Updates upon some testing:
Zeedmilleniunmon vs Pumpmon.- Upon some testing, zeedmilleniun was working wonders however there are some cons and pros in using either pumpmon and zeed so i'll try to break it down here and choices for the build will be upon the user:
Zeedmilleniumon (Shakkoumon and Imperialdramon FM also fit this criteria) Pros:
1.- takes away 3/4 of the dmg you will take, which keeps you alive as dmg increases slowly after tier 30 (If I remember correctly, at this tier youll be taking around 1100 dmg after using the skill). At tier 60 you'll be taking around 1400 dmg after reduction.
2.- Skill lasts for 2 turns, so You'll be granted prottection from attacks in 2 rounds.
3.- Medium dmg can pick off very weakened mons, which can be neat in some scenarios.
4.- Skill has a cooldown of 7 turns, charges faster than pumpmon and it allows it for better usage in the correct timing.
5.- This setup doesn't require you to kill nature mons faster, you can keep up with them.
6.- Goes better against opponent teams with 3 3 3 x x or a a a b b. Either set up in which the opponent has mons attacking in kinda the same turn with a +-1 turn of range is good for this build.
7.- If runed, this build becomes fairly better than pumpmon's one.
1.- This setup requires more prediction. You just won't be using zeed skill asap, you need to check when to use it or you'll be out.
2.- You have to focus more on killin a digi depending on their turns (sometimes killing the digi that attacks in the 5th turn instead of the 3's).
3.- This build has a very hard time against digis with intervals of +.2 turns (like 3 3 4 5 5 ).
4.- As your support won't be high and you'll combo will be based on the mgx loop, you'll be healing 1879 of hp per round. This will end up in you dying in some scenarios that zeedmillenium should handle (like 3 3 3 4 4, which is contradictory) at very high tiers (taking 2,8k of dmg in 2 turns will kill you without you recovering enough, you'll have to kill one of the 3's attackers and thn you'll have low hp for the next 4's attckers).
5.- Highly relies on your hp/support and defense.
Pumpmon (and to a lesser extend dianamon for more see other options in the leader section of the main guide) Pros:
1.- Using the skill delay is easier as you'll be using it from the very beggining. Just keep in mind not screwing up your loop (unless it is necessary to increase your survival chances).
2.- Build is better at medium and early high tier, and the amount of cc being used depends less on randomness.
3.- Don't need to rely on other stats besides your attack.
1.- Can get you stuck in situations where you don't want to drop your loop, but you need to use your delay to avoid getting killed. In this situations you'll be very luck dependant.
2.- Even after runed, your survival chances won't increase. This is a build that won't become better after runed except for the attack output which can be kinda of a letdown.
3.- Very troublesome to get past of green nature mons (zeedmilenium has lesser problem with these mons due to you not bothering of getting attacked by them in some situations).
That's it I'll try to test more to upgrade something else if needed.
Also seems (atleast to me) that the amount of opponent teams with builds like: 3 3 3 x x, 3 3 3 3 x and 3 3 x x x or also 4 4 4 4 4 has increased to further increase the users relay on cc's. I dunno if this happent to others a lot, however still not used more than 5 ccs till now which can be a proof that using the guide is still efficient if you don't screw up at some points or get really bad luck with opponent's teams.