Tier list change log

Game Update (versions 2.65 & 2.66)

You can see the update notes with this link.

The first of these updates has a handful of mostly reasonable balance changes and a long awaited Torazou buff; the second has some laughable (almost insulting) pointless changes and a single huge one (Aetheron). There’s not much going on here but a bunch of the changes are in response to the recent meta of Azulyn having FL combos with lifeflip teammates that were probably unintentional.

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

Mythics

Abyzalon
Getting a heal on the desperate move, sleep immunity and the switch electrocute ignoring stealth is a nice little upgrade to this perfectly fine monster. It’s now basically tholid, which is quite crazy. I’d already given it respectable grading and the low tiers are basically a reflection of it being swingy whether it manages to perform well in any given battle. It’s definitely good overall, don’t underrate it and definitely remember to consider it when it might counter the meta or you want stun protection with aggression.

Alyce
The second form losing piercing on the detox move means very little and is very deserving. It’s still great.

Nikki
Getting lower TU on kill steal is just from the guilt of the developers when they were designing the absolve move for Melusine’s release. Nikki is still terrible, it hasn’t aged well.

Iridescezarc
Exact same story as Nikki… a bunch of things get to ignore stealth these days so this now does too, even though nobody ever uses the move.

Hu Shin
Half stun immunity upgraded to full stun immunity and now also getting focus… Hu Shin’s problem has always been the design concept. Slapping on all these passives isn’t going to make it worthwhile unless they do something drastic like halving the TU on everything, which would likely make it broken.

Legendaries

Atlantyrant
Epidemic is now an insane move, but the problem is that it still needs 100s to pass and Atlantyrant doesn’t realistically survive to keep sweeping. So I don’t think it changes much in reality, but there’s great PvE combo potential here for some battles (e.g. Time Attack) or some niche things like using Aethereon/Leira to pass time.

Moving up:

Mythics

Lacrimea moves from C → A in PvE and D → B in PvP
This got buffed across the board to try and make it feel less clunky and I think it was mostly successful.
The positives… the damage move is no longer shut down by poison; element evaporate ignoring stealth and the damage being significantly higher makes it a genuinely good move when there are 3+ of the same element. Overlink+ putting overwatch on Lacrimea too and becoming only 40TU makes it much better, particularly because now the opponent can’t easily remove the unbreakable shield with a non-critical attack.
The negatives… the damage move is still too weak for PvE when not piercing (unless I’m mistaken) and I’m not convinced the overlink+ → drownlight/delink+ plan isn’t still too clunky.
So I reckon it mostly plays the same as before, but a bit better and more opportunities for the other moves. I presume in PvE it’s easy now to overlink+ → soul extract for kills and you’ll get extra turns from the overwatch. In PvP I was previously borderline C/D so it’s going up two tiers. If anyone wants to weigh in or compare it to other monsters please do. I could be underrating it a little.

Prismegasus moves from Tier 2 → Tier 1 second form
Obviously what’s happening is a nerf here, so it looks weird going up. Basically I was actually considering moving it into S+ for PvP until this nerf happened. It was godly strong with the instant shield all on the first turn and the reliable 100-130TU piercing sweeping or 100TU give turn. The main nerf here is losing the instant shields, but slowing down the attacking also means the second form is weirdly looking very good compared to it. I may lower Prismegasus a tier in PvE, but I plan to do a general shift down there soon anyway so I’ll leave it for the re-evaluation then.

Aethereon moves from E → A in PvE, F → A in PvP and D → A in HP boost
For years this has been bad and now they’ve designed Rinmu they finally added void onto metempsychosis and made it far more usable. However, they also made it only 80TU, much like Deus X’s reduction to switch enemy! Those changes probably make Aethereon far more actively useful on the battlefield, but they didn’t stop there… time warp is randomly a bit faster and the big one: triple stats when there is a stun monster!
Ignoring the attack buff for a second, this means Aethereon has truly become the tankiest stun protection in the game. Run it with any stun monster that doesn’t really care about stunning and it’ll be a pain to kill. Aethereon + XYZ-999L was already a classic, but I imagine people will find plenty of good ways to run this.
In terms of the attack buff, this makes it easily one-shot everything with double drain survivor (before it didn’t take down high defence mythics or buffed stuff) and the assisted hit all becomes a one-shot even for full defence stuff if you have four holy monsters. Unfortunately the pool of holy stun monsters that don’t need their stun is small, but Excaliburdragon seems great.
So with all that considered, I reckon this has totally revamped Aethereon and given so much potential for different use cases. I’m excited to see what people do with it! The speed being low may limit its PvP popularity but it could be great with Giehretus.

Legendaries

Torazou moves from E → S in PvE and B → A in PvP
People have been begging for a buff to in the zone since this monster’s release and it’s finally happened. 30TU → 10TU and needing 3 kills rather than 5 is an insane upgrade. This is the most ridiculous “I win” move if you can pull it off, but the practicality behind doing that has always been a concern. I feel like it’s got to be a slash all → give turn to Torazou → in the zone+, but you’ve still got to get the enemy HP low enough to get at least two kills (then cannibalise for the third if needed). Deathmatch mode has always been the move I think of for that, but it’s not ideal. More likely we use big hit all moves or something. Anyway, the payoff is definitely there now and I imagine it’s extremely good in PvE where you can get away with some crazy setups. The baseline of slayerbreak is a good fall-back anywhere too.

Other Notable Monsters (3 star or lower)

Prickster goes into Notable for PvE
The spines passive is pretty crazy and at only 1 cost that’s a lot of power to offer. Unfortunately, its low HP means it may often get taken out with a random hit all attack that doesn’t reflect much but compared to other low cost options it seems like a worthy coin flip to see if it gets a kill. HP boost might also help mitigate that a little. I don’t think it’s good in PvP at all besides niche combos like making it a protector with Arachnadiva/Rozaliz.

Moving down:

Mythics

Vixian moves from S → S- in PvP
Slapping a double nerf onto Vixian’s sacrifice move is really disappointing. I’m almost certain this was to reduce its combo potential, but sadly it also drastically affects its general use. Having the option to remove a teammate on the first turn was important and you’re now forced to soul missile if you want to do the teammate kill, otherwise it’s too far out of play, which can put you in awkward spots.

1 Like

Movements Update


Just a handful of tweaks to older monsters that mostly should have been done before.

Mythics:

Up (PvE)

Jeanne d’Arc moves from S- → S
The potential here has always been nuts but it’s been hard to gauge how frequently you can get that and the monster received a large number of buffs since its release. I got to try it out in a recent Island Challenge and it felt crazily good! You can easily loop it, the TU is all low, revenge sealer now one-shots buffed enemies with ease and defensive assault+ now easily one-shots buffed enemies if they have a kill (which is easy to trigger via her dying). What really pushes it over the top for me is the instant full heal, making her so easily tank extra hits when needed, plus there’s easy synergy with retribution / revival.

Up (2nd form)

Medbie moves from Tier 3 → 2 second form
Thanks to someone pointing out this looked wrong. The second form received a bunch of buffs alongside various final form buffs and I didn’t reconsider this.

Legendaries:

Up (PvE)

Ammityrant moves from S- → S
Long overdue, this monster is brilliant every time I run it. It’s definitely built for Ultimate Challenge, but mirror revenge is always nice and since it can repent you can often work around how it would kill teammates even in the non-ideal scenarios. A lot of the time it’s simply really useful to take down the problem enemies and it can even do that twice. When things aren’t going well, Ammityrant is ideal.

The Rockoid moves from F → A
Not sure how I missed moving this up in PvE, but since the update to sterockoid that fixed the buff and means it takes away the death sentence on the little rocks it’s become super good. Normal token rocks created don’t become crazily strong, but they’re still decent. What it’s good with is a full stats rock. We all get one of those, plus there’s Triploid which makes three when it dies. I don’t want to just value it on the combo with Triploid, but I think there’s enough going on here and HP boost potential that makes it a surprisingly strong option for PvE.

