• Orkan Öztrak

    Hello everyone and welcome to my 250th analysis, this time featuring Zunobia.
    Overview: Zunobia features some jaw-dropping stats for an attacker at 3509 Base Speed and 3729 Base Strength, both of which are among the highest numbers among attackers. These are further complimented by her access to Pierce, allowing her to make short work of other attackers - or at least seriously harm them - before they can even move. Zunobia has a wide variety of status efects under her belt aside from Pierce, like extra turns, Evasion, Curse, damage reductions and Guard Down, which allow her to adapt to most situations in battles. The lack of any deny effects in her kit is a little harmful, but it cannot even come close to making her weak.
    Rank 0: Tough: An amazing trait, this gives Zunobia a good level of protection against debuffs.
    Rank 1: Tough + Blind Immunity: Total Blind is a deny effect, and most Precision modifier strategies have Blind in their center, and with this Zunobia can break past these obstacles.
    Rank 3: Tough + Blind Immunity + SC: True Vision: This makes it so that Zunobia cannot miss her attacks and the status effects they apply, even against Hardened variants (excluding Artifact). It is especially nice against Draghar's SC Sunburn and its annoyance level.

    Build:
    Moves:
    -Sparrow Princess
    -Saved By Thorondor
    -Garuda's Ascension/Villain For The Earthworm
    -RIP Bloodwing/Villain For The Earthworm
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Life, Speed&Life
    Relics: Swords and Essences

    Build Explanation:
    Sparrow Princess is Zunobia's strongest attack, and it also gives her Pierce during its damage calculation and Poison application, allowing her to deal massive damage to frail targets regardless of what protections they might have - this is especially effective versus Taunt + Dodge Area teams. Saved By Thorondor is a utility and damage extending skill, giving Zunobia Evasion without losing momentum and also Stamina Regeneration which delays her recharge time and makes her not affected by Stamina Drains, which is extremely good. Garuda's Ascension has low Base Power, but it makes up for this by applying Curse and Guard Down to all enemies, readying them for an assault. Lastly, RIP Bloodwing has better Base Power than Garuda's Ascension and it applies both Major Damage Reduction and Poison to all enemies, making them hit like feather. In place of either of the AOEs, Villain For The Earthworm can be used to deal damage equal to 50% of the target's Life and apply Positive Effect Block to it, assisted by Pierce.
    2 Strength 1 Speed with Life Mutations is the standard on attackers.

    Teammate Options: RIP Boodwing is very useful in tankier teams thanks to the sheer damage reduction it provides. Garuda's Ascension can be used in Torture and Stamina Draining strategies thanks to Curse, and the Guard Down is welcome in any team. For more Teammate options, check out this article.

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

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 249th analysis, this time featuring Nabuline.
    Overview: Aside from a great Speed tier of 3531, Nabuline has another weapon against deniers that gives her the edge most of the time: Control Immunity. This is invaluable as it makes Possession, Freeze and Stun useless against her, and she can retaliate against deniers who use these methods with her own deny effects. This gives Nabuline's team to recover from deny effects should the enemy denier be faster, which is invaluable. Nabuline uses Stun as her main deny method, but she can also drain Stamina and apply Quicksand, allowing her to be more flexible in battle. The ability to be flexible and counter enemy deniers makes Nabuline a top tier choice for a denier who shouldn't be underestimated.

    Build:
    Moves:
    -Rock Knuckles
    -Sisyphus Boulder
    -Ore Extraction
    -Stone Coffin
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Staves and Traps

    Build Explanation:
    Rock Knuckles counters Hardened variants by applying its Stun twice, and it racks up damage by also applying Quicksand to all enemies. Sisyphus Boulder's Stamina cost is extremely low, and it removes 50% of all enemies' Stamina in addition to giving them Stamina Leak - this will likely make it so that the enemies can use only one move before having to recharge. Ore Extraction is a single target Mega Stun which is always nice, and Stone Coffin allows Nabuline to deny Stun or Control Immune monsters by draining all of their Stamina.
    3 Speed with Life Mutations is the standard on deniers.

    Teammate Options: More AOE Stamina Drainers like Jasastur and Mephisto can help make Sisyphus Boulder into a straight-up AOE deny move. Simly having Wangzhou on your team will achieve the same result. Nabuline also fits in nicely on Torture teams thanks to the relative rarity and power of Quicksands to other Tortures. For more Teammate options, check out this article.

