Follow TV Tropes

Following

Game Breaker / Monster Legends

Go To

Monsters in the game have gotten more and more powerful as it's gone into the future, with each one putting several others to shame. And with a current lifetime of nearly 7 years and new monsters released every week, you know there are going to be some game-shattering titans among them.


    open/close all folders 

    Monsters 
  • As the page image suggests, Warmaster Thalassa is a powerful one, even amongst her caste of Warmasters. She specializes in Freeze, a Control effect that makes foes miss their turns, but she puts a spin on it that puts most other Freeze-based monsters to shame. First off, she possesses two moves that remove things from her foes (either Positive Effects or traits) and give her an extra turn, meaning that she can clear away any sort of immunity a monster can have to her Freeze and still move again. Then, she has herself access to no less than 4 moves that apply Mega Freeze (look in Traits, Moves, and Effects to see why that's so noteworthy), two of which do so to every enemy. Thirdly, she also has many moves that apply Freeze Hater to her allies, which make them deal 3x damage to any monster with Freeze applied. Since she applies Mega Freeze all the time, it can be really easy to give your damage-dealer Freeze Hater and watch as they wipe the floor with the foes in one move. As a Warmaster, her trait is also amazing, giving her full team immunity to Freeze as well as double Stamina, and makes status effects miss her 35% of the time. And finally, with a speed stat of 3,542 at Level 100, she's blindingly fast, so she's also likely to be able to get that Freeze off before she can be stopped. Safe to say, there's a reason she was considered by many as the best monster in the game, or at least the best denier.
  • Wyrmlad is usually considered the one monster that can stand up against Thalassa as the best monster in the game, and it's not hard to see why once you learn about him. His trait is an automatic shining point, as it features the always-coveted Area Dodge, as well as the Celestial trait that gives immunity to Stun. All of his stats are fairly high, and his moves most certainly lean towards a Lightning Bruiser build, with the ability to deal high damage, apply lots of status effects, and support his team very effectively all at once. The biggest reason he's here, however, is the move St. George's Apprentice. At first, resurrecting a single ally with only 1% of their health seems a little underwhelming. This changes, however, once the move also applies Evasion, Regeneration, and Positive Effects Protection. The revived monster is now almost completely invincible for a turn, heals 20% of their health once their turn comes, and can continue to wreak havoc if they're particularly dangerous. This move can change entire battles, and is notorious for how frustrating it is to combat it.
    • In a similar vein is Hornet, which many people consider the second best support monster in the game. Packing Area Dodge just like Wyrmlad is fantastic on its own, but Hornet takes it one step further with a Status Caster for Anticipation. Its moveset is also nothing to scoff at, with many of his skills featuring percentage-based Life removal, allowing him to deal humongous damage to tanky monsters without even a single Strength rune. On top of this, his moves also include gems like AoE Total Blind and Guard Down, AoE Positive Effect Removal and Nanovirus, and 2 team Negative Effect Removals, one with Control Immunity and Torture Immunity, and another with Positive Effect Protection. While he may not quite be on the same level as Wyrmlad, he still poses a very significant threat that shouldn't be underestimated.
  • Santerion and Eisul are both Tank monsters, and very often compared to each other. Each one of them has their advantages and disadvantages, but it can't be denied that both of them are very good at their jobs. Their Life stats are both impressively high, and their moves are plenty dangerous, but the real danger comes from their traits. Eisul has both the Taunt trait and a Status Caster of Mega Taunt, while Santerion has Mega Taunt as a trait, as well as Artifact. With these traits, unless they and their effects are removed, these monsters will absorb every last bit of every attack coming at their team. This, when combined with other dangerous monsters, turns any fight they're in into a mad dash to remove their Mega Taunt before their teammates can move unharmed. With Eisul, you'll have to remove both his trait and his status effect before you can freely target the foes again, while Santerion's Artifact makes him No-Sell any status effects, and his Mega Taunt can be restored as easily as using Negative Effect Removal on him. Whichever one you choose, you'll have a powerful ally by your side no matter what.