Up (HP boost)

Celestiarchion moves from D → B
I’ve raved about this before, but forgot to move it up in HP boost. The boost carrying over to the Luxmid is also great for helping it loop a little more reliably. Ultimately it’s not essential to this monster functioning, which is why it’s only B tier.

Down (PvE)

Glaciaron moves from S- → B
Raw bloodfury with stun converter is great, but we have better options these days and getting that first kill is far from easy sometimes even though you can do the instant move on a HG enemy.

Dragaia and The Godfeather move from B → E
I’m not quite sure how I didn’t drop these ages ago. They’re a relic of the past that are too awkward to set up. They’re outclassed by many other options, e.g. Moku.

Super epics:

Down (PvP / HP boost)

Luxking, Magmaraptor, Shadowbaron and Snowgun move from S → S- in PvP and S → A in HP boost
These weren’t quite as powerful as I initially expected after their buff. However, I do still think they’re very decent for 10 cost in the right teams as sweepers with OoO as a backup. They just need a little knock down in the tier list because they’re not quite so generically brilliant.

Sharkrex (s - holy) moves from S → A in HP boost
Just not quite worthy of S here. If it got the double HP back then it absolutely would be.

Purpie moves from B → D in HP boost
Sadly not quite viable enough to deserve being here.

2 Likes

Tier Rebalancing Update


I always do these periodically, due to buffs and new monsters making things shift top heavy. The super epic tier lists are long overdue for this but that's a big job to tackle. However, I did do it for both mythics and legendaries this time. It hasn't perfectly balanced the tiers but it's done a bit of good.

Mythics (PvE):
S → S- - Gorgodrake
A → B - Onyxia
B → C - Nightingale
E → F - Tyrfina

Mythics (PvP):
S → S- - Carmilla, Lumimalus
A → B - Deus X
B → C - Botan-Douji
C → D - Harleking
D → E - Shi Na, Tyrfina

Legendaries (PvE):
S+ → S - Soulstealer
S → S- - Albakhan, Dolphariel, Geartyrant, Maggatsuoh, Oakthulhu, Utopion, Wolhammer
S- → A - Chimunka, Dusicyon, Jackolene, Lionheart, Moku, Pumpking
A → B - Blightosis, Galliodragon, Geisthorn, Pupupa/Mistmoth, Pupupa/Poisomoth, Raizen, Sanctallion, Tagosenshi, Tardigrenade, Tricranium, Triviathan, Warca
B → C - Arboribratus, Azrazel, Dolphoenix, Heavenswyrm (s), Lunactia, Oakthulhu (s), Otomaid, Voodoom, Zephyrin
C → D - Cryokaizer, Dolphreeze, G.F. Citrus, Hellfox, Kamiwyrm (s), Mojinator, Nightlord, Prismaryx, Rhinoel, Sacrumega, Shurikaizer
D → E - G.F. Dandelion, Geoceron, Geomagnus, Noxdragon, Pupupa/Doomoth, Pupupa/Dreamoth, Pupupa/Marksmoth, Pupupa/Stormoth, Serapheon, Sweetfeather, Tezcacoatl
E → F - G.F. Sakura, Grizzleguard, Magmarinus, Raidkong, Terrordragon

Legendaries (PvP):
S+ → S - E.D. Keiser, Galvbishamon
S → S- - A.S. Poseidon, Dusicyon, Garden Fairy Violet
A → B - Baphogouge, Garden Fairy Sakura, Hanzowolf, Oniblade, Pitayagon, Sephileon
B → C - Bovolcus, Garden Fairy Mizu, Magmarinus, Nauticruiser, Triviathan, Zephyrin

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New Additions Update

Emberelle goes in at S+ for PvE, B for PvP, second form tier 3 and B for HP boost
With so few fire birds in the game I was worried she wouldn’t be good, but she’s incredibly synergistic with Crimseias. Swift assisted all and detox slash are both perfect with vile rage and toxic give turn. The fact she damages monsters on entry even makes them easy to finish off with the hit all. So the general plan is definitely to create a Crimseias with the secret skill and/or play a Crimseias alongside her. Plus there is extra synergy with link fire for the hit all and entrance.

Where this gets especially cool is her reviving each time she dies. Since she can create another Crimseias each time this can give a lot of mirror revenge value while repeatedly being a sweeper. 42TU to set up phoenix burn should be effective and it chains quite nicely into the toxic give turn for another attack. If you can revive Emberelle you can have multiple of these in your team which will enable phoenix burn for each other. If I’m not mistaken, there’s no restriction on this so if you can get 5+ in your team they will revive indefinitely unless they are killed with void moves.

Realistically all the high potential is a PvE thing. 9k damage from phoenix burn, all the mirror revenge, death immunity and reviving is ideal there. She’s likely even UC viable. In PvP I reckon she’s fairly average because the mirror revenge of Crimseias is a bit of a liability and if you kill any Crimseias then leave the Emberelle all she can really do is step back over and over, dealing damage on entry. Unless they’re link fire, this will be hitting them too. However, her killing power is definitely good and before she gets shut down she will likely put the opponent in some awkward spots. If more fire birds come to the game she could become very good.

Mojibarrel goes in at D for PvE, F for PvP, and B for HP boost
The design here is extreme with the full defence, high HP, hold ground and stealthy entrance to make it very tanky. It also has unlimited cloning if you have Moji monsters to sendback, with the SS giving you one for that. That going into riptide rend all makes sense but the low speed surely makes it clunky. Maybe Nophiam or Giehretus can upgrade it greatly. What also works in its favour is how each new Mojibarrel can do the secret skill to create a second Mojibarrel if the first is killed.

Overall I think this has no real chance of working in PvP. A person will simply kill the new one, leaving the original and it gets stuck. It doesn’t do much for the Moji setup besides being a Moji itself. Being slow and clunky probably just makes the setup weaker. In PvE it really depends on whether the AI is able to kill them fast enough and if it targets the original or the new one. Stun flash and lustrate are fine but won’t save the design, so it really hinges on the cloning and riptide rend.

B.T. Elonm goes in at E for PvE, F for PvP and D for HP boost
Another case of the problem with Bezoz, the killer move is too weak, protocol move way too niche and the push and pull between link and solo makes the design way too awkward to use. I think this is another useless monster. Sleep immunity is always intriguing for its use with OoO but as a revenge it damages everything slightly, so the enemy team can use it to wake up their monsters.

1 Like

Game Update (versions 2.67)

You can see the update notes with this link.

Just a few balance changes going on here, nothing crazy but a few are significant.

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

Mythics

Selkette
This is definitely a superficial buff to make it counter mark, death sentence and target curse.

Legendaries

Burnsalot, Drakozord Z, Apollorexus and Nightrider
These all got their hit all move replaced with a piercing version that does critical to specific types, with some very minor differences. For example, Apollo’s ignores stealth and revenge but is higher TU and lower damage. Nightrider seems like the most interesting here because it deals over 1k and if Nightrider has below 70% HP then it deals over 2k. Drakozord gets huge attack at low HP but its move does very low damage when not critical. Ultimately, I don’t think any of these change things in a major enough way to alter their tier list position but they may be useful for particular battles.

Moving up:

Mythics

Lacrimea moves from A → S- in PvE, B → A in PvP and second form tier 2 → 3
I wasn’t expecting another buff so soon, especially because it already became good. Overlink+ becoming 30TU is insanely fast to easily set up delink+ (120TU total) and soul extract (130TU total). If you soul extract then it’s a tiny window where she doesn’t have the shield so what you’re getting is 130TU piercing sweeping while also placing overwatch on her and either on a teammate too or setting up a 90TU instant kill on an enemy. That seems like a great sweeper, although it does just die to any piercing attacks (which are common among top mythics) so I don’t see it ever being a top mythic itself. I’m much more sold on this in PvE now where you can make it pierce super easily.

Legendaries

Geisthorn moves from B → A in PvE
This is a fun one to get buffed but the issue to my knowledge has always been that solo double poison eater needs both enemies poisoned in order to one-shot and then purge rage is too slow for PvP. However, for PvE this seems relatively decent and the buff edges it up one tier.

