Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For a good starting place, the Wiki has lots of good info, so it's worth a look: https://monster-sanctuary.fandom.com/wiki/Battles
As you might've guessed, yes, those are stat ratings. They measure how much attack / defense / magic (etc) that the monster gets each level. Yes, they're a certain amount based on the level of the monster, so it's not just "a flat amount", but "a rate with every level".
As for your main topic at hand because there's a bit to unpack, you're operating under faulty premises if you think that ANY of the monsters in this game are weak or "become outclassed later on" or "are weak because they don't have an evolution". To clarify the philosophy of this game, let me put a copy-paste that I had written:
So no, evolutions or not makes no difference -- there will be overall few evolutions in the game, and they aren't automatically "better" than the base form, just a different form with varying kinds of tradeoffs.
For the monsters themselves, there aren't any severely underpowered monsters or monsters where "you use this early and then replace it with X later on". Monster Sanctuary doesn't have the issue which Pokemon does where "This monster has 400 stats and this one has 600", no, every monster is good and worth using throughout the entire game. So no, Vaero and its evolution, Silvaero, are great support monsters throughout the whole game.
For teambuilding, I personally look at things much different than a team of 6, but instead, look at things in the realm of teams of three. The reason you are struggling is likely because you're not focusing on inter-team synergy and just throwing out whichever three monsters you feel like from your 6. Try instead to build teams of three. Like you alluded to already, the most basic teambuilding formula is fulfilling these roles between your 3 monsters: Tank / Healer / Support / DPS.
Using the 7 monsters you mentioned above, a couple combos I'd recommend would be:
Yowie / Vaero / Catzerker
Classic combo available essentially at the beginning of the game. Yowie is the tank / healer / support -- Vaero is a support which build excellent combo and does a decent bit of damage -- Catzerker is a lovely glass cannon DPS.
Sizzle Knight / Blob / Wolf
Sizzle Knight can be build as a decent tank / support -- Blob as a good healer support with nice combo count -- Wolf can be build as a DPS
Granted, this is not exhaustive, as the game is quite flexible in its teambuilding. The key to success is recognizing how each individual monster can be build, as most monsters have more than one role / function / archetype that they can fulfill. For example, Wolf is a very flexible monster, being able to be build as a tanky self-sustain bruiser, a hybrid damage dealer, physical damage dealer, crit focused or no? You get the idea.
For equipment and food -- those are extremely important. If you've not bothered to properly equip your monsters, yeah...you'll have a much harder time. When it comes to these things, the answer is simple: What stats do I want to improve on my monster? Am I trying to build my Catzerker for Crit since it has a lot of powers pertaining to that? Build my Yowie to stack health for better auto-regeneration (via the [Supply] passive) and better healing from its [Life Wave]? If the answer isn't super clear from certain passives (passives that clearly convert X stat to Y stat, like Yowie with health-stacking) just ask yourself what you want for that monster based on its moves. You might be tempted to think that defense, for example, is just defense, but shield moves tend to scale from that, so if you were making a defensive Sizzle Knight for example, if using [Shield] and [Protect] were key to your strategy, then stacking defense could be good. Just pay attention to the active and passive abilities, and that will help you understand how to build your monsters.
Anyway, my parting advice for the moment is to feel free to experiment. Skill Resetters are cheap (500g at the store) so you can mess around and find out what works for you. If you care to read, I have a guide which explains a variety of basic mechanics which you might find useful.
https://steamcommunity.com/sharedfiles/filedetails/?id=1851743162
And if you want active help and discussion, pop by the Discord, as there are plenty of experienced players who'd be happy to talk shop with ya https://discord.gg/vDg6jwR
Thanks for the advice. I'll try experimenting on my own again, but I'm finding almost all the random enemies in the Sun Place have been one-shotting all my units--even when I apply defensive strategies like barrier--from one or two attacks. Sometimes not even weakness-related attacks too.
Just for the record, I did use some food items that seemed okay at the time, and my usual team-make up is out of three party-members. Right now I'm getting the sense that 150 defense is way too small, which makes me think I need to stack up to around 200 defense per unit by this point in the game.
The issue seems to come from whenever I have to fight two or three types of the same enemy, which often results in all of them overwhelming one unit. This dilemma also might be attributed to the fact that I did over-level the world ahead of me by wandering around, but even now as I am one or two levels higher than the mobs I feel on even terms in terms of damage vs health. I would be curious if I would still have the same problem if the random encounters were more often limited to one unit type each.
Generally speaking, you might want to avoid having earth, water or fire weakness yourself.
I believe I used(among other things) a Frosty, since it is weak to Air(not many enemies use this here) and have high magic damage(Air, Water and Neutral), so it is effective against Kame, Vasuki and neutral vs most other enemies. It's ability to chill enemies to a large degree can reduce the damage you take, as enemies are forced to use lower level abilities due to lack of mana.
Combine it with a Yowie or Imori with "Congeal", and you can deal damage based on missing mana when an enemy is chilled.
Complete the 3 man team with a physical damage dealer, preferably Fire or Earth based.
But that is just me.
Also, do not be afraid to NOT use your starter. It is strong, yes, but if what it brings does not help you in a specific area or team composition, switch it out with something that does.
I have tried to vary my approaches with around 12 monsters, but once I started reaching the level 20s it became kind of a slog to level them up. (Yes, I know the Level Up tokens exist, but I'm saving those for the future.)
Level 29 setup:
Spectral Wolf
Pyteradactyl-thing
Green Blob
Sizzle Knight
Serpent
Catzerker
Also, I hadn’t tried out the shifting mechanic at all, so maybe that is a factor I should have considered too.
That is a big factor as shifting increases the overall strength of your monsters. See here for details if you like: https://monster-sanctuary.fandom.com/wiki/Monster_Shifting
From what I gathered, you can’t “unshift” a monster, only Switch them, and there are only a few stones, so I didn’t feel comfortable upsetting things further without knowing who to choose.
As mentioned in my guide, once you've beaten the Alchemist (Zosimos) at the top of the Sun Palace, you unlock the shifting feature. This means that shifted monsters will start appearing in the wild which you can catch just like normal. Since you can find a lot of monsters shifted in the wild, you only need to bother using your shift items for things not found in the wild such as:
Spectral Familiar
All champions (minus Minitaur and Monk, as they're found in the wild).
Note that there IS an unlimited number of shift / switch stones in the game as they're found in Reward Box Level 2, which can be farmed via the Infinite Arena (or PvP rewards, but Infinite Arena is simplest).
I am facing the same problem with the Elderjelly thing. It literally one shots my team. I tried about 20 times, changing strats and using varied strats. Can't beat the thing, it just decides to one shot 1 of my monsters, and rip.
Try this thread for help on Elderjel https://steamcommunity.com/app/814370/discussions/0/2803982773084339549/