Guide
MonMon Masters is a collecting RPG where you raise MonMon and send teams of five into automatic battles across the Tamers League, Field, Dungeons, Club Raid and the Abandoned Tower. This guide links everything on the site and explains the systems behind the ratings.
Getting Started
Dungeons
Getting Started
MonMon by Ability
Buffs
How Battles Work
- Speed decides who acts first. In the Tamers League the team whose actives come first usually wins, so Speed is the first stat for every MonMon.
- Crit Rate above 100% is wasted. Once a damage dealer reaches about 100% (counting crit buffs from teammates), put the rest into Crit DMG and its damage stat.
- Strong teams are not the five strongest MonMon. Dungeons and boss fights reward healing, revives and protection; Club Raid is a pure damage race.
- Each MonMon's skills scale with one stat (Attack, Health or Defense). The Stat priority on each MonMon page tells you which.
Game Systems
Rarity
MonMon come in five rarities: Common, Uncommon, Rare, Epic and Legendary. Rarer MonMon have stronger base stats and skills, but many Epic MonMon are core members of the best teams.
Tribe
Each MonMon belongs to one of 18 tribes. Every MonMon has a Tribe Advantage passive that deals more damage to, or takes less damage from, specific tribes.
Role
Attack MonMon deal damage, Defense MonMon protect the team, Support MonMon heal and buff, and Control MonMon disrupt enemies with debuffs and energy drain.
Evolution
Most MonMon evolve through three stages and change their name at each stage. This site shows the first-stage name by default; use the button at the top to show final-stage names.
Runestones
Each MonMon equips six runestones plus accessories. The Sword, Helmet and Shield always have Attack, Health and Defense main stats; the Gauntlet, Armor and Boots get a random main stat. Getting the right main stats on those three is the biggest single upgrade.
How We Rate
The MonMon Lab value table
Every MonMon gets a value for each game mode: how much stronger it makes a team. Tiers come from those values. They are our judgment, not official numbers, and they keep being revised. In Club Raid the value is about damage dealt.
Casual and Endgame
Casual ratings assume typical teammates and opponents. Endgame ratings assume strong teammates and strong opponents, where support and defense MonMon climb and pure attackers drop.
Tiers
Tiers are percentiles within each mode.