THIS IS THE BREEDING COMBINATION OF ALL THE LEGENDERY MONSTERS YOU CAN BREED ALWAYS!!!
This is going to be updated when we have the pictures to prove it's not faked combination
ULTRABOT
LAUMA
Lauma
Movesets
Standard:
-Puzzlement
-Global Gloomy
-Revivify
-Noxious Hit
Runes: 2 Speed 1 Team Life
Mix Master Skeel with Cyan Nathura, nerf the resultant monster a bit and you get Laomu. This doesn't mean she's bad, instead, she's a very solid monster. Puzzlement posesses an enemy and dazes it so it is a must. Global Gloomy applies status effects so it is good. Revivify is your standard healing move and Noxious Hit is picked over Noxious Blow to be better vs. Timerion. 2 Speed runes enable her to quickly possess an enemy whereas 1 Team Life is used to better heal your allies and providing the team with a bit more bulk.
Team Options: Barbatos is good with any healer and Laomu is no exception. White Pandalf or monsters with team status applications are good to further annoy the enemy. Tanks like Ouros are good to keep them alive longer. Laomu is very straightforward yet very good and she fits in most teams.
Movesets
Standard:
-Puzzlement
-Global Gloomy
-Revivify
-Noxious Hit
Runes: 2 Speed 1 Team Life
Mix Master Skeel with Cyan Nathura, nerf the resultant monster a bit and you get Laomu. This doesn't mean she's bad, instead, she's a very solid monster. Puzzlement posesses an enemy and dazes it so it is a must. Global Gloomy applies status effects so it is good. Revivify is your standard healing move and Noxious Hit is picked over Noxious Blow to be better vs. Timerion. 2 Speed runes enable her to quickly possess an enemy whereas 1 Team Life is used to better heal your allies and providing the team with a bit more bulk.
Team Options: Barbatos is good with any healer and Laomu is no exception. White Pandalf or monsters with team status applications are good to further annoy the enemy. Tanks like Ouros are good to keep them alive longer. Laomu is very straightforward yet very good and she fits in most teams.
THORDER
WORKER HULK
Worker Hulk
Movesets
Standard:
-Worker Hate
-Rock Avalanche
-Funny Mushrooms
-Heavy Knuckles
Runes: 2 Strength 1 Speed
Monster Lab was the best thing ML could do to Worker Hulk; at level 130 ,he at least reaches Ouros-level Speed, which can be remedied. Worker Hate is ridiculously powerful for a 0 CD attack with only 16 Stamina as a cost and with the added bonus of 20% Stamina removal. Rock Avalanche deals very high damage and Stuns. Funny Mushrooms is the only thing that can do something different from the first two moves; by being a Magic attack and Stunning. The last slot should go to Heavy Knuckles since there is no room for another move since it has a chance to Stun and it deals Earth damage. 2 Strength increases his Strength to very high levels and 1 Speed prevents enemies from moving twice before it does.
Team Options: Damage boosters enable Worker Hate to one shot most enemies. General Ingvar works similarly with Discouragement. Immobilizers are necessary to not get immobilized before he can move.
If you are willing to spend moths extracting Worker Hulks, he could have a shred of a viability at Level 130, since he can reach an acceptable Speed level with a high level Speed rune.The other 2 slots would go to Strength, and Worker Hate would rape things at that Strength range.
Movesets
Standard:
-Worker Hate
-Rock Avalanche
-Funny Mushrooms
-Heavy Knuckles
Runes: 2 Strength 1 Speed
Monster Lab was the best thing ML could do to Worker Hulk; at level 130 ,he at least reaches Ouros-level Speed, which can be remedied. Worker Hate is ridiculously powerful for a 0 CD attack with only 16 Stamina as a cost and with the added bonus of 20% Stamina removal. Rock Avalanche deals very high damage and Stuns. Funny Mushrooms is the only thing that can do something different from the first two moves; by being a Magic attack and Stunning. The last slot should go to Heavy Knuckles since there is no room for another move since it has a chance to Stun and it deals Earth damage. 2 Strength increases his Strength to very high levels and 1 Speed prevents enemies from moving twice before it does.
Team Options: Damage boosters enable Worker Hate to one shot most enemies. General Ingvar works similarly with Discouragement. Immobilizers are necessary to not get immobilized before he can move.
If you are willing to spend moths extracting Worker Hulks, he could have a shred of a viability at Level 130, since he can reach an acceptable Speed level with a high level Speed rune.The other 2 slots would go to Strength, and Worker Hate would rape things at that Strength range.
