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, D for HP boost and versus super buffed enemies in SEs veterans utilise, 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

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!

3 Likes

New Additions Update

Petrora goes in at S- for PvE, A for PvP, second form tier 3 and A for HP boost
With high defence, hold ground and disarm being a one-shot revenge sealer / slayerbane this has a very good baseline and can’t be ignored. The entrance is interesting but ultimately I think its main benefit is how it counters any hold ground of those enemies and puts a delay on them dying so you really get a large benefit. Detain is brutally controlling on any defence buffed enemy then disarm countering revenges is a big deal too. So what I’m getting at here is she counters specific things very well (all of which common in PvP) then has the “slayerbane” with tanky stats baseline to fall back on.

Arrest is clearly the strongest move, but the TU is also quite high. I don’t believe it’s your reason to use this monster (in PvP anyway) but it adds to the strong baseline. You can basically kill anything you like on the first turn and getting that monster yourself is likely going to be good. If you can pullback Petrora you can easily arrest more enemies and the SS can also let you do it another time. In PvE Petrora looks brilliant as a way to kill+steal enemies.

I reckon the way to play her is begin by detaining anything you can then arrest a good monster and after that disarm and detain when those moves are possible. Mostly ignore the raid move, but it gives her synergy with protectors both because obviously this does critical damage but also enemies will kill them and become a target for disarm.

G.F. Cactus goes in at S+ for PvE, S+ for PvP and S for HP boost
With a passive that retaliates the amount of damage dealt by the attack regardless of how much HP Cactus loses (e.g. on hold ground being dealt 2k damage then 2k damage is retaliated) this is like a new version of payback revenge which is much harsher and happens twice unless they have piercing due to hold ground! Then you throw in G.F. Jasmine or anything else to heal it off hold ground and unless they have piercing or instant kill Cactus becomes an absolute nightmare. Surely they just have to ignore it in these cases? Well, Cactus can taunt itself. You could potentially use Arachadiva or Rozaliz to turn into a 100% protect.

The retaliation alone is strong, but without moves to back it up then it would be very dependent on the taunt move. Luckily it doesn’t disappoint there either… Vigor spinebreaker piercing one-shots many of the most common monster types and even if you don’t have vigor then prickly jab deals roughly 300 damage every 10TU (~500 with an earth plant teammate). That stacks up as roughly 160TU to kill mythics in PvP and it has plenty of extra uses. E.g. countering HG/shield/stealth, letting Jasmine heal your GFs, Woolala/Uraniumedhus’ moves that drain HP every turn and more generally it helps kill enemies you’re not able to one-shot with your teammates.

I reckon this is the strongest generic legendary we’ve seen in a while. It doesn’t even need other garden fairies to perform well. What it needs most is teammates healing it.

Jel-Shilda goes in at D for PvE, D for PvP and D for HP boost
With the sigil moves based around their current HP (or status buff) this seems like the easiest one to place moon sigils on enemies. Simply do a 30TU attack from another jellyfish then this can place the moon sigil with its own 30TU attack. For that reason I reckon it’s the best we’ve seen and most likely to be the one that makes the strategy possible to use. If you’re facing the jellyfish then this will be the one to kill. I’m giving this a placeholder ranking higher than the others until we’ve got all of them released.

Jel-Chaos goes in at E for PvE, E for PvP and D for HP boost
With less defence than the others and a kill move that has a different condition to the rest (plus higher TU) this looks unbelievably complicated to play with. This whole jellyfish setup is now by far the most complex we’ve seen in the game that I doubt anyone will learn how it works unless they play it for many hours themselves. Jel-Chaos can convert the sigils into one another which might be helpful or not depending on the current situation. I’m hesitantly thinking this jellyfish might help tie together the setup fairly well, allowing you to wiggle yourself into the right position if you can go full big brain. So that probably puts it a above average but not a big standout.

3 Likes

Game Update (version 2.63)

You can see the update notes with this link.

This update is mostly some buffs to recently released monsters and taking away key skills from the second forms of monsters.