Moving down:

Mythics

Whitara moves from S+ → S in PvE
This was obviously too strong on release and here it got rebalanced to be how it probably should have been all along. She’s a bit weaker overall but for now I think I’m keeping her in S+ for PvP because the baseline of what she does is so good. In PvE I think it pushes her out of S+ because the slower claw feast reduces the chaining potential and if you’re relying on Albakhan then Whitara often has to pull the weight for both of them, which the slower attacking doesn’t do as well.

Legendaries

Blightosis moves from B → C in PvE
A bunch of nerfs here intended to reduce it for general use, which matters in PvE. For PvP this still seems to be S+ for both its shriek use (the combo is still live after this nerf) and as a high speed sonic strike to counter specific things or enable high speed front lines (removing counters like Arbustodon).

1 Like

New Additions Update

G.F. Queen goes in at F for PvE, D for PvP and D for HP boost
I feel the need to be very critical about this one because it relies entirely on having a full garden fairy setup and doesn’t actually offer much as a payoff. There is no passive benefit, the speed is very low and you’re probably mostly going to be giving turn to teammates but none have especially high TU moves so there’s no natural synergy. I hope they buff it to have a bit more of an impact, e.g. the heal being on all garden fairies, 120 → 100 TU give turn and/or higher speed.

However, I think a solid garden fairy setup can do well and this is perfectly acceptable as a support piece for it. I just don’t think this is a monster that makes the setup strong, it’s merely helping fill out the number of them. Do bear in mind that two of the newer garden fairies block give turn moves. Don’t get caught out by that!

Jel-Mirra goes in at E for PvE, E for PvP and D for HP boost
I do love the concept of this and the chaos jellyfish. They mess around with the sigils placed on enemies and have a different condition for the kill move. However, I don’t think I need to seriously try these out to know they’re hopeless. It’s far too complex to line things up and your effort continually gets removed when you actually kill an enemy. I stand by my initial evaluation that the only way they’re going to do well is if you can do things with the low TU attacks. Jel-Mirra doesn’t have any low TU attack but it can basically always put the sigil you want onto an enemy to help deal with how clunky the overall setup is. It’s basically the support one and probably slightly better than average… but that’s still E tier.

Mojitoad goes in at B for PvE, S- for PvP and D for HP boost
The moves and passives on this are absolutely wild for a super epic! 70TU elem accelerate is brilliant and link is not really a restriction because that’s when elem accelerate is at its best anyway. Mojiphobia is an enormous permanent slow on almost everything, so the passive benefit of having this on the battlefield is huge and you can build around this by either having holy monsters you accelerate with Mojitoad or other monsters that accelerate in some other way (e.g. Mantiferno and Vivienne are good for this). The revenge seems extremely obstructive to both teams but again you can build around it by either having things that want Moji teammates or things that want to sacrifice teammates. Note that these Moji count as tokens for things that care about that.

That all said, I’m genuinely unsure exactly what to do with this. It’s extremely interesting and might just end up in the category of “it’s too awkward to make work”. The Moji team is consistently getting more members but sadly they are not holy so don’t really work with either the elem accelerate or the link vengeance. Also, getting kills with this monster is likely unrealistic outside of link holy or this potential Moji team.

Please give me any insight you can on this monster if you give it a try or can think of good setups for it!

Prismurk goes in at Notable for PvE, Notable for PvP and Worthy of consdieration for HP boost
As an April Fools free monster this was an incredible addition to the game. It’s so much fun, particularly for newer players and looks well balanced to me where it’s really good for PvE for a cost-efficient mythic and in PvP is decent enough but not viable at higher levels.

Not really much analysis to make here, it’s a free awakened or second form mythic and you either skip 50s or do a sleep all which might set things up really nicely for the future but also if it dies then things wake up to the poison revenge. HP boost does a great job helping it to survive but, as said above, realistically in high level PvP people will still kill it if they need to and the weakness to both toxic and sleep killer moves may be a liability.

Voo does not go into the tier list
It’s not notable enough to be useful anywhere in my opinion. The problem is it’s 2 cost. At 1 or 0 cost it might have a use but there are better things for 2 cost. The one thing it can do is purposefully poison your team and trigger retribution moves. However, it’s not high enough speed to actually set up nice combos.

2 Likes

New Additions Update

Xuanwa goes in at B for PvE, A for PvP, second form tier 2 and A for HP boost
With camouflage, high defence, 50% protect and an unbreakable shield this is what you dream about protectors being. She’s even got a strong entrance and low TU piercing and disruption moves. On paper she looks incredible. However, the complete lack of synergy with Emeraldont does disappoint me.

What makes me a little sceptical is she’s basically forced into the play pattern of protecting on the first turn then waiting a bit of time before sweeping. You’re unlikely to build around the earth reptile synergy and counterplay is tricky to set up besides something like auto-poison to kill any poison monsters. So in practice she won’t do much for a while on the battlefield besides be a protector. If the opponent has piercing or ways to go around then she may not perform as well as you’d expect, or the opponent may just get lucky with the 50% chance to bypass. One lovely thing is if she’s repulsed she can re-use mountainstance.

I’ve gone back and forth on her a bit. I’m very interested to see how she does and what people end up thinking of her. For now I’m starting her a tier higher than Jeanne d’Arc in PvP but she may turn out to be the same or weaker. I think the unbreakable shield will be hit and miss in PvP at the top level, but likely super strong for low and mid level players. In PvE the shield sadly breaks after 300s so then the protect will make her die off before she can sweep.

Voraxion goes in at S+ for PvE, S for PvP and S for HP boost
With a brilliant reference to Evertale’s Voraxion and the design all about bombs this is cool and kind of wild. What’s funny is it’s basically a one trick pony, being almost entirely about the secret skill. Time freeze and thundering poison are basically a downgrade for it so you cannot give it a turn and the opponent can potentially stun it out of play before it gets a turn, while also giving it toxic killer weakness. However, if it does get stunned then later gets a turn you can bomb rebirth if you’re feeling greedy.

In reality the first turn you’re just going to do opening bomb, which does a crazy amount of damage (one-shots all super buffed enemies too). Its huge defence and HP are there to help it get to the turn, but the speed is super low. That means in practice it’s a fair design, but also a must kill threat as soon as it enters. Overall I think that actually places it quite high in the tier list. The obvious best place to use this is behind Giehretus in the mid-game. I expect that to be the only place I ever see it in PvP and it will be very scary like that.

B.T. Huann goes in at C for PvE, A for PvP and D for HP boost
These got a buff in the update that just came out where the protocol moves now hit 6* monsters, a huge upgrade. Even so, I think all the buffs that have happened to these bio-terminators has basically just got them to the point of being playable options for link teams but still far below both the top SEs and the strong link SEs. I’ll be adjusting the positions of the others in a later update but they’re all going to be roughly where this one is placed.

2 Likes

New Additions Update

Jingwei goes in at E for PvE, F for PvP, second form tier 1 and D for HP boost
With multiple situational moves and the ceiling not being very high I think she is basically pretty bad. The 7* rock comes with untrained stats so is pathetic, it’s purely for the SS condition but that doesn’t make sense because if it’s entered then you have nothing to sacrifice. The revive revenge doesn’t work if the damage from her revenge kills the attacker, which is silly. I’ll rant about the SS then give an overview.

The secret skill seems exciting but the restriction of no holy monster (i.e. Nephthys/Aurodragon) and needing more stars than the opponent probably stops any exploitive setup even though you can use it on the first turn. The idea of the revive is she comes at the back where you can use the secret skill as a final attempt to clutch the battle but it’s super clunky because only she will be left so, unless it’s the final four enemies, you’re going to lose. It also doesn’t bypass stealth and it needs to sacrifice something so if the 7* rock is brought in then you can’t do it. If you’ve spawned other rocks in the meantime then if any of those have entered you probably don’t have more stars than the opponent.

