Welcome! In this guide, we cover the general progression of Monster Strike from early leveling to end-game content. 

While the entire guide is quite lengthy and a bit daunting, we break it down into simple goals such as leveling your monsters or collecting new ones. The guide is separated into BeginnerIntermediate, and Advanced level goals to give you a general order of what to work on next, but you will likely be working towards multiple goals at once.

If you just want a quick summary of how you should allocate your time and resources, take a look at the section "What Should I do with With _____?" However, it is highly recommended that new players read the section Deciding if You Want to Reroll, as it details reasons why you may want to restart your monster strike account.

note: This guide assumes you have played through the intro tutorial and gotten a basic idea of how to play quests and fuse monsters together.

If you have any lingering questions at the end of the guide, you can post them in our QA Section or on the official Monster Strike Forums.

Written by forrely, formatting by Nick, review by SFGundam and friends

- some images and information are currently out of date due to the recent 5.2 update

Ultimate Players Guide

Beginner Goal 1 - Using the Hatcher 

Summary

  • Obtain orbs by leveling and completing normal quests.
  • Use orbs on the hatcher to try your luck at getting strong monsters.

  About the Hatcher  

When most people talk about 'the hatcher', they are referring to the premium hatchers that cost orbs to use (i.e. not the "friend hatcher" or special event dream hatcher). The premium hatcher is the most important way of obtaining monsters in Monster Strike because it drops some of the most powerful monsters in the game that cannot be obtained anywhere else. Because the hatcher is so useful, you will end up using it all throughout your monster strike career, but using the hatcher as a beginner is very important for getting strong monsters quickly in order to fight more difficult quests.

 

 Obtaining Orbs  

Since orbs are needed for the hatcher, you will always be looking for more. Orbs are Monster Strike's premium currency, and thus can be bought for real world money, but many can be obtained for free by playing the game. Early on, most of your orbs will come through mission log rewards by leveling and completing quests (remember to check your mission log periodically for rewards!). If you want to gain even more orbs quickly, the fastest method is by playing with "new strikers" as detailed later in the Multiplayer section.

note: Orbs can be used on a number of other options besides the hatcher, but it is recommended to only use orbs on the hatcher when you are a beginner. Using the hatcher is more important because you can complete quests later without using orbs to continue when you have more powerful monsters. You may consider using a few orbs to increase your inventory space for easier management, but it is recommended to get at least one or two powerful hatcher monsters first.

 

Using the Hatcher

Using orbs on the hatcher is a game of chance; the power of monsters varies greatly as indicated by their star rating on a scale from 1 to 6 stars, with higher star ratings being significantly stronger. Hatcher monsters start with either 3, 4, or 5 stars. While any 4* or 5* hatcher monster will be fine for normal quests, 5* monsters are all but required in Monster Strike's more difficult content because they can evolve into powerful 6* monsters. Monsters that start as 4* can only evolve to 5* and no further, meaning that, eventually, any monster that starts with 4 stars or less will become obsolete at higher difficulties (with a rare few exceptions. Additionally, if you get multiples of any monster, combining them together for high luck can help you get more loot).

Notable 4 star hatcher monsters (1/8/16): FreyjaDear LottaChandraYulong, Kurama Tengu

Additionally, the power of 5* monsters can vary significantly, and the chance to get certain monsters from the hatcher varies over time, see section 2 "Deciding if you want to Reroll" for more details.

Beginner Goal 2 - Deciding if you want to "Reroll"

Summary

  • Decide if you want to reset your account for another chance at getting better monsters from the hatcher.
    • particularly consider reseting if you did not receive any 5 star monsters in your first 10 or so hatches

What is "Rerolling"?

Rerolling is one of the more tedious but effective methods of success in Monster Strike. Common in games with a lottery system like the hatcher, rerolling in Monster Strike means restarting your account (generally by re-installing the game) to roll on the hatcher with the free early orbs in hopes of getting better monsters. This is usually done early-on (anywhere from level 1-30 or even higher) as getting orbs in the early levels is much easier (particularly with the free starting orbs and "new striker" bonuses).

 

Should I Reroll?

While somewhat monotonous, rerolling until you get a 5 star in your first few hatches, (or multiple 5 star monsters in your first batch of hatches) is the generally accepted "best" method of quickly getting started in monster strike. Hatcher monsters are almost ubiquitously better than, or on par with, any monster you can get otherwise, except for the most difficult to obtain "impossibles". That said, rerolling is certainly not required, as you can always get more orbs by playing normally (though at a somewhat slower rate) and even the end-game content can be beaten without owning any hatcher monsters, but it will be very difficult.

What Makes a Monster "Good"?

One of the best hatcher monsters in the game.

Deciding whether or not to reroll can be a daunting decision as a beginner, since it entails understanding what monsters are "good" (not all 5 stars are created equal). To compound this, the chances of getting specific monsters from the hatcher vary depending on the current "featured hatcher". To help determine the strength of your monsters and check if the current hatcher has a high chance of dropping useful monsters, you can reference tier lists such as this one or ask on a discussion website.

If you cannot find a monster on our tier list page, try searching its name in the database. There will still be a numeric rating of the monster (1-10) to help you understand its usefulness.

A "good" monster in Monster Strike will either perform well in a variety of quests (ie. has multiple useful abilities and good stats), or perform very well at a few "useful" quests (quests that drop other high tier monsters). A low rated monster will have less quests that they perform well in due to having few or very specialized abilities. However, a single good monster will not carry you through every quest. Quests in monster strike have a variety of dangerous hazards(gimmicks) that can be negated by the appropriate monster ability, so building a diverse roster of monsters is neccesary for continued success. A "good" starting monster will help you beat a variety of dungeons to obtain more monsters to expand your roster.

 - A note on tier lists: Tier lists are generally based off ratings from the Japanese fan community, as they gain access to monsters earlier than North America. These ratings are their subjective estimates of what monsters are "good" on a scale from 1-10. Additionally, a monster's rating may be based off the power of its ascended form which may not currently be available in NA. (E.g. Arthur's base form is rated a 10 due to her ascended form being rated a 10, but currently (as of Dec 2015), only her evolved form, rated an 8.5, is available in NA.)

