Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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How do I build Monoco?
Topic. I mean he has sky high attack but when I use him to attack is meh. I note that I rely on low AP cost moves mainly but I think of moving on to heavy hitters with higher cost but I can’t get him to gain enough AP by himself. I’ve been using him as a shield generator and AP generator with that weapon that gives AP every time he uses a matching skill with the wheel but that means rotating between low AP skills to keep it up every turn. His attacks just seem lackluster to me.

Should I build him like my Verso, who has 3 combo hit with just normal attack to gain a full AP bar on his own and build him as a shooter like Verso and use only his skill when he’s filled up? Suggest me some ideas.
Last edited by River Victor; May 12 @ 10:52pm
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Showing 1-11 of 11 comments
a passerby May 12 @ 10:58pm 
Abbest Wind costs 0 AP and gives you a free turn. He has plenty of skills that inflict secondary effects, so the Beneficial Contamination Pictos works great. Nusaro is a weapon that you get early for him and does chunks. At level 20, it gives 1 AP on mask change. If you want unconditional AP, then go for any of the AP pictos like Energising Turn or Energising Start

For short fights, he does so much damage that encounters rarely ever last more than 2 turns. But for extended fights, I use him mainly as a status inflictor, which allows me to gain AP reliably
Tomatokek May 12 @ 11:04pm 
Originally posted by River Victor:
Topic. I mean he has sky high attack but when I use him to attack is meh. I note that I rely on low AP cost moves mainly but I think of moving on to heavy hitters with higher cost but I can’t get him to gain enough AP by himself. I’ve been using him as a shield generator and AP generator with that weapon that gives AP every time he uses a matching skill with the wheel but that means rotating between low AP skills to keep it up every turn. His attacks just seem lackluster to me.

Should I build him like my Verso, who has 3 combo hit with just normal attack to gain a full AP bar on his own and build him as a shooter like Verso and use only his skill when he’s filled up? Suggest me some ideas.
Ive been using this build. Works great. https://game8.co/games/Clair-Obscur-Expedition-33/archives/513901
Monoco is all about the abilities. he has insane abilities. Fight more monsters with him
Monoco is a Wild Card, you build this good boy however you want.
Ravnin May 12 @ 11:36pm 
I use him with Ballaro, in medias res picto.
A debuffer with grosse tete whack and lancelier impale
glaise earthquake for AOE damage and buff
lampmaster light for scaling damage and recently got duallist storm which I'm still trying out (used to be sakapatate fire)
6th skill is usually a flex slot.

Haven't really used anyone else since locking in my party as Lune, Maelle and Monoco so I have a lot of the feet now.
C1REX May 12 @ 11:40pm 
I gave him all colours skills. All skills that can break. Possibly low AP cost.
And one Mighty skill from Dualiso.

He is my second strongest after Maelle.
zefyris May 13 @ 12:25am 
he's extremely good when you get him if you go out of your way gathering abilities from monsters on the world map, and stay very reliable early to mid act 3 content, but I haven't managed to find a good way to make him scale as high as the other characters in the party for high end content.

His only extremely good thing is his Gradient 3 attack. Everything else kind of fall off once you get enough Lumina. For example his buff/debuff potential become mostly irrelevant once characters equip various buff/debuff application luminas directly while doing way more damage than Monoco in the process.

He has extremely high damage potential in a fight that last long through the weapon that adds a stacking 30% extra damage every time you do an enhanced ability, but he would need way too many turns to catch up on the damage dished out by other party members. At that point, everything is unfortunately already dead.

I'd say, it's a bit of a shame that the party member that we get last is the one that has the least potential for end game, making his time to shine fairly short.
Mauman May 13 @ 1:49am 
He's great early on if you run him as a low hp fighter with the proper pictos.

Use the dark sword ability that removes 90 percent of your health and then just spam cultist slash....or whatever it's called. Use other abilities as you see fit. You'll easily hit the damage cap.

He's probably the weakest late act 3 character, but by then that shouldn't matter too much as everyone becomes a tiny god.
Last edited by Mauman; May 13 @ 1:50am
Stone IV May 13 @ 2:46am 
I build him mostly as a support. He marks, buffs the party, and heal - and of course, a debuffer. That's about it.
Last edited by Stone IV; May 13 @ 2:47am
Nero May 13 @ 2:50am 
I usually use him as support with Balaro? (the weapon that gives +1AP to party members when using an enhanced skill)
He has great buffs and healing - some AoE (that Jar-Skill is nice for 90% of the game), aso.
Lampu Masteru
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