I would put him on a higher level than Canis.
With control being so important in high tier PvP every second of TU is pretty big. Most of the time he enters and gives 3 monsters a turn.
But I digress…
I would put him on a higher level than Canis.
With control being so important in high tier PvP every second of TU is pretty big. Most of the time he enters and gives 3 monsters a turn.
But I digress…
Mostly I brought this up because of the requests to nerf the other parts of canis’s moveset, which honestly don’t feel very overwhelming to me at all compared to dcs. Maybe canis won’t get a nerf, but if he does then it really is my belief that the priority should be on dcs.
Nerf centaureon pls . Discourages me to use lunartic solblaze in PvP.
Canishogun’s double counter strike is definitely the most annoying. It’s on a high speed monster that’s often used in the front line and has no particular link earth synergy.
For a monster like Novemdomina I think double counter strike is perfect. You want to use her in link fire so water is going to be your biggest issue and you have a move to deal with them. Similarly, Gyomurai having counter strike is good design. One of my favourites is Deus X which is built around skip ban and surviving on the field to make the most of that but also has a side use of countering earth throw teams both with switch enemy (put an enemy at the back so they have to sacrifice it for throw) and double counter strike. It’s a very clever way of giving a monster that’s meant to not do much until survivor a chance to be useful and for PvE where skip ban does nothing for you the monster can be used to tackle link earth teams very nicely.
The move itself is great and is being used smartly on many monsters. Canishogun is not one of them. Might’ve been better as a different move like stealthbane. I guess they wanted a double hitting move that could be used on the first turn, but not reliably, so picked a non-killer move but does have a condition.
Why are we talking about nerfing cani when dracorosa, cent, infernicorn, magmarinus, and the tranq monsters have been in teams in forever and newly added scorpiogeist. These monsters need a little bit of tweaking just like how angelion became less of an issue in top tier yet playable.
When it comes underdog, I have tested it with water/earth/thunder and it is okey at best and you will lose immediately if you are playing against megalodragon which, mind you, was an event reward.
Maybe the devs can make megalodragon catchable in one of the islands
I can see why Rookies will have lots of trouble with him though. If you don’t have mega or some camo monsters you will lose a lot of monsters fast.
Nah, it’s way too good for it to get dumped on an island.
this is a good idea
I think the islands need some good things dumped on them. I would love a new island altogether to be honest. It’s been years.
Please leave my dracorosa alone.
My experience with Cani is that it can punish fire mons in the FL very quickly which maybe needs looking at as Luc suggests. But it’s underdog seems fine. Often I lose my FL to it, but the dead weight afterwards is so bad it can be turned around. It might be difficult for newer players perhaps.
I’m all for making sure players pick up certain key monsters, ones which either bring something unique and very useful or that can be used to counter things commonly seen. However, giving people their entire toolkit on the islands is too much.
New players get Bitterbeast (one of the best stun absorbers for PvE), Leoronix (a protector/absorber) and Ventokaizer (good damage potential + purify) among other things. I’d say the key monsters are ones which should be made permanently available somewhere like in the normal egg pools, as many are.
The monsters I’m thinking of are:
It’s quite a few, but these all offer tools to counter things or open up particular strategies otherwise unavailable. Perhaps there could even be a better way to give these to newer players like through achievements or permanent content which they are the rewards for.
Why botanic? He has no real purpose without legend mortar monsters to support, and that’s not exactly something new players tend to have a surplus of.
I’ve got it there with a question mark because it is not as vital as the others. What it does is really support mortar as an archetype. It helps make mortar work well, otherwise newer players hatching mortar legendaries won’t be able to use them together as a mortar strategy. The mortar legendaries each have a use outside of mortar, but seems a shame for people to need to build up lots of them before they can use them together effectively.
If there was a SE which helped throw work then I’d probably put that in there too. We’ve got various throw SEs but none which do something like create infinite rocks, speed up other throwers or otherwise support it as an archetype strongly.
I love your list of monsters I think it’s close to perfect. Scarleguard will help new players a lot as well. Edit lol Just read scarleguard on the list now…
Why does keeper have a? Fits in both fire and poison teams
Yeah never deadweight with its protect skill too. It’s a ! for me
There’s a lot of support for poison already and you don’t really need toxic entrance to counter anything specific because there are other counter measures. It’s on the list with a question mark for if the Devs would like to have link fire poison support for everyone or not.
Canishogun needs a buff
My suggestion is to change all its moves to Counter Strike variations (Counter Strike, Double Counter Strike, Triple Counter Strike and Counter Strike All)