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 Ultimate Monster Guide

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Jaymond
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Jaymond


Posts : 185
Join date : 2011-04-30
Age : 35
Location : Oregon

Ultimate Monster Guide Empty
PostSubject: Ultimate Monster Guide   Ultimate Monster Guide EmptySun May 01, 2011 1:51 am

Pokey
Ultimate Monster Guide C1-150


like a swarm of ants, a roaming pack of pokeys can devour a cow in less than 5 minutes

favorite target: anything
Monster locker level required to unlock: 1

Unlock/Upgrading stats

lvl 1 Unlocking cost:4,000 time:10m

Speed: 1.2
Health: 200
Damage: 60
Goo cost: 250
Production time: 15s
Housing spaces: 10

lvl 2 Cost:4,000 Time:2h

Speed: 1.2
Health: 220
Damage: 65
Goo cost: 450
Production time: 10s
Housing spaces: 10

lvl 3 Cost:8,000 Time:3h

Speed: 1.2
Health: 240
Damage: 70
Goo cost: 675
Production time: 8s
Housing spaces: 10

lvl4 Cost:12,000 Time:5h

Speed: 1.2
Health: 260
Damage: 75
Goo cost: 800
Production time: 7s
Housing spaces: 9

lvl5 Cost:16,000 Time:8h

Speed: 1.2
Health: 280
Damage: 80
Goo cost: 1,000
Production time: 6s
Housing spaces: 8

Attacking Tips

pokeys are not necessarily a looting monster. they can instead be used for helping clear out booby traps or simply to fill any extra housing space. they are never to be used by themselves in an attack IMO

pokey bomb - pokeys used to kill a base that may be mostly destroyed or has little defensive towers
pokey bomb2 - pokeys can be used to kill a housing that is out or range/other important building

here is an example of what will happen if you attempt to attack with only pokeys that isn't half destroyed



another great thing about the pokey is its ability to bait the bunkers: pokey is used for luring eye-ras. this video shows how this can be done by an attacker (remember, 7 eye-ras can kill your wave completely if you use large monsters) so it is important to bait them.



Defending

pokeys inside of the monster bunker are used because they are cheap to make and cost little putty to transfer into the bunker. some good things about using this method is that it will continually slow down/damage the oncoming monsters. even if it simply stops them, defensive towers will continue to fire at it. they can wreak plenty of havoc by pausing a PPX attack by delating the putty rage phase.


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Octo-ooze nickname: octos

Ultimate Monster Guide C2-150

The slimy Octo-ooze soaks up fire power like a sponge so other monsters can wreak havoc

Favorite targer: Towers
Monster locker level required to unlock: 1


Upgrading/Unlocking Stats

level 1 stats: unlock cost: 8000 upgrade time: 60m

Speed: 1.4
Health: 1000
Damage: 15
Goo cost: 500
Production time: 15s
Housing spaces: 10

lvl 2 stats: Cost:8,000 Time:4h
Speed: 1.4
Health: 1100
Damage: 15
Goo cost: 500
Production time: 15s
Housing spaces: 10

lvl 3 stats:Cost:16,000 Time:6h

Speed: 1.4
Health: 1300
Damage: 20
Goo cost: 1350
Production time: 16s
Housing spaces: 10

lvl 4 stats: Cost:24,000 Time:10h

Speed: 1.4
Health: 1,450
Damage: 25
Goo cost: 1,800
Production time: 16s
Housing spaces: 10

lvl 5 stats: Cost:48,000 Time:16h

Speed: 1.4
Health: 1,600
Damage: 30
Goo cost: 2,100
Production time: 16s
Housing spaces: 10

Attacking Tips

for higher levels, octo is too low of damage to be used with putty rage. he is instead used to help clear out a SDT entrence or as a monster who can survive 2-3 booby traps. they are also used for diverting a tower in another direction. for example, if your putty rage ends, and the project Xs are approacing the last laser tower, sending in an octo and having the tower fire at the octo 2-3 times will buy the project Xs enough time to kill it. however, they are rarely used for the reason that percise timing is needed to control them and they are uneffective to be worth their housing space.

octo-ooze is used at a low level scale as a cheap way to take out defenses especially on bases with no walls because their speed allows them to travel from tower to tower quickly. octo's are best sent in 1 at a time because booby traps can be devestating to a mob of octos.

here is an example on why a "wave of octos" is only useful for a lower level. this is what happens when octos are against the laser tower:



Defending

in the monster bunkers, octos are famous for slowing down any type of wave of monster. they are the best at this method because 1. more monsters per spacing=more monsters for attackers to kill and 2. high enough health to live a few seconds. a few advantages this has is 1. It can slow down mosnters in the wrong spot, like next to a laser tower, and can bunch mosnters together right at the SDT.


