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| Staple Monsters; LostMagic Basics | |
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| Topic Started: May 26 2011, 08:30 PM (817 Views) | |
| Naggy | May 26 2011, 08:30 PM Post #1 |
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Monster/ How many you should capture/ Description Over Used Wyvern/ x1/ Works well with Shine Hound and Runefeed. Great support monster, can pack a punch with demon horn in rushes and is bulky enough to take out 3 UP threats unsupported or to force enemies to retreat. Jetvern/ x1/ Stronger version of wyvern, very effective at rushing, deadly in a high bless or when berserked. Makes great use of demon horn, gale shoes, and life bracelet Runefeed/ x3/ One of the best monsters in the game. Immune to clip wings, unparalleled crystal capturing and protecting, tanks extremely well with an angel coat, good for a high bless rush in the end game Elpia/ x1/ must give it dragon scale. Has great combat potential due to it's 1x natural accuracy buff and 2x natural evasion buff. Deadly in a high bless as it tanks out damage and dishes quite a bit back out with enough precision to take down evasive monsters like runefeed and other elpias. Immune to clip wings. Rune Gnome/ x3/ The deadliest monster in the game. 3 sets of rune gnomes will destroy anything in mere seconds. It's only drawbacks are it's giant weakness to gale arrows and charm clouds. A savvy mage will turn these monsters against each other if left unsupported in a high bless or with attack buffs. Overall, these are great support monsters as they can snipe from behind tanks and bulky monsters without having to get in the crossfire themselves. Great at map control on WP and Balance Temple if you space them out enough and keep your mage nearby. Works well with Demon Horn (recommended to massacre virtually everything including stone golems) or Dragon Scale for more defensive options. Earth Dragon/ x2/ The most versatile dragon in the game. Best Life Bracelet user in the game as it will have 4500 HP with it and can be used to deadly effect in life shine teams. If given Iron shield, it will have the second highest defense stat in the game at an unheard of 400 defense, however i tend to think it works better with Life Bracelet. It can also use Demon Horn boasting a fantastic immunity to falling sky and a resistance to pacify. --Can also be given Dragon Scale to survive gale arrows, big freeze, and death bullet; or Gale Shoes for better movement and rushing options but I wouldn't recommend going with those items as they just support a more defensive playstyle. Frankly, Earth Dragon doesn't really need help in that area. Flare Dragon/ x2/ The strongest monster in the game. With Demon horn and a double attack buff, this guy can break 1000 atk. Nothing can stand up to it in a high bless, especially if you go with a Double Flare Dragon Team. Monsters drop like flies to it. It doesn't resist pacify or pure terror though, and it has it's fire element going against it, so you'll want to do some baby sitting. Shine Hound/ x1/ The best hound in the game due to its great typing and resistance to pure terror. Because it is light element, it gets a much needed boost to magic defense which goes a long way to helping it survive magic threats. It has great attack and good speed, so it can chase down the enemy mage and tear him apart in seconds even if he tries to use terror. Works well as a support monster and is bulky enough to take down 3 UP and sometimes 4 UP monsters. Can be used well in map control tactics in tandem with runefeed and mind games with your mage. -- Under Used Shadow Dragon/ x2/ It's basically used the same way as flare dragon except it doesn't see quite as much use. The only benefit to picking Shadow Dragon over flare dragon is that it has a 1x natural accuracy buff and can be an unexpected threat to evasive tanks like runefeed and elpia. Because it's a dragon, it will be a major strategic threat for the enemy mage and he will probably try to kill it early on. For this reason, it needs baby sitting. Shine Dragon/ x2/ It's another redundant dragon. Can serve the same role as earth dragon except it has no kill spell resistances. It's like a cross between earth dragon and flare dragon with none of the real benefits. It has pure terror resistance, but it doesnt really put that to good use since it can be stopped by both pacify and swamp abyss--and it's really too slow to capitalize on that resistance in terms of rushing. It's a great monster putting Demon Horn, Gale Shoes, Iron Shield, and Life Bracelet to good use, but it's simply outclassed by Earth Dragon and Flare Dragon. Silfeed x1/ weaker version of runefeed. Tends to be used in more specialized teams. Give it gale shoes or Dragon scale instead of angel coat as it doesn't tank at all. Keep it away from combat. It's great for capturing crystals quickly as it has the highest speed in the current metagame when given gale shoes. Gnome/ x1/ less bulky version of rune gnome. The only other 2 up monster worth using as it can do some decent damage when supported. Needs babysitting to avoid getting steamrolled by a concerted monster attack or wind magic. Runedine/ x1/ It's basically a close range rune gnome with less attack and no resistances to anything at all. Has passable bulk, good magic defense, and decent attack. Can capture crystals and can be used in rushes, but frankly it is outclassed by Runefeed and Rune gnome. Divider/ x1/ Excellent monster. Flying, bulky, very high attack, good speed, and great range (it can hit through the cracks in earth king if they are too close to the edge). Basically it's one of the best rushers in the game. Makes great use of demon horn and gale shoes, but you can also give it dragon scale and iron shield if you really want to do that. I wouldn't recommend those last two, but it has the stats to make use of them. Its only real problem is that it doesn't have good team chemistry so you have to be careful with micromanagement if you're going to use it. In the right hands, it can be a deadly rushing asset. Multipul/ x1/ Actually lasts longer than Divider due to its ranged attack. It has slightly less attack, but it gets a 1x natural accuracy buff so it can take down elpias and runefeeds fairly well. Makes great use of Demon horn (recommended), dragon scale, gale shoes, life bracelet, and iron shield. Should be used as a counter to evasive monsters. Needs baby sitting. Cherubim/ x2/ Highest accuracy in the game (second only to seraphim, but