Gameplay

## How to summon monsters other than commons from your bench?

You have 4 slots to fill with your monsters in a PvP fight (3 on the board + 1 bench):

* legendary
* monstrous
* epic
* common

Rules are simple. As described on the picture above you can put only common card in the common slot. In the epic slot you can put epic card or common. Monstrous slot lets you put monstrous card or epic or common. Legendary slot lets you put any of the cards.

So as an **example** your team can consists of:

* 4 common
* 3 epic +  1 common
* 2 monstrous +  2 common **OR**  2 monstrous +  1 epic +  1 common
* 1 legendary +  3 common **OR**  1 legendary +  1 monstrous +  2 common

## Why can't I get 3 stars from Adventure stages?

Rules to get a 3 star:

1. Minus one star if a main character dies.

2. Minus one star if battle is not won within 5 turns.

3. Gain one star for winning the battle.

To help you get 3 stars, make sure you upgrade your monsters. Also try and be witty and see if there's any special tactics you can use. You can learn new tactics from Monster Academy or consult your clan mates for any tips.

## How can I get more wins rate in PVP Ladder Mode?

Don't worry! No rumbler wins every battle. You can increases your chances of winning by:

* Collecting more cards from the other modes and upgrading your monsters
* Learn tactics from Monster Academy
* Consult your clan mates or ask your question in our discord channel.

## What PVP maps are currently in game?

You can check all possible PVP maps on this page.

## Are you sure there's a way to beat Proving Grounds stages?

Yes! Don't give up! If you suspect there is an issue, please don't hesitate to ask on our discord channel.

## What are the different modes in the game?

We have many modes within Tactical Monsters:

* Adventure
* Monster Academy, which includes Training and Proving Grounds
* Guerrilla Warfare
* Expeditions
* Clan Expeditions
* Clan Wars
* PVP Ladder
* Gladiator Arena
* Mine Defense
* Esport

More modes are coming soon!

*You can unlock the different modes in the game by completing certain Adventure mode stages.*

## An explanation of turn durations for buffs/debuffs

If a monster "waits" a turn then their next move in that turn will count as a "turn" for any buffs/debuffs that have been placed upon after they use "wait".

*For instance*: Wukong "wait" turn 1 and then Franky uses his "selfless" skill on Wukong. Wukong moves at the end of turn 1. Wukong then moves at the beginning of turn 2 and "selfless" will end its 2 turn duration.

If a monster receives buff/debuff **before** waiting then this monster will maintain the effect through the wait phase and their second move in a turn will not count again for the duration.

*For instance*: Wukong moves turn 1 and does not use wait. Franky uses selfless skill turn 1. Wukong waits turn 2 and attacks during the second phase of turn 2. Selfless buff will still be in effect for turn 3. Wukong could again 'wait' turn 3 and effectively get 4!! move action phases with "selfless" buff active.

This works similarly with debuff like Cupid "inseperable" skill.

*For example*: Harrison 'wait' turn 1. Harrison is hit by Cupid passive skill turn 1 which binds him to Daq Daq. Harrison moves at the end of turn 1. Harrison then uses 'defend' at the beginning of turn 2 and the duration of 'inseperable' has now worn off and Daq Daq is free to move as he pleases.

*One final example*: Sabrina uses "wait" turn 3. She is then hit by Raul passive and infected with rabies . She will be affected by rabies for her second move phase during turn 3. But She will then no longer have rabies and be able to move freely at the beginning of turn 4

*Credits go to FemmeQueen*

## A further explanation on the mechanics of "wait" and initiative order

The "wait" function effectively separates out every turn into two separate phases. Both phases are defined solely by the current Initiative score of every monster on the board.

**The first phase** is "initial move order". During the first phase, The monster with the higher "initiative" score will get the chance to move first. At present, Harrison has an initiative score of **55** and will always move first.
Some monsters have skills that affect the initiative of allies or enemies.

**As of July 2018**

* Harrison: Passive boosts the initiative of all allies on the board for turn 1 only.
* Duraham: Level 18+ totem will increase initiative of nearby allies and decrease initiative of nearby enemies
* Bunka: Ultimate Skill boosts the initiative score of all allies on the board
* Mudman: Basic attack will decrease initiative of whatever monster he hits. (Does not apply with counterattacks)
* Troot: 20+ Troot will decrease the initiative of all enemy monsters hit by his turn 1 "entwine" skill.

**The second phase** of the turn only applies to monsters who used the "wait" ability during the first phase. During this phase, the monsters move in reverse order of initiative. This means the monster with the higher initiative will move after the monster with lower initiative. Any monster who did not use the "wait" ability during the first phase will not move during the second phase.

