Zorog

Zorog is a Planet Eaters monster of the Destroyers agenda. Zorog was released in Series #2 I Chomp NY, and was revisited with a Quantum Form as part of the Dangerous Monster Zone re-release.

Zorog and his handpicked minions scuttle over buildings and through city streets to chomp, scorch, and mangle anything within their reach. Enemies quickly fall beneath tides of grinding teeth or billowing flame.

Proportions:
 * Height:61 Meters
 * Weight:74,000 Tons

Alpha

 * Zorog helps his Unit spreads out by granting them both Gang and Climb, helping the ground-bound Planet Eater Units reach their opponent, and when they do reach them, they can hit much harder.
 * Weaken makes this form a more offensive monster, giving Zorog the potential to "lead the charge" for his Units by giving the opponent's Monster -1 Defense, making them easier for the whole force to hit.

Ultra

 * Ultra Zorog keeps the abilities he had in his Alpha, so play this form much the same way.
 * What he does gain, in the form of Crunch, makes him a much better Brawler, do to his potential to do two points to the enemy monster and force them to push an Action Die over due to Energy Drain.
 * Riled makes his Def of 7 even more painful by granting him a Power Die every time a Unit or himself gets hit.

Mega

 * Siphon and Energy Cycle give Mega Zorog a serious edge in back-to-back activations. The loss of Weaken however, means shifting focus away from Zorog priming enemy monsters for swarms of attendant units, and towards said units backing Zorog up (especially with red abilities) as he repeatedly pile-drives his opponent.

Quantum

 * Quantum Zorog can be an absolute beast whenever he can get within Brawl Range of an opponent, as he can easily do four points of damage without even requiring a Building. With Summon, Zorog can easily get a Chomper next to the opponent, giving him Feeding Frenzy. Then, Zorog can hit his opponent into himself and the Chomper using Beat Back Brawl. Combined with Blue Hazardous from the resulting Unit Collision, this allows Zorog to almost form an opponent while taking only 1 Damage himself.
 * Use Zorog's Units to clear the field for him in this form. Since he only has Climb, he still cannot move over Enemy Units, and due to his lack of a Blast Stat in this form, Zorog can be easily shut down by a Unit Cage. Try to rig the turn order so that you always move after your opponent to ensure you can counter their picketing tactics.
 * To get the most out of your Unit Turns, use Zorog's low hyper cost to flex down to your Alpha for Blue Gang. In addition, this prevents all of your Units from keeping Hazardous, making the field safer for Zorog as well.

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