So this took a fair bit to make, but hopefully they turned out well. I did omit the hybrids from 2.1 and 2.2 since they are still pretty well brand new, they can get in line lol. Some of these guys have been waiting a year or more and could really use one to help diversify arena and raid play.
Here we go:
This guy is A-1 on the list for needing a superhybrid. Right with Ankylocodon, this thing is ancient and well overlooked update after update. This superhybrid with Haast’s G2 sees it become a raid support creature that can grant its team an evasive stance while it taunts itself, something that could be beneficial against big hitters that are unbothered by distraction. It may also serve well in the arena as a multi-use tank, being able to layer distraction with both shields and evasion.
The ankle biter gets beefier while trading off shields. With a little extra armor and the addition of precision and another impact, it’s a straight upgrade unless you really prefer having the group shield. I don’t really like making straight upgrades, but in the game it’s definitely always been a thing so here it is. I think this is an ideal match of ingredients.
Dimodactylus has been ripe for a super for a long time imo, I’m sure others will agree. This superhybrid sees it regain a counter in the form of wounding, and I’ve slotted it in among an interesting set. Why gashing instead of lethal wound you ask? Gashing has a 1 turn CD, which paired with wounding counter is still lethal and can be reapplied sooner. Immobilize can be used to get off Gashing Wound’s CD right away while maximizing your DoT ticks. You’re not helpless against bleed resistance though, retaining the croc’s FI for reliable damage.
I think we’ve all danced around the prodigal rat for quite a long time waiting for it to get a superhybrid. This isn’t the most creative one granted, but it does fall into an interesting role. Partnered with Koolasuchus, it becomes the one and only pure cunning counterattacker. As such it has a full damaging Nullify counter with a higher than average attack stat. It can heavily mitigate damage for a team with its Group Debilitate, but it falls easily to any resilient threats.
I think anything that inevitably gets combined with Andrewsarchus will be terrifying, but I feel like I struck a strong balance here combining with the old wedge head. It’s not excitingly fast, but with a full counter and RT it will absolutely munch any HP beasts. This is something that will require heavy damage like Erlidoms and Spyx to neutralize it in as few turns as possible.
Two things were behind this hybrids creation. First, it seems rhinos have been revamped into possibly the hardest hitting of all resilients. Second, we no longer have any resilients that are able to run. Brontomoloch can deliver heavy damage while also being mobile should it need to escape, and fittingly has Instant Charge (it’s a rhino) to insure it can keep laying down damage pressure.
If nothing else, I love the name I came up with for it . It is quite fragile like it’s predecessor, but it makes up for that with two pounces for heavy damage potential. It also usurps Poukaidei and becomes the fastest hybrid in the game. With boosts in the mix that speed advantage isn’t guaranteed, but in tournament settings it could be quite the leg up on winning a matchup.
Probably my hundredth iteration of an Alloraptor/Carnotaurus fusion, I think this one capitalizes best on what Alloraptor is meant to be. It turns Rending Takedown into a counter move, which sounds OP, but Raptaurus really doesn’t have much HP and it lost a speed point and its Distraction resist. In certain situations, it could in all possibility do a turn 1 KO to HP giants without armor to resist its rampage. This mega damaging counter is extremely strong, but in reality it just doesn’t have the HP or solid protections to swat a whole team like you might think. Things like Magna and Erlidom completely neutralize the threat it poses, which I feel benefits balancing the meta with more cunnings getting tagged in.
It occurred to me that there are no group rending moves in the game. While yes, it does also suffer the problem Thor has in that it is not available turn 1, it remedies by having another traditional group shattering impact as backup. Equally interesting, it can buff up in two separate ways for multiple avenues of team support, survivability, or going straight for damage.
It’s hard to go in a straight line for a Unique from Phorusaura. It’s one of those hybrids that basically has no room for improvement. So this superhybrid is essentially a sidegrade akin to Spyx and the like. It trades speed for armor and regeneration on the run, and I think it still has a similar level of strength to be quite competitive.
There are many counterattackers waiting in the wings to get superhybrids, so it’s really for the best that they are diversified. That’s probably why so few of them have been yet to receive a superhybrid. This one sees Trike get a second legendary, and it utilizes a dangerous stunning counter. It’s damage is very average, but with the threat of losing turns to it on every hit I think it’s more than made up for.
Crocatoo has always been an oddity, but now its successor serves a strong purpose: the ultimate closer. When you’re set to sweep the end of the game, this is the bird for it. Set with very high damage and lockdown moves, it can steer the late game of any matchup and can R&R out if it needs to.
It’s damage is not much above the average, but it does make up for that with good speed and heavy armor. It can take a solid beating and edge out over other resilients with its RDSR and access to MF while also having access to a unique turn 1 shielded rampage.
Walking a tightrope between Acrocanthops and Magna in damage potential and speed, Edaphogorgon is born. Don’t let the Revenge Ferocity scare you, it’s the same amount of damage as Ferocious Impact turn 1. It’s the second turn that brings the pain, but it can be distracted in full. This guy is heavily resistant to opposing effects and it’s a serious bruiser, so bring your evaders and distracters in bunches to keep him checked.
Geared as a Raid support creature, it has a unique worthy counter “attack.” It group heals on every hit it takes, so it does well to use its taunt to keep the hits coming to help its team. It also retains its group ferocity, and can bring its own damage in the form of devastation should it need to. It might be passable in the arena, but if I made this thing right it’d hopefully shine in raids.
There it is, 15 superhybrids. So what do you guys think, how’d I do? Are there any of these you’d like to see? Which hybrid do we have that you think has waited long enough? Any changes you would make?