Champion Monsters are Monsters that are stronger than normal. They are identified by a special Champion icon above their health bar. They can act more than once per turn and have a lot more health than a regular Monster. They are usually key parts of the plot and oftentimes must be defeated to advance in the game.
In order to rank up as a Monster Keeper you must defeat a number of Champions depending on your rank. Click on a Champion Monster in the below table to jump to their section on this page.
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It is encountered on the Mountain Path and must be defeated in order to obtain the Mountain Path Key.
During the initial encounter, the Poison and Armor Break debuffs the Blob has access to are instrumental. Debuff the Steam Golem in the first two turns, and then have your Blob rack up combos or heal, depending on how damaged your Monsters are. Even if you can't target the Golem's weakness, poison and endurance should be enough to win this battle. A good strategy is to have one or two Vaeros in the party, because they do massive damage with their Feather Storm attack.
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This Champion is encountered in the Mountain Path after obtaining the Mountain Path Key and opening the door.
The Monk’s weakness to Earth type attacks is the key to finishing this fight fast, especially since Poison will do massive amounts of damage at the start of the turn. A good strategy is to bring a Blob to get poison and heals, and use one or two Rockies and deal good damage with their Leaf Slash attack. If you don’t fight him initially, you can come back later with a Fungi and use it’s poison stacking ability, which will wrap things up quickly.
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It can be encountered in the Blue Caves as part of the main story. Its arena is close to the Teleport Crystal.
Kill it with fire and minimize Minitaur's strong physical attacks. Use Tengu as a high-damage fire attacker and Yowie as a healer and mana debuffer (chill) to prevent Minitaur from spamming its abilities.
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It is an optional Champion after clearing the Blue Caves story. You need the Double Jump Boots to get here.
This one can be tricky, since it can do a lot of damage if you’re not careful. Your monsters will need to be at least level ten to beat him, and heals and revivals are nearly mandatory. A good strategy is to use a Frosty, because the Spectral Flame attack does a lot of damage. However, this is risky, because this Monster can be decimated in the blink of an eye if you’re not paying attention. Debuffs are not a good idea for this fight because they barely do any damage.
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It is encountered as the final boss of the Stronghold Dungeon story segments. According to the plot of the game, there were originally two, but one was finished off by Will before you get there.
This is another one of those fights that can be greatly exploited by debuffs, making the Blob a great choice for this fight. Use your first turn to poison him, because this does massive amounts of damage that really add up. A really good idea for this fight is if you have any spare skillpoints before the battle, get the Hexing Support passive skill for your Blob. Every turn you spend healing damage, you are more than likely to debuff the champion, further speeding up the fight.
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He is encountered at the end of the Goblin segments in the Ancient Woods as part of the story. He always fights alongside a Goblin Hood and Goblin Warlock who begin battle by casting Glory and Channel on the party, respectively, before they attack as well.
The goblins' universal weakness to physical attacks make last-hit moves like Catzerker's long slash extremely useful in the Ancient Woods. Bolster Catzerker's low hp/defense with a tank/healer like Yowie and round out Yowie's congeal with Frosty's multi-chill to take down any group of goblins in 2 turns.
Without a move that hits all enemies, focus on Goblin King's minions first.
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The bird is located at the far East end of the Ancient Woods when you are en route to Horizon Beach. It sports a somewhat unique resistance in Elemental Shift. Its resistance and weakness change based on the element of the last attack it used.
Due to its changing nature, use a last hitter monster with a variety of elemental attacks (Monk, Spinner, etc). Alternatively, Raduga seems to follow an attack pattern (ex. its first attack is often fire-based). As long as your Monsters can hit hard with the right elemental weaknesses, Raduga will fall quickly. Casting a variety of damaging debuffs also work well in clearing out Raduga's health.
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It is encountered under the cold water in the Snowy Peaks as a major story plot point. You need the Warm Underwear to find it.
Exploit its wind weakness.
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It is found in the Sun Palace while progressing the story there. Its
Debuff Weakness makes it susceptible to all forms of Debuff effects.
