![]() Reptile's slashing attacks get even more powerful as soon as he becomes awakened. His biggest advantage is a single-target attack that deals 410% damage, which would be deadly to any enemy unit. This dragon leader is mainly focused on physical damage, but he can also use spells and influence spell-based allies. The two best weapons for Slime Emperor are: His slime powers also influence his MP regeneration, which is important for his spell-based skills. In this regard, this leader can also serve as an excellent supporter due to his healing ability, which can be applied to all allies at once. This monster's slime power combines spell power that boosts the attacking damage of allies and physical power that increases Slime Emperor's own durability and resistances. The two best weapons for Killer Machine are: In case Killer Machine focuses on a single target, then he can deal massive 270% damage using his slashing attack. It also means that your team must predominantly consist of physical monsters, or his skills won't be too effective. This robot has an ability to attack enemies in all surrounding blocks, and also boost the physical power of his allies within 5x5 blocks. If you prefer physical damage to that of magical, then the best choice of leader would be Killer Machine. He uses a lot of MP on his spells, but as soon as he reaches the first stage of Awakening, he will start producing extra MP to support his spell abilities. Wight King is predominantly a long-range attacker with high damage that can wipe out multiple enemies at a time depending on his position. This zombie king is clearly the best leader in the game, especially for spell-based teams, due to his spell power boost. Without a doubt that will add a lot of potential for future Megaboss Battles.Not all monsters from the original Japanese version have made it into the global release yet, but there are still some amazing leaders to choose from that can carry your whole team to the victorious finish. Giving him an accompaning Sizz Physical 5-Swipe is also interesting but I will need to see how effective that will be going forward. It will all depend on how efficient he moves after we get the Blossoming.Īs for Halbredsaurus, I think that is an interesting decision to give him Sizz Force, however I am a bit disappointed it is only for three turns. I could see this working (if it is actually 100%) as an awkward Arena setup where your HG speeds right into the face of the closest enemy, putting 3+ Units within Rhombus, and attacking until he dies. Now you could just run straight in without too much of a concern, as even if he is defeated, that attacker loses 25% HP immediately, and everyone loses another 25% per turn. ![]() I am a little disappointed in the Death Strike for Hell Gladiator, as it isn't able to be used if you are attempting to clear without losing a Unit, but having a Rhombus of Envenomation would be quite an interesting benefit, much better than HG hvaing to skirt just slightly on the edge of battle to avoid being OHKO'ed or at least KOed without impact. Overall these both look like good Blossomings. The effect of Venomous Storm is increased by 1 turn for the enemy that KO'd you. It doesn't get triggered if you die from status effects, follow-up, or special tiles. It is considered a breath attack, so it doesn't get triggered if you are breath-locked. It only gets triggered when the attacker that KO'd you is within range. Venomous Storm envenomates enemies in large rhombus area, it doesn't mention probability so I assume it is 100% chance, though still reduced by resistance. Venomous Storm: When you are KO'd by an enemy attack, if you are in position to counter attack, Venomous Storm is triggered. Toxic Spray(range:T-shaped): Deals major typeless breath damage to all enemies in range, often envenomates Instant Sizz Fource: At the start of battle, apply Sizz Fource to self for 3 turnsĭragonscale: Recovers HP when attacked by an enemy ![]() Volcano Slash (range:1): Deals 280% Sizz physical damage to enemies in range (5 squares horizontal line)
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