Monsters

== Introduction ==
Monsters are collectible pets that can be captured in the game. These pets have a wide variety of attributes that make them special, and players must choose or collect these pets based on their play style.
Every player gets a free starter monster, that is not tradable. Woodot is the current starting monster in the game.
Each monster belongs to a certain breed. This breed dictates what monsters it can mutate into on leveling up, as well as a few other things.
Monsters follow a mutation tree, where they can mutate into stronger forms as they level up. This mutation tree is guided by Morality, Game Season, Location of Capture, and more.
== List of monsters ==
A full list of monsters from the Book of Knowledge.
# 	Name 	GIF	Type	Mutations
1 	Skitten 	 	 	
2 	 	 	 	
3 	 	 	 	
4 	Presleaf 	 	 	
5 	 	 	 	
6 	 	 	 	
7 	Caiman 	 	 	
8 	 	 	 	
9 	 	 	 	
10 	 	 	 	
11 	 	 	 	
12 	 	 	 	
13 	Toadle 	 	 	
14 	Frogge 	 	 	
15 	 	 	 	
16 	Pandoro 	 	 	
17 	 	 	 	
18 	 	 	 	
19 	 	 	 	
20 	Dynorat 	 	 	At level 19 to:
* 21 Detoraton
* 21a Grenadent
21 	Detoraton	 	 	At level 19 from:
* Dynorat
21a	Grenadent	 	 	At level 19 from:
* Dynorat
22 	 	 	 	
23 	Bower 	 	 	
24 	 	 	 	
25 	 	 	 	
26 	Empod 	 	 	
27 	Hemzel 	 	 	
28 	 	 	 	
29 	Woodot 	 	 	
30 	Mutwig 	 	 	
31 	 	 	 	
32 	Skelefish	 	 	
33 	Punkarp 	 	 	
34 	 	 	 	
35 	 	 	 	
36 	 	 	 	
37 	 	 	 	
38 	 	 	 	
39 	 	 	 	
40 	 	 	 	
41 	 	 	 	
42 	 	 	 	
43 	 	 	 	
44 	 	 	 	
45 	 	 	 	
46 	 	 	 	
47 	Paddle 	 	 	
48 	 	 	 	
49 	 	 	 	
50 	 	 	 	
51 	 	 	 	
52 	 	 	 	
53 	 	 	 	
54 	 	 	 	
55 	 	 	 	
56 	Snetail 	 	 	
57 	 	 	 	
58 	 	 	 	
59 	 	 	 	
60 	 	 	 	
61 	 	 	 	
62 	Ignipuff 	 	 	
63 	 	 	 	
64 	 	 	 	
65 	 	 	 	
66 	 	 	 	
67 	 	 	 	
68 	Flarpy 	 	 	
69 	Horus 	 	 	
70 	 	 	 	
71 	Copybara 	 	 	
72 	Kapibro 	 	 	
73 	 	 	 	
74 	Hachibee 	 	 	
75 	Marubee 	 	 	
76 	 	 	 	
==Types==
A monster has two types, primary (main) and secondary (sub). Primary types are 3 in number while Secondary types are 7 (6+ Normal type) in number. 
====Primary Type====
Primary Advantage Table
Type 	Land	Water	Air
Land 	 	2 	0.5
Water	0.5 	 	2
Air 	2 	0.5 	
===Secondary Type===
Type 	Apocalyptic	Fire	Ice	Electric	Poison	Heavy	Normal
Apocalyptic	 	2 	0.5	2 	0.5 	 	
Fire 	0.5 	 	2 	 	0.5 	2 	
Ice 	2 	0.5 	 	2 	 	0.5 	
Electric 	0.5 	 	0.5	 	2 	2 	
Poison 	2 	2 	 	0.5 	 	0.5 	
Heavy 	 	0.5 	2 	0.5 	2 	 	
Normal 	 	 	 	 	 	 	
==Variants==
Players might sometimes find different variants of the same monster. While these variations might look different and be available in a lower supply, they do not have anything different from the normal version of the monsters.
Variant differences are only cosmetic.
This attribute cannot be changed using any item.
The most commonly known example of a variant is “Enchanted”. Enchanted monsters are created when a the crystal holding them breaks, thus creating a color variation on the skin of the monster.
==Attributes==
Monsters can be differentiated on the basis of different statistics and attributes:
===Statistics ===
Each monster has the following statistics:
====Health Points (HP) ====
This is a stat that determines how much damage a monster can take before fainting.
