• Orkan Öztrak

    Hello everyone and welcome to my 229th analysis, this time featuring Zizania.
    Overview: Zizania is revolutionary in 2 ways; one, he has a trait that evolves as he's ranked up, and two, he brings a new buff called Pierce to the table. This makes it so that Zizania will ignore any buffs or traits that may impede his attacks or activate as a result of them, making him a crucial member in fights doe to his ability to bypass Evasion and ignore Mega Taunt. His Trait is not very impressive at Ranks 0 and 1, being Hardened and Hardened + Daze Immunity respectively, but from Rank 3 onward, Zizania gains a SC that gives him Pierce for 2 turns at the beginning of battle, which makes a world of difference. Zizania unfortunately suffers from an average moveset for an Elite monster, but Pierce's importance cannot be ignored.

    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.

    Rank0
    Moves:
    -Sprout of Decay
    -Poisoned Thorn
    -Sharp Petals
    -Carnivorous Plant/Unnatural Growth
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Life, Speed&Life
    Relics: Traps

    Build Explanation:
    Sprout of Decay isn't the best AOE in the game, but it's the best one Zizania has now, plus it applies Nanovirus to all enemies which is a great Torture effect. Poisoned Thorn gives Zizania Pierce before dealing damage, meaning you can choose your target assuming you have it, Poison the target after dealing damage, then removing all buffs from himself - super useful against damaged enemies hiding behind buffs. Sharp Petals is his hardest hitting attack that also applies Bleeding to the target, and for the last slot choose between Carnivorous Plant for survival and debuff cleaning, or Unnatural Growth to protect yourself from damage in order to regroup.
    2 Strength 1 Speed with Life Mutations are standard on attackers.

    Rank1: Zizania learns "Ultimate Flytrap" at this level, a Base 55 unresisted single target skill that has Life Steal, removes all debuffs from him and applies Metal Weakness to target. His Trait upgrades to also receive an immunity to Daze.
    Moves:
    -Sprout of Decay
    -Poisoned Thorn
    -Sharp Petals
    -Ultimate Flytrap
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Ultimate Flytrap's increase in power necessitates it on the final slot over Unnatural Growth. It's a very versatile attack that can be used in a multitude of ways, and such moves are very valuable on attackers.

    Rank2: Zizania learns "The Rooting" at this level, a move that gives Zizania Evasion for 2 turns, Regeneration and an extra turn.
    Moves:
    -Ultimate Flytrap
    -The Rooting
    -Sprout of Decay/Sharp Petals
    -Poisoned Thorn
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    The Rootingis useful to give Zizania a turn of Evasion and to dodge debuffs that last 1 turn, like Total Blind, plus it offers some survival with Regeneration. It also allows him to avoid damage taken by Damage Mirrors, or to safely hit opponents with Mirror, but try not to use Poisoned Thorn afterwards, as it will erase both of the buffs gained by the move. All in all, it's a useful utility move which is good for attackers.

    Rank3: Zizania learns Nano Spores at this level, a Base 40 Metal AOE that applies Daze and Poison to all enemies.
    Moves:
    -Ultimate Flytrap
    -The Rooting
    -Sprout of Decay/Nano Spores/Sharp Petals
    -Poisoned Thorn
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Personally, I'd choose Sprout of Decay for the Nanovirus, despite the lower Base Power, but you may want to go all out damage with Nano Spores. Sharp Petals becomes more notable at this Rank specifically because he gains his SC, making it the strongest Pierce boosted attack Zizania has access to.

    Rank4: Zizania learns "Thorns Out" at this level, a Base 65 unresisted single target move that gives Zizania Pierce before dealing damage, and applies Nanovirus after dealing damage.
    Moves:
    -Thorns Out
    -The Rooting
    -Ultimate Flytrap
    -Sprout of Decay/Nano Spores/Sharp Petals
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Thorns Out is Zizania's most powerful attack in all ways: it doesn't remove the pierce it gives him and has the highest Base Power of his attacks. It's too bad most players won't be able to use this attack, but oh well.

    Teammate Options: For Teammate Options , check out this article.

