July 19, 2025
Beastmoon Forms Summer 2025 Update
The Summer 2025 update introduces the final two Beastmoon forms; Storm Draconian and Life Wolf Warrior! With these two forms, all 10 Beastmoon form statues have a variant for each of the 7 schools, for a total of 70 unique forms! It remains to be seen what the future of Beastmoon updates will look like, but for now let’s take a look at the new forms.
Hover over a spell to find out what each spell does. For mobile users, tap on each spell to get more info.
Storm Draconian
Here we have Sundrax Zapclaw, the Storm Draconian. This storm form is focused on reducing damage more than most other Storm forms, and notably lacks any kind of direct buff spells. One of Storm Drac’s main defensive spells is an aura that reduces incoming damage by 25%. Having a percentage-based effect in Beastmoon when Beastmoon was designed to have simple math so players would focus more on form combinations and interactions instead of trying to figure out how much damage their spells will do. Going against the simple math that Beastmoon has been built around for years has made some players upset. I will go over what I think about the auras on Storm Drac a little later in this article.
Offensive Abilities
First, we’ll look at what Sundrax can do offensively. He has the standard fare of a 0-pip 50, 1-pip 100, and 2 separate 2-pip 200 damage hits. I like forms that have two different 2-pip burst hits, because it’s really nice for consistently pulling what is arguably the best pip value for a damage spell in Beastmoon. Storm Drac also has the ability to convert DoTs into weaknesses, which is an effect conversion that is unique to Storm, and this is the first time we have seen that represented in Beastmoon.
This form is also the first form to have synergy with pacify. One of its 2-pip 200s will do 300 damage instead if the caster is pacified. A 200 hit with a damage increase conditional is probably one of the best payoffs you could ask for. Unfortunately, the ways to meet the condition are limited, as the only form that can pacify others unconditionally is Ice Fairy. The Balance Draconian and the newly introduced Life Wolf can pacify an ally only if that ally’s health is below 50%. If Sundrax isn’t paired with one of these forms, he does have a way to pacify himself conditionally. His 0-pip hit will pacify the caster for 2 rounds if the enemy has a negative charm. You can set this up yourself by casting a 1-pip weakness or a 3-pip AoE weakness. If you really want to ensure that you can keep a weakness up so that you can pacify yourself, you can aura yourself first to get an extra infection on your weakness spells.
Synergies
I generally think that infections in Beastmoon should be more potent, so Storm Draconian’s conditional infections are only really useful to trigger conditional effects. Their numeric value of -50 is not high enough to act as a proper counter to most healing forms, aside from Life Cyclops and Life Wolf. Both of these forms utilize burst heals of 25 to revive teammates while gaining extra value from their “conditional” effects. I will explain my issues with Life Wolf in its own section of this article, but I think that infections in Beastmoon should always be higher than an equivalent value weakness, like infections in the main game. Since infections are a Death and Storm manifestation of their advantageous position versus Life, their value should be able to outpace heals of similar pip values, which they currently do not.
Storm Draconian is also the first Storm form to have an afterlife spell. While it doesn’t heal, it will give your team a -50% incoming damage aura for 3 turns. I’m not convinced that this will be a very useful spell. Non-healing afterlives are typically not good because its not worth waiting for a teammate to die to get any kind of benefit. They also require you to position yourself so that you can afterlife the first person that dies, and you have to do it before they die, but not so soon that you put an afterlife on and it doesn’t do anything for 2 or more turns. On the other hand, healing afterlives are a very effective safety net, and they can be used even on targets that are already defeated, unlike other kinds of afterlife spells.