 

General Rerolling Guidelines

  1. If you want to guarantee starting with a good monster
    1. ​Complete the first few missions to get free orbs from the mission log (anywhere from 10-30 depending on if you have a way to co-op with others)
    2. Reroll if no 5 stars or a weak 5 star (a 9.0 rating and above is generally considered great, while 7.5 and below is the bottom end of hatcher monsters)
  2. If you just want to try out the game and see how things go
    1. ​play until you have hatched roughly 10-15 times. (play normal quests and check your mission log for orbs)
    2. If you do not receive any 5* monsters from the hatcher in this time, consider rerolling.
      1. While it is very likely you will get a 5* hatcher monster eventually, having at least 5* hatcher monster to begin with will make the early game easier.
    3. Getting 2 or more 5* monsters in your first 10 rolls is a good start (5 star monsters are roughly a 10-17% drop rate depending on the hatcher)
      1. Legend Hatchers that appear at the beginning of each month have the highest chance of dropping 5 stars (roughly 17%), and the heroes hatchers in the middle of each month have the next best chance (~15%)
  3. You can check tier lists or ask in a discussion board to get an idea of how strong your monsters are.

To reiterate, while rerolling can be very useful (some players have rerolled upwards of a hundred times or more to try for the perfect team), you can certainly play without rerolling and still see all of the end game content, though it may take longer in the end. How you play the game is up to you, but if you'd like to get into higher-end content quicker or even just don't like the look of your current monsters, you might consider rerolling.

Beginner Goal 3 - Ranking-Up (Player Level)

Summary

  • Complete normal quests to gain experience and level up.

Why Rank Up?

One of the easiest and most helpful things to do as a new player is to rank up! Regardless of what sort of content you want to fight later on, you will always want more stamina, and increasing your striker rank is the best way to get more. In particular, you will eventually want to reach at least rank 50, as only rank 50 players can host or join temple dungeons to get ableberries, items that increase the power of your hatcher monsters.

Here are a few notable stamina milestones:

50 stamina - able to host extreme difficulty quests
60 stamina - able to host "impossible" difficulty quests (though they will likely be too difficult at this point)
~80 stamina - able to host 1 extreme and then another extreme 1 hour later (the duration of many extreme quests)
note: As you reach higher levels, the amount of stamina you gain per level will decrease until you start getting 1 stamina every 2 levels, but it's still useful to keep leveling!

 

How to Rank Up

The best way to level up is to host trial quests. Remember, only the host of a quest gets experience and completion credit (for most mission logs and progression).

While event quests may give more experience at first, trial quests are much easier and become much more efficient in terms of stamina -> exp ratios as you progress. The best trial quests give 5,000 exp for 23 stamina and reward a large amount of morlings.

Trial Questing Tips

  • You should always try to complete the most recent trial quest in order to gain access to further quests that give much better rewards.
  • Completing trial quests will give a huge amount of extra bonuses via the mission log (including orbs!) Be sure to check the mission log often.
  • Note that on certain days of the week, many trial quests cost half the normal stamina! Make use of these days to quickly level and progress.
  • If you bring a helper monster with a Genius type berry, you gain anywhere from 1%-60% more exp from that quest.
    • A helper monster with a Genius S+ berry (+55% exp)

       

Beginner Goal 4 - Leveling-Up Your Monsters

Summary

  • Get expie turtles by completing expie shell-a-thon quests that appear daily
    • Use a high luck monster as your main monster and host/join online co-op quests for more turtles!
  • Level up your monsters by fusing expie turtles into them
    • prioritize leveling 5 star hatcher monsters first

Benefits of Leveling Monsters

The easiest way to increase the power of your monsters is by raising their level. This is much easier than morlings, as it gives them far more stats, and also increases their bump combo damage (though morlings will still be important later)! The best way to level monsters is by fusing expie turtles (different from gold turtles!) into them. While fusing regular monsters into each other will raise their level, using expie turtles is much, much faster.

Important note: fusing a turtle into a monster that has the same element(color) will grant an additional 50% experience!

How to Get Expie Turtles 

 - Beating Expie Shell-a-thons

The best way to get expie turtles is by completing Expie Shell-a-thons that occur multiple times each day during weekdays. These quests are very easy, so you should put your highest luck monster as your first(main) monster for the team that you bring. (See below for details on luck)

However, be careful on weekends, as instead of shell-a-thons, more difficult Expie Shell-mageddon quests appear. These quests cost more stamina to host, and have a few gimmicks (including dangerous damage walls), but reward higher quality turtles. It is still possible to complete these quests with weaker monsters, but you should pay particular attention to when damage walls spawn.

Because expie quests are fairly easy, it can be very useful to host or join exp quests online in order to get more turtle drops from luck. If you are hosting, try and wait for a full party of players to get the most benefit from their luck. However, if you can get a nearby friend to help, on some days, special local co-op only expie quests will be available that drop even more turtles! Check the multiplayer section of the guide for details.

- Using the Friend Hatcher

You may have noticed the friend hatcher at the top of the "hatchers" tab in game. This hatcher is an easy secondary method to obtain turtles as it only costs "friend points" to use and gives a variety of expie turtles and morlings. Friend points come easily from logging in, playing with friends, using helper monsters, or having your helper monster used by other players. 

note: The friend hatcher can drop a special monster called "Striker Jr" that is not recommended for use by beginners, as he requires a large number of morlings to be useful. More details on Striker Jr. are listed in the section Intermediate Goal 3 - Hypermaxing Your Monsters.

 - About Luck  

Each point of luck (indicated by a green clover symbol on a monster) gives a 1% chance of receiving an extra chest from the dungeon, making it very useful for getting expie turtles and morlings. However, only the luck stat of the main (1st slot) monster of your team is counted for a mission, however if you play with other players through co-op,  everyone benefits from the luck of eachother's main monster, making co-op very useful for getting more loot.  