Effectively utilizing the 'wait' ability can allow high initiative monsters to move twice in a row. At the end of phase two and the beginning of phase one of the next turn.

Some monsters have "self buff" abilities that apply at the beginning of their turn. These will only come into effect for their move action during the first phase.

**Monsters**:

* Bigfoot: "Natural Power" energy boost, cleanse, and health regen
* Ares: "Holy Shield" -- damage mitigation
* Sabrina: "Energy Drain" -- removes energy from nearby enemies
* Duraham: Totem Summon
* Shady: Furby Summon

**Example**:
Raul waits during phase one. Mudman hits Raul with iniative debuff. Bigfoot receives 1 energy, cleanses negative effects, and regenerates 20% HP. Bigfoot uses wait.
Now, because Raul is hit with Mudman debuff he will move before Bigfoot for the second phase of the turn. Raul attacks Bigfoot and infects with Rabies. Bigfoot is then infected for the second phase of the turn order and will behave like other infected monsters.

This plays out differently if they do not use "wait".

**Alternative example**:
Raul attacks Bigfoot during phase one and infects with Rabies. Bigfoot "Natural Energy" passive comes into effect during phase one before his move action and therefore cleanses the rabies infection. Bigfoot then gets his normal move action.

*Credits go to FemmeQueen*

## An Explanation of "Dodge" and "Miss" and "Precision" mechanics

Some Monsters have a passive "Dodge" ability that allows them to avoid All Damage from an attack.

This is calculated as a "Chance To Hit" that players who have played D&D will understand.

Eloi has a 30% chance to dodge any incoming melee attack. This means that a melee attacker has a 70% chance to hit Eloi successfully.

Some monsters have the passive "Precision" ability which grants them 25% increase chance to hit any enemy monster. The precision score is **Additive** and not **multiplicative**.

*Example*:
Vlad uses his ultimate ability and gains 100% dodge chance. Medusa has 25% precision and attacks Vlad with a basic attack. She still has a 25% chance to hit. This can sometimes surprise an enemy Vlad who thought he was invincible!

Some monsters also have abilities that have the effect Will not Miss. Any attack with this ability **will always hit the opponent** regardless of dodge ratings.

The Blue monster Salih has an additional ability that effects the "Chance to hit score". His primary "Smelly Gas" causes enemies to miss 40% of the time. His ultimate ability "Corpse Poison" (Hereafter referred to as Fart Cloud) causes enemies to miss 60% of the time. Beware the smelly mummy farts!

Salih's abilities interact **multiplicatively** with monster dodge score. So if a monster without precision is standing in the fart cloud attempts to attack an Eloi, he will only have 28% chance to hit! I have included a chart below to give percentages.

After testing this interaction in adventure mode I can confirm that the combination is still quite effective against an enemy with precision bonus. While I do not have access to the code to confirm it, it is my observation that precision bonus will apply after the multiplicative effects of "Miss" and "Dodge". A Nobu with precision will have around 48% chance to hit an Eloi if Nobu is standing in fart cloud.

*Credits go to FemmeQueen*

## Dealing with Captain T–Karissa combo

(This section is largely obsolete due to Captain T changes)

*Requires*: Karissa level 12 & Captain T level 14

This combo allows Captain T to use his Hook ultimate ability turn 1 to pull enemies across the map.

*Note*: Capt can only pull 6 squares maximum. At lvl 20 capt can pull 8 squares which is basically whole map.

**Counters**:

* Mudman cannot be pulled by capt

If enemy Karissa is already on the board then Troot can stop turn 1 pull. If Karissa is not on the board then don't drop Troot it'll just be cleansed.

If you have squishy monster like Sabrina, Harrison, or any range it can often be best to simply move them out of range turn 1. Much better to do this than to lose it.

Another strat can be letting Capttain T pull your monster with a strong punish element which basically lets u get Raul or Blocky or Salih right in their base immediately to wreck some havoc on their units.

If you are running this same combo it is almost always best to pull enemy Capttain T first and pacify their advantage.

Other counter can be to let them pull your unit and then drop Franky for shield buff allowing you to have 2 turns to dish out as much damage as possible. Prioritize enemy ranged toon.

Enemy is unlikely to pull Puff D because Puff D will simply teleport back immediately.

If enemy pull is inevitable then defending turn 1 before Captain T pull can often be best option.

Most Captain T teams will have two melee like Daq Daq or Sir Philip or Raul or Blocky or Nobu or Sir Lamorak. Therefore eliminating Karissa will force opponent to come to you and give plenty of time for your rangers to dish out damage.
Remember that capt is relatively low HP and can be eliminated easily by magic damage. If Captain T is eliminated turn 1 or 2 then he only gets one pull and enemy melee must run at you.
*Credits go to FemmeQueen*