Yeah, only if moogong becomes a token or unmovable
Now we know how much pvp you play nowadays. Haven’t read a dumber statement in a while on this forum. Repulsed mogoong is the worst token in the whole game you can give to your oponent and the only reliable counter to it is Willhellmina placed in the mid-end [but she is always limited every other season]. Leira has to be looked into and not made into a useless token creator machine with less than 10tu entry and 11cost… Move the ■■■■■■■ mermaid hex into the SS on the awakened form so you are at least paying 17 cost to have 4v3 situation.
Lol guys I haven’t really figured out the full scope of the change I’d recommend. I encouraged the interesting idea of making mermaid’s hex multi-use but with a restriction, that’s all. I agree changing Moogong to be unmovable is probably also the change we’d need alongside that buff, plus maybe something more. One of the main reasons why I encouraged it is because we need something distinguishing the second form and awakened form without it just being my initial thought (from a long time ago) that the second form should get the entrance nerfed to 50s passing. I knew that suggestion would annoy a lot of people who have it in second form.
This should’ve happened years ago btw @Dev_VKC
Don’t you think that lowering it to 50 seconds is too low? Leira has less than 20% speed, I think 70 sec would be more reasonable, by the way the idea of giving Buff to Moogong or Nereida is also good since they are part of Leira, improving them means improving Leira (and the immovable in Moogong I like it). Although that would buff her overall, we still need to prioritize Awakening Leira to stand out more, she has Elemental Slaughter in awakened form, she can switch into a move that gives you more field control, like Yukihime’s Fatal Sleep or Dolphariel’s Last Mercy ( But seriously, whatever ability they put on it as long as it’s called Siren’s Song, I’ll be happy) making Siren’s Hex usable twice in ultra would still maintain the problem we’re trying to solve, but it’s no less true that after nerfing it, it would have to be given some improvement, although I think that giving Moogong immovable or a small buff to Nereida would already compensate for the nerf to her passive
I think you all are far too desensitized to seeing a monster with a skill that creates potentially permanent deadweight entering the field at Mach 7 lol
Yeah, the ss is nearly impossible to use with Haze entrance.
When it’s 80s she gets a turn in something like 4 seconds. 70s it would be 14… that’s basically still like roaring entrance. At 50s it would be 34, which is more like a monster with ~95% speed. I think that’s fair. This is all assuming you have it +9, so yes it will be slower when someone first gets the second form but we’re talking about giving it a reason to awaken so I think +9 second form versus awakened is the fair comparison.
The issue is that mermaid’s hex is an incredibly powerful move, so the rest of Leira’s moveset is purposefully quite bad. If it had a good second move it could easily be too powerful. As it stands, to use it well you likely need to sacrifice it after the mermaid’s hex… which is a cost for playing it. Building around it can pretty much turn the cost into an upside, so it’s not an issue. E.g. Huskegon next in line means you remove the stun protection with mermaid’s hex then get shocking entrance and show of might Leira to stun+sleep too then follow up with raw bloodcrave which can bypass the Moogong.
We should start to forget that there are bad moves on purpose, after all there are legendary and Mythical ones that all their moveset has utility, Leira is an old character however her awakened form is forgotten even though the Siren’s Hex is powerful, giving Leira a slayer skill similar to High Tide would be or maybe double kin slayer to take out the Moogong but since she’s more for increasing field control I think a skill for that would be nice
They gonna see one mermaid hex is already ennough💀
Can someone explain this move set to me? I don’t understand that Secret Skill, shouldn’t it affect the enemy team? by the way, she’s not that bad, she’s just very slow (and needs a better SS), Carmilla has many more skills that depend on having high health and has 38% speed, however Medbie (which her only attack move it’s a double security hit) only has 30%. Don’t you think Full House should also be able to be used with a Bundam?
Xyz-999L. Tier E PVP ( even this monster get some buff in the past)
Very hard to use , u need other strong monster to make this monster shine.
