Beginner Monster Tier

Tiers Explained

S-Rank creatures are ones whose trait allows them to do their job well under most, if not all, circumstances and do NOT need external help to reach optimal usefulness.

Unlike S-Rank creatures, A-Rank creatures are ones supposed to be just as good but they have an IF. Maybe they only really work with a specific class. Maybe they need a buff or debuff to be around, or another creature in your party, but there is a condition that must be met for them to reach optimal usefulness. They can still perform without it but they won't be performing at their best.

Unlike A-Rank creatures, B-Rank creatures require their condition to work. They are very good within it, but without it their trait either won't trigger, or it won't have a noticeable effect. They are essentially one-trick ponies.

C-Rank creatures are creatures with nearly useless traits, but that have at least one redeeming use. Maybe they counter a very powerful creature that would be a problem otherwise. Maybe they are good against a boss, or in a specific class, or in a specific realm. Anyway, they have an use, but you just don't want to have them around always.

D-Rank creatures are fillers. Maybe they have a very high stat you can exploit. Maybe they have a trait that is useless by itself but very powerful when fused with another. They are creatures to know about, but you will hardly ever use.

F-Rank creatures are to be avoided in your party. You have no reason to use them, and you're likely to make your party worse by having them around.

Apocranox Realm (Blood Grove) - Depth 1 To 3

SpeedAttackIntelligenceAttack
HealthHealthAttackHealthAttackDefenseIntelligence

NameTraitTierCommentAmorphous ShamblerAfter an enemy is healed, it is afflicted with Blighted.FThe only purpose of this creature is to turn healing into poison, but the only enemy with healing capabilities is the Ebony Ent, and it isn't powerful enough to warrant wasting a position to counter.Bard BalladeerYour creatures' attacks deal 50% of their damage using instead of . This trait does not stack.DWith a party-wide trait that makes weak and fast creatures hit harder but strong and slow creatures hit softer, it sounds like a bad deal unless you build around him, until you realize he has 27(!!!) base , the highest so far of all summon-able creatures.Brownie MaulerAfter this creature s, it deals 70% of the damage dealt to adjacent enemies.SWith a fairly decent base attack and inherent splash damage, this creature can easily wipe 3 enemies with a single attack, specially if they are already weakened.Crypt BatAfter an ally s, this creature deals damage to the target equals to 35% of its .BThis creature's trait allows it to finish off enemies that might otherwise survive your attack.Ebony EntYour creatures always have Mending.SYour only source of healing, bar Clerics, although you should be steamrolling everything at start. If he dies, you will not lose Mending, but it will wear off after 3 turns.Exiled SatyrEnemies can only attack 1 time per turn.FWhile this creature counters Hell Knight's starter (Asura Heartripper), you won't see the Asura on the map anytime soon, and you won't see any other use for its trait, either.Koloss FirebrandThis creature deals additional damage equal to the difference between its Current and the target's Current .DHis trait sound like an amazing idea until you realize you will be mostly fighting enemies that are stronger than you, and his bonus damage will be zero or close to it. You will really need to skyrocket its for it to be useful.Manticore ConquerorAfter this creature s, it also deals damage to 2 other enemies equal to 40% of its .AWhile this creature causes more damage than the Brownie Mauler with its indirect damage, the unpredictable nature of random targeting makes it less reliable.Pilwiz PeasantThis creature's attacks deal 75% more damage and afflict Bleeding.CWith its low attack being somewhat compensated by its trait and bleeding being a plus, it's not that it is a bad creature, but anyone that is not a Defiler has access to better options already.Terror HoundYour creatures start the battle with 3 stacks of Dire Wolves. This trait does not stack.SIt provides all of your creatures with 3 extra small damage hits after every attack at start, decreasing as the battle goes on and the wolves leave. Like the Crypt Bat, it allows you to finish off enemies that might otherwise have survived. They are also unaffected by Exiled Satyr trait.Emblem ExchangeEft HowlerAfter one of your Efts attack, all of your Efts recover equal to 5% of the damage dealt for each Eft fighting on your side. This trait does not stack.BThis is the first creature from Apoc. Do you happen to have a lot of other Efts lying around so it can be useful?Eft StalkerAfter this creature s, it decreases the target's by 10% for each Eft fighting on your side. This trait does not stack.CThis is the second creature from Apoc. In a Tribalist Eft party you could reduce the target's attack by 90% in a single attack, effectively shutting it down. Outside of it? Not so much.Eft ClimberAfter this creature s, it decreases the target's by 10% for each Eft fighting on your side. This trait does not stack.CThis is the third creature from Apoc. Like the others, not really useful unless you're a Tribalist.Eft ElderAfter this creature s, it decreases the target's by 10% for each Eft fighting on your side. This trait does not stack.CThis is the fourth creature from Apoc. If you reached this far and you got all others, they will now start working as a team even outside the Tribalist class.

