Tier list change log

New Additions Update

Flutterdrake Morgan goes in at S for PvE, B for PvP, second form tier 1 and A for HP boost, with 70TU confident strike that pierces this has crazy potential. I think you’re almost always going to want to use her with F.D. Lotus for the 40% accelerate to make the move 35TU (note it can even sacrifice itself) and F.D. Salvia keeps her on high HP with either sacrifice heal or it heals when it dies. I reckon the main idea will be to create a setup that revolves around using this to win a battle. Certainly for PvE that’s the best way to go. However, there are loads of different combinations possible now if you have both Morgan and Maeve. For PvE this looks exceptional, it’ll just struggle with some revenges. You only need SEs to make the setup and the second form is excellent too.

For PvP F.D. Morgan has surely got to be better than Maeve, but it still comes with some of the drawbacks like being medium speed and the setup being potentially fragile. I’m very interested to see how easy it is to “disable” by putting onto low HP. The sacrifice move can still get it kills relatively fast and if there are 3 flutterdrakes then bloodlust does 5k damage with just a single kill so maybe it can work around that.

Dracolotl goes in at S- for PvE, B for PvP, D for HP boost, with such an interesting design I love this! It’s basically for link holy and that’s the only thing holding it back right now. Ignore the union on the taunt move… that’s only for the 1st form and the idea is basically it can’t draw enemy attacks into it unless you have a final form around, or another aquatic monster. There are literally no aquatic legendaries/mythics in holy except this monster!

What you do is keep trying to create more copies of the final form by doing sendback and turning the baby into the final form… then once the chain is broken by something (e.g. you mirror curse non-holy monsters into your team) then you switch to using griefmaw. It deals 50k and is void, so should be excellent for PvE. If link holy becomes a good archetype for PvP, this monster has potential to be part of it. However, it’s mostly just for PvE and you can use it alongside things like Aurodragon or Nephthys for some great synergy.

2 Likes

New Additions Update

Viviénne goes in at A for PvE, S+ for PvP, second form tier 2 and D for HP boost, with accelerate and roaring entrance then 47TU give turn or 68-108TU sweeping and stun converter potentially giving extra turns: this is an incredibly good sweeper that is super generic. The give turn move is what makes it insane because that can allow you to fully control and take over the battle by chaining moves together. Due to stun converter, it also makes your team almost fully resistant to stun.

The secret skill is the cherry on top, and a no-brainer at +1 cost, making Viviénne probably best placed in the final slot of a team to enable crazy comebacks. However, she is also good further forward in a team as a GT monster that lets you take control of a battle as you chain accelerated attacks.

I expect this monster to immediately become a common part of PvP and it’s pretty much a strict upgrade over things like Deathgazer and many other comeback monsters (e.g. Gabrielle, Nightingale, Tyrfina). What it notably doesn’t do is wake up teammates, but otherwise it does almost everything you could want. It’s an incredibly strong, power crept monster. In PvE it dies easily but the damage is still good and the TU efficiency makes it a decent choice there too for general content.

Derangea Fay goes in at S for PvE, S- for PvP and A for HP boost, with a moveset very similar to the other Derangea (Roz and Azu) this basically ends up in similar tiers. Link union attack damage is good thanks to the doubled attack so it just about one-shots full defence monsters and is strong enough for PvE. However, I think it’s probably the worst of the three because it’s slower (and more awkward) to clone itself and the revenge isn’t as punishing so you’re probably just attacking with this monster… and the damage move isn’t quite as good as the other two. Derangea Fay isn’t the reason to play the setup, but with the others plays a great role.

The Jellyfish (the two below):
I’m putting these into the tier list for now, but they’ll need reviewing again later once we’ve got the full set because they clearly rely on being used together. Their design is entirely built around placing sigils on enemies and needing to get exactly the same sigil on all four, which relies on enemies meeting particular conditions. That seems incredibly awkward, but maybe it will become easy enough once we have the full set. However, what makes me truly sceptical is even once you’ve got all four enemies with a sigil then you get to kill one but have to put the exact same sigil type on the new monster before you can kill again.

