• Orkan Öztrak

    Hello everyone and welcome to my 265th analysis, this time featuring Helgudin.
    Overview: Helgudin is best known for her Dodge Area trait, and she can dish out a lot of damage easily thanks to her massive Base Strength. Her Base Speed is good for an attacker as well, outspeeding key players like Hookuai and Nitroblaster while tying with big names like Wyrmlad and Ugluk. Hardened gives her protection against all types of status effects and is always good to have. Helgudin's moveset is unfortunately subpar, but her stats and trait are more than enough to make her a threat.

    Build:
    Moves:
    -Blades of Nightmares
    -Fjalar and Galar
    -Visions of the Damned/Loki's Touch/Dark Submission
    -Visions of the Damned/Loki's Touch/Dark Submission
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Life, Speed&Life
    Relics: Swords

    Build Explanation:
    Blades of Nightmares is Helgudin's strongest AOE without a damage boost, and it's a perfect trigger for Nishant's Sword if you have it. Fjalar and Galar is Helgudin's nuke, possessing a 65 Base Power and Bleeding in addition to being unresisted. The last 2 slots are a combination of 2 attacks from 3 choices: Visions of the Damned is Helgudin's second strongest attack and it can also trigger Nishant's Sword in addition to dealing more damage to Earth monsters than Fjalar and Galar, Loki's Touch is perfect to power up your weaker Dark attacks without losing momentum, and Dark Submission is Helgudin's strongest AOE - it can also be used before Blades of Nightmares to deal massive damage over 2 turns.
    2 Strength 1 Speed with Life Mutations is a standard on attackers.

    Teammate Options: A monster with Taunt is almost obligatory with Helgudin, since she's vulnerable to most attacks due to not having any defensive moves worth running - this forms the infamous Taunt + Dodge Area core, making Helgudin almost untouchable. Clipeum is a good partner thanks to him being able to remove debuffs, which Helgudin is very vulnerable to. With this, she can safely fire off her attacks. For more Teammate options, check out this article.

    Countering Helgudin: You will almost always see Helgudin with a Taunt monster. Monsters with Pierce, like Zizania and Devastress, can bypass the Taunt and slam Helgudin hard. Trait Disable + extra turn attacks can remove Taunt and allow you to hit Helgudin. If she has no Nishant's Sword, you can give your team damage reductive effects like Phobic Shields and just not care about her, since all she can do is deal damage. Without a Taunter by her side, Helgudin becomes much easier to deal with - just hit her hard or inflict status upon her since she can't get rid of it. For more Counter options, check out this article.

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    Hello everyone. Warmasters are the most prestigious group of monsters to date, featuring some of the strongest members of the metagame. These monsters can be obtained without spending a single penny on the game, but knowing which one to invest in can be a challenge. This list will aim to rank all Warmasters based on their success in their relative roles and their impact on the metagame in general. Unless stated otherwise, monsters are listed from best to worst, both in terms of tier placements and the monsters' individual placings in lists. Keep in mind that these are my opinions and that I would appreciate it if you gave me constructive criticism instead of just stating that I'm wrong.

    S-Tier: This tier houses the best Warmasters, monsters who have made historic impacts on the metagame that will likely never be erased. This is the only tier in which a monster's position does not matter.

    -Warmaster Thalassa: The best monster in the game is of course among the best Warmasters. Thalassa is equipped with tools that allow her to deny any single type of monster, which makes trying to counter her with a single monster nigh impossible. With her extra turn attacks, she can disable the traits of all enemies and Mega Freeze them, while removing buffs such as Evasion to further guarantee that the deny effect lands - at Rank 4, it's not even stopped by Mega Taunt since it's a single target attack that first removes buffs. Her trait also includes Tough to set back faster deniers, and she's fast herself too. There's no need to further speak of how great Thalassa is.

