Monster Sanctuary Wiki

This page contains a general overview of how combat functions in the game, as well as laying out the basics behind how stats are calculated and how they function.

***WORK IN PROGRESS***


Damage[]

Damage, at a base level, is calculated by simply taking your Attack or Magic score (based on whether the attack is Physical or Magical, in nature) and multiplying that by the percentage value given by the specific Skill description. This gives the base damage of a given hit of an attack. This value then gets modified by other factors, such as Buffs, Debuffs, passives, and the Damage Reduction value of the target of the attack. There is only a small damage variance of ± 3%, which is calculated on a per-hit basis.

In addition to this, each monster species has their own weaknesses and resistances. If you strike a Monster's Weakness, you deal 50% more damage. If, however, you hit a Monster's Resistance, you deal 50% less. Some more complex combinations of Weakness/Resistance pairings can cause certain moves to hit both a Weakness and a Resistance. When this happens, the two effects cancel out and the attack deals normal damage.

Damage Types[]

Every attacking Skill deals either Physical or Magical damage (in order, above) and interacts with these weaknesses and resistances, if they are present on the defending Monster. Physical damage also draws its power from the attacking Monster's

Attack stat, whereas Magical damage draws its power from the attacking Monster's

Magic stat.

Elemental Types[]

Elemental Weaknesses and Resistances are based on the Elemental attribute of whatever Skill you use.


All offensive Skills possess a single Element, which is stated just after its type. For example, as seen above, Beating deals Physical Damage of the Neutral Element. As such, it would interact with both Physical and Neutral weaknesses and resistances.

Debuff Effects[]

Some Monsters have weakness to or resistance from Debuff effects. Those effects which matter for this are Burn, Chill, Shock, Poison, Armor Break, and Weakness. Stacks such as Bleed are not affected by these weaknesses or resistances. A Monster with resistance to Debuffs will reduce the impact of all debuffs they are afflicted with by 50%, and will instead increase their effects by 50% if they are weak to Debuffs. Keep in mind that some Debuffs are elemental in nature, so a mixture of Debuff and Elemental weaknesses and resistances can make for interesting combinations.

Elemental Shift[]

Some monsters have a special weakness/resistance trait called Elemental Shift. With this trait, their weaknesses and resistances shift as they use different sorts of elemental attacks. For example, using a Water skill will change the weakness/resistance of the monster to Water Resistance and Fire Weakness. Using Neutral element attacks, buff actions, or heals does not shift their weakness and resistance profile at all. They are capable of having neither weaknesses nor resistances if they exclusively utilize these types of actions, as Tanuki is capable of doing.

Here is a table of how the monster's weakness/resistance changes with elemental attacks:

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Combo Meter[]

Every action you take in battle deals a certain number of "hits." Damage, healing, shields, and buffs can all count as hits. For every hit generated by an action, the next monster's attacking skill will be boosted by 5%. This can stack as high as you can push the combo counter! For example, if your first monster lands 10 hits, the next monster will hit for 50% extra damage. If that monster then lands another 10 hits, the third monster will then deal a whopping 100% extra!

As such, it is always recommended to focus on building high combo counts before dealing damage. One way to help with this is to use your non-damaging actions first (like shields, heals, and buffs) and then have the third monster be your highest damage monster.

The Combo counter also resets at the end of every round, so you need to use it or lose it! As such, it is highly recommended to (in most cases) use a damaging attack at least once every round, ideally as close to the end as possible, otherwise all the combo you built will go to waste.

Some Passive Skills can also increase combo count beyond what the basic attack does. Things like Attack Proc, Combo Buffing, or Combo Healing are pretty obvious that they will, but some other interactions can be rather confusing as to whether or not they will additionally boost the combo counter. For example, Buffing Heal will not increase the combo of Helping Hand, even though it is a healing action and the passive adds additional heals with each buff. This may seem counterintuitive. If you are curious to read more, you can check out the page on additional hits.

Poison[]

Burn[]

Congeal[]

Bleed[]

Skill Terminology[]

Some Skills utilize some specific terminology that isn't explained anywhere in-game in the menus, but that nonetheless are important concepts to understand.

Auras[]

Skills with the purple tag "Aura" affect the entire team. Their effects function for everyone in the party, rather than just the Monster who unlocked that specific passive skill. For example, the skill Mana Upkeep is a passive that increases every active Monster's Mana Regeneration by 10%, rather than only affecting the singular Monster, like Improved Mana Regeneration does, because it isn't an Aura.

The effects of Auras can stack! If you have multiple monsters in your party (or multiple instances on one Monster) with the same Aura, all of their effects will activate and function in tandem, boosting the effect! For example, if you have a Vasuki and an Imori, both with Acid Spit unlocked, then all Reptiles in your party (the two of them included) will have two 7.5% chances to inflict Poison or Burn on every hit, instead of just one.

Unique Auras[]

Some Auras are also marked as Unique. This simply means that this Aura does not stack. That means that, even if multiple Monsters in your party bring the same Unique Aura into battle, only one instance of it will be active, not all of them. For example, bringing Magmapillar and Vasuki into battle in the same party, both with Burning Desire unlocked will still only trigger a single shield for the party per Burn damage activation on the enemy, rather than two, because Burning Desire is a Unique Aura.

This is very important to keep in mind, when building your team. You can pick and choose which of your Monsters brings a specific Unique Aura into combat to free up Skill Point(s) for the other Monsters. Same for Auras, if you don't need the additional stacks of the same one. Keep in mind, however, that multiple different Unique Auras can be active simultaneously! You can have Burning Desire active with Vasuki while Fungi additionally brings Poisoned Nerves to bolster the effects of Poison on the enemy team.

Additional Skill Information[]

In battle, certain conditions will provide additional information of a Monster's skill.


A icon of a physical skill indicates that the Monster's attack and magic stats have more than a 30% difference between them and the attack stat is the lower stat. This would mean that the physical skill will deal significantly less damage compared to using a magical skill of the same tier. As shown above, the icon appears on Air Sickle, meaning it would be better to use a magical skill instead, such as Ice Hail.


Similarly, a icon of a magical skill indicates that the Monster's magic stat is the lower stat instead. Using the previous example, the icon would appear on Ice Hail and other magical skills instead.