Tree Pangolin
(?)Community Member
- Posted: Tue, 27 Sep 2011 03:12:31 +0000
I very often (too often) see threads, and posts, asking if "such and such moga" is worth the starseeds/moga cash/node mastery/effort to warrant spending the time to get it. I hope this thread can help address these queries.
First of all, I highly suggest referencing the highly organised Monster Galaxy Spreadsheet, provided by Shish Kabobious, to make your own decisions. Please add to it, too, if you have information!
If, for some reason, that's too much work, I've decided to compile a personal list (chock-full of tested theory and damage calculations opinions) of mogas that are great additions to your team. The lists are sorted by rarity.
Words to keep in mind: just because I don't list it as the best ability, doesn't mean it's not useful. ALL abilities (except Clumsy) are useful and can turn the tides of battle or destroy your opponent. I personally feel that some abilities are more useful than others for specific purposes, that's all.
Enjoy.
The point of the "Striker" is to enter the battle and inflict as much damage as possible as quickly as possible. You're looking for the highest amount of stars in attack and something that can take down an enemy several levels above your own.
For abilities, the best moga should have:
The best "Balanced" mogas can stay alive easily and focus on inflicting turn-based damage on their opponents. You want high star count (obviously) and you want a Zodiac Sign that complements your Striker: what your "Striker" is 3x ineffective against, your "Balanced" should be 3x Effective against and both should overlap their more-effective zodiacs. This creates a powerful attacking force for any moga in the game.
For abilities, look for a moga with:
"Tanks" are to be used to their strengths; high health, high defense, 30 "weak" attacks. Use them for capturing other mogas and wearing the opponent down. These mogas level up very slowly because they aren't meant to defeat lots of opponents like strikers are...but that's okay because they also almost never die. Your tank should be sturdy and stable at all times and should be comparatively weak to your other team members.
Given that their primary duty is to stay alive and NOT to kill the opponent when trying to capture, AVOID "chance" abilities. Consistency is key.
In abilities, look for
Now, this is MY definition of a good "tank." Another definition would be to use them as you primary attacking force by abusing those 30 attacks (while strikers only have 20) by boosting their attack-power and forfeiting any healing abilities. That can work, too, but I don't think that as an effective strategy as simply letting strikers do it (or balanced). Up to you. If you like that idea, grab power-augmenting abilities and/or Disease/Poison.
I'll discuss abilities in detail in another thread at another time.
First of all, I highly suggest referencing the highly organised Monster Galaxy Spreadsheet, provided by Shish Kabobious, to make your own decisions. Please add to it, too, if you have information!
If, for some reason, that's too much work, I've decided to compile a personal list (chock-full of tested theory and damage calculations opinions) of mogas that are great additions to your team. The lists are sorted by rarity.
Words to keep in mind: just because I don't list it as the best ability, doesn't mean it's not useful. ALL abilities (except Clumsy) are useful and can turn the tides of battle or destroy your opponent. I personally feel that some abilities are more useful than others for specific purposes, that's all.
Enjoy.
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Striker
The point of the "Striker" is to enter the battle and inflict as much damage as possible as quickly as possible. You're looking for the highest amount of stars in attack and something that can take down an enemy several levels above your own.
For abilities, the best moga should have:
- One recovery ability to let them live until all 20 attacks have been used. (Vampire Embrace, Life Tap, Regrowth, Healing Shield)
One ability that either augments their power, like Strength & Zodiac Strength...NOT Weakness & Vulnerability
...or alters "time," like Confuse & Time Warp.
Disease/Poison are exceptions you can use to rack up HUGE damage, BUT!! they should be paired with either
- Vampire Embrace/Life Tap
Happy Feet/Blind
but NOT Confuse/Time Warp or a power augment. This is because without a healing move a striker does not last long enough in battle and Confuse/Time Warp eliminates a turn where Disease/Poison could have applied (and therefore wasted that turn.)
Balanced
The best "Balanced" mogas can stay alive easily and focus on inflicting turn-based damage on their opponents. You want high star count (obviously) and you want a Zodiac Sign that complements your Striker: what your "Striker" is 3x ineffective against, your "Balanced" should be 3x Effective against and both should overlap their more-effective zodiacs. This creates a powerful attacking force for any moga in the game.
For abilities, look for a moga with:
- A strong recovery move (preferably not based on attack...though there are exceptions). Regrowth & Healing Shield are best, Vampire Embrace & Life Tap are tolerable. Avoid Regenerate.
A good "status" attack. Disease & Poison are best and Shield of Thorns is excellent at higher levels. Blind and Happy Feet are tolerable. Avoid Clumsy and any attack augmentation.
Tank
"Tanks" are to be used to their strengths; high health, high defense, 30 "weak" attacks. Use them for capturing other mogas and wearing the opponent down. These mogas level up very slowly because they aren't meant to defeat lots of opponents like strikers are...but that's okay because they also almost never die. Your tank should be sturdy and stable at all times and should be comparatively weak to your other team members.
Given that their primary duty is to stay alive and NOT to kill the opponent when trying to capture, AVOID "chance" abilities. Consistency is key.
In abilities, look for
- At least one recovery. Regrowth & Healing Shield are best. Regenerate is tolerable. AVOID attack-based recoveries (Vampire Embrace & Life Tap).
Another healing ability or a "time" based ability. Look for Time Warp & Confuse.
Now, this is MY definition of a good "tank." Another definition would be to use them as you primary attacking force by abusing those 30 attacks (while strikers only have 20) by boosting their attack-power and forfeiting any healing abilities. That can work, too, but I don't think that as an effective strategy as simply letting strikers do it (or balanced). Up to you. If you like that idea, grab power-augmenting abilities and/or Disease/Poison.
I'll discuss abilities in detail in another thread at another time.