_______________________________


Bolt

Ultimate Monster Guide C3-150

Bolt is as fast as lightning and can run ahead of your other monsters to munch on buildings with its razor sharp teeth.

Faveroute target: Silos, resource gatherers and townhall
Monster locker level required to unlock: 1


Unlock/Upgrading Stats

lvl 1 stats: upgrade cost: 16000 time: 2h

Speed: 2.5
Health: 150
Damage: 15
Goo cost: 350
Production time: 23s
Housing spaces: 15

lvl 2 stats: Cost:16,000 Time:4h

Speed: 2.55
Health: 150
Damage: 20
Goo cost: 1,015
Production time: 23s
Housing spaces: 15

lvl 3 stats: Cost:32,000 Time:6h

Speed: 2.6
Health: 150
Damage: 25
Goo cost: 1,015
Production time: 23s
Housing spaces: 15

lvl 4 stats: Cost:48,000 Time:8h

Speed: 2.8
Health: 150
Damage: 35
Goo cost: 1,400
Production time: 23s
Housing spaces: 15

lvl 5 stats: Cost:96,000 Time:12h

Speed: 3
Health: 150
Damage: 45
Goo cost: 1,800
Production time: 23s
Housing spaces: 15

Attacking

bolt has very low health and is very weak in damaging.

for lower levels, the bolt is used especially for a looting wave or at badly layed out bases where the town hall is on the outside and is guarded by few towers, where octos/ichis will distract the towers. bolts can be used for gaining 4x loot during takedown (meaning when they are damaging, they take 4x the loot than a pokey would, however, it does not apply to the takedown bonus)

for a higher level use, because brains are a lot better as far as health and damage for their housing, they can be used if the attacker is low on goo. bolts can be used for a base with a NEC and a SDT at once, so you can actually time it out for the monsters to take down part of the base and then take the other buildings on, so when a bolt gets flung in it will go straight for the SDT and weed out the traps

Defending

Bolts are not wise to use in the bunker, there is a reason they are not up there to buy with shiny. the only reason you would ever want to use them is for their speed and using percise timing to distract approaching monsters to a power tower, like freezing a single DAVE at the right moment while the tesla hits him. defending is strongly advised against

video of bolts against different monsters:




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Fink

Ultimate Monster Guide C4-150

Found deep inside Amazonia, Fink's chemo-receptors makes its attacks deadly accurate

Favorite target: anything
Monster locker level required to unlock: 1


Unocking/Upgrading Stats

lvl 1 stats: Cost: 32,000 Time: 4h

speed: 1.3
health: 200
damage: 300
goo cost: 1500
production time: 1m 40s
Housing spaces: 20

lvl 2 stats: Cost: 32,000 Time: 8h

speed: 1.3
health: 200
damage: 340
goo cost: 2,250
production time: 1m 40s
Housing spaces: 20

lvl 3 stats: Cost:64,000 Time:12h

speed: 1.3
health: 200
damage: 380
goo cost: 3375
production time: 1m 40s
Housing spaces: 20

lvl 4 stats: Cost:96,000 Time:18h

Speed: 1.3
Health: 200
Damage: 430
Goo cost: 4,800
Production time: 1m 40s
Housing spaces: 20

lvl 5 stats: Cost:128,000 Time:1d

Speed: 1.3
Health: 220
Damage: 470
Goo cost: 7,200
Production time: 1m 30s
Housing spaces: 20

Attacking

Fink at a low level is used because it is powerful compared to the towers. one major problem with finks is that its housing is not good compared to the amount of booby trap placement, so finks are not the best against a base with walls.

at a higher level, finks are very rarely used. the reason is that a cannon gets 2-3 hits, and a snipe gets 1. for housing space, you might as well use pokeys. if they are used, it is used against a farm base and you have minimal spacing left.