You can easily receive a high luck monster, a 50 luck Wrathful Jabbanero, from the mission log by simply joining and clearing a co-op game once (any quest). You can increase the luck of any monster by fusing into it a copy of the same monster or any future/previous evolutions/ascensions of that monster (up to a limit based on star rating) so don't just sell those extra copies of monsters you get! (unless theyre 4* monsters or less, of these, generally only red smydras are useful for increasing your wrathful jabbanero). 

However, you should not fuse copies of any 5 star hatcher monsters together, since you may want multiple copies for questing rather than the relatively small increase in luck. Even having 4 copies of a particular monster can be useful incase you want multiples of its evolved or ascended forms. 

More details on luck are explained in the section Advanced Goal 1 - Obtaining Max-Luck Monsters

Important Note: Do not put your highest luck monster in the first(main) slot of team 1 unless it is also your most powerful monster. This slot has a note above it that states "Friends Can Use" because this is the monster that other players can use in their solo missions. However, other players do not benefit from the luck of your helper monster when they play solo.

 

Which Monsters Should I Level First?

In order, the most useful monsters to level first are:

- 6 star hatcher monsters (if you already evolved or ascended any from 5 stars)
- 5 star hatcher monsters (only if they started as 5 star monsters and thus can become 6 stars)
- any other 5 or 6 star monsters
Because hatcher monsters are generally more powerful than other monsters (of equivalent star rating), you should prioritize leveling them first. And because only monsters that start as 5 stars can be upgraded to 6 stars with very rare exceptions, they should be prioritized over any 4 star monsters.

Additionally, you should not level any monsters obtained from normal quests, as none of them reach 6 stars and very few even reach 5 stars, where as hatcher/event-quest monsters can reach 5 or 6 stars. The exception being the 50 luck jabbanero that you may start with in the mission log, as it is very useful in general as a high luck monster.

note: remember to keep an eye on when your monsters reach maximum level so you don't waste expies! For reference, 5 star monsters can reach a max level of 70, and 4 star monsters can reach level 40.

 

What Should I do with ______?

This section provides a quick summary of how you should be spending your resources in Monster Strike. This section is intentionally brief and omits many details and explanations found elsewhere in the guide. 


Orbs - 

Orbs are Monster Strikes premium currency, but can be gained quite commonly for free through in game means.

  • The large majority of your orbs should be used to roll on the premium monster hatcher. Especially as a beginner, getting hatcher monsters with a 5 star rating is much more helpful than other orb options.
    • Check the ratings of monsters in the current hatcher in the strikeshot database. Aiming for hatchers that feature at least one 9.0 rated monster is optimal.
    • Legend Hatchers that appear on the first few days of each month have the best drop rate of 5 stars (~17% vs 10-15% for other hatchers)
      • The heroes hatcher usually appears near the middle of each month and also has a decent drop rate of 5 stars (~15%)
  • You might consider spending orbs to increase inventory space to make it easier to manage, but try to get rid of unnecessary monsters first (get rid of 4 star monsters and weak 5 stars that you do not need as ascension materials, unless they have abilities your teams are lacking)
  • Avoid using orbs to refill stamina or continue stages unless you really need something for an upcoming event. Almost all quests will come back periodically at some point, you can do them later when you have a better team for it.
  • Do not spend orbs to buy quest vouchers, you can easily wait for daily expie/evolution/morling material quests to show up in the next few days.

 

Expie Turtles/Morlings   

Expie turtles are special monsters not meant for combat that provide a very large amount of experience when fused into other monsters. (note that expie turtles are different from gold turtles, which do not give extra exp and instead sell for a very large amount of gold) Morlings are special monsters not meant for combat that provide a permanent stat boost when fused into other monsters. Both morlings and turtles can be found in the "Fuse&Sell" sections of your monster box, and will have a special ability denoting their usage.

 

In general, you should prioritize using your expie turtles and morlings as follows, but keep in mind which quests might be coming up incase you need a particular monster powered up to fight them.

  1. 6 star hatcher monsters (if you already evolved or ascended any from 5 stars)
  2. 5 star hatcher monsters (only if they started as 5 star monsters and thus can become 6 stars)
  3. any other 5 or 6 star monsters

It is generally better to save expie turtles or morlings rather than use them on 4 star monsters if you have the room, as almost any monster that begins as a 4 star will eventually become obsolete. (a notable exception is the high luck wrathful jabbanero you get from the mission log, though this should still be a low priority)

Keep an eye out for upcoming mega-fuse-athons by checking the game news for striker tribune events. During mega-fuse-athons, the chance for mega-fusions is hugely increased (roughly 75% chance). 

 

Gold - 

Gold is Monster Strike's non-premium currency that is very commonly received. Gold is used to fuse monsters together and evolve or ascend them. Most of the time you will have more than enough gold for these purposes.

Most of your gold will be spent fusing monsters into other monsters. (Keep in mind that it is cheaper to fuse multiple monsters at once rather than one at a time)

The other main way to spend gold is on the Gold Hatcher that occasionally appears (check the in-game news for dates of when it will appear next.) The gold hatcher is a good way to spend excess gold, as it can give a large amount of high grade morlings and exp turtles, but remember to keep enough gold to fuse all of your new morlings and turtles.

 

Stamina - 

Use your stamina with the following priorities when quests are available. Remember to look ahead in the quest schedule to make sure you have stamina ready for upcoming events.

  1. Savage/Extreme dungeons (if you have a good team of 5/6* monsters) to obtain more 5 star monsters for use on a team, or to use as ascension materials for your other monsters. (search your monsters on strikeshot.net to see which ones are better when ascended vs evolved). Aim for quests that your monsters have useful abilities for (ie. null damage wall in quests with damage walls)
  2. Trial quests to increase your player level and max stamina and to receive various rewards(including orbs) from the mission log.
  3. Expie quests to increase the level of your monsters. (prioritize 5/6 star hatcher monsters)
  4. Evolution material quests to evolve your 5 star monsters to 6 star monsters. (prioritize evolving hatcher monsters)
  5. Morling hyperboost material quests to boost your monster stats.
  6. Gold quests to build up a stock of gold for when the gold hatcher appears. The gold hatcher rewards mid-high grade morlings and turtles.