Despairing strike 85sec (+9) 30% damage →
68sec(+9) 40% damage. Compare with bundam that have 85sec(+9) powerslash and one shot some Legendary.
Cobalt Coalting+ → add unmovable . If not I would love If this monster have high boost like 500% defense.
Ion field III (40sec stun + 50% chance double stun effect) high risk high reward
Stun absorber → Transformator ( can’t be stunned more then 160sec)
For (Speed) at least make it more faster then shiny spectrofox
And I hope the chance of one shot monster like Momo or Onixia with Times up should be more higher.
Yes! The only scenario I see this being remotely useful is throw next on Persephia.
Cannibalize token with retribution maybe. But kinda hard to set up
Hello I am awakened xyz owner therefore I have credibility, trust me bro
You can have the lower speed or the increased damage, but not both. 40% is nearly half a monster’s hp. Bundam can one shot at the cost of having the endurance of a wet piece of paper.
Alternatively you could change the move to be medium damage + bonus % of monster’s max hp.
Ultra-evolved Carmilla and Botan has a 600% boost, and that’s already annoying enough even if it only works if they’re above 90%. A 500% def boost with NO health restriction would just be awful to play against.
what
No, 50 seconds is already oppressive enough(I also hate rng). Instead of just increasing the stun value I would rather go down the route of mitigating it’s weaknesses instead, which are stun converters/counters.
Ion field III - Stuns entering monsters for 50 seco ds. Stun converters/counters stunned will have their seconds reduced by 50 instead
This may sound insignificant, but plugging that into our entering speed formula shows a visible difference. For example, Valzareign(the one with shield entrance, confident strike and the dual poison moves) has an entering seconds of around 78 seconds(65 if fully potted). Instead of instantly getting a turn, it would only have its seconds reduced to 28(15). Angelion with 24(12), and infernicorn with 14(4). For stun counters, this also punishes the spam of high tu moves.
Nice, I like it, but you didn’t say if it still absorbs stun effects or not. Losing the team protection for individual bootleg stun immune?
No. First, they’re made to be tanky, and finding 2 targets can wipe them out anyways. Secondly, that wont fix xyz’s underlying issues. The reason why he’s low on the tier list isnt because he’s too weak, its just that the counters are too strong.
People have been asking for a xyz buff for a very long time. These changes would make it great, but it would also make it way too strong, which would only get it the inevitable nerf.
why should i believe? Or at least show me some good Feats when U use it
I don’t think it would make him broken with 40% damage With low tu . Since we have some monster with 51 sec all move.
Its passive (automatically active) , and cobalt Coalting is manual skill. It should be more powerful and u can repulse it too. (But Its optional) I am more prefer cobalt Coalting+ also gain unmovable.
Tell that to sakuralisk who have 20% chance to lock 300sec🤔 and not give turn to enemy.
I don’t know how your idea work ,so its like daunt but only for stun counter monster?
No , basically same like stun absorber. But instead he get stunned over 300sec , the sec not increase above 160sec and still absorb stun effect .
Good point ,its should be double cronobreaker like antidote and wrecking ball😂
It’s for if she’s ever at the back of a team. Of course, nobody would ever put her near the back (unless their team summons lots of rocks) but what can happen is she can be knocked back. It also can provide tokens for monsters that want to sacrifice a teammate/token on the battlefield, but is risky doing that because it creates so many at once.
So it technically has a use… but I agree it’s unlikely anyone will ever turn it on because it’s so rare someone will want to use the move.
I think a good secret skill would be:
“Ace in the hole” 100TU (sacrifice a teammate and create a Bundam +9 in its place, 100s restriction from first turn).
+300% already gives XYZ the defence cap.
Sounds like you want a bunch of small improvements to everything and then one really big one… making it a stun absorber that basically doesn’t get stunned! I don’t think all the small improvements are necessary, if a difference needs to be made it should be something like the stun absorber change. 160s being the stun cap is way too low though… probably make it 300s.