Defending

Finks are rarely used in the bunker because they are beat in every area. timing, destruction, distraction. wormzer, dave, and pokey/octo.


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Eye-ra

Ultimate Monster Guide C5-150

Warning: Eye-ras chemical makeup combusts within close proximity to walls

Favorite target: walls
Monster locker level required to unlock: 2


Upgrading/Unlocking Stats Cost:64,000 Upgrade time:8h

lvl 1 stats: Cost:64,000 Time:8h

speed: 2
health: 600
damage: 4000 (with splash)
goo cost: 5,000
production time: 25
Housing spaces: 60

lvl 2: Cost:64,000 Time:5h

speed: 2.2
health: 600
damage: 8000 (with splash)
goo cost: 11,250
production time: 25
Housing spaces: 60

lvl 3 stats: Cost:128,000 Time:7h

speed: 2.4
health: 1200
damage: 12,000 (with splash)
goo cost: 30000
production time: 25 minutes
Housing spaces: 60

lvl 4 stats: Cost:192,000 Time:12h

Speed: 2.6
Health: 1,600
Damage: 16,000 (with splash)
Goo cost: 45,000
Production time: 25m
Housing spaces: 60

lvl 5 stats: Cost:384,000 Time:1d

Speed: 2.8
Health: 2,000
Damage: 20,000
Goo cost: 60,000
Production time: 25m
Housing spaces: 60

Attacking Info

note: brown, gray, silver blocks take 1 hit to kill with an eye-ra. a golden one takes 3

to start off, eye-ra is one of the most complicated monsters to use.

on a lower level scale, eye-ra is used on badly laid out bases where there are no walls. the reason is because if there are no walls, the eye-ras will head straight for the buildings. however, they are expensive and have too high of housing space to be used effectively at a low level.

at a higher level scale, eye-ras are used for a huge variety of reasons. they can be used on wall patterns that maze from the outside, they can be used to to break the walls of a donut so the PPX can get in easier.

one of the main reason for using eye-ras are the bases known as the horseshoe and others like it. what happens is that the town hall is defended by walls and the monsters path to the other side of the base. would like an example of a horseshoe base or something like it, cant remember the name, point is you need blocks on the top to stop eye-ra

heres a vid of playing with eye-ra on a base, just to see what it does for newbies


Defense

defending with eye-ra is not recommended for lower levels because of the fact that most people down there dont have daves or crabs that would be able to attack, making it less effective. for higher levels, eye-ra can be used to completely kill someones attack

example:




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Ichi
Ultimate Monster Guide C6-150


Discovered on the peak of Mt. Fuji, Ichi is one of the deadliest monsters and can withstand intense damage from towers and booby traps

favorite target: towers
Monster locker level required to unlock: 2


lvl 1 stats: Unlock/Upgrade Cost:128,000 Time:16h

speed: 1.2
health: 2,000
damage: 50
goo cost: 5,000
Production time: 1m 40s
Housing spaces: 20

lvl 2 stats:Cost:128,000 Time:12h

speed: 1.2
health:2,100
damage:60
goo cost:5,625
Production time: 1m 40s
Housing spaces: 20

lvl 3 stats:Cost:256,000 Time:18h

speed: 1.2
health: 2200
damage: 70
goo cost: 8440
production time: 1m 30s
Housing spaces: 20

lvl 4 stats: Cost:409,600 Time:1d

Speed: 1.2
Health: 2,300
Damage: 80
Goo cost: 11,200
Production time: 1m 30s
Housing spaces: 20

lvl 5 stats: Cost:640,000 Time:2d

Speed: 1.2
Health: 2,500
Damage: 95
Goo cost: 16,000
Production time: 1m 30s
Housing spaces: 20

Attacking info

The ichi is hard to classify between a lower level and a higher level monster, because in truth it is right in between. at a lower level, the ichi is commonly used in bunches, taking the towers down 1 by 1 like in a normal attack.

