Tetra, the Water Mermaid will be the next Hall of Heroes monster for the month of December 2017!
Dec. 8th 12pm – Dec. 11th 12am
– Based on the server time – Global(PDT), Asia(TST), Europe(CEST)
– The Hall of Heroes will be available at the Cairos Dungeons during the event.
– Clear the Hall of Heroes and gather Summoning Pieces to summon a 4★ [Mermaid] (Water).
How To Participate
1) Enter the Hall of Heroes
Location: [Battle] – [Cairos Dungeons] – [Hall of Heroes]
2) Clear the Hall of Heroes
The Hall of Heroes consists of 10 stages.
The required Energy amount will be the same for all 10 stages and 25 Summoning Pieces will be given as a reward for clearing each stage.
You won’t be able to re-enter the stage once you clear it.
(You’ll get a total of 250 Summoning Pieces when you clear all 10 stages.)
3) Gather Summoning Pieces to summon [Mermaid] (Water)
The summoning will require 50 Summoning Pieces.
How To Summon a Monster
Go to the Summonhenge after you’ve gathered all the required Summoning Pieces.
* An additional button will pop up at the summoning menu. (Requirement: 50 Summoning Pieces)
The Hall of Heroes is a very difficult dungeon where you can collect high grade monsters. Newcomers and lower-level Summoners, beware!
Oh yay, an actual useful Hall of Heroes! The Mermaid family is definitely up there when it comes to useful Nat 4* families. While Betta and Molly does take away the spotlight for most players, many still can enjoy some uses in the elemental sisters here.
As with most Hall of Heroes trends, the weaker monsters in the family was selected as the featured dungeon monster (Throwback to October 2015 Wind Mermaid HoH). While Tetra does have a unique AoE guaranteed sleep on the enemy, the practicality of it just isn’t as big as you think. Plenty of PvP monsters in the game are protected by Will runes, and the abundance of immunity buffers and violent procs makes a single-turn sleep pretty weak. The only AoE sleep monster that’s viable in the game is Hathor, the Wind Desert Queen, largely due to her 2-turn sleep AND strip + sleep on her 2nd Skill. PvE wise, stuns and freezes are the favored choice since you can continue to attack the enemies. The 100% chance to land the sleep just isn’t enough to give Tetra an edge over standard ToA teams. However, newer players lacking such options still can find some use in her, even if it’s only early on.
Next we have Cichlid, the aforementioned Wind Mermaid. She offers some uses in PvP content thanks to her strip + small cooldown reset, which works wonders against Theomars in Guild Wars. While an overall effective monster against Passive-reliant nukers, most players will look over her in favor of the Fire Mermaid, which we’ll get to in a bit. You can choose to run her as a typical support monster with accuracy to ensure her 3rd skill will land, but do bear in mind that her paper-thin defenses can lead to a quick death if you’re not careful.
The last of the elemental sisters, Platy proudly holds the long title of “The monster that players throw Mermaid skillups to while despairing over their lack of Betta and Molly”. She is by far the most usable one among the three. Her 1st Skill offers a 100% activation rate for a buff removal, while both her 2nd and 3rd Skills has really short cooldowns. This makes her a perfect candidate for a Violent set, giving a complete cooldown reset on her 3rd while offering a respectable heal and revive using Grant Life. She’s can be your counter to the infamous Eladriel + Perna teams, resetting the cooldowns of both behemoths to give your team a victory. With the need for strong Nat 4* in Guild Siege, Platy’s definitely worth having a look into.
As for the Light & Dark duo, both monsters are considered some of the most wanted L&D 4* monsters in the game, with their uses transcending a good number of 5* monsters too. Their penchant for proccing Violents are well-known among the community, and pretty much everyone have lost a game because of that before.
Molly’s the bane of cleave teams thanks to her glancing passive, while her small heal and shields can quickly take away any damage you do to a Molly team. She also offers an especially well-distributed base stats, with 11,205 for HP and over 700 defense. To top everything off, the resistance she gets on awakening just makes it all the more difficult to drop an oblivion on her. She’s a perfect counter to reset-monsters like Zaiross, since she can easily shrug off their attacks while giving ample protection to your team. With her smart AI protecting her teammates from armor breaks and death, she’s one truly annoying monster to deal with.
On the other side of the spectrum, Betta boasts a powerful AoE immunity buff and anti-crit, making her another great counter to a good number of non-Tiana comps in Arena. Her heals always seem to be available on every turn, while her 1st Skill does a good amount of damage to nukers like Theomars and Perna. She can be considered one of the best immunity buffers and anti-cleave monsters in the game, since a fair number of players won’t dare to Lushen any fast Betta teams. You can use her in both Offense and Defense, and she’ll do a Betta job of supporting your team than most monsters out there.
This Hall of Heroes is amazing for a lot of players. You can use them on Platy if you’re early on in the game and in need of a good support unit, or just sulk and save them up for Molly and Betta when you’re lucky enough to actually get one of them. Apart from these 3 though, I don’t really recommend touching the other 2 Mermaids unless you’re REALLY desperate for a ToA crowd-controller (Tetra) or a niche-Theomars counter (Cichlid). Keep the Betta Mermaid jokes coming everyone!
What are your thoughts? Please feel free to comment below.
Meanwhile, click on the links below for a detailed analysis of the Mermaid family! (Coming this weekend!)