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Majimonster Archetypes
Intro:
So I’d like to point out that you can definitely do whatever you want in Majimonsters. That said, majimonsters do have clear roles they are built to play in battle. Through the use of mentors, trainer skills and clever leveling, these roles can be changed. Here, I’ll simply be talking about the basic roles that seem to evolve in the game. You are not bound to choose one for your monster, but I find that they really are useful to get the most use out of your monsters.
Offense/Attackers: Most monsters fall into at least one type of attacker, here we talk about how monsters like to deal their damage.
Physical assassin/rogue: This is for monsters whose main strengths lie in strike, brawn and speed. These stats should start at 4/4/6 at least to really qualify, and requires mobility moves like leap or combat roll to really work. The goal here is that you should pick a target, and target them down. You need the mobility to reach your target, and you’ll be burning grit like crazy to maximize your damage. You should usually be targeting ranged attackers, as they tend to be able to deal the most overall damage. Your moveset should usually include one mobility move, two strong attacks and a utility attack to boost your damage even higher. You can also include Unstoppable instead of a utility attack for the speed boost.
Physical fighter/warrior: This is for monsters who specialize in strike, protection and health. They excel in the front lines, having the defense to avoid damage, the health to stick around if they do take hits and the strike to consistently deal damage to opponents. Response attacks are great for these kind of monsters, and you usually want some way to boost stats. Moves like mountain’s fury and paragon are great for this monster.
Ranged assassin: You’ll want 4/4/6 on its magic, talent and speed. This monster sits back and uses its ranged attacks to terrorize the enemies. It usually doesn’t have quite as much damage as the physical assassin, but it is safer than its physical counterparts. This pairs well with tanks and warriors who can take care of the physical fighters for you while you deal damage from afar.
Ranged fighter: you’ll want 5+/4/10+ for the health, magic and discipline, preferably with at least health or discipline one point higher. This makes for a powerful and safe defensive damage dealer. It likely does the least amount of damage but is the safest damage dealer in the game. Watch out for assassins with this and you should be able to handle any other threat.
Mixed attacker: you want at least 3 in strike, magic, brawn and talent. This type of monster is the most diverse in types of attacks. You likely lack the points to have the speed to be the assassin or the defenses to be a fighter, but you can counter tanks better than any other type of monster, and have a tool for most situations. Make sure you have at least one of each attack type, and you really want the move Paragon, since you’re the only type of monster that actually can make use of every stat in the game.
Defenders:
Tank: 6/10+/10+ in health, protection and discipline, and a move like defelct that will increase your defenses. You’ll also want an aura move to let you help out allies while you’re tanking. You want to be at the center of the action, taking blows for your team, and buffing them up. You usually don’t have too many points left, but you usually prefer physical attacks to magical ones. Either way, you shouldn’t be focusing on your attacks. Make sure you have one defensive move, one support move and the other two can be attacks if you’d like.
Utility:
Support/Cleric: You’ll usually want good defensive stats, so you might end up looking like a tank at first. The main difference is the ability to control the battlefield. You’ll want an aura move to buff your allies, some degree of healing, some degree of crowd control or some combination of the three. You’ll be spending the majority of your time making sure that your allies are more powerful, so you usually find it hard to get an attack in.
Final notes:
Almost every monster fits at least one of these archetypes to start with. Depending on your class, you may have ways to change or add an archetype to your monster, but be careful that they learn the moves to help in their archetype. If you’re wondering how to use a monster that hasn’t been added in, try to figure out which archetype your monster is. A physical assassin like Angeroo focuses primarily on dealing damage, with other priorities being the mobility to find its target and the response attacks to use its ability. You’ll find that most monsters have an interesting twist on their archetype, which keeps any two monsters from feeling alike, and some monsters like Wombatant can easily fit several archetypes, depending on what you want to go for in its build. I will often recommend simply increasing your ability to be your archetype over switching to another one, but in the end your majimonster game is about you and your majimonsters.
Here’s where I place every currently released Majimonster, I’ve noted if they miss a requirement, but this is how I would build each:
Physical Assassins:
Aerochnid
Angeroo
Beetalion (Swarm makes up for your low damage at higher levels, but you have an accuracy problem with this)
Boarreal
Bullistic
Charilla
Cinderscale (low brawn)
Cooala (low brawn)
Coolyote (low brawn)
Coraloth
Doomwing
Hamsteer (low speed, but you want to increase it for cleaving charge anyways)
Leozzard (Makes up for low brawn with predator)
Lightmare (Makes up for low brawn with speed/size)
Magmole
Panthergheist (Low Brawn)
Pyroda (low strike, great damage with Scrappy)
Rampage
Sner (Makes up for low brawn with Frostbite
Statick (low brawn, but great survivability against ranged attackers)
Ursicle
Wombatant
Ajkula
Lycanne
Sombra
Stranac
Grassassin (Scrappy and Lethal make up for low Brawn)
Physical fighter:
Boarreal
Clobster
Cooala
Coraloth
Cragmatik (With armed)
Foilfin (using the engarde trait for low ammounts)
Geoyeti
Hamsteer (With Reckless)
Glaishard (with sharp)
Gorerilla
Hibisticuffs
Icewight
Ossifist
Sandroc (low strike, but you got a lot of tank moves to make up for it)
Sporetan
Tanglebore
Thunderhorn
Voltortoise
Whalerus (low protection, but great discipline)
Wombatant
Wurmdra (trait works great on assassins though)
Skelestone (high health, but low defenses)
Mortis
Windigo
Foulcon
Fungblade
Hydrosaur
Octopunch
Steeltoed Newt
Wooly Rammoth
Ranged Fighter:
Aquadukt
Bombshell
Brushpyre
Lumishroom
Mercurious
Shadowwodahs (with shadow cloak)
Shockroach
Sparksnail
Steinmaske
Torchbug
Wisp
Yukionna
Farfadet
Ghostlight
Wailer
Arcosmos
Chirpet
Lightning Shrub
Obelich
Ranged Assassins:
Antipode
Asheous
Batpack (does less damage than others, but skittish lets it counter assassins)
Blitzwolf (using charger, you can be a physical assassin too, but you don’t have the accuracy)
Fragmouse
Harefrost (low talent, but the fastest speed)
Mercurious
Mushboom (low talent)
Owler
Permafrog (low magic, but great damage)
Spiricoot
Vularctic (low magic, great damage with frostbite)
Wisp
Hayman
Pallidoom
Aethersurge
Chirpet (low magic, but great range)
Mixed Attacker:
Agustus
Amphare
Amphiboil
Automatalos
Bestigur
Birrhage
Bloosh
Caribound (low talent but great speed and a good support move)
Chimyistic
Cinderscale (low talent)
Coolyote (low talent)
Cumulem
Dibbik (With latch)
Dracolux (especially with a Tigrumba in the party)
Flurrin (low brawn)
Fogmingo (low brawn, makes up for it with scrappy)
Geminse (low brawn, makes up for it with many headed)
Glaishard
Gravecloak (low brawn, makes up for it with bloodhound)
Hearthog
Kamuoy
Leozzard (makes up for lo damage with predator)
Lionyx
Lylybogg (build it like a mixed attacker, use reach to play like a ranged attacker)
Mander of the Way
Mastyff
Mudhound
Myriadra
Mysticac
Narwatt
Oboa
Panthergheist (Low Talent)
Red Shambler
Scorpivine
Skite
Sludgaphant
Sporetan
Thermadile
Tigrumba (better with a dracolux on the team)
Unpossum
Warlaka (Low damage)
Wouldbee
Zephidian
Davvo
Vofa
Effigy
Grimrot
Sorrowfisher
Torrow
Panglava
Puddypus
Ergworm
Infernno
Manavore
Mudsucker
Owl-O-Gator
Ravenger
Rottenmouth
Squnck
Volture
Tanks:
Avatoise
Cragmatik
Foilfin (using the engarde ability for high ammounts)
Groundlog
Raindeer (not with its stats, but it has the moves to be great at it anyways)
Scuttercrab
Snomadillo
Sporetan
Terrorpin
Wailing Willow
Wombatant
Landscryed
Sea Monkyi (with Defensive)
Support:
Auralope
Fauxfox
Mosstang
Shiftspore
Caticlysm
Holy Moley
Sea Monkyi
Other:
Bearserker
Hummingbolt
Stalagmaul
Verdigrime
Sturmreise
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Myriadra
Intro: Another request, the first ‘legendary’ monster in this page. Having 4 types provides this monster with an excellent offensive movepool and it has amongst the most powerful traits in the game.