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

Broader changes

Tranquilising sleep 300s → 150s
I’m pretty sure this is meant to target Aello with a nerf but I think it sadly hurts Huskegon, Malwing and Sobeking harder. That’s the second nerf in a row for Aello but I think she still deserves S tier because the power of her as a set up for a monster via gale dance is crazy plus you can pullback her for extra disruption. Malwing and Sobeking are dropping down in the tier list and Huskegon I’m currently undecided on whether to drop it a tier but I’ll figure that out as I review all the positions soon (I have a bunch of movements planned).

Mythics

Yukihime
The sleep move is generally the better killing move because it makes the monster sit idly for 100s before dying but when you encounter sleep protection or are desperate to kill an insomnia/revenge monster it will make Yukihime a little less good. It’s honestly cleaner design and makes complete sense given the buffs she’s got over time, but she’s definitely still S+ all around.

Voidress
Not being able to ritual is really disappointing because it’s a core part of her design and seems completely unnecessary to me. That said, since the addition of man eater she tends to be used as a generic sweeper, so this only hurts certain builds of her. For that reason it’s a little hard to know whether to adjust her position in the tier list so I’ll leave her and review over time.

Legendaries

Garden Fairy Pieris
The slow effect increasing from 10% to 30% is great. These slow effects have basically proven over the years that they don’t matter as much as you’d think if the number is small, so this went from doing almost nothing to now actually mattering properly. Another very nice buff to garden fairy setups to make them more viable in the current year.

Other

Bulbieboom
Really glad to see a damage buff so it works against the much tankier monsters in the game (that didn’t exist when this first released). I absolutely loved this in the past so will have to give it a try again. I really want to see martyr effects trigger at 300s stunned but maybe this new move is a nice upgrade.

Bronzeshell
The piercing damage here is tiny, but it’s to stop specific lock strategies which have once again been revitalised with Majorie getting an unbreakable shield so turning her into a protector was brutal. It doesn’t really affect anything else much.


Moving up:

Mythics

Lilybybdia moves from D → S- in PvE, E → B in PvP, second form tier 2 → 3 and D → S in HP boost
An absolutely huge buff here. There’s a big wall of text in the update but basically she now accelerates your entering monsters and decelerates the enemies plus she makes herself impossible to target for 300s with engage+ so once you apply it then you’re guaranteed to reach the attacking move. I was very harsh on her positions before mainly because there was too much effort for not enough payoff that compared to alternative options she was simply lacklustre. Now, the sweeping payoff is almost guaranteed and there’s the constant payoff of accelerate/decelerate so this is well worth building around. Basically, it’s become a very viable and interesting monster.

I think what I said originally holds true. Targeting a protector is the easiest setup but you can also try to get more creative. Just always bear in mind that if either Lily or the intended target die before getting engaged then you don’t want to be stuck with the other having no backup plan. Due to the inherent risks in her play style I don’t think she’s ever going to be super high in PvP but in PvE you can pull things off far more guaranteed.

Daji moves from S- → S in PvE
Coming with 10% HP means each clone can clone without any healing support, which seems brilliant for PvE and makes her more of a standout in general content rather than just super buffed stuff. Infinite use seduce is basically just a convenience upgrade but matters more in PvE I think where you can more easily have a setup to heal her. I was honestly considering dropping her lower in PvP but with this buff I’ll keep her the same tier and just keep seeing what she feels like to play against. She’s surprisingly popular considering how easy she is to punish.

Legendaries

Garden Fairy Dandelion moves from F → D in PvE, E → D in PvP and D → B in HP boost
This buff is huge for improving the combo. +10s push back means she chains into something like the Baublebasher sacrifice → Whitetitan so the whole combo is effectively done at 88% speed. Also, the -50% TU after using the SS makes the kill move only 12TU and setup move only 85TU.

I was pretty excited after seeing this and thought I had a very good shot at making it work. The setup I used was Dandelion, Baublebasher, G.F. Jasmine and Lilybybdia so I did the crazy thing of engage+ on Dandelion then all entering enemies were slowed and Dandelion was impossible to target. Sounds nuts, but I found in practice the combo fell very flat. There are a few issues:
(-) The setup relies on multiple pieces and then also garden fairies
(-) Even though you can kill the first set of enemies very well, one of the strengths of sweeping quickly is leaving the enemy team with dead weight but Dandelion is bad at that because you need monsters to enter then place the counter on them then 85s later kill them. So as soon as you decide to leave dead weight you drastically slow your sweeping and those enemies still get turns so they kill your GFs and Dandelion becomes dead weight.
(-) There are a large number of popular PvP monsters that naturally counter it. If they can kill/remove any of your monsters before 88% speed then everything falls apart.
Maybe the problem was my specific setup or because I don’t own garden fairies like G.F. Rosa (who seems brilliant with Dandelion), but in practice I found against basically every top player it completely failed and sometimes even if the combo worked I would lose. The people it thrashed were the ones I’d normally win against with other teams.