1 very good strategy for a low level is the bunch method. what you will do for this attack is send most of the ichis you have, saving 2-4. when the ichis approach a splash tower, you send another one in at a different angle. it should be timed so the ichis can distract the splash before it damages the main group; after the tower is destroyed, it joins the normal group.

in this video, the attacker does not use the bunch method, but watch and see how it would help him:



some higher level uses for ichi is to use it to distract towers from crab + project X groups. here it is much more important.

ichi can be used to root out boobies in a SDT if a tower is placed in with them.

ichis at a higher level are mainly used to distract, i would never advise to use them in a mob formation against a base with lvl 6 splashes. although you may use them against lasers, you have to use them quickly and all at once.

NEVER send ichis at a laser with walls protecting it. heres why (old video) but the meaning still holds



Defense

in the bunkers at a higher level, ichis are good if they are near splashes or lasers, because the ichis have a long distraction period. the ichi is also one of the most difficult monsters to bait, because it requires a DAVE, meaning a waste of goo that right then and there will not pay off for them, meaning they will have to work for it harder in the attack.


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Bandito

Ultimate Monster Guide C7-150

Banditos thick exoskeleton and impeccable accuracy make it the perfect monster assassin.

Favorite target: anything
Monster locker level required to unlock: 2


lvl 1 stats: unlock cost: 256,000 time: 1d 4h

speed: 1
health: 500
damage: 200
goo cost: 2,500
time: 3m 45s
Housing spaces: 20

lvl 2 stats: upgrade cost: 256,000 time: 12h

speed: 1
health: 550
damage: 250
goo cost: 4,500
time: 3m 45s
Housing spaces: 20

lvl 3 stats: upgade cost: 512,000 time: 16h

speed: 1
health: 600
damage: 300
goo cost: 6750
production time: 3m 45s
Housing spaces: 20

lvl 4 stats: upgrade cost: 756,000 Time: 1d

Speed 1
Health: 650
Damage: 350
Goo cost: 8,750
Production time: 3m 45s
Housing spaces: 20

lvl 5 stats: upgrade cost: 1,024,000 Tiem: 1d 12h

Speed: 1
Health: 750
Damage: 400
Goo cost: 11,200
Production time: 3m
Housing spaces: 20

Attacking

banditos at a low level are used to attack bases, especially on a looting wave, where the cannon on the edge is still standing, you will use the bandito, as he has more health, to take him out. he is never a monster to be used solo.

at a high level... they just downright suck. they are worthless. booby traps can still kill them, the .5 of a second of distraction from a splash tower isnt worth it.

here is a video of banditos on 10 million putty (and btw, this guy has low health RGs, and its against a base with no good wall pathing)


Defending

DONT EVER use these things, they are terrible

____________________________________________________________________________________________________________________________________
Fang

Ultimate Monster Guide C8-150

Fang's bite releases a toxic venom which liquidates any target

favorite target: anything
Monster locker level required to unlock: 2


lvl 1 stats: upgrade cost: 512,000 time: 1d 16h

speed: 1.1
health: 400
damage: 600
cost: 18,000
time: 7m 30s
Housing spaces: 30

lvl 2 stats: upgrade cost: 512,000 time: 12h

speed: 1.2
health: 400
damage: 600
cost: 27,000
time: 5m 50s
Housing spaces: 30

lvl 3 stats:upgrade cost: 512,000 time:16h

speed: 1.3
health: 400
damage: 620
goo cost: 40500
production time: 4m 10s
Housing spaces: 30

lvl 4 stats: upgrade cost: 756,000 Time: 1d

Speed: 1.4
Health: 400
Damage: 660
Goo cost: 60,500
Production time: 3m 45s
Housing spaces: 30

lvl 5 stats: upgrade cost: 1,024,000 Time: 1d 12h

Speed: 1.5
Health: 400
Damage: 720
Goo cost: 80,000
Production time: 3m 15s
Housing spaces: 30

Attacking

fangs are mainly used to attack bases where the towers are located towards the outside (farm base)

the fang at a low level is a very good way to go on a base where the towers are on the outside, because the fangs will chew the towers down and then eat whats inside with ease. they are used in variety waves as a takedown wave after the towers are all/mostly knocked down, because the fangs are tough enough to take down a few towers. the only downside of them at a low level is their production time, which prevents the use of a quick loot-wave monster.

at a higher level, they can be used as monsters who take out the kozu on the southwest side of a lvl 30+ kozu yard when preparing to farm it. fangs are good farming monsters on the kozu because time is not of the essence when attacking them, and the goo you recieve pays them off. the fangs can be used as a take-down monster in a series, but are very bad against a base with a SDT, because 1 booby trap will kill a fang, and inilliate a mob. the fang is a good way to take down outposts with no walls.

fang on 10 million putty strictly depends on the base, but it is far better against a donut base. the main goal when using this is to get the fang to fork, so the mob will damage more different buildings, and so they wont be a mob and very vulnerable to booby traps
this video is against a wild monster yard.