- Read the current news popups when opening the game to check for special striker tribune events that may be going on. There are often special quests or extra rewards available.

Gameplay Tips


Building Teams

When assembling a team to fight a quest, search the quest or boss monster name on strikeshot.net to check for gimmicks and other hazards, remembering to keep all of these things in mind:

  • Elements of Enemy Monsters
    • A team with appropriate elements is very important for both increasing damage output and reducing damage taken.
    • Take a look at our Damage Modifier Guide Here to learn about elemental effects and other important quest effects.
  • Gimmicks
    • The gimmicks listed for each quest appear in varying amounts, so take a look through the quest guide to see how often they appear and what abilities are recommended. (e.g. a quest might list "gravity barriers" as a gimmick, even if only 1 small gravity barrier is present)
    • Try to counter as many gimmicks as you can by bringing monsters with abilities that negate them. (But remember to keep element typing in mind!)
  • Boss Slayer Abilities
    • Some bosses have the "Slayer" ability that causes them to deal extra damage to monsters of a particular class. This can be very dangerous and is not listed in the in-game gimmicks list, so remember to check the quest page here on strikeshot.net to be safe.

 

Questing Tips

  • Don't pick up hearts unless you need to!
    • If you can avoid picking up hearts until later, allowing them to grow bigger can give you much more health.
      • Small Red Heart = 50% of the touched monster's health, Large Red Heart = 100% of the touched monster's health, Gold Heart = 75% of the team's total health.
    • Watch for enemy attack timers.
      • You can afford to wait if the enemies aren't attacking next turn, but make sure your next monster is in position to get the heart! (keep in mind when damage walls or other gimmicks appear)
    • Even if you are waiting to pick up a heart, try to do damage (higher hit combos increase the chance for hearts to grow). Though hearts still have a chance to grow even if you do no damage.
  • Consider stalling for strike shots.
    • Stalling for strike shots means intentionally avoiding dealing damage (usually by aiming your monster straight up and down or left and right).
    • This can be useful when:
      • You haven't reached the boss, but still have a long time left before your monster's strike shot is ready. (Particularly if you want to speed clear the boss
      • You have already used a strikeshot, and only minions remain in the area. This allows you to try and recover that strikeshot to make the next stages easier.
    • Stalling can also be helpful if you want to hope for more hearts to spawn.
  • Use strikeshots early if you need to.
    • ​This requires keen judgement of the situation. Many players tend to save their strikeshots for the final stage of the boss, which can be useful since that is typically the hardest part, but sometimes you need to use your strikeshots earlier.
    • Consider:
      • ​Are you going to lose now if you do not use your strikeshot?
      • Can you survive the current stage? (low on health? lots of enemies or gimmicks?)
      • Are you in a position to make good use of the monster's strike shot effects? (weakpoints in range, no gravity barriers or warps in the way, etc)

 

Other

  • You can tap and drag your finger to pick up loot rather than lots of tapping.
  • Adjust game options in the "More" tab.
    • You can turn on "Menu Effects" option can skip fusion and evolution animations.
    • Turn on "Monster Auto-lock" to automatically lock (make selling/fusing into something else require a confirmation) any 5* monsters received from the hatcher.
  • Don't forget you have to unlock ascension materials when you want to use them!
  • Use the backup save data function incase you lose your phone or your data gets corrupted.

Multiplayer 

Multiplayer is an important and very useful part of monster strike, but is not always better than solo'ing missions due to difficulty communicating and reliance on other players to bring good monsters.


Multiplayer Benefits

  • Save on Stamina
    • ​Only the host needs to spend stamina to start a quest (unless joining online public lobbies), letting you complete many more quests than normal.
  • More Loot
    • Damage Chests - Extra tap-and-grab loot chests that have a chance to appear only in multiplayer upon damaging an enemy
    • More Luck Bonuses - Every player receives loot from each other's luck bonuses.
    • Local Co-op Bonus Chest - A special reward chest meant to encourage getting together with friends to play Monster Strike. Often rewards very good loot depending on the quest, and for certain quests is guaranteed to drop high value monsters/items. (ex. always a voucher on Darkblade Murasame quests)
  • *Potentially* Better Team Composition
    • Teaming up for difficult quests means each player only needs to bring 1 or 2 useful monsters.
  • Ability to Pass Turns
    • ​By simply waiting 20 seconds you can pass your turn without moving. This can be particularly useful to avoid hazards such as damage walls and mines.
    • However, remember that passing your turn does not advance strike shot timers or allow hearts to grow/spawn.
  • Get Friend Points
    • ​Playing in multiplayer always rewards friend points, letting you roll on the friend hatcher for morlings and turtles.
  • Affinity Bonuses
    • ​Completing quests in local or social media co-op with friends builds the affinity bar with that friend. Upon filling the affinity bar (max once per day), receive either orbs or a Maxpie!
      • Reward starts as 1 orb, then alternates between 1 maxpie and 2 orbs each time you fill affinity with that friend.
  • New Striker Bonuses
    • ​Receive 1 orb for the first 100 new strikers you play with in either local or social media co-op.
      • The first 10 new strikers also reward an additional 5 orbs each.

 

Multiplayer Drawbacks

  • *Potentially* Worse Team Composition
    • ​Sometimes teammates might not have the best monsters for each quest. Remember to inspect your teammate's monsters (by tapping and holding on their icon) to see if they are leveled up and have useful abilities for the quest.
    • Sometimes your available helper monsters may be better than teammate's monsters.
  • Timed Turns
    • ​Having only 20 seconds to complete your turn can rush your decisions. This also means you cannot pause the game.
  • Difficult to Coordinate
    • ​Communication with players in open lobbies is essentially non-existent, and even communicating with players you know more directly can still be difficult due to the timed turns.