Anyway, that was an in-depth ramble to basically say the potential here was increased dramatically but it’s a very risky combo to pull off in PvP and requires very specific to make work properly in the first place. So I do not think it’s competitive in any way or reasonable to expect people to piece together for PvE. However, I hope some people have great fun with it if this is their style of play.

Garden Fairy Lotus moves from C → B in PvE and C → A in PvP
Always getting the slow here and it being +100% with a water teammate is pretty cool. This monster is now looking like it should’ve been on release (in my opinion). Should be a very solid player in garden fairy teams and maybe people can find some other interesting uses of it.

Lurelily moves from E → B in PvP
The immediate use of the secret skill is super interesting and I think basically turns this into a combo monster where you have sleep immune teammates you intend to kill, giving you a fresh team of awake stuff while the enemies are all sleeping. Exactly how strong/reliable this will be is something I hope to find out over time. This looks a lot like a unique variant of OoO but on a low speed monster that’s where I have doubts.


Moving down:

All

Bastia moves from second form tier 2 → tier 3
Only half the chance to negate entrances makes this far less good than the awakened form. I imagine it’s unlikely to be worth running.

Malwing moves from S → S- in PvP
This has been nerfed over and over since its release and is a tiny shadow of its former self. Reckless timestrike is basically off the table and the control from the sleep is now minimal given that the monster itself is slow and many things are immune to sleep or otherwise have protection plus the stun itself can be countered. Tranquilising entrance simply isn’t strong enough to carry a monster any more. In PvE you can still dreamhunt then bloodcrave nicely and it’s much easier to get benefit from the stun and sleep.

Sobeking moves from S → S- in PvP
Much like Malwing, tranquilising entrance being nerfed lots has left this feeling much weaker because the moveset simply isn’t very good. The attack stat is way too low to make the damage high enough for mythics.

Game Update (version 2.64)

You can see the update notes with this link.

This update came only shortly after the last one and was mainly to add the style shop and sweep option for ingredients missions so there were very few monster changes and literally none that change the tier list. A few second forms were nerfed so that we’re encouraged to evolve them.

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

Mythics

Gorgodrake
The ability to reduce the death chance is very minor. 8% was already super low that in a competitive sense you don’t need it lower. It’s just kind of handy in PvE if you want to use it as a sweeper for taking out many monsters. What this really does is enable more synergy with revival teammates, e.g. Nephthys/Aurodragon will create a copy each time you use the sacrifice move. In practice this is too slow and passive to plan to pull off, but it’s a nice upside if you have the time to do it. I think that’s how you should always view the SS… do it if you have the time between attacks.

Kunomi
The rise in poison immunity and defence stats/buffs has made this monster so much worse with its poison massacre… which was basically the main thing going for it. It getting poison immunity and coming with 99% speed on the second life is too small a buff to actually make a difference overall.

Legendaries

Mojinator
Finally, after so many years the second form has been altered so you can’t use it as a cheap enabler for retribution moves. It was too useful as a tool that people never wanted to evolve this.

Garden Fairy Dandelion
After getting buffed so recently this was half reverted. I wrote a lot in the last update post so go read that if you’re interested, but apparently some people were able to make this work well and it seemed too brutal so they have tried to balance it a little better. I personally don’t think it’s viable so have it in D tiers and will keep it there.

3 Likes

New Additions Update

Azulyn goes in at E for PvE, D for PvP, second form tier 2 and D for HP boost
With a moveset desperately wanting you to use other water dragons and so few good ones existing this basically pushes you to play link water on top of trying to fit a couple of dragons into your team. That’s incredibly restrictive and, simply put, I don’t think the payoff is worth it. The secret skill can create an Azuraidos for free and at low TU to set everything up, but Azuraidos was never a great monster and is definitely bad in the modern day.