    Countering Zizania: Unless Zizania is at Rank 3 and above, he won't have access to Pierce outside Poisoned Thorn, which is not too fearsome, so you can still somewhat count on defensive buffs to counter him. For Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 228th analysis, this time featuring Cain.
    Overview: The first ever Elite monster is a truly fearsome attacker. Access to Bleed Hater as part of his trait, in addition to 3 moves that apply Bleeding to an enemy and give Cain an extra turn make him have an explosive damage output, and access to heals and Evasion makes him a tough monster to break. Cain's Life, above 40k, is also a very solid Life stat that complements his bruiser-ish side. Abomination is a good trait to combat Saulot or any other Possession monster for that matter, and blocking Bleeding allows him to not die too quickly against opposing Cain while blocking Nightmares is good overall. He could have used a better Speed tier, but there is still no denying how dangerous Cain can be.

    Builds:
    (Standard)
    Moves:
    -Shadow Wanderer
    -Ancestral Bite
    -Soul Rip
    -Instant Rest/Quick Bite/Deadly Stigma
    Runes: 2 Strength 1 Speed/1 Strength 1 Speed 1 Life
    Mutant Rune options: Strength&Life, Speed&Life, Life&Strength
    Relics: Swords and Essences

    Build Explanation:
    Shadow Wanderer's Evasion allows Cain to use it very effectively as a hit-and-run skill, especially with some of the upcoming moves. Ancestral Bite is a nuke with 70 Base Power and 100% Life Steal, which is good to eliminate monsters quickly while keeping Cain alive. Soul Rip is Cain's second strongest attack, and it applies Bleeding to the target while giving him an extra turn - this in conjunction with either of the former 2 moves on a monster will probably kill it if the target doesn't have Life Runes. Lastly, Instant Rest cleans all debuffs on Cain while giving him Regeneration, Stamina Regeneration and Damage Boost - this is useful if the enemy frequently applies debuffs. Otherwise, either of his other 2 Bleeding + extra turn moves are better here, since they allow Cain to do even more damage to a single target or to kill a monster with the combination of that move + Soul Rip, allowing him to not lose the turn after killing his target.
    2 Strength 1 Speed with Life Mutations is standard on attackers, but Cain can perform well with a rainbow spread too, since Ancestral Bite will probably bring him back to full after using it on a Bleeding monster, plus the damage boost from Bleed Hater will still do very high damage.

    (Cheese)
    Moves:
    -Quick Bite
    -Deadly Stigma
    -Soul Rip
    -Stigmata
    Runes: 3 Strength
    Mutant Rune options: Strength&Stamina, Strength&Life
    Build Explanation:
    As the name implies, this build aims to cheese wins with Bleed Hater. The plan is to use your Bleeding + extra turn moves on all 3 opponents, then using Stigmata to finish them off, given that it will essentially be a Triple Damage boosted base 30 AOE on enemies that were already damaged. However, there are a few things to note before trying to use this:
    -No more than 1 enemy must be immune to Bleeding, or you won't kill the majority of the enemy team.
    -No Anticipation monsters must be present, or their Trait must be disabled, since they will interrupt Cain's combo very easily.
    -No Taunt/Mega Taunt must be present on the enemy team for obvious reasons. Same thing with Evasion or any of the Phobic Shields.
    -You won't be killing Dodge Area monsters with this. Instead, try killing their other 2 teammates.
    In choosing your 2 other teammates, you can use monsters that apply Special Weakness to enemies, like Samael or Llum, since Stigmata's power is lacking. Depending on the situation, you may not need to use your moves in the way I told you to: know that almost no monster in the game can survive 3 of this Cain's hits, let alone 4, and the average monster dies to the combo of any Bleeding move + Soul Rip. You can kill an important enemy instead of targeting the whole enemy team if that gives you a better advantage.
    3 Strength is necessary here to compensate for the low Base Powers of the moves you'll be using, and you need the highest chances of success on a set like this. Mutations are the same.

    Teammate Options: Monsters that can apply Bleeding are very good with Cain. Zeighar is a good denier on a team with him, since he'll apply Bleeding to all enemies before Cain even moves, which will significantly increase his damage output. For more Teammate options, check out this article.