  • While attacker monsters may not be as popular in this game's meta as using status effects to deal damage over a long battle, there's no doubt that Hookuai easily shows off that Attackers can still bring the pain. With monstrous Strength, a high Life stat, fantastic Relic slots (Sword and Essence), and the astounding trait of Control Immunity and Anticipation, he makes a deadly foe even before you look at his moveset. Said moveset then makes great use of his high Strength with two powerful moves that hit all foes and apply damaging Torture effects, a move that activates the cooldowns of a single target, and a buffing move that boosts his damage by 1.5x and gives him Positive Effects Protection. However, this isn't even mentioning the brutal attack that really rose him to fame: Deadly Interruption, a move that deals a whopping 70 damage to a single target with no cooldown or stamina cost. That's right, even when he runs completely out of stamina, he can still spam this powerful move to kingdom come, one-hitting just about any monster that doesn't have either Life runes or a Water resistance. Even better is that he doesn't even belong to any special caste and came out before Evolving Traits, meaning he's just as strong at Rank 0 as he is at Rank 5.
  • With the arrival of the Cosmic Era and its massive stat changes from even Mythics, there's one Legendary monster that's managed to stand the test of time even to this day. A monster with such an optimal set of skills, trait, and relics that it proves a threat even amongst monsters with nearly double his stats. This monster's name is Grakon. Theatrics aside, Grakon is a Stun-based denier with some of the best qualities a monster can possibly have. His trait, while otherwise rather average, contains good old Area Dodge once again, which is automatically a huge boon. His relic slots give him access to the ever-popular Uriel's Essence, as well. His moves, however, are the most devastating part of it all, with such gems as Team NER with Area of Effect PER, Curse, and Poison, a move with Mega Stun and an extra turn, an Area Stun move that activates one monster's cooldowns as well, and another Area Stun that disables every foe's traits before applying said Stun. It's not every day that you see a monster so grossly powerful that it can easily combat monsters twice as strong as it, but Grakon proves that it is, in fact, possible.
  • The introduction of Mythics was a humongous change to the game, as their stats that far surpassed Legendaries often made up in spades for their less-overpowered moves. A few of these, however, get a special mention for their insane capabilities, even among their rarity.
    • Lonradh is a Light support monster made to be similar to his fellow resurrector Miserus, who was already very powerful in his own right, but ended up surpassing him and becoming one of, if not the, best support Mythic in the game. His access to Team NER and an enemy PER are great enough, but what makes him special are his resurrection moves and self-support. Achenar Light revives a single ally with 1% of their Life, as well as giving them an extra turn, which allows them to immediately act upon revival. Procyon Shine revives his entire team with 50% Life, as well as giving them Regeneration to heal up. Easily his best move, however, is Sun Protection, a move that gives him Area Dodge, Evasion, and Positive Effects Protection. Unless the foe has access to Double PER, this effectively makes him completely invincible for a turn, as well as still being hard to hit afterward, pairing immensely well with his team resurrection.
    • Ondana was incredibly underrated when she was first released, but once people got to using her it became clear that she was on a whole different level from her similar supporting counterparts. In the ocean of high stamina pools on the Mythics surrounding her, stamina play is a big deal, and Ondana proves herself to basically own the foe's stamina with the kind of stuff she can do. Her Status Caster for Double Stamina is incredible for monsters with high stamina costs or extra turns, her Relic slots and movepool make it easy for her to completely drain the stamina of her enemies, and beyond that she still has the basic necessities to clean away effects she doesn't want around, including an ally NER move, multiple PER moves, and even Trait Disabling.
  • And if regular Mythics weren't enough, it only took SocialPoint a few months to release a caste of monsters with even higher stats, called Cosmics. This caste also contains some of the most polarizing monsters yet.
    • Solarflare. Dear god, Solarflare. Upon release of Solarflare's stats and moveset, he was instantly pinned as the most powerful monster in the game, and one that's incredibly hard to counter. With the highest Life and second highest Power of his caste, his stats are absolutely amazing. His trait contains the ever-famous Taunt, which would be enough on its own, but it also gets paired with a Status Caster for Control Immunity. This makes him tough enough to deny, but then comes the most significant parts of his kit; Meteor Jab and Armored Form. His other moves are great as well, but these two are special. Meteor Jab deals 60 Fire damage, which is great for a Cosmic, and burns the foe. Armored Form, meanwhile, gives himself Major Damage Reduction, but also Damage Protection and Mega Taunt. Fantastic moves on their own, but what shoots them into ridiculous territory is their cooldowns...or rather, their lack thereof. That's right, Solarflare can spam these moves to kingdom come, and thanks to his Control Immunity Status Caster, the foe can do almost nothing to stop him.