Qingfang waltz is the move you want to use, but it’s a little weak for killing tanky mythics. Avenge endblade technically makes this threatening to leave alive and alongside the powerful slow revenge makes the baseline of this monster perhaps be good but it’s hard to say for certain (I may move it higher tier due to this). The damage going out the whole time fully nullifies sleep, stealth, shields and HG on everything which gives every monster psuedo piercing and you can definitely capitalise on that. So there are many positives, plus the artwork and design is cool. I’m just sceptical overall whether this is worth running over many other mythics.

Abyzalon goes in at E for PvE, C for PvP, second form tier 1 and D for HP boost
With a bunch of killer moves this has been harshly criticised by the community and labelled as a weaker Dreadmoth. The comparison is a very good one but also overlooks some key parts of this. Firstly, stun bisector is a decent form of stun protection often underrated by people and if this is left alive by the opponent then you’ll have that stun protection sticking around. Also, hold ground and good speed means this is very likely to get a turn, so as long as there is a target then you’ll probably be killing three enemies. Desperate triple means your opponent won’t want to attack it unless they can also finish it off.

That said, I agree with the community that this is far from brilliant. If it can’t find a target then it has to pass a lot of time before it can attack again and you’ll ultimately find better monsters to use in your team. However, I think it’s probably quite a lot better than people are currently saying and as long as it finds some targets it will perform very well. Killing 3 enemies for 130TU is no joke. Note that swift electrocute deals roughly 2-3k damage (depending on enemy defence) which is about 50% of mythic HP and likely good in some setups or at least is a lower TU way to pass time.

G.F. Barlie goes in at S- for PvE, S for PvP and A for HP boost
With 200s death sentence on all non-plants and defence cap alongside plants this is a very serious plant union monster for both PvE and PvP. The damage moves are both 70TU and 100TU which is incredibly fast and they very easily find targets.

The 250TU move follows the design of this latest cycle of garden fairies where it’s a setup move that requires a specific teammate. Funnily enough, the only other two storm plants in the game are the other two garden fairies and it’s clearly for Citrus to use cornered snipe. You’re probably going to focus on sweeping with Barlie herself or healing the team, but it’s nice synergy.

This, much like Cactus, looks incredibly powerful but is much more focused on the garden fairy setup. It gives me a lot of hope that strong garden fairy setups are now possible and there is potential outside of that with either other plants or particular synergy like Lilybybdia using engage on it to force the death sentences to happen, purify ex to remove death sentence from your team or other monsters like Lumimalus and Atlanachia that work with death sentence.

Timosa goes in at C for PvE, F for PvP and D for HP boost
With extremely low speed and a very weak chrono killer this does almost nothing to impact the battle until 500s has passed and it can attack properly. So basically the play pattern is to use ebb of time to help pass the time then attack. However, it doesn’t pass anywhere near enough time to begin with so you either need other ways to do it or to use chrono killer twice then do the ebb of time. Note that ebb of time also pushes Timosa back, so it effectively passes 100TU + the time spent on the battlefield.

As I said in the discussion thread, I think this is basically useless and really needs ebb of time to be 2-use so that it can actually pass the time properly and be a worthy build around for both PvE and PvP. As it stands, it’s basically just a mirror revenge stun absorber that can be useful in some PvE battles.

Mojifly goes in at E for PvE, E for PvP and D for HP boost
With dreamy entrance and double stats for every moji teammate this looks like the first worthy entry into the moji setup that’s slowly been created. The moveset is also very cool doing a random clone, void dreamhunt and a 100% sleep move if the enemy is poisoned. However, in practice I think this is unfortunately bad for now because realistically there isn’t enough support to actually make a moji setup and after the void dreamhunt on the thing put to sleep it’s stuck only able to do reckless attack. It needs enough stat buff to make that move strong, i.e. a full moji setup. Then there’s the complication of how you probably want to use this alongside poison (none of the Moji are poison) in order to have a repeatable sleep move, but that itself is 120TU so not great. Also, many things are sleep immune so the dreamy entrance isn’t reliable and you might want to keep it sleeping rather than dreamhunt it. All that to say I hope the Moji setup eventually becomes a thing but for now this is a monster for our bench, just use Shinobidragon instead.

