Talk:Mostro Sin (Zombie Iron Chef)/@comment-59.167.118.137-20141103001222

Hmm. On the one hand, 10 turn combo before he does much (which completely contrasts with having a 6 turn super-nuke). On the other hand, 10 turn combo before reaching the difficult round/s of a 5* or superboss is more realistic than Alfard's combo requirement, and +200 ATK to all fire, +100 HP to all fire and a fire element panel boost hippo are pretty good. I guess the 6 turn nuke when fully released helps him contribute to burning down earlier rounds of fodder before his combo comes up.

I can't see myself spending ethers to fully release him before spending them on George & Emilia, but he's probably better than I once thought.