Siralim Ultimate

Siralim Ultimate

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Beginner Monster Tier
By Leahn Novash
Quick reference guide to which monsters are the most helpful in the early to mid game.
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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
Name
Trait
Tier
Comment
Amorphous Shambler
After an enemy is healed, it is afflicted with Blighted.
F
The 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 Balladeer
Your creatures' attacks deal 50% of their damage using Speed instead of Attack. This trait does not stack.
D
With 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 Intelligence, the highest so far of all summon-able creatures.
Brownie Mauler
After this creature Attacks, it deals 70% of the damage dealt to adjacent enemies.
S
With 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 Bat
After an ally Attacks, this creature deals damage to the target equals to 35% of its Attack.
B
This creature's trait allows it to finish off enemies that might otherwise survive your attack.
Ebony Ent
Your creatures always have Mending.
S
Your 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 Satyr
Enemies can only attack 1 time per turn.
F
While 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 Firebrand
This creature deals additional damage equal to the difference between its Current Health and the target's Current Health.
D
His 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 Health for it to be useful.
Manticore Conqueror
After this creature Attacks, it also deals damage to 2 other enemies equal to 40% of its Attack.
A
While this creature causes more damage than the Brownie Mauler with its indirect damage, the unpredictable nature of random targeting makes it less reliable.
Pilwiz Peasant
This creature's attacks deal 75% more damage and afflict Bleeding.
C
With 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 Hound
Your creatures start the battle with 3 stacks of Dire Wolves. This trait does not stack.
S
It 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 Exchange
Eft Howler
After one of your Efts attack, all of your Efts recover Health equal to 5% of the damage dealt for each Eft fighting on your side. This trait does not stack.
B
This is the first creature from Apoc. Do you happen to have a lot of other Efts lying around so it can be useful?
Eft Stalker
After this creature Attacks, it decreases the target's Attack by 10% for each Eft fighting on your side. This trait does not stack.
C
This 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 Climber
After this creature Attacks, it decreases the target's Defense by 10% for each Eft fighting on your side. This trait does not stack.
C
This is the third creature from Apoc. Like the others, not really useful unless you're a Tribalist.
Eft Elder
After this creature Attacks, it decreases the target's Intelligence by 10% for each Eft fighting on your side. This trait does not stack.
C
This 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
Name
Trait
Tier
Comment
Ancient Spirit
After your creatures are healed, they gain a random buff. This trait does not stack.
C
Buffs 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 Smith
When your creatures Attack, they deal additional damage equal to 50% of the total Attack bonus on this creature's Artifact. This trait does not stack.
A
This 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 Yeti
After this creature Provokes, each enemy has a 50% chance to be afflicted with Frozen.
A
Frozen 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 Ossein
Your creatures have 40% more Attack, Intelligence, and Speed for each creature that is missing from your group. This trait does not stack.
C
Unless 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 Mummy
This creature's attacks deal 75% more damage and afflict Curse.
C
With a similar trait than Pilwiz Peasant and likewise similar usefulness and drawbacks.
Monstrous Gargantuan
When this creature Attacks, it deals additional damage equal to 100% of the damage it took since it last Attacked.
B
Now 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 Giant
At the start of this creature's turn, it recovers 75% of its missing Health.
A
A good early game tank, he can easily go back to full Health 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 Celestial
Your creatures' 'Chance to Provoke' Spell Gems properties have double the chance to activate. This trait does not stack.
F
You're unlikely to have anything able to take advantage of this at this point in the game.
Terra Vulpes
Your 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.
C
This 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 Wight
After your creatures die, this creature gains 25% of their Attack, Intelligence, Defense, and Speed.
D
This trait sounds like a great idea until you try to use it and realize you have only one creature left.
Emblem Exchange
Mud Golem
After this creature is Attacked, enemies are afflicted with Blind.
B
This 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 Golem
Your Golems share their innate traits with each other.
D
This is the second creature from Azural. Again, do you happen to have a lot of golems lying around? Maybe under the Eft shelves?
Granite Golem
This creature has extra Defense equal to 50% of the creatures' Defense adjacent to it.
D
The 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 Golem
After this creature is Attacked, your creatures gain Attack, Intelligence, Defense, and Speed equal to 15% of this creature's stats.
C
The 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]
Name
Trait
Tier
Comment
Aaxer Apocalypse
Your creatures have 15% more Attack, Intelligence, Defense, and Speed for each turn they've taken in the current battle. This trait does not stack.
C
Fits the Reaver class well, but it's hard to justify its use by anyone else as you should still be steamrolling all battles.
Arcane Automaton
At the start of this creature's turn, it reduces the enemies' Attack by 15% of this creature's Attack.
B
While 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.
Blobbarian
After this creature is Attacked, it afflicts the enemy with Disarmed.
D
Disarmed disables the enemy Artifact. Situational, at best, and a debuff, so useful on that account, at least.
Cave Cockatrice
At the start of battle, this creature gains 2 random traits that belong to the same race as the first creature in your party.
B
First 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 Leper
After an enemy dies, this creature casts Corpse Explosion a number of times equal to the amount of debuffs the enemy had before it died.
B
You 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 Mutant
After your creatures Provoke, they are killed, and your other creatures gain 20% of their Attack, Intelligence, Defense, and Speed. This trait does not stack.
F
Flee. While it is possible to build around this, why would you do it?
Noxious Smog
This creature's attacks deal 75% more damage and afflict Poisoned.
C
Like the previous creatures with a similar trait, except now anyone kind of has enough options to make it work, if they want to.
Plague Alchemist
After an enemy loses stats, this creature deals damage to that enemy equal to 50% of the amount of stats lost.
C
Defilers can really rock this creature because of their starter. The others can make it work with Efts, Automatons, or Spell Gems.
Wicked Carver
When this creature Attacks, it deals between 75% and 200% normal damage.
F
The Trickster starter. Are you feeling lucky?
Emblem Exchange
Toxdweller Slasher
This creature's attacks deals 75% more damage and afflict the target with Bomb.
C
The first creature from Ven. As useful as all others with similar traits.
Toxdweller Bloodbather
At the start of battle, this creature afflicts 3 random enemies with Bomb.
B
The 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 Mutant
After this creature Defends or Provokes, enemies Bomb debuff detonate instantly.
C
The third creature from Ven. Useful if you are running a bomb focused team, but not otherwise.
Toxdweller Decoy
When 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.
D
The fourth creature from Ven. Like the others, either run a bomb team or don't run it at all.

