• Orkan Öztrak

    Hello everyone and welcome to my 281st analysis, this time featuring Nisael.
    Overview: Nisael is a monster that purely works as a method of interruption, having loads of moves with status removal, Daze, Stamina Drain and Life Removal. The eventual Anticipation and Bulwark help out a lot in this regard, allowing Nisael to discourage extra turns and taking debuffs with ease, especially when you consider the fact that he is able to give his allies Evasion. All of this combined make Nisael a good answer to most teams, removing buffs and debuffs from the equation. However, Nisael's over reliance on status control leaves him in an awkward spot against monsters that don't use status effects a lot, like Artifacts or straightforward damage dealers. Also, he still can't reach Dodge Area monsters even outside of a Taunt - Dodge Area core, making him helpless against them.

    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:
    -Pain Outbreak
    -Purger Army
    -Necromantic Army
    -Half Death/Disease Dissemination/False Gods
    Runes: 3 Team Speed
    Mutant Rune options: Team Speed&Team Life
    Relics: Essences and Amulets

    Build Explanation:
    Pain Outbreak is Nisael's only AOE buff removal right now, and it also helps allies a bit by giving all enemies Guard Down (making even Total Blind useless) and removing 20% Life from them. Purger Army is a debuff removal that complements Pain Outbreak, giving all allies Guard Down Hater and Precision. Necromantic Army allows Nisael to resurrect his other two allies with 50% Life should the need arise, and it gives his revived allies Damage Boost and Evasion. The last slot is up to personal preference: Half Death removes 50% Life and Stamina from its target, allowing Nisael to have a good damaging skill. Disease Dissemination is a spammable AOE Daze, whereas False Gods is a 0 CD 0 Stamina Cost single target buff removal.
    3 Team Speed with Team Life Mutations is a standard on supports.

    Rank 1: Nisael learns "Plague Spreader" at this level, an AOE 30% Life Drain that also gives all enemies Daze and Stamina Leak. His Trait evolves to upgrade Tough into Bulwark.
    Moves:
    -Pain Outbreak
    -Purger Army
    -Necromantic Army
    -Half Death/Plague Spreader/False Gods
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Plague Spreader is an upgrade to Disease Dissemination, trading the 0 CD for a Life Drain instead of direct damage, plus Stamina Leak.
    The Trait Evolution is more significant that the move though, allowing Nisael to take debuffs with much greater ease.

    Rank 2: Nisael learns "Necropotence" at this level, an AOE 30% Stamina Drain that also removes all buffs from them, gives them Stamina Leak and applies a 3-Turn Death Counter to them.
    Moves:
    -Pain Outbreak
    -Purger Army
    -Necromantic Army
    -Necropotence
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    This move gives Nisael another buff removal that also pressures enemies in terms of Stamina. It can also punish enemies that don't run debuff removal through the Death Counter.

    Rank 3: Nisael learns "Nisael Army" at this level, a move that removes all debuffs from all allies and gives them Stamina Regeneration, while removing all buffs from all enemies and applying Daze to them. His Trait also evolves to include Anticipation.
    Moves:
    -Pain Outbreak
    -Nisael Army
    -Necromantic Army
    -Necropotence
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Nisael Army is a move that simultaneously removes buffs from enemies and debuffs from allies, while giving allies Stamina Regeneration, and enemies Daze. This makes it a perfect move to slip out of sticky situations where your opponent overpowers you with status, and Daze is a crucial disruptive effect that both weakens attackers a lot and makes attacks more difficult to land, not to mention the Stamina Regeneration preserves momentum.
    Anticipation brings Nisael to a new level of power, allowing him to counter turn passing. He can do this very effectively too, thanks to his many status control skills.

    Rank 4: Nisael learns "Nisael Warrior" at this level, a move that revives an ally with 50% Life and gives it Double Damage, Evasion, and an extra turn. His Trait also evolves to include a SC: Cooldowns Protection.
    Moves:
    -Pain Outbreak
    -Nisael Army
    -Nisael Warrior
    -Necropotence
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Despite Necromantic Army reviving possibly one more ally, this situation is very unlikely and Nisael Warrior gives its target a much better damage bost alongside a crucial turn pass, making it the obvious choice on the third slot.
    This Trait Evolution prevents CD Activation from foiling Nisael, and this is very good because Bulwark protects him from most status, yet CD Activation bypasses it.