    Countering Nabuline: CD Activation, Precision modifiers and Stamina Drain can all deny Nabuline. A Stun Immunity is handy since it makes two of her attacks largely useless against you - Hookuai is a great counter since he doesn't care about Stun or Stamina Drain. Hobkin makes Sisyphus Boulder and Stone Coffin much, much weaker with his Stamina Regenertaion SC. For more Counter options, check out this article.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 248th analysis, this time featuring Warmaster Barbael.
    Overview: Barbael's fantastic Base Speed of 3575 allows him to outspeed a majority of deniers and deny them before they move. Not only that, but Barbael has access to other interesting status effects like Ignite, Sunburn and Trait Disable, all of which are among the best debuffs one can apply. Aside from having Tough as a trait, Barbael's trait also comes with a Damage Boost to the team, making your attackers stronger just by existing. While Total Blind as a deny method isn't the best thing one can find, Barbael's impact on the battlefield is still undeniable (pun intended).

    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:
    -Trait Treaty
    -Sightless Crowd
    -Welcome to the Average
    -Expiate Sins
    Runes: 3 Speed/3 Team Speed
    Mutant Rune options: Speed&Life, Team Speed&Team Life
    Relics: Traps and Shields

    Build Explanation:
    Trait Treaty is an AOE Trait Disable + Ignite, stripping enemies of their annoying traits like Anticipation or Hardened variants and racking up damage with Ignite. Sightless Crowd is Barbael's deny move which also applies Sunburn, working excellently with Trait Treaty's Ignite. Welcome to the Average just disables the trait on the target, and being a single target move makes it important because it allows Barbael to cripple Dodge Area monsters, given that they dodge Trait Treaty and Sightless Crowd. Lastly, Expiate Sins is great for more aggressive gameplay, applying both Sunburn and Ignite at the same time which results in great damage over time.
    3 Speed with Life Mutations is the standard denier spread. Barbael is also a very notable Team Speed carrier if you want him to do that, since he will likely outspeed almost any other support he will face and cripple them along with their teammates, leaving room for a more reliale denier to hold 3 Speed. Use Team Life Mutations in this case.

    Rank 1: Barbael learns "Spiritual Sight" at this level, a move that gives Blind Immunity to his team and removes all debuffs from them.
    Moves:
    -Trait Treaty
    -Sightless Crowd
    -Spiritual Sight
    -Welcome to the Average/Expiate Sins
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Spiritual Sight is a very valuable move. It's Barbael's only support move that buffs his team, and a good one at that: debuff cleaning is always welcome, and Blind Immunity readies your team for opposing Barbael who might try to use Total Blind moves on you, or against any Precision modifier strategies the enemy might use. The last slot should be decided depending on the enemy team; if they have Dodge Area monsters, keep Welcome to the Average. Otherwise, get Expiate Sins.

    Rank 2: Barbael learns "Purifying Pact" at this level, a Base 70 single target Fire move that applies Sunburn and Ignite to all enemies.
    Moves:
    -Trait Treaty
    -Sightless Crowd
    -Spiritual Sight
    -Purifying Pact
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Purifying Pact is a massively upgraded Expiate Sins that applies the Tortures to all enemies and has a massive 70 Base Power, which when combined with his trait, will do noticeable damage even without Strength Runes. This is Barbael's most offensive move that works excellently in offensive strategies. Welcome to the Average's power level is simply too low when the other option is considered, so it's no longer used.

    Rank 3: Barbael learns "Master of Pain" at this level, a Base 90 single - wait a minute, that is not what this move is! Ahem...
    Barbael learns "Master of Blind" at this level, a Base 15 single target unresisted move that applies Total Blind to all enemies and gives him an extra turn.

    Moves:
    -Trait Treaty
    -Spiritual Sight
    -Sightless Crowd/Master of Blind
    -Purifying Pact/Master of Blind
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Regardless of how crazy powerful it sounds, you might still want to run Sightless Crowd over Master of Blind, since Anticipation monsters might ruin you otherwise. You can also decide to run it in either of the last two slots if you value both Sightless Crowd and Master of Blind, since Total Blind is unlike other deny methods in that you can use it on consecutive turns and not get a Recently Denied buff on enemies.

    Rank 4: Barbael learns "Trait Covenant" at this level, a Base 20 single target Fire move that applies Trait Disable to a single enemy and Total Blind to all enemies.
    Moves:
    -Trait Covenant
    -Spiritual Sight
    -Purifying Pact/Sightless Crowd/Trait Treaty
    -Master of Blind/Trait Treaty
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    With Trait Covenant, Barbael is able to deny even Dodge Area monsters, since the attack itself and the Trait Disable is single target, and the Total Blind follows both of these effects. In the last 2 slots, the decisions should be made based on your playstyle and the enemy's team comp.