Stats:
Offense: 3/4/4/4. This is the most varied attacker in Majimonsters. This doesn’t necessarily make it the best, but you always have options. S+ You can hit from both sides and do good damage.
Defense: 5/9/9 If you were wondering where the catch is, here it is. Your defenses are low on both sides and due to that huge size, you’re going to get hit a lot. You don’t have the health to really counteract this, so you’re going to have to rely on that offense as your defense. With your trait, this can work out.
Utility: 6 speed. You really could use a little more, since you’d appreciate the first move, and the mobility. Since you have access to range weapons this isn’t too big a problem.
Trait:
Many Headed: I’ve talked about this before with Cinderscale. It does give you a bonus to melee weapons and can even give outnumbered bonuses to your allies.
Frenzied Bites: You do much more damage with your bites than others and you can also deal damage equal to your grade to all other monsters adjacent to you.
Starting Moves:
Fire Breath: 4 damage and a chance to burn.C, you can replace it soon so look forward to that.
Hydro Breath: 4 damage, a push and a chance to knock prone. If your team appreciates the space it might be handy. C+, the push can be useful.
Sparking Bite: 1d6+5 that scales, and had a chance to disorient. S, This is worth keeping for the scaling bonus.
Grade 1 moves:
Offense: You got the rest of your affinity tied bite moves here. Their damage all stacks just like sparking bite, so you’re probably going to want freezing bite for the ice damage you don’t have access to yet, and you can pick up another one if you want to use your traits and get some more physical attacks.
Aqua bite: Gives you access to a mobility move in case you need it. It’s useful on a physical build. A
Freezing Bite: Gives you your first ice affinity move, and access to freezing, which is very useful. A+
Searing Bite: Gives you a bite that can burn, which makes this the best damage move you have access to. A+
Defense: N/A
Utility:
Vice Lock: After you bite an opponent, you can just grab them immediately. This lets you help your allies in combat and in capturing.
Grade 2 moves:
Offense: devour is a basic bite move that lets you steal other monster’s set up moves if they have them. Since you don’t have access to some of the better set up moves, you’ll want to be hunting down those that do. Double Strike does good melee damage, but you lack the strike to make the best use of it. Hail storm has a bit more range and can do damage to multiple enemies. Lightning Breath does good damage but is tougher to use than Hail Storm.
Devour: S, your pseudo set up move, it’s a bite and scales as the others do, but lacks the affinity bonus.
Double Strike: C, Good damage, but you’ll outscale it with your bite attacks at later levels, so not worth taking.
Hail Storm: B, If you can hit multiple enemies, this can do more damage than double strike and with some luck, knock opponents prone.
Lightning Breath: C, It can hit from a range, it’s tougher to line up than Hail storm though.
Utility:
Cleanse: It will let you regain health, and cures some effects. This is plenty useful to stay around.
Grade 3 moves:
Offense: Remember how you got all those bite attacks in grade 1? You got breath attacks now. You can freeze, push, knock prone, confuse. Take your pick. If you don’t want a ranged breath weapon, you can pick up winter instead, and take on all the enemies surrounding you, with a chance to freeze as well. Just gonna list all the Breath attacks as A rank, and describe their differences below:
Deluge Breath: Your water breath attack. This gives your team a little space with it’s push and can knock opponents down. This is great when your allies specialize in ranged attacks, as it lets you keep your range.
Scorching Breath: This can burn your opponents, which does the most damage.
Storm Breath: This can confuse opponents, and perhaps lead them to attack each other. This is the least consistently useful of the effects, but also the one that has the biggest effect.
Winter: S, just hit everything around you for damage. Being huge, you can hit many opponents with this.
Defense: N/A
Utility:
Static Field: You can set up a space to disorient foes, it’s tough to force enemies into it, unless you have an ally with a pushing move.
Grade 4:
Offense: Freezing Breath lets you freeze, which is your best effect move. Monstrous bite is the best move for your trait. Riptide drags your opponents in for melee combat. Triple strike is your best single target damage.
Freezing Breath: A, A ranged attack that can freeze opponents and does decent damage.
Monstrous Bite: S, this can do the most damage to multiple enemies. It’s also the strongest move you can use with your frenzied bite.
Riptide: S, This drags your opponent’s towards you and knocks them prone, along with decent damage.
Triple strike: B, The most damage you can do to a single enemy, you might have the strike now to deal with this move.
Defense:
Utility:
Fire Purge: F, It can deal with effects cleanse can’t, but you take damage for using it. With all these attack options, you want to hit the opponent, not yourself.
Grade 5 moves: My biggest recommendation is to remember you can pick up moves from previous grades here too if none of these sound good for you.
Offense: Devastation Breath can do massive damage if you line it up, Howling wind can frighten, Monstrous Tail is your only melee move if you’ve gone full physical build. Shadow Breath can inflict 4 different status effects.
Devastation Breath: A+, You can line up some great shots with this move, and it hits fine for a ranged move regardless.
Howling Breath: D+, You can frighten which is nice. You’re not dealing much damage though.
Monstrous Tail: F, you had better options last grade.
Shadow Breath: A+, low damage, but makes up for it with the tons of effects you can cause.
Defense: N/A
Utility:
Paragon: You don’t have the defenses to benefit from that, the accuracy bonus is very appreciated. By this point, you likely know have gotten used to the speed, but if you want the boost here, pick it up.
Sample Builds:
Mixed Attacker Myriadra:
5/5/9/6/9/7 5/5
Many Headed, Brutal, Frenzied Bites, Brawny, Talented
Shadow Breath (Sinister Upgrade) , Riptide (Intense Upgrade) , Winter (Punishing Upgrade) , Devour (Defiant upgrade)
Notes: Your focus here is on wreaking as much havoc as possible with this monster. Shadow breath will be your go to move to get the effects going and fight from a range. Riptide is used once you have either gotten the effects you want on the enemy or if the enemy is better in ranged combat than you are. Winter is your go to melee attack. Devour here has two uses, acting as both a surprise physical attack to chunk down high discipline targets, and as a counter to enemy set up monsters.
Physical Myriadra:
6/5/11/4/9/6 5/5
Many Headed, Brutal, Frenzied Bites, Brawny, Talented
Riptide/Triple Strike (intense upgrade), Monstrous Bite (Punishing Upgrade), Winter (Sinister Upgrade), Devour (Defiant Upgrade)
Notes: Yes, it’s a physical build with 2 recommended special moves. Riptide can bring enemies into melee range, which gets ride of your mobility problem and can allow you to surround all your opponents. Triple Strike is your biggest single target move. These moves both cover holes in your offense, so choose which one you need most. Monstrous Bite does good damage and uses your trait. Winter can hit everyone around for more damage than frenzied bite causes, and freeze opponents next to Myriadra, which relieves some of the inevitable damage. Finally, Devour can deal with those pesky set up users, but otherwise should not be used.
Special Myriadra:
Many Headed (replace this with something else if possible),  Artillerist, Talented, Brutal, Critical: Cripple
Shadow Breath (Sinister Upgrade), Freezing Breath, (Intense Upgrade), Lightning Breath (Defiant Upgrade), Scorching Breath (Punishing Upgrade)
Notes: You can mentor in any attack move to this monster really, and it will do well, which puts it in a unique position. Focus on boosting its impressive offense, only increase survivability if it’d be a significant boost, a +1 to either defense is not enough.
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Sorry for the slow posts. Myriadra is being written up and should be up tomorrow. Any questions from the followers? Any other kind of reviews you would all like?
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Octopunch
Intro: The channel’s first request! Today we’re doing Octopunch, one of the more powerful melee fighters in the Majimonsters universe, with a very unique and powerful trait. Octopunch is one of my favorite monsters and I hope to do it justice with this review. This is our first dual affinity monster, so this will be fun!
Traits:
Many Arms: On a critical hit, you can hit all opponents you’re adjacent to for grade+3 damage, and this can be empowered. This means you’re gonna want to be in the middle of the action, luckily with the water affinity this isn’t too hard to do. You’ll also want to get a critical hit build.
