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Long answer: Monsters each have a base array of stats. This is then modified by two things. One - their number of stars. Each star is worth a 2% additive modifier to their base stats, or 10% at max 5 stars. Two - the stats of your human form, which work as percentage modifiers to the monster's stats. So a monster with 200 base melee attack will have 500 melee attack if your human form has 250 melee attack stat (as 200 * 250% = 500).
Your human stats are in turn calculated by taking your base stats of 66 + (2 x level) and then applying your gym modifiers as percentages to those base stats. Finally adding 5 to the result.
By default the gym modifiers are 1.2 for HP and 1.0 for everything else. Once you complete 8 captains you can tinker them to values you like, lower the minimum threshold and get bonus points to spend. At max this is +50 bonus points and a minimum value of 50% for everything except HP, which has a minimum of 70%.
Or in summary, barring rounding errors you get 2% to your stats per level and 2% per monster star, modified by the gym settings.
Walls have 3 life by default, they lose 1 life at the end of your turn and 1 life when hit, unless by a type advantaged attack, which instantly destroys them. Pretty early on you should start seeing wall stickers with the +1 duration modifier, which gives them 4 life instead of 3, which is big.
Kayleigh's starter monster gets (and many other monsters get) a skill called "echolocation" which grants the "multitarget" buff on battle start. If such a monster uses a wall it is applied to every member of your team. So if you act first and use that monster to wall you can now absorb up to 8 hits across your team. This costs 20% life to one of your monsters, which is a fairly low cost, especially if you have any healing abilities (which Kayleigh's starter monster can also equip if you can get the stickers).
That's one example of a way you can cut down your incoming damage a lot.
nice bro, thanks for the explanation!