Friday, June 26, 2015

[Impossible] 4* Impossible Slayers!

Disclaimer: This list is only for VETERAN players! Using these monsters in their respectable dungeons requires knowledge and in-game practice of those actual dungeons. The main point of this list is for players who want a challenge or trying to hoard those Impossible for alt accounts! Please don't try to run this during games with random strangers you don't know. Run them solo or with really close friends!

4* monsters were created for a reason. Although most of them are for ascension materials for those hatchers monsters and for those 4* hatcher monsters, probably just to troll you lol. Either way, the obvious difference in those 4* monsters and 5* ones is of course the stats. But one of the main difference is the number of dungeons they are viable in. 4* monsters DO HAVE A USE in legit dungeons, you just have to have the mechanics to use them effectively.

Below will be my top 4* monsters for every Impossible dungeon in Monster Strike (even the JP version). I will mention farmable and hatcher 4* monsters but will deviate away from those that boost stats (Lotta, Chandra, Aphrodite, etc.) since they can replace a 5* monster in most cases.


Izanami - Jormungandr (Water 4* - Savage)
Class: Ethrean
Hit: Bounce
Type: Blast
Ability: Deity Slayer L
Gauge: Null Gravity Barrier
Max HP; 14459 (+2460) - 16919
Max ATK: 12196 (+4750) - 16946 (20335)
Max SPD: 165.50 (+66.30) - 231.80
SS (30 turns): Ice Meteor
Bump: One Way Laser L (9355)

Thoughts
Well this is a pretty obvious choice. Even beginners might use this monster to get their first Izanami since they don't have a Margarite or a Napoleon. Some might even go as far as Luck 90 this guy just to get a high chance for an extra drop. 

The power that this guy brings to the table is really under appreciated. His One Way Laser L procs with his Slayer so it technically has 23388 power towards Izanami, which is comparable to Margarite's OWL. Of course the width is different and harder to hit but hey, you are comparing a 4* with a 5*. His meteor SS can help you mob clear the zombie loop stages or put your enemies to sleep in the boss battles.

Kushinada - Mint (Wood 4* - Hatcher)
Class: Demihume
Hit: Pierce
Type: Speed
Ability: Demihume Slayer L
Max HP: 11970 (+2460) - 14430
Max ATK: 11138 (+2150) - 13288
Max SPD: 345.73 (+69.70) - 415.43
SS (24 turns): 2 turn delay SS
Bump: Vertical Laser L (9471)

Thoughts
One of those surprise picks for Kushinada. But this list is full of surprise picks in my opinion and this cat is not that big of a surprise for what is coming later on. 

He has a Slayer for Kushinada which just like Jorg, procs with his bump combo. His 9471 power becomes 23k and it is technically the same width as Jorg that goes up and down! He also has a delay SS to help you get 2 extra turns to deal damage which a lot of you almost but couldn't clear that 8mil HP final bar. Warps might be trouble leading up to the final bar but once you hit to that point, he just plays like a Ryoma in terms of where to position and hitting the weak spot.

Yamato Takeru - Kazane (Wood 4* - Hatcher)

Class: Mech
Hit: Bounce
Type: Speed
Ability: Flight / Null Gravity Barrier
Max HP: 11095 (+2460) - 13555
Max ATK: 14837 (+2240) - 17077
Max SPD: 303.80 (+39.10) - 342.90
SS (16 turns): Becomes a piercing type
Bump: Giga Blast (7653)

Thoughts
Although she might not be the trolliest 4* you can roll in the hatcher (I think Ishida, Kanbei, or Crocodile takes that award), strikers aren't that pleased when they roll Kazane. But lately I've seen some beginners using her and she started to grow on me.

But why Yamato? Very simple: wood monster that is bounce and has NGB. Of course there are a lot of 4* that are like that (Freekfrong and Nephroils to name a few). But Kazane gives a little bit more with her blast bump. It is very useful in help proc-ing other powerful bump combos in that dungeon like Kushinada's plasma and Hunter King's OWL. Her SS can help position her for that mini Yamato boss or to just grab hearts.

Izanagi - SST Mind Melder (Dark 4* - Hatcher)
Class: Paladin
Hit: Bounce
Type: Balance
Ability: Drone Breaker
Gauge: Null Warp
Max HP: 15278 (+2460) - 17738
Max ATK: 11070 (+1600) - 12670 (15204)
Max SPD: 322.73 (+48.45) - 371.18
SS (12 turns): Becomes a piercing type
Bump: Homing Destruction 6 (9151)

Thoughts
I did have two monsters for Izanagi. I chose SST just because of the higher stats (especially HP). The second monster is Jackalope who is probably the only 4* NDW+NW monster in the game. I do value NW more than NDW in this dungeon so Mind Melder became my pick.

She is a Drone Breaker which is helpful in the mini Izanagi and final boss. Her SS can help grab hearts and since there are a lot of monsters throughout the dungeon, it will come in handy. Not to mention it is on a 12 turn CD so you can use it multiple times. Finally, her homings can help deal some damage to mobs as well.