 

Multiplayer Methods


Info from official Monster Strike page: http://us.monster-strike.com/gameguide/strikers_guide/solo_vs_co-op.html

1) Local Co-op
- Set a passcode and play together with players in the same area. Only players that are nearby can see and join your lobby.
- The best mode for multiplayer as it gives the most rewards and benefits, but is not always possible due to distances between players.
  • Receive affinity, friend points, new striker bonuses, and a local co-op bonus chest.
  • Can host/join special Local Co-op Only quests.
    • Can only host these special quests a limited number of times each day (usually 2)
    • Quests usually include Impossibles on weekends, and turtles on other days
2) Social Media Co-op
- Play with others through LINE, Facebook, or WhatsApp (or any other messaging service if you copy-paste your lobby link). Only players with your lobby link can see the lobby.
- The most common mode for playing with specific friends or players.
  • Receive affinity, friend points, and new striker bonuses
 
3) Global Co-op
- Play with other Strikers that are challenging the same quest. Any player can see and join your lobby.
- This mode has the most restrictions and least rewards, but is the simplest way to connect with a large amount of other players.
  • Receive friend points (no affinity or new striker bonuses)
  • Joining an open lobby consumes 10 stamina if you complete the quest

 

Global Co-op Details and Restrictions
  • Hosting a Quest
    • Stamina is consumed normally when hosting a quest
  • Joining a Quest
    • 10 stamina is required to join an open lobby quest.
      • The 10 stamina is only consumed on quest completion (failing or disconnecting from the host will not consume the 10 stamina)
    • You must have enough current stamina to select at least the lowest difficulty of the quest (you may join any difficulty of quest however), though only 10 stamina will be consumed
  • Quests That Cannot Be Played Through Global Co-op (Does Not Apply to Social Media Co-op or Local Co-op)
    • Co-op Only Quests
    • Voucher Quests
    • Impossible Difficulty Quests
    • Local Co-op Only Quests
 

About Line Groups


"Line" is a messaging program similar to Skype. It is very popular in Asia, and thus one of the options for sending co-op invites in Monster Strike. Using social media co-op such as Line has less restrictions than global co-op and provides an easy method for communication. Although any messaging service will work, Line groups are one of the most popular ways for strikers to meet up with other players, providing a way for players to coordinate co-op quests and help each other in a manner similar to guilds in MMO's.

Joining Line Groups

Finding a Line group to join can sometimes be difficult, due to limits on the number of people in a group and finding groups in the first place. Some groups are restrictive on who can join based on how good your monsters are, but many groups are much more casual about things and will let almost anyone in as long as you are courteous about it.

There is no official listing of Line groups, but good places to look include:


Special note - Line group "nuking": Line groups are susceptible to a particular danger known as "nuking". Any member of a line group has the power to kick other members. This means that if a nefarious individual joins a Line group, they can "nuke" the group by kicking everyone else out. This does happen, and is one of the reasons for established Line groups to be more restrictive about who they allow in.

 

Playing in Line Groups (or the StrikeShot.net Co-op Chat)

A good group will help you get going and offer advice, but remember they are not required to! Individual groups will vary in policy, but in general, Line groups are first and foremost a co-op hub. Feel free to ask questions when needed, but do try other avenues first (like this guide!) if you think there might be an easy answer.

  • Make sure you contribute to the group by hosting quests.
  • Pay attention to the chat while in a lobby AND during quests incase your party members send important messages
  • Respect others' wishes if they ask for you to leave their lobby 
 
 

Multiplayer Gameplay Tips

  • Inspect potential teammates in the lobby
    • Check the abilities of teammates to make sure they are appropriate for the current dungeon.
  • Remember you can just pass your turn!
    • If there are dangerous hazards like mines or damage walls, sometimes it is best to simply wait 20 seconds and pass your turn rather than risk touching deadly hazards.
  • Other:
    • Minimizing the app or letting your screen turn off will cause the game to become temporarily stuck for other players, and eventually you will be disconnected if you do not resume play. 

Intermediate Goal 1 - Obtaining 6 Star Monsters

Summary

  • Collect colored and divine sharls to use for evolving
  • Level up 5* monsters and evolve/ascend them to 6* for large power boosts

Importance of 6 Star Monsters

As you know, leveling monsters by fusing turtles into them provides a very large increase in their stats. By evolving or ascending 5 star monsters(only possible with monsters that began as 5 stars), they become 6 star monsters, which can then be leveled even further to gain more stats. 

Evolving a monster:

  • Retains:
    • Most base stats (or stats increase)
    • All morling(hyperboost) stat bonuses (up to the monsters previous limits)
    • Luck, Ableberries
  • Benefits:
    • increased: Abilities, Strikeshots, Bump Combos, Morling Stat Caps
    • +1 Star Rating (increases max luck cap)
    • Resets level to 1
      • Allows further leveling for more stat increases

6 star monsters are very important for completing more difficult extreme dungeons and make savage difficulties much easier. Beating these dungeons is the next step in progressing through monster strike as they reward more 5 star monsters to help you expand your team.

 

Evolving vs Ascension

To create a 6 star monster, you have the option of evolving your 5 star monster with catalysts(sharls and stoans) or ascending your monster by consuming other (specific) monsters. The evolved and ascended forms of a monster vary in power (one is not always better than the other), but collecting evolution materials (catalysts) is typically much easier than collecting ascension materials (monsters). You can switch between ascended and evolved forms of monsters later, so evolving your monsters to get them to 6 star level quickly is recommended.

 

 

 

Obtaining Evolution Materials

In order to evolve a 5 star monster, you need a number of colored sharls and stoans as well as one divine sharl. Such evolution materials ("catalysts") can be found in all dungeons, but are most consistently found in daily evolution material quests.

A list of all daily quests can be found here: http://us.monster-strike.com/news/changes_to_daily_quests.html

Divine sharls in particular drop from all hard difficulty evolution material quests, but are extra rare, and may take many runs to obtain one (remember to bring high luck monsters if you have them, and try using online co-op for more luck).