2 Likes

Movements Update


I've been intending to do this since before the anniversary, but that kept me very busy. I also have a planned rebalancing the tiers update which will come at some point and adding the new section for super buffed content.

If there’s anything you think needs moving around then please let me know!

Mythics:

Up (PvE)

Daji moves from S → S+
The buff to make the clone come with 10% HP made all the difference here. I moved her from S- to S but actually she’s worthy of S+. It’s simply very easy to duplicate her multiple times and get an absurd amount of value from all the mirror revenges. In buffed content she’s borderline broken. In PvE it’s good to have stealth/shielding/healing/give turn, all of which support Daji extremely well to enable the continual duplication.

Rinmu moves from D → C
This can very easily get kills despite enemy buff and the entrance is pretty helpful even here so I undervalued it slightly.

Pandora moves from F → D
Even without the P2W Boxchomp, the AI will naturally kill this and you can potentially loop it. The secret skill can also get a Boxchomp on the battlefield.

Up (PvP)

Rinmu moves from A → S
This has basically proven to be among the top entrance monsters. I was hesitant to put it higher because I wasn’t sure about the moveset but it turns out it’s good enough and everything here in the design is so reliable and easy to use that it plays super well. It’s deserving a spot next to the top stun entrances.

Selkette moves from A → S
Venom delirium becoming 1TU in a recent update did something I didn’t realise immediately… in the front line she can now repulse → stun → repulse → kill all on her first turn at 68% speed. This is super disruptive and powerful. There’s a lot you can do with Selkette and it’s super powerful, I’m always surprised to see people bringing it up as a monster they struggle with.

Agent M moves from A → S-
I’m pretty sure I noted from the outset that this is power creeping older stuff by having low TU moves, but that plus the high speed here makes this very good for PvP. Don’t bother with the special jerbos, just intend to knock back humanoids and slayerbane. Fine defence, great passives, no weaknesses and cannot be ignored because of slayerbane just makes it play great. What’s also something really important is the synergy potential with beasts.

Rozaliz moves from B → S-
This has been a tricky one to place because sneak shot is not impressive enough, the speed is low and reptile synergy is not guaranteed, but turning all teammates into protectors at only 50TU is genuinely very disruptive and there are a handful of very good reptile monsters which make it a lot better. It’s much more like Arachnadiva so they deserve the same tier.

Pandora moves from E → C
I’ve underrated this since release. Firstly with good reason but the main thing here I keep forgetting is the TU for doing everything is extremely low. Bear in mind the tier list ranking is without the P2W Boxchomp, but even in this state if you’re placing it to remove dead weight then it can do that effectively and kill enemies at roughly 70TU and basically void. If the opponent can’t void kill Pandora then it can be a big pain to deal with.

Down (PvP)

Soral, God Bird moves from S- → B
I missed this one when last rebalancing the tier list. This monster is perfectly good but it’s a bit too slow to be a standout compared to the strong mythics. The pullback synergy is something I held onto, but lining that up isn’t guaranteed. Thanks to the community for pointing this one out.

Kasumi moves from S- → A
This is hard to place and I still haven’t really met it in PvP to have any gauge on it. The moveset is incredibly powerful but the jerbos hold it back. I think I’ve probably overestimated it so am putting it lower, but would love feedback if anyone has experience.

Legendaries:

Up (PvE)

Celestiarchion moves from S → S+
This is extremely strong how it duplicates itself exponentially and does void piercing plus does stun and give turn to help enable the looping and supporting teammates. I’m amazed how much I originally underrated this, it’s definitely a top PvE monster.

Up (PvP)

Arbustodon moves from S → S+
I’ve been adverse to making this S+ because it’s very much for top level play to counteract the waifu and the feedback I’ve heard definitely reflects that it’s not S+ level unless you’re in that PvP bracket. However, it’s really good as a general purpose stun absorber for the front line if you are trying to compete with waifu players and the tier list should really reflect just how good and important it is for that.

Godpaca moves from S → S+
I loved this and it’s even better than I expected. It so easily either puts two enemies to sleep (entrance + SS/revenge) or kills three enemies at a baseline and countering DR/poison adds a little more versatility. However, it goes a lot deeper than that since it has triple sweeping you can combine it with ways to give turn / sleep and kill loads of enemies. It’s also exceptional with Giehretus or anything that controls/disrupts to set up a monster.