In practice I think all she’ll be is a sweeper that you occasionally use for stun or creating a bronzeshell. With no immunities or low TU killing and not even being able to sweep in some scenarios that puts her outclassed by a large number of mythics. Some Emberelle players will surely use her just because she’s a fire bird but I think that’s her only niche. I reckon the SS needs buffing so the condition is you have more stars than the opponent OR have no reinforcements (doesn’t need to sacrifice in this case). Basically, something that makes her more reliable at the back when revived.

C.S. Starfiend goes in at A for PvE, S for PvP and B for HP boost
With energy charged on its first turn, high speed and a powerful revenge this is a very playable monster. The flexibility to stun is nice, but I doubt you will do it much because it slows down what this is doing by a huge amount (160TU then 70TU charge then the 160TU attack before finally the faster 110TU sweeping). I reckon that’s where the secret skill comes into it, letting you bypass the need to charge for the attack if you stunned the first turn. Otherwise, I’m not too sure whether you need the secret skill. At +3 cost and needing to use other celestials it’s probably not worth it just to have a piercing kill available and the smoother stun line of play. However, I haven’t been able to test the damage so maybe the hit on other monsters is huge.

There’s a lot of sleep protection around in PvP these days but I have no doubt this monster is generically very strong as long as you’re not running holy monsters. I reckon it’s likely to see similar play to Runedragon. In PvE the damage from energy spike is more than enough and again it is simply a good sweeper.

2 Likes

Game Update (versions 2.70)

You can see the update notes with this link.

We strangely jumped from 2.67 to 2.70 here. This update was very interesting, making a very large number of quality of life improvements then a handful of meta rebalances and some major changes to monster families. I normally group the changes by up/down and monster rarity but this time it makes much more sense to group them by topic/family.

Poison changes

This is a tricky one to dissect. Originally poison lasted 500s and the damage dealt over that time was basically a percentage of the move’s damage (auto-poison had its own damage modifier). I haven’t figured out exactly what has changed here, but I’ve noticed poison ticks from some things like auto-poison are far lower damage now (basically only ever 1 damage). This might matter for some monsters but I’ll assess that over time.

Detox blast dealing more damage is likely for an upcoming monster. We commonly see older, low damage moves getting a small boost like this when being added to a new monster where they want it to do more damage. Tiamazus (s) is the only monster it currently kind of matters for, but I tested and it still only just kills the squishiest mythics.

Mortilys & Blightosis changes

Mortilys got more defence, which seems like a buff but also the lower attack makes double drain survivor weaker. I’m not sure where I land on this one, it feels like just a weird shift in things and not changing anything fundamental/important.

Kuromasa got a minor speed increase, likely to make it easier to counter when used alongside Mortilys.

Aurodragon (s) and Magmalathian both got minor speed increases so they can’t be used alongside Blightosis. These were the two most common ways to build around it, so it’s probably going to knock it out of the meta into being a niche setup.

Blightosis moves from S+ → S in PvP, it now pushes back monsters 50%+ speed rather than 40%+ speed but still requires your team to be 0-39% speed. This is a change I’m very happy with because it creates a safety net of 40-49% speed monsters being able to counter something like Magmalathian or Aurodragon (s). Ironically those were removed as options at the same time in this update so we’ll see what comes in the future but if blightshriek is ever in the meta we have a clear way to counter it. All things considered, I’m dropping Blightosis a tier but to be honest it may be so niche now that I’ll drop it lower in the future.

Crystal Worms changes

These took a pretty big hit with the sacrifice move becoming slower and HP boost no longer giving +2000HP. However, I think the archetype is still great and this is probably just a nice adjustment to make them more balanced. I’ve wanted them to get less HP for a long time and I hope this makes a difference.

Celestial family

Astrogolem, Geocosma and Focalforce all got added to this family, with the two legendaries getting stronger if used alongside other celestials. The difference is relatively minor though and the family doesn’t naturally have huge amounts of synergy so these three I don’t think move in the tier list.

C.S. Lunartic has been nerfed so much over the years because of all the changes to Bronzeshells and them getting insomnia also nerfed the synergy with Solblaze’s revenge. I’ve decided not to move this in the tier list but if celestial setups are viable then I do see it being part of that because the secret skill is very strong. I’m wondering if the best setup is with Giehretus, since Lunartic, Geocosma, Solblaze and Focalforce all have very low speed.

C.S. Solblaze moves from D → C in PvE and D → A in PvP
The only thing really holding this back was relying on Lunartic for second dawn. I’d previously been very harsh on this in the tier list because as a sweeper it’s slow before it can get to bloodcrave. However, it’s always been somewhat relevant with sleep all revenge as a backstab target and I think the high damage has aged well. When you can clone it the sleep can really go nuts plus you get time to accelerate them to make the sweeping nice and quick. So this probably deserved being higher in PvP anyway, but definitely now there are more options for it to use second dawn with.

Garden Fairy family

G.F. Queen moves from F → B in PvE, D → S- in PvP and D → A in HP boost
Faster give turn is great, making her much higher impact while on the battlefield. However, the really big one here is the 50% stats boost for all garden fairies. That’s active for her the whole time so she’s now super tanky! Almost all the garden fairies don’t actually care about the attack boost, since their attacks one-shot already (Sunflower and Violet like it). However, +50% defence is a huge increase that massively improves how well they play, particularly because a core aspect of their design is healing each other. I think this monster is now integral to making a strong garden fairy setup. It basically makes all the good ones even better. The only issue is you do need to have all the good ones before this becomes worth using.

Moji family

Nauticruiser, Hippotron, Mojinator and Mojibarrel all got the new Mojipilot added as a revenge which puts it straight onto the battlefield. This is a monster that gets a turn in 23s and can one-shot with power slash as long as you have a single other Moji monster on the battlefield, or otherwise just heal your team. Note its attack boost from the passive counts itself, so it always has 6k attack at base. This is a huge upgrade to these monsters! I don’t think there’s really any downside at all to the Mojipilot.

Nauticruiser moves from A → S- in PvE and C → A in PvP
For both Nauticruiser and Hippotron I’m impressed the Mojipilot revenge was added to the 1st form babies they make too! This is less relevant for Hippotron because they send themselves back, but for Nauticruiser it’s brilliant. Exactly how this will shake out is hard to judge, I’ll need to try them out myself. However, for now I’m bumping Nauticruiser up a bit. The 3 summon limit had previously killed off this monster in a big way and knocked it down far in PvP.

Mojibarrel moves from D → C n PvE and F → D in PvP
This got a bunch of buffs and inadvertently benefits from the Moji family buffs. The stun move has become incredibly strong and due to Mojipilot being an angelic Moji you can’t shut down the Mojibarrel so easily by killing the clone as long as the person is playing other monsters in this family. It’s still not brilliant, but sometimes it should play super well and I can see any give turn making it viable. It looks like a genuine payoff for playing the Moji family, but I’m still hesitant to put it particularly high.

Bio-Terminators

The design of these was weirdly pulling them towards both link and solo. Since the design intent was for us to use the link soul mine, they’ve now had the stats buff from solo removed. The various tweaks here are nice improvements but, as I said in the entry post for B.T. Huann, they’re playable link payoffs but not actually strong ones. They’re all very similar now too.

B.T. Bezoz moves from D → C in PvE and F → A in PvP
B.T. Elonm moves from E → D in PvE and F → B in PvP
B.T. Sunder moves from A → B in PvE, S- → A in PvP and A → D in HP boost

HP boost changes

Super epics getting +1500 HP rather than +2000 HP is something the community has asked for basically since they increased it from +1000. It was nice to have SEs get into the same HP range as legendaries and mythics but too many SEs have been designed with high defence to overcome their naturally lower HP that it just made these ones unbalanced. So I’m glad to see this and it means rather than any SEs you put in your team being pretty obvious choices for HP boost it should be a more nuanced decision between the monsters you use.

If you’re not aware, the normal HP difference between mythics, legendaries and super epics is 1000. So what the +500, +1000 and +1500 does is basically halve that gap between them.

In terms of the tier list, I’ll just change my advice a little. It doesn’t change what’s rated high because the lists are already split by monster rarity.

