• Orkan Öztrak

    Hello everyone, and welcome to what the title says. This article will focus as much as possible on the roles of Monsters rather than the Monsters themselves, as it aims to be as universal as possible. Without further ado, let us begin.

    There are 4 big role divisions in this game: deniers, attackers, supports and tanks, some of which are divided among themselves. Keep in mind that some Monsters can possess elements of multiple of these categories, but usually they will only be able to focus on one due to Rune and movepool limitations.

    Deniers: Deniers - officially referred to as Control Monsters - are one of the cornerstones of a team, with their focus being on preventing the enemies from performing actions. An important note to make here is that any denier must, must have an AOE (Area of Effect, meaning a move that targets the enemy team) move that stops the enemy team from moving( "moves that stop (an) enemy/enemies from moving" will henceforth be referred to as "deny moves" for obvious reasons). This is because the primary objective of a denier should be to give its team momentum, and keeping its own team safe from the attacks of enemies - deny moves perform both of these perfectly, and that is the reason why as many enemies as possible should be denied in one move. Also, because of their role, a denier must be as fast as possible, which is why all deniers should have 3 Speed Runes for their rune choice. An exception to this is a secondary denier, which has the qualities of a denier but for reasons that are on a more Monster-specific level (lower than ideal Base Speed, has interesting tools for other roles) or due to team requirements do not run 3 Speed - this allows them to deny the enemy team another time after your 3 Speed denier does it, not to mention a secondary denier will almost always have more than just Speed like a 3 Speed denier; they can have Strength or Life runes since they do not to be very speedy to do their job.
    Teammates for deniers: A denier is among the most common members of a team, so it needs no specific team members, though monsters to disable enemy traits are useful to make your deny move way more effective. Teammates should be picked by looking at the opponent's Monsters on an individual level, not by its role alone; sometimes you will need more than one denier, and sometimes you might not need a denier - in the traditional sense - at all (more on this later).
    Countering deniers: The most straightforward answer is to just use a faster denier than the enemy's and denying their team before they deny yours, but this depends on a lot of things such as the individual Monster, their Ranks and Runes, so I will not dwell on it for long. Usually, a denier has one or two AOE deny moves that use the same deny method, so if you have a Monster that is immune to said deny method, you are pretty much safe. Even better are Monsters, like Warmasters, that give your team some buffs, and some of them like Warmaster Gortak and Warmaster Thalassa give your team immunity to a certain deny method. Status casters can cast a status at the beginning of the battle, and this can jeopardize deniers. For example, Dunn Ra casts Mega Taunt on herself at the beginning of battle, which draws in all three instances of status and damage the AOE deny would have inflicted, making the AOE deny almost useless, and Warmaster Elvira casts Evasion on her team at the beginning of battle, making almost any move - including AOE deny moves - useless.

    Attackers: Attackers are Monsters that attempt to kill enemies with damage rather than dealing with them by denying them. More often than not these Monsters will have high Base Strength and offensive status effects on their moves like Burn, Bleeding or sometimes even deny effects. Due to them needing firepower, they will usually be running at least 1 Strength Rune, which prevents them from being the fastest Monster on the field under normal circumstances. These Monsters are divided into 3 categories: extra turn spammers, bruisers and high firepower Monsters. The divide between these is not as clear as the divide between, say, a denier and an attacker, so it is easier to find some attackers possessing elements of multiple categories.

