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|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill (Awakened): Increases the Accuracy of ally monsters in the Dungeons by 40%.
Skill 1: Trickster [((Spd + 180) / 2.3%ATK) x 3]: Attacks the enemy 3 times with each hit having a 30% chance to decrease the target’s Attack Speed for 2 turns. This attack will deal damage according to your Attack Speed.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Harmful Effect Rate +10%
- Lv.5 Damage +10%
- Lv.6 Harmful Effect Rate +10%
- Lv.7 Damage +15%
Skill 2: Song of the Night Wind: Increases the Attack Speed and Critical Rate of all allies for 2 turns. (Reusable in 4 turns)
- Lv.2 Cooltime Turn -1
Skill 3: The Cunning (Passive): Steals a beneficial effect from the enemy target when landing an attack. Your Attack Speed increases according to the beneficial effects currently on you. [Automatic Effect]
Violent/Revenge (Spd/CRIT R% or CRIT D%/ATK%)
Swift or Violent (Spd/Hp%/Hp%)
- GB10 – (Rating: 6.5/10) While useful as a consistent attack buff stripper in GB10, it can be difficult to fit Chilling into a proper team here. Generally speaking,
monsters like Belladeon and Megan are more than sufficient for new teams, while Chilling’s single-target attacks makes him difficult to synergize in fast, hard-hitting AoE speed teams. If you can find a spot for him, he’ll do a decent job, but there’s plenty of better alternatives out there.
- DB10 – (Rating: 9/10) One of Chilling’s strongest assets is his consistent strips. This makes him an effective counter to the Dragon Boss’ immunity tower. Face DB10 teams can thus fit him in here to ensure the immunity won’t slow your speed teams enough to a wipe. Beyond that, his elemental advantage makes him tanky in DB10 to survive a few hits,
while both his buffs and attack speed slow can prove useful.
- NB10 – (Rating: 7.5/10) Chilling can be a good monster in some NB10 teams, with a very useful attack speed slow and great party buffs. However, he doesn’t really have the same utility here as he does in DB10. The lack of buffs needed to be stripped makes his passive rather unnecessary, while the attack speed slow will often be provided by the vastly superior Liches. His usage is thus mostly limited to newer teams that are lacking in good multi-hitters, but you’re likely to swap him out with a Fuco or Rigel once you get them.
(Rating 6.5/10) A very average farmer for Faimon Hell. Despite his somewhat useful ability of stripping the attack and critical rate buff on the last stage, his single-target attacks makes him a slow farmer. The overall lack of bulk makes him easy to kill if any of the Inugamis gets a defense break off him.
- R5 – (Rating: 6/10) Attack speed slows will almost always be provided by a well-runed Hwa in most R4 and R5 teams, making Chilling a pretty redundant monster here. His buffs can be useful, but they’ll mostly be removed before you can really take advantage of it. Since his main gimmick of consistent strips are useless here, you shouldn’t be using him either.
- Element Rift Beasts – Like raids, not really recommended. His inclusion in any team is just unwanted at any point of the game here.
Not recommended. Past extremely early game where he can help take care of a Fuco or Rina in ToA, his utility here doesn’t warrant him a crucial spot for ToA teams.
(Rating: 8/10) Chilling works best as a damage / support hybrid in both normal PvP settings and World Arena. He works as an excellent counter to buff reliant teams and monsters, taking off any crucial buffs while replacing it with an extremely annoying slow. Rakans and Theomars are especially afraid of the strips, since it leaves them vulnerable to the rest of your team. However, you have to make sure Chilling gets some form of protection from your team, since his poor bulk overall makes him a hit or two away from death to an unfortunate Violent proc.
In World Arena, he works well as an alternative to the infamous Iris, the Light Magic Knight. With her nerf, Chilling serves as a good alternative as an extremely reliable stripper. That being said, he is by no means a replacement. Iris offers a useful Silence to counter monsters like Velajuel and Woosa, while Chilling provides a huge hindrance in the form of an attack speed slow and team speed buff. Depending on your team compositions, Chilling can definitely be a consideration for your World Arena team, regardless of where you stand on its ladders.
How to Counter:
Besides the obvious Tesarion, the best way to counter Chilling is to have solid nukers in your team. Chilling thrives against bulky teams that relies on buffs, so avoid bringing monsters like that against him. Always take into consideration what buffs Chilling can strip before considering what monsters to use. For example, you wouldn’t want to bring Tesarion and an immunity buffer against Chilling, since it’ll make both of them redundant against him. You’re unlikely to find Chilling in PvP Defense teams, so you’ll mostly want to look out for him in World Arena.
- A good amount of speed is crucial on Chilling. Aim for around 180 speed and above in higher tier PvP areas.
- For a monster that’s so reliant on strips, a good chunk of accuracy is important. At the very least, you should have 60% for daily PvP and PvE usage.
- During speed calculations, remember to take into consideration of his increase in speed with any buff you have. This includes Will and Shield runes
Chilling was considered the best of the his family when the Jack-o’-lantern family was released years back, and he still holds that position. With the rise in popularity of World Arena, Chilling has once again carved a niche for himself in a good number of teams, working well as a pick against Woosa and Velajuel. Depending on your situation, there might be better options out there, although there isn’t much monsters that can take over the niche this little pumpkin head can offer.