So even after we have the full set I bet they’ll be useless and we need a buff that means they can use the kill move if 3 enemies have the same sigil. That buff would be enormous, so definitely need to see how they are first. They have high potential if their moveset can work, because they have high defence, tholid and do void guaranteed kills. With HP boost they could be an absolute menace.

Jel-Immuella goes in at F for PvE, F for PvP and D for HP boost, with moves that put sigils based on the classic archetypes of stun, sleep and poison this would be a struggle to place sigils except that lots of mythics have immunities. I can see this one being pretty key to the setup.

Jel-Elenelle goes in at F for PvE, F for PvP and D for HP boost, with sigil placements based on element this relies very heavily on the other jellyfish unless you meet a link shadow/water team. The order of the elements is extremely good for now though, water and shadow are the most common while fire is the least common and on the highest TU move.

1 Like

Game Update (version 2.60)

You can see the update notes with this link.

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

A.L.Y.C.E.'s second form not having a shield at the back of the team any more definitely weakens it a bit but it’s still tier 1. This was mostly to stop it being a nightmare to kill in lower ranked PvP and giving people easy wins. In my opinion it should really be applied to the awakened form too… at least the unbreakable part of the shield (still keep the HG and a shield when first put to HG).

Nagandia having daunt made higher TU is reverting an old, unnecessary, buff. It doesn’t really do much but glad to see it.

Don Rilla got piercing on ice breaker, a move that’s very rarely used. This barely changes anything for most instances, but matters for OoO/Nyx front lines for the times when nothing has a kill yet. The move was basically useless before this so it’s a very nice buff.

Lilthia is no longer weak to sleep killer. Definitely a nice upgrade because now she has no direct weaknesses to attacks and Carmillette was brutal for her to meet, but sleep killer monsters are generally not super common so it’s not enough for a tier list change.

Scolopendragon got yet another buff. This monster is brilliant already, I hope people try it out! Aquatic monsters are fairly common so this is a decent upgrade, I’ve just already got it high in the tier list (S PvE, S- PvP).


Moving up:

Kasumi moves from D → S in PvE, D → S in PvP and B → A in HP boost, this buff actually annoys me. Her moveset was always very strong but she was held back by the fact she adds two Jerbo next in line that were at high risk of being dead weight. Now they’re not dead weight at all, they’re literally a great help for your team almost guaranteed! And at the same time, Kasumi’s moveset got buffed by a large amount! I don’t know why she needs to be a super tanky sleep control / efficient TU sweeper that also adds extra sweepers into your team. The whole switching between idol form and back gimmick seems forgotten when literally every part of this moveset screams powerful. It’s stupid, ridiculous power creep and makes Mai look like an absolute joke by comparison. Hell, it makes a whole lot of other monsters look like a complete joke. I think the Devs made a big mistake here. They should have either made the moveset strong but kept the Jerbos being a risk or made the moveset much weaker and the jerbo synergy stronger.

Rant aside, you don’t need to use this with Mai at all any more nor do you need to worry about using it outside the front line. The jerbos will get a kill on their first turn guaranteed unless Kasumi has been knocked back. Kasumi can piercing sweep at 80TU with the sleep + dreamhunt or otherwise do sleep control or use the more generic sweeping moves. Having more reinforcements is fairly important for the defence buff, especially because you can heal up with the dreamhunt to tank like mad. Some battles you’ll want to go down the route of swapping forms to add lots of Jerbo into your team. I reckon that’s probably a smart move if you have the enemies temporarily disabled / under control. With all of this you do have to bear in mind that the enemies may become poisoned from the Jerbo poison revenge, but you can play around that and if you’ve switched form at all in the battle then the Jerbo can sacrifice themselves to avoid getting their revenge triggered (they couldn’t do this before - only if Mai had died).

Please let me know if I’m being crazy about the strength of Kasumi. I was borderline about putting her S+ in PvP.

F.D. Morgan moves from S → S+ in PvE, the secret skill became instant, which was very deserved because it was too niche. It’s basically for a quick trigger of a flutter revenge and probably before doing any other move because it resets bloodlust. Looking at the revenges… I reckon this has got to be best on F.D. Lotus for the 40% TU reduction, making Morgan start sweeping ridiculously fast from the first turn. That definitely powers up the setup but I’m still on the fence whether it’s the best plan for PvP. For PvE I think this probably makes her among the top because such low TU piercing sweeping gives crazy control.

