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Manticorb is, well, actually unlockable VERY early, as soon you get double jump ability, you just need a summon rock and you can get the monster in the starting area. It's a hidden room with 3 of them, but you can always use monster bell they drop from 5 star battles to farm the dark variant. Seriously, you have to get this monster, ASAP.
Imori? If you able to access sun palace, he appears in the west within a few spots.
Shockhopper? Given in you unlocked beach and finished the fight to unlock the shift environment, you can trade a dodo egg (preferably shifted) to receive a shockhopper egg in frosty mountains (it keeps the shift). People loved dark variant in PvP but I prefer light variant in PvE due to it's curse breaker.
Imori (Dark Variant), Debuffer
Early debuffer which synergies well with shockhopper and spectral wolf. Dark variant allow him to inflict extra stack of any debuff, plus acid split aura that makes reptilian has 7.5% chance on hit to inflict poison or burn, it stacks additional time. Congeal, with multi chills from other character. It also able to inflict multiple status debuff to an enemy in one go, thanks to acid split, kindle, and cooling (10% burn and chill per hit), making it good early options for debuffer. In the late game, the dps fell short, so it cannot be a primary dps, though it always good to set up debuff with.
Manticorb (Dark variant), debuffer, exploit party, passive buffer, secondary DPS, combo initiator
Manticorb is, well, a mix between debuffer, passive buffer (exploit party), and capable dishing damage itself. It can be customized to obtain sorcery every time it exploits an attack, and stacks up to 3 sorcery. Exploit party aura let any monster get a random buff and shield 5% of max hp every single time they use an attack that exploit their enemy weakness. By default, that means this monster get at least 2 buff when exploiting their enemy, and monsters in your team 1, without even having to take turn to buff. It also can heal itself by 200% mana generated, and shield itself by 300% of mana used, respectively. It has mana and magic proc, which is extra 2 hits, double impact, which is extra 1 hit, along with proliferate and hex (7.5% to inflict random debuff), along with all it's elemen one targetting attack always inflict a status, with base of 6-7 hits at the end, it could go between 9-10 hits to 21-23 hits in one go. With TWO cascade which increases 10% dmg per consecutive hit, and with dark variant that boost critical chance by 2.5% per consecutive hit, it's seriously a versatile monster that can be used to inflict debuff, or to provide passive buff, to initiate combos, or just to deal dps as a secondary dps. It could even rival primary dps if built right.
ShockHopper (Light variant) - Healer, debuffer, debuff healer, secondary combo initiator
Technically one of my favorite debuffer. Light variant removes one debuff on allies when turn starts. It can be customized so that it heals your lowest health by 200% of it's magic (which is kinda okay) and removes 2 debuff on a monster with the most debuff in the team by attacking. With it's attack 100% gives a shock and chill (at least, for the left one that target a single enemy) and extra 10% chance to inflict chill or frost per hit, this pinguin can stacks 2 extra chill and shock (to 3). It really can go either combat medic that inflicts a few debuff and debuff and heals at the same time or a dedicated healer that also removes debuff. I prefer to be combat medic due to it's ability to cast multiple chills and shock. Synergies well with Spectral Wolf's Multi Chill and Imori Congeal, or to Promethean's charging. Can initialize combo later on with deep freeze and multi chill. Combined with wolf and 5 chill stacks, it could initiate guaranteed 11-12 hits to boot, and adds one hit per another stack. Not really recommended to aim for, but it could be an option when the opportunity present itself.
Honorable mentions Toxiquus and Thornish (Poison synergy)
Toxiquus (Dark Variant), Poison debuffer, combo initiator
Obtainable even earlier, so early in the game as you enter the dungeon, it serves as combo setter and passive sidekick buffer in late game, as well as poison stacker. The dark variant capable of stacking extra 3 poison, so 4 stacks, with each single target guaranteed to stack one and 10% to inflict extra poison and weakness per hit. It slowly heal the party with supply (4% monster max health) and toxic feedback heals 5% max hp per poison on enemies. As you can stacks so many poison, you could heal 64% of your max health per turn (more if you synergy with thornish and those that can allow you to stack more). It also come with plague, to spread poison faster. And 10% chance when you heal, you stacks sidekick, with 3 at max stack. With proliferate, this monster could set up some nice poison and combos at same time, enough to initiate combo to boot.