    -Warmaster Ragnarok: Ragnarok is, without a doubt, the most versatile monster in the game. His moveset features so many strong effects like Evasion, AOE debuff removal, AOE Skill Mirror, single target Trait Disable... the list goes on. His stats are extremely good, featuring very high Base Speed and Base Strength, and his trait can be a game changer - True Vision ensures that Ragnarok doesn't miss, Anticipation is excellent to have (prime example is Thalassa above) and his SC selects from a vast array of powerful buffs. Ragnarok is extremely common, even more so than Thalassa, and there's a reason - he just fits in so well with any team.

    -Warmaster Elvira: Elvira is an excellent support with many protective and offensive buffs, but what makes her so important is her SC: AOE Evasion. This is a game changer, because faster teams will find themselves unable to touch you before you move, which defeats the purpose of being faster. Team Blind Immunity is also good against monsters like Mirak and Hornet because it also blocks Total Blind. Elvira's kit also includes many heals and debuff removals alongside high Base Powers, allowing her to easily become a good attacker while keeping the ability to be an excellent support.

    A-Tier: This tier houses Warmasters that are immensely powerful and are top tier threats. They are stronger than a vast majority of viable monsters and are always threats to keep in mind.

    -Warmaster Sherezar: Tied with Barbael for the fastest Warmaster, Sherezar is a great support and an even better denier. Team True Vision counters Hardened variants and SC: CD Immunity counters enemies like Storm Beard and Patient Cyber. Sherezar's main deny method is CD Activation, which is one of the most powerful deny methods available. Also, he's able to clean all status effects on all monsters in the game with an extra turn move, rendering Evasion and similar buffs useless.

    -Warmaster Remntar: Remntar is unique for having protection against an element as his trait, in this case, Special Protection, which renders damage from all Legendary attacks zero. Not only this, but Remntar starts the game with SC: AOE Skill Mirror, discouraging powerful debuff attacks. These two alone make Remntar a monumental threat that can throw off many teamns. He has many other utility tools under his belt, such as AOE buff removal, a 0 CD AOE 33% Shield and giving an ally Anticipation, Damage Boost and Precision. His high Base Powers and good Strength make him similar to Elvira in that he can act as a support while being an attacker.

    -Warmaster Barbael: Barbael is the other fastest Warmaster. He excels at Tortures, Trait Disabling and Total Blind, allowing him to be a great disruptive monster. Barbael has the most offensively focused trait of all Warmasters, giving all allies Damage Boost as a trait. This allows him to boost his allies' damage output without losing momentum. Coupled with his Tortures, this allows Barbael's team to collectively dish out high amounts of damage for very little effort, while also putting them in a difficult spot with Total Blind and Trait Disable.

    B-Tier: This tier houses the Warmasters that are definitely very strong, but are noticeably weaker than the ones above them due to factors such as having weaker movesets or missing out on key status effects. Regardless, as stated before, these Warmasters can and will stomp you if you underestimate them even a little bit.

    -Warmaster Necromancer: Disruption is the name of the game for Necromancer. Being able to pass turns while having Anticipation is the ultimate momentum stopper, and Necromancer not only has this, but also gives his team Possession Immunity as a trait. He has the strongest revival skills in the game, and while these skills won't do much if nobody is dead, they can come in handy very frequently. He unfortunately has no deny skills or any way to debuff enemies, but Necromancer can be surprisingly tricky to work around if put against the right teams.

    -Warmaster Gortak: Gortak is a beast of an attacker, possessing great Base Strength, offensive debuffs and moves with huge Base Power. Gortak isn't just offensively-minded though; he is Control Immune and gives his teammates Stun Immunity as a trait, plus has AOE debuff removal moves, one of which has 0 CD and 0 Stamina Cost. Gortak has access to an AOE Mega Stun to top this all off, making him a monster that's simply impossible to ignore. His fatal flaw, however, is his low Base Speed, which most monsters can outpace. Despite this, Gortak is still a valuable addition to any team that seeks a glue.

    C-Tier: This tier houses Warmasters that are better than, or at least are as good as, modern viable monsters. They are placed here not because they're weak, but because they don't live up to the Warmaster name very well - keep in mind all other members of this list and how they compare to this tier.