Alternative ways of obtaining catalysts involve completing mission log entries including:

Receive 1 divine each for completing these missions:

  • Reach rank 25
  • Complete the 13th trial quest: Netherworld Portal (can only be cleared once)
  • Login once a day for 30 days total
    • note: does not need to be consecutive days
  • Beat the first voucher quest in the Mythos questline

Intermediate Goal 2 - Expanding Your Roster by Beating Quests

Summary

  • Attempt extreme dungeons for chances at getting 5 star monsters
    • Evolve or Ascend these new monsters to 6 stars for use on a team
    • OR use these monsters to ascend your other monsters

Why Diversity is Important

Each quest has a number of very detrimental hazards (also called gimmicks) such as damage walls, gravity barriers, and mines. Bringing monsters that have abilities to counter or bypass these gimmicks is very important for success at higher difficulties (for example, many quests with damage walls are very difficult without 2-4 monsters with the "null damage wall" ability). Thus, you should expand your roster of useful monsters in order to take on more varied quests. Additionally, you may need to collect certain 5 star monsters if you wish to ascend your other monsters.

see the official page for details on abilities: http://us.monster-strike.com/gameguide/strikers_guide/abilities.html

About Extreme and Savage Event Quests

The main way to expand your roster besides the hatcher is to beat extreme dungeons (sometimes called "descends") listed in the event quest section.

Extreme Dungeons:

  • Appear for 1-2 hours at a time
    • These quests often appear once or twice on one day, but may not appear again for multiple weeks. If a themed hatcher is ongoing, the related set of extreme dungeons will appear multiple days in a row.
  • Contain Extreme, Savage, (and sometime Hard) difficulties
    • All 3 difficulties can drop the same 5 star monster (can be evolved or ascended to 6 stars like hatcher monsters)
      • Extreme difficulty guarantees a drop as a no-continue bonus (did not fail and use an orb to continue), and has a moderate chance to drop the boss normally
      • Savage difficulty has a low chance to drop
      • Hard difficulty has a very low chance to drop

Savage Dungeons:

  • Appear for multiple days at a time
    • These quests may not appear again for multiple weeks. If a themed hatcher is ongoing, the related set of savage dungeons will appear multiple days in a row.
  • Savage, Hard, and Normal difficulties
    • All 3 difficulties can drop the same 4 star monster (not recommended for use on a team, but can be used to ascend certain other 5 star monsters)
      • Savage difficulty has a somewhat low chance to drop
      • Hard difficulty has a very low chance to drop
      • Normal difficulty has an extremely low chance to drop

 
Note that savage dungeons are different from savage difficulties. Savage dungeons only reward 4 star monsters, but the savage difficulty of an extreme dungeon (descend) can drop 5 stars. The quest will indicate what monster drops next to the name.

Beating extreme difficulties can be very difficult, it is recommended to have at least a full party of max leveled 6 star monsters with at least a few abilities that counter the gimmicks present in the dungeon. Savage difficulties are significantly easier, but have a relatively low chance to drop the monster and can still be difficult without a full party of 6 star monsters. 

To see what gimmicks show up in a dungeon, you can tap the monster icon of the quest in the event list, or you can check the quest guide here on strikeshot.net by looking on the front page for active quests or searching the monster/quest name. 

Strikeshot.net front page
Viewing Gimmicks In-game
 

What Quests To Focus On

 - Combat Monsters -

Not all 6 star monsters are useful in combat, to get an idea of how powerful a monster is, you can check the rating of a monster here on strikeshot.net. Monsters with at least a 7.0 rating are useful in at least a few quests, but aiming for monsters with 7.5 or 8.0 is best. Event quest monsters typically do not reach above 8.0 unless they are one of the very difficult "impossible" quests.

Remember that a monster's usefulness will depend on your current roster and what quests you intend to fight in the future.

In general, you should focus on getting a decent spread of monsters with varied abilities and elements, but you might also consider focusing on monsters that are useful for fighting the Impossibles (detailed later in the section Expert Goal - Defeating Impossibles.)

 - Monsters as Ascension Materials -

You can also try for monsters that you need as ascension materials. However, note that the ascended form of a monster is not necessarily better than the evolved form. You can check the differences between forms by searching the strikeshot.net database. (note that it takes less ascension materials to ascend an already evolved 6* monster than it does to ascend a 5* monster.)

Important Note for Ascension: Only the base (unevolved and unascended) form of a monster can be used as an ascension material.

 - Monsters from Easy Quests -

Some extreme difficulty quests are easier than others due to having less gimmicks or damaging effects. You can get an idea of how difficult a quest is by searching the name here on strikeshot.net and viewing the quest guide. Additionally, the front page also lists difficulties for upcoming quests. Keep in mind that the difficulty of a quest is highly influenced by the elements and abilities of your monsters! Keep in mind the abilities of your high level monsters and aim for quests that they counter.

Quests are rated on a scale of 1-6 stars. As a beginner, aiming for quests with 1 or 2 difficulty stars is best, but remember that even an easy quest can be difficult without well leveled monsters with appropriate abilities and elements! Easy quests have more leeway in terms of bringing ill-suited monsters, but quests with 4 or 5 difficulty stars are much less forgiving. Quests with 4 difficulty stars and above usually require a full team of hypermaxed monsters with mostly appropriate abilites and elements.

Beautiful, Baleful Butterfly is an example of a good quest for beginners, since it is only a 1 star difficulty, but rewards Queen Butterfly, a well rated, fairly versatile monster that is useful for the Impossible dungeon, Netherworld Creator, Izanami

 

Remember that you can check the upcoming event quest list in-game or on the front page of strikeshot.net to see if monsters you want are showing up in the next few days.

 

The Mythos Questline

The Mythos Questline is a series of fairly easy progression quests made to help new strikers get started on other extremes.

  • Mythos quests reward 5 star monsters that can evolve/ascend to 6 stars with useful abilities.
  • To host a mythos quest, you must use mythos vouchers that allow you to host a quest once per voucher(pass or fail).
    • You can obtain Cthulhu quest vouchers by beating specially marked event quests that appear every day.
      • ​vouchers appear more often on harder difficulties.
    • ​Beating the Mythos: Cthulhu quest rewards a guaranteed drop of the boss, and a chance for Mythos: Dax and Mythos: Leah quest vouchers
  • ​Each monster is useful for the next quest in the series (Cthulhu is useful for beating Dax, and Dax is useful for beating Leah)
  • Cthulhu's quest is fairly easy (only a Hard difficulty), while Dax's quest is somewhat more difficult (savage), and Leah's quest is an Extreme difficulty, but is easier than most extremes.

see the official Mythos Quest page for details

 

Having Trouble with Extreme/Savage Difficulties?