    Teammate Options: Given Barbael's trait, attackers are a no-brainer. However, something special about Barbael's Damage Boost is that it also affects Artifact monsters, so allies like Talos and Nitroblaster can finally get a boost without giving up their Traits. Buff removal can be important alongside Barbael since some enemies might carry Blind Immunity with them, which will strip Barbael of most of his power. Do also know that Barbael works very well in Torture teams, so allies like Wangzhou or Nabuline to apply diverse Tortures will rack up damage alarmingly quick. Extra turns remove Total Blind with great ease, so bringing Anticipation monsters with you is a good idea. For more Teammate options, check out this article.

    Countering Warmaster Barbael: A Barbael of your own is one of the best counters, since Spiritual Sight cleans anything he might try to do to you and gives you Blind Immunity on top. Any extra turn attack will get rid of Total Blind. Torture Immunity comes in handy since he does carry many Sunburn and Ignite moves. For more Counter options, check out this article.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 247th analysis, this time featuring Hobkin.
    Overview: Hobkin has very high Speed, with which he can outspeed most enemy supports. Focusing mostly on buff/debuff control, Hobkin can also dish out nice amounts of damage or apply valuable buffs like Dodge Area, or random protection effects - in addition, his SC, Stamina Regen, makes Stamina Draining tactics far less useful, and unless you're Wangzhou, you're not draining the Stamina of Hobkin's team. These traits give Hobkin a level of usefulness that is great at least and amazing at most, making him a fantastic support monster.

    Build:
    Moves:
    -Cuckoo's Countdown
    -Retreat and Regroup
    -Best Escape Tool/Retreat/Regroup
    -Destination Unknown/Retreat/Regroup
    Runes: 3 Team Speed
    Mutant Rune options: Team Speed&Team Life
    Relics: Traps and Essences

    Build Explanation:
    Cuckoo's Countdown deals damage equal to 50% of the target's maximum Life, which saves Hobkin from being totally passive and gives him a way to apply offensive pressure. Retreat and Regroup removes all buffs from the enemy team and removes all debuffs from your team at the same time, making it a perfect buff/debuff control skill. Best Escape Tool gives the target Dodge Area, which can save an ally from AOE wipe strategies or deny spam. Lastly, Destination Unknown gives your teammates a random protection effect - these effects are different on each teammate and there are many Phobic Shields or other useful defensive buffs, so most of the time at least one ally will get a very powerful buff. In the last two slots, Retreat or Regroup can be used to remove debuffs from your team or remove buffs from the enemy team respectively, but what makes them worth your time is the fact that unlike Retreat and Regroup, these moves have 0 CD, which means you can spam them to remove debuffs or buffs constantly. I do not recommend both of them at the same time as this makes Hobkin purely a buff/debuff controller, but if you feel like the battle will require this, you can choose to do so.
    3 Team Speed with Team Life Mutations suits Hobkin's role the best, and is the standard support spread.

    Teammate Options: Best Escape Tool with a Taunt monster works wonders, as you can use BET on your non-Taunt ally to make it invincible for as long as the buff lasts or the Taunter stays alive. On more offensive team comps, Cuckoo's Countdown will prove to be marvelous, thanks to its ability to wear down any monster very quickly, especially tanks. Extra turn spammers will greatly appreciate Hobkin's SC. For more Teammate options, check out this article.

    Countering Hobkin: Don't use Stamina Drain against him, as his SC will likely give his allies enough Stamina each turn to allow them to use their moves. Try not to rely on status to defeat him, as Hobkin has great control over status effects - instead, try dealing direct damage, or deny him if you want to use status anyway. For more Counter options, check out this article.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 246th analysis, this time featuring Patient Cyber.
    Overview: Sitting at a great 3531 Speed tier, having the Tough trait and CD Activation as his deny method makes Patient Cyber a top class denier. He also has access to Nanovirus, which is one of the best Tortures in the game, coming with a built-in Positive Effect Block. Patient Cyber also has a single target Total Blind, which works wonders against things that can work around CD Activation such as Hookuai. A 0 Stamina buff removal might also come in handy in some tight situations, saving your team against team comps that try to deny with Stamina Drain and set up damage buffs as they do that.

