Oh well, here's a general post which should answer to anything in a discursive way:
I've been playing with Nymphless Nympheum (and that's one hell of an hard name to write) since long ago and, while I never used them for tournaments or even actively in PvP, I played around with numbers of pillars and pends:
First of all, when I first designed the MonoTears (which I called Teary Queen at that time) I didn't know of Tears Rushes existing, so I had everything in my hand and had to play with each and every variable. After trying MonoTears with many cards in it (ranging from purifies to Mind Flayers with an Aether mark) I finally settled down with the 510 Electrums build. I then read of pendulums split on the forums and split them. After that I decided that I needed a little protection for when I started slow and went for two Ice Shields.
Till now I knew two things about Tears Rushes in general: (1) if you wanted to add cards, they should have a cost of, around, half the number of pillars that support them (but this changes a bit with duos, we'll see how in the next part) and (2) that a rushier build than the MonoTears couldn't exist.
I then decided to try other builds. I started with the Time one, because I read of Golden Nymph on the Wiki and I liked the skill. The result was pretty much the QuickTears (although without ever considering the Return Times since I recently got my hands back on Tears Rushes). After fine-tuning it at my best, I noticed that the better number was 10 Pendulums and 14 Pillars (splittable, of course). However I couldn't possibly know I couldn't have started with a worse elements, it being the only one who truly abuses the Nymph's skill and didn't spam Queens (I'll remind you I was a noob at that time, getting over this kind of troubles wasn't easy to me because I totally lacked experience, evne though YGO building helped me).
I then though "I need something more reliable, this sure is fast, but if there was some kind of shield, killing wouldn't have been hard". I decided to make a quick review of the other element's Nymphs:
Purple's Antimatter looked good, but I had no idea how I would balance a cost of 4
without using too many pillars;
Grey's Aflatoxin wasn't half bad, but it neither looked awesome, only had a nice body and some CC, but didn't provide the protection I needed (instead, being slower, I was easier to outrush);
Amber's Black Hole didn't look good at all, as I said in HeavyTears;
Auburn's Basilisk Blood looked pretty good and the cost of 3
was affordable;
Green's Adrenaline looked nice, but still it was a rush, MonoTears did it better and more reliably;
Red's Rage Potion was way too expensive, just like Purple;
Light's Luciferin was bad, could only heal, but it needs A LOT of quanta and Nymphs;
Blue's Unstable Gas was hard to balance, expecially for a newbie, even though it packed some minimum CC;
Black's Liquid Shadow didn't look appealing, even because I didn't experience Purple's antimatter yet;
Aether was a nice rush, but, again, why trying a rush when we had Monotears?
I then took it as a challenge, I had to run the most expensive in order to learn how to balance them and, luckily, I picked Entropy. If I hadn't picked that, I wouldn't have written this compilation, most likely.
I decided to change my Time Pendulums to Entropy pendulums and, following my reasoning "2
and 10 Pendulums, 4
and 20 Pendulums", I changed my deck to 20 Entropy Pendulums, 4 Water Pillars, 6 Tears and Water Mark. However that few Pillars made me wonder if going to an all out Pendulum build would have been better or not. I decided to try 24 Pendulums but I had troubles with my opponent's CC, being Purple Nymphs really fragile, so I changed back to 20 Pendulums and 4 Pillars, without changing the result.
I realized that I had to make more Queens in order to have fallback Tears and still a beating power and I then decided to try the Time build with Entropy Pendulums instead of Time Pendulums. This was to try how much it was off and then fix it but, test after test, I realized I didn't have to change the number.
I also built a new rule for those duos: Pendulums of the other element should be equal to Cost*X+2 (or 3, or something around that) where X is a number I choose which is bigger if I plan on using that skill many times. The last sum was in order to increase the number of Pendulums to draw them consistently.
After reaching my InvertedTears, I decided to try other elements. IIRC, I picked Earth. After fine tuning it using InvertedTears as a base deck, I noticed that 10 Pendulums were enough to draw into them early enough and not to totally run out of quanta.
I decided to try every deck with 10 Pendulums, applying small changes to each one and finally ended up with those decks. The hardest one was, obviously, Air. I couldn't find a way out, but I chose to make it so that I could abuse of Unstable Gases if needed, and so it was with Wind Pillars.
Every deck I planned as a rush had at least a couple of scenarios in which it was better than MonoTears (even though it is the best rush amongst them): DrawningTears, for example, has CC and a way to bypass Gravity Shield (I didn't write tips for the decks, but Aflatoxin my own Grey Nymph is a trick I used a lot: lowering HP let me bypass Shields and when it died, I could swarm with Cells which bypass Gravity Shield.
The only build in which I tried not playing Water Pillars (and was succesful doing so, I'll post it later) was Time. Time has a lot of draws and rarely Golden Nymphs get killed on their first turn without letting me draw at all. Drawing that much could lets me drawing into more Tears which get in turn more Golden Nymphs. I still think, however, taht the Queen one is better for that.
Just a little note, I plan on submitting InvertedTears as an AI4 farmer because it's probably one of the best in terms of cost/UEI, but I'll have to run a couple of games.