    Countering Cain: Removing his Bleeding from your team is the best way to deal with Cain. Being immune to said debuff i the first place is even more useful. For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 227th analysis, this time featuring Narok.
    Overview: An attacker having Anticipation is always a good thing, and Narok has this trait. Not only this, but he can also have disruptibe effects like Stamina Drain and buff removal shuld he choose to run it, in addition to a Double Damage move that gives him an extra turn. He can rid himself of debuffs and has good damage output, with access to the valuable Curse effect. However, Narok is severely hurt by the limitation of 4 moveslots preventing him from running all the utility moves he wants.

    Build:
    Moves:
    -Evil Laughter
    -Fast Metabolism
    -True Savannah Ruler/Exhausting Pursuit/Cunning Strike
    -Spear of Savannah/Exhausting Pursuit/Cunning Strike
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Life, Speed&Life, Strength&Stamina, Speed&Stamina
    Relics: Swords and Masks

    Build Explanation:
    Evil Laughter is free damage, and such a move is necessary on an attacker, even though it drains almost half of his Stamina with no Stamina Runes. Fast Metabolism allows Narok to rid himself of any debuffs he may have on him and gain and not lose any momentum from doing so, plus it increases his survivability. True Savannah Ruler is Narok's strongest attack that also applies Curse and Stamina Leak. Lastly, Spear of Savannah is an AOE version of TSR, but it has 30 Base Power and is unresisted. In either of these slots, Exhausting Pursuit or Cunning Strike can be used to be disruptive - Exhausting Pursuit in particular excels in this - but try to get at least one of the Savannah moves, for their value is very great. An option in the last two slots is to have both Power of Kaftar and Exhausting Pursuit. If you use the latter then the former, an enemy will spend 2 turns with 0 Stamina - also, Power of Kaftar has the second highest Base Power of his moves along with being unresisted.
    For Runes, a standard attacker spread of 2 Strength 1 Speed, along with Life Mutations, is used, but you can use Stamia Mutations as well to reduce the brunt of Evil Laughter's Stamina cost.

    Teammate Options: If you have Wangzhou on your team, it will help greatly since it'll allow you to replace Exhausting Pursuit with Power of Kaftar, allowing you to pick either one of the powerful Savannah attacks alongside it. For more Teammate options, check out this article.

    Countering Narok: An Anticipation monster will be able to disrupt Narok after he uses either of his extra turn skills. For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 226th analysis, this time featuring Talos the Automaton.
    Overview: Talos is one of the few monsters in the game that have the coveted Artifact trait, protecting him from almost all harmful effects that may come his way. Being an attacker, this is great news for him as it means that he doesn't have to be afraid of most deniers. With some high powered moves and a couple of Trait Disables under his belt, Talos is one of the most notable attackers in the game. All Nemeses have an absolutely inferior base form, and Automaton is Talos' version of this. He still has great Base Strength, but his Speed is lacking and his Life is way below the standard of today's metagame. Despite these, the core attributes of Talos are present even in this form, meaning it will serve you well if you don't have access to his stronger forms.

    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.

    Rank0:
    Moves:
    -Golden Protector
    -Defined Target
    -Objective Marked
    -Iron Buckshot
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Stamina, Strength&Life, Speed&Stamina, Speed&Life
    Relics: Traps and Masks

    Build Explanation:
    Golden Protector has the average Base Power for AOEs, and his best AOE option. Defined Target lets Talos push for the extra damage or trigger Relics which require you to hit enemies. Objective Marked is his strongest unresisted single target skill at this point, and it disables the target's Trait as well. For the last slot, Iron Buckshot is chosen since it's his most impactful remaining move. The Bleed effect lets it have power similar to Golden Protector, and its Accuracy at 100 is notable.

    Rank1: Automaton learns "Victim Chosen" at this level, a single target Base 80 unresisted attack.
    Moves:
    -Iron Buckshot
    -Defined Target
    -Objective Marked
    -Victim Chosen
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    With Victim Chosen, Talos gains access to one of the most powerful nukes in the game, which will likely kill non-Life Runed targets in a single hit. It gives him the tool he needs to be the dangerous attacker he is. The move is used over Golden Protector since Iron Buckshot is an arguably stronger AOE.
    Also of note past this point is a 3 Strength spread, which will allow Victim Chosen to almost always kill non-Life Runed monsters. It's made viable thanks to said move's gigantic Base Power.