    -Warmaster Babari: This monster seeks to discourage any attempts at dealing damage to your team: he gives his team Torture Immunity as a trait and has a 100% Damage Mirror SC: This alone makes him a spectacular glue to any team, but Babari is also a good attacker, having extra turn attacks with crucial debuffs attached to them like buff removal and Trait Disable.

    -Warmaster Zahra: Like in all other categories, Nature got the short end of the stick here. Zahra is by no means bad, but her best skill is unlocked at Rank 4, and all of her other skills until that are just good at best (remember, we are talking about Warmasters, who are supposed to have very strong skillsets). She can protect her team very well with 50% Life Increase as a trait and Torture Immunity SC alongside Photanophobic Shields, but when it comes to doing much to the enemy team, Zahra just has AOE Poisons and a couple of moves with decent Base Powers - not even any buff removals are present.

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    Hello everyone and welcome to my 264th analysis, this time featuring Gualgui.
    Overview: Gualgui has a good Base Speed and access to an extremely wide range of Torture effects, which she traded most of her raw damage for. CD Activation is a strong deny method, which gives Gualgui an advantage over most deniers - it is even more useful when you consider the fact that it is the best weapon against Artifacts, whom Gualgui can't do much else against. In addition, she gains an Area Torture Immunity SC at Rank 3, an immensely helpful buff. These collectively make Gualgui a great denier.

    Rank 0: Hardened: Pretty basic and good to have.
    Rank 1: Hardened + Possession Immunity: Immunity to deny methods is very good to have, especially Possession, meaning enemies can't turn her against you.
    Rank 3: Hardened + Possession Immunity + SC: Area Torture Immunity: This counters Torture SC strategies and most other monsters' attacks like Marquis de Flambe's All Against One, and is extremely helpful to have.

    Build:
    Moves:
    -Pit Viper Bite
    -Curse of Ancestors
    -Dark Ritual
    -Song of a Drowner/It's High Noon/Drowned in Sand
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Masks and Staves

    Build Explanation:
    Pit Viper Bite is Gualgui's AOE deny attack, activating the CDs of all enemies and applying Poison to them. Curse of Ancestors not only comes with Curse, a powerful Torture, but it's also a single target CD Activation for Dodge Area monsters who avoid Pit Viper Bite. Dark Ritual is a free Bleeding on all enemies, and having extra turn attacks in general is very useful - plus, you can follow this up with Pit Viper Bite to not only deny your enemies, but also apply both Poison and Bleeding to them. The last slot depends on personal preference and team comps; Song of a Drowner is focused on draining the Stamina of enemies, and it applies Drowned and Nightmares, two uncommon Tortures, to all enemies - the latter can allow an ally to use their Nishant's Sword. It's High Noon is an AOE 30% Stamina Drain with Quicksands attached to it, adding a powerful Torture to Gualgui's arsenal. The last option is Drowned in Sand, the best actually damaging move Gualgui has. It applies Quicksands and Drowned to a single enemy and it gives her a weapon against CD Activation because it has 0 CD.
    3 Speed with Life Mutations is a given on a denier.

    Teammate Options: Gualgui is a master of Tortures, but she doesn't have room for her Sunburn move, so having Draghar alongside her can fix this. Make sure to stop supports and Artifacts, as the former can clean the Tortures Gualgui applies and the latter is unfazed by them. You can use Trait Disable to help with Artifacts. For more Teammate options, check out this article.

    Countering Gualgui: Having a Torture Immunity of your own, like Warmaster Babari, Olnir, or your own Gualgui, almost completely disables any damage Gualgui might deal to you. For more Counter options, check out this article.

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    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.

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    Hello everyone and welcome to my 262nd analysis, this time featuring Sunblast.
    Overview: Sunblast has a large amount of powerful deny effects including CD Activation. Coupled with other useful effects like Sunburn, Daze and Guard Down, Sunblast is able to provide much to his team. A Hardened variant is always good to have too, and Sunblast has Hardened + Burn Immunity. His Speed is not quite amazing when compared to the newer speed demons, but Sunblast is nevertheless a good monster in general.