Defense

fangs cost 12 shiny each to be placed in the bunker

The fang in the bunker is a beauty. he is cheap to place in there, and he is very effective, forcing the attacker to use a rage or surrender half if not all of his army. they have been known to take down DAVES, crabs, because it seems they keep coming. the power is what matters, its the brutal power, the 600 damage x 18 and you easily have about 12,000 damage. then there are multiple shots, of course
and then 4x bunkers

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Brain

Ultimate Monster Guide C9-150

Cunning and greedy, Brain's pulsating cerebral cortex and high intelligence make him perfect for looting resources

Brain was not only at the top of his class in the academy but also a track star with his speed

favorite target: Silos, resource gatherers and townhall
Monster locker level required to unlock: 3


lvl 1 stats: Unlocking/Upgrade Cost:1,024,000 Time:2d 4h

speed: 2
health: 600
damage: 100
cost: 12,000
time: 5m 42s
Housing spaces: 30

lvl 2 stats:Cost:1,024,000 Time:12h

speed: 2
health: 700
damage: 100
cost: 20,500
time: 5m 42s
Housing spaces: 30

lvl 3 stats:Cost:2,056,000 Time:16h

speed: 2
health: 800
damage: 250
goo cost: 35000
production time: 5m 42s
Housing spaces: 30

lvl 4 stats:Cost:2,870,000 Time:20h

speed: 2.1
health: 1100
damage: 300
goo cost: 50,000
time: 5m 42s
Housing spaces: 30

lvl 5 stats:Cost:4,500,000 Time:1d 16h

speed: 2.2
health: 1300
damage: 300
goo cost: 50,000
time: 5m 42s
Housing spaces: 30

Attacking

At a lower level, the brain is a very good looting monster. same with the bolt, it is good against bases where town halls are towards the edge and are not protected. distracting the towers with crabs/ichis and using the brains to loot is a common method. brains are a looting monster, especially because he loots 4x the amount of resources.

further explaining the 4x, the 4x is not affected by the takedown bonus. meaning that, a pokey will steal 100,000 from a RG and 200,000 as a knockdown bonus, total is 300,000. with the brain, he will loot (4x) 400,000 from the RG, and get 200,000 as the knockdown bonus, giving a total of 600,000. in this instance, the brain actually got 2x (those numbers are not real, they are made up for this instance)

another note about the brain is that he is a strict looting monster, not a damaging monster. he steals all of the loot out of the RG. if he steals all of the resources out of a RG to the point (because of 4x resources) then he takes the knockdown bonus in the main attack. as soon as he cannot get any more loot than the RG holds, he leaves it and moves onto the next, not necessarily knocking it down. need a picture to illustrate this

the brain will also not attack upgrading buildings, they hold nothing

some attacking strategies involve the crab + brain method, where the crabs easily distract the towers for a time and the brains will go and loot. this is a good tactic on a base where the RGs are located outside the base and the towers are inside. remember, the goal here is to loot, not to damage, so PX is not necessary. sometimes it is wise to send crabs to replace one another, to buy time. if it takes 8 shots to kill one, and you have 3 towers, you have 3/8, 6/8, 9/8, meaning 1 shot is wasted that would otherwise be delivered to the brain. another common tactic is to use the meduim twig catapult on the snipes, because even if you dont knock them down, the towers health goes down, meaning a potential 2 or 3 shots to kill one, again, buying you time. note: this method does not work against the donut

this isnt exactly what im portraying, and this is not a good attack. but notice how much longer the crabs live than the brains. that tells you how much time they will actually spend distracting the towers, and how much damage you can do in the meantime.



brain on 10 million putty is a tough one, but because of his speed, walls are almost ineffective. this is preferably to use against bases where silos are full, and not many resources in the RGs (hint: if your attacking someone with monsters producing, IMO it means they were just there, and their resources are banked) the reason for this is the brains will skip over the RGs with speed and attack the silos and town hall, making the SDT ineffective. dont be fooled, though. this is a very hard tactic and depends on somewhat luck

Defense

well, brains in the monster bunker are not the best. same with bolts, they are only good for precise timing. however, because of production costs and timings, bolt is actually better in this instance. since he is easily outweighed by a lower level monster, hes not a defender.