Aquatic: You can breathe underwater and move freely in water. Honestly, a terrifying image given this is an octopunch, but this doesn’t really help you in most combat encounters. This does make this a great option on the waters though, and you might want to pick up a move to fight water types because of it.
Stats:
Offense: 4/4 in the physical attacks means you’re going to be hitting often and hitting hard. You only have 2/2 in Magic/Talent so you’re going to want to focus on the physical side. A, lets you know what to focus on.
Defense: 6/10/9 means you have solid health and average protection. You have a low discipline though, which is unfortunate, but you should be getting mostly targeted with physical attacks. B+
Utility: 5 speed means you’re pretty slow. You’re going to have trouble getting into that melee range you want to be in, unfortunately. C-
Starting Moves: Enrage and two strong attacks, this is a pretty good start.
Clobber: B, Hits Mystics hard.
Wave Strike: A, Your usual damage move for this level.
Enrage: A+, A damage boost and a defense drop. You have the health so have fun with your damage.
Grade 1 Moves:
Offense: Ferocious Strike is your rage move for this grade. Water Rush is a damage upgrade, but requires moving first, so be careful with that.
Ferocious Strike: A, Your other usual damage move for this level.
Water Rush: B-, unless you have a way to disengage easily, you really only get to use this once a battle. If you do, S+, this is amazing damage for grade 1.
Utility: Duelist contradicts your trait, which isn’t necessarily the worst thing. Vice Lock lets you grab as a utility which is nice, but you want damage.
Duelist: A, this is for when you can’t activate your trait, or if your campaign focuses a lot on 1v1 combat. It’s not a bad move to pick up, but you won’t be keeping it to the late game.
Vice Lock: A, you’re a pretty good grappler, and this keeps enemies near you, so it is pretty nice to pick up.
Grade 2 moves:
Offense: Double Strike does great damage for this grade, but you usually want to attack two seperate targets for the two chances to crit. Haymaker does good damage and you’re going to be getting crits often so you can disorient, plus your defense is already lowered anyways. Heedless strike is not great unless you have a way to counter disorient. Tow Strike is a straight damage upgrade, ironically the weakest move on this list.
Double Strike: S, you want to be surrounded anyways, might as well throw out more attacks.
Haymaker: A+, you’re gonna get that disorient more often than other monsters with your crit build, you don’t appreciate the less defense, but it’s worth the trade for the damage.
Heedless Strike: B, If you don’t have a disorient immunity/heal then just take Haymaker if you want that damage.
Tow Strike: C, it’s a great move for the grade in all honesty, but Double Strike is better if you don’t want negative traits. It’s the most reliable move if you’re scared of taking risks.
Defense:
Utility:
Brute Strength: S+, Hello massive damage. This is a scaling damage boost that can get you to some pretty massive brawn.
Grade 3 moves:
Offense: Knock-Out Strike can sleep enemies and does rather low damage. Torrent Strike is a decent damage move without the downsides of the previous grade’s moves.
Knock-Out Strike: A, if you find yourself a little too surrounded, toss this in for sleep. You might wake them up with your trait though if you don’t maneuver well.
Torrent Strike: B-, decent damage, won’t scale well. It’s a standard damage move.
Defense:
Combat Focus: D, if you’ve been reading my reviews, you’ll know I don’t like this move.
Utility: Detain stops swap outs and enemies from running away. Swell is a massive boost if you focus on water moves.
Detain: S, Octopunch is very good at putting enemies in very bad situations, this helps you keep them there. Also it’s great if you REALLY want to catch something.
Swell: S, an amazing boost as a physical water affinity monster, but unlike brute strength, this doesn’t apply to other moves. The health boost is nice, but be careful which you pick.
Grade 4 moves:
Offense: Flood Strike is some great damage for swell builds. Omega strike is insane damage, but you take damage back. Ravage does great if you boosted your accuracy enough. Triple Strike is usually great, but finds itself overshadowed by Ravage.
Flood Strike: A-, while I usually give damage moves a B, this is pretty much your only option for a Swell build this grade
Omega Strike: A, The head smash of majimonsters. Damage is great, but you’re taking half of it too. It’s a winning trade.
Ravage: S, if you’ve been working on your accuracy, you can usually hit 3 or 4 with this and if you do this becomes amazing.
Triple Strike: C, not quite as good as Ravage in all honesty. Still a great move that deserves a higher rating, but you just have a better option.
Defense:
Utility:
Refresh: A+, it’s a great support move. Usually, I don’t like support moves on physical attackers, but you can use this on yourself, which keeps you somewhat safe from effect fighters.
Grade 5 moves:
Offense: Frenzy does low damage but lets you reposition. Swift Strike gives you an extra attack in a turn. Tidal Strike is the most water damage you can do.
Frenzy: A. this lets you reposition which can be really useful to use your trait.
Swift Strike: A, Lets you get another hit in, which might hit your trait so that’s nice.
Tidal Strike: A, Good water damage.
Utility:
Paragon: B, It increases accuracy, health and defenses, but with the damage boosts you get, this is tough to justify taking.
Water Form: C, gives you aquatic if you didn’t take it, but otherwise swell without the hp and lets you push enemies more which you don’t always want.
Sample builds:
Swell Octopunch:
8/6/11/2/9/5 5/2
Many Arms, Aquatic, Brawny, Brutal, Focus: Water
Swell, Tidal Strike (Intense Upgrade), Refresh, Knock-Out Strike (Sinister Upgrade)
Notes: So you can do massive damage, you have great health, you can support and you can sleep. This is really all you want to be doing. It suffers against verdant monsters, but just swap out honestly.
Brute Strength Octopunch:
8/6/11/2/9/5 5/2
Many Arms, Aquatic, Brawny, Brutal, Size Increase
Brute Strength, Frenzy (Intense upgrade), Ravage (Defiant Upgrade), Torrent Strike/Knock-Out Strike (Punishing upgrade)
Notes: Massive damage output,Frenzy lets you move where you want, Ravage boosts your damage even higher. Torrent Strike gives you a water attack, while Knock-Out Strike helps with tough match ups.
Stat boosts: Always max out Strike, after that, HP and your defenses are all important. Don’t worry too much about speed and magic, you don’t have a reliable way to use either.
Traits: You only have 3 spaces for traits after you get your species unique ones, and you definitely want Brawny and Brutal. The last one is your choice, but try to focus on doing damage. Size increase makes your trait stronger too, so keep that in mind.
Technique Upgrades: Just go fo Damage and attack empowering.
Notes: Damage, survivability and especially crits is what you’re looking for, and any way to get more of any of those is great. One big thing to note here is as a breeder, changing the size or putting the many arms ability on a bigger monster is a great investmet, so if you play breeder, definitely seek out an Octopunch
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Cinderscale
Intro: Here we have a very powerful mixed attacker, and a pretty awesome looking monster. As the first fire affinity monster and the first monster with an optional trait I’ll be reviewing, there’s plenty of new things to explore.
Traits:
Many Headed: This might be the best trait in the game. (competing with Armed) You count as two monsters when outnumbering. This means you’ll be outnumbering more often than not. That means a +1 to melee attacks for everyone outnumbering. Your team will love you, but you do need to get into melee for this and you don’t always WANT to be in that situation, but more on that later.
Slither: You can ignore rough terrain or anything that impedes movement. This is situational, but very useful when you do need it.
Stats:
Offense: 4/4 in accuracies, 3 in brawn and 2 in talent. You’re going to be landing hits pretty often, and get to choose which defense you want to attack. You lack damage, so finding a way to fix that is going to be big, but luckily you’re fire affinity and a snake so poison and burn are not too hard to run into. A+, the ability to mixed attack is great.
Defense: 5/10/9 means you’re a little frail on the special side but overall pretty standard. D, you’re not a tank.
Utility: 6 speed is common, you have access to slither which makes this more useful though. C.
Starting moves:
Fire Breath: D, 2 damage in a cone is not ideal. The possible burn does make this worth keeping for a bit though.
Searing Bite: A, a melee move that lets you use your many headed trait, and can burn. This is your go to move this grade.
Tail Strike: B-, this is your coverage move. It doesn’t hit water particularly hard unfortunately.
