Hello everyone and welcome to my 198th analysis, this time featuring Metalisha.
I can already see people spamming this monster so hard in the range where they have everything at 130. Metalisha has a blazing 3542 Speed stat at level 100, which is higher than almost all other monsters in all books she belongs to. What's more, she can give an ally extra turn, which passes that super high Speed to them! It isn't just attackers that benefit from this, but you can make your denier faster than the enemy's by giving it the extra turn, making Metalisha an extremely deadly foe. She can also give all allies Double Damage and remove their debuffs, give a single ally Triple Damage and remove its debuffs, revive an ally with 50% Life and for some reason she has a move that gives an ally Taunt with 0 CD, in addition to having the Hardened trait - she is QUITE flexible. However, Metalisha is frail, having 25k Base Life at level 100, but this doesn't matter too much since there will probably be nothing left to damage her. If you doubt this monster, just think of Krampus, who is being used solely because he has higher Speed than almost all deniers and has an AOE Freeze move, despite having an average moveset and a terrible trait.
-Moth Into Flame
-Enter Damageman/One More Song
Runes: 3 Speed
Moth Into Flame gives an ally extra turn, 50% Stamina and Ignite. The last effect may seem highly discouraging since it deals 20% damage to the target for 2 turns, but since you'll be using this in the beginning of the battle (likely), it doesn't matter too much. Puppet Master removes all debuffs from all allies and gives them Double Damage, making this an extremely powerful support move. Mind Blown is used to have some form of damage to take advantage of Puppet Master should it come down to it, plus the Daze effect is extremely welcome. The last move is either Enter Damageman for Triple Damage and debuff clearing on a single target, or One More Song to have a revival move which can save a Coin in Wars and get you out of tough situations due to how revive works (reset turn order, start from 2nd fastest). 3 Speed must be used to take advantage of her awesome Speed.
Teammates: The most fearsome teammate for this monster would be Zyla the Faithful or VoltaiK, since they can destroy entire teams without the need for damage boost. Another alternative that would work better in PvP is to use your extra turn on Cloud, then have Cloud use his extra turn + Double Damage + Precision on an attacker to demolish the enemy team. You can also use your extra turn on a denier to make it faster than the opponent's: this works well especially in Wars.
Countering Metalisha: If she's the one attacking, check out the War rulings carefully and choose monsters who can resist a popular attacker's AOE or monsters with traits that counter popular deniers in those books. For example, in a Female-Sea-Earth war, it's likely for the opponent to use deniers with Freeze or Stun effects, so choosing monsters with Mountain or Freeze/Stun immunity would be a good idea. Including a couple of high Team Life runes or a monster with 1 high level Life rune could prevent attackers from one shotting you with buffs. Unfortunately, this is the best you can do as there's no way to outspeed her since the Rune Guardian is on her side, and you're at a heavy disadvantage since the attacker can pick a team that exploits your team's weaknesses. This is all considering the endgame where people have largely similar rune levels and spreads. If you have higher rune/monster levels than your opponent, then Metalisha becomes easier to deal with: just put your fastest denier on defense and hope it uses its deny move to stop her.
HOORAY for the strongest special skill in the entire game by a gigantic gap.