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Unless there's a way to get the thing you fight by the crown series since it looks like one, but I dount that's stronger anyway, it just looks like a mixed attacker that was extra strong to be a boss.
Surgus also learns Bang which is pretty weak but has some usefulness since it does half damage to the second enemy beastie as well, so it helped me whittle opponents down before it learned Contest. Overall Surgus feels to me like a good damage dealer with sort of average defenses.
I have not tried Bongus yet but it has higher power defense and learns Mighty Yell (attracts attacks) and eventually Vigor beam (very strong, but only attacks from the net) so may benefit from a bulky front-lane set-up.
Both have the same stat total, just in different stats.
All three can metamorph into the same extinct beastie
(I'm choosing not to, since I love Surgus's design was more)
Spreckomorphs have equal BST (base stat total) but their different playbooks and traits cast them into different roles and possibilities. You could categorize them for different types of attack or support strategy, sure, but I wouldn't put them in ranked order overall. What does "best" mean to you?
I'd suggest looking at the rest of your prospective team ideas, and see which morph fits best into them. Bongus is tanky and loves to support allies, Surgus is risky but heavy-hitting, Illugus is tricky and likes disrupting the opponent. Each one also wants to make use of a field effect unless you use Spa Salts to change their trait, so you'll have to decide whether you want to use any field effects, and if so, which one(s).
And, as mentioned above [endgame/postgame] there is a secret fourth thing with big enough stats to warrant a trait that debuffs it...so, that's probably what you would mean by "best," but it is exclusively postgame-only.
Though my team is pretty heavy on mind and since he's a pure spirit/mind counter that's certainly why and I can't use his trait without nerfing me as well.
Honestly, seeing how damage calculation seems to work, i think healing a flat 12hp between each opponent attack might be better than a defense boost in a lot of situations.
It's still an amazing effect that's saved my team a lot of games, but it's modest enough to actually compete with other field effects for a spot on your team.