====Stamina Points (SP)====
Each move requires an amount of stamina points. This stat determines how much stamina a monster has. If the monster does not have enough stamina for a particular move, then it cannot use that move.
====Attack (ATK)====
This stat affects how much damage a monster’s physical moves deal.
====Defense (DEF)====
This stat affects how much damage a monster receives from incoming physical moves.
====Special Attack (sATK)====
This stat affects how much damage a monster’s special moves deal.
====Special Defense (sDEF)====
This stat affects how much damage a monster receives from incoming special moves.
====Speed (SPE)====
This stat affects the turn order that the monsters act in battle. It can however be overwritten by move priority, higher priority moves will go first regardless of the opponent’s speed.
====Base Stat Total (BST)====
This is the sum of all the base stats of a monster.
===In-Battle Statistics ===
In-battle statistics are stats that are not affected by a monster’s base stats, and do not persist while the monster is outside or swapped out of a battle.
====Accuracy====
This stat determines the probability of a monster’s move successfully hitting another monster. It is initially at 1x multiplier.
====Evasion====
This stat determines the probability of a monster avoiding incoming attacks. It is initially at a 1x multiplier.
====Crit Chance ====
This determines the probability of a monster’s moves landing as critical hits.
===Potential ===
Each monster has two characteristics. The innate potential (invariable except under certain conditions) and the visible potential (changing during the battles of the monster).
====Innate potential====
The innate potential corresponds to an integer value varying from 0 to 63. It is used in the formula for calculating stats. Its value cannot be modified except in certain cases (like the use of specific objects).
====Visible potential====
The visible potential is a value that can go from 0 to 150. By default, all the values of the visible potential are at 0. Nevertheless, this value can be changed. During the battles, for each opposing monster, the monster obtains potential points which he can then distribute in the statistic of his choice. Each monster can get a maximum of 500 potential points, it will be up to the player to distribute these points wisely.
==Abilities==
A passive ability is possessed by every monster. Each species has 3 abilities: common, uncommon and rare (60%, 35% and 5% respectively). If a mutation involved modification of the talent, the same rarity will be conserved.
Every monster breed as one common, one uncommon, and one rare ability to choose from.
Players can change the ability of the monster using a Mark of The Janus.
== Mutations ==
As monsters level up, they improve their attributes. However, at certain levels some monsters might grow into stronger versions of themselves, this process is called as mutation. When a monster mutates, it might change in terms of looks, as well as introduce new moves.
=== Mutation Tree===
As the name suggests, mutation trees are not always singular, some monsters might mutate into a new monster that is generally different from the normal mutation, both in looks and the moves that the monster can learn. 
This provides an immense set of possibilities where players are required to make a decision of which mutation they want for their monster.
Mutation trees allow each and every monster in the game to be truly different. If a player captures one monster and trains it overtime, the attacks that the monster learns, and the chance of an off branch mutation, makes that monster truly unique to the player. Thus, creating a stronger bond between the player and their monster.
Players can choose to skip a mutation in case they don’t want to have it for their monster. However, that might lead to the monster learning new moves at a later stage than normal.
==Moves==
Moves are attacks that a monster can do against enemies. These attacks can be anything from normal, self or environment based, providing buffs to the player monster and/or causing damage to the enemies.
Every move costs some stamina to the monster. The goal of a player should be to cause as much damage as possible in the least amount of stamina spend.
Moves follow the same type system as the monster itself, and can be any one from the 10 available types.
===Class===
There are three classes of moves: Physical, Special, and Status. Each type holds a different kind of effect when used.
====Physical ====
Physical moves deal damage depending on both the attack stat of the attacking monster and the defense stat of the defending monster. Most moves in this category have to do with dealing damage through 'physical' contact with the target.
====Special====
Special moves typically deal damage depending on the Special Attack stat of the attacking monster and the Special Defense stat of the defending monster. While most special moves do not make contact, some do.
==== Status====
Status moves include moves that change the weather, inflict status effects, or raise or lower the stats of a monster, among other effects.
=== Attributes===
Each move has the following attributes:
====Accuracy====
A move's accuracy rating is a number between 0 and 100, inclusive, that indicates the probability that the move will hit. The exact probability also depends on the monster's accuracy stat and the target's evasion stat. By default, these stats are equal to one and do not exist outside of battle.
====Skill Power====
This attribute represents the max amount of damage a move can do. This is usually zero for moves of the class “Self”.
====Stamina Cost====
This attribute represents the amount of stamina it costs for the monster to be able to use a specific move. If the monster’s stamina points are lower than the move’s cost then they will be unable to use that specific move in battle until the points are increased above the required threshold.