Grade 1 moves:
Offense: Heat Wave is pretty good if you have 2 or less allies, I am working under the assumption that is the case. If you do have more allies, don’t take this. Venomous bite is a great coverage move.
Heat Wave: A, For the cost of 1 grit, you can use this move to hit everything within 10 feet for 1d6 damage.
Venomous Bite: A, A coverage move with a great effect. Pick this up if you have the space for it, you can find a use for it for a while.
Defense:
Utility: Binding Tail is very situational. Ignite is a free burn.
Binding Tail: D-, if you need to use this instead of just grabbing, then you don’t have the brawn to be grappling. It might help, but the enemy is probably going to break free next turn.
Ignite: S, I love this move. You burn your opponent. They break free on a 7+. The only downside is there’s a massive upgrade in Heat vision next grade.
Grade 2 moves: You have some great moves at your disposal this grade. This is the first monster covered so far where every move is a viable option.
Offense: Cinder strike is a damage boost with a good effect. Double Strike is great with your accuracy. Flame Assault’s got less damage than Cinder strike but works off burning.
Cinder Strike: A+, Great damage, good effect.
Double Strike: S-, Amazing damage. If you picked up ignite last grade, then you have a reliable burn already.
Flame Assault: A+, decent damage, the most reliable effect attack so far, a good middle ground between ignite and Cinder Strike
Defense:
Utility: Cauterize heals you every time you get hit and makes you immune to burns and poison. The only reason I don’t yell at you to take it is the other amazing moves you have access to this grade. Heat Vision lets you burn from afar, anything you can see you can burn.
Cauterize: A, this is a great move, the only weakness is your low talent and your relatively frail defenses, making this not as effective as it could be.
Heat Vision: S-, It’s an upgrade to Ignite from last grade. The only real weakness is no damage.
Grade 3 moves:
Offense: Burning Toxin acts as a great step up from Cinder Strike/Flame Assault, Erupt is a great step up from heat wave, Scorching Breath is a ranged effect move.
Burning Toxin: S+, 33% chance to burn and poison. With the right build you can boost this to 66% but even without it, use it a few times for the effect and that damage skyrockets.
Erupt: A+, The most damage you have access to. It lowers defences.
Scorching breath: A-, ranged effect moves are great.
Defense:
Utility: Haste lets you do two response atacks. The big problem being you don’t have any. Hypnotic Gaze can sleep opponents.
Haste: B, If you’ve been keeping up with the reviews, you’ll know I think this is a great move if you have a response attack. You don’t YET but next grade you can pick up a great one.
Hypnotic Gaze: A, you can sleep opponents with this really easily.
Grade 4:
Offense: Incendiary strike is your damage move, Monstrous bite is a good coverage move. Triple Strike is the actual best damage you can get.
Incendiary Strike:  B-, Good damage, fire affinity. The safest move this grade, but won’t scale well.
Monstrous Bite: B-, coverage move with decent damage.
Triple Strike: S+, with max accuray build,you can consistently do 3d8+brawn damage so definitely pick this up.
Defense:
Utility:
Combust: B-, You’ll get to do damage and a chance to burn when you’re hit. This is pretty nice.
Fire Purge: C,  So you hurt yourself to remove status effects. It’s a good move if you need it.
Grade 5:
Offense: Devasation Breath can be pretty crazy if you hit multiple people with it, and it does great ranged damage. Fire Power does good ranged damage with a chance to burn and is much more reliable. Swift Strike lets you sneak an extra hit in. Raze is an upgrade to Erupt.
Devestation Breath: A+, HYPER BEAM!!! Seriously though, good damage, some range, a chance to hit more than one person. It’s an amazing move, but there is some other options.
Fire Power: A+, Your best damage option, burns on a crit.
Swift Strike: A, Utility attacks are great.
Raze: S+, Just burn everything and deal 2d8 damage, spend a grit to boost the range and just burn more everything..
Defense:
Utility:
True Flame: Boosts your Talent and your Brawn to very strong levels.
Sample Builds:
Effect Fighter Cinderscale:
5/6/10/6/10/6 3/3
Many Headed, Slither, Brutal, Critical: Cripple, Talented
Raze(Chain Reaction Upgrade), Triple Strike (Intense upgrade), Burning Toxin(aftermath upgrade)/Hypnotic gaze, Heat Vision
Notes: Heat Vision is for burning opponents far away. Raze burns opponents nearby. Burning Toxin poisons opponents in melee and Triple strike is for when you just wanna deal some damage.
Mixed attack Cinderscale:
6/6/10/6/9/6 4/3
Many Headed, Slither, Brawny, Talented, Brutal
Swift Strike, Triple Strike, Burning Toxin, Heat Vision
Note: Swift Strike, followed by Triple Strike does some great damage, heat vision is for a sure burn against ranged opponents and Burning Toxin is here for the effects.
Notes: Cinderscale is built around dealing effects, anything you can do to boost that is good. Outside of that, damage, accuracy, everything I usually say. If you can add a way to cause bleed, get it, it’s the one big effect you’re missing, but overall Cinderscale has a perfectly good moveset as is, and already has all the support it could want.
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Bullistic
Intro: Admittedly amongst my favorite monsters in the game, I do have a soft spot for Bullistic, but I also think as far as fury starters go, it is not quite as powerful as Angeroo. Bullistic’s trait rewards it for using its horn moves as often as possible and for being in combat with multiple opponents, but its stats lack the defenses to last in such a fight without help.
Stats:
Offense: 4 strike, 4 brawn. This is what you are looking for in your physical attackers. The magic and Talent might as well not be around in all honesty, but at least them being low lets you have high stats where you’re more likely to use them. A, it’s clear what your focus is, doesn’t waste the points Angeroo does which is nice.
Defense: 6 hp is very nice, you’re gonna be in the middle of the action and this will be very helpful. The 9 in both your defenses is a let down though. D-, you’re not a tank, hit hard and look for a healer.
Utility: 7 speed, like every other monster so far. It’s got the speed to get where it wants to be, and to get there before most opponents. B, You don’t get the support moves to let this shine.
Trait: Longhorned hits any opponents next to whoever you’re hitting for Grade+Brawn damage. At level 1, this is 5, but at grade 5, this should be 10. Scaling damage is nice, but setting up situations where this will work out might take some work.
Starting Moves: You’re going to be using enrage to boost your damage, ferocious strike to hit for maximum damage and horn strike for mystic affinity monsters and when you can activate your ability
Enrage: S, Boosts your damage output, and makes longhorned stronger. Only ditch it for another power up move.
Ferocious strike: A, 1d8 at grade 1 is pretty good, and lets you be the powerhouse bull you want to be.
Horn strike: A, lets you use your trait, lets you hit mystics very hard. A perfect complimentary move for ferocious strike. Only replace this for another horn move.
Grade 1 moves:
Offense: Ferocious Assault offers a ranged move for Bullistic, and is definitely worth picking up. Savage Horn is a horn move that causes bleed, which is all you can really ask for in this grade.
Ferocious Assault: A+, a ranged option is always good, especially for a monster like Bullistic who doesn’t get many. The damage eventually does become too low to use eventually, but it will work just fine until grade 3, maybe even 4.
Savage Horn: S, this move is very threatening. Replace horn strike with this. It’s a little less damage, but the threat to bleed is very good.
Defense:
Mindless Rage: D, Loses that pesky mystic weakness and doubles your resistance to basic monsters. You already have some surprises for mystics and you don’t need the help in all honesty. It’ll save you a little health, but you’re still going to be taking hits even from the monsters it protects you from.
Utility:
Overwhelm: D, unreliable. If you outnumber a monster you’re winning anyways and don’t need this.
Grade 2 moves: Bullistic really struggles to find a good move this grade.
Offense: Our friend Furious Charge from the Amphare review is back and far less useful here. Heedless strike does great damage in exchange for an effect. Puncture is a damage boost to your horn attack, but no bleed makes this not as useful or easy to build around as Savage horn.
Furious Charge: C, You can’t get the full damage for this move with Bullistic, meaning it’s honestly not the best move. At best you might get 12 damage once in a fight.
Heedless Strike: B, it’s good damage and you’re disoriented after. If you have a way to deal with disorientation, pick this up for sure. If you don’t, consider this carefully.