Arachnodrake moves from B → A in PvE and C → B in PvP, setting up a piercing double kill on entrance is solid, even if this is basically a much weaker Tenguko. The big drawback for Arachnodrake is always going to be that it dies easily, but it’s a significant threat that cannot be stopped from sweeping by playing around plus it has all the synergy with stealthbane monsters and sneak attack. This buff was unexpected but does a lot to keep this monster relevant in amongst other mythics.

1 Like

Movements Update

Down (PvE):
Brynhildr moves from S+ → S, the rise of piercing over the years has made her far less reliable. The low speed is frustrating to play with at times. She’s simply not a win condition like before, which is what I see as the criteria for S+ in PvE.

Risu moves from S+ → S, now I’ve given her a go, she’s a little more clunky than I think deserving S+. However, she’s a very solid mid-game choice and scales up to super buffed enemies super well. The PvE list is for up to 1.5x buff, so I don’t think that’s quite as relevant and S tier is more fitting.

Giehretus moves from A → D, I really wanted to like this monster for the control it gives in PvE but actually found that it only helps to a small degree and you’re better off using something like a sleeper. While most monsters enter at much higher TU, Giehretus itself does almost nothing else for your team and there are still some enemies that enter quickly.

Up (PvP):
Agent M moves from B → A, the 80TU void, one-shot slayerbane is pretty brutal and it’s a high speed monster with a nice knockback move too. It’s got a nice toolkit for PvP with everything at low TU compared to most monsters.

1 Like

New Additions Update

Thalazaar goes in at D for PvE, E for PvP, second form tier 2 and D for HP boost, with medium speed and requiring 50TU charge before it can do anything this takes about 100s from entering the battlefield to attack and then the attacks are 200TU or 250TU… that’s super slow! The attacks do at least either one-shot all enemies or piercing kill two. However, this gets wrecked by stealth. In reality, no revenge or entrance and being this slow makes it easy enough to handle either by killing, stunning, stealthing or simply taking the attack and leaving on high TU. The opponent will have enough time to decide which they’d prefer. Adverse smash might line up but pain charge doesn’t really set it up and the SS requires link plus something to sacrifice so is a bit awkward.

Overall it seems underpowered, the only upside being it doesn’t really become complete dead weight because it will get kills if left alone. That stops it from being at the absolute bottom of the tier list. We all expect it to get a buff at some point. I really hope they don’t make it another S tier with something ridiculous.

1 Like

Tier Rebalancing Update

Things are just a little bit top heavy in the mythic lists so I’m shifting a few down to even things out.

Down (PvE):
S → S- - Luna, Scyberithe, Selkette, Stellaurum
S- → A - Atlanachia, Obsybdia, Onyxia, Sakuralisk
A → B - Bridalith, Candy, Don Rilla, Isoldelle, Kanna, Nightingale
B → C - Deus X, Hadeshoof, Shi Na

Down (PvP):
S+ → S - Rhinedragon
S → S- - Kasumi, Nyx
A → B - Don Rilla, Wilhelmina, Woolala, XYZ-999L
B → C - Eirlys, Giehretus, Obsybdia
C → D - Auraleus, Honghua, Satomi, Tyrfina
D → E - Kunomi, Novemdomina, Sivanna
E → F - Hu Shin

1 Like

New Additions Update

Rinmu goes in at D for PvE, A for PvP, second form tier 2 and D for HP boost, with a very powerful entrance that should push back multiple enemies, this is basically an alternative to a stunner that can’t really be countered. I personally don’t think the moveset is strong, sinful bloom will have problems against entrance / high speed monsters and unless you have a teammate with a low TU attack / auto-poison then you might have to waste an attack to finish the enemy off. Bloodbite and how squishy Rinmu is also makes it lacklustre compared to other mythics. However, it won’t be dead weight that can be left alone so the bar is not super low and this is the kind of moveset you’d expect to see when you have a powerful entrance. That’s all to say, this is basically a balanced monster rather than something overpowered. The SS can allow you to get another entrance if Rinmu does get ignored, and that entrance is truly what this monster is about. Overall, seems like a very easy to use monster (no need to remove enemy stun protection) that fits the role of mid-game stun to maintain/regain control, which makes it a solid choice for PvP.