    Rank2: Automaton learns "Talos is the Sun" at this level, an AOE that applies Trait Disable on all enemies and gives him an extra turn, at an extremely high Stamina cost.
    Moves:
    -Iron Buckshot
    -Defined Target/Talos is the Sun
    -Objective Marked/Defined Target
    -Victim Chosen
    Runes: 2 Strength 1 Speed/2 Strength 1 Stamina
    Mutant Rune options: Strength&Stamina, Strength&Life, Speed&Stamina, Speed&Life, Stamina&Strength (Life Mutations only if not using Talos is the Sun)

    Build Explanation:
    Talos is the Sun comes with heavy demands, but the payoff is extremely valuable. First of, to use the move, any one of these conditions must be met: You must drop your Speed Rune for a Stamina Rune, your Runes must be high-enough leveled that giving them Stamina Mutations allows you to have at least 202 Base Stamina, or you must have a monster on your team that increases the Base Stamina of its teammates. However, in return, you will remove pesky Traits from enemies like Hardened variants, Taunt or Control Immunities.
    To get the proper value from this move, it's expected for Talos to be able to execute another move after using it, since you don't want to lose your momentum as an attacker. For this reason, 2 Strength 1 Stamina is listed as an option for Runes.

    Rank3: Automaton learns "Metallic Shrapnel" at this level, a single target Base 60 Metal move that Blinds the target and gives all enemies Metal Weakness.
    Moves:
    -Iron Buckshot
    -Defined Target/Talos is the Sun/Objective Marked
    -Metallic Shrapnel
    -Victim Chosen
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Blind isn't something most monsters are immune to and it acts as a soft deny effect, and since making Metal monsters weak to Metal is notably good, Metallic Shrapnel is a must have on Talos. Plus, it's his second strongest single target attack.

    Teammate Options: If you want to use Talos is the Sun but not use a Stamina Rune, you can pair him up with Warmaster Thalassa to increase his Base Stamina to an appropriate level. Monsters with Stamina restoring effects are good partners for Talos since he uses a lot of Stamina with each move. For more Teammate options, check out this article.

    Countering Talos the Automaton: Disabling his Trait will make him vulnerable to status effects. CD Activation and Stamina Drain ignore Artifact and deny him. For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 225th analysis, this time featuring Talos the Forgotten Artifact.
    Overview: Talos is one of the few monsters in the game that have the coveted Artifact trait, protecting him from almost all harmful effects that may come his way. Being an attacker, this is great news for him as it means that he doesn't have to be afraid of most deniers. With some high powered moves and a couple of Trait Disables under his belt, Talos is one of the most notable attackers in the game. Forgotten Artifact is outdone by Island Protector, but he still is a fantastic attacker in his own right, plus he gets an exclusive Possession instead of Stun. However, Talos eats up Stamina faster than a dog chases after motorcycles, which necessitates extra measures to give him Stamina, and his Base Speed is unimpressive even for an attacker. Also, Stamina Drain and CD Activation goes through Artifact.

    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.

    Rank0:
    Moves:
    -Spread Radiation
    -Defined Target
    -Objective Marked
    -Golden Protector/Crete Defender
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Stamina, Strength&Life, Speed&Stamina, Speed&Life
    Relics: Traps and Masks

    Build Explanation:
    Spread Radiation has an average Base Power for AOEs, and it applies Poison to targets, which is nice for some extra damage and to soften enemies a bit. Defined Target lets Talos push for the extra damage or trigger Relics which require you to hit enemies. Objective Marked is his strongest unresisted single target skill at this point, and it disables the target's Trait as well. For the last slot, pick either the 50 Base Powered single target skill, or the other AOE option besides Spread Radiation.
    2 Strength 1 Speed is the standard spread for attackers. For the Mutant Rune choices, Life Mutations remain safe choices like always, but the extra Stamina from Stamina Mutations could help alleviate Talos' Stamina consumption.