that monster is trash). Has pure terror resistance, is flying, and can capture. It's major down side is that it has virtually no bulkiness whatsoever. It dies way too quickly to magic and can't hold up to monster attacks, so it requires a lot of baby sitting. If you can cope with that though, it is one of the best evasion counters in the game easily dropping rune feeds and elpias from behind your bulkier monsters. Works best with Demon Horn, but can utilize Dragon Scale as well for more protection against spells. -- Rarely Used Day Walker/ x2/ Great typing, great bulk, great speed, good attack. It's only problem is it's horrible attack speed. It's the worst in the game. This wouldn't be quite so bad if it came in a group of 3 instead of two, but that's not the case. Can make great use of Angel Coat for evasion, Demon Horn for attack, Gale Shoes for speed, and even Life Bracelet for bulk. Stone Golem/ x1/ Bulkiest monster in the game. It has the highest magic defense in the game to the point where spells virtually cannot kill it without taking extreme measures. However, it is slow moving and slow and has one of the slowest attack speeds in the game. It's low attack stat doesn't help it much either. It may have potential, but it's so weak that people just end up running past and around it to good effect. You end up paying a bunch of UP to include it in your line-up only to have it sit on the field doing nothing. It can guard crystals very effectively, but that's the only use I can see for it. Gigant/ x1/ Very versatile and bulky monster. It can make good use of Demon Horn, Iron Shield, and even gale shoes. However, it is rarely used due to its slow movement and attack speed. More of a threat than stone golem, but it's high UP cost and Grounded movement hold it back from seeing any use in the current meta game. Talos/ x1/ Weaker version of gigant, but not by much. It also costs less, so you can fill your team with more traditional monsters like wyvern, runefeed, and rune gnome. Not recommended for competitive play. Gale Dragon/ x2/ These guys are surprisingly good in that they have enough speed and bulk to push through segregated monsters and rush a mage. They aren't used much except in dragon duels because there tend to be better choices in normal team set-ups. This is my favorite dragon, but it suffers from having bad team chemistry and weakness to swamp abyss + falling sky. It also tends to be a big target so mages go after it more than they would other monsters. Flare Hound/ x1/ The strongest Hound in the game. Deadly at rushing, but its fire element and low magic defense hold it back as it dies too quickly to magic and can't handle swamp abyss. Not recommended for competitive play, but fun with gimmick teams every now and then. Scout Orkus/ x3/ Fastest monster in the game. Dies to quickly to magic to be useful without buffing right off the bat. Not recommended for competitive play, but you might be able to find a use for it. Knight Orkus/ x3/ Very versatile monster and the only other orkus worth using aside from scout. It has great attack and is very bulky. Its only real weakness is magic defense, so you'll want to baby sit it a lot. Can be an unexpected threat in a high bless or in rushing endeavors. Give it Demon Horn, Dragon Scale, or Life Bracelet. Can also make use of Gale Shoes. Boxdog/ x1/ Great evasive tank, can capture crystals, and has an absurd attack range in that it can see about 3x as far as other monsters. This is also a downside as it is difficult to keep it together with the rest of your monsters. It dies really quickly to magic and it is grounded, so it's pretty much worthless. -- Never Used Everything else. -- Abridged Below is a list of monsters you should own and the number of them you should capture. Highlighted in red are the ones that are needed to make all of the teams in the teams list. Scout Orkus x3 Knight Orkus x3 Wyvern x1 Jetvern x1 Silfeed x1 Runefeed x3 Elpia x1 Gale Dragon x2 Hydro Dragon x2 Gnome x1 Rune Gnome x3 Stone Golem x1 Earth Dragon x2 Flare Hound x1 Flare Dragon x2 Shadow Dragon x2 Yellow Shog x3 Talos x1 Gigant x1 Shine Hound x1 Day Walker x2 Shine Dragon x2 Divider x1 Multipul x1 Boxdog x1 Dogbox x1 Cherubim x2 Seraphim x2 |
| "Getting a BA will set you up for success." -Ancient Proverb | |
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| cheeseharvest90 | May 26 2011, 09:38 PM Post #2 |
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Diva of the Twilight
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NaEG you are a LostMagic saviour, helping the less experienced of us. |
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| Naggy | May 26 2011, 10:56 PM Post #3 |
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I do what I can.
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| "Getting a BA will set you up for success." -Ancient Proverb | |
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| infantinoduck | May 27 2011, 10:40 PM Post #4 |
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f1ip's Apprentice
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agreed very helpful |
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"Whelp, you're a year older now according to switzerland"- Naggy http://img33.imageshack.us/img33/7712/kbsig.png ![]() Old Avatar: http://www.metalinsider.net/site/wp-content/uploads/2014/02/normajean1.jpg | |
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| Nixon | May 28 2011, 10:33 PM Post #5 |
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what if i decided to go totally old school and seraphim it up? |
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| Naggy | May 28 2011, 11:12 PM Post #6 |
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I wasn't sure which is the 3 UP monster and which is the 4 UP one, so I didn't highlight seraphim/ cherubim. |
| "Getting a BA will set you up for success." -Ancient Proverb | |
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| Nixon | May 28 2011, 11:45 PM Post #7 |
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they suck anyways dont worry about it |
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| Naggy | Oct 25 2011, 11:36 PM Post #8 |
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Updated with a detailed section on each monster. Somebody on Gamefaqs asked me about it so I thought I'd go ahead and post the new section here as well. |
| "Getting a BA will set you up for success." -Ancient Proverb | |
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