G.F. Lotus goes in at E for PvE, E for PvP and D for HP boost, with hold ground, full defence and good speed this is ideal for a garden fairy to have a robust setup with all the quick healing of each other. However, unfortunately the moveset is extremely limiting. The survivor move deals pathetic damage due to her low attack, vigor counterslash is nice but situational and the SS is situational too. So it all falls to lotus storm, which relies on having the other water G.F.s or Melanthos to do anything meaningful. Slowing the enemies is nice but ironically it conflicts with both the G.F.s because it removes Pieris’ permanent slow and it will wake up anything Mizu has slept. I reckon most of the time G.F. Lotus will basically just act as a tanky healer for your garden fairies… there are better G.F. options. Tranquil aura basically counters roaring entrance which is very cool but also not enough to sell this. Ultimately, this is mediocre filler for G.F. teams that will sometimes feel great when the slowing matters.

Jel-Velyra goes in at E for PvE, E for PvP and D for HP boost, with the lowest TU move being for humanoids and one of the other two always being an option I think this is probably the best of the jellyfish. Playing these is going to be very complicated and I am very sceptical of the setup working, but my guess is that Velyra is the key piece to fill any gaps where the others cannot put the correct sigil on a monster so I’m going to rate it the highest. However, that’s still just a placeholder until we know we have the full set and can try them out properly.

Jel-Stellune goes in at F for PvE, F for PvP and D for HP boost, with only the sun sigil (slowest move - 70TU) realistically being the option here I think this one is useless. I imagine for the setup to be worth it, you’ll need to be using the 30TU or 50TU moves on them. The good news is you’ll always be able to place those sun sigils, but most of the other jellyfish seem to have more targets for their other sigils so again I have big doubts.

1 Like

Game Update (version 2.61)

You can see the update notes with this link.

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

Poison sting
This got a huge upgrade so now it deals very high damage and the poison left on the enemy does lots of damage too. However, it’s still 250TU and the monsters which have it are either too weak that they’re not a low cost monster you might want to use at the back of a team or too slow. The only two I think it matters for are Scorpionite and Seaviper (s), which I moved below.

Onyxia having the KBR nerf somewhat reverted is a nice change, but not a huge one.

Soulstealer getting 40% sleep with shadow phantoms, of which there are loads, makes it even better in PvE (where it’s S+). In PvP I know D tier is super low but it’s completely dependent on sleep, which is countered by so many things. In lower level PvP this will be good though.

Runedragon can now turn into Runeconqueror really easily. This is clearly powerful, but it’s 26 cost so hard to say how worth it is to run. You get two dreamy entrances which maybe sets up the sweeping nicely but there are lots of sleep counters that exist. Basically, this combo is now an option and that’s very cool.

Velocirex getting rushslice + stun converter is neat design (if your team is stunned, it can set up this move) but I’m really not sold on it lining up much in practice so all this has now is basic attacks and accelerate team. I look forward to seeing rushslice on monsters with good movesets.

Hydrokaizer getting stun assimilation means there’s yet another “stun counter” SE but the moveset here was weakened by removing sleep all and I think it’s outclassed by the other assimilation options so I’m not moving it.

Dullakhan and Nightmare can immediately become Nightrider for only 10 cost total. This is perfect for all newer players to use now that it doesn’t rely on building a OoO setup.


Moving up:

Thalazaar moves from D → S+ in PvE, E → S+ in PvP and second form tier 2 → 3, this buff was absolutely ridiculous, literally the most ridiculous in the history of the game. Clearly it was a mistake and within 48 hours the developers have said they’re going to change it before they next release the monster in an egg. So this tier list change is hopefully short-lived, but I thought it would be funny to do it anyway. Basically, unless the opponent has void there is a 2/3 chance it duplicates and from there it continues to duplicate infinitely. In PvE that’s completely broken. In PvP players pretty much have to leave it as the final monster they kill.

