Posted on 05-01-2008
Filed Under (Guide & FAQs, PS2) by admin

Dragon Quest VIII: Monster Arena FAQ
 Table of Contents
 -----------------
 1.  Version History
 2.  An Introduction to the Monster Arena
 3.  Basics of the Monster Arena
 4.  Ranks
 5.  Monster Information
 6.  Special Teams

 O--------------------O
 | 1. Version History |
 O--------------------O

 Version 1.03 (January 16, 2006) – Clarified the location of Stoneman in the
 monster information section, since it seems a lot of people are having a hard
 time locating him. Also added more detail to Bishop's location.
 Version 1.02 (December 26, 2005) – Added the locations of Fletch and Snap Case
 in the monster information section. Apparently I forgot to add them in. Special
 thanks go to Albert Chu for pointing it out to me. Also added a popular team to
 the Rank S strategy section.
 Version 1.01 (December 18, 2005) – Updated the monster information section. It
 turns out that Curer and Sugi can be found in two locations, not one. I also
 clarified a bit on Skeledoid's location.
 Version 1.0 (November 28, 2005) – First completed version of FAQ. Completed the
 monster information section and corrected a mistake it in. Metabble appears
 after clearing the B rank, and not always available from the start.
 Version 0.2 (November 28, 2005) – Revised the rank section including in depth
 strategy for the S rank. Updated the monster information section, including all
 of the monster you can obtain after completing the game. Completed the
 special teams section.
 Version 0.1 (November 26, 2005) - First version of FAQ.

 O-----------------------------------------O
 | 2. An Introduction to the Monster Arena |
 O-----------------------------------------O

 Q: What is the monster arena?
 A: The monster arena is a special side quest/mini game in Dragon Quest VIII.
 You don't have to participate in it to finish the game. In fact you can ignore
 it completely if you like. However, there are several tangible benefits to
 playing and winning the contests in the monster arena, and it can be fun to
 boot. 

 Q: Where is the monster arena?
 A: The monster arena is located to the southeast of Pickham. You'll probably
 come across it when you're making your way from Ascantha, but you won't be able
 to access it at that time. You can however start the side quest necessary to
 open the monster arena when you arrive there.

 Q: How do I open the monster arena?
 A: First of all, you'll need to talk to Morrie, who is in charge of the arena.
 Try to open the doors to the arena when you get there. You'll see Morrie
 standing on the roof (he looks kind of like Mr. Satan/Hercule from Dragon Ball
 Z). Go around to the right and up the stairs to the top of the roof. Go to
 Morrie and talk to him. He won't say anything to you at first. Attempt to leave
 and he'll talk to you. Afterwards, he'll give you three memos detailing
 monsters he wants you to scout for the arena. When you've collected all three
 of them return to Morrie and he'll let you into the arena. Inside he'll explain
 all the rules and give you a key so you can access the arena at any time.

 Q: Where are the three monsters and how do I scout them?
 A: All three monsters are relatively easy to locate, but you won't find the
 last one until much later in the game. Scouting them is easy. All you need to
 do is to defeat them in battle. Once you defeat them you can add them to your
 team. They are easy to spot, since they appear on the field walking around.

 Monster #1: Smiles (a.k.a. Slimy Smiley)
 Location: South of Trodain Castle.
 Description: A regular blue slime.
 Comments: Smiles is the monster in the first memo, but he's also the last one
 you'll scout. You can't miss him since he's right in front of the path to
 Trodain Castle. Smiles is tougher than the average slime, but that's not saying
 much.

 Monster #2: Lonely Joe (a.k.a. Hollow Knight)
 Location: Southeast of Maella Abbey, on the path to the ruined abbey.
 Description: A suit of knight armor with a sword and shield.
 Comments: You'll encounter Lonely Joe before you even get to the arena, but you
 can't recruit him until you talk to Morrie first. He'll put up much more of a
 fight than Smiles or Squiggles, but he shouldn't be too much of a problem to
 defeat.

 Monster #3: Squiggles (a.k.a. Squiggly Squiggler)
 Location: Beach south of Pickham, southeast from Red's house.
 Description: A pink squid with a shell wand.
 Comments: Squiggles is the easiest initial monster to recruit since he's near
 the monster arena. You should have no problems bashing him into submission
 since he doesn't put up much of a fight.

 Once all three monsters have been scouted, return to Morrie at the monster
 arena. He'll collect the three memos he gave you and allow you to enter the
 arena. You can save your game inside, and then head downstairs to the arena
 proper. There are several people there you can talk to. When you're finished
 talk to Morrie and he'll explain the basics of the arena.

 Q: I see other monsters walking around. Why can't I scout them?
 A: You need to scout the initial three monsters Morrie requested and get back
 to him before you can scout other monsters. While you can defeat the monsters
 they won't join you before that time.

 O--------------------------------O
 | 3. Basics of the Monster Arena |
 O--------------------------------O

 There are eight ranks in the arena from G to S. To win a rank your team of
 three monsters must go through three rounds of fighting three teams consisting
 of three monsters each. In other words, in the first round your team will fight
 against three other monsters, in the second another three monsters, and in the
 third and final round three more monsters. There are a few catches though. Your
 team of monsters does not recover any of their HP or MP between each match, and
 you must win all three matches consecutively to win the rank. Also you cannot
 control your monsters in any way during the battle, so they will fight and act
 on their own, for good or for ill. And finally, the monsters you'll be fighting
 against in the arena are much stronger than the versions that you fight against
 in the field and dungeons.

 You cannot change any of your monsters between each match, so the initial team
 will need to last through all three matches. You can only enter each rank after
 winning the rank before it. The first rank will be G, then F, and so on until
 rank A. Winning rank A unlocks the final rank S. Entering a rank costs a
 certain amount of gold for the entry fee, and winning each rank for the first
 time gives you an award. In addition, Morrie will give you an award as well for
 clearing each rank. Initially you can only recruit three monsters, but as you
 advance up the ranks you can hold additional monsters in reserve, and
 eventually you'll end up getting a second team.

 While you have no control over what your monsters do in the arena, there are
 some things you can take advantage of. Most of the monsters that you can
 recruit gain HP, MP, Attack, Defense, and Agility as your hero advances in
 level. If your monsters seem a bit weak for the rank, try to gain some levels
 and try again. While the improvements aren't drastic every little bit helps in
 the arena. Certain monsters do not improve at all no matter your current level,
 but they are exceptions to the rule (such as Talos). Note that all monsters
 that you can recruit in the field improve in this fashion regardless of whether
 or not they are in your team or reserves.

 Another thing you can take advantage of is that certain combinations of
 monsters can form special teams that give the team members bonuses and/or allow
 them to perform a special move. For example, if all the monsters on your team
 have swords, they will form "The Blade Runners" team and gain the special
 attack Triple Swords. If your team is composed of slimes, they will become the
 team "Slime Power!" and the max HP for each team member will double. In
 addition to these special teams, there can be sub teams within a special team
 category. For example, if your team is composed of all metal slimes, they
 become "The Metal Mob" and gain the special attack Multi Masher in addition to
 the double HP for being an all slime team.

 It is important to note that special effects such as Oomph (which increases
 attack), Kabuff (which increases defense), and Kasap (which lowers defense)
 carry onto the next match, which can be good or bad depending on the status
 effect.

 O---------O
 |4. Ranks |
 O---------O

 [RANK G]
 Fee: 100G
 Reward: Strength Ring (Accessory – Attack +5 – Equip: All)
 Morrie's Reward: Three additional reserve monster slots
 Round One: She-slime x2, Slime Knight
 Round Two: Frogface x2, Treeface
 Final Round: Hammerhood, Gorerilla, Bullfinch
 Strategy: This isn't a difficult rank to win, but your initial team leaves much
 to be desired. Get rid of Smiles and Squiggles ASAP and replace them with
 better monsters. Lonely Joe is a decent fighter for this rank, but you can
 recruit much stronger creatures in the field. I'd highly recommend scouting
 strong attackers like Hackzilla, Potbelly, and Snap Case. Brickman is a good
 choice as well due to his strong defense. If you get Brickman, don't release
 him and keep him in reserve. He'll play a big role later in the arena. Having
 Healer on your team keeps your monsters healthy, but at this point early in the
 game you'll probably want to stick to a totally offensive team. Winning this
 rank gets you the strength ring, but even better gives you the ability to hold
 three monsters in reserve, allowing you to recruit a total of six monsters
 (three in your team and three in reserve). 