    Rank1: Forgotten Artifact learns "Victim Chosen" at this level, a single target Base 80 unresisted attack.
    Moves:
    -Spread Radiation
    -Defined Target
    -Objective Marked
    -Victim Chosen
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    With Victim Chosen, Talos gains access to one of the most powerful nukes in the game, which will likely kill non-Life Runed targets in a single hit. It gives him the tool he needs to be the dangerous attacker he is.
    Also of note past this point is a 3 Strength spread, which will allow Victim Chosen to almost always kill non-Life Runed monsters. It's made viable thanks to said move's gigantic Base Power.

    Rank2: Forgotten Artifact learns "Talos is the Sun" at this level, an AOE that applies Trait Disable on all enemies and gives him an extra turn, at an extremely high Stamina cost.
    Moves:
    -Spread Radiation
    -Defined Target/Talos is the Sun
    -Objective Marked/Defined Target
    -Victim Chosen
    Runes: 2 Strength 1 Speed/2 Strength 1 Stamina
    Mutant Rune options: Strength&Stamina, Strength&Life, Speed&Stamina, Speed&Life, Stamina&Strength (Life Mutations only if not using Talos is the Sun)

    Build Explanation:
    Talos is the Sun comes with heavy demands, but the payoff is extremely valuable. First of, to use the move, any one of these conditions must be met: You must drop your Speed Rune for a Stamina Rune, your Runes must be high-enough leveled that giving them Stamina Mutations allows you to have at least 202 Base Stamina, or you must have a monster on your team that increases the Base Stamina of its teammates. However, in return, you will remove pesky Traits from enemies like Hardened variants, Taunt or Control Immunities.
    To get the proper value from this move, it's expected for Talos to be able to execute another move after using it, since you don't want to lose your momentum as an attacker. For this reason, 2 Strength 1 Stamina is listed as an option for Runes.

    Rank3: Forgotten Artifact learns "Compressed Arpanet" at this level, a single target Base 65 Nature move that Hacks the target and gives all enemies Nature Weakness.
    Moves:
    -Spread Radiation
    -Defined Target/Talos is the Sun/Objective Marked
    -Compressed Arpanet
    -Victim Chosen
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Compressed Arpanet is Talos' second strongest attack, and the Hack it applies goes through Possession Immunities like that of Makugan. The Nature Weakness is appreciated to boost Spread Radiation's power a little as well.

    Teammate Options: If you want to use Talos is the Sun but not use a Stamina Rune, you can pair him up with Warmaster Thalassa to increase his Base Stamina to an appropriate level. Monsters with Stamina restoring effects are good partners for Talos since he uses a lot of Stamina with each move. For more Teammate options, check out this article.

    Countering Talos the Forgotten Artifact: Disabling his Trait will make him vulnerable to status effects. CD Activation and Stamina Drain ignore Artifact and deny him. For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 224th analysis, this time featuring Talos the Island Protector.
    Overview: Talos is one of the few monsters in the game that have the coveted Artifact trait, protecting him from almost all harmful effects that may come his way. Being an attacker, this is great news for him as it means that he doesn't have to be afraid of most deniers. With some high powered moves and a couple of Trait Disables under his belt, Talos is one of the most notable attackers in the game. Island Protector has Magic attacks which are very effective in his element and in the Mechanical Book, plus his Sunburn effects are great to both stack up damage and reduce Precision, making him the best Talos form. However, Talos eats up Stamina faster than Oreos get eaten with milk, which necessitates extra measures to give him Stamina, and his Base Speed is unimpressive even for an attacker. Also, Stamina Drain and CD Activation goes through Artifact.

    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.

