Top 10 Yu-Gi-Oh Monsters (Who Can't Be Destroyed in Battle)
Battle Immunity in Yu-Gi-Oh
Monsters are a crucial component to nearly all Yu-Gi-Oh decks, simultaneously assaulting your opponent while defending you. Card effects can eliminate monsters, but they're also destroyed when attacked by a monster with higher ATK (compared to ATK or DEF based on what position your creature is in).
Fortunately, several monsters have battle immunity, preventing them from falling in combat—which reign supreme? These are the ten best battle-immune monsters in Yu-Gi-Oh!
10. Number 86: Heroic Champion - Rhongomyniad
Banned as of this writing, you can't include any copies of Rhongomyniad in your extra deck, and it's easy to see why considering his powerful effects. He gains abilities based on his material count (though he must detach one during your opponent's end phase):
- 1+: Can't be destroyed by battle
- 2+: Gains 1500 ATK/DEF
- 3+: Unaffected by other card effects
- 4+: Your opponent can't normal or special summon (they can still flip)
- 5+: Once per turn, you can destroy all opposing cards
With just a single material Rhongomyniad gains battle immunity, but (in casual matches where you can use him) try pumping him to three or four where possible—becoming immune to card effects is an amazing defense, while thwarting enemy summons devastates most themes.
Marshmallon has weak battle stats, but you can set him face-down without tributes. Not only will he resist battle destruction, he inflicts 1000 damage to your opponent when attacked face-down, a big chunk of a player's starting 8000 life.
8. Daigusto Sphreez
Sphreez can't be destroyed in battle, a handy boon considering her lukewarm 2000 ATK. More than that, when synchro summoned, she returns a Gusto card from your graveyard to hand, and she makes your opponent take any battle damage you would suffer from battles involving your face-up Gusto monsters (including herself).
So feel free to swing Sphreez at stronger enemies; the bigger they are, the more damage your opponent will suffer.
7. Zaphion, the Timelord
Part of the unique Timelord archetype, Zaphion has zero ATK and DEF, can't be summoned from the deck, and shuffles herself into your deck during your standby phase. But you can normal summon her without tributes if you don't control any monsters, she can't be destroyed by battle or card effects, and she draws a card when sent from field to graveyard!
More than that, you won't take battle damage from fights involving her, making it safe to swing, which you'll want to do; at the end of a combat phase where Zaphion battled, she shuffles all opposing spells/traps into your opponent's deck! That's an awesome removal that outperforms even the long-banned "Harpie's Feather Duster" since destruction-preventing shields won't block it.
6. Masked HERO Divine Wind
Divine Wind utilizes the popular "Mask Change" fusion spell, which is the only way he can be summoned. Thankfully, he bears strong 2700 ATK, can't be destroyed in battle, and lets your opponent only attack with one monster each battle phase.
But perhaps best of all, when Divine Wind destroys a monster in battle and sends it to the graveyard, he lets you draw a card, a nice hand-replenisher that can trigger multiple times per turn (if you somehow give Wind extra attacks or force weaker enemies to battle him).
5. Evil HERO Malicious Bane
Malicious Bane needs an Evil HERO and any level five or higher monster as material, and he must be special summoned using "Dark Fusion". So he's a bit tricky, but rewards you with 3000 ATK and DEF plus immunity to both battle and effect destruction! During your main phase, he can destroy all opposing monsters with ATK less than or equal to his own (likely all of them) and gains 200 ATK per monster destroyed. That's an amazing removal that increases its own range with every trigger, although using it prevents you from attacking with non-HERO monsters that turn.
Plus, monsters summoned through Dark Fusion can't be targeted by opposing cards effects the turn they arrive, shielding Bane for at least one round.
4. Shiranui Skillsaga Supremacy
Supremacy requires zombie materials with a total link rating of three, and her ATK is only average at 2300. However, she prevents your fire-attribute monsters (including herself) from being destroyed in battle, and she guards your synchro monsters from effect destruction, two excellent defenses for the Shiranui archetype.
Additionally, during your opponent's turn, you can once per turn special summon one of your banished zombie synchro monsters to a zone Supremacy points to, helpfully reviving your best Shiranui aces.
3. Demise, Supreme King of Armageddon
Ritual summoning Demise requires the "Cycle of the World" spell, and his name changes to "Demise, King of Armageddon" while in hand or field (which helps trigger corresponding supports). While a ritual summoned Demise is fielded, your ritual monsters can't be destroyed in battle, and he bears 3000 ATK and DEF.
If Demise used only ritual monsters as ritual material, you can activate his next effect without paying life points; otherwise, you can spend 2000 to destroy all other cards on the field, inflicting 200 damage to your opponent for each. That's a massive field wipe that can very likely win you the game considering it nets plenty of effect damage and clears the way for a 3000-point direct attack.
2. F.A. Motorhome Transport
Transport accepts any tuner and non-tuners as material, but considering his effects, he really belongs in the F.A. theme. He gains ATK equal to his level times 300 (2700 at base), and each time an "F.A." spell or trap activates, you can increase his level by one—it can even exceed 12, the normal max level!
Plus, once Transport is level 11 or higher, he can't be destroyed by battle or card effects, and at 13 and beyond, he lets you once per turn special summon an "F.A" monster in your graveyard, both nice effects on top of dominating battle stats.
1. Galatea, the Orcust Automaton
Galatea only wields 1800 ATK, but she accepts any two effect monsters as material as long as one of them is an Orcust—a very popular archetype. While linked (meaning she points or is pointed to by another monster), she can't be destroyed in battle, and once per turn, she can shuffle your banished machine into your deck to set an Orcust spell/trap from your deck.
While her battle immunity is admittedly dependent on other monsters, she's easy to summon, powerful, and part of an amazing theme.
Which card do you prefer?
Battle Immunity Spells and Traps
Today we examined many warfare-defended cards, but remember that several effects can grant monsters battle immunity. For instance, continuous spell "Bubble Barrier" shields Performapal and Performage cards, while equip spell "Saqlifice" guards the Qli monster it attaches to.
Consider that even if a monster can't be destroyed in battle, it can still take battle damage, so shift it to defense position (unless foes have piercing abilities) when you need to stall. But for now, as we await Konami's next set of battle-invulnerable titans, vote for your favorite and I'll see you at our next Yu-Gi-Oh countdown!
© 2020 Jeremy Gill