 [RANK F]
 Fee: 200G
 Reward: Bunny Suit (Armor – Defense +38 – Equip: Jessica)
 Morrie's Reward: Option to fight against your team
 Round One: Khalamari Kid x2, King Kelp
 Round Two: Dingaling x2, Jargon
 Final Round: Dancing Devil, Wailin' Weed, Redtail Hipster
 Strategy: The same team that you used in Rank G can take you through this rank
 as well. The main thing to worry about is the Redtail Hipster in the final
 round. It has a special attack that can hit all of your team members for major
 damage. Winning this rank allows you to fight against your own team in the
 arena, and causes new monsters to appear on the field for you to recruit.

 [RANK E]
 Fee: 300G
 Reward: Ring of Clarity (Accessory – Resist Confusion – Equip: All)
 Morrie's Reward: Call Team ability for hero
 Round One: Jailcat x2, Terror Tabby
 Round Two: Hipster, Minidemon, Witch
 Final Round: Magic Marionette, Tap Devil, Volpone
 Strategy: Now that you've cleared rank F there are new monsters to recruit in
 the field. Among them is Capers, a strong attacker that complements an
 offensive team well. Curer also becomes available, but you're probably not
 going to be able to recruit it until later in the game. If you do you'll add a
 powerful healer to the team. When you reach Orkutsk make sure to recruit Roborg
 ASAP to add a powerful attacker to your group. Winning this rank gives the hero
 the Call Team ability, which allows him to summon his monster team to fight in
 place of the party once per battle for a short time.

 [RANK D]
 Fee: 400G
 Reward: Mighty Armlet (Accessory – Attack +15 – Equip: All)
 Morrie's Reward: Three additional reserve monster slots
 Round One: Night Fox, Night Emperor, Night Sneaker
 Round Two: Skeleton, Walking Corpse, Mummy
 Final Round: Brownie x2, Hood
 Strategy: The main thing to worry about here is that in the final round the
 Brownies will raise their tension before they attack, which will most likely
 kill your weakened team members. Fortunately, they don't have much HP so strong
 attacks should take them out before they take you out. Winning rank D adds
 three more slots to your reserves, and causes additional monsters to appear in
 the field.

 [RANK C]
 Fee: 500G
 Reward: Saint's Ashes (Item – Used to remove curses in alchemy)
 Morrie's Reward: None
 Round One: See Urchin x2, Siren
 Round Two: Mecha-mynah, Hunter Mech, Clockwork Cuckoo
 Final Round: Fencing Fox, Bone Baron, Phantom Fencer
 Strategy: It's all about brute force here. The mechanical enemies in the second
 round are tough, so be sure to bring some tough monsters of your own. I'd
 recommend bringing Cybot (now available after Rank D) and Roborg (if you have
 it too) along to the party. I don't recommend another sword monster with them,
 as using the special attack will hurt you here more than it helps. Talos
 becomes available after rank D, and if you have the two killing machines and
 him in the party this rank should be a breeze. You don't get anything from
 Morrie for winning this rank, but he promises that he'll give you something
 good next time.

 [RANK B]
 Fee: 700G
 Reward: Bardiche of Binding (Scythe – Attack +83 – Equip: Yangus)
 Morrie's Reward: Second monster team
 Round One: Dragurn, Tyrantosaurus, Snapdragon
 Round Two: Stone Guardian, Boss Troll, Golem
 Final Round: Rockbomb, Stone Golem, Living Statue
 Strategy: And now for something completely different. There is a major
 difficulty jump between this rank and the last one. The enemies here all have
 powerful attacks and major HP (in the 400 to 800 range). You'll need to counter
 brute force with brute force here. I recommend bringing Roborg, Cybot, and
 Talos. Whichever team you decide to stick with, I highly suggest that Talos be
 a part of it. Not only does he do quite a bit of damage, but also his high HP
 and defense lets him stay in this fight longer than any other monster that you
 can recruit at this point. 

 In the first match both the Dragurn and Tyrantosaurus have quite a bit of HP,
 and the Snapdragon can attack twice each round for loads of damage. In the
 second match you'll face three enemies with both loads of HP and defense. In
 the final match the Stone Golem will use tension (sometimes twice) to deal
 severe damage to a party member. Hopefully Talos will take the brunt of the
 attack while the other members of the team take the golem down. Winning this
 rank earns you a second monster team, giving you in effect another three
 monsters that you can have in reserve. Better yet, clearing rank B makes the
 final (and strongest) monsters available to recruit in the field.

 [RANK A]
 Fee: 1,000G
 Reward: Hero Spear (Spear – Attack +100 – Equip: Hero)
 Morrie's Reward: Unlock Rank S
 Round One: Frou-frou, Cyclops, Troll
 Round Two: Jumping Jackal x2, Great Sabrecat
 Final Round: Zombie Gladiator, Treevil, Bomboulder
 Strategy: It's very tempting to use the "My Three Golems" (Brickman, Goldman,
 Stoneman) team here. While Mazin can go through the first two monster teams
 like wet toilet paper, he might have problems with the last team. The reason is
 Mazin will keep killing the Bomboulder (since it has the lowest HP), the
 Treevil will keep resurrecting it, and the Zombie Gladiator will hack away at
 Mazin each round. Fortunately, I got lucky when Mazin took out the Treevil when
 it forgot to resurrect the Bomboulder. By the time Mazin took out the Zombie
 Gladiator he had less than 100 HP. So if you decide to use the all golem team
 it can be a bit risky. A good alternative to the golem team is the killing
 machine team (Roborg, Cybot, Nohi). If you decide to go with a rogue team there
 are several good monsters that you can use. Talos is still as strong as ever.
 Octurion is the best healer in the game. Pair these two with a strong attacker
 like Skeledoid or Steropes and you'll have a powerful combination. Winning this
 rank unlocks the final rank S match.

 [RANK S]
 Fee: 1,000G
 Reward: Dragon Robe (Armor – Defense +103 – Equip: Jessica, Angelo)
 Morrie's Reward: No entry fees, hero statue
 Round One: Goodybag, Mimic King, Mimic
 Round Two: Dullahan, Healslime, Gigantes
 Final Round: Liquid Metal Slime, Hell Gladiator, Cureslime
 Strategy: This is it. The final rank is, not surprisingly, the hardest of them
 all. Since this is the rank that's probably going to give you the most problems
 to clear, I've decided to go more in depth in explaining whom you're going to
 face, and the teams that can possibly beat this rank. Note that even with the
 optimal teams there is always a chance you'll get unlucky and get wiped out in
 the final round (or even the second round).

 In the first round you'll be up against a Goodybag, Mimic King, and Mimic. The
 main threat here damage wise is the Mimic King, since its hits deal roughly 100
 damage. Sometimes it will also cast Fuddle. The Mimic can attack twice in a row
 and can also cast Whack, which instantly kills its target if successful. The
 Goodybag doesn't do much damage, but it can potentially be the most devastating
 monster of all if it casts Kasap to lower the defense of your entire team.
 Remember that effects like this carry on to the next match, which basically
 means a death sentence for most teams if they get hit with it.

 The second round is pure beat down. The Gigantes is the main threat here, since
 it can do a desperate attack that can deal 300-400 damage. If you're unlucky it
 will do this several times in a row. The Dullahan will spend most of the time
 building up tension, which will be devastating for one of your teammates when
 it finally attacks. The Healslime can be annoying but fortunately it doesn't
 heal much more than about 80 HP to a team member, if it decides to heal at all.

 The last round is the hardest of all, not surprising considering it's Morrie's
 team. The Hell Gladiator can attack twice each turn, and each hit can cause the
 target to fall asleep. The Cureslime doesn't do much in the battle, but it has
 a lot of HP, and will drive you nuts if it ends up healing the Liquid Metal
 Slime. Speaking of which, this one doesn't run away, but it still has its
 trademark metal defense, which causes virtually any attack to do 1 damage, if
 it hits at all. It also casts Kasizzle quite frequently.

 So there you have it. Three tough teams that you need to take on consecutively.
 How do you go about doing it? Here are some possible teams you might want to
 consider. Note that my testing was done with the hero at level 45, which is a
 relatively high level by the end of the game.