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New Additions Update

Sanguithor goes in at C for PvE, F for PvP, second form tier 3 and D for HP boost
With an incredibly powerful passive that makes it impossible to target they had to go very tame with the moveset. I believe they went too tame, but also am scared that any buff could easily make this monster a big problem.

High seconds on all the moves is what keeps it in check. So even after a 40% accelerate, it’s still slower at sweeping/controlling than top tier monsters. This is an important aspect of the design, but the big issue in my mind is that it relies so much on the accelerate to feel impactful and to do that wastes so much time. Accelerating your team too is definitely nice, but if that’s all it’s doing for the first 300s it’s on the battlefield I think it’s clearly outclassed by too many alternatives. Once it gets turns after this point, the strongest thing it can do is keep two enemies almost permanently sealed out of the game. This is definitely strong, but gets countered by give turn, can be disrupted by stun and if you compare it to a simple sleep move it’s probably just worse.

For Sanguithor to succeed, you basically need a team that’s already very powerful and controlling. For that reason, I don’t think there’s really any selling point. Any niche synergy it has is better done by other monsters. The only reason it’s not F tier in PvE is battles go far longer and control is what you should aim for so its design is actually perfect for that. Even so, it’s still below average and is poor for heavily buffed content where enemy AoE attacks will wipe it out easily.

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New Additions Update

Kleopatra goes in at S- for PvE, A for PvP, second form tier 1 and D for HP boost
With an entrance that makes her get a turn in just over 20s, this is an interesting mixture of Rodeknight, Gabrielle, Mechangelion and Nightingale… which is good company to keep! It’s kind of power creepy in the way how it combines those movesets but to me looks like a nicely balanced powerful mythic for 2026. I really hope it doesn’t get buffed, because I think it’s on the edge of becoming too good.

High defence, stun converter, poison immunity, hold ground and a move that does a huge heal+purify+stealth makes this very clearly good at support. If your team is stunned, rescuing dual give turn is potentially an exceptional move. It also does all the synergy with looping give turns on slowed down monsters and even better due to its stun converter.

Support moves are always situational and revenge sealer is too, but I think soulflare is an incredibly good move to round things out. At only 70TU it does a piercing kill and basically you put it on the teammate your opponent most needs to kill to quite easily get it triggered. If you are trading back and forth with your opponent that gives you super efficient sweeping. However, if your opponent is able to play around it then you cannot soulflare something new which might make Kleopatra feel clunky. The secret skill is niche but adds another situationally good move.

Overall, Kleopatra does a lot of different things but nothing exceptionally well. I can see her being a little unreliable at times but also she’s got a lot to offer and I reckon will usually be extremely useful. She seems like the perfect option for having support in your team without compromising on killing power (due to soulflare) and revenge sealer is super useful in recent years. I want to place her in S- for PvP but feel like sometimes she won’t be proactive enough or you get stuck with soulflare on the wrong monster, so I’m putting her in A for now and will probably move her up later once I have a better idea. The baseline of giving at least one teammate a piercing DR is a very good one to have.

In PvE you shouldn’t be intending to trade back and forth, so soulflare has less value. However, purifying rain is very strong so she’s probably a good roadblock for the enemies while also countering any revenge enemies and again that baseline of a piercing DR teammate is decent.

Thornhydra goes in at B for PvE, S- for PvP and A for HP boost
With so little attention given to this by people on the forum I think it’s a shame that most legendaries these days just get overshadowed by mythics, but this one is genuinely good. If played with a plant it is tanky and it sets up a very high damage attack on its first turn with the toxic entrance. Detox blast one-shots lower defence monsters, but otherwise does very high damage to everything else. Considering that’s available on the first turn and you can potentially use Crimseias’ toxic give turn to use it again I’m sure there’s potential there. Pitayagon being buffed very recently was probably for this to be part of a link fire front line setup.

Even if you ignore detox blast, the poisoned pierce move easily one-shots with only two of your monsters poisoned so the baseline is a tanky monster with stun bisector that gets a piercing kill every 130TU… really not that bad at all. You just need a little other poison and a plant to make that the case, both of which have a huge number of playable options in the game. The secret skill is definitely something to build around and I haven’t thought super deeply about it, but it’s very clear this monster works super well with the Derangea monsters other than it not being earth element.

B.T. Nadell goes in at C for PvE, A for PvP and D for HP boost
This is just the same as the others and going into the same tiers. Poison immune punisher is stronger than the standard killer moves so it will probably actually one-shot but the targets are not broad enough to make this significantly better than the others. Only the fire one stands out because you can set up stun immune punisher, but this is probably second best.

B.T. Zucber goes in at C for PvE, A for PvP and D for HP boost
Again, almost identical to the others here but sleep immune punisher deals good damage so it’s one of the better ones.

New Additions Update

Love goes in at D for PvE, B for PvP, second form tier 3 and B for HP boost
With good defence, HG, two immunities and slayerbreak this has a baseline in line with power creep mythics but the speed being low holds it behind all the top ones. The obvious thing to focus on is amnesty → pure verdict / sin punishment as a way to take out enemies. However, this is where I think it’s fairly mediocre compared to alternatives, just interesting and functional.

What I think you should instead focus on is how to get the most out of the purifying entrance or that first turn. That’s where the SS giving +30% speed could make it useful in the front line to punish aggressive teams or in UC for sin punishment. Or you use it for the purify behind OoO / Lurelily / Lemon to wake up your team.

Overall I think it’s quite a challenging monster to utilise completely and for general PvE use it mostly works against you with amnesty. In PvP I expect not many people will use it but I reckon it has places where it will perform well. For a much more detailed breakdown see my post here: Love (poll and discussion)

A.S. Livyatan goes in at S+ for PvE, S+ for PvP and B for HP boost
With automatic turn granting when either this dies or teammates die, high speed, an unbreakable shield and very powerful moves this has clearly been designed to massively boost the power level of Abyssoldiers. I expect it to be extremely popular and strong.

Abyssal tribute works like a kinslayer move that is a guaranteed kill and also gives you a free Abyssoldier. This seems like an obvious move to use when available, but the accelerate move is extremely good if your teammates are not just about to die and it even charges a 110TU piercing one-shot move. Prismatic wave deals enormous damage for an AoE move if you’re using Abyssoldiers because of the +60% attack from each one and for each element. I’m not familiar with the exact damage, but if it doesn’t one-shot then I wonder if there’s potential to use enrage on this, particularly because it has an unbreakable shield.

There’s a lot to gush about this monster and I’m definitely not an A.S. expert so I’ll let others figure out the best combinations over the coming months. I’m pretty certain this will be the next Calamitas/Keiser/Obelisk. Even if the opponent can piercing kill it immediately you will get a turn for all your other Abyssoldiers.

Mojipilot goes in at Notable for PvE and Notable for PvP
With 53% speed and -50s on entry this gets a turn in 12s where it can one-shot with a power slash. The 70TU sendback is also nice. This is the piece I was waiting for that I think will tie together the Moji team. We’ve consistently got more pieces in recent months and this is a reliable bit of killing power. 7 cost is a little much for what this offers but in the Moji team it seems well worth it for all the synergy. Note that patriotism counts itself so with two other Moji monsters power slash deals 5.5k damage.

Socceroid goes in at S+ for PvE and Notable for PvP and Worthy of consideration for HP boost
With 66% auto-taunt and hold ground this is a crazy combination for 8 cost in PvP. It naturally gets kills over time since it deals one-shot damage with both skills and it also marks enemies for very little effort. In practice it’s unlikely to actually survive long enough to do any attacking, but the ability to stand in the way of attacks and much harder to counter due to it being taunt rather than protect is absolutely huge. With HP boost it even has 4600HP!

I can see this becoming extremely popular in PvP FLs and possibly even need nerfing. It will be interesting to see if people build it for the mark synergy. I could also see it being used alongside other protectors so it works as a sweeper which then becomes an extra protector once the others are gone. In PvE having cost-efficient protection isn’t quite as important. Instead you probably want to use other protectors then have this simply as a sweeper / mark support.