Thornish (Dark Variant), poison debuffer, tank
Located in the beach and very accessible after you get there, this puffin fish stacks extra 2 poison just like toxiquus. It inflicts poison like crazy with extra 20% per hit, on top of the attacks giving poison. It can heal itself per poison stacks by poison eater, on top of it heals itself by 20% of max health per turn. It reflects enemy attack and guaranteed to inflict poison if attacked, on top of 50% chance inflicting armor break. It even have an aura that allow aquatic monster (this monster is included) to inflict 35% chance to bleed if attacked based on attacker attack. With poison nerves that reduce enemy mana generation by 10% each stack, it could greatly reduce enemy mana if stacked with another poison stacker (like toxiquus early). It's solid early tank that also debuff your enemy.
In terms of debuffing our all beloved friend mister "Mushroom of Doom" should do the poison trick/debuffing trick. It also has great synergie mit Vasuki or how the community call it "weaker Troll".
This is after you fly up to mythical workshop, requires either dracogran from volcano or silvaero (evolved vaero) that you can get from the beach. Even if you don't beat the silvaero, you can always get silver feather to evolve one in the top right of the beach.
For debuffer, I rather go oculus (Dark variant). That little robot is the definition of combo initiator and debuffer nightmare as it also serve as a tank.
It has hex, electrify, and kindle, it makes 10% chance of every hit to inflict paralyze, 10% chance of every hit to inflict burn, and 7.5% chance of random debuff per hit, so it's 27.5% per hit. There's defensive proc which give it one more hit, then proliferate which add one more hit every single time it inflict debuff, and mystify where it gets a random buff when it inflicts a debuff. Sabotaur's shield shield itself when it cause any debuff. Fatal upkeep aura raise any poison, burn and congeal damage by 20%.
Okay, here's how it works
it's one man targetting gives 7 attack of 60% (earth: inflict poison at the end, fire, non dodge-able), while it's solar beam deals 3 x 85% (without effect) to whole enemy (9x if all hits). Defensive proc gives 1, so it's 8 hits / 10 hits. Then, with 27.5% chance to inflict a debuff, it goes way up. Because proliferate also can trigger another debuff, it could keep stacking up. The ultimate, ion beam, has 9x60% which has 15% chance to inflict random debuff, so we have, 42.5% chance to get a debuff per hit (assuming enemy have empty debuff) + 1 hit from defensive proc. It can goes from around 12 to 25, or even 28 hits. It's crazy combo set which inflict tons of debuff, dark variant allows one more stack per each debuff so it becomes debuffer, and at same time, combo set. The damage is a joke, but the defense is not. It generate a ton of shield, as it also quite good at defense. With protected offense that buff party dmg by 10% if they have shield, and with shield sharing, it could seriously devastating as it always give shield to it's party as it inflict a debuff, so easy 10% dmg boost.
Okay, that's not all. Intelligent swarm aura makes that any insect/construct monster gets a stack of charge every single time it applies a buff or debuff. This RHYMES well with promethean later on (on underworld). It would let promethean, especially dark variant, having a synergy to rapidly build up charge for supercharged+thunder strike. Every single shock it creates, even with flurry of blows. It would build up around 30 charges pretty quickly, and, with good combo intiator set up like oculus and manticorb (or any similar ones), it could deal 8,3k damage in a single blow, with 4x384 dmg following after that. It was easier to beat vertaag with the promethean rather than the neutral spectral fire from spectral wolf even, lol.
https://steamcommunity.com/sharedfiles/filedetails/?id=2895005812