more of a reason to use the bunnies. They notably both have a way to bring Medbie back into the battlefield now, which makes full house actually achievable, and if they are backstabbed then Medbie immediately gets a turn which could give Medbie decent synergy with backstab monsters. My general evaluation here is that the bunnies will be excellent if you’re in a controlling position because you can use the freedom to disrupt and push back the enemy team (most likely with Mrs Bun) but if you’re trading back and forth or on the backfoot then they won’t be helping out. That said, Mr Bun coming in for a quick backstab could be nice in some backfoot scenarios.
Azida
Dragon lottery finally gets the upgrade it always deserved! This will be great to play with, it’s now a viable move but I really don’t think it’s going to be a competitive plan unless it’s at the back of a team targeting rocks, cheap stun revenge monsters, etc. So it’s basically going to be a viable backstab move rather than a really big risk. Looking at where it’s at in the tier list, I still don’t think it’s as good as the tier above in either PvE or PvP.
Legendaries
Eonarx
Not in the official notes, but I’m pretty sure this got earthquake damage dramatically reduced. This is basically a quality of life change so it’s not killing things when it wasn’t really designed to do that. I don’t think people were really using it in this way but I’m glad to see this change.
Razoray
No longer applying temporary stun immunity and a lower TU is clearly an effort to make this a control piece of an energy setup. Unfortunately there just aren’t really the pieces to make this work reliably and the fall back of the laser blast is too low damage (it wasn’t good even when legendaries were the meta and HP boost didn’t exist). Someday it might be worth using but for now it’s a niche PvE combo with Gandalfrog.
Sobeking
Being able to get charged from teammates shows an effort alongside the Razoray change to make energy perhaps be a synergistic setup but until we’ve got more support pieces that won’t exist. Void is a nice upgrade but I’ve already been generous with tier placements so no movement is happening.
Pupupa
Nice quality of life changes here to keep them secret in PvP and that multiple Pupupa restriction was only because they all got released in events so the Devs didn’t want newer players running all of them in their team… which is not a concern at all any more.
Moving up:
Mythics
Vivienne moves from second form tier 2 → tier 1
This monster was absurd on release and the major thing is 47TU give turn has been nerfed to 76TU. However, it’s still worthy of its A PvE and S+ PvP tier positions, it’s simply a more balanced top monster rather than a ridiculous one. So ironically it’s just moving up in the tier list because the second form now has stun converter added on. I’m really glad to see this nerfed to what it should have been on release, it was a huge power creep mistake in my opinion.
Cynthia moves from C → B in PvE
Being possible to use alongside other mark monsters opens up some ridiculously powerful potential here. It’s hard to judge exactly how much of an impact this will make but I hope to see some strong combinations made by people. With Zarathul in OoO looks great, G.F. Citrus 70TU cornered snipe is scary, Nefariodon might be great with her again and of course Exocross/Mantiferno will enjoy the support. These mark attacks are great in PvE so that’s why she’s moving up there, in PvP she’s already S- so it’s basically stopped her from ever really dropping below that.
Majorie moves from D → A in PvE, F → C in PvP and second form tier 2 → 3
With 1000 many buffs they’ve finally done it… Majorie is playable. Every aspect of this monster has been buffed ridiculously from what it originally was, the passives are insane. All of this was necessary to work around the extremely awkward moveset. This seems to be the new hotness among some players, not only becoming generically good but opening up broken combos because of the unbreakable shield. In PvP, noir spell one-shots water monsters and two-shots everything else so basically the only point in moonlit drowse is to put one thing to sleep and leave it plus you can stun one other thing. Generically speaking, Majorie is an extremely awkward to kill monster that does an interesting mix of support and control. I’m very interested to see what people do with enemies having only 5 defence. So far I haven’t seen much happening with that except for how it disables enemy defence buffs. Please note that C tier for PvP is subject to change and she likely plays even better in lower level PvP where an unbreakable shield is stronger.
Legendaries
Bunkerbeast (s) moves from B → A in PvP
Swift load ally on the first turn and now applying a shield lets this attack relatively quickly after entering and have much better synergy with other mortar monsters. This is never going to be a meta choice but there’s plenty of setups that this can slot into and it’s definitely a lot better than the standard bunkerbeast.
Garden Fairy Lily moves from D → C in PvP
Losing stun killer weakness and the punish from stun counter/converter monsters makes her a fair bit more annoying to deal with. Still nothing special though, particularly because you need two charges to kill most things.
Mobysseus moves from F → A in PvE and F → A in PvP
Previously this had to sit on the battlefield for 158s (40+59+59) to use the swallow then a further 85s before it steps back and repeats the loop (243s attacking). Now it’s 99s (184s total loop), which is much more reasonable and there’s always the alternative to do a water cannon 40s from entry which lets you step back quickly. You won’t want to use this generically, but it’s one of the pieces that can make a mortar setup far more viable. Between PGs getting a legendary lord and the other mortar support buffs there’s genuine potential here. Swallow mortar looks great if you load this with a Botanic/Gandalfrog.