Auras
Speaking of Storm Draconian’s auras, how effective are they? The 0-pip aura reduces incoming damage by 25%, and like any aura, how much value it provides depends on how much is put into it. And since the aura is a percentage, the maximum amount of value you can get from it depends on the health of the target. Since Storm Drac has 425 health, it would take at least 567 damage to take it out from full health through the aura. In this scenario, the aura represents effectively 150 defensive value, which is extremely potent for a 0 pip spell. Of course, you won’t always get that much value from the 0-pip aura, but even taking 200 or 300 damage with the aura up will reduce that damage by 50 or 75 respectively, which is still decent defensive value. The potential value from the aura could be even higher if applied to a form that has more health and they take even more hits than Sundrax could. Given all that, the -50% incoming damage aura from the afterlife is exponentially more potent, however I think that it being attached to an afterlife effect significantly impacts its usability.
So the question becomes “why does Storm Draconian get percentage damage reduction auras instead of flat damage reduction?” Previous forms such as Ice Cyclops and Ice Pig that have had defensive auras reduce incoming damage by a fixed amount, rather than a percentage. The problem with previous auras is that they are too effective at reducing damage, and they completely invalidate all damage below the threshold of the aura. Even hitting twice into Ice Pig’s 75 aura provides 150 defensive value, which is close to the upper limit of what Storm Draconian’s 0 pip aura can do.
Okay, so if a flat defensive aura is too strong and a percentage-based defensive aura is antithetical to the simple math that Beastmoon was designed around, then why even have defensive auras in the first place? Maybe Storm Draconian’s auras could just be replaced with flat damage auras. While I would be fine with that, I actually don’t mind having Storm Drac’s defensive auras because it means that we have more unique types of effects in Beastmoon. Assuming that another Storm form gets access to a damage aura, then Storm Drac having defensive auras would make it distinct from the other Storm forms, and I think that’s worth having some awkward math.
Conclusion
With all of that said, Sundrax Zapclaw seems like a solid addition to the Beastmoon roster, with both solid defensive options and decent offensive potential. Storm Draconian also feels distinct from the rest of the Storm forms, especially since it doesn’t have any spells that directly buff damage and it has conditional effects that are unique to it and make the form react in an interesting way compared to all of the existing forms. If you can get past the fact that Storm Draconian introduces percentage math into Beastmoon, he has quite a bit to offer!
Life Wolf Warrior
Life Wolf Warrior is the 70th and final Beastmoon form for now. With this addition to the roster, all 10 form statues have a school variant for each of the 7 schools. Frode Careclaw here is a large Life form that best suited to healing up smaller forms and using pacify to keep the enemy from targeting who they want to. Life Wolf is also capable of buffing up with blades. Let’s dig in to what Life Wolf can do!
Offensive Abilities
Lets start of with Life Wolf’s blades. These blades are actually higher value per pip than its damage, which is good because its damage is otherwise abysmal. For 0 pips Frode can give a 50 blade that clears DoTs, similar to Storm Wolf or Colossus. There is also a 3 pip AoE version of that blade that gives +125 damage, which is comparable to the AoE blades of Storm Cyclops, Life Pig, Storm Rat, and Storm Elf.
Unfortunately, Frode is too busy giving his caring claw to his allies and isn’t so good at dealing damage. Large Ice and Life forms are saddled with the lowest damage per pip values in all of Beastmoon, at only 50 damage per pip for most of their spells. However, most of those forms make up for having low base damage by getting a massive damage boost if certain conditions are met, which often result in more than double their original damage output. Life Wolf has hits with conditional effects that boost their damage, but its hardly worth considering in the case of the 1 pip hit that gets 25 extra damage if the target has a DoT on. The AoE version of that spell increases the damage by 75, which is definitely more worthwhile, but still not quite as potent as what other large Ice and Life forms can do with their conditions met.
Life Wolf’s 2 pip hit can give their team a +50 blade if the opposing team has a minion up, which makes it a decent minion counter because it represents between 100-200 value, plus the potential to trigger blade conditionals. Though compared to Life Cyclops going from 100 to 250 damage if the enemy has a minion up, Life Wolf’s hit isn’t as impressive, but I think it is good enough and an interesting way to take advantage of an enemy minion.
I personally think that Frode’s 1-pip 50 hit should have a bigger payoff for meeting the condition, to give the spell a niche use instead of just feeling like dead weight just because it’s on a large Life form, with the goal of encouraging Life Wolf players to pair with a form that can help boost their own damage. It would also be consistent with other forms with the same damage per pip as the Life Wolf Warrior.