Tsukuyomi - Lazanicoff (Light 4* - Savage)
Class: Demihume
Hit: Bounce
Type: Balance
Ability: Null Gravity Barrier
Max HP: 13290 (+2460) - 15750
Max ATK: 13499 (+4600) - 18099
Max SPD: 219.23 (+77.35) - 296.58
SS (24 turns): Command SS (Ryoma/Napo style)
Bump: Ex Laser M (4735)

Thoughts
I bet at least half of the people who reads this are like "who the hell is this guy?" You probably only seen the above picture once, when you run his dungeon to get one drop to ascend Vanilla. Yes, he is that old geezer. Of course, I doubt anyone of you evolved him unless you are avid collectors of all the monsters in the game.

He is the only 4* NGB monster that meets the ATK threshold for Tsukuyomi (he is light so the att. bonus gives him over 23300ATK). However, you do have to max out his ATK to make it over the threshold. HP doesn't matter that much in the dungeon since most veterans either run Recovery monsters or just don't take damage at all. Also his speed is comparable to other top picks like Liu Bei. Finally, he does have a Command SS that is exactly the same as Ryoma or Napoleon so it can deal a high amount of damage to the boss.

Ashura - Leviathan (Water 4* - Hatcher)
Class: Demon
Hit: Bounce
Type: Balance
Ability: Null Gravity Barrier
Gauge: Null Damage Wall
Max HP: 17201 (+2460) - 19661
Max ATK: 10700 (+1550) - 12250 (14700)
Max SPD: 254.00 (+38.25) - 292.25
SS (24 turns): 2 turn delay
Bump: Ex Laser M (4735)

Thoughts
She is one of the few 4* Hatcher monsters that most of you have kept (I hope...). She is just a nice monster to have in general, especially when you don't have spectacular water monsters in the beginning.

She works well in Ashura because it deals with the main gimmick of Damage Wall as well as the little amount of Gravity Barrier. She also have relative high HP compared to other top picks for the dungeon like Okita Soji, Yamato, and Kenshin. Her SS also help in case you can't move away from Ashura's attacks in time. The only bad part of her is that she doesn't give you a lot of damage and your other monsters will have to cover for her.

Bishamonten - Ginkaku (Wood 4* - Savage)
Class: Beast
Hit: Bounce
Type: Balance
Ability: Fiend Slayer M
Gauge: Null Damage Wall
Max HP: 12096 (+2460) - 14556
Max ATK: 10036 (+3425) - 13461 (16154)
Max SPD: 169.53 (+59.50) - 229.03
SS (20 turns): AOE Blast
Bump: Spread Shot EL3 (2009)

Thoughts
Now I'm getting into JP only monsters. This guy is a Savage boss drop from the Journey of the West series. 

Sadly, there are no 4* monster in the game that has enough ATK to one-shot the blob-like monsters, which helps in a very stable clear. Therefore I just stick to wood+NDW and found this guy. He is a Slayer for Bishamonten (yes, she is a fiend for some reason). He also has a AOE Blast SS that can deal pretty good damage to her. Bad part about him is that he is pretty slow so he can't bounce the healing walls as much as his 5* counterparts.

Marishiten - Kiso Yoshinaka (Fire 4* - Savage)

Class: Samurai
Hit: Bounce
Type: Power
Ability: Deity Slayer M
Gauge: Null Damage Wall
Max HP: 15596 (+2460) - 18056
Max ATK: 15819 (+5400) - 21219 (25462)
Max SPD: 138.83 (+48.45) - 187.28
SS (16 turns): Bash and knock up
Bump: Cross Laser M (3314)

Thoughts
One of the newer event dungeon monsters, part of the Genpei Series. 

Just like Ginkaku, Kiso Yoshinaka is a Slayer for the boss and it deals with gimmicks of the dungeon. In Kiso's case, it is one out of the main two but you can make sure there are no mines by sweeping them or beating the wizard dude. Even if there are mines, he has low speed so he will probably be stepping on one or two mines max. His SS can deal at least one million onto Marishiten and it has a low CD so it will be up when you meat him in the mini-boss stages. You can use it then and it will be up for the final bar without even stalling.

Daikokuten - Killer Bee (Light 4* - Savage)
Class: Mech
Hit: Bounce
Type: Speed
Ability: Flight/Null Warp
Max HP: 7976 (+2460) - 10436
Max ATK: 13616 (+4650) - 18266
Max SPD: 306.30 (+107.95) - 414.25
SS (24 turns): Paralyzes enemies when hitting their weak spot
Bump: Homing Piercer 6 (1702)

Thoughts
This was a tough decision. It was down to him and Sylph (4* hatcher monster from Great Spirits). Sylph had higher HP (+4000) but Killer Bee had the better SS. In the end, I chose Killer Bee since you can work around the Healing Walls and enemy attacks.

He deals with the two main gimmicks of the dungeon, Mines and Warps. He is also a bounce monster with high speed so he can heal a lot from healing walls as well as pinch to kill the demon dude. His Homing can deal some damage to enemies from afar, especially since there are laser barriers around the demon dude. His SS is also useful for the boss since you can skip his attacks by paralyzing him. It might require some turn adjusting before you go into the next bar since it is only a two turn paralyze. 




1 comment:

  1. Thanks for reminding people there is more than one way to skin a cat when it comes to boss fights in MS! Too many teams give up just because someone doesn't have the absolute best unit for something

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