    Rank0:
    Moves:
    -Quartz Radiation
    -Defined Target
    -Objective Marked
    -Emerald Saber/Golden Protector/Crete Defender
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Stamina, Strength&Life, Speed&Stamina, Speed&Life
    Relics: Traps and Masks

    Build Explanation:
    Quartz Radiation has the golden Base Power for AOEs, and it applies Sunburn to targets, which is one of the best Tortures in the game. Defined Target lets Talos push for the extra damage or trigger Relics which require you to hit enemies. Objective Marked is his strongest unresisted single target skill at this point, and it disables the target's Trait as well. For the last slot, pick either one of the 50 Base Powered single target skills, or the other AOE option besides Quartz Radiation.
    2 Strength 1 Speed is the standard spread for attackers. For the Mutant Rune choices, Life Mutations remain safe choices like always, but the extra Stamina from Stamina Mutations could help alleviate Talos' Stamina consumption.

    Rank1: Island Protector learns "Victim Chosen" at this level, a single target Base 80 unresisted attack.
    Moves:
    -Quartz Radiation
    -Defined Target
    -Objective Marked
    -Victim Chosen
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    With Victim Chosen, Talos gains access to one of the most powerful nukes in the game, which will likely kill non-Life Runed targets in a single hit. It gives him the tool he needs to be the dangerous attacker he is.
    Also of note past this point is a 3 Strength spread, which will allow Victim Chosen to almost always kill non-Life Runed monsters. It's made viable thanks to said move's gigantic Base Power.

    Rank2: Island Protector learns "Talos is the Sun" at this level, an AOE that applies Trait Disable on all enemies and gives him an extra turn, at an extremely high Stamina cost.
    Moves:
    -Quartz Radiation
    -Defined Target/Talos is the Sun
    -Objective Marked/Defined Target
    -Victim Chosen
    Runes: 2 Strength 1 Speed/2 Strength 1 Stamina
    Mutant Rune options: Strength&Stamina, Strength&Life, Speed&Stamina, Speed&Life, Stamina&Strength (Life Mutations only if not using Talos is the Sun)

    Build Explanation:
    Talos is the Sun comes with heavy demands, but the payoff is extremely valuable. First of, to use the move, any one of these conditions must be met: You must drop your Speed Rune for a Stamina Rune, your Runes must be high-enough leveled that giving them Stamina Mutations allows you to have at least 202 Base Stamina, or you must have a monster on your team that increases the Base Stamina of its teammates. However, in return, you will remove pesky Traits from enemies like Hardened variants, Taunt or Control Immunities.
    To get the proper value from this move, it's expected for Talos to be able to execute another move after using it, since you don't want to lose your momentum as an attacker. For this reason, 2 Strength 1 Stamina is listed as an option for Runes.

    Rank3: Island Protector learns "Ruby Blade" at this level, a single target Base 60 Magic move that Stuns the target and gives all enemies Magic Weakness.
    Moves:
    -Quartz Radiation
    -Defined Target/Talos is the Sun/Objective Marked
    -Ruby Blade
    -Victim Chosen
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Ruby Blade is Talos' greates weapon vs. Metal monsters, and the Stun it applies plus its high Base Power makes it a necessity on his moveset. The Magic Weakness is not too important, but it can be exploited by transfering a turn to Talos after he uses it to wipe enemies out with Quartz Radiation or at least do significant damage to them.

    Teammate Options: If you want to use Talos is the Sun but not use a Stamina Rune, you can pair him up with Warmaster Thalassa to increase his Base Stamina to an appropriate level. Monsters with Stamina restoring effects are good partners for Talos since he uses a lot of Stamina with each move. For more Teammate options, check out this article.

    Countering Talos the Island Protector: Disabling his Trait will make him vulnerable to status effects. CD Activation and Stamina Drain ignore Artifact and deny him. For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone. I felt the need to do this since unlike Runes, Relics get new additions once in a while, and it'd be a chore to update every single one of my analyses just to add said Relic to my list of options. Instead, I will analyse every respective Relic here and tell in which situations or on which kind of monster they'd be useful on so that you may experiment more freely and I may relieve myself of the need for updating my past analyses.
    Before beginning, I must mention that some Relics are obviously weaker than others and some Relics are not useful at all. To more effectively show this, I will list the higher powered Relics before those inferior ones so that you can know the one below is weaker than the one above, but can sometimes be used as a substitute if you don't have access to the latter.
    Almost all Banners affect just your team, unlike most other Relics. They can restore Life, Stamina or boost the stats of your team.