3 Likes

New Additions Update

Trixie goes in at S for PvE, A for PvP, Tier 1 second form and B for HP boost
With an instant laser blast type of move that only consumes one charge at a time this is effectively a 70TU piercing sweeper which can stack up kills to do all at once. I think that’s the aspect to focus on. The void guardian execute, slayerbane-knockback and looting charge are all situational and a lot slower.

Since this monster has low defence, no hold ground, medium speed and needs to charge before it can do anything it is a fragile strategy to run without support. We’ve seen this with Na’turgoul and similar designs that they can dominate if allowed but usually the opponent has a big enough window to kill them before they take over. The difference with Trixie is she is the best payoff for doing this that we’ve seen, since you can potentially stack up 5+ charges then kill through 5 enemies at once with neither sleep nor stun stopping her. So there is a big reason to try and build around temporarily controlling the opponent to give her room to do that. Sleep, protectors, stealth and/or shield… there are plenty of ways to give her time. Even if you’re not in complete control to charge up lots, she can still do the 70TU sweeping whenever necessary.

A few quick things worth noting. The knockback from smug charge leads well into looting charge. A single charge does ~5.5k damage, but if you keep her at 2+ charges whenever you’re attacking it will do ~11k damage which is enough for buffed PvE. The revenge damage seems to be enough to one-shot most things, but not when a defence buff is involved and it doesn’t make her weak to payback killer.

Given how slow she is to get going, my gut says she is not in one of the S tiers but if you can slot her nicely into a controlling team she should perform very well. I’m putting her borderline A/S-, which may turn into S- if either the revenge proves to give her a good baseline or it’s easier to get her going than I think. In PvE controlling teams are great so she suits that well.

Veylora goes in at F for PvE, F for PvP, Tier 3 second form and D for HP boost
With passives that make her unkillable for ages she was given a horrendous moveset, putting her in a really awkward place in the game. She’s basically stun protection for your team that has stun wave herself. Poison eater is way too weak with her attack stat. We already have tanky stun protection in the game with decent movesets, so it becoming unkillable is not enough of an upgrade to make up for the poor moveset.

One other aspect to consider is the secret skill, which I think is the main thing to go for here. Knocking back everything can do some interesting combo stuff with entrances and since she’s unkillable the opponent can’t easily stop it.

I went on a big rant about this design and how I think it needs fixing, trying to pick out the most interesting part of the design. Feel free to read if if you’re interested: Rant about her

Kumashiro goes in at S+ for PvE, S+ for PvP and A for HP boost
With a moveset that’s almost completely an upgrade over Tenebris, well known as one of the best PvE monsters, this looks absolutely insane!

Hold ground, stealth on entry, reasonable defence and decent speed make this incredibly reliable to come in and clone itself in PvE. It can even stunt double to protect a newly entered Kumashiro if needed. The moves are all enormous damage so take out buffed enemies. This is honestly a one-monster win condition for a lot of the content and, in my mind, easily the best general PvE legendary in the game.

What’s interesting is how it’s also strong enough for PvP. Hazy entrance sets up many different moves and its own sweeping is almost impossible to disable besides with poison so it’s a reliable sweeper itself on top of the synergy it’s enabling. Colossus Crush criticals over 30% of legendaries and mythics. Cloning and stunt double give it even more potential outside of sweeping. If it’s left alive at all it will get extra turns thanks to the boomerang effect so it sweeps even faster than the 130-160TU it initially suggests. I reckon this will become extremely popular in PvP, especially outside the top competitive crowd.

Spikiestest goes in at C for PvE, S- for PvP and D for HP boost
With a passive that gives all the spikiest (hedgehogs) the spikes passive this is extremely flavourful and very cool design. However, this is held back by the spikiest SEs all being weak, particularly with their lack of damage potential. Ultimately what this is doing is giving them all payback revenge, meaning each one will trade 1-for-1… which isn’t quite where you want to be.

Unmovable, hold ground, death immunity and healing every turn this can only be killed with piercing. The designs of all the other leaders of their group have something similar and each of them is done well where they have one counter but are otherwise reliable. I think this should play out the same, but with a caveat I’ll mention below.

Due to the lack of damage potential, I think the setup you want to use is actually very specific. It should be in the front line and consist of: Spikiestest along with the earth, storm and fire spikiest. This lets you knockback with the storm one at 99% speed, then Spikiestest can do any 10TU knocking back necessary before applying taunt to them all. Then the enemy team will be forced into losing their monsters to the spikes and your knocking back can hopefully put you into a strong position.

Here are the issues with all that. Without using taunt, you could be left with any Spikiest that are useless. Without the knockback, they might just mess up your plan (e.g. killing SpikiestBlaze). Gravity field and other things can ruin that plan. So I think it’s overall quite cool and should work fine, but won’t work in a competitive way. The lack of flexibility makes me think it won’t have legs long-term.

G.D. Matcha goes in at A for PvE, B for PvP and D for HP boost
With a move that piercing kills all 50%+ speed enemies that can be used on the first turn the ceiling here is enormous, but it’s hard to know how the full setup will function. We’re currently getting the next 6 gummy dragons and a leader is going to come later so for now I’m not going to think too hard about positioning this in the tier list because they’ll all need to be adjusted later.

The original 6 are not very good because they are clunky in the way they create the Vanillawhelps, but these create them on entry which is far better. I expect it should be easy to have at least one on the battlefield due to this. The new 6 also give turn to any Vanillawhelp when they die and there was a recent buff where Vanillawhelp can pull the G.D. turns forward which should mean you can chain together attacks if the opponent ever tries to bypass the protectors. So this new set of 6 seem critical to the setup for giving easy Vanillawhelps that create the annoying wall the opponent must clear through.

G.D. Grape goes in at A for PvE, B for PvP and D for HP boost
With less damage potential than G.D. Matcha above it may prove weaker but for now I’m just going to place it in the same tiers until we can see more of what the gummy dragon team is becoming. I’m placing these ones at the top of where the old gummy dragons are, except for HP boost where these don’t get a defence buff so there’s no point trying to make them tanky.

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Game Update (versions 3.0, 3.2 & 3.3)

You can see the update notes with this link.

Version 3 brought a huge UI overhaul and otherwise these updates have been riddled with bugs so it’s been quite eventful! However, most of the monster balance changes have been pretty minor so there isn’t a lot to go over here.

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

General

Toxic give turn now doesn’t purify monsters, instead just letting the poison naturally wake up sleeping monsters, to be more intuitive. This means giving turn to a sleeping monster will have it skip that turn and then wake up from the poison, so it gets a turn 42-50s later. Poison immune monsters won’t wake up at all. This is semi-impactful but I don’t think it’s enough to change the couple of monsters with this move.

Xs from first turn moves now only count from when a monster actually gets its first turn. This mostly impacts stun absorbers which have survivor/megabomb moves if they are stunned before they get their first turn. I will assess this over time how much it matters.

A few monsters became “celestial” to form the “C.S.” group that get stronger together. I don’t think there’s quite enough synergy to make it worth doing yet, but it might matter more in the future.

Mythics

Rinmu
This got a cost increase and now requires two kills for the blood move which pushes the play pattern into doing the sinful bloom move twice first, significantly slowing down her generic sweeping. I think this was a very smart change to balance her, making her moveset feel properly unique. This basically made her a fair S tier, rather than one which sometimes felt broken. I will be keeping an eye on whether to drop her to S- but she’s still one of the premium stun-style mythics for PvP so deserves a very high spot.

Kleopatra
Soul flare becoming only 50TU makes it so easy to apply but the buff is pretty small. I was on the fence about this being A/S- and I’m still sitting there. I’ll keep it in A tier for now. The secret skill changing to only affect enemies is a huge change for Ultimate Challenge, where the 50TU soul flare is also a big upgrade. So basically this update turned it into an incredible UC monster when before it was already good but not exceptional. Bear in mind that soul flare overrides many other revenges because it kills the attacker before revenge effects are triggered. That’s important to know for using it in UC, plus it’s why in some niche cases you might want to use it on an enemy (most of the time you’ll just use revenge sealer).