    Teammate Options: You can use teammates that kill their allies or themselves to achieve some effect, and then revive them with Necromantic Army or Nisael Warrior for a great advantage, but this is largely a gimmick. For more Teammate Options , check out this article.

    Countering Nisael: Nisael is almost exclusively stuck to removing status effects, so Artifact monsters won't at all be fazed by him. Monsters with a Positive Effect Protection trait like Neobuki will have the same effect. Nisael has no Trait Disables, so monsters with Dodge Area are mostly safe too. For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 280th analysis, this time featuring Grakon.
    Overview: Grakon sits at a spectacular Speed tier of 3575, allowing him to match many important monsters like Warmaster Sherezar, Lord Pumpseed and Crabbydroid. He also has various Stun and CD Activation moves to help him combat different immunities, not to mention some great Torture effects. He has a good debuff removal move in case he needs it and he also ends up with Dodge Area, possibly the most important trait a monster can have. Unfortunately, said trait is unlocked all the way at Rank 5, so most Grakons will not have it, though this by no means is detrimental enough to make him bad - he still is one of the best deniers out there.

    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:
    -Roots
    -Bloody Roots
    -Ratamahatta
    -Boron Flames/Fubanga
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Essences and Traps

    Build Explanation:
    Roots allows Grakon to activate the CDs of an enemy wthout losing momentum and also handle Dodge Area monsters. Bloody Roots is an AOE CD Activation that also applies Bleeding to all enemies. Ratamahatta answers monsters with 0 CD moves and Hardened variants by applying Stun twice to all enemies. Lastly, Boron Flames is a 0 CD move that applies Curse to all enemies. Fubanga can be used here as well to have a single target version of Ratamahatta to hit Dodge Area monsters with, but this makes Grakon able to just deny and do nothing else.
    3 Speed with Life Mutations is the standard on deniers.

    Rank 1: Grakon learns "Chants Of The Swamp" at this level, a move that removes all debuffs from all allies, removes all buffs from all enemies, and applies Poison and Curse to all enemies.
    Moves:
    -Roots
    -Bloody Roots
    -Ratamahatta
    -Chants Of The Swamp
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Chants Of The Swamp allows Grakon to clean the appropriate status effects of both sides while giving enemies two Tortures effects to contend with, highly increasing Grakon's utility. Since it removes your team's debuffs first, it also deals with Precision modifiers.

    Rank 2: Grakon learns "Wisdom Of Decay" at this level, a move that removes all buffs from its target and activates its CDs, then Stuns all enemies.
    Moves:
    -Roots
    -Bloody Roots
    -Wisdom Of Decay
    -Chants Of The Swamp
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    This is an upgraded Ratamahatta that trades the second Stuns for a much better extra effect that's single target. This is also Grakon's only single target buff removal, making it great versus Mega Taunt casters and Dodge Area monsters, the former especially so since it's followed by an AOE Stun that the Mega Taunt doesn't foil.

    Rank 3: Grakon learns "Feel Free To Rot" at this level, a Base 50 unresisted single target Mega Stun that gives Grakon an extra turn. His Trait also evolves to include a Possession Immunity.
    Moves:
    -Feel Free To Rot/Roots
    -Bloody Roots
    -Wisdom Of Decay
    -Chants Of The Swamp
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Feel Free To Rot is an extremely strong single target deny that costs Grakon no momentum and puts a monster out of commision for 2 turns. However, Roots may be more powerful against certain enemies, so pick based on the enemy team.
    Immunity to any deny effect is a welcome addition for any monster. Possession is the most dangerous one out of the 3 main deny effects (Stun, Freeze, Possession), so it's even more useful.

    Rank 4: Grakon learns "No Rest For The Wicked" at this level, a Base 45 Nature AOE that applies Trait Disable to all enemies before dealing damage, then applies Stun and Poison to them.
    Moves:
    -Feel Free To Rot/Roots
    -No Rest For The Wicked
    -Wisdom Of Decay/Bloody Roots
    -Chants Of The Swamp
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    This is Grakon's only Trait Disable move, making it very valuable. It also doubles as an AOE deny, necessitating its use. At this Rank, you can run Bloody Roots over Wisdom of Decay to sacrifice power versus Mega Taunt casters to keep your AOE CD Activation and Bleeding, which is not found on any of your other moves. Furthermore, two AOE deny moves with the same deny effects are counterproductive, but you may still want power over Mega Taunt casters.

