Recommended Moveset Groot's Dead-Beat Dad His stats are outdated and isn't really better than most epics. Not a very good choice but is decent for beginners if you're in dire need of a Legendary. He has access PER too, but he lacks NER, and really can’t do much if his allies aren't that low on health aside from perhaps giving Stun to an enemy, but that move is unreliable as it only has a 50% chance to land. 3 uses.Nemestrinus, the very first Legendary Monster in the game, is a breedable Nature Support who’s main gimmick is healing. Taiga Trap: After being hit, if the wearer's Life is below 50%, it deals 5,725 points of Light Damage to the attacker. Oblation Trap: After being hit, if the wearer's Life is below 50%, it removes 24 points of Stamina from all enemies. Spirits Trap: When the turn ends, if any enemy is Possessed, its Strength is increased by 160 points for 1 turn. (If you have all your monsters hold max level pestilence traps (6 total) the enemy will start with 33k less life!) Pestilence Trap: Once the battle begins, all enemies' Maximum Life is decreased by 1,485 points for 2 turns. However they aren't really useful on anything but tanks or deniers.Ĭold/Punisher Trap: When the turn ends, if any enemy is Frozen/Stunned, 12 points of Stamina is removed from it. However they are also amazing on defense, able to drain HUGE amounts of stamina. Trap Relics: These relics are AMAZING on deniers, making there denies even more effective. Osur's Amulet: When the turn starts, if the wearer's Life is below 75%, it increases all allies' Strength by 430 points (1 turn), and increases all allies' Speed by 295 points (1 turn). Kinetik Amulet: After being hit, a random ally's Strength is increased by 510 points for 1 turn. (Imagine if voltaik or zyla could hold this?! They wouldn't need a stamina rune!) Supercharged Amulet: Once the battle begins, the wearer's Maximum Stamina is increased by 45 points. (DON'T BE DECEIVED! While it may not look like much at level one, when leveling just a bit it heals by the thousands). Healing Amulet: When the turn starts, if the wearer's Life is below 50%, they are healed by 350 points. Life? They got you covered too.Įnergizing Amulet: When the turn starts, if the wearer's Stamina is below 50%, they gain 25 points of Stamina. Don't worry about high stamina costs or stamina drain with these relics, they got you covered. Amulet Relics: Oh these are some good relics.
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