    Talika's Banner: Talika's Banner resembles other relics like Tenacity Shield and Talany's Mask, and it has its ups and downs compared to them: its boost stays forever, but in exchange for this, your monsters aren't protected from Torture effects. Still, this is a useful Banner to protect your team from attackers.

    Ingvar's Banner: This Relic is great in fights that will drag on to gain massive momentum from both the Life and Stamina restoration, or just to reduce the damage of Torture effects and attackers. It's also a great weapon against Stamina Drain after some point.

    Charging Banner: This is better than Ingvar's Banner at combatting Stamina Drains, and absolutely devastating if an extra turn spammer can hold it, like Zyla.

    Vitality Banner: Inferior Talika's Banner.

    Furious Banner: Too unpredictable, skip.

    Haste Banner: Same situation as Furious Banner, skip.

    Life Banner: Inferior Vitality Banner, but way less powerful.

    Enraged Banner: Inferior Furious Banner.

    Swiftness Banner: Inferior Haste Banner.

    Revitalizing Banner: Inferior Life Banner.

    Drummer's Banner: Skip.

    Energy Banner: Too unpredictable, skip.

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  • Orkan Öztrak

    Hello everyone. I felt the need to do this since unlike Runes, Relics get new additions once in a while, and it'd be a chore to update every single one of my analyses just to add said Relic to my list of options. Instead, I will analyse every respective Relic here and tell in which situations or on which kind of monster they'd be useful on so that you may experiment more freely and I may relieve myself of the need for updating my past analyses.
    Before beginning, I must mention that some Relics are obviously weaker than others and some Relics are not useful at all. To more effectively show this, I will list the higher powered Relics before those inferior ones so that you can know the one below is weaker than the one above, but can sometimes be used as a substitute if you don't have access to the latter.
    Traps primarily focus on Stamina Drain, but have other varying effects as well, like reducing Strength and Speed, or dealing damage to attacker.

    Oblation Trap: This is one of the rare instances where I list a Gold Relic before the Diamonds. This is because the Oblation Trap is one of the most popular and effective Traps in the game, and it is among the best choices for the Trap slot on any monster.

    Mantis Claws Trap: Even though it drains more Stamina, this Trap is inferior to the Oblation Trap because it drains just from one enemy, plus the amount it drains becomes way past the maximum Stamina limit after some level, which is unnecessary. The damage it deals could be of interest to you, but Oblation is still better if you have access to it.

    Taiga Trap: Inferior Mantis Claws Trap.

    Ruby Trap: Inferior Mantis Claws Trap in most situations.

    Ice Trap: Inferior Taiga Trap.

    Delayer Trap: Skip.

    Spirits Trap: Skip.

    Pestilence Trap: If you gather multiple monsters with Trap slots and give them this Trap, it can make for hilarious Life reductions to allow you to finish the enemy off in a single hit with ease. If not using this strategy, the Pestilence Trap loses much of its use, though it still is an indirect increase in power for your monsters.

    Recharging Trap: You want your monsters to be alive, not dead. Skip.

    Punisher Trap: A much more inferior and reversed Oblation Trap.

    Slowing Trap: Inferior Delayer Trap.

    Energy Trap: Similar to Punisher Trap.

    Exhausting Trap: Similar to the other two Stamina related Bronze Traps, but with a slightly higher power level.

    Cold Trap: Freeze counterpart of Punisher Trap.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone. I felt the need to do this since unlike Runes, Relics get new additions once in a while, and it'd be a chore to update every single one of my analyses just to add said Relic to my list of options. Instead, I will analyse every respective Relic here and tell in which situations or on which kind of monster they'd be useful on so that you may experiment more freely and I may relieve myself of the need for updating my past analyses.
    Before beginning, I must mention that some Relics are obviously weaker than others and some Relics are not useful at all. To more effectively show this, I will list the higher powered Relics before those inferior ones so that you can know the one below is weaker than the one above, but can sometimes be used as a substitute if you don't have access to the latter.
    Essences focus almost exclusively on healing allies, and in this regard they're similar to Shields and Armors. However, healing can't protect monsters at full health like Armors can, so they're inferior to them in that aspect. Still, there are some great Essences out there, plus they are still good at keeping your monsters alive in their own way.