    At Rank 5, Grakon's Trait evolves to include Dodge Area.
    This is the single best thing that could happen to Grakon, turning him from a strong denier into a top tier contender for the metagame. Armed with tools like extra turns, Stuns and CD Activations, on top of a strong status cleaning move and Trait Disable, Grakon can hide behind a Taunt monster and start firing off his game changing attacks with great Speed.

    Teammate Options: At Rank 5, pair him with a Taunt monster to get the Taunt - Dodge Area core. Before that, Grakon will easily fit in teams thanks to his flexibility. Grakon naturally fits well in Torture teams too. For more Teammate Options , check out this article.

    Countering Grakon: If he has Dodge Area, use monsters with Pierce or deniers like Thundeer, who can Trait Disable the Taunt monster without losing momentum. Grakon can apply Poison with ease and can also have Bleeding, and the damage reduction will matter, so be mindful of this. For Counter options, check out this article.

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  • Orkan Öztrak

    @alex-brow Well then technically all Rank 5 Warmasters are free... no actually every monster featured in a breeding event is a free Rank 5, there are Elementium and elemental cell dungeons every week.
    Forgive me, but I'd question your sanity if you actually spend 2k War Medals on something like a VIP Chest, where the only viable monsters are Zyla and Nox while the others are heavily outclassed old monsters. It would prevent you from buying Relic Chests or VIII+ Rune Chests.
    Saying that something is free means that you do not have to spend any money to get it, that's true. It's understandable that free things take effort, but there is a certain degree of effort people are willing to put into free things. Past that, they won't think that it's free, while it still is free in the traditional sense. Because it costs too much time and effort. For example, 200 Elite/Nemesis Souls will get you any single of those monsters. Every Season Pass awards owners with 15 (need clarification) of each Soul. It is free, so no Grand Duels are allowed, making it 200/15 = 13.33333..., therefore 14 months to get any Nemesis/Elite, more than a year. This also assumes that those monsters will not be outclassed by then, and believe me they will.
    Also, I do not like the way you justify this. You say you love Forsaken monsters because everything else is "free". This is, I think, mistaken because a right thing a person does will not override a wrong thing they do, it just shows that they're capable of both.

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  • Orkan Öztrak

    @stancu-alexandru Oh, you're right! Last time I tested it, Dodge Area didn't reflect AOEs. Let me change that in the analysis, thanks for the correction.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Updated this to match Warmaster Ragnarok's format, because Wyrmlad has so many viable moves that give rise to a lot of possible move combinations.

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  • Orkan Öztrak

    @stancu-alexandru Depends on Runes and Ranks. At lower Ranks, Warthat the Mountainsplitter (specifically) can one shot with at least 2 Strength, but it becomes more complicated with increasing levels. However, Ugluk is faster, so he can use Reptilian Ram until Rank 3 to give him Bleeding and prevent the one shot. Past that, Ugluk would just kill Warthak with Your Last Taunt + Siege Finisher.

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  • Orkan Öztrak

    Still no way to get Forsaken Cells without money... Considering how the recently released free monsters compare to The Forsaken, the future is dark for F2P. I mean, just look at Rociuko and then look at Wickah or Santerion, the power level is on a whole new level...

