Hello friends, or at least however many of you I know that are still playing this game! Seeing as my entire work is located here, I thought it best - despite this not being a Monster analysis - to post this kind of thing here. Since I put so much time, effort and money into this game, and because the game itself let me know quite clearly that it wants me back through all the Instagram ads, I decided that I would return and see how things have changed. I downloaded it yesterday and to be frank, I am clueless! So many new features and monsters were added to this game since I left, and I was SURE of a massive change when I heard ArmorGaming mention in one of his videos that a chest which does not cost real money and has a 100% chance of giving you a VIP monster is not really worth it, and that Zyla is outclassed somehow (whether the last one is nice or not, I'm honestly not sure...)!
Anyways, I think I made it clear that I am not properly equipped to write Monster analyses at the time. However, I believe that slowly but surely, I will get back to that subject.
EDIT 1: So I have looked into some of the monsters whose names I've seen flying around here and there (looking at you, Warmasters), and also did some surfing on the Wiki. After playing the game a while, it also appears that SP upped their game a lot, because most of the fishy interactions that were there before (status effect death skipping the turn of the next monster, Darmith's Bodyguard having an AOE Fire move that applies Fire Weakness before dealing damage, etc.) are gone now. With all the new crazy traits like immunity to control effects and moving before a monster takes its extra turn, the addition of Relics, Mutant Runes and some very pivotal monsters and the bugfixes, I've seen it fit to prioritize the revamping of all of my monster analyses before I move on to new ones. They will include things such as matchups vs. the newer important monsters with Relics and Mutant Runes put into consideration, also their powers at different stages of the game - the last one is essential since Rune spreads become way more flexible on non-deniers, with things like (Team) Life being more viable during the later stages of the game. In addition, I've decided that monsters that list 3 Team Speed as a Rune spread option will instead receive a Rune spread that consists of non-team Runes, since 3 Team Speed is a spread that can be used on virtually any monster to speed up your partners, and almost 100% of the time there is an alternative, non-team Rune spread that can be used on the monsters that use it - however, I will mention this spread if a particular monster is an especially effective user of it.
I haven't thought about monsters' performance in Tournament, but I will probably not get into that as the meta there is completely different from the normal game, plus there is no reward at the end of it since it's only used in Friendly Matches.
EDIT 2: After looking through my old analyses, I've decided that I should write an article regarding monster roles, teammates and counters since I've seen that a lot of phrases are repeated in said analyses, like deniers being necessary in all teams, attackers needing damage boosters and monsters to make opponents weak to their elements, and the like. This article will be linked at the end of all my analyses, and only interactions specific to a monster - if needed - will be included in the Teammates/Counters sections apart from the article.
FINAL EDIT: Revamps will start at the beginning of June. A thread which focuses on Runes and how to use them will be created, since some teams might have unique Rune combinations that do not fit the norm, and Team Runes need explanation on their use. Until the revamps begin, I will write analyses on the newly released monsters featured in the latest events, starting with Hookuai and Volthar in the Chaos Fortress Maze.