    • Extra turn spammers: These Monsters use damaging moves that, when used, give the user another turn. The movesets of these Monsters are designed such that by using these moves in a certain order (this is sometimes not necessary), the Monster can use moves for as long as it has Stamina. An example of this is Prince Charmless, who can use 3 of its moves in the following order to achieve this effect: Hat Thrown - Rapier And Hat - Entangled Cloak - Rapier And Hat - Hat Thrown - (...)(These moves are used for this example, they might not be what you need to run on him.)
      This type of Monster is the Monster capable of dishing out the highest amount of damage in "one turn", and as such are the most dangerous attackers to face off against. Some monsters that cannot go on indefinitely but still possess a noticeable number of such moves, like Cain, may also fall under this category.
      Teammates for extra turn spammers: These Monsters' firepower is determined by how much Stamina they have, so using effects to restore Stamina will greatly increase their efficiency. You can give them Stamina Regeneration, which will give them Stamina every time after they use their extra turn attacks for as long as the buff persists. They also tend to have low Base Powers for their moves, so you can use direct means to increase their power, with effects like Damage Boost or making enemies weak to attacks of their type. Unlike other types of attackers, the possibility of an extra turn spammer killing the enemy team in one go is very likely, so you can use 2 teammates with 3 Team Speed while giving the extra turner 1 Speed rune, which might allow it to outspeed even the fastest enemy Monster and kill it/the enemy team before they get to do anything. Removing the traits of some Monsters on the enemy team, such as Taunt or especially Anticipiation, is crucial for the success of these Monsters if Monsters with those traits are present.
      Countering extra turn spammers: You can deny the extra turn spammer before it moves. However, the worst nightmare of an extra turn spammer is any Monster with Anticipation: these Monsters were designed specifically to end the era of extra turn spammers which used to be the most powerful type of Monster. What Anticipation does is that if an enemy uses an extra turn move, the Monster with Anticipation gets an extra turn before the extra turn spammer does, allowing the Anticipation user to stop the extra turn spammer. The more extra turn moves the spammer uses, the more turns the Anticipation Monster gets. Another way to counter extra turn spammers is to use a Monster that can, through some way, get Taunt or Mega Taunt at the beginning of battle: this will force the extra turn spammer to attack only that Monster and potentially miss other, more important targets. Since this type of attacker tends to be as durable as cotton, a faster attacker can make quick work of it. You can also use Monsters that give your team immunity to a certain element to stop these Monsters.

    • Bruisers: These Monsters focus on staying alive and wearing down enemies at the same time. They have moves that have good Base Powers, but more importantly these moves will usually come with effects to remove momentum like deny effects or Stamina Leak/Nightmares, or with healing effects like Shield and Regeneration. They become more powerful in the later stages of the game where Life starts scaling more than Strength.
      Teammates for bruisers: Some bruisers' damage output falls short. This can be mended by either one of their moves or their teammate boosting their damage. Monsters that can provide healing and Stamina Regeneration can be helpful to keep them healthy and able to move. Stally Monsters appreciate bruisers since they share the same goal. Bruisers hate debuffs that do damage, so removing them is a great help. Some Monsters, like Warmaster Zahra, increase the Life of their team, which helps bruisers a lot.
      Countering bruisers: They are, on average, the slowest type of attacker, so you can use other powerful attackers to possibly kill them in one hit, though said attacker would need tons of damage. Like almost all attackers, bruisers are very vulnerable to deniers, unless the Monster has immunity to Control. Removing buffs helps in getting rid of their various Regeneration effects and Shields, and you can apply Reverse Healing to them to ruin their survival attempts of some bruisers. Taunters could allow you to not care about the bruiser since it will probably not be able to kill the Taunt Monster. In general, using an attrition-based approach is best when dealing with a bruiser.

    • High firepower Monsters: These Monsters are the most straightforward attackers, using moves with extremely high Base Powers to slam enemies. If their moves have side effects, said effects will likely be offensive ones like Burning, Ignite or Bleeding. High firepower Monsters usually also have access to moves that boost their damage output with effects like Double Damage or applying a weakness to an element. This is a category some bruisers will partially fall into due to their high Base Power moves.
      Teammates for high firepower Monsters: Despite their high power, these Monsters will usually not be able to wipe out an enemy team in one go. Because of this, a denier is very important to have in order to have time to wear down the enemy team enough for the attacker to kill them, or for the attacker to give itself a damage boost of some form. Some Monsters can give their ally an extra turn, which means if a fast Monster does this, your high firepower Monster can move even before the denier to finish it off, or to kill/heavily damage an enemy team momber you find to be particularly troublesome. High firepower Monsters appreciate any form of damage increase, so allies that can give them that are appreciated - it's even better if they use a different multiplier for damage increase than the attacker itself, since they will stack (like Double Damage + Damage Boost making essentially Triple Damage).
      Countering high firepower Monsters: A faster attacker can kill them before they move if the high firepower Monster is frail. If you can, deny them to give your teammates time to deal with them. Taunt Monsters can draw attention to themselves, saving your more valuable teammates from their assault. Some Monsters can give your team immunity to certain elements, which can render this type of attacker useless.

    Supports: These are monsters that primarily utilize buff/debuff skills to get your team out of sticky situations or to put the enemy team into one. The effects are many: damage boosts, Regenerations, debuff/buff removal... This is a very flexible Monster type that can be safely used whenever you're not sure of what to use. They are the most likely to pack attributes of other roles, which sometimes makes them suited towards that role with extra tools to support your allies( like Llum the Magical Matriarch, one of the best supports out there who also has an AOE Stun, which makes running her with 3 Speed like killing two birds with one stone). There are two types of supports: buffers and debuffers. You will find that there are a lot of supports that fit both of these categories.