  • Check out the gameplay tips section of this guide
  • Make sure your monsters are leveled and hypermaxed as detailed in the next goal.
  • If you have your eye on a particular quest, try looking for other quests that reward monsters with abilities and elements suited for your desired quest.
  • Consider hosting quests online so other strikers can bring their own monsters.
  • Completing savage difficulties repeatedly is a slower but viable method of obtaining monsters when the extreme version is too difficult.
 

Intermediate Goal 3 - Hypermaxing Your Monsters (morlings)

Summary

  • Collect morlings to fuse into your monsters for a power boost

About Morlings

You have likely already obtained and used a number of morlings to increase the stats of your monsters. Morlings are less important than leveling and evolving your monsters, but are still very helpful.

Each monster can only have a certain amount of bonus stats fused into it before morlings no longer have any effect. "Hypermax" is a common term used to describe monsters that have reached their maximum-level and maximum stat caps as indicated by a rainbow colored "max" underneath their icon. Although hypermaxing a monster does not give any special bonus outside of the increased stats, it is still an important goal to reach since every boost in power counts when it comes to fighting difficult quests.

 

Obtaining Morlings

Remember, if possible, it is more efficient to prioritize leveling and evolving your monsters first rather than specifically going for morlings.

- Hyperboost Materials Quests

Morlings are a common reward from any quest, but high quality morlings drop very commonly from daily "hyperboost materials" quests (tues, weds, thurs). Remember to use your high luck monsters, and consider hosting your quests online to get more strikers for extra luck bonuses!

- High Tier Trial Quests

The most difficult trial quests can also drop a large amount of morlings comparable to daily hyperboost quests. These quests also give a very large amount of experience (~4k), but are much more difficult (similar to some savages) and take much longer than hyperboost materials quests. Additionally, the high end trial quests can take a long time to unlock.

- Friend Hatcher

Using the friend hatcher is an easy way to maintain a steady supply of both morlings and turtles, but of course is limited by your friend points.

 

Hypermax Monster Priority

The hypermaxing priority is similar to the leveling priority, but you should be sure to focus on your best monsters first, unless you are having trouble with a particular quest and wish to boost other relevant monsters first.

  1. High tier hatcher monsters
  2. Low tier hatcher monsters/ high tier event monsters
  3. Low tier event monsters 

It is generally recommended not to fuse morlings into any monster that cannot reach 6 stars except for:

  • notable top tier 5 star monsters as of 1/8/16: FreyjaDear LottaChandraYulong, Kurama Tengu
  • any high luck monsters such as the starting Wrathful Jabbanero if you want to try and bring them to savage event quests (extreme is generally too difficult for 5 stars)

 

Special Note - Striker Jr.

  • Striker Jr. is a special 5* monster that appears in the friend hatcher. Even when evolved to his 6* form(Super Striker Jr.,) his base stats are extremely low. In return, his bonus stat caps are extremely high, allowing him to reach stat levels on-par with normal 6* monsters.
  • The ease of obtaining Striker Jr. makes him valuable as relatively easy to obtain high-luck 6* monster. However, in order to be useful, a very large amount of morlings are required.
  • Thus, especially for new players, it is not recommended to fuse morlings into Striker Jr. unless players have obtained a large excess of morlings, or a large number of copies of Striker Jr. with which to chain fuse (a technique where you fuse stat boosted copies of monsters into each other in hopes of getting mega-fusions)

Intermediate Goal 4 - Obtaining Ableberries

Summary

  • Reach player level 50 in order to unlock Temple Quests
  • Beat temple quests to obtain ableberries and unlock more difficult temple quests

About Ableberries

Ableberries are the last step in bringing your monsters to their maximum potential. Ableberries are type of item that function similarly to gems in games like World of Warcraft, Diablo, or other rpgs, but they can only be equipped(consumed) by hatcher monsters. They can be very helpful for difficult content, particularly with a full team of hatcher monsters. However, you can only obtain ableberries if you are player level 50 or above

  • Berries can only be equipped by hatcher monsters
    • Each monster can only hold 1 berry at a time.
    • Equipping a new berry destroys the old one.
  • Give a wide variety of effects that are permanent until you consume a new one

 

Obtaining Ableberries (Temple Quests)

The only way to obtain ableberries is by completing temple quests. These quests will unlock at player level 50 (you cannot host or join until then), at which point you will also gain the ability to "claim badges" for your monsters in the "Monsters" tab of the main menu. These badges of honor indicate what monsters can obtain berries (so far, only hatcher monsters have badges of honor).

Temple Quests:

  • Appear daily based on a schedule similar to evolution materials (fire temple on tuesday, water on wednesday, etc). See HERE for temple guides
  • Difficulties range from Commencement (15 stamina) to Carnage (60 stamina)
    • ​Unluck harder difficulties by beating the previous difficulties
    • Early difficulties are fairly easy, while the last difficulties require a full team of 6 stars with 3-4 appropriate abilities
  • Drop various qualities of berries (S,A,B,C,D) depending on difficulty
    • Berries are guaranteed drops from:
      • Boss Defeat
      • No-Continue Bonus
      • Special Monster Defeat (a large tree with a yellow warning indicator beforehand)
        • the special monster only appears sometimes
    • Berries can sometimes drop from:
      • Co-op Damage Chests
      • Local Co-op Bonus
      • Time-Trial Speed Clear Bonus
        • Time-trials are a special type of ableberry quest that only have a Carnage difficulty. Time trials have different gimmicks than the normal versions of the quest, and instead of needing to beat a turn counter for a speed clear bonus, a timer counts down while you are aiming your shots.
    • note: only your main(1st slot on each team) monster can receive an ableberry when completing a temple quest

 

Most ableberries are useful, though some work better with certain monsters than others (sidekick berries on monsters with strong bump combos). However, it is generally accepted that Detox (poison resist) and Profiteer (increased gold gain) are unfavorable berries except for very specific situations/quests.

