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Qilin got a major rework this patch, and is now designed around the new charge stack mechanics. It now has Shock Charging and Buff Charging alongside its light shift passive to power Charged Anomaly, and can make use of those synergies as a healer thanks to Charged Healing. Its kit is much more synergistic than before, and might find its way onto shock teams, charge teams, and more.
Magmamoth: Gains Charged Destruction
Notably, the debuff proc does happen before the attack that caused it begins, so debuffs applied by Charged Destruction on Magmamoth’s turn will count for Death Blow.
Goblin Pilot: Gains Charged Destruction, loses Armor Shred
Goblin Pilot teams utilizing Supercharged have found some success, and with the boosts to charge stacks, they might become more effective soon, and getting some free debuffs from your supercharged pilot will certainly help.
Glowfly: Gains Charged Hazard. Multi Shock is now available at level 10
Glowfly can generate significant amounts of charge stacks for its team thanks to Insect Charge, so should get good value out of Charged Hazard.
Glowdra: Loses one Mana Proc
Glowdra has been a strong performer in the competitive scene for some time now, acting as a combo builder for Sorcery teams. While Sorcery teams haven’t been overwhelming, they have been overperforming, so losing one Mana Proc will slow down Glowdra’s combo generation
Skorch: Gains Charged Destruction
Skorch can use burn to generate charge stacks, and now it can use charge stacks to generate burn. Synergy!
Crackle Knight: Gains Multi Shock, loses Wind Affinity
This patch is focused on making Shock a more viable team strategy, and Crackle Knight seemed like a good candidate for that. It’s always been able to inflict shock to multiple enemies and benefitted from it well, but previously it required an ally with multi shock to really work. Now it gets multi Shock itself, to better fill the role of shock-based support.
Goblin Miner: Gains Charged Banner, Charge Amplifier, Load Up, and one Mana Plus, loses Buff Charging.
Goblin Miner offered an interesting assortment of Buff synergies, Debuff synergies, Charge stacks, and shielding, but those aspects of its kit didn’t fit together very well, which led to it often being overlooked in favor of monsters that were more focused. With these changes, Miner keeps his unique place in interacting with all of them, but is better able to blend them together. He can now apply charge stacks with his shields, and buffs with his charge stacks.
Salahammer: Gains Charged Banner
As the only monster in the game with access to two instances of Critical Buffs, Salahammer excelled at applying charge stacks to teammates while it buffed them. Gaining Charged Banner allows it to turn those stacks into more buffs, and Salahammer itself will greatly appreciate a Glory buff
Kame: Gains +2 base attack, Multi Might, Charged Reflexes, Load up. Loses 1 base health, Meditate, one Attack Plus, and one Static
For a monster said to be a master of martial arts, Kame felt more like a master of a single technique, Shield Burst-justu. These changes should help define its new role as a monster that supports physical attackers with Might, shielding, and charge stacks, while making it less of a oneshot machine with Shield Burst.
Koi: Gains Critical Healing and Charged Reflexes
Koi hashad two useful roles on a team, as a healer or a crit-based support, but previously those two things were mutually exclusive. It could either support its team with buffs and charge stacks, or keep its team healthy, and it wasn’t good enough at either role to justify a spot. With the addition of Critical Healing, Koi can now heal significantly better, and also trigger Critical Boon and thus Critical Buffs using its healing moves. Koi also gains Charged Reflexes, which gives it a chance to add more buffs when applying charge stacks, and very much appreciates the change to Holy Prescence allowing it to work with heals. Koi will be much more effective and more cohesive with these changes
Vaero: Gains Charged Reflexes
With Critical Buffs and Buff Charging, Vaero can generate quite a few charge stacks for its team, and the addition of Charged Reflexes gives it a chance to apply some extra buffs with those charge stacks.
Sycophantom: Gains Charged Chant, Load Up, and Healing Shield, loses Magic Powered Shield and one node of Magic Plus
With this update, Sycophantom is being shifted into a more support-oriented role, able to apply shielding, charge stacks, and buffs with its healing actions, as well as gaining an additional buff thanks to the change to Holy Prescence. This should help it find a spot in more teams.
Blade Widow: Gains +1 Base Defense, both shifts get +1 base Attack
Blade Widow is designed to function as a glass cannon, oneshotting the enemy monsters after some buffs and not caring if it falls the next turn. Unfortunately, Blade Widow has been too much Glass and not enough Cannon. It often finds itself just short of important KOs, and is too easily taken down in return, so it’s getting a small boost to attack and defense.