Mortilys moves from S → S+
I avoided making this S+ purely for two reasons: I figured it required specific monsters to pull off, I figured the Devs would nerf it. However, neither have been true. This has been broken and silly since its release. I’ve really wanted it altered for all this time and from recent community discussion it sounds like it might finally be happening… but for now it’s S+.

Melanthos moves from S- → S
Runedragon moves from S- → S
I’ve paired these two together because they’re extremely similar. Runedragon has simply aged very well and is one of the easiest legendaries to throw into any team. Having a good entrance and 100TU sweeping that one-shots easily makes the baseline so high. When looking at the other legendaries, these two really deserve to be in S tier.

Down (PvP)

Shikabloom moves from S+ → S
This was super impressive when it came out years ago but there are plenty of ways to deal with a tanky camouflage monster now that it’s not quite as much of a standout. It definitely plays as an S+ monster but requires beasts so S tier is fairer.

Glaciaron moves from S → S-
This was super good back in the day but these days it’s too restricted in what it does and dies way too easily. It’s still good, but not worthy of S tier.

Super epics:

Up (PvE & PvP)

Magmalathian moves from S- → S in PvE and F → A in PvP
Ouroburn moves from F → S- in PvE and F → B in PvP
I’m pairing these together because they’re basically played as a pair. I think I missed it completely that Magmalathian’s move asks for a fire reptile and that’s exactly what Ouroburn is so by using both together alongside a fire aquatic monster or just forming a give turn setup you can sweep pretty effectively. With piercing, their special moves guaranteed kill the target and do roughly 2.5k to everything else. It’s a worthy build around and in PvP you can even use it with Mortilys.

Oberon moves from F → A in PvE and F → S- in PvP
The damage from the blitz moves was buffed at some point after its release and I forgot to adjust it. Previously these didn’t one-shot but now they easily do. Godly deer punch is still low-ish damage. Basically this is now worth building around.

2 Likes

New Additions Update

Lacrimea goes in at C for PvE, D for PvP, second form tier 2 and D for HP boost
With a permanent shield and 100TU sweeping move that is easy to chain this looks strong on the face of it, but in reality there are way too many things that actively counter it and the damage is lacklustre for PvE (where a moveset like this would otherwise shine). Poison, lava entrance and similar things completely stop soul siphon from dealing damage, rendering Lacrimea useless. Piercing (even non-critical) basically renders the shield useless. Those things are unfortunately all way too common.

In my mind, the issue is there’s no real payoff. Element massacre is too niche and all the other moves are way too clunky for what they’re trying to do that it’s not worth building around in any way. So what you’re left with is 100TU sweeping on a monster that’s hard to kill and you can occasionally overlink+ to set up a piercing attack. If the counters weren’t common that would be good enough, but instead it’s just a weaker option than other monsters… which isn’t too surprising considering you’re basically only using a single move on this monster. I’m borderline C/D for her in PvP and opted for the lower one due to basically being outclassed and just a generic sweeper rather than one which offers something more.

G.F. Tigerlily goes in at C for PvE, A for PvP and D for HP boost
With a moveset wanting itself or enemies at specific HP looks like it would be very awkward, but since it’s built for a full garden fairy setup it’s got all their healing synergy going on. I reckon the most important part here is the 70TU retribution along with reviving when it dies. That makes it one of those monsters which punishes you for ignoring it and wastes your time to attack it. The TU is all efficient and I can imagine it playing quite well, but it doesn’t have much that’s particularly special so it’s probably just filler for a garden fairy setup. It’s a lot like G.F. Hibi but better.

Outside of garden fairies there might be some potential with Novemdomina or other niche setups.

1 Like

Movements Update


Just a couple of adjustments I want to make here after getting more insight on the monsters.

Mythics:

Up (PvP)

Majorie moves from C → B
This has proven itself to be pretty great with the defence debuff on enemies, making it a serious threat I find myself needing to target early so they don’t snowball into a win.