Zephyramus moves from C → B in PvE, hard to say how much this will impact the power level in PvP but halving the TU on Zephy is crazy. It will sweep super well and not be reliant on give turn SEs, which might open up more combos with it. While the tier list changes might not reflect this, the buff has definitely done a lot for improving the monster overall.

Noircyon moves from E → B in PvP, a huge speed buff and insomnia is what this monster needed to finally be comparable to other mythics. Noircyon has always been ignored by people but it’s received a huge number of buffs over the years that it’s way better than people think. Decent speed was crucial for the conversion move to be worthwhile and for Noircyon to have front line viability. This is a relatively tanky 100TU sweeper that turns any dead weight into a monster which one-shots everything with assisted dusk at 80% speed. Link is definitely ideal, but it still works without it as a backstab monster. I hope people give it a try. It’s far from overpowered, but it should now be very viable.

Ophidiator moves from C → B in PvE, E → C in PvP and second form tier 1 → 2, the SS buff here is huge, but this monster is always going to be held back by its low speed, and 130TU+ sweeping moves. That said, it always get kills and if you have reptiles around then it tanks super well. The babies are now serious threats and Ophidiator is a great enabler for reptile teams. As I shift monsters down in the future this will likely drop down a tier again but not because it’s bad, just because there are lots of other strong mythics and this is more for reptile teams so is a bit niche.

Lunaverios moves from C → A in PvE, sleep immunity breathes new life into this for PvE and doom is basically a better deathmark. Some interesting synergy with things like Soulstealer.

Megazeratops moves from E → C in PvE and E → C in PvP, dreamcrush doesn’t do much here because it’s high TU and stun converter isn’t too useful when the moveset isn’t brilliant. However, compared to a lot of SEs this looks relatively decent.

Magmalathian moves from C → S- in PvE, bloodthirst makes almost no sense on this moveset any more but fire’s first link megabomb makes it a useful tool in PvE.

Terrorex moves from E → C in PvE and F → A in PvP, link union attack requires a specific build but high attack means the damage will be worth it and hardened carapace makes this an interesting choice for earth teams that have reptiles.

Scorpionite moves from B → S in PvE and C → S in PvP, this got stun assimilation recently but the moveset was still poor. Now poison sting is an easy one-shot on everything this has become super strong. That said, low defence and speed limit its potential and 250TU is very slow. For competitive PvP I reckon the S+ stun protection SEs are better for the job but if you meet stun this will perform very well.

Seaviper (s) moves into notable for PvP, with toxic entrance and reasonable speed with a poison sting that should one-shot (or kill very shortly after from poison) this has become a very good monster for 8 cost.


Moving down:

Ouroburn moves from E → F in PvE, double lava entrance+ is funny but losing sleep all here means it has no real way to make any lasting impact on the battlefield. Vermillion blaze is too niche.

Twigster is no longer notable for PvE, I thought I had this notable in PvP too (it should have been). With the stun being halved I doubt this is worth it any more, even at 4 cost.

3 Likes

New Additions Update

Daji goes in at S- for PvE, D for PvP, second form tier 3 and D for HP boost, with double mirror revenge and cloning this looks like incredible value for heavily buffed PvE content, but the moveset itself is complicated to use and is clunky without synergy. I did a deep dive in her thread here on the forum so go read that to get a full insight on how she works. For this post I’m just going to say that in PvP you really need synergy to make her worthwhile, e.g. Woolala being a big one so you repeatedly last kiss. In specific setups she will shine, but for most people I expect she will be lacklustre in PvP compared to other mythics. In PvE she is basically a good value play for the mirror revenges but becomes brilliant with the synergy again. For heavily buffed content she should be great, predominantly for the mirror revenges again.
Here’s the post going into proper detail