Legendaries

C.W. Calamitas
This got yet another nerf to align the accelerate move TU with the others and reducing the block chance even further. These are significant changes because it’s definitely best to use the accelerate move first and the way to counter the setup is to simply try to bypass the block chance (which was already low). However, the strategy itself is still solid and competitive so it’s worthy of where it is in the tier list. I’m glad they’ve been slowly adjusting this to make it balanced rather than killing it off like we saw with similar teams in the past.

Gummy Dragons

These all got counterstrike upgraded to be piercing, their Vanillawhelp summon move up from 2 uses to 3 and if the Vanillawhelp gets a turn it can now pull forward all the gummy dragons so they get their turns faster. These are definitely significant upgrades but it’s all in advance of us getting another cycle of 6 gummy dragons and then their leader too. So for now I’m not going to move anything… I’ll assess once the full new setup is formed.

Moving up:

Mythics

Xuanwa moves from A → S- in PvP
I was borderline A/S- on release and I think I was too harsh so I was planning to move her up anyway. The entrance is great and I reckon in enough instances the unbreakable shield will cause a big problem for the opponent even if they have a 50% chance to bypass her as a protector. That said, she’s now been given more damage on couterplay, mountainstance is so quick she can lead into the other moves immediately and Emeraldont can piercing one-shot with its throw move (although if Xuanwa dies it can be left as dead weight, so be clever about whether to deploy it). This all makes her more flexible and deserving a high tier.

Jingwei moves from F → D in PvP and Tier 1 → Tier 2 second form
Stun grenade now one-shots anything it cannot stun unless they’re tanky, turning Jingwei into a killer-style monster which takes out water, aquatic or stun immune monsters with the fallback of stunning an enemy. I’ve seen her being used in teams taking advantage of that by using other high speed sweepers such as Berry to enable an early game advantage. Additionally, her synergy with Emberelle has proven to be a lot more than I expected due to entrance/revenge damage from them being higher than I thought, creating a genuinely good setup alongside the likes of Novemdomina and other fire monsters.
That said, these two setups are fairly specific builds / use cases that I still think she’s nothing special overall and not deserving a high tier position.

Sanguithor moves from F → S- in PvP and Tier 3 → Tier 1 second form
This has been a hot topic since its buff in version 3.0 and it’s since been nerfed in 3.3. The buff took things too far after the community reaction had been the monster is terrible. Now it counters any revenge monster very effectively, but it doesn’t also counter you having any stun in your team (that part was reverted). The high TU was a big sticking point for me and I would put this in A tier except that what I hadn’t considered is how you can accelerate it with something like Novemdomina. Also, revenges are common in PvP so this is a good meta call. Also, I think people are underutilising its own accelerate move, which makes your team powerful and itself super good. All things considered, I reckon it’s likely this will shift down into A tier long term but if the PvP meta continues to use revenge monsters this will remain a commonly used monster in the front line.

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Movements Update


I've been wanting to do some of these for a long time. Thanks for feedback on some of these. Please do give more feedback! What I'm moving here is just PvP stuff, the PvE tier lists are already in a pretty good place I think. I've also taken another look at the HP boost section for mythics, which has got slightly inconsistent now that more mythics have come out. Some of the ones which were in A tier mostly due to having decent defence have been dropped to B tier.

Pandora has been frustrating people that it’s too low in the tier list because I’m ignoring the P2W Boxchomp. So I’ve decided to have it twice in the tier list! Hopefully that makes everyone happy. You’ll find it in S tier with the Boxchomp and I’ve also moved it from C → B in PvP because I didn’t realise properly that you can still do the pullback move (for the entrance synergy on other monsters) with just a standard Boxjaw.

Mythics:

Up (PvP)

Aello moves from S → S+
This has always been insanely strong and my hope of gale dance being nerfed never happened. The moveset is better than I ever expected and we’ve got more viable pullback monsters released.

Agent M moves from S- → S
One of the best FL monsters and good low TU moves, this deserves S tier alongside Prixis.

Nophiam moves from A → S-

Cinder moves from B → S-
This was a tricky one to figure out exactly after its initial buffs. What it offers looks good but I didn’t want to put it too high just because of what it’s got on paper, but after community feedback it seems people agree it deserves to be high in the tier list. BM is great and the high speed sacrifice with stun bisector, tanking and 100TU sweeping makes is brilliant for the mid-game and with certain other monsters.

Azulyn moves from C → B
I’ve been hesitant putting this too high and since release it’s been overhyped greatly so it’s been hard to get a proper gauge on it. That said, the damage from the dragon attack is better in lots of cases than I thought it would be and it’s super easy to get 2 kills for double bloodthirst so it’s a great sweeper that counters sleep and can be a pain to kill.

Kumachi moves from F → D
It’s useful for repeatable pullback on entrance monsters, which make up a bunch of top monsters.

Mai moves from F → D
It’s pretty good in the FL even if it’s mostly outclassed by the likes of Prixis.

Down (PvP)

Sanguithor moves from S- → A
If you read what I wrote as I moved it into S- I was really not convinced, I put it one tier too high.

Up (HP Boost)

A → S - Kasumi, Ophidiator, Pandora
B → A - Atlanachia
D → B - Agent M, Kleopatra, Rodeknight

Down (HP Boost)

S → A - Sivanna
A → B - Candy, Haneri, Isoldelle, Kumachi, Lime, Mistletorment, Orochi, Wilhelmina
B → D - Tyrfina

Legendaries:

Up (PvP)

Shadowhunter moves from A → S
This is incredibly good with the flexibility of killing or control with the classic strong pair of HG + stun immunity.

Shadowhunter (s) moves from A → S-
Similar to the non-shiny version it can do killing or control.

Celestiarchion moves from C → A
This is surprisingly tricky to kill without void moves.

Down (PvP)

Glaciaron moves from S- → B
There are many generically good legendaries now that I don’t think monsters with restricted targets are where you want to be.

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Tier Rebalancing Update


I haven't done one of these for a little while, but it's where I shift everything down to keep the spread more even (I aim for a bell curve to best differentiate the top and bottom).

I’ve literally just made some adjustments in the prior post and this is now the final component on getting everything where I think it should be. So please feel free to leave feedback on what positions monsters are now in! Just bear in mind I’m trying to keep stuff spread out over the tiers so some may seem lower than you’d expect (I struggle most with S- tier, you can see it’s a bit bigger for that reason). Also, some monsters are borderline between two tiers and I have to pick one.

Mythics PvP

S+ → S - Thalazaar
S → S- - Carmillette, Selene
S- → A - Ayna, Lumimalus, Vixian
A → B - C.S. Stellaurum, Gabrielle, Hazuki
B → C - Christine, Coretta, F.D. Morgan, Lilithia, XYZ-999L
C → D - Azida, Brynhildr, Eirlys
D → E - Akane, Harleking, Kuraokami, Unicera, Uraniumedhus
E → F - Aoi, Gremoris, Kunomi, Lucifelle, Sivanna


Legendaries PvP

S+ → S - C.S. Novadrake, Centaureon, Padrinorca, Vigziarid
S → S- - Baublebasher, Geoceron, Infernicorn, Magmagund, Moku, Polaboss, Raizen, Rocolossus, Shikabloom, Sir. Lancerat, Tremorgore
S- → A - Abyssoldier Poseidon, Arcticlaws, Canishogun, Capybaragon, Cetaskagon, Cyclozar, Delugazar, Dracorosa, Dusicyon, Flarevern, Jaguardian, Jurlungur, Malwing, Razorstorm, Rhinoel, Tricranium, Zeuswyrm
A → B - Blacktitan, Bunkerbeast (s), Cyclozar (s), Dolphoenix, Dolphreeze, G.F. Rosa, G.F. Tigerlily, Hellfox, Jackolene, Jungleflipper, Megaiasloth, Sanctistag, Tridrakhan, Tridrakhan (s)
B → C - Bunkerbeast, Dolphoone, G.F. Sakura, Mulasem, Raidkong, Sephileon, Shivadragon, Terragar, Tinkerclaus, Whitetitan, Xanacorn, Zhulong
C → D - Aegisdragon, Ankoudragon, Bahamuzar, Bovolcus, Doomhoof, Galliodragon (s), G.F. Lily, G.F. Mizu, Heavenswyrm (s), Jingledragon, Kamishogun, Magmarinus, Pupupa/Poisomoth, Sacrumega, Zephyrin
D → E - Chronotitan, Icefang, Kamiwyrm (s), Lavaronix, Lavaronix (s), Mechaviathan, Pupupa/Marksmoth, Pupupa/Mistmoth, Revenarchion, Rexotyrant, Sweetfeather, Taloknight (s)
E → F - Cryokaizer, Elemphox (holy), Galliodragon, Geartyrant, Noxdragon, Oakthulhu (s), Serapheon, Warca

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New Additions Update

Lapireia goes in at S+ for PvE, S+ for PvP, Tier 2 second form and S for HP boost
With high speed, 70TU man eater and a defence buff that builds up rapidly this is surely built as a meta monster which should prove extremely powerful. However, it does so in what I believe will be a balanced way (I hope I’m not wrong). This is due to lacking anything too potent against non-waifu.

