Monster Sanctuary Wiki
The Battle Rating system evaluates the player's performance after every wild Monster, Champion, and Infinity Arena battle against opposing Monsters. Players are assessed across five categories, which will be detailed on this page. Higher proficiency in each category results in a higher final star ranking, impacting gameplay as follows:
  • In wild Monster battles, a higher rating yields more gold and increases the chance of obtaining rare loot.
  • For Champion battles, a higher rating yields more gold for the first defeat only. Each star grants the Monster's drop reward in a sequential manner. Achieving a higher star rating upon rematch against the same Champion will only provide unclaimed rewards.
  • In Infinity Arena, the star rating affects the level increase of the next battle.

Each star requires 2000 rating points, with the 1st star effectively being free since scores below 2000 are impossible. Therefore, a total of 10,000 points is needed for a five-star rating. Additionally, surpassing 12,000 points unlocks a hidden sixth star, resulting in increased rewards for wild Monster battles or awarding Reward Boxes for Champion battles.

Stars 1 2 3 4 5 6
Rare Loot % 20% 30% 40% 60% 100% 100%
Bonus Rare Loot % 0% 0% 0% 0% 0% 50%
Bonus Common Loot % 0% 0% 0% 0% 0% 100%
Bonus Gold % 100% 110% 120% 130% 150% 175%
Level Increase 2 3 4 5 7 10

For more information about loot drops, see Adventuring Basics ⟶ Collecting Monsters.

The theoretical maximum score you could achieve is 15,000, calculated as 7,000 from Duration, 3,500 from Healthiness, and 4,500 from Execution, before considering Buffs/Debuffs and Enemy Difficulty scores. This maximum is easily attainable when facing low-level enemies with a single weakness-exploiting attack that hits all enemies. However, in practice, the total score will typically only exceed 15,000 by a few hundred due to the low Difficulty and Buffs/Debuffs scores.

Enemy Difficulty[]

This is a basic number that cannot be changed for a given encounter. It scales the enemy team's power against yours and grants them a difficulty rating based on how hard the fight is assumed to be. If they're higher level than you, for example, this value goes up, while it would go down if you're fighting low level enemies.

Click here to toggle the difficulty rating table!

Combat Duration[]

The Combat Duration score evaluates the number of turns taken to complete a battle, with more actions leading to a lower score. A full turn comprises three actions from the player's team. Thus, it is possible to achieve scores of 0.33 or 0.66, depending on whether one or two actions were used on the final turn before victory, respectively.

The Combat Duration score begins with 7,500 points, with each action reducing it by a set amount. In Champion battles, a full turn reduces the score by 1,000 points, while in normal wild Monster and Infinity Arena battles, it decreases by 1,500 points. Therefore, each action reduces the score by 333.3 points (Champion battles) or 500 points (normal encounters). Consequently, it would take 7.66 turns in Champion battles and 5 turns in normal encounters for the score to reach 0 points.

Healthiness[]

The Healthiness score evaluates the amount of Health each allied Monster has at the end of the player's turn. This value is checked each turn as a percentage, comparing total party current health against total party max health (ignoring shield values). Those numbers are then averaged out based on the number of turns you lasted, giving a final score. If your team was full health at the end of every round, you'll end with a 100% Healthiness score for +3500 points - the maximum allowable value. This scales down linearly.

Buffs / Debuffs[]

This score measures your effective use of Buffs and Debuffs throughout combat. Every application of a Buff or Debuff adds points to this score. You also get additional points added every time your enemies are affected by a damage over time effect. Each single tick of damage adds a flat value to the score, allowing you to somewhat counteract the negative effects of long duration by having effects like Poison and Burn ticking for the full duration of battle.

Execution[]

Execution awards points for three different cases.

  • You gain additional points based on how high your first two acting Monsters pump the Combo Meter. More hits yields higher score.
  • You gain additional points based on how much damage your third acting Monster deals with respect to the enemy's total health score. More damage yields higher score.
  • In addition, you get bonus points each time you exploit an enemy's weakness with an attack.

You get double value for combo meter and weakness exploit on the first two turns. The conversion for combo meter and third-monster damage gets worse at average (your) monster level 11 and 31. In total, your score in this category cannot exceed 4500 points.