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Monster Builder Legends Guide [WIP]

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Ironmite_651

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Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 8:56 pm

Monster Builder Legends Guide [WIP]

[Final Forms Only]
Class Types: Damager,Tank, Support, Hybrid
Fire
Water
Plant
Rock
Electric
Ice
Normal
Psychic
Ghost
Last edited by Ironmite_651 on Wed Feb 27, 2019 10:19 pm, edited 2 times in total.
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 8:57 pm

Re: Monster Builder Legends Guide [WIP]

Fire
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Ironmite_651

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Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 8:58 pm

Re: Monster Builder Legends Guide [WIP]

Water


STURWAY

Class: Tank

Overview
A very diverse monster, it can be used in nearly every situation. It is top tier for the Venture Mode, and very versatile for PvP. It can fit into almost every team, and is arguably one of the best monsters in the game. It's "Giant" talent allows attacks to be diverted to itself, therefore not damaging its teammate, and combined with its incredible HP and MDEF (and DEF), both monsters will last a long time on the battlefield in most situations. It's 3rd skill has a chance of making it rain, which increases the power of water and electric attack moves. It also allows Sturway to have a chance of gaining water shield when taking magical damage in rain through its 3rd talent "Rain Curtain". The current usage of magical attackers are extremely high, and so, Sturway greatly benefits from this. Another reason why it is such a good monster is because of its healing abilities. For every target it hits, it has a chance of healing. Combined with its high HP, it heals a large amount of health every time water heal activates. You can increase the chance of water heal from the shrine.

Cultivation
-Max HP,MDEF,DEF,MATK.
-Max ATK would benefit Stur slightly, since it's 1st attack is physical, not very important though.
-SPEED does not matter.

Strategy
-Best placed first or second or third slot as it's a tank. It would not be effective as a 4th monster as in a 1v1 situation, it would not deal enough damage and would die most of the times.

Combo Suggestions

Best paired with a damager. The damager will not take hits, whilst sturway tanks all the hits.

Neor: Extremely effectivey, maybe one of the best combos for sturway. The rain from Sturway provides Neor a 30% damage boost, which would deal a ton of damage to opponents on top of Neor's already devastating attacks. Also makes up for Neor's small health pool.

Tanko: Whilst Sturway takes hits, Tanko can stack up tickets and it's "siren" talent (which increase critical hit chance). Tanko's attacks should be charged and so be very powerful by the time Sturway dies.

Pinobi: Pinobi has a very weak defence, and so Sturway makes up for this. Whilst the ninja can deal massive amounts of damage, Sturway can tank.

Ignightmare: Both have healing abilities, allowing for the team to be difficult to kill. Ignightmare's "dream walk" talent, can make enemies sleep after they attack your sleeping Sturway whilst Ignightmare slowly drains the enemies health with its life steal along with its powerful 3rd skill.
Last edited by Ironmite_651 on Thu Feb 28, 2019 9:09 pm, edited 2 times in total.
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 8:58 pm

Re: Monster Builder Legends Guide [WIP]

Plant
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 8:59 pm

Re: Monster Builder Legends Guide [WIP]

Rock
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 8:59 pm

Re: Monster Builder Legends Guide [WIP]

Electric
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 9:00 pm

Re: Monster Builder Legends Guide [WIP]

Ice
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 9:00 pm

Re: Monster Builder Legends Guide [WIP]

Normal
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 9:01 pm

Re: Monster Builder Legends Guide [WIP]

Psychic
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Ironmite_651

Beginner

Posts: 37

Joined: Sun Jul 08, 2018 11:11 am

Post Wed Feb 27, 2019 9:02 pm

Re: Monster Builder Legends Guide [WIP]

Ghost


PANDORA

Class: Support/Tank

Overview
This is one of the strongest monsters in the game. With an extremely high HP, paired with its significant DEF/MDEF, it can take a lot of hits and survive many rounds. At the same time, it's 1st talent, Terror Trap, has a high chance of giving the oppenant infatuation and/or confusion making them unable to move, increasing Pandora and it's teammate's survivability. Terror Trap also has a chance of silencing opponents, disabling their talents for 1 round. Pandora's above average MATK means it can dish out considerable damage with its 2nd and 3rd skill. It has aspects of all 3 classes, but where it stands out is it's bulkyness and it's survivability.

Cultivation
-Max HP and MATK.

-Minimise ATK and SPEED

-You do not want to max DEF and MDED. You want Pandora's DEF/MDEF to be lower than the monster your pairing it with. The monster with the lower DEF/MDEF will be targeted. You should get DEF/MDEF stat to around 90/100 cultivation. From there, expirement with the monster you are pairing it with, and change its DEF/MDEF up or down depending on whether Pandora gets targeted or not. You want Pandora to be targeted, so it's 1st talent can activate.

-The lowers the SPEED, the better. Pandora benefits from a low speed - Why?
--Pandora's 3rd talent, Horror Fall, grants opponents lower resistance when it takes the field. You want Pandora to take the field last, so all the opponents get this debuff. If an oppenent takes the field after Pandora, it will not gain this debuff. The speed of a monster determines the order of the monsters taking the field: fastest first....slowest last.
--It will be slower than Tanko's, therefore Pandora will not gain tickets.
--If it is against another Pandora, you want the other Pandora to hit you first. If the enemy Pandora hits your Pandora first, then the enemy Pandora has a chance of getting silenced. Then, when your Pandora hits the enemy Pandora, your Pandora will not get any of the 3 debuffs from the enemy Pandora's 1st talent, as the enemy Pandora is silenced.

Strategy
-Best placed in the first or second slot of a team. This will activate horror fall on both enemies guarenteed. It would also be paired with another monster, and so it can support it.

-Due to it being a support monster, you do not want it to be on the 4th slot. If the battle ends up being a 1v1, Pandora has a chance of not dealing enough damage, and therefore could lose. It also would waste its potential of aiding its partner monster, since it is a support.

-You wouldn't want to pair Pandora with a tank,as it's 1st talent would not be activated with taunt abilities. Also, not enough damage would be dealt.

-You also would not want to pair it with a too fragile monster. Otherwise, the fragile monster will get targeted instead of Pandora, and so die, wasting Pandora's full potential to a large extent.

Combo Suggestions

You'd want to combo Pandora with a Damager, which has a decent DED/MDEF. (At least 120). In this way, Pandora will be targeted, and activate "Terror Trap", which would buy time for the Damager to deal a hefty amount of damage.

Kingpard: King has a good DEF/MDEF stat (so Pandora will get targeted) whilst dealing a ton of damage. Pandora also has the talent "Terror Aura", which has a chance of blinding enemies, decreasing ranged attack accuracy. Pandora's 1st talent, "Terror Trap" has the chance of confusing the enemy. This also causes a decrease in accuracy. This will allow a higher chance to activate King's "Dodge!" talent, greatly increasing its power.

Neor: Neor has a good DEF/MDEF stat (so Pandora will get targeted) whilst dealing a ton of damage.

Tanko: Has a higher base DEF/MDEF stat, so you could max cultivate Pandora. "Terror Trap" would stall plenty of time for Tanko to stack his tickets, greatly increasing his power.

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