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  • Orkan Öztrak

    @tom6969 I mentioned Taunt Hater wrecking him but somehow forgot to list it as a counter. Still, Ugluk is slow so before Santerion dies he'd waste the turns of Ugluk's faster allies. You can't rely on him to completely shut down Santerion. Also, I'm going off of the posts that announce upcoming monsters. Santerion has one.

    posted in Monster analysis corner read more
  • Orkan Öztrak

    Hello everyone and welcome to my 279th analysis, this time featuring Santerion.
    Overview: So, the lovely, lovely people over at SocialPoint thought, "Well, we have this trend of continuously raising the average power level of the metagame. We introduced Mega Taunt, Dodge Area and Pierce, all status effects that changed the very core of this game. It's time that we introduced some new overpowered thing to raise the stakes. What do we do this time?" and then this happened.
    "Mega Taunt."
    "Uh-huh"
    "As a Trait."
    "mmhm"
    "Together with Artifact..."
    "I'm listening"
    "...on a Forsaken monster."
    (SP headquarters blows up)

    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:
    -Neural Network Carols
    -Markov's Countdown Chain
    -Elf Unit Logistics/Sweater's Pattern Recognition
    -Toy Boltzmann Machine
    Runes: 3 Life
    Mutant Rune options: Life&Speed, Life&Stamina
    Relics: Banners and Armors

    Build Explanation:
    Neural Network Carols is a useful move to clean enemy buffs while reducing damage output through Daze, which helps a Mega Taunter like Santerion greatly. Markov's Workshop Chain is good in situations where you want to remove just one monster's buffs or remove a Dodge Area monster's buffs - either way, the target gets one random debuff and one random Torture effect applied to it, which is good for annoying them. The third slot goes to an AOE Torture move: Elf Unit Logistics is an AOE Nanovirus, which is reliable and blocks enemy buffs. Sweater Pattern Recognition offers a 35% heal to your team, but the Tortures it applies is random. Lastly, Toy Boltzmann Machine rids Santerion of all of his debuffs without losing momentum, a perfect skill for a Mega Taunter.
    3 Life is a standard on tanks. The Mutations can be Speed to prevent enemies from running laps around you, or Stamina to increase the time it takes for Santerion to recharge.

    Rank 1: Santerion learns "Behavior Christmas Tree" at this level, a move that rids his team from debuffs while giving them Life and Stamina Regeneration. His Trait also evolves to turn the SC: Mega Taunt into a Mega Taunt Trait.
    Moves:
    -Neural Network Carols
    -Markov's Countdown Chain/Behavior Christmas Tree
    -Jingle Bell Curves/Behavior Christmas Tree
    -Toy Boltzmann Machine
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Behavior Christmas Tree gives Santerion another way to remove debuffs from himself, which becomes very valuable past this point. Choose between the three of Markov's Countdown Chain, Behavior Christmas Tree and Jingle Bell Curves for the second and third slots: Markov's Countdown Chain is as useful as ever, but its biggest use comes from being able to remove the buffs of Dodge Area monsters, which may be armed with Pierce or Taunt Hater to jeopardize Santerion's plan. Jingle Bell Curves is a massive heal on Santerion to make him stay alive.
    The Trait Evolution makes Santerion the first ever monster with Mega Taunt as a Trait, and honestly, I cannot possibly imagine what SP was thinking when they said "This is okay". Anyhow, this completely and utterly counters any strategy that doesn't involve Trait Disable or Pierce, or some way to conveniently kill Santerion through damage alone. Since he can technically take all attacks indefinitely, Santerion's moveset changes to a purely survival-oriented build that focuses solely on keeping his Trait intact, foiling the plans of those who can get past his Trait Mega Taunt and staying alive.

    Rank 2: Santerion learns "Ho-Ho-Ho.exe" at this level, an unresisted Base 45 AOE that heals all allies for 50%.
    Moves:
    -Neural Network Carols
    -Markov's Countdown Chain/Behavior Christmas Tree
    -Jingle Bell Curves/Ho-Ho-Ho.exe/Behavior Christmas Tree
    -Toy Boltzmann Machine
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Ho-Ho-Ho.exe can replace Jingle Bell Curves if you're willing to sacrifice some healing and an AOE random debuff for direct AOE damage and a heal for the team. It can work in case your enemy has Pierce to patch up your ally that got hit.

    Rank 3: Santerion learns "Gifting Algorithm" at this level, a move that gives all enemies a random debuff and all allies a random buff, in addition to giving Santerion an extra turn. His Trait also evolves to replace Hardened with Artifact.
    This move is useless since totally random buffs and debuffs tend to be bad.
    Artifact makes Santerion immune to Tortures, allowing him to live much longer. However, be warned as buffs, including from Behavior Christmas Tree after you get Trait Disabled (the buff removal occurs before anything else), will fail to land on him past this point.