Focus with a team who can stack damage debuff abilities (burn + multi burn, poison + multi poison, multi chill + congeal). These also include auto-debuff and weaken debuffed Monsters (especially armor break). Some items will also help, such as Cauldron, Thermal Reactor, or Poisoned Dart.
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It is found in the Sun Palace after you have finished the majority of the story beats and unlocked the final battle in the area. Its location is off on the West side as you climb toward the battle with the Alchemist at the top. You need a Monster capable of generating flames to light the pipe and summon it forth:
Kanko focuses heavily on evasion to generate additional buffs for itself. As such, effective counters include utilizing Poison or Leaf Slash. As it can't avoid the damage from either of these and its Earth weakness makes it susceptible to both, they should facilitate an easy victory. Several Monsters with Leaf Slash also have Cleanse to clear away any pesky buffs that the Monster builds up throughout the fight.
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The last of its kind, this Champion is fought in the absolute depths of the Horizon Beach as the culmination of the story for the area. Its
Neutral Weakness is novel and somewhat new to many Keepers. The Monster takes increased damage from Neutral attacks of any kind.
Given its weakness to Neutral attacks, a Shield Burst team works well against Elderjel. If you want to 5-star Elderjel, focus on killing it as quickly as possible, as it heals quickly and gets stronger over time due to its Aging skill.
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This Monster is encountered deep within the Magma Chamber after fighting Rhazes in the area.
Using a chill debuff team with freeze (such as Yowie + Frosty) will hit Asura hard.
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This Monster is encountered at the very top of the Mystical Workshop.
Exploit Goblin Pilot's weaknesses.
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This Monster is encountered high on a mountaintop in the Snowy Peaks region. You need to be able to crush diamonds in order to access its roost. It always fights alongside a pair of Draconov allies, which focus on setting up buffs for the Dracozul.
Like the Goblin King, use a last-hitter monster who can hit all enemies (such as earthquake). Otherwise, focus on its Draconov allies first.
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This Monster is encountered at the end of several dark caves underneath the sunny Ancient Woods. You need a Monster with Improved Flight as well as that can break walls in order to access these caves. Brutus is a unique Monster, in which it does not posses any weaknesses and resistances.
Unlike other Champion Monsters, Brutus will act for three turns, always ending its turn with Power Focus. Due to this Monster's high attack stat and having no weaknesses, battling this Monster will be a difficult task. However, this Monster can be easily exploited with Chill debuff as it has poor mana stat. The best Monsters to use would be Specter or Arachlich as both resists all of Brutus's attacks as well as access to Congeal, Fatal Upkeep/Multi Chill, and other tick damage such as Poison and Burn/Bleed.
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This Monster is encountered deep within The Underworld after clearing all of the puzzles and speaking with Zosimos.
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This Monster is encountered in The Underworld to the far west of the area. It makes you fall down a hole and runs off. By utilizing a big rock, the player can activate a ground switch and create a grapple point to chase after it. The player must then chase it around a large circular area and corner it in order to trigger the encounter. In order to trap this monster, chase it west then flip a switch to close the door in front of you. take the other path to trap the spinner against the closed door to initiate combat.
Spinner has a number of debuff-causing attacks he will use including Poison Bomb and Sticky Web, and all of his attacks will give Tether stacks and often Bleed stacks too, thanks to his passives. Because of this, Mass Restore is a must. The best way to deal damage is using magical fire, wind, or neutral attacks in order to exploit his weakness.
The most important thing to note, however, is that Spinner will use Counterfeit at the start of every turn, which will randomly copy a move used by your team last round. Because of this it is best to utilize actions that your team is not weak against, else you will be punished accordingly. Spinner's high offensive stats mean that returning such an attack to one of your Monsters could result in a quick death. Note, however, that Spinner's Counterfeit is NOT used as a bonus action - he will still only take two actions per turn.
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This Monster is encountered at the end of the Blob Burg after collecting all of the treasure chests in the area. You will need to become small at one point to reach him, so be sure to collect a Rainbow Blob or a Changeling on your way.