Puncture: B, it’s a damage boost over horn strike. If you didn’t take savage horn last grade, I highly recommend picking this up. If you did take savage horn, it’s a toss up which is better. Personally, I prefer the bleed chance.
Red Line:
Defense:
Utility: War Zone is an amazing move, and you’re gonna be able to use it often. Red Line is an option for more damage, you have the hp to lose by using this, but that doesn’t mean you want to be losing it.
War Zone: S, you boost melee damage done by allies. This will incentivize allies to join you in melee damage, and you do amazingly in big brawls.
Red Line: B, a good engage move, which will boost your damage at the cost of some health.
Grade 3 Moves: Really there’s only two movs worth considering.
Offense: Bloodied Breath is a ranged move with decent damage once you’re at half health and access to poison, which lets you hit multiple opponents. Ire Strike is a melee damage with more consistent decent damage. Your horn moves this grade are coverage moves with very low damage and some decent effects.
Bloodied Breath: S, this is the move that scales best this grade. You will be getting hit a lot, so getting to half health isn’t too difficult. Being able to hit multiple opponents however, is very fun.
Ire Strike: B,it’s the most damage you can do consistently in this grade.
Searing Horn: F, Unless your character is built around status effects, don’t do this.
Stone Horn: F, hey it’s savage horn with a different type. You actually usually prefer basic coverage though.
Defense:
Combat Focus: F, You’re using an attack to dodge an attack on a monster built to fight multiple enemies. Please stop.
Utility:
Grade 4 Moves: finally, good options.
Offense: Every single option is an attack this time around and 4 of them are legitimately worth considering for your build.
Counter Attack: A, Now I know what you’re thinking. This doesn’t have Angry or Haste, wouldn’t Angeroo just be way better as a response attacker? Yes. It’s still a free attack though, so consider it.
Lightning Rush: D, Hey, it’s that trap move on Amphare’s review. You have more health and deal less damage with it. You’re in a better position to use it than Amphare, but… why would you want to?
Monstrous Horn: S, A high damage move which activates your trait and its Mystics hard. Have fun.
Wrath Strike: B, For those who decided to ignore the trait and go for more pure damage, it’s a good choice. This is the most damage this grade, and unlike other times when I say you have better damage options later, there are very legitimate reasons to have this be your strongest attack on the build.
Grade 5:
Offense: Diamond Strike is a coverage move against wind. This isn’t pokemon though, so you do fine against wind already. Frenzy lets you hit multiple enemies. Vex strike is your strongest one on one move.
Diamond Strike: B-, it’s a coverage move with decent damage. If your team struggles with wind and no one wants a stone affinity, go ahead and take it.
Frenzy: A+, you’re going to be around multiple enemies a lot, and hitting them all is really nice. It would be rated higher if your utility moves weren’t amazing.
Vex Strike: B, Great damage. If you’re a 1v1 Bullistic, take it.
Defense:
Utility: While your moves are good this grade, this is where you want to be looking, and the reason taking wrath strike last grade wasn’t a wasted slot.
Unstoppable: S, this is everything you want as a physical attacker right here. +2 to your accuracy, your damage and your speed.
Paragon: S, you still get bonuses to your accuracy and speed from unstoppable, and 20 hp.
Sample builds
Bruiser Bullistic:
8/6/10/2/9/7 5/1
Longhorn, Brawny, Fierce Anatomy (Horn), Brutal, Critical (Devestate)
Paragon, Bloodied Breath(Defiant Upgrade), War Zone, Monstrous Horn (intense Upgrade)
Notes: This is my most recommended Bullistic build. HP and Protection buffs let it stand in melee, it will still get hit often, but it is possible to avoid some hits. Strike you need. Paragon is a great move to start with or to use when you need a boost, it gives you health, accuracy and makes it more likely you dodge something. War Zone is the other move you want to consider using to buff, this one makes allies a lot stronger over time. You’ll want to use bloodied breath once you’re below half health, already used paragon and can hit multiple people with it. Monstrous horn is your main attack.
Damage Bullistic:
8/6/9/2/9/8 5/1
Longhorn, Concentrative, Brawny, Brutal, Critical (Devestate)
Unstoppable, Bloodied Breath (intense upgrade), Counter Attack, Heedless Strike (defiant upgrade)
Notes: Concentrative is here to let you use Heedless strike whenever you want. The strategy here is simple. Set up with unstoppable. Use Heedless strike on your turn. Use counter attack on enemy turns. Once you’re below half health, switch to using Bloodied Breath on your turn. My biggest issue with this build is it’s very hard to squeeze a horn move in here, and without one, you’re not really using Bullistic’s unique trait. If this bothers you, keep savage horn or puncture over Heedless Strike
Support Bullistic:
7/6/9/2/9/9 5/1
Longhorn, Brawny, Heroic, Exemplary, Brutal
Paragon, War Zone, Monstrous Horn/Counter Attack, Combat Focus/Bloodied Breath
Notes: Yes, I gave Combat Focus an F. No, I’m not changing it. Paragon is a boost to survivability and accuracy, War zone is how you play your role, giving boosts to other melee fighters. The choice between Monstrous Horn and counter attack is a tough one and ultimately comes down to how active a support role you want to be. Monstrous horn does more damage, can activate your trait and makes you more threatening, but counter attack will punish enemies for trying to hit you and thus may make you survive longer. I would personally prefer Monstrous horn, to play a more active support, but it should be noted you will become a better support the longer a fight goes. That’s also the only reason combat focus is here. Combat focus is basically a protect, here to keep you safe for a turn from too much damage while your war zone grows stronger. My problem with this is you could be dealing that +1 damage by… hitting things. Bloodied Breath is mostly for poison if you took monstrous horn and for late damage if you took counter attack.
Traits:
Brawny (you’re a physical attacker)
Fierce Anatomy (Horn) You should probably have a horn attack, so use this to boost it. Especially since it will probably be your main attack.
Concentrative: Taking this early means free Heedless strikes, which is pretty awesome.
Critical: (Cripple) Bullistic actually has quite a few effect moves that you can use this with. Bloodied Breath can poison and you can burn or bleed depending on your horn moves.
Technique Upgrades:
Just go for damage, unless you wanna go for a very gimmicky build (In Bullistic’s case, an effect causing build is a very gimmicky thing you can make work by being a scoundrel)
Stat boosts:
Strike: You’re a physical attacker, this is your most common roll.
Health: You’re a physical attacker still, so you can’t exactly avoid taking hits.
Speed: Crucial for a support build, useful for others.
Defenses: To take less hits. You start too low to really dodge.
Magic: Don’t do this. There isn’t a single move in Bullistic’s movepool that uses it.You’d have to mentor in a move for a monster that starts with 2 magic. I’m not saying it’s impossible, just VERY unoptimal play. (That said, if someone manages to get a fire breathing bullistic build to work, lemme know :p)
Notes: So anything you have that boosts damage, accuracy, survivability or grit is going to obviously help out. As a scoundrel, there is fun to be had with bloodied breath and the horn moves, but there are better monsters for a full status effect build. One thing I do heavily recommend is using Bullistic as a mount or to pull the group’s vehicle of choice (you may have to take size increase for your gm to allow that based on what your vehicle is) Also if you can mentor Mountain’s Fury onto your Bullistic, it’s a massive boost to dammage and survivability so keep that in mind when building.
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Angeroo
Intro: Angeroo hits hard and hits often and it’s got the speed to get in and do so. It doesn’t quite take it as well as it dishes it out, and a faster ranged attacker can really leave it in a tough spot, but it does very well in drawn out melee combat and should be respected and feared as the best response attacker in the game.
Stats:
Offense: Strike and Brawn are at 4 while Magic and Talent are at 2. Angeroo is meant to be a physical attacker and definitely has the stats to back it up. You won’t be using your magic much with your stats though. Overall, I’d give this stat line up an A, it makes it clear what to focus on for Angeroo.
Defense: 5 health, 10 protection and 9 discipline is not really impressive. With angeroo’s trait, you don’t necessarily want high defenses, since getting hit lets you do response actions. More health would be nice though. D, you’re no tank, in fact you usually want to get hit so you can swing back.