 [Triple Trouble (and why you shouldn't use them)]
 You might think that because of the way they handled rank B and rank A that
 rank S should be no problem, right? Unfortunately, this isn't the case here.
 The saying that a chain is only as strong as its weakest link applies here. The
 weakest link in this case is Roborg. While the Triple Trouble team can
 consistently reach the final match with its members intact, by that time Roborg
 is pretty much dead (if he wasn't killed in the last match already). And if
 Roborg (or any other member) of the team dies in the last round, you can kiss
 the Stream Killer Attack (SKA) goodbye. It should be noted that even the SKA
 deals at most 2 damage to the Liquid Metal Slime. Unless you get really lucky
 and the team focuses all its attacks on the Hell Gladiator, there's no way to
 keep your team intact since they'll divide their attacks at either the Liquid
 Metal Slime or the Cureslime (which has a large number of HP), while the Hell
 Gladiator kills off your team. The Kasizzle that the Liquid Metal Slime casts
 will also pretty much guarantee that someone is going to die fairly quickly.

 [My Three Golems (why you should use them and what to look out for)]
 Not even the mighty golem team is safe from rank S. The weakest link in this
 team is Goldman, as his HP doesn't increase much, if at all, as you gain
 levels. If a strong attack kills him before they can form Mazin it's all over.
 In the first round the only thing you need to worry about is Goldman dying as I
 mentioned previously. Once Mazin is on the field you've pretty much won the
 match, as he is immune to Fuddle and Whack, and the Kasap doesn't carry over to
 the next match when the team breaks up into individuals. The second round is
 another story. Even if you form Mazin early on, the Gigantes can perform a
 desperate attack that can knock off 300+ HP. If you're very unlucky he can
 perform it over and over again. I recall one time I ended the match with less
 than 100 HP. The final match depends on a great deal of luck (well, actually
 all the monster arena fights depend on luck, but this time in particular even
 more so). What surprised me is that Stoneman once performed a desperate attack
 against the Liquid Metal Slime that ending up killing it before they even
 formed Mazin. Even if by some miracle that does happen, you're not out of the
 woods just yet. The Hell Gladiator's attacks can put Mazin to sleep as a side
 effect. Since he can attack twice per round that doubles the chances of that
 happening. If you're unlucky (like I was) Mazin will keep falling asleep while
 the Hell Gladiator hacks him to pieces. If Mazin kills the Hell Gladiator with
 a desperate attack, you've pretty much won the match. The only remaining
 problem is dealing with the Liquid Metal Slime. Mazin's attacks deal 1 damage
 (if they hit at all) to the metal slime. His desperate attack will kill it
 instantly though.

 To recap, the golem team stands a very good chance of winning the S rank unless
 one of the following occurs:
 1. Goldman is killed before Mazin can be formed.
 2. The Gigantes does a desperate attack over and over again (super cheese!).
 3. Mazin keeps falling asleep when the Hell Gladiator attacks.

 [Fight Fire With Fire]
 Okay. This isn't an actual team, but I got the idea by seeing how effective
 Morrie's team was in the finals. Basically what you do is duplicate the same
 team that Morrie uses. This means forming a team with a healer, an ass kicker,
 and a metal slime. I figured that if that team worked well for him, it might
 work for me as well (and it turns out that I was right).

 For the healer you can use either Curer or Octurion. I would highly recommend
 bringing Curer instead of Octurion. While Octurion has great healing spells, he
 tends to forget that he's supposed to play a supporting role and attacks over
 and over again with multi thrust, while his teammates are taking severe damage.
 Curer can sometimes act like this as well, but what really sets him apart from
 Octurion is his high agility. Curer does a great job at evading attacks. Not
 only does this keep him alive to heal everyone, but also it makes strong
 enemies waste their attacks (hence keeping your allies healthy) trying to hit
 Curer.

 For the ass kicker you have quite a bit of choices to choose from, but Morrie's
 choice is the one you'll probably want to use. Skeledoid is a Hell Gladiator
 just like Morrie's. It has the same two attacks each round that can cause its
 target to fall asleep. And yes, this works on the Hell Gladiator. Talos might
 work as well, but two attacks per round and sleep effects make Skeledoid much
 more attractive.

 For the metal slime you'll probably want to use Metabble over Metaly, since
 Metaly has half the HP and Defense that Metabble does. If by some miracle you
 have Hev in your possession (like I do) use him instead as he has 10 HP
 compared to Metabble's 6. It should be noted that the metal slimes that you
 encounter in the field have a defense score in the thousands (4000+ to be
 exact), while in the arena the defense tops out at 999 (for Hev). I actually
 had the Healslime hit Hev for one damage in the second round. How embarrassing.
 The main purpose of the metal slime is to divert attacks away from the healer
 and ass kicker. The metal slime will also join in the attack with offensive
 spells (Metabble casts Kasizzle, while Hev casts Kafrizzle). When the metal
 slime's HP gets low (about 50%) hopefully the healer (i.e. Curer) will take
 notice and restore them back to full health.

 I'll assume for example's sake that you'll be using Curer/Metabble/Skeledoid.
 The strategy for each round is pretty much the same. Skeledoid will attack
 twice each round, hopefully putting one or more enemies to sleep. Metabble will
 cast Kasizzle or attack. Curer will attack, do nothing, or heal a party member
 (or the entire party) with Multiheal or Fullheal spells. When the enemy team
 attacks they'll either target Curer (who will hopefully dodge) or Metabble
 (which will hopefully miss). It's not too much of a problem if Skeledoid gets
 hit since he has a decent number of HP. The real problem is if he gets killed
 with a strong attack (like the Gigantes desperate attack) it's game over. If
 Curer gets killed early on you probably won't make it to the final match. If
 Curer gets killed in the final match you still have a chance to win as long as
 the Hell Gladiator concentrates on Metabble long enough for Skeletoid to kill
 him. It's interesting to note that metal slimes seem to have an easier time
 hitting other metal slimes with their attacks.

 [The Popular Team]
 One of the most popular teams currently seems to be the combination of Talos,
 Skeledoid, and Octurion. While theoretically this is a solid team, personally I
 haven't won a single Rank S match with them. It could be due to bad luck, or it
 could just be me. As long as Octurion heals consistently, Talos and Skeledoid
 should have no problem beating the competition. Unfortunately, Octurion
 sometimes (or in my case always) forgets to use Fullheal and starts attacking
 with multi thrust instead. This of course results in him getting killed quite
 fast, and once your primary healer is dead your other teammates are in serious
 trouble, especially against the Skeledoid in the final round.

 O----------------------O
 | 5. Monster Locations |
 O----------------------O

 Note that certain monsters can only be found during the day or night, and some
 monsters appear in multiple locations. If you can't find a monster in one
 location try going to the next one.

 [ALWAYS AVAILABLE]

 These monsters are always available to recruit in the field regardless of which
 rank you're at. However, getting to some of them will require either a ship or
 the Godbird.

 ARCHER (a.k.a. Sharpshooter)
 Species: Bodkin Bowyer
 Family: Humanoid
 Experience: 46
 Gold: 17
 Coin: Copper
 Location: Between Maella Abbey and Ascantha Castle, area between two mountain
 ranges.
 Teams: The Angry Archers, Not Quite Human
 Comments: Archer is probably the best archer, but that's not saying much. While
 its multishot attack is useful, its only good for the early ranks.

 ARCHFIEND (a.k.a. Arch-archdemon)
 Species: Archdemon
 Family: Demon
 Experience: 466
 Gold: 31
 Coin: Gold
 Location: West of Tryan Gully, on the southwest bridge.
 Teams: Far From Heaven
 Comments: With over 900 HP and the ability to cast Kaboom and Insulate,
 Archfiend makes a good addition to most teams.

 ARGES (a.k.a. Big Blue Bully)
 Species: Cyclops
 Family: Demon
 Experience: 346
 Gold: 66
 Coin: Silver
 Location: East of Tryan Gully. You'll have to walk around counterclockwise from
 the bridge to get to him.
 Teams: Club Club, Far From Heaven
 Comments: Arges is a strong fighter to be sure, but by the time you can recruit
 him you can also recruit Brontes and Steropes, both of which are much better.

 BIG AL (a.k.a. Al Gee)
 Species: King Kelp
 Family: Aquatic
 Experience: 181
 Gold: 33
 Coin: Copper
 Location: Beach south of Argonia. (requires boat)
 Teams: The Psyche Wards, The Aqua Marines
 Comments: Big Al's primary attack is his song, which unfortunately only hits
 one enemy at a time. He's good for laughs but not much else.