  1. 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.
  2. 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]
Name
Trait
Tier
Comment
Glutinous Slime
After your creatures gain stats from another creature, your other creatures gain 25% of those stats, as well. This trait does not stack.
B
There are a multitude of ways to gain stats, many of them available to you already.[3][4][5]
Necrotic Clutcher
After an enemy Dodges an attack from one of your other creatures, this creature Attacks the enemy 2 times.
F
You shouldn't be planning your strategy around the idea of missing your attacks.
Oculum Leech
Your creatures always have Leeching.
S
The 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 Abomination
After this creature is Attacked, enemies are afflicted with Vulnerable.
B
You 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 Exchange
Hemomancer Lord
After this creature Attacks, it steals 10% of the target's Maximum Health and gives it to your creatures.
?
The first creature from Mort. Testing needed.
Mutant Hemomancer
After this creature Attacks, it steals 20% of the target's Defense and gives it to your creatures.
?
The second creature from Mort. Testing needed.
Lunar Hemomancer
After this creature Attacks, it steals 20% of the target's Attack and Intelligence and gives it to your creatures.
?
The third creature from Mort. Testing needed.
Hemomancer Devourer
Your Hemomancers' innate traits now activate when they are Attacked as well.
?
Mort Shop, Unknown position, Testing needed.
Hemomancer Donor
After this creature Attacks, 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 Seer
After this creature Attacks, it Seals one of the target's Spell Gems and give a copy of it to your creatures.
?
Mort Shop, Unknown position, Testing needed.

  1. 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.
  2. 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.
  3. "Have more" stats (Aaxer Apocalypse, Dusk Ossein) is not "Gain" and will not trigger this.
  4. 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.
  5. 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]
Name
Trait
Tier
Comment
Abyss Banshee
Enemies deal 1% less damage for each Charge each of their non-Ethereal Spell Gems are missing. This trait does not stack.
F
There are no ways for you to exploit this at this point of the game.
Abyssal Spectre
After this creature Attacks, it averages the target's Attack, Intelligence, Defense, and Speed.
?
??
Blood Reaper
After attacking a creature with less than 35% Health, kill it, then heal your creatures for 200% Health.
?
??
Delirious Ghoul
After this creature Attacks, it steals 40% of the target's Speed.
?
??
Forsaken Swampdweller
This creature starts battles with 250% more Health, but takes damage equal to 15% of its Maximum Health at the start of its turn.
?
??
Ira Sin
This creature always has Berserk and Savage.
?
??
Lich Priest
At the start of battle, your creatures gain Murder of Crows.
?
??
Emblem Exchange
Skeleton Sniper
When this creature Attacks, it has 50% chance to deal 200% more damage.
D
The first creature from Ereb. 200% *more* damage means 3x damage. That means this creature averages 200% damage per attack.
  1. 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.
27 Comments
[JdG] Pejman 13 Jun, 2022 @ 3:16pm 
Just add on top that some information is outdated, some of it is still true so it can help some people I guess, but they shouldn't put all their trust in it
Leahn Novash  [author] 13 Jun, 2022 @ 2:01pm 
Yeah. I think I am gonna delete the guide. It's outdated, and my laptop fried so I can't play this game anymore.
[JdG] Pejman 13 Jun, 2022 @ 5:53am 
anyway one of the strongest creatures IMO (depending on your build obviously) would be the centaur ranger, especially with cabalist builds they tend to attack 10+ times every turn
[JdG] Pejman 13 Jun, 2022 @ 5:52am 
This seems pretty out of date, I am not encountering these monsters in these realms ...
FunGus 8 Feb, 2022 @ 8:25pm 
You gave maniac mutant F? Literally my first team was built around it. Get 2 Yeti who freeze enemy on taunt, a unicorn from starter to resurrect them, then have yeti's spam taunt. I hadn't even made it half way through the game and my creatures all had 10s of thousands in their stats.
◘ Wut? ◘ 5 Feb, 2022 @ 4:35pm 
the guide might be a bit outdated considering the info doesn't perfectly match current in game info (for instance Brim Smith is now given from Azural for emblem exchange, not to mention the monster spawns don't match up for me anymore either). idk if this really matters tho since I will still use it as a reference for stuff.
Khalagar 8 Aug, 2021 @ 2:25am 
Good guide, thanks! Would love one that covers a few more floors!
BadMedium 21 Mar, 2021 @ 10:24am 
Question: were there some changes to the game since this guide was written? I'm not seeing any mud golems in the Frost Bite caverns, nor in Azural's emblem-exchange?
WaKKO151 21 Mar, 2021 @ 1:56am 
wow @yevonai
Just goes to show that arogant idiots are everywhere on the internet.
Leahn Novash  [author] 17 Mar, 2021 @ 5:53pm 
It's a creature that appears on floors 1 to 3 when you have zero perks unlocked. Which part of beginner you have failed to understand?