    • Vanoss2099 was one of the first Cosmics to be introduced into the game, and even to this day he remains one of the greatest attackers in the meta. While his moveset isn't anything special itself, the presence of a Status Caster for Pierce turns him into a brutal powerhouse that managed to turn even the best Legendary monsters in the game into niche picks that need to be used carefully. For those uninitiated, Pierce allows a monster's attacks to pass through any defensive effects as if they aren't even there, including some of the greatest competitive effects like Evasion, Area Dodge, and both forms of Taunt. This, combined with Vanoss2099's Cosmic stats, makes his attacks nearly guaranteed to land kills on some key team members. Put him with the right teammates, and he can obliterate whole teams in just a single attack.
      • You thought Vanoss2099 was bad? The later-released Rusalka has immediately proven to be just as strong, if not stronger than Vanoss. With access to the same Status Caster and identical Power and Speed, she was inevitably going to be put at odds with him, and her moves are actually even better than his. For starters, her strongest AoE move doesn't cleanse her of her Pierce, instead giving her Stamina Regeneration. Her strongest single-target move, while slightly less powerful than Vanoss', also cleans the target's positive effects before damaging them, which goes extremely well with her Pierce. With very similar merits to Vanoss, many have rejoiced the fact that she was able to be obtained without spending real money.
    • Considered by many to be the best free monster in the game, the star of the Raiders of the Night Maze, Lindworm, has had quite an experience ever since he was introduced. First of all, his Speed is the second highest in the game, only beaten by fellow Cosmic Ignis. With such a massive Speed stat, you'd think SocialPoint would be careful not to give him too effective denial abilities, since that'd make him put every other denier in the game to shame. This, unfortunately, was not the case, as one of his moves is the extremely rare AoE Baby Reversion, a status effect that makes a monster unable to move, but also unable to be target by anyone. Not only does this make it unable to be cleansed, but it's rather easy for Lindworm's team to circumvent the drawback with team support, self-buffs, or access to Pierce, which ignores the no-targeting part of Baby Reversion. Combine this with an Essence relic slot an ally Extra Turn move that practically allows them to act as fast as Lindworm, the ability to remove positive effects, and a moveset full of other neat gimmicks, and you have a recipe for disaster in draconic form.
    • And just as the fan rage had been calmed with the release of good free monsters, SocialPoint decided to unleash Shelly upon the world. Shelly follows in the footsteps of his fellow Exclusive Pass monsters by having very few actual flaws and generally being a menace to face no matter what. He's a Dark Tanking monster with a Status Caster for Mega Taunt, meaning he automatically protects his allies from all forms of harm unless the foe has Pierce or can remove it before his allies move. Additionally, while his Life stat is ironically very low (well, for Cosmic standards, anyway), the sheer amount of self-sustaining positive effects he can give himself makes up for it about three times over. Direct healing, Double Life, big Shields, Damage Protection, Regeneration, he's got it all, and with enough move slots to fit almost all of it. As if this wasn't bad enough, for seemingly no reason at all, he was then gifted an Essence relic slot, making you have to kill him twice to even win.
    • Introduced in a special Halloween race in 2020, Fampirastral is so centralizing of a monster that it's been claimed that battles now boil down to whose goes first. She's a Cosmic Curser that specializes in Positive Effect Removal, but has access to enough of that and even more to enable her teammates under most any circumstance. Her Speed is one of the highest in the game, second only to Moon Ming (who makes next to no use of her speed), her trait contains both Control Immunity (making her deathly hard to deny) and True Vision (all but ensuring her moves will always land), and her Banner relic slot greatly supports her extra-turn-based playstyle. Her moveset contains both a single-target PER with an extra turn and an AoE PER, making her one of excessively few Cosmics that can remove positive effects twice in one turn, making Positive Effect Protection a non-issue, as well as easily bypassing the extremely prominent Mega Taunt to clear effects anyway. After she's done with that, she can also prove a real nuisance with moves such as one that throws around Blind, Bleed, and a (recently buffed) Nightmares to every foe at once, another extra turn move that lets her apply Bleed without sacrificing the turn, Total Blind to neutralize a foe for a turn, and even a move that spreads Blind for no cooldown or Stamina cost. It's mostly thanks to how essential PER is to the meta, however, that rockets Fampirastral from great to broken.