Beetloid: Light shift gets -1 Base Defense
Continuing with Sorcery teams, Beetloid was one of the premier buffers for the archetype, consistently increasing the offensive power of its teammates. It was also surprisingly resilient for a monster on an aggressive team, consistently able to live a hit, and boosting its teammates while doing so thanks to Revenge plus Leadership. Losing one node of base defense will make attempts by the enemy team to target down Beetloid more likely to end up with results other than buffing the opponent
Targoat: Gains Load up
Targoat has always been excellent at protecting the party while boosting their damage, but suffered due to its lack of other utility. Adding Load Up will increase its ability to generate charge stacks significantly, thus allowing it to be a bigger contributor to the team’s damage, especially in combination with Leadership.
Dracozul: Gains Shared Barrier, loses one Health Plus
Dracozul has previously struggled for identity as a monster. It has access to strong buffing actions, but not enough buff support to make a dedicated buffer, and has strong offensive options, but not enough to compete with similar monsters. Adding Shared Barrier will increase the efficiency of its barrier stacking, and with two instances of Buffing Shield plus Copy Shield, one extra buff goes a long way. Dracozul also benefits greatly from Dragon Mastery now being able to proc Flash Freeze, as it gains an additional hit on all of its water attacks, as well and benefitting from the buff to Avalanche.
Darnation: Gains Antitoxins
Darnation is meant to be a monster that can adapt to any situation, and it’s now adapted a way to cure its own debuffs. This won’t be a game changing addition, but it will be nice. Darnation also benefits greatly from the buff to Center of Mass, as he now has two 30% multipliers to his AOE attacks on the highest health target.
Aurumtail: Glimmer is now available at level 10 (skill tree is unchanged)
One of the things that made Aurumtail unique was its access to Glitter alongside four instances of Gold Sense, but this synergy couldn’t be made use of until level 30. Now you can make use of your gold-powered monster team from level 10.
Big Winners from the new patch
Crackle Knight and Qilin
The Shock archetype got massive buffs in the new patch. Crackle Knight got Multi Shock to go with its existing shock synergy, which is a massive increase, and Qilin got a complete rework that gives it a much more cohesive kit. These changes seem to make pure Shock teams much more viable, while also making these monsters more likely to see use on other teams.
Spectral Wolf
The only thing Wolf got from this patch is the new accessory, but it’s so excellent on him that it deserves mention here. Wolf gets a lot of value from Age stacks, both from having Aging, as each age stack makes the others better, and from Primal Rage. Wolf also has no way to generate Charge stacks, which is actually good, it means that it will get the full 15% boost from the stacks given by Medal, and Wolf has Equipment Mastery, so he’s able to forgo an accessory slot for the medal and still have three accessories worth of crit. All this makes Wolf significantly more dangerous while equipped with an Ancestral Medal.
Oculus
With the boost to Meditation, Charging Sphere, the new Ancestral Medal, and the return to 100% proc rate on Intelligent Swarm, Oculus is ready to spread massive amounts of Charge Stacks to its team
Koi
Critical Healing was what Koi really needed: A way to tie its healing and crit synergies together. With Critical Healing, Center of Mass, and Cascade, Koi now wields some of the strongest heals in the game, and also has access to Critical Boon plus Critical Buffs to support its team while healing. It also appreciates the change to Holy Presence, adding one more buff to its heals.
Toxiquus
With the buff to Polluted Water making it a 30% boost to debuffs in a full aquatic team and the buff to Center of Mass, a passive which Toxiquus has two instances of, it’s now a more capable healer and support, as well as possibly viable in a damaging role.
I'm glad for the Kame changes. I'm running a charge/beast type of setup. My starters are Brutus, Caraglow, and Targoat, but I've been struggling to fill the last three. To have synergy with eachother, but also the main team, as it depends who gets KOd. Right now it's Kame, Uran, and Yowie. I was going for beast/warrior but also with Armor Break as the main debuff.
Polluted Water was already buffed in 1.1 tho, not in this update
Is any of the changes to that monster coming into play against him (open world)?
My charge stacks on Brutus used to cap out in the mid-40s IIRC, and after adjusting my plays for Load Up, high-50s is now in the lower end of the scale, at the most I've been touching on 80 charge stacks.
Oh, but now what about "Volatile Shield"? (e.g. Polterofen) I notice that also has a power rating of 175% (same as Lv.2 Shield Burst) except that it only consumes half the shield's value (thus dealing about half the damage of a Lv.2 Shield Burst).
Shield burst was changed to expend 50 percent of your shield with the same damage multiplier, which was intended to be a nerf but was in some ways a buff, since you could keep some of your shield and usually still one-shot someone. Now it's back to 90% with a lower multiplier.
Volatile Shield remains unchanged, and is still a very solid skill, but easier to play around than Shield Burst.
Like say turn 1 I used 3 stacks, then turn 2 I used 12 stacks. Will the skill proc?
It's based on the total, so it keeps track, just like [Mana Conflux].