Azulyn moves from D → C
People very quickly realised a great way to play this is in the FL with a Gaiawolf to lifeflip itself and die to the passive, making Celeshine (or Aoi/Vivienne) enter super early and take out a key enemy. Combine that with Azida (or similar) and it chains into Azulyn getting a turn, killing two more and you’re off to a great start which Azulyn’s damage passive stops a lot of things that would normally help defend against early aggression (stealth/shield/HG/sleep) and the slow revenge makes it harder to pull back from. I’m hesitant to go putting Azulyn too high because I feel this setup is pretty specific and probably more of a current meta thing than reflecting the monster’s power level overall, but B/C is probably a better spot for her.

Legendaries:

Up (PvP)

Mobysseus moves from A → S+
After the buffs it received, this sneakily became very strong in the front line. Stepping back at 85% speed and it can do stealth all first, plus it has time freeze and void remover, means you have brilliant flexibility for handling the enemy FL. It gets a turn so fast on re-entry that even if 100s hasn’t passed it can probably step back again without feeling like a problem. If loaded, it can either knock back an immediate problem or pass 59s with remover to get a void guaranteed kill. That makes it a problem basically the whole battle even if it’s not quite as fast sweeping as other monsters because it has to do the stepping back and passing time to do the loop.

All-in-all, it has become a really good choice for PvP FLs that easily outclasses basically all other high speed entrance control alternatives. I think that makes it deserving of S+, but any nerf will easily knock it down at least a tier.

3 Likes

New Additions Update

I don’t have the images for these monsters yet so they’re not in the tier list proper. I will add them as soon as I get the images!

Whitara goes in at S+ for PvE, S+ for PvP, second form tier 2 and S for HP boost
With three powerful passives and low TU sweeping this is clearly extremely powerful. Descendo strike easily one-shots the first two attacks so even without a storm beast you can use it three times, rebirth (getting another turn in 24s) then repeat the process. That’s 2-3 piercing kills every 177s at a baseline and you can potentially revive Whitara to go nuts. This, combined with the SS being a super fast way to create a storm beast teammate means you probably don’t even need to think about running one of them, particularly in PvE where you could go the route of reviving her.

However, claw feast is exceptionally good if you can have a storm beast. 68TU piercing kill two enemies and healing back into the perfect stance… that sounds crazy. You can even do it on the first turn outside the front line. There are quite a few good storm beasts in the game (much more than water dragons or the upcoming fire bird and earth reptiles) so it’s very achievable to go for. My gut says that it’s one of those things you should try to do, but Whitara is perfectly good without it too.

Anyway, this looks exceptionally strong. It gets kills super easily, way more easily than basically anything else in the game. It will win games given any opportunity. I haven’t settled on exactly where it sits at the top or whether it needs nerfing, but I think it’s well worth being top tier. The only aspect holding it back is not having an entrance/revenge and medium speed, so it will just die for no value in some battles.

Blightosis goes in at A for PvE, S+ for PvP and D for HP boost
With a design much like Mortilys, this creates yet another pretty broken PvP meta setup. It has one extremely harsh requirement: your whole team must have below 40% speed monsters. However, the payoff is you get an un-counterable combo that leans even more into the mass sweeping setup than Mortilys because Blightosis itself can even give turn once. We may find other setups are better in the long-term, but people have already been proving how crazy it can be and I’d guess this is the kind of monster design the Devs simply couldn’t have thought of everything so it’s probably always going to have ridiculous setups.

The low speed for your whole team seems bad, until you realise that roaring entrance monsters almost all meet the requirement and there are plenty of exceptional monsters which are slow. There is also the potential for using Giehretus.
Blightosis is surprisingly decent with its other moves too. Counter sleep, double nightmare strike and ivy wrath are particularly good, so it can basically be a fine monster anyway. Chrono immunity makes it a potential target for Lilybybdia’s engage+ too. So there’s plenty you could try with this beyond the broken FL combos.

B.T. Sunder goes in at A for PvE, S- for PvP and A for HP boost
With a moveset that wants both link and solo this pulls you in weird directions and has some other very niche moves too. Ultimately the design is a bit of a mess in my opinion and I hope they streamline it better. Link soulmine is a very cool mechanic idea, but unrealistic to actually consider building around and using. The way to use this currently looks like just going for the defence buff from solo then using raw stun immune punisher. You can make enemies weak to that by stunning them (temporary stun immunity counts), so that makes this monster have 100TU sweeping while being tanky. It still needs things to line up, but that seems pretty good to me so I can’t put it low despite the rest of the moveset being all over the place.

2 Likes