  • Another Era of Mythic monsters, another set of Game-Breakers to bring to the forefront. The Corrupted Era has attracted a decent amount of hate, and part of the reason is its particularly exaggerated imbalance. For example:
    • Possibly the most controversial monster released to date, it's difficult to find many fans of Spekthra, a Magic attacker released during the game's second Era. Right off the bat, she's already boasting a status caster for Pierce, which has enough praise in the Cosmic meta. Furthermore, she also has the highest Power stat of any Corrupted monster to date (at a whopping 8,624) and is tied for the highest Speed stat (6,424). She isn't lacking in damage output, either, packing some high damage moves that can reapply Pierce, throw around Burn, and dish out gross amounts of other negative statuses. What really throws her over the edge, though, is that she's in the same meta as Unrelenting Assault (more detail on that below). So take her tremendous Power and Speed, great damage output, and the ability to ignore such infamous effects as Mega Taunt and Area Dodge...and give her 4 turns. No wonder she gets called unbeatable.
    • Another particularly famous monster from the Era is Master Rat, the Race monster from Season 1, most notably for a rather hilarious strategy. Master Rat was built to be a damage-boosting Support, and as that he already takes it to the extreme. From Vulnerable to Elemental Weaknesses to Damage Boost and Double Damage, this rat can cause any attacker on the team to deal some truly obscene damage...or, of course, use it himself. No, this is not a joke. Despite bearing the lowest Corrupted Power stat in the game at 7,920 (on par with some Cosmics) and humorously low damage numbers (45 is his maximum, and that's only for a single target), Master Rat just happens to excel best not as a support, but as an attacker himself. Thanks to the existence of Unrelenting Assault, which infamously gives up to 3 extra turns with very simple requirements, Master Rat can put his massive number of damage boosts to work and deal some truly absurd damage just by multiplying his numbers. Even better, he combines this with unique gimmicks that no other attacker has by virtue of not being designed as a support, such as being able to PER Mega Taunt and remove his own negative effects. While it's most certainly the opposite of what SocialPoint intended, the results he's received don't lie.
    • Lord Nebotus, dear God Lord Nebotus. When he was released, he was ranked within 3 days as an SS rank monster and if you take a look at him, you can see why. First off, Lord Nebotus was the first Corrupted monster to have 5 traits, including Bulwark, which makes it so status effects have a 50 percent chance of landing, Anticipation, which makes it so he can get an extra turn in before extra turns are used, AOE Immune to Possession and Corruption, SC: Nightmares and SC: Self Evasion. He also has the highest Power stat of any Corrupted (8,800 to be exact) and has many skills that deal a lot of damage and without any cooldowns or high stamina costs. Combine that with his self-support skill which combines Evasion, Double Damage and Precision, and you got a recipe for disaster.
  • The Metropolitan Era combined superheroes with the mafia and post-apocalyptic raiders and ended up with some of the most broken monsters out there. Here are some of them...
    • The Frutastor was the first ever race monster to be introduced and he certainly delivers. Combining his traits, which includes Torture Immunity and Possession Immunity with his moveset, which consists of moves that heal allies and give them stamina, and moves that drain a certain percentage of life, turning him into a walking pile of fruit that is hard to hurt and even harder to kill. Even worse, he has an armor slot, meaning that defeating him is going to take a lot of time and stamina.
    • Released in the Shantytown Maze during Season 3, Slumster was considered one of the most broken monsters to ever exist, and for good reason. First, he has a combined trait of Dodge Area and Immune to Control, making it nearly impossible to target him. Second, his moveset includes Package Bomb, which removes all positive effects and bypasses Dodge Area, Follow Me, which removes negative effects, and gives both Evasion and Positive Effects Protection, and To the Sewer, which removes negative effects, and gives Evasion to all allies. So broken, he was ranked SS on the competitive wiki.