VADAMAGMA
Vadamagma
Movesets
Standard:
-Fire Trap
-A lot of Magma
-A lot of Celsius
-Ignite Ground
Runes: 3 Strength
With the arrival of Monster Lab, Vadamagma gained enormous strength, reaching the level of the likes of Tyros. Fire Trap is an AOE move that also burns. A lot of Magma is necessary against Timerion, and it also deals heavy Fire damage to destroy Natures. A lot of Celsius deals very heavy damage, and it should kill most monsters with base Life if your Strength runes are appropriately leveled. Ignite Ground is your secondary AOE move with little power, but no resistance. 3 Strength is used to increase his power as much as possible.
Team Options: Damage boosters are helpful to remedy the low base damage of your AOEs. Lux Aura helps greatly here since Vadamagma also uses a lot of stamina. General Ingvar's Discouragement increases the power of Ignite Ground and especially A lot of Celsius. Tephra helps in the same vein, increasing the power of A lot of Magma and Fire Trap.
To use Vadamagma, the optimal level is 115(in my opinion. I didn't do calcs) where his Strength can make up for the base power of Fire Trap, and he also reaches a reasonable amount of Speed and high Life
Movesets
Standard:
-Fire Trap
-A lot of Magma
-A lot of Celsius
-Ignite Ground
Runes: 3 Strength
With the arrival of Monster Lab, Vadamagma gained enormous strength, reaching the level of the likes of Tyros. Fire Trap is an AOE move that also burns. A lot of Magma is necessary against Timerion, and it also deals heavy Fire damage to destroy Natures. A lot of Celsius deals very heavy damage, and it should kill most monsters with base Life if your Strength runes are appropriately leveled. Ignite Ground is your secondary AOE move with little power, but no resistance. 3 Strength is used to increase his power as much as possible.
Team Options: Damage boosters are helpful to remedy the low base damage of your AOEs. Lux Aura helps greatly here since Vadamagma also uses a lot of stamina. General Ingvar's Discouragement increases the power of Ignite Ground and especially A lot of Celsius. Tephra helps in the same vein, increasing the power of A lot of Magma and Fire Trap.
To use Vadamagma, the optimal level is 115(in my opinion. I didn't do calcs) where his Strength can make up for the base power of Fire Trap, and he also reaches a reasonable amount of Speed and high Life
ROCKANTINUM
DARKZGUL
Darkzgul
Movesets
Standard:
-War Memories
-Drain Life
-Extirpate
-Infected Blade
Runes: 3 Strength/2 Strength 1 Speed
Darkzgul was once one of the most powerful monsters and was used a lot, but time hasn't been kind to the wraith. The release of newer powerful legends like Barbatos and Klectus knocked him off his throne so hard that he fell from the sky to the bottom of the earth, next to the likes of Vadamagma. Hıs Life became laughing matter among other legends, with even Skipples at level 90 having higher Life! All hope seemed lost for this monster until the light of Monster Lab shone upon Darkzgul and other breedables. Darkzgul's power literally skyrocketed, and his Life went from a abysmal 19k to a solid 32k. With enough patience(LOTS of it), you will get your hands on probably one of the most effective attackers in the game in the form of Darkzgul.
War Memories is your AOE move, and it also applies a handy Damage Reduction. Drain Life has 60 Base Power and 1 CD, and it also restores Life. Extirpate deals very heavy damage and is unresisted, and it will probably kill anything that doesn't use Life runes or has very high base Life. Infected Blade is the perfect finishing attack to use after Drain Life or Extirpate, with having 0 CD and costing only 19 Stamina. 3 Strength gives him immense power, but 2 Strength and 1 Speed give him an optimal amount of power while granting him an extra Speed boost versus non-Speed monsters.
Team Options: Damage boosters are nice to use since War Memories has not the best power. Team immobilizers are necessary on all teams.
To use Darkzgul, he has to be at least level 110 where his Speed and Strength can go head to head with other commonly used legends. However, his Life remains at a still risky 22k like this and if you don't like that, 120 may be more fit for you where he has 27k Life
Movesets
Standard:
-War Memories
-Drain Life
-Extirpate
-Infected Blade
Runes: 3 Strength/2 Strength 1 Speed
Darkzgul was once one of the most powerful monsters and was used a lot, but time hasn't been kind to the wraith. The release of newer powerful legends like Barbatos and Klectus knocked him off his throne so hard that he fell from the sky to the bottom of the earth, next to the likes of Vadamagma. Hıs Life became laughing matter among other legends, with even Skipples at level 90 having higher Life! All hope seemed lost for this monster until the light of Monster Lab shone upon Darkzgul and other breedables. Darkzgul's power literally skyrocketed, and his Life went from a abysmal 19k to a solid 32k. With enough patience(LOTS of it), you will get your hands on probably one of the most effective attackers in the game in the form of Darkzgul.