P.G. Obelisk goes in at S+ for PvE, S+ for PvP and B for HP boost, with triple stats on all the P.G. SEs this makes them all super tanks if you HP boost them and the damage dealt by holy/water becomes very high. This alone does a lot to make them viable, since you can hopefully chain low TU attacks with Obelisk loading them. They all have hold ground, so blessing mortar is very powerful if the enemies cannot pierce much. Obelisk is likely to focus on loading the others since it can load two and rapidly, but 100TU piercing retribution is a decent alternative. Similar to E.D. Keiser and C.W. Calamitas, Obelisk makes itself hard to kill by reviving when defeated and having gravity field so only void moves take it down. Therefore, opponents have to take out the tanky SEs first.
At this point we don’t know exactly how well the setup will be but I’m pretty optimistic it will be the right level of powerful but not oppressive, at least in the higher levels of PvP. Against weaker opponents, the boosted stats might overwhelm them. In PvE I expect this to be extremely effective as you tank with them all. I made a post a few weeks ago about how I found it was best to use them, so give that a read if you’re intersted: Which monster do you want to see Buffed 🥳 - #4526 by Killerdog

Thundring goes in at D for PvE, D for PvP and D for HP boost, with a really cool reference to Evertale (the game that was originally going to be a Neo Monsters 2) this has artwork directly from that game with the final form being concept art. It’s a fun free monster for everyone to get. It takes a lot to evolve and at this point we’re not sure how people in the future will get it, but assuming everyone will have it this is intended as a bonus for new players and not intended as a meta PvP monster or anything.
Rambling aside, this is much weaker than we’d normally expect legendaries released today. Poison touch and ultrathunder are bad, stun entry is an Evertale reference and how they nerfed the stun mechanic in that game (stun one rather than all). You really need to meet an enemy protector to do enough. The secret skill is excellent for one kill but bond bloodthirst really wants a second kill. This is basically only for new players, countering particular PvE teams or if you have ways to put protectors in the enemy team.

Jel-Killa goes in at E for PvE, E for PvP and D for HP boost, with the sigil moves based around enemy kills and time on the battlefield this is super generic and likely one of the better ones for that reason. In the front line it can always give sun sigil to anything, plus later can probably pretty easily give the sigil you need. That said, the whole setup is still looking extremely challenging to pull off. We’re one away from having the set so I’ll give them a try at that point then re-evaluate but they’re likely unplayable.

1 Like

New Additions Update

Lilybybdia goes in at D for PvE, E for PvP, second form tier 2 and D for HP boost, with engage pushing one of your teammates back for 300s and being 255TU this monster is not for the faint hearted. Doing something like that without a plan will mean you’re going to get very far behind in the battle. There are specific combos you can do with it, most easily being a stun counter + Zeuswyrm or you can bypass the downside by using it on a protector but for now most of us are sceptical. Beyond that, random knockback is a bad move, dream ender is great but obviously situational and abyssal requiem is no doubt a great sweeping move but it does mean she can’t stop newly entered monsters from getting a turn (you’ll have to use teammates for that).

Ultimately, I don’t think she’s as bad as many are initially saying but you have to have a plan for engage and even then she’s going to sit doing nothing for 250s herself. So I think she’s only for people with big collections and for that reason I’m putting her low in the tier list. Here’s my initial post going super deep on combo potential and reviewing her moveset you can check out if interested.

G.F. Dandelion goes in at F for PvE, E for PvP and D for HP boost, with low TU moves that require a 200TU setup move and time freeze stopping you from giving turn this screams combo monster to me. The ideal one is probably Baublebasher sacrificing itself into a Whitetitan, meaning Dandelion gets the turn again at 76% speed and all enemies have the dandelion counter so it can immediately push back an enemy then kill the others at 30TU each, while one enemy was hopefully slept from the Whitetitan entrance. The issue is if it doesn’t line up then you’re in trouble… like most combos.

Outside of that, this monster seems extremely slow to do anything and it even relies on having a shadow plant teammate to work properly. The G.F. heal doing it for all G.F.s is cool, but that’s nowhere near enough to become playable in a garden fairy team. I also don’t like how the design relies on a 200TU setup move so anything which is still around after all that time is probably a less threatening enemy, since high priority targets you’d need to kill in the meantime. Overall it just looks bad to me apart from specific, niche combo use.

