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Team Strategy
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| Team Member Selection |
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Now that you have seen how to end up with the monster you want (with the
skills you want), we can move to the next task of building the team.
The obvious goal is to make the strongest, most successful team. There
are several "types" of members that you can expect to have. These can be
either focused on different areas of expertise, or can be theme
characters (which are just fun to use).
There are really two different schools of thought on this. Some people
believe that it is better to have all of the monsters on a team with
both healing and offensive spells. To some extent, this is true. In
crucial battles, it is necessary to have everyone with a healing spell,
and some kind of offense. I am offering an alternative strategy to that.
The members I have listed below are different types which can be mixed
and matched to get different teams (with different strengths and
weaknesses). I will talk more about this later. Below each member, I
have listed a few monster types that would be ideal for this type of
character. Keep in mind that the members of the Boss family will work
for any of these, and are a powerful addition to any team.
1. The Healer
This member should have all the best healing spells, evolved to either
HealAll or HealUsAll (from Heal and Heal Us, respectively). This monster
will also have some kind of spell to bring back the dead, like Revive.
It will also need something to get rid of status ailments, such as surge
(to cover everything). Lastly, you can't be just defensive, so you need
one or two heavy hitter like BigBang, MultiCut, or HellBlast (don't get
rid of all your MP by using MegaMagic if that monster is to be your main
healer) or even a GigaSlash (good for taking out one big nuisance)
Typical skills: GigaSlash, BigBang, HealAll, HealUsAll, Revive,
Surge, Ironize, and Meditate
Attack Stance: Cautious
Monsters: GoldSlimes and Metal Slime sub-family members seem
uniquely suited for this class. All are very resistant to
enemy spells and skills, and have very high MP. There low
attacks also make them better suited for this over any
other class.
2. The Handyman
This member is just helping everyone on all fronts. He will be equipped
with a healing spell, and maybe a revive. The main thing will be a bunch
of increasers, like SpeedUp or TwinHit. These will improve everyones
attacks. Also, he should have some good attacks of his own. A good
person to have megamagic, because after he builds up everyone, he can
unload what he has left. Would be nice to have gigaslash too.
Typical Skills: SpeedUp, TwinHit, MegaMagic, Increase, Surge,
Surround, Hustle, Revive
Attack Stance: Mixed
Monsters: Monsters that are suited to this would have good stats
across the board, and especially good MP. Also, you need
a high agility, to ensure that these effects reach your
party and your opponents before the action starts. For
this, I would suggest members of the Bird family, such as
RainHawk or WhipBird.
3. The Overkill
Well, for those that don't really care about a finesse win, they just
need someone that can quickly dish it out. This person should have all
the awesome attack spells (BigBang, Multicut, MegaMagic, GigaSlash,
HellBlast). Also, a good physical attack such as QuadHits would be
useful too. Any supplemental attack spells would be good.
Typical Skills: BigBang, MultiCut, MegaMagic, GigaSlash, Hellblast,
QuadHits, Revive, WhiteFire
Attack Stance: Charge
Monsters: The ideal monster for this would have a very high attack,
coupled with average MP. This would cover both physical
and spell based attacks. My choices are from the Zombie
family, particularly the DeadNoble or Servant.
4. The Dragon
One of the theme characters. This character will have almost all of the
breath based attacks (BlazeMost, PalsyAir, SleepAir, PoisonAir,
WhiteAir, White Fire) as well as BeDragon. In addition, this dragon
character will have SuckAir, to increase breath attack effectiveness.
Like most theme characters, this monster will have StopSpell (or even
DanceShut or ThickFog)to prevent any offense other than the big bad
breath. Though for any theme character, it is good to keep like 1 or 2
spots open for an offensive (Bigbang, Multicut, GigaSlash) or defensive
(HealAll or HealUsAll) skill, since the opponents may have a counter for
your specialty.
Typical Skills: WhiteAir, WhiteFire, BeDragon, SuckAir, SleepAir,
PoisonAir, HealUsAll, StopSpell
Attack Stance: Charge/Mixed
Monsters: It seems silly to use anyone other than a member of the
Dragon family for this. Dragons increase well in all
stats, and work well with this set of skills.
5. The Dancer
Another interesting theme character. This character will have all of the
dance attacks (K.O. Dance, LifeDance, RobDance, PaniDance) and some
spell stopping attacks (StopSpell, ThickFog, or MouthShut). I would
include some theme style attacks, like HighJump, SideStep, or BigTrip.
Again, for any theme character, it is good to keep like 1 or 2 spots
open for an offensive (BigBang, Multicut, GigaSlash) or defensive
(Healall or HealUsAll)
skill, since the opponents may have a counter for your specialty.
Typical Skills: K.O. Dance, LifeDance, RobDance, SideStep, BigTrip,
PaniDance, GigaSlash, StopSpell
Attack Stance: Charge/Mixed
Monsters: There is one "dance" monster (DanceVegi), and it is fun
to have the theme complement its name. It has a high MP
and Agility growth rate (like any good dancer would).