Azural Realm (Frostbite Caverns) - Depth 4 To 6

Attack
AttackIntelligenceSpeedHealthHealthAttackIntelligenceDefenseSpeedDefense
DefenseAttackIntelligenceDefenseSpeed

NameTraitTierCommentAncient SpiritAfter your creatures are healed, they gain a random buff. This trait does not stack.CBuffs in Siralim are less significant than in other games, and a random one is only useful to trigger traits, or to enhance traits that are based on the number of them.Brim SmithWhen your creatures , they deal additional damage equal to 50% of the total bonus on this creature's Artifact. This trait does not stack.AThis is a good creature, but works much better as a fused or even Artifact trait for a creature with a higher base attack stat.Coldslam YetiAfter this creature Provokes, each enemy has a 50% chance to be afflicted with Frozen.AFrozen is a somewhat powerful debuff that has an actual utility as it sends the enemy to the bottom of the timeline. This creature is even more powerful if you are a Sorcerer.Dusk OsseinYour creatures have 40% more , , and for each creature that is missing from your group. This trait does not stack.CUnless you're feeling suicidal, this creature only works for Druids, and only after you got the necessary perks. Pay attention, as you do not gain any extra defense.Gimp MummyThis creature's attacks deal 75% more damage and afflict Curse.CWith a similar trait than Pilwiz Peasant and likewise similar usefulness and drawbacks.Monstrous GargantuanWhen this creature s, it deals additional damage equal to 100% of the damage it took since it last ed.BNow that's a creature that's hard to use well. You have to keep it alive to accumulate damage. You have to make the enemies attack it, and not other creatures. And remember, you don't have to attack every turn...Sand GiantAt the start of this creature's turn, it recovers 75% of its missing .AA good early game tank, he can easily go back to full as long he has Mending and survives the round, but you should still be steamrolling everything at this point, so it is hard to justify the slot.Stag CelestialYour creatures' 'Chance to Provoke' Spell Gems properties have double the chance to activate. This trait does not stack.FYou're unlikely to have anything able to take advantage of this at this point in the game.Terra VulpesYour creatures' first 3 non-Ethereal, damaging Spell Gems each have a 15% chance be Cast automatically at the start of battle. This trait does not stack.CThis is a party-wide trait so ALL creatures can cast their spells at start of battle. However, the casting still costs charges and you can't really control what will be casted.Terror WightAfter your creatures die, this creature gains 25% of their , , , and .DThis trait sounds like a great idea until you try to use it and realize you have only one creature left.Emblem ExchangeMud GolemAfter this creature is ed, enemies are afflicted with Blind.BThis is the first creature from Azural. It will cause all enemies to be affected with Blind if your creature is damaged, with 100% chance. If the damage is 0 or you dodge, the trait won't trigger. Blind will cause enemies to be unable to pick their targets but won't actually make them miss. Remember, you can attack your own creatures.Iron GolemYour Golems share their innate traits with each other.DThis is the second creature from Azural. Again, do you happen to have a lot of golems lying around? Maybe under the Eft shelves?Granite GolemThis creature has extra equal to 50% of the creatures' adjacent to it.DThe third creature from Azural. Adjacent is left and right. While this trait may seem underwhelming at first, when paired with an Iron Golem all of the Golems will have it, and it starts to make sense. No double dips, as the base value is used for all.Gold GolemAfter this creature is ed, your creatures gain , , , and equal to 15% of this creature's stats.CThe fourth creature from Azural. Remember, you need to take at least 1 point of damage for this to trigger. Useful on any composition but even more useful in a full Golem team when paired with Iron Golem.

Venedon Realm (Caustic Reactor) - Depth 7 To 9 [1]