 

Stacking Rules

It is important to note that only certain ableberries work with each other when multiple monsters on a team have them equipped. 

  • Cutthroat, Profiteer, and Genius do not stack
  • Mend, Sidekick, Survivor, Knockout, Detox, and Strike Shot Haste do stack
  • Kin(vigor/strength/speed) do stack unless they are of the same type AND stat bonus. 
    • ie. only the strongest of 2 class kinvigor berries will affect each applicable monster, but a monster can benefit from both a class kinvigor and a bias kinvigor berry.

 

Advanced Goal 1 - Defeating Impossibles

Summary

  • Defeat the highest difficulty of quests to obtain the top-tier "Impossible" monsters

About Impossibles

Impossible dungeons are a type of quest that only has one difficulty, "Impossible" for 60 stamina. These quests are the hardest in the game, requiring a full team of highly tailored hypermaxed monsters (appropriate abilities and elements). Additionally, you cannot use orbs to continue on impossible quests, and even if you do beat the quest, the boss is not guaranteed to drop from the no-continue bonus! There are currently only a few Impossibles in the game, though more are released throughout the year (usually a couple months in between).

Current Impossibles (Dec 2015): Izanami (fire)Kushinada (wood)Yamato Takeru (water)Izanagi (light)Tsukiyomi (dark), and Ashura (fire)

As expected, these monsters are some of the best in the game, even compared to most hatcher monsters. Beating impossibles is considered the highest of current end-game content.

 

Assembling Your Team

Defeating and obtaining Izanami first will make the next impossibles easier (i.e. Izanami(fire) is useful for beating Kushinada(wood) who is useful for beating Takeru(water)). Thus, for most strikers, defeating Izanami will be your first priority, so you should aim to acquire hatcher monsters or event quest monsters that are useful for Izanami (<- click here to see recommended monsters).

However, if you have a group of players to co-op with, you can attempt the other impossibles as they appear, since you only need 1 or 2 monsters tailored for each quest. This is the preferable method as certain impossibles may not appear for weeks at a time.

Note: you cannot use the online matchmaking feature (open lobbies) to fight impossibles with random players, but you can still fight impossibles with other players by hosting over local co-op or social media co-op. see the multiplayer section for details.

 

Useful hatcher monsters for Izanami: NapoleonMargariteRomeo

Napoleon in particular is a very high rated monsters because she is very useful for fighting both Izanami and Tsukuyomi, so rolling on hatchers that feature Napoleon is usually a good bet. A number of other null-gravity water monsters are also useful for Izanami, but if you've had bad luck or simply not gotten many orbs yet, you should look into farmable event quest monsters.

Useful event monsters for Izanami: Queen ButterflyNurarihyonKii

Of these event monsters, Queen Butterfly is the most commonly used option for Izanami due to the ease of obtaining her. Queen Butterfly's quest is one of the easiest extremes, so many players go for multiple copies to increase her luck.

 

Tips for Fighting Impossibles

- If you expect to be fighting Impossibles alone, you should try and fill your helper list ahead of time with a number of hatcher monsters that are useful for the impossible you are going for. 

- Each impossible quest is very different, so read the quest pages in detail so you can understand the strategies and mechanics of each quest. Keep these pages open so you can reference which attacks are coming next and where you should position for the next stage.

- Check youtube for video play-throughs of the impossibles to see how some players position and use their monsters.

Advanced Goal 2 - Obtaining Max-Luck Monsters

Considered either the secondary or primary end-game goal depending on who you ask, obtaining max luck monsters by fusing multiple copies of a monster together is a very long-term but useful goal that you can work on during times when Impossibles are not up and you do not need the stamina for things like leveling or obtaining more ableberries.

Summary

  • Defeat extreme dungeons to collect many copies (99) of the same 6 star monster
    • Fuse these monsters together to create a max-luck monster that always rewards 2 bonus chests
  • ​Or, collect more red smydras to increase the luck of your starting Wrathful Jabbanero to its limit of 90 luck (75 cap + 15 bonus luck).

About Luck 

As mentioned earlier, each point of luck (indicated by a green clover symbol on a monster) gives a 1% higher chance of receiving an extra chest from the dungeon. However, only the luck stat of the main (1st slot) monster of your team is counted for a mission, though in co-op, everyone benefits from the luck of each other's main monster, making co-op very useful for getting more loot.  

 

Benefits of Max-Luck  

In Monster Strike, "Max-Luck" specifically refers to 6 star monsters that have reached 99 luck (indicated by the words "max luck" rather than a number.) A max-luck monster is special because they reward a guaranteed two chests every time (essentially a 200% luck chance). Obtaining a max-luck monster is a long term goal, so typically only advance players embark on such a journey, but those that do often strive for multiple max-luck monsters, even including the ever-difficult Impossibles.

Benefits of Max Luck:

  • Items (hearts, boots, swords, and hourglasses) will spawn more often in a quest
  • Golden Hearts will appear more often in a quest
  • Two Luck Bonuses are guaranteed to drop after completing a quest

official page: http://us.monster-strike.com/gameguide/strikers_guide/luck.html 

It is not a requirement to go for max luck monsters, but you might consider running a extreme dungeon every now and then for monsters you might want to max-luck in the future (particularly those that are useful for Impossible quests such as Queen Butterfly for Izanami)

 

How to Increase Luck

You can increase a monster's luck stat by fusing into it a copy of the same monster or any of its future or previous evolutions or ascensions. However, monsters have a limited amount of luck they can hold based on their star rating, but if a monster reaches this cap, they gain an additional luck bonus.

Star Rating Luck Cap

Capped Luck Bonus

6 star 99 Max Luck
5 star 75 +15 luck
4 star 60 +12 luck

  

(Note that some 6 star monsters cannot reach max luck such as morlings or turtles)

Max Luck Priority

see our Max Luck Guide for examples of useful monsters to max luck.