    • Also released during Season 3 as the Tales monster, Posidonia is the monster equivalent of a Swiss Army Knife. Her trait consists of the already broken Anticipation, combined with the equally broken Torture Immunity. Then there's her moveset, which could make her either a curser, attacker, or support monster. These include Rotten Anchor Sweep, which removes positive effects and applies both poison and drowning to a single enemy, Save Posidonia, which heals all allies by half health, and Rich Ecosystem, which removes negative effects, gives nature immunity and heals by half health. All in all, Posidonia is one monster you don't want to miss out on.

    Relics 
  • Good god, the Uriel Essence. Easily the single most busted Relic in the game. This relic is quite simple, but deathly effective; when its holder is defeated, they immediately get revived with a certain amount of Life remaining. When being revived, a monster is also cleared of any and all status effects, and all of their moves have their cooldowns deactivated. This can, and usually will, change the tide of battle completely in the holder's favor. If any monster has access to an Essence relic slot, this will almost always be filling it.
  • Hiroim's Shield is a very effective tanking option, as well as a great damage-dealer to make up for how often Tanks will be denied. Whenever the holder is hit by any attacking move, they will gain Armor with a maximum of 52,235 hit points, as well as dealing a maximum of 20,545 damage to the attacker. Not only is this the highest damage of any relic in the game, tied with Taiga Trap and Mantis Claws Trap, but that Armor is massively significant. Armor, unlike the extremely similar Shield effect, cannot be removed by Positive Effect Removal, and lasts for a whopping 10 turns, meaning that the foes have no option but to slowly break it down. And it has 2 uses, on top of the Armor stacking. Have fun.
    • You think that's scary? Morgz' Armor is similar to Hiroim's Shield, but dealing even more damage and giving even more Armor.
  • With the Corrupted Era comes the release of a brand new type of relic called an Obscure Talent. Acting as a sort of third relic slot for Corrupted monsters only, they promised to bring a new brand of variety to the meta that would inspire tons of different, unique sets...at least, until they released Unrelenting Assault. Unrelenting Assault, a Talent exclusively obtainable through the Sensei Pandaken Era Saga, is infamous for being so overwhelming in its centralization that a team without it somewhere on a monster is just about exclusive to those who couldn't pay for Sensei Pandaken. Getting into what it actually does, after the holder uses a damaging skill, it deals up to 60,000 damage to the target - already a ludicrous number compared to past relics - and gives the user an extra turn if the target is taken down to at most 75% of their Life. This is already absurd enough, but here's the kicker; it can be activated 3 times. A huge handful of monsters go from being just alright to terrifyingly dominant with just this in their kit, and quite possibly the only reason it doesn't leave the meta in a terrible unbalance (well, on its own, anyway) is that anyone can use it.

    Traits 
  • Area Dodge. This trait makes the monster 100% immune to move effects that hit the entire team, including damage. As AoE moves are usually the most useful ones in the game, Area Dodge puts a plug right in that and forces monsters to attack them and them alone. If combined with a monster that has Taunt (See below), the Area Dodge monster practically becomes invincible.
  • Taunt. A monster with the Taunt trait will direct all single-target moves towards themselves. Taunt is generally found on monsters with high Life, and AoE moves tend to be significantly weaker than single-target moves, so this trait will always increase the survivability of the entire team. As mentioned above, it can also be used in a mean combo with Area Dodge to make a monster nearly invincible.
  • Control Immunity, which makes the monster immune to Stun, Freeze, Possession, Time Stop, and Baby Reversion. It might be worth noticing that this includes every single Control effect in the game that is an applied effect. While the monster with this trait is still vulnerable to Cooldown Activation and Stamina Removal, this will still make them No-Sell almost all forms of denial, which is very powerful with how popular deniers are in the game. Better hope yours is packing Trait Disable, Cooldown Activation, or stamina drain.
  • Anticipation. To put is most simply, this trait makes the monster gain an extra turn immediately before an opposing monster uses a move that gives themselves an extra turn. This may seem situational at first, but monsters with moves that give them extra turns are deathly common, and this trait turns these moves from a great source of stacking effect on effect into a death sentence.