6. The Caller
Since there are not that many different Call skills that this member
would have, this class ends up being a modified HandyMan. The Call
skills are YellHelp and whatever "evolution" of TatsuCall (Bazoo, Samsi,
Diago) you have. Good person to have MegaMagic (to unload after doing
its initial TatsuCall and maybe a few YellHelps)
Typical Skills: YellHelp, BazooCall, Chance, SpeedUp, MegaMagic
HealUsAll, Revive, TwinHit
Attack Stance: Mixed
Monsters: Only a few monster have TatsuCall as an inherent skill,
but I would be more inclined to choose one of them. This
included WhipBird, DeadNoble, and GoldGolem.
7. The Hitman
This guy is ready to lay the smack down on anything he encounters. This
member will have maybe 6 or 7 of the 10 family cut attacks. By narrowing
down the number of these he is using, he can keep a bunch of attack up
attacks like TwinHit or Chargup, or Berserker. To go with the theme, may
want a Gigaslash or Defeat.
Typical Skills: MetalCut, DevilCut, DrakSlash, CleanCut,
SmashSlime, ZombieCut, GigaSlash, TwinHit.
Attack Stance: Charge
Monsters: The ideal monsters for this class will have very high
attack growth. The two best attackers, in my opinion, are
Gigantes and Grizzly. Either would work for this.
8. The Nullifier
This monster will be there to essentially neutralize the enemy party.
The specialty of this class is to remove spell, breath, and dance
ability, and make their physical attacks useless (making them sitting
ducks). The main skill nullifiers are StopSpell, MouthShut, and
DanceShut. To get rid of physical attacks, there is Radiant and
SandStorm. To lower their stats, there is Curse (which does random
things to them), Defense and SlowAll. And to just keep them from doing
ANYTHING, there is BigTrip and WarCry. Another good person to have
MegaMagic, since they can unload once the enemy is neutralized.
Typical Skills: StopSpell, MouthShut, DanceShut, Radiant,
MegaMagic, BigTrip, Curse, Defense
Attack Stance: Mixed
Monsters: Really any good, FAST, spellcaster would work. They need
to be fast to get these effects out before the enemy
attacks.
9. The Elemental Master
These monster will take 1 or 2 of the elements and will pool various
attacks from them. The reason for this, is that there is usually at
least one or two resistance groups that monster families are weak to
(besides the MegaMagic and GigaSlash ones), and it might be helpful to
have these available. The FAQ by Alex Jackson breaks down the
resistances into several main groups. Pick 1 or 2 groups, and then flesh
out the skills with enhancers (like for breath attacks).
Fire 1: BlazeMost, FireSlash, BigBang
Fire 2: Firebolt
Explosive: Explodet
Wind: Infermost, VacuSlash, MultiCut, WindBeast, Vacuum
Thunder: Zap, BoltSlash, Lightning, HellBlast
Ice: IceBolt, IceSlash
Fire Breath: WhiteFire
Ice Breath: WhiteAir
Poison: PoisonHit, PoisonAir,
Grouping things like all the Fire, or maybe 2 of the Fire and one more,
would work out well.
Attack Stance: Charge
Monsters: For an Ice Master, maybe a Blizzardy or IceMan. For a
Fire Master, maybe a Phoenix or LavaMan. For Thunder and
Wind, maybe ZapBird, WhipBird, or WindBeast. And for
Poison, a Poisongon.
Remember that after a lot of breeding, most of your final monsters will
max out their stats (or get really close), and so the stats really won't
become the deciding factor in what class that monster should be. It then
becomes a matter of preference.
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| Team Selection |
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Now that you have seen some of the different types of members, I will
outline what different teams can be made from combinations of these
members.
There are really infinite combinations, each which could work given the
right planning and strategy. I will add more as this type of strategy
becomes more widespread.
Team 1 – The Castle
Monster 1 – The Healer
Monster 2 – The Overkill
Monster 3 – The Hitman
I call this the castle, because it always reminds me of the
relationship between wizard (healer), knight (overkill), and archer
(hitman) in the castle siege of any good medieval legend. 2 offensive,
one good defense to back them up. This is probably the most common
team combination, at any point in the game.
Team 2 – The Circus
Monster 1 – The Dancer
Monster 2 – The Caller
Monster 3 – The Nullifier
I call this a circus because it represents the grouping of a bunch of
weird skills. The Nullifier here will block the enemy, allowing the use
of odd skills. The Caller will probably go in for the most damage with
the MegaMagic. A hard team to play (though very entertaining). Something
nice to tinker with late in the game.
Team 3 – Circle the Wagons
Monster 1 – The Healer
Monster 2 – The HandyMan
Monster 3 – The Hitman/The Overkill
Representing the obviously defensive posture of "circling the wagons",
this team relies on the offensive power of the Hitman/Overkill to win.
Although not a good team to use late in the game, this formation is
handy when starting out early in the game with one REALLY good monster
and a few mediocre ones.
Team 4 – Tag Team
Monster 1 – The Healer
Monster 2 – The Overkill
Monster 3 – The Dragon
Two great offensive powers, protected by a trusted Healer. Very strong
late in the game.
Team 5 – Earth, Wind, and Fire
Monster 1 – Ice and Wind Master
Monster 2 – Fire Master
Monster 3 – The Hitman
This team relies on the fact that the two elemental masters will be
able to really whack most enemies. The Metal Slime sub-family will be
taken out first by the Hitman, so no need to worry about those.
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