AttackIntelligenceDefense
SpeedAttackAttackAttackIntelligenceDefenseSpeed

NameTraitTierCommentAaxer ApocalypseYour creatures have 15% more , , , and for each turn they've taken in the current battle. This trait does not stack.CFits the Reaver class well, but it's hard to justify its use by anyone else as you should still be steamrolling all battles.Arcane AutomatonAt the start of this creature's turn, it reduces the enemies' by 15% of this creature's .BWhile this sound powerful, since it is a fraction of your own attack, it will be relatively small, and it is more useful to trigger other traits, which you can start exploiting by pairing it with Plague Alchemist. I have an easy enough combo for this on the next section.BlobbarianAfter this creature is ed, it afflicts the enemy with Disarmed.DDisarmed disables the enemy Artifact. Situational, at best, and a debuff, so useful on that account, at least.Cave CockatriceAt the start of battle, this creature gains 2 random traits that belong to the same race as the first creature in your party.BFirst creature in your party refers to the leftmost one, not the first to act. Traits are limited to creatures in your bestiary, and you can roll dupes. Because of those limitations, you can put your starter on the first slot and pretty much duplicate its trait which can result in a great increase of your party strength in some cases.Crazed LeperAfter an enemy dies, this creature casts Corpse Explosion a number of times equal to the amount of debuffs the enemy had before it died.BYou may be thinking 'Defiler creature' and while it is excellent on that class, it can easily work for any class if you build around it.[2]Maniac MutantAfter your creatures Provoke, they are killed, and your other creatures gain 20% of their , , , and . This trait does not stack.FFlee. While it is possible to build around this, why would you do it?Noxious SmogThis creature's attacks deal 75% more damage and afflict Poisoned.CLike the previous creatures with a similar trait, except now anyone kind of has enough options to make it work, if they want to.Plague AlchemistAfter an enemy loses stats, this creature deals damage to that enemy equal to 50% of the amount of stats lost.CDefilers can really rock this creature because of their starter. The others can make it work with Efts, Automatons, or Spell Gems.Wicked CarverWhen this creature s, it deals between 75% and 200% normal damage.FThe Trickster starter. Are you feeling lucky?Emblem ExchangeToxdweller SlasherThis creature's attacks deals 75% more damage and afflict the target with Bomb.CThe first creature from Ven. As useful as all others with similar traits.Toxdweller BloodbatherAt the start of battle, this creature afflicts 3 random enemies with Bomb.BThe second creature from Ven. Being able to apply debuffs at start of battle open up all series of combos, like the Crazed Leper one.Toxdweller MutantAfter this creature Defends or Provokes, enemies Bomb debuff detonate instantly.CThe third creature from Ven. Useful if you are running a bomb focused team, but not otherwise.Toxdweller DecoyWhen an enemy's Bomb detonates at the start of their turn, there is a 50% chance the Bomb debuff won't be removed from the creature. This trait does not stack.DThe fourth creature from Ven. Like the others, either run a bomb team or don't run it at all.

This floor also has Brim Smith, who also appeared on the previous realm, reducing the number of new creatures from 10 to 9. If you are a Trickster, your starter is also present, and you're down to 8.

Check next section.

Fusion Unlocked. Creature Review.

At this point, you have unlocked fusion, and some gameplay options other than attack everything until they die have become available to you. Most of them are not really fully feasible at this point with the options available, but you do have some ways to improve your party. It mostly consists of compressing all the traits you had previously on 3 creatures, freeing up slots for 3 creatures more.

If a trait does not say it does not stack, then it does, but it must be on two different creatures for it to work.

Fuse Coldslam Yeti with Mud Golem, so you spread Blind and Freeze around when you Provoke and is Attacked. Toxdweller Bloodbather will apply 3 bombs at start of combat. Give it an Affliction Spell Gem. It starts the game unlocked, has 17 charges, and it is a pretty safe bet you will be able to cast it on every battle without running out. Give it Boots artifacts so it is sure to move before anyone else, as it has 26 Base Speed. If you have unlocked it, you can also give it Inner Destruction, but it is not necessary. Corpse Explosion is an AoE attack and if it kill an enemy it will trigger again, so this combo can actually snowball battles. The enemy doesn't have to die on your turns to trigger it, but if he dies from the bomb and has no other debuffs, the trait won't trigger. Corpse Explosion doesn't say it doesn't stack so it DOES. Move Crazed Leper to the first position and add a Cave Cockatrice to your party to double the number of spells. You need fusion to try this party, so you may want to hold this until you finish floor 9. https://youtu.be/IYtUqHshBgQ

Fuse Plague Alchemist with Koloss Firebrand. While this may seen strange at first, Koloss trait bonus applies to Indirect damage and uses current health, not maximum health, to calculate its bonus, meaning that subsequent uses of Drained will see ever increasing damage. Arcane Automaton can be used to trigger this, the low stat reduction being irrelevant, as long as you can reduce at least 1 point of the enemies' attack, as the majority of the damage will come from Koloss trait. If you can create Spell Gems of Timewalk, make two and give one to each of them. If you can enchant one of them with Chance to Cast Twice, do it and give to the Automaton, as I did. You will need MASSIVE Speed on the Automaton to pull this, try to make Boots with at least 60% Speed bonus. There will be better uses for Plague Alchemist in the future, but it's worth mentioning as it is a valid combo. https://youtu.be/2QbT3E71XmA

Manticore Conqueror and Brownie Mauler can be fused but it is sub-optimal. The reason for this is that Manticore's trait has priority over Brownie's one, and its random targeting may select one or both of the adjacent creatures to your target, leaving one or none left for Brownie's trait to target. The better option is to fuse Manticore with Brim Smith, as Manticore's trait damage and Smith's bonus are based solely on the Attack stat, and Brownie with the Noxious Smog, as its trait damage is based on the damage caused, benefiting from the 75% bonus, and Poison does Attack damage.