    • Buffers: These Monsters prioritize buffing your monsters with effects like Precision or Regeneration, and usually will have a method of removing debuffs from your allies as well. An important type of buffer - this type can also be found among debuffers - is a Monster who gives its allies an extra turn. These Monsters are the best friends of secondary deniers, extra turn spammers and high firepower Monsters since those sorely lack Speed. By running 3 Speed on this type of support, you remove the need for Speed on another Monster, since they will move immediately after the extra turn giver. Depending on your teammates, like extra turn spammers, you might not even need a denier at all with these Monsters though you should be wary of Anticipation.
      Teammates for buffers: Buffers fit in any team type, since debuffs are extremely common and buffers remove them. Any further team options are on a Monster specific level. Look at the appropriate sections for buffers that fall into other roles, like the aforementioned Llum.
      Countering buffers: Debuffers are perfect to use against them since they will almost always carry buff removal. To counter extra turn givers, use an Anticipation monster or deny/kill the Monster you think they'll give an extra turn to. Look at the appropriate sections for buffers that fall into other roles, like the aforementioned Llum.

    • Debuffers: Debuffers do the opposite of what buffers do: try to keep buffs off the enemy team and debuffs on them at the same time. The negative effects they apply can be offensive or disruptive like Guard Down or Blind. There are some extra turn givers here as well, but they are nonetheless more abundant among buffers.
      Teammates for debuffers: Like a buffer, a debuffer can fit into almost any team due to how useful debuffs are. Any further team options are on a monster specific level. Look at the appropriate sections for debuffers that fall into other roles, like the aforementioned Llum.
      Countering debuffers: Buffers are perfect to use here to remove the debuffs they apply. To counter extra turn givers, use an Anticipation monster or deny/kill the Monster you think they'll give an extra turn to. Look at the appropriate sections for debuffers that fall into other roles, like the aforementioned Llum.

    Tanks: These Monsters pack tons of Life and they almost always have a method of increasing their survivability through means like Double Life, Shield, Heal and Regeneration. The most successful tanks will come armed with Taunt, a buff that directs all hostile single target attacks towards the buff holder, or even better Mega Taunt, which draws in all three damage/side effect instances of AOE moves as well as single target attacks. Some might combine Taunt with Damage Mirror or Skill Mirror to devastate enemies even further. They are perfect to use in stall strategies that force enemies to time out or for moves that have Death Counters, or to protect your frailer Monsters.
    Teammates for tanks: Buffers are really good to use alongside tanks to get rid of pesky debuffs and aid in survivability. Monsters with resurrection skills are especially powerful to revive your tank after the effort your enemy took to kill it. Frail Monsters enjoy the presence of tanks with Taunt or Mega Taunt so they can do their thing while the tank takes the attacks aimed at the frail Monster. Since tanks are very slow, they can make very good use of Evasion by combining it with (Mega) Taunt.
    Countering tanks: Tanks are the slowest Monster type, so you can try denying them alongside their team (denying just them alone will serve to accomplish their goal of protecting their teammates). This only holds true for tanks that don't have Mega Taunt though, as you will need a buff removal effect if you want to harm the other enemies. Offensive debuffs like Burn or Quicksands eat through tanks, as they deal damage based on maximum Life, which results in massive damage over time. A similar approach can be taken with moves that always deal specific damage based on the enemy's Life. Good examples for this include Warmaster Ragnarok's Death Door, which removes 75% of the target Monster's maximum Life, or Timerion's Equalize, which sets the target's Life to the same as that of Timerion's current Life.

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  • Orkan Öztrak

    I haven't decided when I will revamp my other analyses, but I thought I should write some analysis to test out the new analysis template I thought of, and since my first analysis here is an Igursus analysis (a Mountain monster), writing a Cryotan analysis for my return made sense. I also thought I should show it to everyone to see your feedback on it. Unfortunately, I do not have this monster, so I will probably miss some of its unique interactions. Without further ado...