    Build:
    Moves:
    -Stop, It's Firetime!
    -Cover The World In Darkness
    -Dazzling Fireshow/True Power Of Pyrotechnics
    -Block Out The Sun/True Power Of Pyrotechnics
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Traps and Staves

    Build Explanation:
    Stop, It's Firetime! is Sunblast's main deny move. It applies Sunburn to all enemies and activates their CDs as well. Cover The World In Darkness is another AOE deny to use in case some enemies have 0 CD attacks; it applies Possession to all enemies and removes 20% of their Stamina. In the last 2 slots, single target versions of these moves are used, but the single target version of Cover The World In Darkness has 50% Stamina Drain instead of 20%. An alternative over either of these single target attacks is True Power Of Pyrotechnics, which applies Guard Down and Daze to all enemies. This can be used to be more supportive and counter Precision modifier strategies used by monsters like Saika.
    3 Speed with Life Mutations is a standard on deniers.

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

    Countering Sunblast: For Counter options, check out this article.

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    @ekto-gamat It's not just Metalisha, Ingenica and all other Double Damage givers are a problem as well, because even Double Damage is enough for a wipe with 2 Strength at level 100. Making all monsters level 120 seems like a better solution, even more so when you consider the fact that they show up as level 120 while giving them Runes and movesets.

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    Before beginning, I will list my important observations regarding Baby Reversion:
    -Baby Reversion is NOT removed by debuff removal, although the game lists it as a debuff. Artifact monsters ARE affected by this debuff and will lose their turn!
    -Baby Reversion will prevent AOEs from hitting the monster with the debuff.
    -If Baby Reversion hits a monster with Skill Mirror, the monster will still reflect the attack, despite having been turned into a baby.
    -Evasion blocks Baby Reversion, and Dodge Area will block AOE Baby Reversion, even from the Baby Reversion that happens as a side effect of one of Kronx's skills(Tralfalmadorian).
    -There is a Recently Reversed buff, just like Recently Denied buffs.

    Hello everyone and welcome to my 261st analysis, this time featuring Kronx.
    Overview: Sharing the same Base Speed as the powerful Warmaster Sherezar, Kronx is a very unorthodox denier. Her two deny methods are Time Stop and Baby Reversion, the latter of which is somewhat counterproductive since you can't really make use of the deny turn to harm enemies, but the effect is nevertheless strong. Kronx's solid Base Life prevents her from dying easily to attackers. Her trait protects her from CD Activation, a strong deny effect, and later gives her Tough to face other deny effects. You can use Kronx as just a very fast denier, but with the correct teammates, she can be so much more.

    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:
    -Time Freeze
    -Kids Like You
    -Time to Switch/You Have Misbehaved/Time Law
    -You Have Misbehaved/Time Law
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Banners and Traps

    Build Explanation:
    Time Freeze is Kronx's safest AOE deny at this point, applying Time Stop which no monster is immune to. Kids Like You makes enemies lose their turns and be Burned, but you can't hit them during that time. Time to Switch applies a random Torture to all enemies and a random buff to all allies, which can be crucial. Lastly, You Have Misbehaved applies great Torture pressure to its target and applies Baby Reversion to it, while Time Law is a single target Time Stop.
    3 Speed with Life Mutations is the standard for any denier.

    Rank 1: Kronx learns "Sudden Heart Stop" at this level, a single target attack that removes buffs from its target and applies Time Stop to it, then gives Kronx an extra turn.
    Moves:
    -Time Freeze
    -Kids Like You
    -Time to Switch/You Have Misbehaved/Time Law
    -Sudden Heart Stop
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Sudden Heart Stop is an immensely powerful single target deny attack that helps Kronx defeat Dodge Area monsters, and also deny an enemy without losing any momentum. You can still run one of the other 2 deny moves over Time to Switch as well, to get more denies.

    Rank 2: Kronx learns "Hyperbolic Time Chamber" at this level, a move that gives an ally Triple Damage and Kronx an extra turn, but applies Baby Reversion to its target.
    -Time Freeze
    -Kids Like You
    -Hyperbolic Time Chamber
    -Sudden Heart Stop
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Kronx's moveset allows her to use Hyperbolic Time Chamber without many consequences, since it costs her no momentum and it puts great pressure on the enemy to somehow stop the Super Saiyan target. You can even pair her up with Evasion monsters to get the buff for absolutely free.