    Essence of Xiron: This Essence aims solely to fight Stamina Drains and high Stamina costs. Having 3 uses of this means that Stamina Drain probably won't be a problem. Because it works when the turn starts, monsters with extra turn attacks can use one when their Stamina is low to activate it, thereby removing the need to eventually waste a turn to recharge.

    Yamada's Essence: It's one of the more generally useful Essences. A very straightforward Relic, Yamada's Essence is good to protect your monsters in wars of attrition, but it's risky against powerful attackers if their AOE wipes your allies out in one go.

    Uriel's Essence: Revival is invaluable in this game, making Uriel's Essence one of the best Relics one can have on their monster.

    Comeback Essence: Inferior Yamada's Essence. Notable absence of a Life check.

    Great Healing Essence: Inferior Yamada's Essence. Heals all allies regardless of their Life.

    Major Regeneration Essence: You want your monsters to be alive, not dead. Skip.

    Major Healing Essence: Inferior Great Healing Essence that instead checks if any ally's Life is below 50%.

    Major Vitality Essence: Too unpredictable, skip.

    Regeneration Essence: Inferior Major Healing Essence that heals only the wearer earlier than said Relic.

    Last Health Essence: Inferior Major Regeneration Essence.

    Restoring Essence: Inferior Major Healing Essence.

    Healing Essence: Similar to Regeneration Essence.

    Vitality Essence: Inferior Major Vitality Essence, but it at least always gives Life to the wearer.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone. I felt the need to do this since unlike Runes, Relics get new additions once in a while, and it'd be a chore to update every single one of my analyses just to add said Relic to my list of options. Instead, I will analyse every respective Relic here and tell in which situations or on which kind of monster they'd be useful on so that you may experiment more freely and I may relieve myself of the need for updating my past analyses.
    Before beginning, I must mention that some Relics are obviously weaker than others and some Relics are not useful at all. To more effectively show this, I will list the higher powered Relics before those inferior ones so that you can know the one below is weaker than the one above, but can sometimes be used as a substitute if you don't have access to the latter.
    Masks generally offer one of three things: dealing damage to enemies under a certain condition, Stamina control, and Strength boosts. This makes them a flexible slot that can be used by attackers and more supportive monsters alike.

    Talany's Mask: This Mask is a simple but powerful option, especially when combined with other Armor giving Relics like Atum's Armor and Tenacity Shield. It helps cushion the assaults of attackers and Torture effects, making it a generally useful pick.

    Jasastur's Mask: This is one of the strongest Relics in the game. Not only does it drain Stamina from the target(s), but it also restores the wearer's Stamina. Any monster would enjoy this Relic, but especially good candidates would be extra turn spammers or monsters that burn through Stamina quickly.

    Baltasar's Mask: If you're using this Mask, it means that you're planning to wipe out the enemy in a single strike, or take down an important target in one hit. Use it only in this situation, as otherwise you'd be wasting a valuable utility slot for a plain damage boost.

    Fury Mask: This is an inferior Jasastur's Mask that doesn't drain Stamina, and it checks for the enemy's Life rather than Stamina to activate.

    Exhausting Mask: This is a useful Mask, but not as useful as Talany's or Jasatur's Mask. Still, its power is great and it can be a good substitute for them, especially the latter.

    Healing Mask: This Mask is particularly useful on Tanks to keep them alive longer, but it can be used on other important members to aid in their survival as well. However, you might prefer the other Masks with Stamina control over this one.

    Thunder Revenge Helmet: Skip.

    Energy Mask: This Mask is useful versus Stamina Draining monsters to avoid being denied. You can use it in a battle where the opposing denier is a Stamina Drainer like Wangzhou.

    Great Enraged Mask: Inferior Baltasar's Mask.

    Despair Mask: Skip.

    Draining Mask: Very inferior Exhausting Mask.

    Charge Mask: Inferior Energy Mask.

    Mask of Darkness: Inferior Thunder Revenge Helmet.

    Enraged Mask: Inferior Great Enraged Mask.

    posted in Monster analysis corner read more

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