• 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.

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  • 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.

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  • 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.

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  • 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.

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  • 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.

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  • 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.

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  • 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.

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  • Orkan Öztrak

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

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  • 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.

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  • Orkan Öztrak

    Hello everyone and welcome to my 242st analysis, this time featuring Nitroblaster.
    Overview: Say hello to one of the deadliest attackers in the game. Nitroblaster's damage output is truly ridiculous, possessing moves with high Base Powers and an amazing Base Strength that's the second highest among viable monsters at the time of writing. Artifact is a double edged sword that blocks all kinds of debuffs like Tortures, deny effects and Precision modifiers and also buffs like damage boost, but Nitroblaster doesn't feel this too much since he's loaded with great damage from the get go, allowing him to mow through teams without worrying about debuffs. Artifact is further complemented by his Relics, more specifically Armor, granting him protection against direct damage, which becomes the only way to bring Nitroblaster down. As he ranks up, Nitroblaster becomes able to fill other roles too, making him a flexible monster that can easily find a room on almost any team.

    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:
    -Beam Of Inferno
    -Look At The Core
    -Core Exposure
    -You And Your Friends/Burning Beam/Ignition Beam
    Runes: 2 Strength 1 Speed/3 Strength
    Mutant Rune options: Strength&Life, Speed&Life
    Relics: Amulets and Armors

    Build Explanation:
    Beam Of Inferno is Nitroblaster's best AOE at this point, having a solid 40 Base Power and applying both Burn and Ignite to all enemies, which stacks up damage really fast. Look At The Core has a great 60 Base Power, is unresisted, and adds Sunburn to the equation of Tortures, furthering the Life drain. Core Exposure helps in extending damage against opponents in case you are planning on using raw damage to kill an enemy - this is particularly useful when there's an enemy on the team you want to kill and Tortures can manage this, but the enemy team has a buffer to remove them. It can also be used to apply all of your Tortures to one enemy by following it up with Beam Of Inferno. In the last slot, You And Your Friends offers the greatest single target damage Nitroblaster has without factoring in Tortures, and it also deals some damage to the other enemies which is appreciated, and can be combined with Core Exposure to greatly harm two enemies - this should definitely be used if there are no Dodge Area monsters on the enemy team. Burning Beam's single target damage is very great when you keep in mind the Tortures it applies, and it can be used if you want to nail Dodge Area monsters since they will take little damage from You And Your Friends, and will dodge the Sunburn of Look At The Core. Another option in the last slot is Ignition Beam, which is very similar to Burning Beam but it trades the Burn for 0 CD, making it a valid choice against teams with CD Activation.
    2 Strength 1 Speed with Life Mutations is a standard on attackers. 3 Strength is also notable since it provides Nitroblaster with so much damage that he can easily one shot targets without Life Runes.

    Rank 1: Nitroblaster learns "Support The Organics" at this level, a move that gives all allies Double Damage, and Nitroblaster an extra turn. His trait also evolves to gain Water Protection.
    This move is not worth it at this point, so skip it. The Water Protection is not the best, but it's nonetheless appreciated since it makes him have no weaknesses.

    Rank 2: Nitroblaster learns "Star Kore" at this level, a Base 60 Fire move that gives its target Burn and Ignition, and Nitroblaster an extra turn.
    (High Firepower)
    Moves:
    -Star Kore
    -Beam Of Inferno
    -You And Your Friends
    -Core Exposure
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    Star Kore is an immensely powerful attack that not only deals hefty damage with its 60 Base Power and added Burn + Ignition, but it also gives Nitroblaster an extra turn, so he can continue dealing damage in a short period of time. You And Your Friends goes well together with Star Kore and Core Exposure to quickly bring down 2 enemies, so it's used over Look At The Core.

    (Extra Turn Spammer)
    Moves:
    -Star Kore
    -Support The Organics
    -Core Exposure
    -Dehydration
    Runes: 1 Stamina 1 Speed 1 Strength/2 Stamina 1 Speed
    Mutant Rune options: Stamina&Strength, Speed&Stamina, Strength&Stamina

    Build Explanation:
    At this Rank, Nitroblaster gains the ability to keep on using his extra turn moves alternatively, so he can become an extra turn spammer. The main big hitter on this set is Dehydration followed by Star Kore on the same target, which results in very great amounts of damage when also factoring in the Tortures. Support The Organics' Double Damage on his team is also good to power up your more supportive monster so that they deal some damage, in case you fail to wipe the enemy out. With Core Exposure + Star Kore, Nitroblaster can apply Burn, Sunburn and Ignite to a single target, which siphons Life extremely fast.
    1 Stamina 1 Speed 1 Strength is an extra turn spammer's standard spread, with Stamina or Strength Mutations wherever possible. 2 Stamina 1 Speed is also plausible, since it allows Nitroblaster to spread Tortures way more effectively.
    This spread will not be mentioned again since it will not change across further Ranks.

