A martini glass in black and white Loathers.net

Monodent of the Sea: Overview

October 24, 2025 // IOTM Overview

EDITOR’S NOTE: I have been swamped at work and my daughter just started daycare, which has brought with it an unyielding plague upon my house. As such, I used a summary of the monodent from legendary KOL superstar accodorian (#) as the base for this. Enjoy this lightly edited article from one of the GOATs.

We’re going to start this one out with a major complaint. Despite the description saying that it’s great for roasting marshmallows, and the IOTM being released just before Yuletide, it doesn’t actually roast marshmallows! Ugh! That complaint registered, let’s start talking about our monodent — it’s like a trident, but not three. Is it for thee? Let’s find out.

General Summary

The Monodent of the Sea is a 1-handed spear, with a damage range of 20-40. It features 3 enchantments, all of which scale by T.

What is T, you might ask? Well, you might drink it with an English breakfast, you might put a golf ball on it, and it may feature prominently on the A-Team. But in the context of this IOTM, it refers to Tines — your monodent starts out with 1 tine and scales up to 10 tines. So, you know. Monodent, bident, trident, etc… all the way to Decadent, which is one of the main jokes. You accumulate tines by defeating constructs; your tine count is min(10, floor(sqrt(X)), where X is the number of constructs you’ve defeated with the monodent equipped. These tines persist through your current ascension. (I am still going to refer the [tines]dent as a monodent for the rest of this article, because it makes it easier to follow.)

In addition to the three flat enchantments, the monodent also comes with three skills.

Speedrun Applicability

Unlike a lot of the monodent’s surrounding items, this IOTM is reasonably simple and straightforward for speedrun usage.

The base enchantments are (largely) pretty unnecessary, but will constitute mild comfort for some ascenders; in a normal run, you don’t fight that many constructs, but it’s pretty likely that you’ll end up with something in the neighborhood of a 20-30% boost to all attributes. That will help a tiny bit with tower tests. Probably. The hot damage is going to be mildly helpful in no-perm paths for anyone with a hot damage tower test, as well, as you can get a huge chunk of your necessary hot damage painlessly with the monodent. (In paths with perms accessible, though, you just cast Song of Sauce, which gets you all the way there.)

The skills are all useful in their own ways.

It’s worth noting that most of the benefits noted under Talk to Some Fish rely on IOTMs that are out of standard. This does reflect some of the skill’s upside; effectively getting +1 free CLEESH per fight is a highly degenerate power that would have solid synergy with a lot of older IOTMs. Even though it isn’t a must-have skill right now, there’s a decent possibility that it will become meaningful in the future.

2025 In-Standard Synergies

Overall Rating

We’d rate the Monodent of the Sea a tier 5 IOTM. At least for now. It is a complex IOTM, but not a particularly meaningful one in the world of turnsave. You may be able to save a turn or two in a run from effective usage of the Lightning Bolt banishes, and (perhaps) eke out an extra BCZ freekill from the mass of free scaling fights from your constant entanglements with Some Fish. But the enchantments do very little to improve your lot in life, and the flooding skill is essentially just a 30% meat or item drop bonus in a single zone, which isn’t really that great. Still, the FEESH skill has some major untapped potential in modern standard, and this will impact routing in a positive way with additional leveling power, quicker completion of flyering for the war, and an extra combat trivializer for avatar paths. For a bad turnsave IOTM, I kind of love it.