    Rank 3: Kronx learns "Death is Your Fate" at this level, an AOE that applies a 3-Turn Death Counter, Stamina Leak and Baby Reversion to all enemies.
    Moves:
    -Time Freeze
    -Death is Your Fate
    -Hyperbolic Time Chamber/Kids Like You
    -Sudden Heart Stop
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    This AOE is a strict upgrade on Kids Like You, but said move can still be used over Hyperbolic Time Chamber to kill all enemies before they get to do anything, by denying them 3 turns in a row. Dodge Area monsters can counter this, however.

    Rank 4: Kronx learns "Tralfalmadorian" at this level, an AOE Mega Time Stop that applies Regeneration and Baby Reversion to all allies.
    Moves:
    -Tralfalmadorian
    -Death is Your Fate
    -Hyperbolic Time Chamber
    -Sudden Heart Stop
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    With Tralfalmadorian, the Death Counter combo with Death is Your Fate is much smoother, as Tralfalmadorian acts as a 2 turn deny while Death is Your Fate is already a deny on its own. Since it applies an AOE Baby Reversion to your team, you can work around this by giving her specific teammates.i

    Teammate Options: Baby Reversion, as stated before, is countered by Evasion and its AOE is also countered by Dodge Area. Therefore, you can use monsters with these to not feel recoil. Warmaster Elvira is a perfect ally that renders Tralfalmadorian and Hyperbolic Time Chamber's side effects null, and you can use allies such as Wyrmlad and Hornet to freely use Tralfalmadorian without much worry for your teammates. With Kronx, you can use moves that would cost too much momentum for free, like moves that just boost damage but do nothing else - for example, Ugluk's Battering Lizard. Since you can't hit enemies anyway, might as well give them a surprise when they revert back to adults. For more Teammate options, check out this article.

    Countering Kronx: Be wary of the fact that Tralfalmadorian cannot be reflected back with Skill Mirror, since Kronx's allies will have Baby Reversion applied to them, negating the Mega Time Stop. For more Counter options, check out this article.

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    I didn't know where to post this, but I had to. Damage boosting in Classic Duels is absolutely ridiculous. Today, I lost two battles in a row...without getting to press A SINGLE attack button. Enemy denier denies my denier, their support gives the attacker Double or Triple Damage, they use an AOE and team wipe. This kind of thing never happens in Grand Duels (granted, that place has its own problems but I digress) and I believe it's because all monsters are level 120 instead of 100 like in Classic Duels. There has to be some sort of solution to this aside from using a bunch of Speed Runes to deny the damage booster...

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    Hello everyone and welcome to my 260th analysis, this time featuring Kronxian Guard.
    Overview: This versatile attacker with great Base Life can be a useful addition to teams that need an attacker who can take care of themselves. Kronxian Guard has a very good Base Strength stat and a good trait evolution as well. In addition, he can be used with a more tanky spread his buffs like Taunt, though it is questionable how good this is. Kronxian Guard's Base Speed unfortunately falls short of the average Base Speed for attackers, leaving him vulnerable to especially Metal attacks. Nevertheless, this monster is a good and versatile attacker that can put in great work.

    Rank 0: Stun Immunity: Immunity to a deny type is good to have. It can be better, but it's good.
    Rank 1: Stun Immunity + Tough: Hardened variants are amazing to have in this metagame, and Tough is even better than the standard Hardened, bringing Kronxian Guard to a much higher level in viability.
    Rank 3: Stun Immunity + Tough + SC: Space-Time: This is a worse Evasion, but it still prevents the damage portion. Considering the fact that Kronxian Guard is slower than most attackers, this is a lifesaver.

