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Ok, any genuine answers? :)
Galactic Demons are the only player usable generic monsters that have something OTHER than 100% in all aptitudes, having 150% DEF and RES, which makes them pretty beefy. ATK based specials.
Nekomata basic forms are available partway into the story, have useful stats and moves, and use their ATK stat as their main. Simple and effective, if I ever bother with monsters.
Great Wyrms are, that I know of, the only generic monster that get a 3x3 attack without being taught magic, with their ___ Dance move. Great stats that fit their relative rarity very well. Different prefixes on their specials, based on tier, with 4 of the 6 tiers having elements on their specials. ATK based specials.
So early game monsters are not worth it?
I want to start a Beastmaster playthrough once my Steam controller arrives, despite the first title not having the Beastmaster class but I'll use monsters only unless I NEED a thrower to progress.
Faeries - AOE Sleep, AOE Poison, and a fist-style knockback make them useful early on (though higher tier enemies will start resisting sleep and poison later on)
Ghosts - All 4 of their spells can be recreated by Mages, who also have dozens of other spells and Staff Mastery to increase range and such. Pass.
Golems - Some ok physical attacks, and a random Int-based melee Paralyze. Pass.
Treants - Some ok physical attacks, Int-based melee Paralyze + Poison, and a weaker version of Fist's King of Beasts. Not bad early on.
Winged - Slightly higher Jump than Ninjas, AOE poison, rest is meh.
Dark Knights - 3 single target attacks and a very uncommon 2-square AOE. Rare for these to be more useful than a Sword/Axe user.
Lantern - Dark Knights that replace the 2square with an improved Blade Rush, and have slightly higher damage multipliers. Would still rather have a Sword user, who also has Winged Slayer and Throw and such.
Gargoyle - Another melee Paralyze, two Int abilities, and Cannonball is ok. Sad, cause they look awesome.
Shadows - Better than Ghosts at least, since they have some wierd 5 square shapes that *can't* be replicated by Mages. Still rather have Mages most of the time.
Serpents - Supernova is pretty cool, Swords will usually be better though.
Galactic Demons - High Armor/Resist aptitude means you might be able to load one up with equipment and tank slightly higher Item Level floors than usual, and their AOEs are pretty good.
Dragons - Not much here that others can't replicate. You might find it worthwhile for your level 30-ish team to Capture the level 40 one in Blair Forest for a jumpstart, but they're not really something I'd make at the Dark Assembly.
Zombies - Zombie Twister deserves mentioning as a way to teleport through the occassional No Lifting+Invincibility wall, as it moves the Zombie 3 squares (similar to some of the Spear skills, but different targetting), though Beasts have a similar move. They have a little aoe and some status effects as well.
Nether Noble - Earthshaker will occasionally be useful for moving a No Lifting symbol, and they have a few AOEs if you want to level them up beyond that.
Beasts - like Zombies, they can Beast Rend their way past some Geo setups, and Stinger Strike is a nice physical lifedrain. It's a shame Beast Ray is Intel :(
Succubi - A weaker version of Stinger Strike, plus 3 spells weaker than what Mages get. Meh.
Kitkats - Delta Kick is a rare 3-square Knockback, which alone can be worth it to have one in your roster for the occasional Geo movement. Mystic Blast is decent, and they have pretty good Move and Counter (though sadly no Weapon Mastery to benefit from the counter).
Nosferatu - Well those are some fancy AOE shapes, but half are Attack and half are Int. Chaos Force is weaker than Etna's version. I'd pass.
Great Wyrms - Winged Slayer-style AOE for easy leveling, and a few other AOE shapes/elements for versatility. These are a popular Capture target from the later bonus maps.
Prinnies - Prinny Dance could help you get past an early boss, and Pringer Beam has a surprisingly high damage multiplier...but good luck getting in position without getting thrown XD Necessary for Human/Monster Transmigration, so that's the main reason to use them later unless you feel like maxing their HP for grenade damage. Or doing Prinny Day :)
TLDR: It's worth having a Beast/Zombie, Nether Noble (Hoggmeiser is probably fine), and Kitkat in your roster just for occasional Item World navigation. For actual high-level combat, most monsters pale in comparison to a Yoshi Majin or Staff Flonne or whatnot, but a few might be worth Capturing to help out while your real team is still growing. And some people like to do Monster Only runs, or just sprinkle in a random Dragon to their humanoid team cause they look cool :P
@trollkind: Those regen effects are in Disgaea 2, but not Disgaea PC. Monsters seem to get better every sequel, as 2 added the unique passives + caster weaons, later on Magichange was added, and in 5 they get a Monster Toss thing to help with throwing.