    Rank 3: Nitroblaster learns "Evaporation" at this level, a Base 50 Fire AOE that applies Fire Weakness to all enemies. His trait also evolves to include a SC that gives your team Damage Boost.
    Beam Of Inferno will do greater damage most of the time, and Fire Weakness is not good enough to consider it over said move's Tortures. Skip this.
    Regarding his SC, it will not be applied to Nitroblaster since Artifact blocks buffs, so keep that in mind.

    Rank 4: Nitroblaster learns "The Posthuman" at this level, a move that removes Nitroblaster's Trait, gives him Pierce and Positive Effect Protection, and activates all CDs on its target.
    (High Firepower)
    Moves:
    -Star Kore
    -Beam Of Inferno
    -You And Your Friends
    -The Posthuman/Core Exposure
    Runes and Mutant Runes are the same as given above.

    Build Explanation:
    The Posthuman is a high risk, high reward move. It will activate the CDs of any monster you want on the enemy team regardless of Mega Taunts or Mirrors (Evasion and CD Protection will still block it though), and he will keep Pierce most of the time thanks to the Positive Effect Protection, but it also disables his Trait to give himself these buffs, so be wary. This move should almost always be in the last slot, but if the damage extension from Core Exposure is very important in a certain battle, you can still use it instead.

    (Support)
    Moves:
    -Beam Of Inferno
    -The Posthuman
    -Support The Organics
    -Star Kore/Core Exposure/Look At The Core
    Runes: Explained below

    Build Explanation:
    This is probably something you would not expect this monster to do, and to be fair, it's not very clear the first time you look at him. But, the amount of Tortures under Nitroblaster's belt, Artifact providing protection against Tortures to allow for survivability, The Posthuman's utility + deny factor and his absurd damage boosts can be combined to make this Nitroblaster a very good ally to attackers or a glue to a team that can't find a last member. The idea is to use Support The Organics followed by any move of your choice to give your two allies Triple Damage without losing any momentum, something very few supports, let alone monsters, in the game can achieve. The last slot should be decided based on the enemy team and personal preference; Star Kore is the choice most of the time since it allows you to apply great Torture pressure on an enemy without losing momentum and also deals good damage initially on its own, but Core Exposure can be followed up by Beam Of Inferno to apply 3 Tortures to an enemy in a single turn, which is something a support appreciates, plus Sunburn can cause the enemy to miss attacks. If losing momentum is not a problem and you like Sunburn a lot, Look At The Core can be followed up by Beam Of Inferno over two turns to apply three Tortures to all enemies, chipping away at Life extremely fast.
    For the Runes, you have to use a spread that outspeeds your attacker, and fill the rest with Team Speed. For example, if you have a 1 Speed 2 Strength Wyrmlad on your team, use 2 Team Speed 1 Speed on Nitroblaster, or use 3 Team Speed on it if the Wyrmlad has 3 Strength - this works because Wyrmlad's Base Speed is lower than Nitroblaster's. On the other hand, if the attacker has a higher Base Speed, like Makugan, you need to use 1 more Speed Rune than they do - a 2 Strength 1 Speed Makugan needs a 2 Speed 1 Team Speed Nitroblaster alongside her. The reason why Nitroblaster needs to outspeed your own attacker is because we want the attacker to start their turn with Triple Damage, and hopefully wipe out the enemy in a single shot, especially when combined with Nitroblaster's own attack.

    Teammate Options: Since Nitroblaster has lots of Tortures, allies to apply more diverse ones, like O'Reilly or Zeighar make good partners to quickly eat through the enemy team. Attacker Nitroblaster doesn't have unique interactions until Rank 4 since Artifact blocks any and all buffs, but turn transfers can still be used and you can still fill up his Stamina. After you use The Posthuman, you can have an ally increase your damage or give you Evasion, and they will be protected by the Positive Effect Protection. For the Support set, you obviously need an attacker to get the full value from it. For more Teammate options, check out this article.

    Countering Nitroblaster: The best way to do this is to activate his CDs or drain his Stamina, since for the former he can never have protection for it due to Artifact, and for the latter Artifact doesn't block it. Trait Disable leaves him vulnerable to debuffs, but be careful as he may get buffs from his allies thanks to it. He also uses extra turn moves, so an Anticipation monster can halt him while he's doing that. For more Counter options, check out this article.

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