    Hello everyone and welcome to my 207th analysis, this time featuring Cryotan.
    Overview: When you look at his stats, you'll think Cryotan should definitely be a tank that functions in a similar way to Ouros; staying alive and killing enemies off by the Death Counter of Euboea, a Mega Freeze move that sets the target on a 3 turn Death Counter, effectively giving them 1 turn to move without other monsters' interception. Coupled with his Mountain trait allowing him to protect himself from some of the most common deny methods, you have yourself a monster who's difficult to keep down. While stall is a plausible strategy - and at times will be the go-to move to utilize - the true power of Cryotan lies in the move Boösaule Montes. This move Mega Freezes the entire enemy team, and with the insane power level of Monsters nowadays, 2 turns is more than enough to greatly dismantle, or even kill, the enemy team. An AOE deny move like this might suggest a fast denier style, but this is an incorrect deduction since Boösaule Montes has a Stamina cost of 250, which necessitates the usage of Stamina Runes, which in turn prevents him from running 3 Speed Runes (there is a way to remedy this, but I'll get into that later, plus it is situational). Thus, the better way(usually) to use Cryotan is as something like a tanky secondary denier: Mega Freezing the enemy team with Boösaule Montes while dealing with pesky monsters using Euboea, and giving yourself Taunt if need be, though stall always remains an option especially against Possession-heavy teams.

    In Water: Being a tank means resisting the moves here allows Cryotan to live longer. Plus, attackers are relatively uncommon and Freeze is the most commonly used deny method in Water, which makes Cryotan even better. However, secondary denier might find all the Stamina Drain annoying since it will prevent the usage of Boösaule Montes - still, Euboea can be used in conjunction with Skadi, making staller Cryotan a great choice. Ironically, an opposing Cryotan is one of the biggest threats due to Euboea threatening to stop his stally antics, so make sure to bring debuff removal against teams with Cryotan. In both Attack and Defense, Cryotan will put in work among Water monsters, but it can be a better idea to use stall for Defense since monsters with Possession, like Kihaku, can use Boösaule Montes against you to devastate your team, whereas stall only has Euboea to look out for.

    In the Winter Book: Stall Cryotan has a field day here, since this book is teeming with Water monsters that are either attackers that can't really do much to him, or deniers that use Freeze as their deny method which Cryotan is immune to, but secondary denier Cryotan might be annoyed by the amount of Freeze immunity. There is unfortunately some buff/debuff control here but it is very scarce compared to the other books he's in. Putting him in Defense is very useful here, but it depends on the other rulings.

    In Evil Legions: Now this is a different story. The sheer amount of powerful monsters here of all kinds of roles gives Cryotan trouble - especially all the buff/debuff control that goes on in here. Unless you have a good way to deny the opposing Evil Legions monster, I don't recommend using any slow monster in this book, but thankfully Cryotan has Boösaule Montes to make use of the denied enemies. Use Cryotan in Attack mode only, because there are so many things that can counter him if you put him in Defense - if you must, use the secondary denier as stall won't work with all the counter options.

    In Families: Possession could be trouble for Cryotan, but it comes down to a coin flip because he does have Self moves to dodge said status ailment, so it's not the worst. Buff/Debuff control still exists thanks to things like Saika and Kassia, and Sunblast can activate his CDs, which devastates Cryotan. He's not a bad choice, but it again depends on whether you can deny the things that threaten him or not - if you can, he'll do his job by getting Boösaule Montes off. The same Attack/Defense suggestion from Evil Legions applies here as well.

    Build:
    Moves:
    -Boösaule Montes/Elysium
    -Skadi
    -Euboea
    -Olympus
    Runes: 1 Stamina (at least Level V) 1 Speed 1 Life or 2 Stamina 1 Life (if you have runes at Level IV or below)/ 2 Life 1 Speed
    Mutant Rune options: Speed&Life, Stamina&Speed, Life&Speed
    Relics: (The leftmost relic is of the least priority while the rightmost relic is of the highest priority. Some relic rarities might not be listed if they don't do much.)
    Soul Armor - Heavy Duty Armor - Atum's Armor/Nebotus' Armor/Thetys' Armor | Exhausting Trap/Cold Trap - Ruby Trap/Mantis Claws Trap - Pestilence Trap -Oblation Trap

    Build Explanation:
    Boösaule Montes is a pivotal move in Cryotan's arsenal since it allows him to excellently perform the role of secondary denier. Skadi allows him to do something after Boösaule Montes has been used - you will almost always have enough Stamina to use any of your other moves after using this, not to mention it gives the AI a way out of Possession. Euboea puts tough enemies like Ouros on a Death Timer, and if they are able to be Mega Frozen, this will give them just 1 turn to move. Lastly, Olympus allows Cryotan to function as a tank by receiving all single target moves and essentially doubling his Life. Alternatively, a stall based approach can be used by forgoing Boösaule Montes in the first slot for Elysium. This gives Cryotan a better shot at dealing with Possession monsters and capitalizes more on his tank role by making him ridiculously hard to kill when combined with Olympus (essentially giving you a 200% Life Shield), and this moveset can be used if the attack target has many monsters that can deal with Freeze effects or you feel like the battle will be a stall war, which is a battle Cryotan will almost always win.
    For the Boösaule Montes set, 1 Stamina, Speed and Life will give him enough Stamina to use said move (if your Stamina Rune is at least Level V), make him not too slow and improve the power of Olympus. If your Runes are low leveled, you'd have to go with 2 Stamina 1 Life. The Elysium set instead utilizes 2 Life 1 Speed, which makes Cryotan extremely tanky. As for Mutant Runes, they focus on getting as much extra Life and Speed as possible.
    As for Relics, things that either keep you alive longer or try to deny things that attack you are chosen for the Armor and Trap slots with the exception of the Pestilence trap, which should preferably be used with the Boösaule Montes set. Whichever options are most important among Relics of the same rarity is dictated by the enemy team.