Utility: Angeroo’s got good good speed at 7, there’s rarely going to be anything that outspeeds. You can enjoy a fairly safe initiative advantage and the ability to close in on targets. Increasing the speed some more lowers its weakness to ranged fighters so definitely consider it. B, would be higher but you honestly don’t get the move access to support.
Traits: Angry is an amazing ability, which makes Angeroo the strongest response attacker in majimonsters. You can deal +4 damage with response attacks and using brawn increasing moves will have double effectiveness for response attacks.
Moves:
Starting moves: You start with a strong response attack moveset. You’ll usually want to use enrage in battles where you can afford to lose a lot of health, to boost your damage output. Savage tail is your attack to use on your turn and vengeful strike is for your opponent’s turn, where you’ll be dealing some massive damage if you get hit and hit back.
Enrage: S, More Brawn is exactly what you want, it boosts the effectiveness of your trait and since you’ll be hitting twice a round usually, this is almost 3x as better than it would be for other monsters. You will become frail, but that just means more vengeful strikes.
Savage Tail: A+, what it lacks in damage it more than makes up for with the ability. You want to apply that bleed as quickly as you can so spending some grit is worth it here.
Vengeful Strike: A+, this is your first response attack and honestly, it’s not a great one, you won’t be using it in later levels, but this lets you use your ability so only replace it with other response attacks or else you’re just a subpar melee fighter.
Grade 1 moves:
Offense: Clobber does less average damage and has no effect, but it hits mystic monsters for some good damage, and that’s really the only reason to consider it. Ferocious strike is a damage upgrade but removes the chance to bleed, unless you already got the bleed, I don’t recommend using it. Overwhelm boosts damage against outnumbered opponents, while you can make use of this, it relies on your allies a lot.
Clobber: B, it’s your coverage move at grade 1, and does a decent job at it.
Ferocious Strike: C, it’s your strongest grade 1 move you can use on your turn. It will be difficult to justify having in higher grades though.
Overwhelm: C+/B+: If you can guarantee you’ll be outnumbering a lot, it might be worth picking up, it’s a big boost to your damage when you are, and a waste of a move slot when you’re not.
Defense:
Utility:
Leap: S, this offers the mobility you desperately want in combat, allowing you to pin down the enemy you want when you want to and allowing you to outmaneuver tanks or monsters with good matchups. You want to pick this up while you’re grade 1. This scales great as well.
Grade 2 moves:
Offense: Hammer tail is a damage boost over your previous grade. Haymaker is your strongest move this grade and has some decent effects for Angeroo. Riposte allows for Angeroo to keep response attacking while focusing on defense. Red line is a bit of a trap
Hammer Tail: C, it’s a damage upgrade. Scales poorly. I don’t recommend it.
Haymaker: S+/A-: This is a dream move for angeroo. A powerful hit with a critical effect that lowers defense to make you more likely to land your vengeful strike. If you want to take riposte over vengeful strike and focus on defense this drops off a bit, but it’s still a powerful move with a critical effect and worth considering.
Riposte: S, one of the best options you have. If you don’t like the frail playstyle, you need this.
Red line: D-, this is a possible engage, but really… you need to be in a straight line and further than 7 squares away. If you are you get to do less damage than haymaker and take damage yourself. You have better options.
Defense:
Deflect: F-, this is a trap. You need your response attack to use your ability. While dodging sounds nice, it isn’t quite as reliable as damage.
Utility: N/A
Grade 3 moves:
Offense: Angeroo’s biggest problem here is you’ll still usually be haymakering at this grade. It’s just that good. Double strike allows for group damage, and is great if you keep getting outnumbered. Iron strike is a coverage move, Knock-out strike is a decent effect move that lets you crowd control. Leaping strike is risky, and if you took leap, you don’t need it.
Double Strike: A, you’ll find yourself near enemies a lot, and hitting two at the same time is pretty good. You’ll usually want to haymaker over this though. It also works great against mystics.
Iron Strike: B, It’s a coverage move. Take it if your party needs it.
Knock-out strike: B, Putting an enemy sleep is very helpful in this game and can get you out of a jam. It lacks the damage of other moves, but consider it. If you’re the party’s tank, you need this.
Leaping strike: F/D, If you took leap, this move doesn’t exist for you. If you didn’t, you’re better off taking a bigger damage move and just standing and fighting.
Defense:
Combat Focus: C/F, If you’re going for a riposte build, this guarantees a riposte attempt, which isn’t bad. If you aren’t going for Riposte, pretend you don’t have access to this move.
Utility: N/A
Grade 4 moves:
Offense: Capitalize is unreliable and only a small damage boost at best. Monstrous tail is your best move against mystics so far. Upheaval works off stats you don’t have. Wrath Strike is your best damage move so far. Counter Attack is the move you really want though.
Capitalize: D, less damage unless the enemy has an effect, minor boost when the enemies don’t. Just… take monstrous tail over this if you want a basic move, it does the 2d10 every time.
Counter attack: S+, higher damage and fury type. This is the upgrade to your response move. Whether you went riposte or vengeful strike doesn’t matter now, it works off being targeted.
Monstrous Tail: B, if you have problems with mystic types, consider it. It’s tough to justify over Counter Attack though.
Upheaval: F, you don’t have the magic stat to land this, you don’t have the talent to do damage with it.
Wrath Strike: C, It’s the most damage you have access to on your turn. Very hard to justify taking over Counter Attack though.
Defense: N/A
Utility: N/A
Grade 5 moves: i gotta admit, it’s VERY hard to choose wrong here, go with whichever you like, they’re all amazing choices. Except reinvigorate, unless you can make it work.
Offense: Angeroo gets some of the best moves in the game now. Excluding strike is the ultimate answer to a bad matchup in Majimonsters. Frenzy is a damage boost for double strike. Omega strike does massive damage, but sends some back towards angeroo.
Excluding Strike: S, probably your best answer to bad matchups or unwanted enemies.
Frenzy: S, You’re in the middle of the trouble as an angeroo anyways and tossing out blows all around is really good.
Omega Strike: S, this is the most damage you can do with Angeroo, sure you take some back, but you’ll outlive your opponent.
Defense: N/A
Utility: Reinvigorate is tough to make work, and much better with other monsters. Unstoppable on the other hand is amazing on Angeroo.
Reinvigorate: B, it’s not a bad option. You’re gonna be taking damage, might as well heal some back and use that counter attack to slam em back when they hit you. There are so many great options this grade tho
Unstoppable: S, Damage boosts are great on Angeroo. Strike boosts are great on Angeroo. This is honestly a great boost for it.
Traits:
Brawny: Like I stated earlier, any boost to brawn is 3x as effective on angeroo than it would be normally, due to the power of a response attack build and the angry trait.
Size Increase: Since a lot of your damage comes from response attacks, being around more players means more chances to use that response attack.
Technique Upgrades: You really only want damage upgrades really.
Sample builds:
Damage Angeroo:
6/6/10/2/9/9 5/2
Angry, Brawny, Hamper, Opportunist, Brutal
Counter Attack (intense upgrade), Omega Strike (punishing upgrade), Haymaker (Swift Upgrade), Leap
Notes: On your turn, use haymaker then omega strike to deal as much damage as you can, and on the enemy turn hit em back hard with counter attack. Leap is here to be used to reposition to priority targets. This angeroo build is an assassin, you won’t last too long in the fight, but you’re taking something with you.
Bulky Brawler Angeroo:
6/6/12/2/9/7 5/2
Angry, Brawny, Hamper, Opportunist, Brutal
Counter Attack(Intense Upgrade), Excluding Strike (sinister upgrade)/Frenzy (punishing upgrade), Double Strike (swift upgrade/defiant upgrade), Leap
Notes: This build is meant for standing in the thick of battle, dishing out damage and taking it. Counter attack is needed on any Angeroo build, Excluding strike is the best move to deal with monsters your team struggles with, or doesn’t want to confront. Frenzy will be more useful in big battles. Double strike serves as your coverage move, defiant is better if you’re using the ability to hit more than one enemy, while swift is better otherwise. Leap is for mobility.
Options: Any bonus to accuracy, damage or empowered attacking is a boost. I’ll be skipping these to try to present some other options for players that will be more interesting.
Cleave: Since you’ll be attacking multiple opponents often, and you get multiple attacks on a turn, this can boost your damage output more than normal.