 BLIZAG JR. (a.k.a. Cold Fire)
 Species: Frostburn
 Family: Elemental
 Experience: 224
 Gold: 63
 Coin: Copper
 Location: Northeast of Orkutsk.
 Teams: Demented Elements
 Comments: Blizag Jr. knows the Thwack spell, which can kill an enemy outright
 if it's successful. This can be helpful in the lower ranks, but this doesn't
 affect opponents in the higher ranks. Blizag Jr. can also blow icy breath on
 the entire enemy team.

 BONES (a.k.a. Old Soldier)
 Species: Skeleton
 Family: Zombie
 Experience: 173
 Gold: 26
 Coin: Copper
 Location: Southwest of the Dark Ruins.
 Teams: The Blade Runners, The Zombebops
 Comments: Bones is a pretty average attacker, alternating between swinging his
 sword or throwing his skull and casting Kazap on enemies.

 BRICKMAN (a.k.a. Bricklayer)
 Species: Golem
 Family: Material
 Experience: 275
 Gold: 55
 Coin: Silver
 Location: Southeast of Peregrin Quay near some ruins.
 Teams: My Three Golems, Materialistic
 Comments: Brickman is a solid defensive player. He primary serves to soak up
 damage for your team while they attack. Most of the time he builds tension, and
 can do some damage once he lets lose with his attack. One of the three members
 of the My Three Golems team.

 BRONTES (a.k.a. Gigantes Guardsman)
 Species: Gigantes
 Family: Demon
 Experience: 381
 Gold: 75
 Coin: Gold
 Location: West of Empycchu, east of the poison marsh. (Day only)
 Teams: Two Eyes, Club Club, Far From Heaven
 Comments: Brontes doesn't beat around the bush. He beats on people's heads.
 Pairs up with his stronger brethren Steropes to form the mighty Two Eyes team.

 BUSH-W. (a.k.a. Bushwhacker)
 Species: Berserker
 Family: Humanoid
 Experience: 326
 Gold: 83
 Coin: Silver
 Location: Small island in middle of lake north of the monster arena.
 Teams: The Hackers, Not Quite Human
 Comments: Bush-W. is a reliable attacker for your team, since that is pretty
 much all he does.

 CLIO (a.k.a. Colossal Clione)
 Species: See Angel
 Family: Aquatic
 Experience: 120
 Gold: 40
 Coin: Silver
 Location: Small island west of Empycchu, northwest of the poison marsh.
 Teams: The Aqua Marines
 Comments: With spells like Acceleratle, Multiheal, and Zing, Clio makes a great
 support monster in the arena. Unfortunately, its low HP makes it unsuitable for
 the middle and higher ranks.

 COWBOY (a.k.a. Buffalo Bill)
 Species: Bullfinch
 Family: Beast
 Experience: 42
 Gold: 21
 Coin: Copper
 Location: Road between Alexandria and the Tower of Alexandria.
 Teams: Just Beastly
 Comments: Cowboy is a fairly mediocre fighter. There are much better choices
 this early on in the arena.

 DOLLDRUMS (a.k.a. Puppet Pugilist)
 Species: Puppet Master
 Family: Humanoid
 Experience: 173
 Gold: 56
 Coin: Copper
 Location: East of Empycchu.
 Teams: Valentine's Day, Not Quite Human
 Comments: Dolldrums casts a lot of spells, but none of them are particularly
 effective. His HP are too low for any serious combat in the arena.

 DOUG (a.k.a. Mole Major)
 Species: Mad Mole
 Family: Beast
 Experience: 106
 Gold: 32
 Coin: Copper
 Location: North of Ascantha Castle, before the mole tunnel entrance.
 Teams: Just Beastly
 Comments: Doug alternates between building up tension and attacking. This would
 be effective if Doug were a strong fighter, but Doug's stats are rather weak.

 DUMBKING (a.k.a. King of Dumbira)
 Species: Notso Macho
 Family: Humanoid
 Experience: 206
 Gold: 71
 Coin: Copper
 Location: Southeast of Argonia, along the northern bank of the river near the
 outlet.
 Teams: The Blade Runners, Not Quite Human
 Comments: Dumbking is a fantastic addition to your team for the early and
 middle ranks. Not only can he perform a desperate attack, but he can cast the
 Oomph spell on your team members as well.

 FAT CAT (a.k.a. Death Tabby)
 Species: Jailcat
 Family: Beast
 Experience: 109
 Gold: 38
 Coin: Copper
 Location: West of Red's house, in the forest on the west side of the mountain
 range.
 Teams: Just Beastly
 Comments: Fat Cat will spend its turns rolling around the ground, purring, and
 licking itself. Needless to say, this is not a winning strategy in the arena.

 FAUNUS (a.k.a. Fertiliser)
 Species: Silenus
 Family: Humanoid
 Experience: 136
 Gold: 66
 Coin: Copper
 Location: West of the Seaview Chapel.
 Teams: The Fatal Attraction, Not Quite Human
 Comments: If you don't mind waiting a while to start the monster arena, Faunus
 is a great choice for the early ranks. He can put enemies to sleep, and his
 sheep attack does loads of damage to the enemy team.

 FLAMEMAN (a.k.a. Living Flame)
 Species: Dancing Flame
 Family: Elemental
 Experience: 164
 Gold: 44
 Coin: Copper
 Location: Near the Dragon Graveyard.
 Teams: Demented Elements
 Comments: As you might expect, Flameman attacks the enemy team with fire-based
 attacks. As an elemental he has good resistance to magic, with the exception of
 ice based attacks.

 FLETCH (a.k.a. Shortshooter)
 Species: Bodkin Archer
 Family: Humanoid
 Experience: 36
 Gold: 8
 Coin: Copper
 Location: Road west of Farebury, east of Trodain castle. (Day only)
 Teams: The Angry Archers, Not Quite Human
 Comments: Fletch is probably best as a part of The Angry Archers team, where
 his Buff and Kabuff spells can be put to good use.

 FOWL FOWL (a.k.a. Raging Rooster)
 Species: Fowlfighter
 Family: Bird
 Experience: 181
 Gold: 33
 Coin: Copper
 Location: Northeast of Baccarat. (Day only)
 Teams: The Blade Runners, The Avian Attackers
 Comments: Fowl Fowl is fairly weak as far as offensive monsters go, and is only
 good for the early ranks. He can attack twice in each turn and let out a war
 cry that can make the enemy party members lose their turn.

 GOLDMAN (a.k.a. Goldbricker)
 Species: Gold Golem
 Family: Material
 Experience: 121
 Gold: 239
 Coin: Gold
 Location: Neos, near town. (Day only)
 Teams: The Treasure Hunters, My Three Golems, Materialistic
 Comments: There isn't anything particularly special about Goldman, but as a
 golem he has high defense and resistance to most status effects. One of the
 three members of the My Three Golems team.

 HACKZILLA (a.k.a. Axoraptor)
 Species: Hacksaurus
 Family: Dragon
 Experience: 103
 Gold: 31
 Coin: Silver
 Location: North of Farebury.
 Teams: The Hackers, The Drag Racers
 Comments: Hackzilla is a fantastic monster to recruit for the early ranks, and
 the fact that he keeps on improving as you gain levels makes him a contender in
 later ranks as well. While his regular attack is strong, he can occasionally
 hit an enemy with a double strike, or breathe fire on the entire enemy team.
 His fire attack isn't as impressive in later ranks, but his physical attacks
 are solid. 

 HEALER (a.k.a. Family Doctor)
 Species: Healslime
 Family: Slime
 Experience: 44
 Gold: 26
 Coin: Copper
 Location: Beach between the Tower of Alexandria and Port Prospect.
 Teams: Slime Therapy, Trauma Centre, The King and Us, Wizards o' Z, Slime Power
 Comments: As his name implies, Healer spends most of his time healing your team
 with Heal and Midheal. This can benefit any team, but works exceptionally well
 in an all slime team.

 HOODWINK (a.k.a. Hooded Hacker)
 Species: Hoodlum
 Family: Humanoid
 Experience: 213
 Gold: 56
 Coin: Gold
 Location: West of Argonia Castle, by the T intersection north of the lake.
 (Night only)
 Teams: The Hackers, Team Goodnight, Not Quite Human
 Comments: Hoodwink is a powerful, if unpredictable, attacker. He can attack
 several times per round, but spends most of them building tension or trying to
 blind the enemy team.

