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(2 edits) (+1)

A fun run indeed. I wanted to start with Parra and Karakai to try the Magical combination. And it's... magical! The +1 mana regen is great and the +10 dmg not bad at all with Parra's zephyr mechanic. Karakai is also very durable and with items like shattershard or what's it called is... amazing. So much dmg from its defense.

Very fun. Also easier than I thought.

I found Skimander later and I was not happy in the beginning (I love its mechanic and design, but I did not think it was gonna work with the first two monsters), but I made it work with a nice help: I merged the Hunger Armor with the Living Seed, so that it could heal everyone. Combo that with its ability to heal itself while in the backrow... well, heal everywhere! It's great.

I've already said it in another comment, but I repeat: I very often find myself ending with three final stage monsters. I struggle to use less than three and more than four. Does it happen to someone else?

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Another Magical run, with Ignis and Parra. I found Krog later. In general, I enjoyed it less then the precedent one. It was more difficult, in the sense that it didn't combo that much between monster's effects. It was nice to have Parra's Tailwind help Ignis spread the fire, though.

Not much to say, except that Dragon Scale is amazing and Hunger Armor is very hard not to pick when I find it. That thing makes you immortal.

Oh, also, when I find the black snake pact dealer, I almost always choose the wisdom pact, because the other ones are hard to use. You have to have very specific teams for the other ones. Or at least this is what I feel.

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So yea the general trend or meta atm is 3 tier 3 monsters.  Im considering further buffing 4-monster synergies to open up the potential of larger teams, cause the sheer stats of tier 3 monsters is hard to pass up.  Also Im glad to see magic teams too, theyre a fun challenge :D