    Build:
    Moves:
    -Endemic Pathogen
    -Force Transduction/Bacteriophages
    -Oftalphagous/Bacteriophages
    -Mutated Strain/Bacteriophages
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Staves

    Build Explanation:
    Endemic Pathogen is Patient Cyber's deny method, applying CD Activation to all enemies. Force Transduction is an AOE Nanovirus which is good for stacking damage and stopping buffs from being applied. Oftalphagous is a single target Total Blind, which is useful in situations where the target has ways around CD Activation or has Dodge Area. Lastly, Mutated Strain is a single target CD Activation to use against Dodge Area monsters, or to keep an enemy denied even longer. In any of the last 3 slots, Bacteriophages can be used, as it is a free buff removal with Nanovirus attached to it which can be used in emergencies where you have no Stamina but must use an attack.
    3 Speed with Life Mutations is the standard on deniers.

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

    Countering Patient Cyber: Zeighar effortlessly counters Patient Cyber, since he can use Mighty Servant to reset his CDs and get rid of Oftalphagous' Total Blind. However, be careful of Anticipation monsters that might be Patient Cyber's teammates. For more Counter options, check out this article.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 245th analysis, this time featuring Positron.
    Overview: Positron trades direct damaging attacks for some of the most powerful deny and support skills in the game. Coming with an impressive 3531 Speed, Positron can tie with some big threats like Patient Cyber and Saulot and outspeed others like Storm Beard. Like Lighterium, Positron has a skill that applies a deny effect to one enemy and then another deny effect to all enemies, giving him a weapon against Dodge Area monsters. He also has loads of strong buffs and debuffs, making Positron a big name on the battlefield.
    Rank 0: Hardened: Can't go wrong with this, gives some all around protection.
    Rank 1: Hardened + Blind Immunity: This is great for Positron since it gives him a weapon against Mirak's Deep Thought and other strategies revolving around Precision modifiers.
    Rank 3: Hardened + Blind Immunity + SC: Team CD Protection: This counters Timerion and Patient Cyber, making Positron a great answer to them.

    Build:
    Moves:
    -Nakama Power!
    -Neutrino Gives Me Strength
    -Out Of Pessimism/Anti-electron/Beware Of Timmy!
    -Anti-electron/No More Injuries/Friendly Torture
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Banners and Masks

    Build Explanation:
    Nakama Power! refreshes the CDs of the target and removes all debuffs from it, and it has 0 CD which means you can spam it. Neutrino Gives Me Strength activates the CDs of its target, and applies Possession and Drowned to all other enemies - this is your deny skill that also hits Dodge Area monsters. Out Of Pessimism is great against Torture-heavy teams and also Stamina Drain teams since they tend to use Curse and Nightmares, plus it also removes all debuffs on all allies with its use. Alternatively, Anti-electron is a powerful deny move that is useful against Hardened variants and buff-induced protections. The last option here is Beware Of Timmy!, which is mostly used for the Dodge Area it gives to a single ally, but the CD Protection is nice too. Anti-electron can be used in the last slot as well, but No More Injuries can be used as a follow-up to Neutrino Gives Me Strength, since its's another single target CD Activation with an added AOE Stamina Leak, which pairs well with the aforementioned move's Drowned. Friendly Torture can also be used to give all enemies Nanovirus, which is great to counter Mega Taunt users and monsters like Neobuki that give their teammates powerful buffs.
    3 Speed with Life Mutations is the standard on deniers.

    Teammate Options: Gorg's Harpoon Gatling Gun can be refreshed every turn with Nakama Power! to Stun enemies for as long as Positron and Gorg's Stamina lasts. Mega Taunt users can also make great use of said move to give themselves Mega Taunt until the opponent can't remove it - Dunn Ra is perfect for this since her Gates Of Giza costs 0 Stamina, meaning only Positron's Stamina matters. Monsters with the Taunt trait can be used and you can use Beware Of Timmy! on any team member except the Taunt monster to make the target of the move invulnerable. For more Teammate options, check out this article.