 HORI (a.k.a. Slime Creator)
 Species: King Slime
 Family: Slime
 Experience: 261
 Gold: 103
 Coin: Gold
 Locations: 1.West of Argonia, east of the lake. 2.North of Argonia, near road
 going to Arcadia.
 Teams: The Legends, Slime Power!
 Comments: Hori is a decent fighter with the ability to heal your teammates. One
 of the members of The Legends team.

 HORK (a.k.a. Old-school Drooler)
 Species: Walking Corpse
 Family: Zombie
 Experience: 102
 Gold: 36
 Coin: Copper
 Location: North of Red's house, southwest of the Swordsman's Labyrinth.
 Teams: The Zombebops
 Comments: All Hork pretty much does is attack. While his HP and attack grow
 along with your hero's, his defense sadly does not.

 JEWELBAG (a.k.a. Jewel Juggler)
 Species: Goodybag
 Family: Material
 Experience: 89
 Gold: 261
 Coin: Silver
 Location: Small island west of Maella Abbey.
 Teams: The Treasure Hunters, The Psyche Wards, Happy Together, Materialistic
 Comments: Jewelbag spends most of its turns smiling, and can occasionally do a
 dance that causes an enemy to lose its turn. Other than that, don't expect
 Jewelbag to do much in battle.

 KLUB KONG (a.k.a. Abominable Ape)
 Species: Gorerilla
 Family: Beast
 Experience: 128
 Gold: 22
 Coin: Copper
 Location: Southwest of Chateau Felix.
 Teams: Club Club, Just Beastly
 Comments: Klub Kong is a strong attacker. Unfortunately, he often spends turns
 doing nothing but scratching his butt.

 LONELY JOE (a.k.a. Hollow Knight)
 Species: Restless Armor
 Family: Material
 Experience: 56
 Gold: 34
 Coin: Copper
 Location: Southeast of Maella Abbey, on the path to the ruined abbey.
 Teams: The Blade Runners, Materialistic
 Comments: The strongest monster on your initial team, Lonely Joe is a decent
 straightforward fighter, but there are much better monsters that you can
 recruit out there.

 MCHAMMER (a.k.a. Mullet Mallet)
 Species: Brownie
 Family: Humanoid
 Experience: 53
 Gold: 28
 Coin: Copper
 Location: Southeast of Peregrin Quay.
 Teams: Not Quite Human
 Comments: McHammer alternates between building up tension and attacking.
 Unfortunately it tends to use this technique unwisely, such as attacking an
 enemy that's pretty much already dead.

 MECHABUBO (a.k.a. Automaton Aviator)
 Species: Mecha-mynah
 Family: Machine
 Experience: 36
 Gold: 14
 Coin: Copper
 Location: Southeast of Farebury, northeast of the bridge.
 Teams: Clank and Spank
 Comments: Although Mechabubo completes the Clank and Spank Team without Nohi,
 it's nowhere near as powerful as the Triple Trouble team.

 MOPPET (a.k.a. Punchin' Judy)
 Species: Puppeteer
 Family: Humanoid
 Experience: 116
 Gold: 31
 Coin: Copper
 Location: Southeast of Trodain Castle.
 Teams: Valentine's Day, Not Quite Human
 Comments: Moppet relies primarily on status effects, which doesn't work that
 well in the arena. Still, watching him tell a story with his puppets is good
 for a laugh or two.

 NIGHTWING (a.k.a. Nightstalker)
 Species: Night Emperor
 Family: Demon
 Experience: 166
 Gold: 89
 Coin: Copper
 Location: I shaped island east of Empycchu. (Night only)
 Teams: Team Goodnight, Far From Heaven
 Comments: Nightwing is one of the weaker demons in the game, but its special
 sweet breath attack can put the entire enemy team to sleep.

 ORCUS (a.k.a. Wild Spearman)
 Species: Orc King
 Family: Beast
 Experience: 151
 Gold: 40
 Coin: Copper
 Location: Area south of the Seaview Church across the river.
 Teams: The Javelinas, Just Beastly
 Comments: An average attacker. Great for the lower ranks, and he can cast Zing
 on fallen team members.

 PA TROLL (a.k.a. Troll Patroller)
 Species: Boss Troll
 Family: Demon
 Experience: 466
 Gold: 79
 Coin: Gold
 Location: Southwest of Dark Ruins, on high plateau. (requires Godbird)
 Teams: Club Club, Far From Heaven
 Comments: Pa Troll's 999 HP and high attack is balanced out by his dismal
 defense and agility. Still, if you start the monster arena late in the game
 (and I mean very late) Pa Troll can pretty much decimate the lower ranks. While
 he can perform a desperate attack, his attacks frequently miss.

 POTBELLY (a.k.a. Potty Dragon)
 Species: Jargon
 Family: Dragon
 Experience: 374
 Gold: 53
 Coin: Silver
 Location: Peninsula southwest of Trodain Castle.
 Teams: The Drag Racers
 Comments: Potbelly is a great monster for the lower ranks considering how early
 you can get it. It has a breath attack like Hackzilla, and can blind the enemy
 team with its sand attack.

 ROBORG (a.k.a. Roboster Mk I)
 Species: Killing Machine
 Family: Machine
 Experience: 351
 Gold: 35
 Coin: Silver
 Location: Ravine south of Orkutsk.
 Teams: The Blade Runners, Clank and Spank, Triple Trouble
 Comments: Roborg complements any offensive team well since it can attack twice
 in a row and is immune to many status effects. Among its many moves is a high-
 powered laser that can hit the entire enemy party, a powerful slashing attack,
 and an ice based slash attack. One of the three members of the powerful killing
 machine team.

 ROBSTER (a.k.a. Little Nipper)
 Species: Yabby
 Family: Aquatic
 Experience: 64
 Gold: 27
 Coin: Copper
 Location: Beach south of Ascantha.
 Teams: The Aqua Marines
 Comments: Robster's primary skill is its ability to drain MP from the enemy
 team. This is unfortunate, since Robster has no abilities or spells to use them
 with.

 SAGITTARI (a.k.a. Poisonous Sniper)
 Species: Bodkin Fletcher
 Family: Humanoid
 Experience: 83
 Gold: 26
 Coin: Copper
 Location: North of Arcadia on the road.
 Teams: The Angry Archers, Not Quite Human
 Comments: Sagittari's most interesting feature is that he can use a multishot
 attack that can possibly poison the entire enemy party.

 SALSA (a.k.a. Pelvic Thruster)
 Species: Redtail Hipster
 Family: Demon
 Experience: 116
 Gold: 49
 Coin: Copper
 Location: Southwest of Pickham.
 Teams: Far From Heaven
 Comments: Salsa has a spin attack that does loads of damage to the enemy team
 in the early ranks. Unfortunately, he's just as likely to do a dance that has
 no effect.

 SCORPIUS (a.k.a. Sand Slayer)
 Species: Scorpion
 Family: Bug
 Experience: 100
 Gold: 16
 Coin: Copper
 Location: West of Red's house, east of the mountains. (Day only)
 Teams: None
 Comments: Scorpius can poison enemies with its attack, which is great for the
 early ranks.

 SIPPY (a.k.a. Pain in the Neck)
 Species: Dracky
 Family: Bird
 Experience: 30
 Gold: 3
 Coin: Copper
 Location: Southeast of the lumberjack's cabin south of Farebury. (Night only)
 Teams: The Drack Pack, The Avian Attackers
 Comments: Sippy is just an ordinary Dracky, unless you combine him with Slurpy
 and Sugi to form The Drack Pack team.

 SLIME SHADY (a.k.a. Gloopy Groupie)
 Species: Slime
 Family: Slime
 Experience: 73
 Gold: 1
 Coin: Copper
 Location: Near the tip of the mountains at the midpoint between Rydon's Tower
 and the tunnel to Orkutsk (if you drew a line between the two).
 Teams: Slime Time, The Slime Squad, Slime Power!
 Comments: Will the real Slime Shady please stand up? Slime Shady is pretty much
 your average slime, unless you put him in The Slime Squad team.