    Team Options: AOE CD Deactivators like Captain Copperbeard can be used to deactivate the CDs of all allies: with Skadi and Euboea, Cryotan can target all enemies one by one each time he gets a turn this way - Captain Copperbeard can also be a primary denier with his AOE Stun. For more Teammate options, check out this article.

    Countering Cryotan: Removing debuffs from your team saves the target of Euboea. If you get lucky with Possession, both Euboea and especially Boösaule Montes will have devastating effects on Cryotan's team. For more Counter options, check out this article.

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  • Orkan Öztrak

    Hello friends, or at least however many of you I know that are still playing this game! Seeing as my entire work is located here, I thought it best - despite this not being a Monster analysis - to post this kind of thing here. Since I put so much time, effort and money into this game, and because the game itself let me know quite clearly that it wants me back through all the Instagram ads, I decided that I would return and see how things have changed. I downloaded it yesterday and to be frank, I am clueless! So many new features and monsters were added to this game since I left, and I was SURE of a massive change when I heard ArmorGaming mention in one of his videos that a chest which does not cost real money and has a 100% chance of giving you a VIP monster is not really worth it, and that Zyla is outclassed somehow (whether the last one is nice or not, I'm honestly not sure...)!
    Anyways, I think I made it clear that I am not properly equipped to write Monster analyses at the time. However, I believe that slowly but surely, I will get back to that subject.

    EDIT 1: So I have looked into some of the monsters whose names I've seen flying around here and there (looking at you, Warmasters), and also did some surfing on the Wiki. After playing the game a while, it also appears that SP upped their game a lot, because most of the fishy interactions that were there before (status effect death skipping the turn of the next monster, Darmith's Bodyguard having an AOE Fire move that applies Fire Weakness before dealing damage, etc.) are gone now. With all the new crazy traits like immunity to control effects and moving before a monster takes its extra turn, the addition of Relics, Mutant Runes and some very pivotal monsters and the bugfixes, I've seen it fit to prioritize the revamping of all of my monster analyses before I move on to new ones. They will include things such as matchups vs. the newer important monsters with Relics and Mutant Runes put into consideration, also their powers at different stages of the game - the last one is essential since Rune spreads become way more flexible on non-deniers, with things like (Team) Life being more viable during the later stages of the game. In addition, I've decided that monsters that list 3 Team Speed as a Rune spread option will instead receive a Rune spread that consists of non-team Runes, since 3 Team Speed is a spread that can be used on virtually any monster to speed up your partners, and almost 100% of the time there is an alternative, non-team Rune spread that can be used on the monsters that use it - however, I will mention this spread if a particular monster is an especially effective user of it.
    I haven't thought about monsters' performance in Tournament, but I will probably not get into that as the meta there is completely different from the normal game, plus there is no reward at the end of it since it's only used in Friendly Matches.
    EDIT 2: After looking through my old analyses, I've decided that I should write an article regarding monster roles, teammates and counters since I've seen that a lot of phrases are repeated in said analyses, like deniers being necessary in all teams, attackers needing damage boosters and monsters to make opponents weak to their elements, and the like. This article will be linked at the end of all my analyses, and only interactions specific to a monster - if needed - will be included in the Teammates/Counters sections apart from the article.

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  • Orkan Öztrak

    Hello everyone and welcome to my 206th analysis, this time featuring Xiron the Emerald.
    Xiron has a ton of features that allow him to become one of the most powerful monsters of all time: 3498 Speed outspeeds most deniers, his trait is a fusion of Possession immunity and Tough which is amazing, but most importantly, he has some moves that deny in an unusual way. These moves deny enemies by applying two random control effects to them - control skills means deny effects, including 2 turn Possession and Mega Stun. This outclasses almost all deny moves to date because it is very difficult to resist two deny effects coming your way. He also has a single target CDs activated, and he Speed ties with Samael the Plague Carrier while outspeeding Samael the Fever Scatterer. This is significant because CD activation is the best counter to Samael, and while Emerald is not as good as Ruby at doing this, he can still accomplish it with luck or the Rune Guardian. Oh, and he also has a 100% Stamina drain. Unlike Ruby, Emerald actually has some Strength, which means that his AOEs will hurt with Damage boosts, though Strength is trivial on Xiron anyway since he's a denier.

