Hello everyone and welcome to my 263rd analysis, this time featuring Lord Pumpseed.
Overview: This Warmaster-level monster is definitely no joke. Possessing a blazing fast 3575 Speed alongside various excellent deny effects like Corruption, Stamina Drain and CD Activation, with some powerful Tortures including Ignite and Burn combined in several moves, Pumpseed forgoes raw damage almost completely and instead brings Tortures and denying to a whole new level. He is also currently the monster with the highest number of different effects on his trait, ending up with a whopping 5 different effects! It's very difficult to find flaws with this monster, but if you look at the right places you'll see them. There are some combinations of monsters that can deal with Pumpseed, like Dodge Area + Taunt, or using a Control Immune monster with 0 CD attacks on your team. Know those weaknesses, and arm your team accordingly to cover them up or take advantage of them when facing him.

Builds:
Monsters that have access to Group 4 skills will have a slightly different build path. I will list the most viable builds for each Rank since some moves in Group 4 are pivotal to some sets' success. The monster's role will likely remain the same, however, so this won't be exhaustingly long as I won't repeat the same things.

Rank 0
Moves:
-Bad Dream House
-Here Comes Treble
-Danger Things
-Dry Hard/War and Pieces
Runes: 3 Speed
Mutant Rune options: Speed&Life
Relics: Staves and Masks

Build Explanation:
This moveset contains 3 different uncommon and powerful deny effects, and this is just Rank 0 - hopefully, this delivers the message of how insane this monster is. Bad Dream House is an AOE CD Activation with an added Burn. Here Comes Treble is a Mega Corruption (2 turn Corruption) that applies Double Damage and Ignite to its target so that it can devatate its own team. Danger Things is a single target 100% Stamina Drain that also applies Burn and Ignite to really rack up the damage. Lastly, Dry Hard is an AOE Burn + Ignite to help remedy Pumpseed's lack of damage, but War and Pieces is an alternative to have a spammable buff removal that is REALLY insistent on applying Burn to its target (it applies the effect 3 times).
3 Speed is an absolute necessity on this beast of a denier, and Life Mutations are a standard.

Rank 1: Pumpseed learns "Fear Itself" at this level, a single target move that applies a 3 turn Death Counter to its target, then applies Bleeding + CD Activation to all enemies. His trait also evolves to include Tough, reducing the accuracy of debuffs on him by 35%.
Moves:
-Fear Itself
-Here Comes Treble
-Danger Things
-Dry Hard/War and Pieces
Runes and Mutant Runes are the same as given above.

Build Explanation:
Fear Itself is an upgraded Bad Dream House that adds variety to Pumpseed's Torture options, and punishes teams without debuff removal by killing its initial target in 3 turns. This followed up by Dry Hard will apply Bleeding, Burn and Ignite to all enemies, which hurts a lot.
The trait evolution is a massive upgrade, helping Pumpseed in dodging all kind of debuffs, which I mentioned he has no way of removing otherwise.

Rank 2: Pumpseed learns "The Honking" at this level, a single target attack that does the following in order: removes the target's buffs, applies Trait Disable to them, applies Corruption to them, and applies Burn to them.
Moves:
-Fear Itself
-The Honking
-Here Comes Treble/Danger Things
-Dry Hard
Runes and Mutant Runes are the same as given above.

Build Explanation:
If you thought Draghar's Fuse Radar was annoying, wait till you see a denier with Base 3575 Speed use it. This move can even follow up Here Comes Treble, thanks to it removing buffs before doing its thing, which includes Recently Denied variants. The choice between Here Comes Treble and Danger Things depends on enemies being weaker to whichever one of Stamina Drain and Corruption.

Rank 3: Pumpseed learns "Hayman Ghost Carnival" at this level, a single target attack that removes buffs and applies Corruption to its target, then applies Corruption and a random Torture effect to all enemies. His Trait also evolves to include a SC: Minor Blind, reducing the accuracy of all enemies by 25%.
Moves:
-Fear Itself
-The Honking
-Hayman Ghost Carnival
-Dry Hard
Runes and Mutant Runes are the same as given above.

Build Explanation:
With the coming of this level, Pumpseed is finally able to counter the two things he could not fully deal with: Mega Taunters and Dodge Area monsters. Hayman Ghost Carnival gives Pumpseed another AOE deny move alongside Fear Itself, one which solves many of his problems in addition to making his buff removal move count increase.
Minor Blind is a very rare Precision modifier that goes well with his Tough to dodge debuffs very effectively.

Rank 4: Pumpseed learns "Sons a Witches" at this level, an AOE that removes buffs from all enemies and applies Mega Corruption and Ignite to them.
-Fear Itself
-The Honking
-Hayman Ghost Carnival
-Sons a Witches
Runes and Mutant Runes are the same as given above.

Build Explanation:
As if Pumpseed wasn't already insanely potent at denying and Torturing, he gets a 2 turn AOE deny at this level. One that also has buff removal to ensure Evasion or anything like that doesn't get in the way. Mega Taunt counters this, but there's always Hayman Ghost Carnival for that, plus this move can follow that one up thanks to the buff removal.

At Rank 5, Pumpseed's trait evolves to include True Vision.
Pumpseed decided that getting screwed over by Precision checks was lousy, so he gave himself True Vision to really put the nail in the coffin for Hardened variants, the only monsters that stood a chance against his AOE deny moves (not really, since Fear Itself bypasses that check, but hey). Fun fact: If, for whatever reason, you decide to run War and Pieces at this level, you'll theoretically be applying Burn SIX TIMES to your target. You might even get past Burn Immunity with that level of determination...

Teammate Options: Debuff removal can help since that is the only thing Pumpseed can't manage in his gargantuan arsenal of effects. Dodge Area monsters are dangerous, especially Wyrmlad and O'Reilly, who can remove debuffs, so bringing a monster that can shut them down with raw damage or deny effects is a good idea. Look at the Counters section to see some strategies that can counter him, and try to use teammates that can prevent these counters from working. For more Teammate options, check out this article.

Countering Pumpseed: The situation looks grim, but there are indeed a couple of things you can do to counter this monstrosity. Aside from outspeeding and denying him, there is no single monster you can use to counter Pumpseed since he is equipped with tools to deal with almost any type of monster - but you can use combinations of monsters! The Taunt + Dodge Area core is your best bet, as he can't touch the Dodge Area monster on his first turn, and he will forgo his AOE deny if he decides to use The Honking. Wyrmlad is a perfect choice here since he can use Restore the Dream to remove any negative effect Pumpseed may apply. Hornet is faster and can use Total Blind, effectively denying Pumpseed for a turn - he also is a Dodge Area monster if you rank him up, plus he has debuff removals. If you use Ugluk or Hookuai, monsters that are Control Immune and have 0 CD attacks, Pumpseed's only weapon against them is The Honking, which will prevent him from using an AOE deny. For more Counter options, check out this article.