King Blob will use Slime Volley as a bonus action at the end of every one of its turns, so a monster with Mass Restore to remove poison is a must. It will also give itself lots of buffs using moves like Full Utility and Helping Hand (which also heals it), so buff removal is also key. Its weakness is debuff damage, so bring units with Multi-Poison, Multi-Burn, and Bleed to rack up lots of damage.
If you want to trivialize this fight, bring a dark-shifted Sutsune skilled with Buff Steal, Feast and Blood Magic and focus on buff removal and adding Bleed stacks. Around 50 stacks the Bleed will outpace his healing even with full regeneration stacks and he'll go down quickly.
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This Monster hides in the forgotten depths of Horizon Beach beyond a small path on the far east of the map. You must progress through a short labyrinth to reach him.
Vodinoy hits very, very hard. Two main strategies for countering him are using monsters with physical resistance (as all his attacks are physical), or stacking Multi-Weakness on Vodinoy. Mutli-Chill is also very useful for limiting his mana regen thereby limiting the level of skills that he can use, but may be less effective thanks to his water resistance.
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This Monster is hiding in a ritual circle within the Stronghold Dungeon. You cannot access his chamber until after clearing the entire Abandoned Tower area and defeating the final boss of the game. Once you do so, Trevisan will show up by the Crystal Shard in the Dungeon and help you find him.
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This Monster hides off the beaten path in the Sun Palace, normally only accessible by hopping across some hidden ledges near the Blue Caves entrance. It can also be reached using the Double Jump Boots with Improved Flying, but the timing is very difficult.
Diavola hits hard with fire and earth attacks, causing Burn and Weakness on your party. It also causes lots of Bleed stacks both with its own attacks and upon getting attacked thanks to its Thorns passive skill.
Debuff damage is less effective because Diavola will use the move Restoring Shield as a bonus action at the start of every one of its turns without exception, removing those debuffs and making it harder to build them up. Note that this move will NOT remove stacks, however, meaning that Bleed is still an effective means of dealing damage here. Heavy hitting fire attacks are also extremely dangerous because of Diavola's Thorns skill, which can put enough bleed onto your damage dealers to potentially one-shot them after a good turn.
Diavola also likes to stack buffs on itself, so buff removal will be essential. Cleansing Flame is good here because it not only removes Diavola's buffs, but also exploits its weakness to fire.
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This Monster is hidden deep within the Magma Chamber and can only be reached once you have a Monster that can levitate large objects.
A poison team is recommended here to exploit Gryphonix's weakness to earth. Having Multi Poison/Poisoned Nerves, Chill/Congeal and Fatal Upkeep makes this fight go through rather quickly. A good addition is a heavy hitter who can deliver a large blow at the end of a combo, so you can KO Gryphonix to spend its revival ability, then immediately take a chunk out of the revival HP with the many debuffs you've stacked on.
Restoration is incredibly useful here as well, especially if it's provided by a passive skill. The Gryphonix will be dishing out lots of burn debuff, and before long, will have 3 stacks on your entire team.
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This Monster is hidden well behind a clock puzzle at the very top of the Mystical Workshop area. The solution to the puzzle can be obtained from Trevisan in the Stronghold Dungeon after you have defeated Aazerach there. This solution is not the standard solution to the puzzle, which is found elsewhere within the Workshop. As such, it is very likely Vertraag will remain elusive to most Monster Keepers. <div id="The clock will open when set to 11:05"></div>
Exploit Vertraag's neutral weakness. An example could be a shield burst team consisting of Yowie, Caraglow, and Kame. One surprisingly viable team consists of three damage focused Manticorbs.
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The final boss of the game atop Abandoned Tower.
Mad Lord is resistant to debuffs but not to stacks. Use a team that inflicts bleed and exploit his weaknesses for higher damage values to build up massive bleed stacks. Use a monster with Bleed Out and monsters that benefit bleed, such as Spinner, Sutsune, and Elderjel, to maintain the bleed over time and increase its damage. After a couple turns this will allow you to do massive damage faster than with normal attacks. If you can survive the first turn then Feast can reliably keep your team healed.