 SLIMEHOPPER (a.k.a. One Knight Stand)
 Species: Slime Knight
 Family: Slime
 Experience: 28
 Gold: 15
 Coin: Copper
 Location: Northwest of the lumberjack's house south of Farebury, in the forest.
 Teams: The Fatal Attraction, The Nightriders, Slime Power!, The Blade Runners
 Comments: There isn't anything special about Slimehopper, except that he can
 mix and match between no less than four teams.

 SLURPY (a.k.a. All Day Sucker)
 Species: Dracky
 Family: Bird
 Experience: 138
 Gold: 23
 Coin: Copper
 Location: Near the Mystical Spring. (Night only)
 Teams: The Drack Pack, The Avian Attackers
 Comments: Slurpy is pretty much an ordinary Dracky, but he's also one of three
 members of The Drack Pack team.

 SMILES (a.k.a. Slimy Smiley)
 Species: Slime
 Family: Slime
 Experience: 40
 Gold: 1
 Coin: Copper
 Location: South of Trodain Castle.
 Teams: Slime Time, The Slime Squad, Slime Power
 Comments: One of the initial monsters on your team. Smiles has no special moves
 whatsoever and is very weak, but as a part of "The Slime Squad" team can
 transform into Ultrus, the ultimate slime.

 SNAP CASE (a.k.a. Man-eater Chest)
 Species: Cannibox
 Family: Material
 Experience: 110
 Gold: 33
 Coin: Copper
 Location: Area southwest of Trodain castle, area north of the southwest path
 leading to the castle.
 Teams: Materialistic
 Comments: Snap Case is great for the first few ranks since he has high attack
 and can attack twice each turn. His lack of HP and defense becomes an issue
 with later ranks though.

 SQUIGGLES (a.k.a. Squiggly Squiggler)
 Species: Khalamari Kid
 Family: Aquatic
 Experience: 48
 Gold: 9
 Coin: Copper
 Location: Beach south of Pickham, southeast of Red's house.
 Teams: Club Club, The Aqua Marines
 Comments: One of the initial monsters on your team, and sadly also the weakest
 in the game. Squiggles spends most of its turns doing absolutely nothing, which
 is rather detrimental to your team.

 TRICK BAG (a.k.a. Bundle of Joy)
 Species: Bag O' Laughs
 Family: Material
 Experience: 92
 Gold: 32
 Coin: Copper
 Location: Area northwest of the desert chapel.
 Teams: The Psyche Wards, Materialistic
 Comments: Trick Bag is a fairly weak monster that casts spells such as Frizz
 and Fizzle, and occasionally does a dance to drain MP from enemies.

 TWIGGY (a.k.a. Root of Evil)
 Species: Treeface
 Family: Plant
 Experience: 78
 Gold: 39
 Coin: Copper
 Location: Forest southeast of Simpletown, south of the road midway to the
 bridge to the east.
 Teams: None
 Comments: Twiggy can heal other team members by using a medicinal herb. He can
 also drain MP from an enemy by doing a dance. If you're looking for a support
 character there are much better choices out there.

 [AFTER RANK F]

 These monsters become available to recruit in the field after clearing rank F
 in the arena.

 CAPERS (a.k.a Fantom of Chopera)
 Species: Phantom Fencer
 Family: Zombie
 Experience: 219
 Gold: 39
 Coin: Gold
 Location: Southwest of Ascantha Castle, on the path to Wisher's Peak. (Night
 only)
 Teams: Team Goodnight, The Blade Runners, The Zombebops
 Comments: Capers is a solid attacker, and you can get him relatively early on.
 His special move is a powerful lightning slash.

 CURER (a.k.a. Angle of Curing)
 Species: Cureslime
 Family: Slime
 Experience: 309
 Gold: 72
 Coin: Silver
 Location: 1. Forest north of Arcadia. 2. Near chapel north of Rydon's tower.
 Teams: Slime Therapy, Trauma Centre, The King and Us, Wizards o' Z, Slime Power
 Comments: Curer is similar to Healer, except that he uses the more powerful
 Multiheal and Fullheal spells. Works well in most teams, especially with an all
 slime team.

 HAZEL (a.k.a. Femme Fatale)
 Species: Witch
 Family: Demon
 Experience: 188
 Gold: 68
 Coin: Copper
 Location: Northwest of Red's house, area north of the mountain range.
 Teams: The Fatal Attraction, The Psyche Wards, Far From Heaven
 Comments: Hazel has the unique ability to raise her tension to 50 in one turn.
 Unfortunately, she usually follows up by casting a spell like Fizzle, or doing
 the Puff-Puff. Hazel can complete two funky teams: The Fatal Attraction and The
 Psyche Wards.

 METALY (a.k.a. Quick Silver)
 Species: Metal Slime
 Family: Slime
 Experience: 135
 Gold: 5
 Coin: Gold
 Locations: 1. West of Alexandria south of bridge. 2. Area south of the Tower of
 Alexandria. 3. Area northeast of Alexandria. 4. Northeast of Port Prospect.
 Teams: Slime Time, Slime Therapy, Metal Power, Trauma Centre, The Metal Mob,
 Full Metal Power, Slime Power
 Comments: Catching Metaly can be somewhat of a pain since he runs away from you
 (rather quickly I might add) before the fight even starts. When you do defeat
 him you'll have a 3 HP metal slime on your team (with 400+ defense). If you
 have an all slime team Metaly makes a great addition since his HP doubles.

 ORRID (a.k.a. Ochre Ogre)
 Species: Buffalogre
 Family: Beast
 Experience: 261
 Gold: 103
 Coin: Silver
 Location: Southeast of Empycchu.
 Teams: The Dynamic Duo, Just Beastly
 Comments: Orrid is a powerful attacker and builds up tension to unleash a
 powerful blow. His defense is a bit too low for the upper rank competitions
 though. One part of the Dynamic Duo team along with Spike.

 SEASAW (a.k.a. Terror Talons)
 Species: Riptide
 Family: Humanoid
 Experience: 227
 Gold: 80
 Coin: Copper
 Location: Small island northeast of Farebury.
 Teams: Not Quite Human
 Comments: Seasaw is a decent attacker that can use a spin attack to hit the
 entire enemy team. He also can cast Whack to instantly kill an enemy.
 Unfortunately, this isn't as effective in the higher ranks, as most of the
 enemies there are immune to it.

 SPIKE (a.k.a. Muscly Mohawk)
 Species: Mohawker
 Family: Beast
 Experience: 199
 Gold: 88
 Coin: Silver
 Location: Area west of Red's house, west of the mountain range.
 Teams: The Dynamic Duo, Just Beastly
 Comments: The second half of the Dynamic Duo team along with Orrid. While not
 as strong as Orrid, Spike can cast Multiheal in battle, which is important
 since both of them have rather low defense.

 [AFTER RANK D]

 These monsters become available to recruit in the field after clearing rank D
 in the arena.

 BLADEWOLF (a.k.a. Loopy Lupus)
 Species: Jumping Jackal
 Family: Beast
 Experience: 216
 Gold: 43
 Coin: Silver
 Location: Small island in the southwest corner of the world map. (it doesn't
 show up on it)
 Teams: Just Beastly
 Comments: Bladewolf is a great offensive fighter to have for the middle ranks.
 Finding him can be difficult, since the island that he appears on doesn't even
 show up on the world map.

 CYBOT (a.k.a. Attack Bot Mk II)
 Species: Killing Machine
 Family: Machine
 Experience: 336
 Gold: 121
 Coin: Silver
 Location: West of Orkutsk. (Day only)
 Teams: The Blade Runners, Clank and Spank, Triple Trouble
 Comments: Cybot is the basically the same as Roborg with slightly better stats.
 If you pair him with his robot sibling you will pretty much decimate the lower
 ranks. Since Nohi (the final member of the killing machine team) isn't
 available until you've cleared rank B, try pairing Roborg and Cybot with
 another strong attacker (such Talos) for the rank B matches.

 DEADNOBLE (a.k.a. Occult Rider)
 Species: Bone Baron
 Family: Zombie
 Experience: 224
 Gold: 89
 Coin: Copper
 Location: East side of the island where the dark ruins are.
 Teams: The Javelinas, The Nightriders, The Zombebops
 Comments: Deadnoble is a decent fighter, but there are better options out
 there, such as Cybot and Talos.

 JACK FROST (a.k.a. Big Blizzard)
 Species: Frostburn
 Family: Elemental
 Experience: 328
 Gold: 109
 Coin: Copper
 Locations: 1.In front of the Herb Grotto. 2.Northeast of Orkutsk.
 Teams: Demented Elementals
 Comments: Jack Frost is a more powerful version of Blizag Jr., and can cast
 Thwack to instantly kill a target.