    Movesets:
    -Laying Odds
    -Emerald Explosion
    -Total Exhaustion
    -Mineral Blood/ Emerald Implosion
    Runes: 3 Speed/2 Strength 1 Speed
    (If you have all Group 3 moves learned on a Nemesis monster at the same time, the next time you'd normally learn a Group 3 move, a Group 4 move will show up instead. Using this method it's possible to have 2 Group 4 moves on a level 100 Nemesis, by replacing the 4th move you have with the Group 4 you're offered, then replacing one of the Group 3 moves with the other Group 4.)

    Laying Odds has 55 Base Power which would be insane for an attacker, but Xiron uses this as a deny move since it also applies Stamina Leak and two random control effects to all enemies. Emerald Explosion has a lower Base Power, but it is Nature based and it applies Poison and Stun to all enemies. Total Exhaustion removes all Stamina points from the target. Finally, Mineral Blood activates all CDs on a single enemy, making it great against Samael and Artifact monsters. However, if you have him at only level 100, then Emerald Implosion is the best replacement to give him a single target version of Emerald Explosion that has more Base Power. 3 Speed is necessary on a denier, though you can give him 2 Strength 1 Speed to take advantage of him having higher Strength than Ruby and the fact that he has a Base 55 AOE.

    Teammates: Anything goes.

    Countering Xiron the Emerald: There are some deniers that match Emerald in Speed, so countering him is easier than countering Ruby. Crissandre, Xiron the Ruby and Montauk Creature can all activate CDs on a single enemy, which ruins Emerald.

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  • Orkan Öztrak

    Hello everyone and welcome to my 205th analysis, this time featuring Xiron the Ruby.
    Xiron has a ton of features that allow him to become one of the most powerful monsters of all time: 3509 Speed outspeed most deniers, his trait is a fusion of Possession immunity and Tough which is amazing, but most importantly, he has some moves that deny in an unusual way. These moves deny enemies by applying two random control effects to them - control skills means deny effects, including 2 turn Possession and Mega Stun. This outclasses almost all deny moves to date because it is very difficult to resist two deny effects coming your way. What's more, he's in the Spirits book, and has a single target skill that activates CDs. This is significant since another overpowered monster, Samael, is there, and Xiron the Ruby(specifically this one) it the best counter to him. Notice how I trivialized his single target 100% Stamina drain just because how ridiculous his other moves are. I'd say his low Strength is his weakness, but one of his AOEs applies Ignite, plus another of his AOEs has 55 Base Power. Also, Strength doesn't matter on such an outrageously strong denier. This is definitely a candidate for the most powerful monster, and if you're going to spend money on a monster your best choices are this guy, Samael the Plague Carrier, and Zyla the Faithful.

    Movesets:
    -Laying Odds
    -Ruby Explosion
    -Total Exhaustion
    -Mineral Blood/ Ruby Implosion
    Runes: 3 Speed
    (If you have all Group 3 moves learned on a Nemesis monster at the same time, the next time you'd normally learn a Group 3 move, a Group 4 move will show up instead. Using this method it's possible to have 2 Group 4 moves on a level 100 Nemesis, by replacing the 4th move you have with the Group 4 you're offered, then replacing one of the Group 3 moves with the other Group 4.)

    Laying Odds has 55 Base Power which would be insane for an attacker, but Xiron uses this as a deny move since it also applies Stamina Leak and two random control effects to all enemies. Ruby Explosion has a lower Base Power, but it is Fire based and it applies Ignite to all enemies, plus two random control effects. Total Exhaustion removes all Stamina points from the target. Finally, Mineral Blood activates all CDs on a single enemy, making it great against Samael and Artifact monsters. However, if you have him at only level 100, then Ruby Implosion is the best replacement to give him a single target version of Ruby Explosion that has more Base Power. 3 Speed is necessary on a denier.

    Teammates: Anything goes.