    Countering Positron: CD Activation and Possession are the deny methods that Positron uses, so being unfazed by them makes you safe from most of his attacks - Hookuai has ways to work around both of these effects. Most of the newer monsters, like Mirak, Silverleaf and Volthar, are faster than Positron and can deny him. For more Counter options, check out this article.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    @الوحش-المدارك The thing is, they need to be careful with a monster that will eventually get Pierce as a SC, since the effect is very powerful. You can ignore Taunts, attack without worrying about Mirrors, and hit behind Shields and even Armor granted by Relics. I also believe his skills are lackluster though, maybe they could use a Base Power buff.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 244th analysis, this time featuring Mop.
    Overview: Mop has some of the best non-Warmaster stats out there, with 3498 Base Speed which is perfect for an attacker, a solid 38k Base Life and 3663 Base Strength allowing him to hit very hard. Mop focuses on Stun and Shock alongside raw damage, letting him counter extra turn spammers and take on a control role, which is great for taking on other attackers as he'll likely be faster than them. His evolving trait ends at Control Immunity, and when combined with Hardened, this makes Mop very resilient to debuffs. Unfortunately, Mop's trait evolution is very slow so most players won't be able to get the Control Immunity, and Mop's movese might feel a bit underwhelming when compared to other race monsters like Mirak and Marquis De Flambe.
    Rank 0: Hardened: Always good to have.
    Rank 3: Hardened + SC: Precision: Precision gives Mop a layer of protection against Precision modifiers, which is greatly appreciated.
    Rank 5: Hardened + SC: Precision + Control Immunity: No, that Control Immunity is not part of the SC, which makes it infinitely better. If you can get Mop to this level, you'll have a very solid attacker on your hands.

    Build:
    Moves:
    -Sinkin In A Bathtub
    -Just You Wait!/Puss Gets The Boot
    -I Eats Me Spinach
    -Fiddlesticks/Dizzy Dishes
    Runes: 2 Strength 1 Speed
    Mutant Rune options: Strength&Life, Speed&Life
    Relics: Swords and Traps

    Build Explanation:
    Sinkin In A Bathtub has 60 Base Power against a single enemy, and 30 Base Power against the other two, and the Quicksand + Shock to the initial target while just Shock to the 2 others further extends the damage. Just You Wait! has no damage, but it Stuns and applies Shock to all enemies. Alternatively, Puss Gets The Boot does the same thing to a single enemy, but removes its buffs before doing so, and you may prefer that over the AOE. I Eats Me Spinach gives Mop a bunch of useful buffs, most importantly Double Damage. Lastly, Fiddlesticks has the highest power of Mop's attacks with an added Daze, whereas Dizzy Dishes is a Base 40 AOE with Daze.
    2 Strength 1 Speed with Life Mutations is the standard on attackers.

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

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

    posted in Monster analysis corner read more
  • Orkan Öztrak

    @queenassassin It was intentional, I was joking about how they looked basically alike.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 243rd analysis, this time featuring Eisul.
    Overview: Eisul is surprisingly fast for a tank, and is the first tank in the game to have both a Mega Taunt SC and regular Taunt as a trait, making him extremely effective at taking single target attacks. Similar to Mephisto, Eisul has excellent Stamina control, which is one of the best things a tank can do nowadays. In addition, Eisul has some impressive deny skills too, including a Mega Possession. However, to get the Mega Taunt SC you have to rank him up to Rank 3, which is a bit annoying.
    Rank 0: Taunt: Excellent trait, it's what makes Clipeum and Koralle Brutalis good.
    Rank 1: Taunt + Freeze Immunity: Being a Water monster and having a Freeze Immunity is always good.
    Rank 3: Taunt + Freeze Immunity + SC: Mega Taunt: This is the really good stuff, it's what makes the tanks that have it top tier. Prevents enemy deniers from simply being too fast and denying everyone.

    Build:
    Moves:
    -Dark Breed
    -Decoy
    -The Puppet Master
    -Dreamcatcher
    Runes: 3 Life
    Mutant Rune options: Life&Speed
    Relics: Traps and Armors

    Build Explanation:
    Dark Breed is an AOE Curse, which is extremely strong. Decoy allows Eisul to refresh his Mega Taunt if it gets removed, and it also has Damage Mirror, which will deal great damage to the attacker since it will reflect back all 3 instances of damage AOEs deal. The Puppet Master is a strong deny move that stops an enemy for 2 turns, and can even allow you to steal the enemy's buff moves during the Total Blind turn. Lastly, Dreamcatcher drains Stamina very fast, especially when combined with Dark Breed.
    3 Life with Speed Mutations is a standard for tanks.

    Teammate Options: You can use more diverse Stamina Drain effects, like Drowned or direct Stamina Drain, to lock the enemy. It's handy to have a buffer to remove Positive Effect Block or Nanovirus off him, or to rid him of Tortures. For more Teammate options, check out this article.

    Countering Eisul: Clipeum and Wangzhou can deal with his Stamina Drains effectively. Removing his Possession is important since even if the first turn is a Total Blind, the target may use a good supportive move to help the enemy on that turn. For more Counter options, check out this article.

    posted in Monster analysis corner read more

Looks like your connection to Social Point Forums was lost, please wait while we try to reconnect.