War Memories is your AOE move, and it also applies a handy Damage Reduction. Drain Life has 60 Base Power and 1 CD, and it also restores Life. Extirpate deals very heavy damage and is unresisted, and it will probably kill anything that doesn't use Life runes or has very high base Life. Infected Blade is the perfect finishing attack to use after Drain Life or Extirpate, with having 0 CD and costing only 19 Stamina. 3 Strength gives him immense power, but 2 Strength and 1 Speed give him an optimal amount of power while granting him an extra Speed boost versus non-Speed monsters.
Team Options: Damage boosters are nice to use since War Memories has not the best power. Team immobilizers are necessary on all teams.
To use Darkzgul, he has to be at least level 110 where his Speed and Strength can go head to head with other commonly used legends. However, his Life remains at a still risky 22k like this and if you don't like that, 120 may be more fit for you where he has 27k Life
NEMESTRINUS
Nemestrinus
Movesets:
Standard:
-Healing Savia for all
-Alpha Declaration
-Regrowth///Jungle Wrath/Muto Herbam
-Spiky roots
Runes: 3 Team Life///3 Strength
Nemestrinus was powerful as a healer before, but with the release of Monster Lab, he has even more power than before! Healing Savia for all is your typical heal move which is always useful. Alpha Declaration deals nice damage and removes annoying Shields and damage boosts. The third slot is what's new here; Regrowth used to be the only choice here, and still is the choice in the healer set, but two new moves an be used as an attacking set. Jungle Wrath is a 0 CD move which is awesome against Timerion. Muto Herbam can also be used here even though it has a 50% chance of Stunning since it has 100 accuracy, which makes it useful to finish enemies off. The last slot goes to Spiky roots to have a solid AOE Attack. 3 Team Life should be used in the healer set since he can survive with Team Life as well thanks to his increased level limit, and it increases the heal your allies get. 3 Strength should be used in the attacker set to have the highest damage you can have.
Team Options: Shielders or monsters who give damage immunity really help-especially in the healer set to safely heal allies. Damage boosters are especially helpful in the attacker set to become even more deadly.
Only use the attacker set if you have a Nemestrinus at level 130.
Movesets:
Standard:
-Healing Savia for all
-Alpha Declaration
-Regrowth///Jungle Wrath/Muto Herbam
-Spiky roots
Runes: 3 Team Life///3 Strength
Nemestrinus was powerful as a healer before, but with the release of Monster Lab, he has even more power than before! Healing Savia for all is your typical heal move which is always useful. Alpha Declaration deals nice damage and removes annoying Shields and damage boosts. The third slot is what's new here; Regrowth used to be the only choice here, and still is the choice in the healer set, but two new moves an be used as an attacking set. Jungle Wrath is a 0 CD move which is awesome against Timerion. Muto Herbam can also be used here even though it has a 50% chance of Stunning since it has 100 accuracy, which makes it useful to finish enemies off. The last slot goes to Spiky roots to have a solid AOE Attack. 3 Team Life should be used in the healer set since he can survive with Team Life as well thanks to his increased level limit, and it increases the heal your allies get. 3 Strength should be used in the attacker set to have the highest damage you can have.
Team Options: Shielders or monsters who give damage immunity really help-especially in the healer set to safely heal allies. Damage boosters are especially helpful in the attacker set to become even more deadly.
Only use the attacker set if you have a Nemestrinus at level 130.
NEBOTUS
ARCH KNIGHT
Arch knight
Movesets
Standard:
-God's Will
-Spectrum Rays
-Protection Aura
-Holy Nova
Runes: 3 Strength
The Monster Lab made Arch Knight the unstoppable nuke he was meant to be. God's Will deals very high damage and also heals. Spectrum Rays should kill any base Life monster that has below 30k Life if Arch Knight is at an appropriate Level. Protection Aura grants a weak shield, but to all allies and with 0 CD. Holy Nova is his only way of dealing AOE damage. 3 Strength maximize his strength.
Team Options: Damage boosters make Arch Knight dangerously powerful, and he becomes nearly as strong as Barbatos. General Ingvar is perfect to power up all his moves.
In my opinion, he needs to be at least level 120 for Holy Nova to hurt. Level 110 is fine otherwise since he can deal heavy damage with his single target attacks, but you absolutely need some form of damage amplification to boost Holy Nova.