Crescendo man eater uses the crescendo slash damage scaling, simply adding on the man eater damage when targeting a humanoid (same idea as crescendo timestrike). It’s also 70TU, meaning it takes quite a while to charge into a two-shot (where it becomes good). In the meantime you can add a rock to the enemy team then guardian demise, but doing so means you don’t charge crescendo so it will take some clever thinking ahead. The rock giving move also gives it huge synergy with other anti-protector monsters (e.g. Mechaviathan) and backstab monsters (e.g. Cinder).

The defence buff uses the normal defence cap, so Lapireia reaches this cap between 150-250s on the battlefield (for full attack enemies it’s the 250, full defence it’s 150). Even after 50s it’s as if she has full defence stats, so in practice you can assume she will take well without any effort to stall the battle. Third wind + hold ground means the enemy team will need piercing a lot of the time to take her out.

Lapireia seems very easy to run in any team but also has extra synergy to build around if you’d like to. In PvE it should be great to accelerate and use her as a win condition. I’ll be very interested to see if people want to do the +3 cost for the secret skill.

Dielia goes in at C for PvE, E for PvP and D for HP boost
With a moveset that desperately wants you to run OoO and Pupupa this is very one-note and unfortunately even a bit too clunky in that setup. Mantisamurai is the obvious combo, which is a monster everyone has access to so I can see this being useful for newer players but people with larger collections can probably do something better. In PvP there are too many counters to OoO that you can’t take risks like this one. I think PvE is the only real use for it.

Double bloodthirst is extremely awkward here, either needing you to run multiple Pupupa and really go all-in on this plan or finding a sleep enemy for dream ender. Union focus seems pointless considering it has dual-target moves. The SS is interesting except 400s is super long and 220TU crazily high. It’s basically for very niche use against super buffed enemies. That’s the only other use I see for Dielia.

Xingtian goes in at S- for PvE, S+ for PvP and A for HP boost
With a second life and lava entrance I think a lot of the comments about it are focusing on the wrong aspects. It’s packed full of damage moves which look great but due to the low attack stat they don’t actually one-shot; even headhunter doesn’t one-shot tankier mythics. Bloodfury and slayerbane all have slightly higher scaling than normal but you can only expect bloodfury to one-shot the squishier mythics after 1 kill.

So am I saying it’s a bad sweeper? Not quite. Basically it’s only reliably dangerous to waifu, so it’s only for people to play at the top level of PvP. When killed, it needs to be killed twice otherwise it’s very dangerous with the piercing. Slayerbane all does ~3.2k * number of enemies with kills, but everything else one-shots.

What’s really important here I think is the lava entrance. This is a counter to stealth, shields, HG and sleep. Xingtian also revives when sacrificed by a teammate, so you can use it for backstab monsters to trigger a lava entrance and turn it into the piercing version. Lava entrance can also get it a kill, charging bloodfury. So what I reckon this monster is good for is a meta call against stealth, shields and sleep that you play in the mid game to ruin those strategies plus maybe use as a backstab target. The low attack is a hinderance for its damage moves, but also means with HP boost it becomes relatively tanky. For 10 cost this is a worthwhile addition to a team as an alternative to Ogremaster.

G.D. Soda goes in at A for PvE, A for PvP and D for HP boost
With a move that deals critical to all enemies that can be used on the first turn this is much like G.D. Matcha but probably even stronger. A 100TU union attack is also perfect for the setup. This looks like the strongest so far of the new gummy dragons so I’m placing it a tier higher than I did the previous two and I’ll still wait to see what all the others are like.

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New Additions Update

Ruyi goes in at D for PvE, E for PvP, Tier 3 second form and D for HP boost
With a complex moveset where it clones itself into different variants I can see why the opinions expressed on the forum have been all over the place. I’ll express mine simply… it’s too slow to do anything meaningful. You get such a huge tempo loss by spending the first turn making copies of itself then any future turns all you can really do is repulse or slowly charge crescendo. The exile/pristine/agonized attacks are fine but 120-130TU conditional killing is not the power level of what other mythics are doing. It protects everything from stun but is not threatening enough that having multiple on the battlefield is often going to hand control over to the opponent in PvP.

In PvE it might be a different story, but I think what you’ll find is the copies die too easily that this is nothing like Blitzdyr. I may change my assessment after hatching her myself and giving her a try, but this was my initial take after reading the moveset and then I’ve met her in PvP lots and everything strengthened my opinion to be the same. I’m currently borderline D/E for PvP.

G.F. Moji goes in at B for PvE, S- for PvP and B for HP boost
With a crazy entrance that pushes back monsters and a weird mix of both garden fairy and moji this is a really interesting monster that should have a few homes. There are a couple of very clearly built in combos in mind. Firstly, a time freeze teammate enables time thaw (130TU piercing) so that makes her a tanky camo sweeper in a “generic” team. Secondly, moji garden can get her three kills then 50TU later she does void bloodbath and those Blossomoji can all give turn to her to chain more void bloodbaths. Do either of those seem competitive? I don’t think so. However, they are definitely interesting.

A couple of other things to note… the entrance means she gets a turn in effectively 22s. Petal hymn counts herself as one of the GF/moji so you basically need your other three monsters to either be 1x GF and 2x moji or 2x GF and 1x moji. I haven’t thought through whether there’s a good GF to use in a moji team, but you can certainly slip in a moji into a GF team or make one via her vigor moji relay.

So there’s a lot going on here but the main thing to note I reckon is the entrance, which should cause a huge swing if you’re running a GF/moji team and I’m sure people can figure out what slight tweaks to make to that setup to make her work properly. For example, Mojitoad can incapacitate both teams with lots of Moji, which can set up the SS. Mojibarrel can send her back after her entrance. For GF teams she will be excellent in 5th slot with a quick way to get her in, so all your garden fairies immediately get a turn before the enemies (almost like a Mortilys). G.F. Queen might also make void bloodbath great after 2 kills.

Her performance depends entirely on whether garden fairy / moji teams are strong, so the tier positions I’m giving her are slightly restrained. I could totally see her enabling them to be competitive though.

Rockoji goes in at S+ for PvE, Notable for PvP and Worthy of consideration for HP boost
With perfect stance this requires critical/piercing hits to take down, so if the enemy team doesn’t have anti-protector moves this can pose a huge annoyance with the 50% block chance. This can definitely see generic play just as something which heals itself, but also helps enable moji teams by counting as one of those and getting a kill when it gets a turn.

It seems very balanced to me and nothing crazy because we’re talking about an 8-cost monster here which has plenty of counters that exist and 50% is a little too unreliable. If you compare it directly to Socceroid (which just got nerfed) that had 66% block, didn’t count as a protector and had generically good sweeping potential plus also synergy with mark monsters. That said, when the high defence is a nuisance for the opponent this will feel excellent and with HP boost they need to get through a lot of HP before it loses perfect stance then it even has extreme defence that makes it tank better than a legendary. If you want a protector, this will do a decent job and cheaply!

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