Monsterdex #51-100
Monsterdex #51-59
Bloomfish (#52)
This monster is built around timestrike. Timestrike’s damage scales with the current time until the target monster’s next turn. Below 60s makes no difference but then it slowly increases in damage so anything above 150s will be high damage and above 200s should one-shot most enemies (of similar stars).
Stun is the perfect archetype to set up timestrike for high damage but you can also simply skip behind enemies to catch them when they’ve just used a high TU move. Attack boost and accelerate can be used while you’re setting up a stunned enemy or lining up Bloomfish behind enemies to catch them when they’ve just attacked. Attack boost is particularly good for helping timestrike deal better damage.
Some veterans in the game will choose to use this monster for poison combos because it is very low cost and cannibalising it will poison all enemies.
Volvoxon (#54)
This monster has element massacre, a move which deals high damage if you’re facing multiple enemies of the same element. If there are three or more of the same element then use this move. Otherwise, consider using one of the faster moves for a small amount of damage.
Risky heal is a fast healing move which is best used to save a particularly strong monster that is useful on the battlefield right now. While there is a risk to die, it happens less than half the time so you can often heal something multiple times.
Sledgeskull (#56)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.
Superspite is an efficient move for dealing damage to enemies, while megablight deals more to a single target. If Sledgeskull’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Sledgeskull is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.
Islandcrab (#58)
This monster has protect teammates and hold ground, allowing it to get in the way of multiple attacks aimed at your teammates even if they deal high damage. A few attacks can bypass protectors but for the rest it means they will be redirected to hit Islandcrab with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.
Stealth teammate lets you make a teammate incredibly hard to hit if Islandcrab is protecting. Sendback is useful for getting a second entrance passive from a monster (e.g. stunning entrance) or other niche cases like saving a stunned teammate. If Islandcrab has been repulsed it cannot use protect teammates again so becomes quite useless. You can send itself back to the end of your team to have a better monster on the battlefield instead.
Skullwraith (#59)
This monster is all about dreamhunt, an extremely high damage move.
Skullwraith doesn’t have any way to put enemies to sleep so you must use other monsters for this, e.g. Demihorus [#333] (found on the desert island in the pyramid dungeon). They can focus on inflicting the sleep while Skullwraith kills the sleeping enemies.
Otherwise, Skullwraith has a high attack stat to deal moderate damage with some basic moves.
Monsterdex #60-70
Firequeen (#62)
This monster can sleep enemies with a 30% chance on each one. However, the main unique part is sacrifice summon. This move creates three Rockoids [#8] at the back of your team which other monsters can sacrifice for various effects. Firequeen is a very cheap way to get three rocks.
Gargol (#63)
This monster is all about poisoning monsters with the fast poison gas move. This has a 57% chance to poison each monster on the battlefield. Poison is great for removing shield or stealth status and monsters with hold ground will die to the poison rather than surviving on 1HP. Gargol can deal good damage to any poisoned enemy with poison eater.
The other moves are simply for damage when you can’t poison enemies or don’t have time to set up the poison.
Jerbor (#65)
This monster is built around timestrike. Timestrike’s damage scales with the current time until the target monster’s next turn. Below 60s makes no difference but then it slowly increases in damage so anything above 150s will be high damage and above 200s should one-shot most enemies (of similar stars).
Stun is the perfect archetype to set up timestrike for high damage but you can also simply skip behind enemies to catch them when they’ve just used a high TU move. Attack boost and accelerate can be used while you’re setting up a stunned enemy or lining up Jerbor behind enemies to catch them when they’ve just attacked. Attack boost is particularly good for helping timestrike deal better damage.
Some veterans in the game will choose to use this monster for poison combos because it is very low cost and cannibalising it will poison all enemies.
Moguro (#67)
This monster has a unique moveset with the skill: no guard.
Moguro dies very easily after using this but element massacre becomes excellent for dealing high damage when there are multiple enemies of the same element. In the right scenario, Moguro can deal a lot of damage and it may be worth giving turn to it to use element massacre multiple times.
After using no guard Moguro can protect itself a little with stealth. However, in most cases if you’re using this monster you’re doing it to go for damage dealing.
Goldram (#70)
This monster offers useful support with purify and heal all.
Purify is a fast move that can protect your team very effectively against both sleep and poison. If you need to keep your team protected from these you can continually spam purify to keep Goldram getting turns regularly and always able to remove the status effects right after they are put on. Some monsters are particularly weak to poison (e.g. hold ground monsters), so Goldram can support them well.
Heal all is very powerful in the right scenario. It’s especially useful with hold ground monsters so you can time the heal to get a large benefit more easily.
Monsterdex #71-80
Gigantopede (#72)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.
Superbash is an efficient move for dealing damage to enemies, while megastone deals more to a single target. If Gigantopede’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Gigantopede is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.
Sabreshark (#74)
This monster is all about protector killer.
This move deals high damage to any protect monster for only 70TU. Sabreshark also has very high speed so it can quickly kill a protector to get it out the way for your other monsters to attack what they please. Protectors can mess up many archetypes like sleep and poison which will set up an enemy to kill but then cannot hit that monster around a protector. So having a way to remove protectors is important for many strategies.