_________________________________


Crabatron nickname: crab

Ultimate Monster Guide C10-150

using its claws to snap towers like twigs, Crabatron strikes fear into the hearts (of) its enemies spelling error in the game

favorite target: towers
Monster locker level required to unlock: 3

Stats:

lvl 1 stats: Unlock/upgrade Cost:2,048,000 Time:2d 10h

speed: 1
health: 4,000
damage: 100
cost: 30,000
time: 12m 30s
Housing spaces: 40

lvl 2 stats:Cost:2,048,000 Time:12h

speed: 1
health: 4,000
damage: 120
cost: 40,000
time: 12m 30s
Housing spaces: 40

lvl 3 stats:Cost:3,000,000 Time:18h

speed: 1.2
health: 42,000
damage: 130
cost: 67,500
time: 12m 30s
Housing spaces: 40

lvl 4 stats:Cost:4,400,000 Time:1d

speed: 1.2
health: 4400
damage: 120
goo cost: 75000
housing space: 40
time: 12m 30s
Housing spaces: 40

lvl 5 stats:Cost:6,000,000 Time:2d

speed: 1.4
health: 4600
damage: 150
goo cost: 90,000
time: 12m 30s
Housing spaces: 40

Attacking

at a lower level, if you manage to get crabatron by buying shiny, is very good. he will eat the towers and render the cannons nearly ineffective (because it is usually smarter to upgrade the splashes farther at a low level).

crab, 95% of the time, is a high level monster. he has many tactical purposes and strategies that go along with him.

1. one is the mob + splash diversion. same thing as ichi, except this time the laser is involved in as well. therefore, more crabs are needed to be held back. the crabatrons will be flung in together, preferrably at a point where they will destroy a splash tower first. as they go on and destroy the towers, the threatening splash damage pops up, so you need to send in crabs to distract the towers, timing it perfectly. be careful of wall pathing, and do your best to send in crabs to clear the path of a SDT where a tower may be included if possible.

2. the project X substitution method is a good method used between 35-40, where you send in your mob of crabs + a few PXs for faster takedowns. the problem with this is that the weak project Xs get hurt perhaps by lasers or splash towers, or an eye-ra attack from behind. so, you will need to substitute PX throughout. the advantage here is that the splash will not effect them all at once, and continous faster damage is constant and lasts longer. what you must be careful about is pathing, and making sure the path is out of the way of any towers like snipes that would easily pluck them off. remember that the PX will not directly path to the mob.

3. crabatron + brain attack-where the crabs easily distract the towers for a time and the brains will go and loot. this is a good tactic on a base where the RGs are located outside the base and the towers are inside. remember, the goal here is to loot, not to damage, so PX is not necessary. sometimes it is wise to send crabs to replace one another, to buy time. if it takes 8 shots to kill one, and you have 3 towers, you have 3/8, 6/8, 9/8, meaning 1 shot is wasted that would otherwise be delivered to the brain. another common tactic is to use the meduim twig catapult on the snipes, because even if you dont knock them down, the towers health goes down, meaning a potential 2 or 3 shots to kill one, again, buying you time. note: this method does not work against the donut

Defending

crabatron can be purchased with 14 shiny for your bunker

crabs in the bunker is a good idea, reason is, because of their high health, they are able to hold monsters off for a while while other towers strike at them. one bad thing about them is that they do not do much damage, so if you are going to use them it is best to keep them close or inside your base. the crab is not expected to hurt anything effectively bigger than it.

this video shows just how well it could hold pokeys off. notice how a few pokeys slip through... not good. that is 1 disadvantage to having a large and space-consuming monster in the bunker




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Project X possible nicknames: Px, Prx, ProX.