    Build:
    Moves:
    -Bellatrix Masamune
    -Kronx's Soul
    -Space Rebirth
    -Sapphire Blade/Time Assault/Time Guard
    Runes: 2 Strength 1 Speed/1 Strength 1 Speed 1 Life
    Mutant Rune options: Strength&Life, Speed&Life, Life&Strength
    Relics: Swords and Armors

    Build Explanation:
    Bellatrix Masamune is a massive nuke that also prevents enemies from hiding behind defensive effects, by removing buffs before dealing damage. Kronx's Soul has average Base Power, but the Curse it applies is very valuable. Space Rebirth is an extremely powerful utility attack that removes debuffs from Kronxian Guard, gives him Life and Stamina Regeneration, and an extra turn after that to immediately see the effects. The last slot determines his playstyle, and it also depends partly on your preference. Sapphire Blade provides Kronxian Guard with a more immediately powerful AOE with added weird, but appreciated effects: applying Stamina Leak to all enemies and giving Kronxian Guard Damage Boost. Tima Assault is an alternative that gives you Double Damage while protecting you from damage, but you can still be afflicted with debuffs. Lastly, Time Guard is for the tankier playstyle, giving him Taunt, Anticipation and Positive Effects Protection - the latter 2 can allow this move to be used even in more offensive sets if there are extra turn users around, but this depends on you.
    2 Strength 1 Speed with Life Mutations is the standard for attacker. Alternatively, 1 Strength can be changed for a Life Rune to allow him to use Time Guard much more effectively. That Rune will have a Strength Mutation.

    Teammate Options: The 2 Strength 1 Speed spread is a standard attacker that doesn't need specific allies, but you can capitalize on the fact that he is able to rid himself of debuffs and keep himself alive. Dodge Area monsters can be used alongside the rainbow spread to form the infamous Dodge Area - Taunt invincibility core, where the Dodge Area monster cannot be touched for as long as the Taunt lasts, except with Pierce. For more Teammate options, check out this article.

    Countering Kronxian Guard: For Counter options, check out this article.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 259th analysis, this time featuring Devastress.
    Overview: Devastress' Base Strength and Speed stats are spectacular for an attacker. What's more, she uses the coveted Pierce effect with 3 of her strongest attacks, allowing her to destroy monsters that are hiding behind enemy Taunts or Mega Taunts. She has access to useful effects like Curse and Total Blind, and her trait evolution ensures that debuffs have a really hard time landing on her. These combine to make Devastress a... devastating attacker.

    Rank 0: Hardened: Pretty basic and always good to have.
    Rank 1: Hardened + Tough: This is essentially Bulwark, but it's slightly more powerful than that. An excellent trait to have.
    Rank 3: Hardened + Tough + SC: Area Random Debuff: These can vary largely, but chances are the enemy will be hit by either a deny or Torture effect. This is made more powerful by the fact that Mega Taunt SCs will take 3 different debuffs, so it'll not be as easy as taking, say, Ugluk's SC.

    Build:
    Moves:
    -Peace of Irina
    -Stones of Petra /Grace of Debugging
    -Light of Elena/Grace of Debugging
    -Powered by Curium/Grace of Debugging
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Life, Speed&Life
    Relics: Swords and Masks

    Build Explanation:
    The first three moves share the same great Base Power of 65, and they all apply Pierce to Devastress before dealing damage and remove it after dealing damage. Peace of Irina is a Total Blind, Stones of Petra is a buff removal, and Light of Elena is a Curse. Lastly, Powered by Curium has barely passable Base Power, but you'll use it for the AOE Curse. Any of the moves except Peace of Irina can be replaced by Grace of Debugging, a single target debuff removal that also applies Regeneration and Positive Effect Protection, the latter of which can be used in interesting ways.
    2 Strength 1 Speed with Life Mutations is the standard for attackers.

    Teammate Options: Devastress is a great candidate for turn pass strategies because you can target enemies regardless of their buffs and either deal major damage to them or kill them. Other than this, Devastress is an amazing glue that can fit on almost any team due to the unique set of attributes she offers. For more Teammate options, check out this article.

    Countering Devastress: Despite Pierce, Devastress can't apply debuffs to monsters who would normally be immune to them, like monsters with Evasion. Also, Pierce only applies to the moves that includes it, as it is removed after the move's use. For more Counter options, check out this article.

    posted in Monster analysis corner read more

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