Mentor Haste onto your Angeroo if you can. Do it. That’s two response attacks a turn now. Have fun.
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Amphare
Intro:
If you’re a fan of having high speed and a decent amount of options in any given situation, Amphare may be the starter for you, with decent physical and special attack stats and average defenses, Amphare has no clear weaknesses, and has one amazing strength in it’s speed, which allows it not only to often go before opponents, but to threaten them with melee attacks where other monsters can only use ranged attacks and threaten range attacks where others couldn’t threaten attacks at all. In this strategy review, I’ll analyze the stats, moves, traits and upgrades to determine what would be best to take on an Amphare.
Stats:
Amphare has some of the most standard stats in the game, with only an above average speed going for it stat wise.
Offense: Amphare has 3 in strike, magic, brawn and talent. While this may at first seem like a hinderance, as it has no clear advantage over other monsters, the ability to attack decently with both physical and magical attacks allows Amphare to play the situation appropriately, using magic attacks against physical tanks and vice versa. Unfortunately, the lack of a 4 in either accuracy stat means that a battle against a dedicated tank will usually mean missing, as 2d6+3 only has a 27% hit rate against a 12 defense. Overall, it earns a solid B for it’s ability to be a mixed sweeper, but misses out on getting anything higher since it can be hard walled.
Defense: Amphare has completely standard defensive stats. Its speed can keep it away from strong physical attackers but in a realistic scenario it will be average. It earns a C+ in this regard, since it can in theory use its speed defensively, but not often.
Utility: Amphare is all about the speed. 7 speed means you have initiative advantage and can position yourself better than your opponent. Being the only utility stat, this puts Amphare as above average, and monsters with an 8 in speed are very rare in Majimonsters. It earns an A in speed.
Trait: Amphare has Clerity, the ability to move two extra spaces when running in a straight line.
Offense: From an offensive standpoint, this will very rarely allow give you the opportunity to reach a melee attack, but using it to get into ranged attack range in massive battles is a great use of it. Overall, it gains a C in offense, it can be useful offensively, but will very rarely come up.
Defense: Celerity being used to run away is a pretty good use of it if everything goes wrong, moving 9 squares without any speed investment is impossible for other monsters, this will keep amphare free from all melee focused monsters, but is too limited to really  play around ranged users. It gets a B, it can be used to stay safe, but it’s only recommended if all else has failed.
Note: Breeding a larger Amphare to be able to use as a mount or passing this ability to a mount monster  would allow for the fastest mount in Majimonsters.
Starting moves:
Offense: Electrocute works as Amphare’s early ranged option. Pounce is only really the best move in two scenarios. If you need the extra 5 feet of movement, and if you’re battling a monster that resists lightning damage. Sparking bite is the main melee move for an early Amphare and is the only move to have a trigger effect, while this isn’t a great effect, it is better than anything your other moves can do on amphare and in melee it should definitely be used over pounce when possible.
Defense: N/A
Utility: N/A
Grade 1 moves:
Offense: Charged strike acts as a damage boost in melee combat, allowing for a d8 damage dice over the d6 of all your starting moves. Lightning bolt has an effect that allows it to reach a range of 50 feet.
Charged Strike: B-, You have better options at this grade and a 1d8 damage with no other effects is not something that’s going to be remaining relevant.
Lightning Bolt: B, the range makes this remain a little more relevant in later levels, the low damage and lack of other useful effects keep it from being above this.
Defense:
Static Aura: A, Static aura forced monsters in melee range to move 10 feet or be disoriented. This pretty much hard counters physical attackers, and remains useful throughout.
Utility:
Sonic Speed: S, At the end of Amphare’s turn, Amphare can move 20 feet without provoking withdraw strikes, allowing it to reposition wherever it wants.
Grade 2 moves:
Offense: Bolt Beam is a massive boost over the ranged attacks of the previous grade, not only having more damage, but also can cause disoriented, just like Sparking bite, which you’re probably used to by now. Crackling Strikes serves a similar purpose to the previous grade’s Charged strike, a damage boost with nothing else to offer. Swooping Strike allows for Amphare to attack and move right after, and also may knock an opponent prone. Sudden Surge gives Amphare a utility attack, meaning it can attack twice in one turn
Bolt Beam: B, A strong attack that can cause an effect is always good, disoriented isn’t the best but this is still completely usable. This has a direct upgrade next grade so if you want something like this, I recommend waiting for it.
Crackling Strike: C+, This is the strongest attack you can have at grade 2. This will not remain strong later on, but it’s very usable at this level.
Swooping Strike: A (wo SS)/ C (w SS), Moving after attacking is amazing, especially if you didn’t pick up sonic speed last grade. If you did, this is… not nearly as good. Being able to use grit to make it more likely to cause knocked prone does make it the most reiable effect causing attack you have access to.
Sudden Surge: A, a utility attack is always amazing to have, and an extra attack per turn is never something bad. It’s got bad range, bad damage and no effect, but it’s something few monsters get access to and you definitely want to at least consider picking it up.
Defense: N/A
Utility: Fire Stride: D-, this can allow Amphare to create a massive wall, but the lack of a maintain ability makes this only last one turn, meaning at most this is an extra d6 if combod with ally’s moves. You have much better options that are much more self sufficient.
Grade 3 moves: Welcome to where Amphare goes from a speedster to a nightmare, you have some of the best move access in this grade that you’re gonna get.
Offense: If you’ve been wondering when that amazing speed of Amphare’s would have a chance to shine, take Furious charge. Now your sonic speed disengage, your celerity and anything else to allow for disengages has a use, move as far as you can and ram into something, this move makes you the killer rabbit, but it’s tough to use effectively. Stunning Shock is an upgrade to bolt beam from last grade, it’s stronger and the most reliable effect attack you have access to so far
Furious Charge: A+, anywhere from 5-13 (6-14 with brawny) damage all based on your ability to position and use your disengages, this rewards clever play more than any other move. Not having to roll damage is nice since it lets you plan ahead more.
Stunning Shock: A, a little overshadowed by furious charge, but this isn’t a melee attack and if you want a ranged attacker Amphare and picked up a magic boost and Talented, this is definitely gonna let you compete with most ranged fighters this grade, and will remain useful later.
Defense: Combat focus allows you to dodge an attack by any enemy. Unfortunately, that also means you don’t get to attack and at this grade, you have access to some amazing attacks.
Combat focus: D, might be great for other monsters, but you simply have way better options available
Utility: Static Field allows you to effectively force an opponent out of the field, but this is very much a worse wall and even worse than static aura. Haste makes you even FASTER. However, you don’t have a response attack so you’re not getting the most out of this yet. If you’ve tutored one on, or plan on picking one up later, this becomes much better.
Static Field: D, you had a better utility option 2 grades ago, don’t take this
Haste: C/A: If you don’t plan on using response attacks, the boost to speed doesn’t matter too much. If you do, this move is great.
Grade 4 moves:
Offense: Here you have two great options and two mediocre options. Lightning lance and thundering strike are great upgrades for magical attacks and physical strikes respectively. Lightning rush does less damage than thundering strike and deals recoil damage, which you don’t want, and uproar is usually less reliable than the other moves, without the boost from having the same affinity
Lightning Lance: S, take a damage increasing upgrade and this move will be slicing through enemy groups very effectively while allowing you to keep a distance.
Thundering Strike: A-, good damage for this trait, but nothing special really.
Lightning Rush: C, less damage, has recoil damage, low chance of effects. You have better options
Uproar: B, Can hit enemies around you, with a damage increasing upgrade, this can do good damage.
Defense: N/A
Utility: Here you have one of the best effect moves you’re gonna be getting. The ability to blind all your enemies is great, and the pressure is on them to roll to escape it, which is always better than it being on you to apply it.
Flash: A, amazing support move which can be the difference between victory or defeat. This is genuinely good enough to make Amphare a good support mon.
Grade 5 moves:
Offense: Here you get a great effect move in Knock-out strike which also provides some coverage move, though it does have less damage. A higher damage coverage move in monstrous bite, and your strongest move option in Lightning power
Knock-out strike: A, If you’re going for a support Amphare build or a physical attack build, this is worth considering for the effect. Odds are a physical attack build will want more damage than this though.