    Countering Xiron the Ruby: This is very tricky to accomplish since he is very fast and his deny method is insanely powerful. Faster deniers like Krampus and Jasastur have the best chance at beating him, though they have to get past his trait first. Metalisha can give the turn to an allies VoltaiK/Zyla and he/she can kill Xiron. Magic Llum has the same Speed as Xiron and is amazing at controlling buffs/debuffs, and her Bulwark is good at blocking status effects. If she gets past the status effects or wins the Speed tie, she can beat Xiron by Blinding him or removing all negative effects from her team. She can get her CDs activated, but that means Xiron wasted his turn to stop only Llum.

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  • Orkan Öztrak

    Hello everyone and welcome to my discussion on the Nemesis Xiron and his 3 different forms.
    Overview: If you're thinking of one word to describe this monster but can't find it for some reason, it's probably "overpowered". Quartz, being his cheap form, has a Speed of 3465, Emerald has 3498 and Ruby has 3509. There is of course a reason for me mentioning the Speed stats only: it's the only stat you will and should care about on this monster( and on, like, 90% others as well ) because he's a denier! And boy oh boy, what a denier this is. His method is applying two random control effects to all enemies. That's right, he applies one of Possession, Freeze, Stun, Mega Stun or 2 turn Possession ON ALL ENEMIES. With an AOE that has a Base Power of 55. If this is still not enough to convince you, there is more to this monster. His trait is a combination of Possession immunity and Tough, plus he has a single target 100% Stamina Drain, and a single target CDs Activated, the latter of which counters all Samael forms if you're using Ruby. His Quartz variant offers nothing more past this point, but both Ruby and Emerald have a few more tricks up their sleeves.
    Comparison between Ruby and Emerald: Emerald has more Strength and Life whereas Ruby has more Speed. Emerald's relevant Nature moves apply Stun and Poison to its target(s) whereas Ruby's relevant Fire moves apply Ignite and two random control effects to its target(s). Ruby wins by a landslide here because having another chance at applying two random control effects to all enemies combined with Ignite is laughably and stupidly powerful.
    Conclusion: No matter which form you buy, you'll always have your god-tier Base 55 AOE with 2 random control effects, but I'd still recommend Ruby because he has two god-tier AOEs with 2 random control effects. Xiron the Ruby is a candidate for best Nemesis/monster as of me writing this - in my opinion, of course.

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  • Orkan Öztrak

    Hello everyone and welcome to my 204th analysis, this time featuring Ingenica.
    Here is the monster at whom you can direct all your hatred for creating Relics! That aside, Ingenica is a pretty good monster, with 3498 Speed, the Hardened trait, and a very original moveset. She has moves that disable enemy traits, which is crucial against VIPs and Nemeses-I don't know if it works on Artifacts since there are debuffs which work on them but a majority that doesn't also exist. Speaking of Artifacts, Ingenica has a unique buff called Artifact Hater, which, when applied, basically gives the monster Damage Boost when attacking a monster with the Artifact trait. Aside from these and a single target Double Damage buff, however, Ingenica really doesn't have much going for her. She has low Strength and no denial moves to take advantage of her Speed, and because of this she can find herself being really passive at times.

    Movesets:
    -My Favourite Trait
    -Stress Test
    -Taser Gun
    -Plasma Gun/Instructions Manual
    Runes: 3 Speed/3 Team Speed

    MFT removes the traits of all targets hit, rendering them vulnerable to status effects. Stress Test gives the target Double Damage and Artifact Hater. Taser Gun is unresisted and applies Stamina Leak to target. Lastly, Plasma Gun can be used to greatly damage the vast amount of Metal monsters in Mechanical, but Instructions Manual can be used to give an ally Precision. 3 Speed maximizes her Speed so that she can disable everyone's traits. Alternatively, 3 Team Speed can also be used since she has no deny moves or anything to apply presure.

    Teammates: The most ideal use for 3 Speed Ingenica is to have another 3 Speed denier next to her that has less than 3498 Speed. This is done so that Ingenica uses MFT before the denier uses its deny move, greatly increasing your chance at success vs. teams that have monsters with variants of Hardened. 3 Team Speed Ingenica is used just to speed up your denier, so use it wherever you like.

    Countering Ingenica: Ingenica is one of the most passive monsters ever made, so just don't care about her and focus on defeating her allies first. Kill or deny the target of Stress Test and you should be fine.

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  • Orkan Öztrak

    Hello everyone and welcome to my 203rd analysis, this time featuring Muerte McBlood.
    Muerte is an amazing attacker, possessing an impressive Base Strength and nice Base Speed along with the Abomination trait. He also has a Base 50 AOE, a Self Double Damage+Evasion move(!!!), and an unresisted base 70 Life Steal. However, Muerte is vulnerable to being denied by anything other than Possession and there are faster attackers out there who can one-shot him.