 JOCKEY (a.k.a. Bone Racer)
 Species: Skullrider
 Family: Demon
 Experience: 169
 Gold: 108
 Coin: Copper
 Location: Southeast of Dragon Graveyard.
 Teams: The Blade Runners, The Nightriders, Far From Heaven
 Comments: Jockey is a decent fighter that can attack twice in a turn. He can
 occasionally perform a fire slash, and sometimes causes an enemy to lose a
 turn.

 TALOS (a.k.a. Crazed Colossus)
 Species: Living Statue
 Family: Material
 Experience: 226
 Gold: 109
 Coin: Silver
 Location: Neos, south of town.
 Teams: Materialistic
 Comments: Unlike most monsters, Talos doesn't improve as your hero gains
 levels. On the other hand, Talos is great right out of the box so to speak.
 With 800 HP and high attack and defense, Talos will last a long time in the
 arena, even in the A and S ranks. Better yet, Talos does nothing but attack or
 stomp on enemies, so you can have peace of mind if you put him on your team.

 TORCHMAN (a.k.a. Living Torch)
 Species: Dancing Flame
 Family: Elemental
 Experience: 365
 Gold: 123
 Coin: Copper
 Location: 1. East of Desert Chapel. 2. South of Desert Chapel.
 Teams: Demented Elements
 Comments: Torchman is basically an upgraded version of Flameman. His fire
 attacks are much more powerful and can do some real damage to the enemy party.

 TORI (a.k.a. Slime Designer)
 Species: Slime
 Family: Slime
 Experience: 54
 Gold: 1
 Coin: Gold
 Locations: 1. North of Empycchu. 2. Southwest of Empycchu, south of the small
 lake.
 Teams: Slime Time, The Slime Squad, Slime Power!, The Legends
 Comments: Tori is a part of The Slime Squad and The Legends team, but other
 than that there isn't anything particularly exciting about him.

 [AFTER RANK B]

 These monsters become available to recruit in the field after clearing rank B
 in the arena.

 METABBLE (a.k.a. Metal Babble)
 Species: Liquid Metal Slime
 Family: Slime
 Experience: 1010
 Gold: 18
 Coin: Gold
 Locations: 1. Small island west of Maella Abby. 2. Small I shaped island east
 of Empycchu. 3. Area east of Godbird's Eyrie. (requires Godbird) 4. Southwest
 of Empycchu, west of the mountain range on small island (does not appear on
 map).
 Teams: Metal Power, The Metal Mob, Wizards o' Z, Mega Metal Maniacs, Slime
 Power!
 Comments: Good luck finding Metabble. He can appear in four possible locations,
 and sometimes he may not even appear at all. When/if you do get him on your
 team, you'll find that he can be quite useful. Metabble only has 6 HP, but
 that's more than compensated by his defense, which is 700+. If you can get him
 on an all slime team his HP jumps to a whopping 12. As you might expect from
 liquid metal Metabble is quite fast, attacking twice each turn. He can also
 cast fire-based spells such as Kasizzle, giving him some offensive punch as
 well.

 NOHI (a.k.a. Killer Director)
 Species: Killing Machine
 Family: Machine
 Experience: 496
 Gold: 118
 Coin: Gold
 Locations: 1. Area south of the Dragon Graveyard (requires Godbird). 2. Island
 in center of lake south of Ascantha (requires Godbird). In both locations Nohi
 only appears at night.
 Teams: The Blade Runners, Clank and Spank, The Legends, Triple Trouble
 Comments: Nohi is the final and most powerful of the killing machines. Paired
 with Roborg and Cybot to form the Triple Trouble team, the killing machine team
 is capable of taking on all comers in the arena.

 OCTURION (a.k.a. Octavius Maximus)
 Species: Octavian Sentry
 Family: Aquatic
 Experience: 289
 Gold: 63
 Coin: Silver
 Location: Beach south of Argonia Castle.
 Teams: The Javelinas, The Aqua Marines
 Comments: With the ability to cast Fullheal and Zing, Octurion can keep a team
 healthy throughout the toughest battle. Its special move is a multi thrust
 attack that randomly hits enemies. Be warned however that sometimes Octurion
 forgets to heal completely and keeps attacking in battle.

 SKELEDOID (a.k.a. Man-at-arms)
 Species: Hell Gladiator
 Family: Zombie
 Experience: 373
 Gold: 99
 Coin: Gold
 Location: Southwest of the Dark Ruins. He's in the west most valley on the
 island where the Dark Ruins are.
 Teams: The Blade Runners, Club Club, The Zombebops
 Comments: Arguably one of the best monsters in the game, Skeledoid is an
 offensive powerhouse. It can attack twice per round with its swords, and each
 attack has a chance to put the enemy to sleep. Its stats are great to boot, so
 it's a contender for the A and S ranks.

 STEROPES (a.k.a. Gigantes Gangster)
 Species: Gigantes
 Family: Demon
 Experience: 398
 Gold: 103
 Coin: Silver
 Location: West side of Princess Minnie's Castle.
 Teams: Two Eyes, Club Club, Far From Heaven
 Comments: Steropes, like Talos, is pure offensive goodness. His normal attacks
 are powerful and his desperate attacks are icing on the cake. He can form a
 special team with his weaker brethren Brontes.

 STONEMAN (a.k.a. Stonemason)
 Species: Stone Golem
 Family: Material
 Experience: 388
 Gold: 63
 Coin: Silver
 Location: Southwest of the Dark Ruin on hill. It's the same hill that you can
 find Pa Troll on. Pa Troll should be located on the southeast tip of that hill.
 If you look at the map you can see a circular plateau on that hill. From where
 Pa Troll is head northwest to that plateau and go around it counter clockwise.
 On the other side you should run into Stoneman. (requires Godbird)
 Teams: My Three Golems, Materialistic
 Comments: The final and strongest member of the golem team. You won't get him
 until much later in the game, but when you do you'll be able to form the My
 Three Golems team with Brickman and Goldman. This team is powerful enough to
 win the rank S battle, so if you're interested be sure to collect them all.

 SUGI (a.k.a. Shadow Conductor)
 Species: Dracky
 Family: Bird
 Experience: 345
 Gold: 68
 Coin: Gold
 Location: 1. Southwest of the Dark Ruins on a high plateau. (requires Godbird,
 Night only) 2. Area east of Godbird's Eyrie. (requires Godbird, Night only)
 Teams: The Drack Pack, The Avian Attackers, The Legends
 Comments: Sugi's main claim to fame is that he's a part of The Drack Pack and
 The Legends team. Other than that there isn't anything special about him.

 [CLEAR GAME]

 These monsters become available to recruit in the field after clearing the
 game.

 BISHOP (a.k.a. Wight Highpriest)
 Species: Wight Priest
 Family: Zombie
 Experience: 458
 Gold: 103
 Coin: Silver
 Location: East of Simpleton. If you look at the map you can see two roads
 leading out of Simpleton. The roads join together into one road to the east.
 Bishop is located near that eastern road to the north nearby. I think he was
 wandering about in a small depression. I've heard that he also might be located
 to the south of that road instead of the north, but I haven't confirmed that.
 (Night only)
 Teams: The Zombebops
 Comments: Bishop can cast the Kaboom spell, which can really do a lot of damage
 in the lower ranks.

 FRILLSAUR (a.k.a. Jumbo Dilophosaur)
 Species: Frou-frou
 Family: Dragon
 Experience: 471
 Gold: 71
 Coin: Gold
 Location: West of Tryan Gully, forest north of the bridge. (Day only)
 Teams: The Drag Racers
 Comments: Frillsaur is a strong attacker, but Talos has a higher defense, which
 makes him more attractive in the long run.

 GRYPHUS (a.k.a. Gryphon General)
 Species: War Gryphon
 Family: Bird
 Experience: 526
 Gold: 59
 Coin: Gold
 Location: West of Argonia Castle, northwest of the lake on a high plateau.
 (requires Godbird, Day only)
 Teams: The Avian Attackers
 Comments: Gryphus is definitely a team player and can cast Kabuff on your
 entire party, sometimes twice in a row. He can also breathe fire like
 Hackzilla. Gryphus' ability to boost the defense of your entire team goes a
 long way in the arena, since its effects last into the next match.