Ultimate Monster Guide C11-150

A government experiment gone terribly wrong, Project X is programmed to attack defense towers in battle

Favorite target: towers
Monster locker level required to unlock: 3


lvl 1 stats: Unlocking/Upgrade Cost:4,096,000 Time:2d 14h

Speed: 0.9
Health: 800
Damage: 1200
Goo cost: 60,000
Time: 23m 4s
Housing spaces: 70

lvl 2 stats:Cost:4,096,000 Time:1d

Speed: 0.9
Health: 900
Damage: 1400
Goo cost: 90,000
Time: 23m 4s
Housing spaces: 70

lvl 3 stats:Cost:7,000,000 Time:1d

Speed: 1
Health: 950
Damage: 1600
Goo cost: 135,000
Production time: 23m 4s
Housing spaces: 70

lvl 4 stats: Cost:12,000,000 Time:2d

Speed: 1.2
Health: 1000
Damage: 1800
Goo cost: 180,000
Production time: 23m 4s
Housing spaces: 70

lvl 5 stats: Cost:18,000,000 Time:4d

Speed: 1.2
Health: 1100
Damage: 2200
Goo cost: 270,000
Production time: 23m 4s
Housing spaces: 70

Attacking

famous attack method: PPX

the project X is one of the most effective monster attacks. although he has low health, if you give the project X 100% armor, he can be unstoppable.

q. wouldnt the same work for crabatron?

a. no, crab does less damage, a risk to getting all of the towers in the first place, and if he is done with the towers, you still want to level the base, meaning you need more damage. who cares about the health if there are no towers left, right?

how to use the PPX is not easy and you usually do not make it on your first try. then again, your goal in this game is to be unusual.

using the PPX has a few weaknesses. a very good strategy is to place pokeys in your bunkers. because, after you rage them, they have to kill each pokeys 1 by 1, and killing 200 pokeys with 20project Xs can be time consuming, especially if the bunkers attack at seperate times. this is why it is very important to bait any bunkers before you attack

also, you must consider pathing. pathing can ruin a project X attack. in this video, there is no walls interfering



in this video, there are walls interfering. watch how even though they fork, they still dont get the last tower



the next good attack method is the project X substitution method. the project X substitution method is a good method used between 35-40, where you send in your mob of crabs + a few PXs for faster takedowns. the problem with this is that the weak project Xs get hurt perhaps by lasers or splash towers, or an eye-ra attack from behind. so, you will need to substitute PX throughout. the advantage here is that the splash will not effect them all at once, and continous faster damage is constant and lasts longer. what you must be careful about is pathing, and making sure the path is out of the way of any towers like snipes that would easily pluck them off. remember that the PX will not directly path to the mob.

Defending

the PX is an average defending monster. one cool thing about him in the bunker is that he does heeps of damage, but his health does not hold up for him to be able to strike multiple shots.


_____________________________________________


Wormzer

Ultimate Monster Guide C13-150

Wormzer utilizes his burrowing ability to launch suprise attacks and evade even the toughest walled defense

Faveroute target: Anything
Monster locker level required to unlock: 4

lvl 1 stats:Unlocking/Upgrade Cost:4,096,000 Time:2d 14h

speed: 3
health: 600
damage: 300
goo cost: 20000
production time: 23m 4s
Housing spaces: 70

lvl 2 stats: Cost:4,096,000 Time:1d

speed: 4
health: 800
damage: 400
goo cost: 25000
production time: 23m 4s
Housing spaces: 70

lvl 3 stats: Cost:8,192,000 Time:2d

speed: 4
health: 1,100
damage: 550
goo cost: 35,000
production time: 23m 4s
Housing spaces: 70

lvl 4 stats: Cost:8,192,000 Time:3d

Speed: 4
Health: 1,300
Damage: 600
Goo cost: 35,000
Production time: 23 4s
Housing spaces: 70

lvl 5 stats: Cost:8,192,000 Time:4d

Speed: 4
Health: 1500
Damage: 650
Goo cost: 40,000
Production time: 23m 4s
Housing spaces: 70

_____________________________________


D.A.V.E.