    Movesets:
    -No One Calls Me Bat
    -Back to the Damage
    -Inherited Fangs
    -Orlok Curse/Nosferatu Claws/Blood Drinker
    Runes: 2 Speed 1 Strength

    NOCMB has an amazing Base Power of 50, which is enough to kill most enemies when coupled with BTTD's Double Damage buff. The said move also gives him Evasion to prepare his big attack. Inherited Fangs deals massive damage to its target, outright killing anything without a Life rune when boosted by Double Damage, and healing him for the damage dealt. Lastly, Orlok Curse can be used to have another AOE attack that has Bleed this time, Nosferatu Claws is his highest damage Dark move, and Blood Drinker can be used to have another unresisted attack. 2 Speed 1 Strength focuses on using BTTD before the enemy attackers move.

    Teammates: Dark Weakness makes NOCMB a very deadly attack. Giving Muerte the turn with a monster like Demise is a great combo since he'll be able to use BTTD before anything happens, removing the possibility of him getting denied except by Stamina drain or CDs Activated.

    Countering Muerte McBlood: Faster attackers can also equip 2 Speed and 1 Strength rune to ruin him. Denying him is not difficult if you're not using Possession.

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  • Orkan Öztrak

    Hello everyone and welcome to my 202nd analysis, this time featuring Montauk Creature.
    Montauk has an awesome 3498 Base Speed, an AOE Stun, an AOE Blind, a single target CDs Activated and the Abomination trait, all of which make her a great choice for a denier. She is well equipped against most books she's in because in especially Underworld and Spirits, monsters tend to use Possession. Because of this, she makes a good answer for other popular deniers such as Jasastur, Baba Yaga and Nishant's Pet. However, Stun is not the best deny method out there and she struggles against variants of Hardened due to a lack of high damage moves and Base Strength.

    Movesets:
    -Portal To Horrors
    -Wraith's Gate
    -Observe The Infinite
    -Portal To Nightmares
    Runes: 3 Speed

    Portal To Horrors is your trusty AOE deny move, utilizing Stun. Wraith's Gate is an AOE Blind which is perfect to counter any slower deniers such as Caillech and Mommy. Observe The Infinite is also very effective in doing this, but what is really important here is that it utterly destroys Samael if you have the Rune Guardian active since he has painfully high CDs (this extends to any other monster with no 0 CD moves). Lastly, Portal to Nightmares is used to have another deny move so that the AI has a higher chance to deny the enemy. 3 Speed is necessary on a denier.

    Teammates: Montauk is a fantastic denier on her own, so she needs no specific synergies.

    Countering Montauk Creature: Magic Llum is faster than her and can deny her easily. Even though Montauk can counter Jasastur, he is still the faster out of the two and deny the other 2 members of the team, with Possession no less. Metalisha and Gretchen also outspeed her. You can otherwise rely on a 50% chance because there are a ton of deniers(or supporters) that have the same Speed she does, like Crissandre and Nishant's Bodyguard.

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  • Orkan Öztrak

    Hello everyone and welcome to my 201st analysis, this time featuring Clivia.
    Clivia is interestingly in the Dragon book, but still is very mediocre. OK Strength, good Life, but bad Speed all hold him back from accomplishing a lot, and his trait doesn't help either. However, Clivia has some high damaging moves so you wouldn't want him to make moves too much, plus can heal really quickly. Despite that, the other book he's in- OP Squad -doesn't take kindly to mediocre monsters.

    Movesets:
    -Venus Monstrap
    -Monstersynthesis
    -Drosera Binata
    -Cicuta Spread
    Runes: 2 Strength 1 Speed/ 1 Strength 1 Speed 1 Life

    Venus Monstrap hits for massive damage and heals Clivia for an equally massive amount. Monstersynthesis increases healing by 50%, gives him Regeneration and Double Damage. Drosera Binata has the golden 45 Base Power as an AOE and Cicuta Spread serves to apply Nature Weakness to all enemies, plus has a nice CD for a Base 35 AOE. 2 Strength 1 Speed is quite straightforward for an attacker, but 1 Speed, Strength and Life rune would make him a tank, taking advantage of his great healing capability.

    Teammates: Since he's a slow attacker, Clivia would really appreciate an ally like Demise or Metalisha who can give him the turn. Monsters who can heal him go well with Monstersynthesis.

    Countering Clivia: There are a bunch of Fire monsters in both Dragon and OP Squad and almost all of them can one-shot Clivia if he has no Life runes. Plus, denying Clivia is a piece of cake thanks to his low Speed and terrible trait.

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