  • Pierce. You think Evasion, Area Dodge, and Taunt can save your team in any circumstance? Well, you thought wrong, as a monster with Pierce just passes right through those as if they don't even exist. With how meta-defining the above-mentioned traits are, it's no wonder very few monsters have this trait at all.
  • Most monsters in the game will have a Status Caster somewhere in their trait. Status Casters apply status effects to the field, whether positive or negative, and some of them can be downright broken. Heck, some monsters are even used exclusively for their Status Casters. See the Effects folder for what the effects casted actually do, but here's a list of some noteworthy S Cs.
    • Any monster with SC: Mega Taunt
    • Eeltron's SC: Team Control Immunity
    • Draghar's SC: Enemy Sunburn
    • Gualgui's SC: Team Torture Immunity
    • Lazar Beam's SC: Enemy Magic Weakness (for reference, Lazar Beam is an attacker with powerful Magic moves)
    • Nitroblaster and Zenfira's SC: Team Damage Boost
    • Pierceid's SC: True Vision
    • Zizania and Wildbird's SC: Pierce
  • And speaking of lists, you can really put any Warmaster's trait here, as all of them are outstanding. So that's exactly what we're doing. (For reference, all of them have a 35% chance of avoiding status effects, but they also have other, unique properties.)
    • Warmaster Barbael gives his whole team Damage Boost. No, not as an effect, as a trait. Prepare to withstand some hefty damage if you see a Barbael against you.
    • Warmaster Zahra gives her team a 50% increase in Life, as well as a status caster for team Torture Immunity. She makes for a perfect ally alongside tanks, making them even harder than usual to bust through.
    • Warmaster Gortak has Control Immunity alongside Stun Immunity for his entire team. See why that first part is so good in particular above.
    • Warmaster Babari gives his whole team Torture Immunity and has an SC for team 100% Damage Mirror. Torture Immunity completely deflects some of the best effects in the game, and Damage Mirror makes attacking directly with a powerful move a very bad idea.
    • Warmaster Thalassa, as mentioned above, gives her team Freeze Immunity and has an SC for team Double Stamina. Combined with her ability to remove traits in multiple moves, that SC makes her a fantastic ally for monsters with a lot of extra turns, such as Voltai K and Prince Charmless, since they use up their stamina very quickly. Meanwhile, Freeze is a super common denial type that Thalassa turns completely useless.
    • Warmaster Necromancer has Anticipation and Possession Immunity for his whole team. Anticipation has already been praised to hell and back above, so seeing it added onto two other amazing traits isn't any fun for the enemy.
    • Warmaster Sherezar has team True Vision and an SC for team Cooldown Protection. Cooldown Activation is considered by many to be the best form of denial in the game, and Sherezar's whole team being immune to it cripples a lot of popular choices. True Vision is also a great effect in and of itself, especially since it makes status effects with only a 50% chance of applying land all the time. This is a huge help for monsters like Dr. Marihelson, Rociuko, and General Thetys.
    • Warmaster Elvira has team Blind Immunity and what many consider the best SC in the game: Team Evasion. Look at the Effects folder for an in-depth description, but basically, it makes your whole team nearly invincible for as long as it takes for their turn to come up. Certain monsters such as Neobuki and Wildbird make even more use out of this with their Positive Effects Protected traits, but it's likely to give any monster a great head-start in the battle.
    • Warmaster Remntar has the famous team Special Immunity and an SC for team Skill Mirror. Special Immunity makes your whole team immune to damage from any move of the Special element. As nearly every Legendary monster in the game has Special moves, this is an insane defensive trait. Combine that with Skill Mirror, which is described below, and you have a recipe for one of the best traits in the game.

    Moves 
Certain monsters have some incredibly notable skills that don't get mentioned in the Monsters tab, thanks to the monster the moves are given to usually being rather bad, or at the very least no gamebreaker themselves. This is where you'll be finding those moves.
  • Ultimate moves that fit the above criteria will get special mention, as these ones stand out as amazing even among the list of purposefully-insane Ultimate moves.