Garden Fairy Lotus moves from E → C in PvE and E → C in PvP
The exile move is a big upgrade here, meaning it can 100TU piercing sweep both storm and situationally. It’s definitely restricted to garden fairy teams but is now a fine include in them, particularly in the FL where most GFs are slow so you will catch an enemy with exile that’s taken a turn already.
Revenarchion moves from S → S+ in PvE
I was a bit surprised to see this buff but it’s very welcome. The slash move → double bloodcrave has been my go-to in PvE for a while because revenant strike was a bit weak after only one death so this is very useful plus having a second use means you can get kills even when recoil from double bloodcrave would cause Reven to die. What’s also super notable is the P2W Noxegg doesn’t create a Revenarchion with the SS so this is a huge upgrade there!
Valzareign moves from E → D in PvE and B → A in PvP
Buffed in June this year, now regaining its ability to heal properly from years ago and getting void added to confident strike has breathed life into this monster that had slowly been slipping over the years. I think this is a very solid choice for people who want void / stun converters in their team but don’t have better options. It doesn’t quite hit S- for me.
Zeuswyrm moves from B → A in PvE and D → S- in PvP
This is my pick for the highest impact buff for PvP in the update, but also likely to be extremely undervalued by the community in the short-term. Roar’s synergy with stun counter is incredibly strong that there’s now very worthwhile benefit to build around this. Remove the enemy stun protection, have a stun counter and you build yourself a shocking entrance that gives your stun counter a turn. Why not just run a shocking entrance you might ask? Well, because this can be proactively used at the right time, has more flexibility, can be an easy sweeper or entrance control and you could use multiple stun counter/converter monsters to turn it into more like a team turn. What you’re looking at here is a sweeper that has combo potential and just has the requirement of removing enemy stun counters. One other setup I love is using it alongside sleep so you curse a monster just put to sleep then chain your sleep control into stun control.
Shadowhunter moves from S- → S in PvE and E → A in PvP
What was holding this back in PvP was how the only thing it did was sleep. It was dangerous if it got turns but sleep protection ruined it and the sleep itself was a bit of a gamble. Getting revenge sealer is huge! I think that makes this monster a lovely mix of control or void sweeping for PvP. In a pinch you can use revenge sealer for ~2000 damage. I know people were excited for the Valzareign buff but I think these two monsters are very comparable for PvP and obviously this is now incredible in PvE. I may move this to S- in the future but I’m going to try it before I overhype it.
Shadowhunter (s) moves from E → A in PvP
In almost exactly the same way as the non-shiny version, lifeblight adds on a 100TU move that one-shots anything that isn’t too tanky which is a beautiful secondary option to sleeping. I think this is ultimately the weaker of the two because it doesn’t have hold ground, which really helps slow monsters get a turn.
Dolphoenix moves from C → B in PvE and B → A in PvP
Getting boosted attack again makes this be great for not only controlling but sweeping too.
Jungleflipper moves from B → A in PvP
This was looking incredibly sad without the boosted attack it was designed to have. Raw catapult is guaranteed to kill now but the TU isn’t exciting and I don’t think dual throw is going to be good enough against mythics that I’m only moving this up a little.
Super epics and below
Sanguinymph moves from A → S+ in PvE, C → S in PvP and D → A in HP boost
Vigorous stance is an insane buff here along with Sanctistag opening up more opportunities to make the petal setup work. I previously had this lower because it relies entirely on the petal setup but now that setup is so strong that it’s worth being ranked up high too. This buff is the most important for newer players in this update. It’s absolutely huge for PvE.
Blossomight moves from S → S+ in PvP and D → S in HP boost
Just like Sanguinymph, this is huge. Vigorous stance is defence cap and 60% damage reduction plus here you can even heal back up.
Botanic moves from A → S in PvE and A → S- in PvP
Applying shields to mortar monsters with its loading makes them far more resilient and means you can get benefit from some otherwise wasted loads. Mortar is an incredibly good PvE strategy and this monster getting buffed lots has just made that even more noticeable.
Armadiator moves from S- → S+ in PvE, A → S- in PvP and D → B in HP boost
Indirectly from the mortar buffs and otherwise this is long overdue, Armadiator is crazily good in PvE when built around. It’s the payoff mortar teams want and I’m speculating that in PvP this may also be true now.
Carapasca moves from S → S+ in PvE, B → S- in PvP and D → A in HP boost
Basically a great budget tanky stun counter monster now, this outclasses the vast majority of SEs for PvE but is still going to be a bit clunky in PvP.
Gandalfrog moves from S- → S+ in PvE
Not in the official notes, but this now applies a shield too which makes it incredibly good support for mortar monsters.
Moving down:
All
Bridalith moves from S → S- in PvP
This was arguably the best 5th slot option so losing the pushback in this position does weaken her options for team placement. Still a very solid mid-game choice though and remains playable in 5th if you have Nophiam. This was a necessary and very good change to her!