    **Rank 4: Santerion learns "Bernoulli Coal Distribution" at this level, a Base 70 move that applies 2 Torture effects to all enemies. His Trait also evolves to include a SC: Damage Reduction. **
    Moves:
    -Neural Network Carols
    -Markov's Countdown Chain/Bernoulli Coal Distribution/Behavior Christmas Tree
    -Jingle Bell Curves/Ho-Ho-Ho.exe/Behavior Christmas Tree
    -Toy Boltzmann Machine
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Bernoulli Coal Distribution offers a lot of offensive pressure, and you can run it over Markov's Countdown Chain if you are willing to sacrifice your single target buff removal for said offensive pressure. It's also Santerion's only move that's capable of defeating a Dodge Area monster one on one (Markov's Countdown Chain can technically do it, but you'd rely on the random negative effect being a Torture for quite a few uses, so it's nearly impossible).
    This is a useful SC since without Trait Disable, direct damage is the only way to bring down Santerion, and this can slow that down, especially when combined with the Daze from Neural Network Carols.

    Teammate Options: Santerion functions like a regular tank at Rank 0, but past that, you can create a team that focuses on keeping Santerion and his Trait alive to do whatever you want while Santerion keeps taking attacks - such a team would have healing effects and especially status control to beat Pierce and Trait Disable. Past Rank 3, normal SCs can't aid him, so you can pair him up with allies that give their team Traits. Thundeer and Warmaster Zahra are prime candidates because they give all allies, including Santerion, a 50% Life increase, and Zahra can remove debuffs whereas Thundeer is a denier with great utility that can help Santerion, with tools like buff removal and Trait Disable. For more Teammate options, check out this article.

    Countering Santerion: Look to Pierce or Trait Disable for this end. Pierce can simply ignore Santerion's Mega Taunt whereas Trait Disable gets rid of Mega Taunt , allowing your team an opening to strike vulnerable targets. Any turn transferring Anticipation monster, like Warmasters Necromancer and Ragnarok, can prevent Santerion from cleaning Trait Disable with Toy Boltzmann Machine, since they can pass the turn to an ally who has Trait Disable or Pierce to foil Santerion again. Draghar and Crabbydroid can remove Mega Taunt and deny Santerion at the same, forcing an ally to clean the debuff in his stead. Ugluk can use Your Last Taunt or Ancestors Bite to massively damage and even finish Santerion off.For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 278th analysis, this time featuring Thundeer.
    Overview: Thundeer is a very fast denier that has many deny methods under his belt, like CD Activation, random deny effects and Precision modifiers. This allows him to deny many different kinds of monsters. Most of his skills apply Shock to enemies as well, which can annoy enemies, and even break some monsters down. Thundeer eventually gets Dodge Area as well, which brings his power level to a whole new height. He has other useful debuffs like Trait Disable too, which makes Thundeer a reliable, fast and versatile denier that can adapt to many situations - these are, of course, if you rank him up. Thundeer's lack of the ability to help his teammates when they're afflicted with status effects is a pain, but it doesn't matter because Thundeer is an exceptionally powerful denier.

    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:
    -Always On Time
    -Finished Project/Watch This Movie
    -Loves Spontaneity
    -Don't Cross The Gifts
    Runes: 3 Speed
    Mutant Rune options: Speed&Life
    Relics: Staves

    Build Explanation:
    Always On Time is Thundeer's AOE deny move that applies CD Activation to all enemies, but also applies Daze to them, which is significant because attackers tend to have 0 CD moves to combat CD Activation, and attackers hate being Dazed. Watch This Movie is a single target deny move that is one of Thundeer's few single target attacks that deal direct damage, and it applies a random deny effect + Shock to its target. Finished Project instead is a single target version of Always On Time that applies Blind instead of Daze. It's stronger against Hardened variants or monsters with immunity to certain or all deny effects, but it prevents Thundeer from currently being able to beat Dodge Area monsters one on one. Loves Spontaneity is a handy extra turn move that can rid Thundeer of Total Blind or shorten the lifespan of other annoying debuffs, while also giving your team a handy Damage Boost without losing any momentum. Lastly, Don't Cross The Gifts applies Daze and Blind to all enemies, which makes them very unlikely to land attacks for 2 turns, while also giving them Shock to prevent extra turn moves from shortening this time. It can handle enemies that cheat Always On Time, plus not many monsters are immune to Blind or Daze.
    3 Speed with Life Mutations is a standard on deniers.