Clioeon goes in at A for PvE, B for PvP and D for HP boost, with a way to instantly pass 50s then do a TT this looks cool, but sadly after that point it’s dead weight because all it can do is purify and kill holy enemies. This leaves me a bit torn and I think it’s only ever going to be a new player option compared to the various better team turn options: Wilhelmina, Eonarx, Gryphking and I’d also count Mechaviathan and the two Lavaronix’s as better. If players can get this early, they’ll hopefully get some use out of it before it gets benched later on.

Octozoth goes in at S- for PvE, S for PvP and B for HP boost, with dual poison sting able to one-shot squishy legendaries this is not one for competitive PvP players but should be excellent for lower rank players. Stun bisector is decent stun protection and there’s really interesting combo potential with the 3-use instant switch friend. That move should be excellent with roaring entrance monsters to immediately get some extra turns but it’s also just great with some strong entrances like dreamy and unwanted. If I was a newer player I’d be very excited about this one. Sadly the sweeping isn’t brilliant because time freeze stops any give turn but the poison ticks are big so even when it doesn’t one-shot many monsters will still die after a bit of time.

Yetimutant goes in at E for PvE, F for PvP and D for HP boost, with an unbreakable shield and putting 200s death sentence on everything this looks kind of wild but I’m really not sure what to do with it. I can’t think of good ways to take advantage of the death sentence, particularly because you can’t use it when there is an enemy mythic. Please let me know how to utilise it! For now I think this is simply very bad because the attack moves are very slow and there’s no use in the unbreakable shield when the monster itself is poor.

Vorruk goes in at S+ for PvE, A for PvP and D for HP boost, with twin death revenge and the ability to easily repeatedly one-shot this looks brilliant for players at all levels. Warpath makes it very worth building around and it’s even got the built in acceleration if you have the time. HG also means you can heal it to keep it around. It works against buffed enemies in PvE nicely and the elem omnicide can even take down super buffed enemies. In PvP it will be a bit slow to do things and the revenge can be bypassed with poison but all forms of PvE it will shine.

Quorither goes in at S for PvE, B for PvP and D for HP boost, with unmovable added to the classic SE protector + stun absorber moveset this is a nice upgrade over that traditional moveset. Wardstrike seems to deal just enough damage to one-shot most things (but not when they’re buffed) and it’s not particularly low TU so it’s probably not too worth building around but might be a nice option for newer players. For me, I’m mainly looking at this as a decent enough protector that can take down storm enemies. Compared to the likes of Armavolt that only have a hit all move, it’s a big improvement.

Moltarion goes in at S+ for PvE, “Win condition” for SEs veterans utilise, S- for PvP and D for HP boost, with lava burn destroying the HP of the team it’s on this is probably the coolest design of the bunch. The idea is you play it without a mythic then pass it over and they get stuck with it (if they have a mythic) so it puts everything onto low HP super fast. By skipping turn you can even kill things really quickly (13-14 turns kills things). True hit and similar moves mean you can avoid killing it and allow it to wreck them. That all said, you need to play it later in your team or, say, with OoO so that at least 250s has passed plus it will damage your team until you get to pass it over. The damage wakes up your team, making it great to combine with OoO (either front line or later).

After a little playing around with this, it looks like a very real win condition. In PvP you’ll need to stun/sleep it so they cannot sacrifice it to sleep bomb but in PvE it seems to spam hit all right now which means it will stay there forever as long as they have a mythic. I hope people give it a proper try.

Blossomoji goes in as notable for PvE and notable for PvP, with a delayed give turn that is 100TU rather than 200TU this is a very unusual and interesting monster. For the most part, the delay is a huge negative because if the monster dies in the meantime then you never actually give the turn. However, it can also line up nicely or do things like give the monster a turn after it is stunned. It’s got cute synergy with Lilybybdia where you can timeflower a teammate then engage it and it will be pulled back into play. Ultimately I think this monster has the same problem as similar low star monsters we’ve had recently in that it’s 6 cost, which is too high for what it’s actually offering the team. The competition at low cost is pretty fierce and it’s hard to say whether this is better than alternatives. I think it’s certainly noteworthy, particularly because low star monsters now have 200TU give turn which is so much slower than this.

2 Likes