Hammertooth (#76)
This monster is built around reckless attack. This move deals more damage than basic attacks but takes 50% of the damage dealt as recoil. When Hammertooth’s HP gets low it can lifeflip self to heal back up and continue use reckless attack more times before dying.
Accelerate team is a nice additional option for making your team fight much more effectively.
Solama (#78)
This monster has an array of basic attack moves and accelerate to make it use them faster. Flame becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megaflame deals more damage to a single target than megablaze.
Nautispiral (#80)
This monster is all about survivor, a move with 25% recoil but high damage.
This move requires a lot of time to pass with Nautispiral on the battlefield. In order to pass this time you should use things like stun, sleep or even a mixture. Two stun bursts will pass the 300s you require. It’s very effective to build around multiple survivor monsters at once so once you pass the time they will all be able to sweep. If you accelerate them, have heal all monsters to recover their HP lost from recoil and possibly give turn monsters they can kill through a lot of enemies.
Monsterdex #81-89
Chopperbug (#81)
This monster is able to put enemies to sleep in two different ways, in each case giving you more control over the battle.
Chopperbug’s sleep all has a 30% chance to sleep each enemy. The move is high TU but, with some luck, should put at least one enemy to sleep, disabling the enemy team a little until Chopperbug’s next turn.
Sleep bomb is available from the second turn onwards and you can pass the 100s faster by using superspark. The easiest way to build around it is with a purify monster behind; preferably one with high speed. Hence, you’re able to wake up your team after putting all enemies to sleep. Monsters may die in the time before sleep bomb can be used so try placing the purify monster a couple of slots further back in the team. You don’t have to rely on it, just use it when things line up well.
Toucan (#83)
This monster has element massacre, a move which deals high damage if you’re facing multiple enemies of the same element. If there are three or more of the same element then use this move. Otherwise, consider using one of the faster moves for a small amount of damage.
Risky heal is a fast healing move which is best used to save a particularly strong monster that is useful on the battlefield right now. While there is a risk to die, it happens less than half the time so you can often heal something multiple times.
Flamenix (#85)
This monster has accelerate team to make your monsters fight much more effectively. If your monsters are not about to die it’s often best to use this first.
Superflare is an efficient move for dealing damage to enemies, while megaflame deals more to a single target. If Flamenix’s HP gets low (shows as red) then desperate strike is a high damage move that is far better than the other options. If Flamenix is about to be hit onto low HP it’s best to skip turns and use desperate strike as soon as it will critical.
Freezebear (#88)
This monster has an array of basic attack moves and accelerate to make it use them faster. Splash becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megasplash deals more damage to a single target than megawave.
Blockadus (#89)
This monster has protect teammates and hold ground, allowing it to get in the way of multiple attacks aimed at your teammates even if they deal high damage. A few attacks can bypass protectors but for the rest it means they will be redirected to hit Blockadus with 99.99% chance. If you have an auto-protect monster on the battlefield this becomes 99.97% chance. Another monster using protect teammates means attacks will randomly hit either one.
Stealth teammate lets you make a teammate incredibly hard to hit if Blockadus is protecting. Sendback is useful for getting a second entrance passive from a monster (e.g. stunning entrance) or other niche cases like saving a stunned teammate. If Blockadus has been repulsed it cannot use protect teammates again so becomes quite useless. You can send itself back to the end of your team to have a better monster on the battlefield instead.
Monsterdex #90-99
Stormfox (#92)
This monster is able to stun all enemies by a very large amount by sacrificing itself.
The stun easily sets up timestrike moves but, more importantly, it gives your team a large space of time where they are free to do what they like without enemies attacking them. This helps you set up combos. It also works more generally if you have any sweepers set up, letting them chain together the killing moves and take out enemies without the enemy team getting any turns. Often it’s best to kill the enemy on lowest current seconds if you’ve stunned the other monsters.
Stun burst sacrifices Stormfox so it’s possible to chain into other monsters. For example, you can use multiple stun burst monsters in a row to repeatedly stun the enemy team. Accelerate team works well in this strategy because it’ll help your teammates make the most of the free time they have and if you place Stormfox in the middle of the stun burst chain there is spare time to do this move before stunning. Building a team like this can be very strong but it can get heavily punished by counters to stun so removing those from the enemy team is important.
Orcoid (#94)
This monster can sleep enemies with a 30% chance on each one. However, the main unique part is sacrifice summon. This move creates three Rockoids [#8] at the back of your team which other monsters can sacrifice for various effects. Orcoid is a very cheap way to get three rocks.
Shrubtooth (#97)
This monster is all about putting enemies to sleep to kill them with dreamhunt.
Shrubtooth’s sleep all has a 30% chance to sleep each enemy, so is likely to put about one enemy to sleep each time it is used. Monsters sleep for 300s. The move is high TU so it’s best if you can give turn to Shrubtooth to use sleep all twice in rapid succession. With some luck, this could put two or more enemies to sleep and your other monsters can focus on the enemies which are awake.
Dreamhunt deals enormous damage to anything that is sleeping. Using multiple monsters with sleep moves and dreamhunt means you can more easily flow between the moves and choose when to sleep more or kill the ones sleeping.
Archeonis (#99)
This monster has an array of basic attack moves and accelerate to make it use them faster. Bolt becomes a relatively fast attack for dealing small hits of damage after using accelerate. Megabolt deals more damage to a single target than megathunder.