Movesets
Standard:
-God's Will
-Spectrum Rays
-Protection Aura
-Holy Nova
Runes: 3 Strength
The Monster Lab made Arch Knight the unstoppable nuke he was meant to be. God's Will deals very high damage and also heals. Spectrum Rays should kill any base Life monster that has below 30k Life if Arch Knight is at an appropriate Level. Protection Aura grants a weak shield, but to all allies and with 0 CD. Holy Nova is his only way of dealing AOE damage. 3 Strength maximize his strength.
Team Options: Damage boosters make Arch Knight dangerously powerful, and he becomes nearly as strong as Barbatos. General Ingvar is perfect to power up all his moves.
In my opinion, he needs to be at least level 120 for Holy Nova to hurt. Level 110 is fine otherwise since he can deal heavy damage with his single target attacks, but you absolutely need some form of damage amplification to boost Holy Nova.
LORD OF THE ATLANTIS
Lord of the Atlantis
Movesets:
Standard:
-Blessed Water
-Painful Stream
-Good Rain/Bad Rain/Cleaning
-Mass Refresh
Runes: 1 Speed 1 Life 1 Strength/1 Speed 2 Strength/1 Speed 2 Team Strength
Lord of the Atlantis(whom I'll be referring to as LOTA) is one of the viable breedable legendaries. Blessed Water is simply an amazing move, having 0 CD with Precision and Double Damage. Painful Stream is there to have a strong attacking move. Good Rain/Bad Rain applies a Damage Boost to all allies while dealing damage, but Cleaning is also good here to mess up Shields and such. Mass Refresh is very nice to get rid of annoying Burns and sometimes even big effects like Possession or Stun. 1 Speed 1 Strength 1 Life patches up his curse of being an early released legendary-BAD stats. However, 2 Strength 1 Speed is also an option to take advantage of Painful Stream and Blessed Water. Another alternative is giving him 2 TEAM Strength runes and 1 Speed rune as this increases the damage of your damage dealer even further, and gives AOE immobilizers like Cavenfish a little power boost that is very much appreciated.
Team Options: Damage dealers must be used with LOTA, as without them he's redundant. Team immobilizers are nice to foil your enemies' plans of screwing your booster damage dealer up. Caillech is fantastic for this role since she also grants immunities to Freeze,Stun and Daze
Movesets:
Standard:
-Blessed Water
-Painful Stream
-Good Rain/Bad Rain/Cleaning
-Mass Refresh
Runes: 1 Speed 1 Life 1 Strength/1 Speed 2 Strength/1 Speed 2 Team Strength
Lord of the Atlantis(whom I'll be referring to as LOTA) is one of the viable breedable legendaries. Blessed Water is simply an amazing move, having 0 CD with Precision and Double Damage. Painful Stream is there to have a strong attacking move. Good Rain/Bad Rain applies a Damage Boost to all allies while dealing damage, but Cleaning is also good here to mess up Shields and such. Mass Refresh is very nice to get rid of annoying Burns and sometimes even big effects like Possession or Stun. 1 Speed 1 Strength 1 Life patches up his curse of being an early released legendary-BAD stats. However, 2 Strength 1 Speed is also an option to take advantage of Painful Stream and Blessed Water. Another alternative is giving him 2 TEAM Strength runes and 1 Speed rune as this increases the damage of your damage dealer even further, and gives AOE immobilizers like Cavenfish a little power boost that is very much appreciated.
Team Options: Damage dealers must be used with LOTA, as without them he's redundant. Team immobilizers are nice to foil your enemies' plans of screwing your booster damage dealer up. Caillech is fantastic for this role since she also grants immunities to Freeze,Stun and Daze
Gold field
Movesets
Standard:
-Aeter Infusion
-Forget Problems
-Life Channeling
-Righteousness
Runes: 3 Team Speed
Timerion haters, rejoice! Goldfield has not a single move that has a cooldown. Righteousness and Aeter Infusion are both 0 CD damage buffs, which is amazing. Forget Problems is a very useful move that gets rid of stuff like Burn and maybe even Stun. Life Channeling is a heal in all ways, and it is to your whole team! 3 Team Speed should be used since Goldfield doesn't need to go first, nor does it need life or damage.
Team Options: Damage dealers are a must because of his damage boosting moves. Ouros is a tremendous ally since Goldfield helps remove Burns and stuff. Goldfield is a very splashable monster, so you will find a room for it in many teams.
My mind must have slipped to Pokemon logic when writing this guide. You're right, they should both be used. Actually, when using Thetys, you NEED Goldfield to go last in order to heal Stamina Devourers' stamina cost. This works with literally any other immobilizer; you gain nothing from having Goldfield go first. The only use it would have is going before VoltaiK and giving him stamina regen, which could be argued as an obviously great thing, but it doesn't really matter that much since at later levels, VoltaiK will take out teams even without the help of stamina regen.