This page list all the monster teams you can find in Monster Islands and explains a bit how their stats works.
Each Monster Island apparently has a single Combo Skill that can proc. The conditions and chance of proc are unknown and very hard to assert. Precise effect can usually be found by analysis but that process is not fail-safe and it is, in particular, difficult to spot secondary effects applied by those combos (effects like weaken, seal, ...).
Note: The combat animation of Buffs and Debuffs is often slow enough that it gets merged into the animation of the next combat move. It is a purely cosmetic bug but it can make analyzing a combat tricky.
The stats are given in the usual order: Fire, Armor, Speed, Luck, Max Energy. They are the stats such as shown in the details page. That means they are the stats before any title or other effect reduces them.
When possible, the stats are listed for a few different levels. As you can see, the proportion between the stats (except Energy) for any given team are always the same.
The # column, is just there for easier referencing.
In combo descriptions, "You" means the human player and "it" means the monsters.
|1||Boar, Spider, Monkey, Blue bat||
Combo: Animal Dance
Combo : Crazy Banana
|6||Boars and Orc pirates||
|9||Crystal Turtles, Explosive Pumpkins||
|12||Crabs, Jellyfish, Lizards||
|16||Skeleton hounds, blue skeletons, green skeletons||
Combo: Tentacle of Death
|20||Cactus, Sand worm, Scorpion||
Combo : Passionate Desert
|24||Arcane snail, Granite golem, Sand golem||
Combo : Ice World
Combo: Snowball Fight
|28||Rock golem, Mole miner|
Combo : Dazzling Light
Combo : Dark Force
|38||Pea shooters, Corpse plants, Nuts||
Combo: Back Garden
Combo : Devour:
Combo : Soul Draw
Combo : Ram
- ↑ Pricking: It might be a bit more complex than that as this effect seems to stack a bit weirdly with other buffs and debuffs
For levels above 400, a team's energy is computed like this:
$ MaxEnergy = f(level) = K * ( 0.08 * Level² + 3.75 * Level ) $
And other equivalent formulas like :
$ MaxEnergy = K * Level * 0.08 * ( Level + 46.875) $
K is an integer unique to each team and ranges apparently between 91 and 109 The above formulas are exact within a margin of 1 Energy.
For levels below 400, the Max Energy is a fraction of the above computation. The closer the level gets to 400, the closer the amount gets to f(x).
For levels between 200 and 400, the Max energy is close to but not exactly equal to the following:
$ MaxEnergy[200;400] =~ f(level) * ( 0.6 + level / 1000) $
And a plethora of other formulas that more or less accurately model the Max Energy for those levels.
For levels below 200, the formula is unknown.
Scaling of statsEdit
For levels > 200, each stat follow a linear formula:
$ Stat = Round.up( Si * Level / 100 - Si) + Sicor $
Where Si is an Integer unique for each stat (armor, fire, luck, speed) and monster team.
SiCor is 0 or 1 depending on the stat and Team.
For levels below 200:
- the formula is unknown, stats are above what you would get if you used the formula for levels > 200