Lightning power: A, your highest damage move option, although damage is all you’re getting pre upgrade so keep that in mind.
Monstrous bite: B, High damage, and an effect that you’ll almost never get off. This is mostly an option if you’re looking for a coverage move or your team struggles with Mystic types.
Defense: This tosses attacks at everything in a 10 foot radius, which means not only can you rack up some good damage, but it keeps melee attackers from wanting to be near you
Lightning Aura: A, Does good damage without having to use your combat action, and lets you really punish any physical attacker that goes near you or your frail teammates.
Utility: This is basically a free three technique upgrades, and acts as a massive damage upgrade if you planned for taking it.
High Voltage: S, your lightning moves are all empowered damage now without using grit, have fun dealing damage!
Stats upgrades:
Accuracies: Amphare starts out with average accuracy, and you really want to increase that as soon as you can to really be able to reliably land hits on your opponents.
Speed: Amphare starts off fast, so it isn’t necessary to focus too much on this. Getting complacent or picking up furious charge make great use of a speed boost though, so definitely consider it.
Defenses: It’s very difficult to make a tank Amphare using only the moves it can get naturally. For a physical build, increasing it’s protection is good, but due to sonic speed, you can choose to instead focus points exclusively on your discipline and try to outposition enemies.
Health: If you’re playing a support Amphare build, you need this, but otherwise, you can afford to go for speed and accuracy instead.
Traits: The following are traits I especially recommend on Amphare, I will not include class specific traits.
Brawny/Talented: You have plenty of great attacks at your disposal, so doing a little more damage with them is a pretty good use of your trait.
Focus: Lighting: Nearly all of your moves are lightning affinity, so boosting this actually can boost more than simply getting Brawny/Talented does depending on your build.
Artillerist: One of the biggest things Amphare has going for it is threat range, it is a threat to enemies very far away due to it’s ranged attacks and speed. More range only makes this more true and keeps it safer.
Complacent: Complacent is an excellent trait on faster monsters, since it can allow you to gain the initiative then swap for a slower monster, after you’ve gotten into melee range.
Technique upgrades: Amphare benefits mostly from increasing it’s damage. Below are what I believe to be the strongest upgrades for Amphare
Attack on the run upgrade: If you don’t have sonic speed and have a physical attack that isn’t swooping strike on your Amphare, take this. It’ll be extremely handy and makes excellent use of your speed. With sonic speed, the utility of this drops heavily though.
Intense/Punishing upgrade: Punishing upgrade allows for the most possible damage on a move, intense upgrade is a more reliable damage boost however, and useful outside of empowered attacks.
Defiant Upgrade: High voltage gives this effect to all your moves, but with all the great moves you get in grade 5, it might be worth it to just take this on a move.
Swift upgrade: allows you to attack twice on a turn, but you’re usually using your utility action to sonic speed anyways.
Sample Builds: The following are strong builds I’ve created not using only what Amphare can naturally do. These can all be enhanced or expanded upon using merits, mentored moves, class skills and class traits.
Physical attacker Amphare:
5/5/12/3/10/8 4/3
Celerity, Brawny, Focus: (Lightning), Fierce anatomy (bite),Savage
Monstrous Bite (intense upgrade), Thundering Strike (punishing upgrade), Furious Charge (staggering upgrade), Sonic Speed
Strategy: Here you have three moves with different types and sonic speed to get you out of melee range and let you reposition wherever you want after you attack. The goal here is to exploit savage to hit different types for massive damage. Intense and punishing upgrades can be switched. Focus can also be switched to fury or basic. The strike bonus maximizes your accuracy, the protection keeps you relatively safe in tough spots and the point in speed allows for max damage on your furious charge. This build pairs well with other physical attackers/tanks since this allows you to use sonic speed to maneuver around the battlefield and pick your targets. If your party lacks these kind of monsters, consider swooping strike instead with a mastery or punishing upgrade
Mixed attack Amphare:
5/5/10/5/10/8 4/4
Celerity, Brawny, Talented, Focus: Lighting, Artillerist
Lightning power (Intense Upgrade), Lightning Lance(Defiant Upgrade), Lighting Bolt/Swooping Strike/Furious Charge (punishing upgrade), Sonic Speed/Static Aura
Strategy: So Amphare doesn’t really gain access to many physical coverage moves and a lot of the ranged moves are simply better than their physical counterparts. Lightning power is here as your strongest move and should be your go to for taking out single enemies. Lightning lance on the other hand is your strongest option against groups. Your third move can either be lightning bolt for better range if you feel you need it, swooping strike for a move to battle against stone affinity monsters, or furious charge to use that maginificent speed stat. Sonic speed can keep you mobile and safe, while Static aura is better if there are other long range fighters in your party and not enough tanks to keep you all safe.
Support Amphare:
7/4/10/3/10/9 3/3
Celerity, Resistance: Stone, Exemplary, Heroic, Healthy/Complacent
Knock Out Strike (sinister upgrade), Flash (swift upgrade), Sonic Speed, Static Aura
Strategy: Flash will be your main move with this build, allowing you to consistently blind your opponents, if an opponent is immune or blinding them is simply not helpful enough, getting in close and landing a knock out strike will lower their health and has a good chance of putting them to sleep, don’t be afraid to use it to catch monsters as well. Sonic speed will allow you to reposition to apply your heroic and exemplary bonuses to your allies and static aura will allow you to disorient enemies you’re near. Healthy and the lack of resistances should keep Amphare relatively safe, meaning this build doesn’t mind being up close as much as others tend to. You can replace the Healthy with Complacent to be able to swap out whenever you want for no drawback. This allows Amphare to be used for just initiative rolls then go into a better monster for the matchup or get close to a target then swap to a physical attacker for massive damage.
Notes: Here I will give advice on how Amphare can be improved upon using merits, class skills/traits, and mentors.
The apothecary can boost the damage of Amphare with Power, Might and Mind concoctions to allow it to deal even more damage.
The Transmuter can use Transmute affinity to fix Amphare’s problem with learning almost entirely lightning affinity moves, and Transmute Condition to make it’s effect moves far better, allowing Amphare to apply bleed/burn for more damage or freeze for more crowd control. (using this with Flash is a great combo)
The concordant’s power surge and power sink are both very powerful bonuses to Amphare. The evoker can use Evoke Cover & Exposure to boost the effectiveness of a ranged Amphare while a physical Amphare benefits greatly from Evoke Power & Feebleness to boost it’s damage and survivability
The knight’s Hastened allows for Amphare to get in a powerful furious charge at the beginning of any battle, and Thorough is a great way to add to amphare’s mobility in combat. The champion’s battle bond and deadly bond will boost it’s damage while the Commander’s Assault, Overwhelm and Reposition provide more accuracy, damage and mobility respectively.
The ranger’s Pathfinder makes sure that your speed is never diminished.
The Drajulecrafter’s glyph of affinity acts as a great boost to Amphares with lots of lightning attacks.
The scoundrel’s quick witted basically allows for sonic speed as a trait, which you can use to move further or get another move.The opportunist’s prime target, debilitating blow and sealing blow all help with its effect moves. All of the trickster’s abilities do the same, but hamstring especially will boost the damage substantially.
As for breeders, you have a large variety of options, I’ll list some options here, but there’s simply too many to list all that you could make. Adding basic, wind or fury to Amphare will boost the coverage moves Amphare has available. Boosting speed and accuracy or damage will make it a more threatening force to deal with. Increasing the size of an Amphare or using breeding to pass the celerity trait to a large majimonster would allow for an excellent mount in case this is something your team is looking for.
Finally for mentor moves, picking up multiple grade 5 attacks is always a good option. Amphare has other pretty good options. Any response attack will make Haste a far better move and allow for a response build, using Haste, your response attack and two regular attacks, which will allow you to actually stay in melee range of enemy monsters since you can deal damage even on their turns. Boosting protection and strike is ideal for these builds. Finally, Amphare does have the stats to be an effective tank, and picking up tank moves like deflect or mountain’s fury allows for a tank/support amphare with the ability to safely and effectively maneuver around the battlefield applying buffs to allies.
As for merits, charge, improved empowered damage and shift are the most beneficial merits for Amphare. Charge can boost it’s physical attacks, empowered damage makes it deal much more damage with the help of grit and shift basically allows for sonic speed.
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