If you fuse two creatures that have a "75% more damage plus debuff" the damage bonuses stack.

Mortem Realm (Titan's Wound) - Depth 10 To 12 [1][2]

Maximum HealthDefense
AttackIntelligence

NameTraitTierCommentGlutinous SlimeAfter your creatures gain stats from another creature, your other creatures gain 25% of those stats, as well. This trait does not stack.BThere are a multitude of ways to gain stats, many of them available to you already.[3][4][5]Necrotic ClutcherAfter an enemy Dodges an attack from one of your other creatures, this creature s the enemy 2 times.FYou shouldn't be planning your strategy around the idea of missing your attacks.Oculum LeechYour creatures always have Leeching.SThe offensive counterpart to Mending. Fusing both together will make your team beat one or two extra floors they wouldn't be able to otherwise.Ritual AbominationAfter this creature is ed, enemies are afflicted with Vulnerable.BYou can use this creature in the place of Mud Golem to fuse with Coldslam Yeti if you didn't get the Golem on Azural's floors.Emblem ExchangeHemomancer LordAfter this creature s, it steals 10% of the target's and gives it to your creatures.?The first creature from Mort. Testing needed.Mutant HemomancerAfter this creature s, it steals 20% of the target's and gives it to your creatures.?The second creature from Mort. Testing needed.Lunar HemomancerAfter this creature s, it steals 20% of the target's and and gives it to your creatures.?The third creature from Mort. Testing needed.Hemomancer DevourerYour Hemomancers' innate traits now activate when they are ed as well.?Mort Shop, Unknown position, Testing needed.Hemomancer DonorAfter this creature s, it removes the target's traits it didn't start with the battle and gives them to your creatures.?Mort Shop, Unknown position, Testing needed.Hemomancer SeerAfter this creature s, it Seals one of the target's Spell Gems and give a copy of it to your creatures.?Mort Shop, Unknown position, Testing needed.

This realm also has Cave Cockatrice, Dusk Ossein, Koloss Firebrand, Monstrous Gargantuan, Sand Giant, and Terror Wight, who also appeared on previous realms, reducing the number of new monsters from 10 to 4.

Despite being available in an event battle, defeating the Hemomancer creatures does NOT give you summon energy. They must be purchased from Mortem. The enemies on the event are drawn from the list of ALL Hemomancers until you reach Favor rank 1 and unlock the first creature for purchase. After that, you're gonna see only Hemomancer Lord x6 battles.

"Have more" stats (Aaxer Apocalypse, Dusk Ossein) is not "Gain" and will not trigger this.

The most useful creature for this would be the Gold Golem, the fourth creature from Azural, who gives everyone stat gains when it is hit. The Maniac Mutant is a non-obvious one that can work when paired with your second starter, the Unicorn Vivifier, although I don't recommend it as the Vivifier can be killed by enemies. While the Terror Wight is a pairing the game itself shows you, it is worse than the Maniac Mutant while suffering from the same drawbacks.

The Lunar Hemomancer bought from Mortem on this very realm may be a solid creature to combo with the Glutinous Slime and the Plague Alchemist. Do not fuse him with either creature. You're better off fusing him with another Hemomancer, for a triple stat steal.

Erebyss Realm (Path Of The Damned) - Depth 13 To 15 [1]

Attack
IntelligenceDefenseSpeedHealthHealthSpeedHealthHealthBerserkSavage

NameTraitTierCommentAbyss BansheeEnemies deal 1% less damage for each Charge each of their non-Ethereal Spell Gems are missing. This trait does not stack.FThere are no ways for you to exploit this at this point of the game.Abyssal SpectreAfter this creature s, it averages the target's , , , and .???Blood ReaperAfter attacking a creature with less than 35% , kill it, then heal your creatures for 200% .???Delirious GhoulAfter this creature s, it steals 40% of the target's .???Forsaken SwampdwellerThis creature starts battles with 250% more , but takes damage equal to 15% of its Maximum at the start of its turn.???Ira SinThis creature always has and .???Lich PriestAt the start of battle, your creatures gain Murder of Crows.???Emblem ExchangeSkeleton SniperWhen this creature s, it has 50% chance to deal 200% more damage.DThe first creature from Ereb. 200% *more* damage means 3x damage. That means this creature averages 200% damage per attack. This realm also has Gimp Mummy, Ritual Abomination, and Terror Wight, who appeared on a previous realm, reducing the number of new monsters from 10 to 7.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2194550464					

More Siralim Ultimate guilds