|Level||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skills: Increases the HP of ally monsters by 33%.
Skill 1: Mega Smash [((Spd + 210) / 0.7)%ATK]: Attacks with magical powers and inflicts continuous damage for 2 turns with a 50% chance. The damage increases according to Attack Speed.
- Lv.2 Damage +5%
- Lv.3 Harmful Effect Rate +10%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.6 Harmful Effect Rate +15%
Skill 2: Super Crush: [200% + 15% MAX HP]: Attacks all enemies to inflict damage that’s proportionate to the enemy’s MAX HP and stuns them with a 30% chance. The target immune to stun will have the Attack Bar decreased by 50% each with a 100% chance. (Reusable in 4 turns).
- Lv.2 Harmful Effect Rate +10%
- Lv.3 Damage +10%
- Lv.4 Harmful Effect Rate +10%
- Lv.5 Damage +10%
- Lv.6 Harmful Effect Rate +10%
- Lv.7 Cooltime Turn -1
Skill 3: Conversion of Magic [Passive]: Removes a harmful effect, except inability effects, on all allies each turn and the allies will recover their HP by 5% for each harmful effect removed. In addition, your Attack Bar increases by 10% for each harmful effect remaining on the ally after attacking each turn. [Automatic Effect]
|Early Game||Swift + Energy or Guard||SPD / HP% / HP% or DEF%|
|End-Game PvP||Violent + Nemesis||SPD / HP% / HP% or DEF%|
|Damage Build||Violent + Blade||SPD / CRIT D% / ATK%|
|Despair Set||Despair + Nemesis||SPD / HP% / HP% or DEF%|
Dungeons: Veromos is an amazing monster for both GB10 and DB10, especially for starting players. With a cleanse every turn, it effectively makes the defense breaks in GB10 and the DoTs in DB10 far less scary than they normally are. On top of that, Veromos has a good AoE stun rate on his 2nd Skill for crowd-control and a decent 75% chance to DoT on his 1st when maxed. Finally, he offers a great leader skill, which boosts the overall survivability of your team by a considerable amount. Newer players should build Veromos on Swift to make him as fast as possible. Only when you get a GOOD set of Violent runes should you make the transition. For the majority of early-game players, Veromos is pretty much vital in starting GB10 and DB10.
Raids: Despite his ability to cleanse, Veromos is an extremely poor choice in raids. Both of his damaging skills has no effect on the raids boss, and his low base attack and much better usability as a support in other places makes him ineffective even on a damage build. With the constant oblivion status from the boss, Veromos’ passive becomes useless. In terms of a cleanser, pretty much any will outclass him with their better skills and debuffs.
ToA: Veromos is again an extremely vital monster for those looking to clear ToA for the first time. His stuns and cleanse makes him very reliable in virtually every stage, while his stuns acts as a perfect crowd-control, even if it’s only at a 60% stun rate. For players who can easily clear ToA, he functions well in almost any auto-team, with his DoTs helping to speed up the process just a bit too. Finally, he’s also a great dark tank in specific stages such as the notorious double Akroma stage. For almost all players, there’s always a use for Veromos here.
PvP: Veromos works the same way in PvP as he does in PvE, a cleanser and stunner. His stuns makes him a very annoying threat in both offense and defense, while his passive cleanse makes it very difficult not to prioritize killing him right at the start of the game. His DoTs, skill multipliers and base attack also allows him to deal a decent amount of damage in a support build, so he can still be very viable as a supportive or secondary damager in most teams. However, one crucial factor with Veromos is who his teammates are. Veromos shines the most when he is paired with either good attack bar boosters or cleansers and Will buffers. By ensuring he can get a greater number of turns off while protected by monsters like Tesarion, it makes it extremely difficult and annoying for the enemy team to take him or other monsters down.
However, past mid-game content, it can be very difficult to use Veromos as effectively. It eventually gets to a point where his Passive becomes less useful in protecting your allies and enemies can easily kill him or his teammates off with a well-time armor break. Once you’ve reached a certain part of the game, the only Veromos you will find in PvP defenses are Nemesis-built ones to ensure he can cut in between your nukers and stun them.
How to Counter
Taking down Veromos can be extremely difficult for newer players, especially if you’re up against one with superior rune qualities. You’ll have to either take advantage of his low base HP and use ignore-defense monsters against him, or bring a monster like Tesarion to Oblivion his passive. However, a Violent Veromos or one paired with a good attack bar booster like Verdehile can make the latter option difficult to use. If you don’t have good enough monsters to take him out immediately, your only other option is to just bring a reliable immunity monster and prioritize taking out whoever you can on the enemy’s team.
- Speed is extremely important on Veromos. You need to make sure he’s fast enough to clear debuffs away from your team. This is why a fast Swift set works leaps and bound better than a slow Violent one. You shouldn’t gimp his stats just to make a premature change to Violent
- Due to his great base defense and subpar base HP, you can definitely opt for a defense main substat instead of a HP one
- Since he gets accuracy on awakening, it makes it very easy to rune him up with that. Try to get at least 55% accuracy for all PvE use, and more whenever you can if you’re using him in PvP too
Arguably the best monster you can get from Monster Fusion! You won’t find him in any Light & Darkness Scroll. Veromos is one of the most game-changing monsters you can get, period. Unless you’re fortunate to get another powerhouse of a monster like Lushen or good Nat 5*, Veromos will likely be your first 6* monster. He excels pretty much everywhere early-on, with usage in all Cairos Dungeons, ToA, PvP and even as a fodder farmer. He’s definitely a worthwhile investment to make in terms of time, resources and devilmons!
- Removes a harmful effect on Veromos after the harmful effect “activates”, e.g. taking damage from continuous damage, attacking due to provoke, or bombs exploding if they had only 1 turn left.
- The healing effect from this skill is limited to Veromos himself.