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Best method for tackling difficult battles?

Discussion in 'Guides and Tips' started by NinjaPenguin76, Sep 27, 2016.

  1. NinjaPenguin76

    NinjaPenguin76 New Member

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    IE; boss rooms or story areas that are giving your team more trouble due to level difference or type disadvantage. What is the best method everyone has come up with for clearing them at those points?

    IIRC Kamui told me he has already cleared the stages on like extreme difficulty or something. Though I'm sure he has a much better team than me, I'm sure after a certain point the mobs will match your team and it comes down to beating them through strategy rather than pure numbers bulldozing through.

    A personal example is the gold dungeons for me. At floor 7 or 8 I can't just leave auto battle on anymore, and I often have trouble deciding which targets are priority to focus. Pre boss room I focus down the type that threatens my team most. Say there's a fire chest and I have a wood attacker and healer so I want it dead first.
    In the Boss room though I have trouble deciding if I should focus on the boss or clear the side chests. These particular side chests seem tankier (though it may be perceptual since I'm dealing with boss damage so every turn is more impactful) so I wonder if it's worth killing them to lower the damage I take each turn, or just try to kill the boss as soon as I can and let the damage from my actives just kill them as the battle goes on.

    Would like to hear how everyone has been approaching this and what the objective best way to do it is, if one has been determined.
     
  2. Squiry

    Squiry Administrator Lunaria leader

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    Of course there are matches I can't beat yet. I got a few tactics to beat the more difficult fights, depending on the enemies. Often I rely on my wood mona to basicly solo boss stages (she often can beat even fire bosses alone, thanks to a 20% hp recovery each round). However, this tactic takes rather long. Fights can take over 30 minutes this way.

    As for general tactics during hard fights:

    - The first fight is often the hardest. You don't have any ultimate skills yet, and you get full damage from 3 or 4 enemy astromons. I always try to finish one attack based astromon the first round and spread out my stuns (if I have any with me)
    - During bosses, I usually target the boss itself, unless the side astromons are attackers and the boss a tank. The boss usually barely has more hp than the side astromons. In addition, the side astromons help you regain SP after you use one of your ultimate skills.
    - I always determine which element is best to take with me. Usually, enemy teams consist of two elements. I.e. the enemy has wood and fire astromons. In this case, ideally you'll have a party of 4 fire astromons. I try to avoid a team with just a single water or a single wood astromon in this case, because it would die very fast (if you have, i.e. 2 water astromons, the damage of the enemy water astromons will be spread between your two water astromons)
     
  3. NinjaPenguin76

    NinjaPenguin76 New Member

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    Those are good tips, will be helpful once I have a bigger variety of mons to switch out. Right now my diversity is limited since my other options need to be leveled and such.
     
  4. VizeL

    VizeL Administrator Staff Member Lunaria leader

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    I was also struggling and thought that farming better gems would help -- though it takes forever to farm those better gems. I haven't actually tried any different tactics, so maybe I should attempt some of what you said. I'll probably do that and report back but I'm always too lazy to manualyl fight :D If I can't auto it, I don't deserve to beat it!
     
  5. 神威iKamuiX

    神威iKamuiX Member

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    Bulldozing through maps with nat5* only works like a charm during the early stages of the game. U don't need a full nat5* to clear harder dungeons. Imo having a default 5* just helps u out early game to clear story faster and that's that.

    Of cuz there are a few nat5* that are op and are definitely good to have in team.

    That being said, using 3* mon ascending to 5* works pretty well too.

    For me, I use a team that consists of 2 dps 1 atk down 1 healer.

    U can bring other disabler as well, I just find decreasing atk synergize well with my current team.

    When I said disabler, I don't mean stunner or petrification.

    Boss doesn't get sleep/stun/petrified.
    Boss only gets sap/atk down/defense down etc.

    My main dps are my dark Miho and water Valk

    I use wood Mona as my tank as well, she have self sustain and her taunt is really good. (regardless of element, I always bring her)

    Lastly, a healer. I'm using a water seiren for her 2 turn heals and my mona is basically a immortal punching bag.

    U don't need a Valk as a dps. I mean it's good if u have a high dps, Imo I would use a sapper if I could. Believe me, I couldn't draw any good sapper for bosses.

    Sap damg by 5% of max hp and some mons can stack up to 2 sap which really hurts boss that are tanky.
    (2 saps = 10% of max hp) meaning 10 saps on boss, he would definitely be dead.

    Side tip that I always do during boss run, I always drop the hp of the left and right minions to the lowest possible before ganging on the boss. Why? Generating red orbs for heals. Which is why I always emphasize on high hit count mons that does more than 2-3hits per normal atk.

    As u have played through the tutorial, u know that the red orbs are only generated after the mon died, which means u need to "overkill" it in order to gain more red orbs for heals.

    I kept the 2 low hp minions there alive just incase my seiren couldn't heal enough and that's when I do the overkill method to boost my seiren heal from the red orbs.

    U can use healer with shield though, like wood cupid / light seiren. But I don't know how the shield exactly works because whenever my shield is up and I get hit by sap. It apparently breaks my shield.

    Which is why I stick to my water seiren.

    I wouldn't bring a mono element team even if it has element advantage over the other. Like what I mentioned above, the team I mentioned above is usually the team I bring to golems, gold dungeon etc.

    In all honest opinions, the red orbs tends to be underrated. I can't help but to emphasize how many times did the overkill method to generate orbs saves me.

    Yes u are right, that wood Mona can solo fire dungeon, then what if u are on other maps which ur wood Mona is a bad element? U need a healer to support, whether the element is advantage over the other or not. Your team composition matters.

    Due to the bad rng pulls here, u don't expect to make an ideal team for every possible elements.

    What we always do wrong is focusing on too many monster at once. Which I did and that results to my seiren 5* came late. Luckily I had valks to bulldoze me through.

    Imo just find a good mon with taunt, eg light Miho. Good healer, eg water seiren.

    U are pretty much able to drag and win the game even if ur main dps is not doing too much. Sapper is always great since u r gonna drag out the game to win.

    In dungeon, brute strength aka 1hitko or high damg mons isn't as effective anymore.

    I wished my water Valk is a fire perse instead. Would have an easier time over the boss.
     
    Last edited: Sep 29, 2016

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