    Rank 1: Thundeer learns "Stolen Christmas" at this level, a move that gives Thundeer True Vision and an extra turn. His Trait also evolves to include a 50% Life increase for the team.
    Despite this being better for Thundeer himself, Loves Spontaneity also serves as an extra turn attack, but it has much more use in giving the team Damage Boost.
    The Trait Evolution helps against attackers, and it's especially amazing in Taunt - Dodge Area cores to make the Taunt monster more durable, a core Thundeer will find himself in in a couple of Ranks.

    Rank 2: Thundeer learns "The Fastest Claus" at this level, an unresisted single target Base 25 move that applies Trait Disable to its target, then removes its buffs, then gives Thundeer an extra turn.
    Moves:
    -Always On Time
    -The Fastest Claus
    -Loves Spontaneity/Finished Project/Watch This Movie
    -Don't Cross The Gifts
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    The Fastest Claus is a godsend for Thundeer, allowing him to break Taunt - Dodge Area cores, eliminate Anticipation monsters, remove Evasion or Dodge Area from its target, and so much more, without losing momentum. It also counters monsters with Positive Effect Protection traits such as Neobuki, though it sacrifices the ability to Trait Disable monsters with Evasion. Still, very few deniers can claim to do this kind of thing, and the ones that can are extremely powerful ones, like Warmaster Thalassa. Since this is an extra turn move, Finished Project or Watch This Movie can replace Loves Spontaneity if you find them more valuable than another extra turn move + AOE Damage Boost.

    Rank 3: Thundeer learns "Christmas With The Deers" at this level, an unresisted single target Base 30 move that activates the CDs of its target, then gives Thundeer an extra turn. His Trait also evolves to include a SC: Dodge Area.
    Moves:
    -Always On Time
    -The Fastest Claus
    -Christmas With The Deers
    -Don't Cross The Gifts
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Christmas With The Deers combines the best aspects of Thundeer's 3rd slot options at Rank 2: it gives him an extra turn like Loves Spontaneity, it is a CD Activation like Finished Project, and it does damage like Watch This Movie. For this reason, it is the definite choice for the slot, while also giving him a single target deny move.
    The Trait Evolution is extremely significant, since monsters with Dodge Area are very strong in the current meta thanks to their insane utility, and their ability to form the formidable Taunt - Dodge Area core, the most used core by high level players.

    Rank 4: Thundeer learns "Thundeer Skellington" at this level, a Thunder Base 25 AOE that applies a random Mega deny effect and Shock to all enemies.
    Moves:
    -Always On Time
    -The Fastest Claus
    -Christmas With The Deers
    -Thundeer Skellington
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    This is the first move in the game to apply random Mega deny effects, which makes it a bit unpredictable against some enemies, but very strong in general since it's intended to be an AOE that denies enemies for 2 turns. It replaces Don't Cross The Gifts since it's much more powerful, plus Always On Time already applies Daze to all enemies, and while that's not as strong as Daze + Blind, it's more than worth it to pick up Thundeer Skellington over an extra Blind.

    At Rank 5, Thundeer's Trait evolves to include a SC: Random Negative Effect.
    This is not necessary or strong, but it can help at times. Also, it's not a minus, so there's nothing wrong here.

    Teammate Options: The Fastest Claus alone makes Thundeer very desirable for any team. Beyond Rank 3, Thundeer can be an exceptionally powerful member of Taunt - Dodge Area cores, since he can ruin opponents that are running the same strategy, plus the Life increase makes your Taunt monster much more durable. For more Teammate options, check out this article.

    Countering Thundeer: Thundeer has no way to remove debuffs, save for one very underwhelming move which most players won't run, so try applying debuffs to his team because he can't get rid of them - also note that Torture effects don't care about the Life Increase since they do damage based on maximum Life. Ugluk and Hookuai are very effective answers that can fend off both deny effects and CD Activation. For more Counter options, check out this article.

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