Healing
Unlike Life Wolf’s damage, its healing is actually decent. It follows the trend set by Life Rat by having improved healing per pip compared to older Life forms. This is mainly showcased with the 2 pip 150 burst heal. Having that much healing value for 2 pips on a large Life form that can actually carry a bonus pip is really solid. Not only is it a good revival option, but it should also be decent at keeping the Wolf or its teammates alive in the first place. Life Wolf is also the only form besides Storm Pig that actually has a HoT with a small burst heal portion that will actually revive the target, unlike the majority of HoTs in Beastmoon that don’t revive. The spell in question, Helpful Hippo (and its AoE variant), also has the ability to pacify the target if they are below half health. Helpful Hippo is actually almost exactly the same as Balance Draconian’s Rest and Recovery spell, except that Balance Draconian’s spell doesn’t have a burst heal portion and the HoT lasts an extra round.
I think putting conditionals on revival spells that give those spells extra value if the target is defeated is a bit too strong. Life Wolf can bring an ally back to life while ensuring they can’t be targeted, which gives them almost guaranteed value from the HoT for added benefit. The reason I don’t like low health conditionals on burst heals is twofold; for one, there isn’t really any risk compared to something like Storm Krokomummy’s health conditionals, where you have to thread the needle of being below half for extra value on your damage spells, but if you’re defeated you can’t cast those spells in the first place. I think Balance Draconian’s version of Helpful Hippo is also a good example because both the HoT and the pacify have no immediate effect, so there is an element of risk if the target dies before the round ends, then you wasted your turn and a pip, and since Balance Draconian’s Rest and Recovery doesn’t have a burst heal component, the spell is functionally useless on an already defeated ally (but it will still waste the spell on them).
The second reason I’m not a fan of these kinds of healing spells is that having low health conditionals on heals feels a little too free. By which I mean it’s kind of a given that you would attempt to heal an ally that has already taken damage, and so as long as they are below half health (in the case of Balance Draconian and Life Wolf) or defeated (in the case of those two and Life Cyclops), then your heals provide even more value. Conditional effects are almost always made under the assumption that they will not be relevant in a significant number of cases, but I feel that low health conditionals on heals are triggered too often, causing those spells to punch above their weight a majority of the time.
Interestingly, Frode also has the ability to pacify himself. It may seem weird for a form with 575 health to want to pacify itself, and it might end up being pretty niche, but a benefit of having that much health with a self-pacify means that Life Wolf can do it in reaction to being targeted on subsequent turns. He also still has another source of pacify from the 1 pip Helpful Hippo, though that is probably better saved for the Life Wolf’s allies. Having multiple sources of pacify means that it will probably be very difficult to effectively focus down a single member of a Life Wolf Warrior’s team.
Conclusion
Overall, I think the Life Wolf Warrior will be a strong beastform, and should perform similarly to Life Cyclops, as they both fill the role of a bulky healer, and they both gain additional value from their heals on allies who are already defeated (or below half health, in the case of Life Wolf). However, I do wish that Frode could shore up his lackluster offense by taking advantage of conditional bonuses.
Every other large Ice and Life form with 50 dpp can make up for their lackluster damage in certain circumstances. For example, Ice Wolf Warrior can also do 100 damage for 2 pips, but that damage will spike up to 225 if the Ice Wolf has a friendly minion on their side. Life Wolf technically has that with the 1 pip 50 hit that can do 75 instead if the enemy has a DoT, but an increase of 25 damage on a spell that is already weak is hardly worth considering when deciding what forms to pair with. I would like to see Cyclopportunist and Life Youkai do even more damage if the enemy has a DoT, to at least 100 and 250 damage respectively, or perhaps as much as 125 and 325. But as the final new Beastmoon form, Frode Careclaw rounds out the roster quite nicely.



















