You can use midas TT with another TT on the field

Higher speed Chrono was used to counter TT at that time. It is no longer that useful nowdays with so many roaring entrancers, desperate biters and the nerf of fast-strike.

Yeah back then TTs ruled the front lines. I wasn’t competitive at the time but I think that’s how it was, and there was very little which could be done to counter it. Chronozeros broke that mold but it was so ridiculous in the FL since it could be used to kill the one key player in your opponent’s front line. Practically everyone had it and all +9 so it was random chance who got to go first and kill the other Chronozeros.

As time has gone on we’ve got lots of ways to counter TT front lines so they’re mostly a thing of the past in top level PvP apart from some good setups like Deo TK TK for example. However, Chronozeros was a great learning point for the Devs (and us all) how the speed of monsters has to be carefully done. A monster that can kill without discrimination from the first turn has to have low speed. They were even hesitant with Ashterios, giving it 41% speed, because it has swift fast strike in the secret skill. Ash has purify (usually 90% speed) and chrono killer (usually 60% speed) but having fast strike meant his speed had to be low. Monsters like Azura work well with the “link deathstroke” because there you can’t pick the target… that’s why Azura can have high speed.

There are certain things which can be way too broken because they are impossible to punish. High speed faststrike is one of these things, two TT monsters working is another (hence why this thread was made). I’d argue that TT along with double give turn is too overpowered as well, but that’s never been addressed by the Devs and they even designed Gryphking who can double give turn twice in quick succession alongside a TT. If people are able to utilise these moves to create teams that are way too strong then I hope we can get some video footage of what their teams can do so the Devs take a look and see if some tweaks are necessary.

The other two overpowered things in my mind are:

  1. Geo’s entrance control via backstab / ally substitute
  2. Motor’s ability to place the opponent’s team into a position where they can be stun/sleep locked

These aren’t like the TT or Chronozeros problems. They don’t break the mechanics of the game in the same way, they just give extraordinary control over matches… more so than other monster combinations can offer. Therefore, instead of needing restrictions on them the Devs have taken the route of nerfing them slightly (increasing TU of backstab, lowering TU for bronzeshell lifeflip) and introducing many counters. Gravity field is a great passive which can help prevent Motor from doing his magic. We’ve also been getting more and more monsters who could technically help out against Motor… enough that maybe now the strategy is strong but not overpowered.

I’m still waiting to see how we can properly counter Geo’s entrance control. They could easily add a passive like gravity field that simply stops people from sacrificing teammates or themselves, or they could go with some more intelligent options. I love the unique way Geo works but it is horribly powerful compared to what other monsters can do. I mean what I’ve typically learnt from facing the top teams is if you let Geo stay alive then you lose the match, if you kill him off early you can usually win. If you kill him half-way through then it will be close… depends if that gives you enough time to take control. Geo is a HUGE factor in whether or not these top teams win the match from what I can see.

After poison gas on a shielded monster displays 0 dmg (so shield has worked), the shield is not removed and still prevents next dmg. Can this be fixed?

Yeah i agree it doesnt remove shields after ticks come in

Ran into my first Midas tt in pvp and it sucked.

For Midas

All my monsters were killed by AI’s tt bomb right after I used mist of auto…