Ultimate Monster Guide C12-150


D.A.V.E. only listens to its master and has a habit of completely destroying bases

favorite target: anything
Monster locker level required to unlock: 4

Stats

lvl 1 stats: unlock cost: 8,192,000 time: 3 days

speed: 0.8
health: 8000
damage: 1500
goo cost: 150,000
production time: 1 hour
Housing space:160

lvl 2 stats: upgrading cost: 8,192,000 time: 2 days

speed: 0.85
health: 9100
damage: 1500
goo cost: 225,000
production time: 1 hour
Housing space:160

lvl 3 stats: upgrading cost:10,000,000 time:2d

speed: 0.9
health: 10,000
damage: 1600
goo cost: 337,500
production time: 1 hour
Housing space:160

lvl 4 stats: upgrading cost: 12,200,000 time: 3 days

speed: 1
health: 12000
damage: 1700
goo cost:440,000
production time: 1 hour
Housing space:160

lvl 5 stats: upgrading cost:19,200,000 time: 6 days

speed: 1.1
health: 16500
damage: 1800
goo cost: 600,000
production time: 1 hour
Housing space:160

____________________________________


Teratorn

Ultimate Monster Guide Index


With its swift wings and fiery breath, the flying Teratorn rains death from above.

favorite target: anything
Monster locker level required to unlock: 4

Stats:Unlock/Upgrade Cost:4,096,000 Time:2d 14h

Lv.1

Speed:2.5
Health:1600
Damage:300
Goo cost:70000
Production time:30m
Housing spaces:70

Lv.2 Cost:4,096,000 Time:1d 12h

Speed:2.7
Health:1900
Damage:350
Goo cost:95000
Production time:32m
Housing spaces:70

Lv.3 Cost:7,0000,00 Time:2d 6h

Speed:3
Health:2400
Damage:400
Goo cost:145000
Production time:34m
Housing spaces:70

Lv.4 Cost:12,000,000 Time:3d 12h

Speed:3.25
Health:3000
Damage:500
Goo cost:200000
Production time:36m
Housing spaces:70

lvl 5 Cost:16,000,000 Time:5d 16h

Speed:3.5
Health:3600
Damage:600
Goo cost:300,000
Production time:38m
Housing spaces: 70


here is a video of them in action (do not try what he does with the project Xs, what a waste!)




Teratorn is a flying monster, and can only be damaged by sniper towers, tesla towers and aerial defense towers. It is immune to cannon towers, laser towers, booby traps, monsters from the monster bunker and can fly over blocks, making pathing inaffective against it. Note that as a flying monster, it can not be bunkered. It also has a ranged attack.





___________________________________________________________


Zafretti
Ultimate Monster Guide Zafretti


Deep from the Sahara, comes the mystical Zafreeti Healer. A slow, high health monster with healing capabilities.

Faveroute target: Monsters
Monster locker level required to unlock: 3

lvl 1 stats: Unlocking/Upgrading cost:6,192,000 time:2d 12h

Speed:0.75
Health:8000
Damage:400 (heal)
Goo cost:120,000
Production time:40m
Housing spaces:200


lvl 2 cost:6,192,000 time:1d 12h

Speed:0.80
Health:8000
Damage:550 (heal)
Goo cost:180000
Production time:40m
Housing spaces:200


lvl 3 cost:6,192,000 time:2d 6h

Speed:0.85
Health:8,000
Damage:700 (heal)
Goo cost:256,000
Production time:40m
Housing spaces:200


lvl 4 cost:6,192,000 time:3d 8h

Speed:
Health:8,000
Damage:850 (heal)
Goo cost:324,000
Production time:40m
Housing spaces:200


lvl 5 cost:6,192,000 time:5d 16h

Speed:
Health:8,000
Damage:1,000 (heal)
Goo cost:468,000
Production time:40m
Housing spaces:200

Zafreeti is a flying monster, and can only be damaged by sniper towers, tesla towers and aerial defense towers. It is immune to cannon towers, laser towers, booby traps, monsters from the monster bunker and can fly over blocks, making pathing inaffective against it. Note that as a flying monster, it can not be bunkered. It also has a ranged attack.





By bionicleboy101 on CC Forum and Jaymond And MichaelDeath.
______________________________________________________________________________________



Last edited by Jaymond on Fri May 20, 2011 6:20 pm; edited 1 time in total
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