Xixorax

Xixorax is a Savage Swarm monster of the Destroyers agenda. Xixorax was released in Series 5: Big in Japan.

Proportions:
 * Height:60 Meters
 * Weight:35,000 Tons

Strategy & Tactics

 * Every form of Xixorax has Juggernaut and Super Rampage, making him the game's most Rampage-focused monster. Apart from the usual Nuclear Power Plants and Sewage Plants used by Savage Swarm monsters, he should take a city filled primarily with low-defense buildings, and arrange them to create "paths" for his rampages, avoiding letting these "paths" be blocked by higher-defense buildings or end in Hazards.
 * Both of the Hyper forms have a Hyper cost of 3 for easy flexing, which can ensure easy access to the Alpha's Sprint ability and allow the Alpha to absorb damage to protect the Hyper form, whose 2-damage Juggernaut makes it more effective at inflicting damage.
 * Spire is a largely irrelevant ability due to the rules issue mentioned below, but it does ensure that an enemy monster who uses Beat Back to knock Xixorax into himself will take 2 damage rather than 1, limiting the effectiveness of this tactic.

Alpha

 * Sprint helps make up for Xixorax's low speed and allows you to retreat to a safer position after a Rampage.
 * 6 health and access to Nuclear Plants for healing make the Alpha good at absorbing damage to protect the more powerful Hyper forms.

Ultra

 * Xixorax can cross the board quickly by using some combination of his Speed of 7 (either Rampaging or advancing normally), Blitz on the brawl for 2 extra spaces (assuming he doesn't Rampage), and/or flexing down into the Alpha after these moves in order to use Sprint. This can total as many as 12 spaces of movement with 3 diagonals.
 * A total of 12 health makes A/U Xixorax one of the tougher monsters, particularly on a map with many Radiation hazards that don't affect him. As a pedestrian, he sometimes has to walk through a hazard to reach his opponent if he is unable to Rampage past it; the high health and potential to heal from Nuclear Powered make this somewhat survivable.
 * Beat Back and Blitz on the brawl make a deadly combination. Always advance Xixorax at least one space before attacking to gain a boost die from Charge.  If the first attack kills a monster form, you can Blitz to attack the second one; otherwise, use one of the two attacks from Blitz to brawl a building for power dice and possibly Nuclear Powered healing.  Note that if you cannot spare an A-die to advance before the first brawl attack and activate Charge, Blitz will ensure that Charge adds a boost die to the second attack as long as you move at least one space with it.
 * Alone of Xixorax's three forms, the Ultra has a Blast attack. While far less optimal than his other attack options, this should not be forgotten in case a situation requires it.

Mega

 * The Mega form has a higher Defense, protecting it from unit attacks and multi-turning, and can get 4 boost dice on brawl as long as it advances. This improves its ability to brawl a building for large numbers of power dice, an option particularly useful on maps whose buildings are spread out enough that they cannot be easily Rampaged through in large numbers.
 * If Mega Xixorax Advances and thus cannot Rampage in order to deal super damage with Juggernaut, Super Smash gives him another way of dealing super damage.

Rules Notes

 * Spire, since it is a reaction, will not trigger on your turn, only on your opponent's.

Other Media
Reference AND link any articles, forum threads, blogs, etc that discuss this particular monster.