    • If it's pure damage output you're looking for, you'll find all you need in White Walker and Ullrica. White Walker, while a terrible and forgettable Legendary monster himself, is rather famous for his tremendously powerful Special move, Blizzard is Coming, which boasts the highest base damage of any move in the game at a whopping 120. And it's AoE. Meanwhile, while White Walker wins out in pure numbers, the Cosmic Ullrica beats him out of the water in practical damage. Her special, Lunar Inspiration, deals an already outstanding 90 AoE damage, but she also happens to apply Triple Damage to herself before attacking, causing it to skyrocket up to 270. It only gets even better if you do choose to factor in the monster itself, as Ullrica's Power stat is one of the highest in the Cosmic Era and her self-boosting potential can easily stack up even more damage.
    • Broken Specials can't be determined by only damage, though. If you happen to be in an all-Legendary battle and get the Special skills of Hobkin or Warmaster Ragnarok (The Songbird and Three Horsemen, respectively), consider yourself an instant winner. Both of them remove the negative effects of all allies and give them Double Damage and Positive Effects Protected, as well as Songbird giving Area Dodge while Horsemen gives Evasion. Whichever one you happen to get, they'll easily transform your team into nigh-invulnerable beasts thanks to the amazing synergy of PEP and Area Dodge / Evasion while also making them shred through Life bars like nothing else.
  • While Panda Claus is an overall terrible support Legendary with very little of note, the one thing that's gotten him some attention from the community is his one incredible attacking move, Almighty Metal. Looking at the move alone, its damage is what immediately pops out; 85 Special damage. For comparison, on modern Legendary monsters, 80 is considered insane, 75 is considered great, and 70 is the baseline for a good attacker's strongest move, so 85 damage is almost comically strong. As if this wasn't enough, it also comes with a piddly 19 stamina cost and no cooldown whatsoever. This move would absolutely break the Legendary meta...if it wasn't on a Legendary monster with one of the worst Power stats of all of them, on par with some mediocre Epic monsters.
    • Speaking of Epic monsters, it's worth noting that Kimmel's Gift has a very similar move called Grudge, which deals the same damage and also has no cooldown and heals Kimmel's the same amount it deals, but also costs 30 stamina. Make of that what you will.
  • For Cosmic era monsters, Lord Platypus is a support monster that has a deceptively average-looking movepool that would make one question its popularity...at least, until they notice his bread-and-butter move Waiting to Hunt. This move gives Platypus Anticipation and his entire team Area Dodge in a meta where the latter is very nearly unheard of in both trait and status effect form. Thanks to this fact, the Cosmic meta is highly unequipped to handle an entire team having Area Dodge, and combined with Platypus' amazing Speed stat, this move alone makes him surprisingly easy to fit onto any old team.

    Effects 
  • Evasion. For one turn, the monster given this effect is immune to everything. Not just damage, not just effects. Everything. As long as the monster's positive effects aren't removed, nothing will be able to even touch them. It hardly needs an explanation as to why it's so amazing.
  • Many of the traits listed above started as status effects, and these are generally just as great as the trait versions. This includes Anticipation, Control Immunity, Area Dodge, Taunt, and Pierce.
    • Taunt is taken up to eleven in status effect form with its even more potent version, Mega Taunt. Rather than only targeting single-target moves towards the monster, the monster with Mega Taunt will absorb everything. AoE moves hit them three times instead of the whole team, and not even status effects are safe. If Mega Taunt isn't removed quickly, it can easily spell doom as the rest of the team can make it through anything completely unharmed.
  • Skill Mirror. When a monster with this effect is hit by any skill that doesn't remove it, they will use the exact same skill themselves, without using any stamina. This includes if they're under a control effect, or even if the move kills them, and no move is safe, not even Special skills. Don't use any AoE denying moves while the foe has Skill Mirror up.
  • Positive Effects Protection. This makes it so that whenever the affected monster is hit with Positive Effect Removal, PEP gets removed instead to keep the monster's other statuses intact. In a game that's so highly based on stacking yourself and your foes with as many status effects as you can, the ability to keep the foe from removing your own is fantastic, especially since it can be paired with any of the effects above.
  • While the large group of Hater effects (status effects that triple a monster's damage if the targeted foe is in a certain Book category, a specific element, or has a specific status condition) isn't this as a whole thanks to their situational nature, a couple of them can reach this status. The best example of this is easily Taunt Hater, as Taunt effects comprise the entirety of the game's viable Tanks.

Top