 HEV (a.k.a. Heavy Metal)
 Species: Metal King Slime
 Family: Slime
 Experience: 543
 Gold: 165
 Coin: Gold
 Location: South of Trodain Castle near the lake. (see comments below)
 Teams: The King and Us, Full Metal Power, Mega Metal Maniacs, The Metal Mob,
 Slime Power!
 Comments: Finishing the game is only one requirement on getting Hev to appear.
 When you load the clear game save a new area will become available on the map.
 It's located east of Chateau Felix on a high plateau accessible only by air.
 Examine the stone marker on the altar and you will appear in the land of
 Dragovians. It's an optional dungeon area that has many powerful enemies. If
 you manage to clear that you can access a secret town, where you can access yet
 another optional dungeon with even more powerful enemies. Survive all that and
 you have the pleasure of fighting an incredibly powerful boss. Defeating the
 boss allows you to access the "good ending" when you defeat Rhapthorne. But
 we're still not done yet. You can go back through the trial dungeon and fight
 the boss again. Every time you fight the boss he assumes an even stronger form.
 But each time you defeat him he will give you a special prize from a list.
 These include an upgrade to the alchemy pot that allows it to create items
 instantly, a unique sword for the hero that can be combined with the liquid
 metal sword via alchemy to create the most powerful sword in the game, a unique
 armor, helmet, and shield for the hero (which when all three are combines
 changes the hero's appearance), and last but not least a "Legendary Monster".
 That monster is Hev. Most people will choose to save him for last, but that
 means you need to defeat the boss in its most powerful form (well actually the
 second most powerful to be precise). While technically you can get Hev the
 second time you defeat the boss as the first prize you receive, you would have
 to be insane to pass up getting the upgraded alchemy pot. In terms of
 performance, outside of the arena Hev can create some of the most powerful
 teams using the Call Team ability, as they tend to deal loads of damage to your
 enemies. Inside the arena he can be useful as a buffer for your other teammates
 (he has 999 defense from the start) and casts Kafrizzle in battle. A word of
 advice though. Do not make metal slime teams to use in the arena, since their
 deathblows completely drain all of their MP. When this happens they spend most
 of their turns casting spells they no longer have MP for.

 MORNSTAR (a.k.a. Headless Flailsman)
 Species: Dullahan
 Family: Zombie
 Experience: 362
 Gold: 93
 Coin: Gold
 Location: Northwest of Rydon's Tower, in front of the tunnel that leads to
 Orkutsk. (Night only)
 Teams: The Zombebops
 Comments: Mornstar spends most of its time building up tension, and then
 unleashing a devastating attack. It can also cast Oomph on a team member,
 making it a welcome addition to any offensive team.

 SPOT (a.k.a. Greater Sabrecat)
 Species: Great Sabrecat
 Family: Beast
 Experience: 760
 Gold: 104
 Coin: Gold
 Location: A little southeast of Chateau Felix. Just take the road that you took
 to get to the Dragon Graveyard. He's along the way and you can't miss him. (Day
 only)
 Teams: Just Beastly
 Comments: Spot is a solid attacker with high attack and the ability to do a
 desperate attack. If you start the monster arena in earnest after the game,
 Spot can pretty much tear through the lower and middle ranks.

 O------------------O
 | 6. Special Teams |
 O------------------O

 Note that special team deathmoves and bonuses are cumulative if they meet all
 of the conditions. For example, The Metal Mob team has the deathmove Multi
 Masher (for having all the metal slimes) and Magic Burst (for having two metal
 slimes in the group), in addition to having the Slime Power! team bonus of
 double max HP (all three members are slimes).

 Name: Clank and Spank
 Description: All team members are of the machine family.
 Deathmove: Metal Panic – All team members attack a single foe, doing 50% more
 damage than normal.
 Team Bonus: None
 Possible Team Members: Cybot, Mechabubo, Nohi, Roborg
 Comment: If Cybot, Nohi, and Roborg are in the team, the team becomes the
 Triple Threat team instead.

 Name: Club Club
 Description: All team members have clubs.
 Deathmove: Mind Breaker – All team members attack one enemy, and that enemy
 loses their turn.
 Team Bonus: None
 Possible Team Members: Arges, Brontes, Klub Kong, Pa Troll, Skeledoid,
 Squiggles, Steropes

 Name: Demented Elements
 Description: All team members are of the element family.
 Deathmove: Elemental Storm – All team members and party members resistance to
 fire and ice damage increases, and a barrier reflects spells back to their
 caster.
 Team Bonus: None
 Possible Team Members: Blizag Jr., Flameman, Jack Frost, Torchman

 Name: Far From Heaven
 Description: All team members are of the demon family.
 Deathmove: None
 Team Bonus: Team fights an additional turn with the Call Team ability.
 Possible Team Members: Archfiend, Arges, Brontes, Hazel, Jockey, Nightwing, Pa
 Troll, Salsa, Steropes

 Name: Full Metal Power
 Description: Team includes Hev and Metaly
 Deathmove: Magic Burst – Hev and Metaly expend all remaining MP to deal heavy
 damage to all enemies.
 Team Bonus: If the third member of the team is of the slime family, all team
 members' max HP is doubled.
 Team Members: Hev, Metaly
 Comment: This deathmove is quite detrimental in the arena, as it completely
 drains all the MP from both metal slimes. Outside of the arena it's quite
 effective with the Call Team ability.

 Name: Happy Together
 Description: Team includes Jewelbag and Trick Bag.
 Deathmove: None
 Team Bonus: None
 Comments: This particular team has no effect at all. It's just for the amusing
 description. =)

 Name: Just Beastly
 Description: All team members are of the beast family.
 Deathmove: None
 Team Bonus: All team members attack is increased by 15.
 Possible Team Members: Bladewolf, Cowboy, Doug, Fat Cat, Klub Kong, Orcus,
 Orrid, Spike, Spot

 Name: Materialistic
 Description: All team members are of the material family.
 Deathmove: None
 Team Bonus: Team fights an additional turn with the Call Team ability.
 Possible Team Members: Brickman, Goldman, Jewelbag, Lonely Joe, Snap Case,
 Stoneman, Talos, Trick Bag
 Comments: If Brickman, Goldman, and Stoneman are together as a team, they form
 the My Three Golems team instead. If Jewelbag and Trick Bag are in the team,
 the team becomes the Happy Together team. If Goldman and Jewelbag are in the
 team, the team becomes The Treasure Hunters team.

 Name: Mega Metal Maniacs
 Description: Team includes Hev and Metabble
 Deathmove: Magic Burst – Hev and Metabble expend all remaining MP to deal very
 heavy damage to all enemies.
 Team Bonus: If the third team member is of the slime family, all team members'
 max HP is doubled.
 Team Members: Hev, Metabble
 Comments: This deathmove is the same as the one used in the Full Metal Power
 team, except it deals much more damage.

 Name: Metal Power
 Description: Team members include Metabble and Metaly.
 Deathmove: Magic Burst – Metabble and Metaly expend all remaining MP to deal
 damage to all enemies.
 Team Bonus: If the third team member is of the slime family, all team members'
 max HP is doubled.
 Team Members: Metabble, Metaly

 Name: My Three Golems
 Description: All team members are golems.
 Deathmove: The Golemator – All three golems fuse into the mighty Mazin.
 Team Bonus: None
 Team Members: Brickman, Goldman, Stoneman
 Comments: While having three golems makes for a powerful defensive team the
 real draw here is their deathmove The Golemator, which fuses all three golems
 into the monstrous mega golem Mazin. Mazin has 999 HP, very high attack and
 defense, is immune to just about every status effect, and his critical attack
 can kill most enemies in one blow. The best part is that when Mazin wins the
 match, all golems on the team recover their HP in the next battle. If Mazin
 dies the entire team is defeated, but that's a small risk in comparison to the
 power that Mazin offers. If you're pondering which team to take into the final
 rank, consider what the golem team has to offer.

 Name: Not Quite Human
 Description: All team members are of the humanoid family.
 Deathmove: None
 Team Bonus: All team members' max HP is increased by 15.
 Possible Team Members: Archer, Bush-W., Dolldrums, Dumbking, Faunus, Fletch,
 Hoodwink, McHammer, Moppet, Sagittari, Seasaw

 Name: Slime Power!
 Description: All team members are of the slime family.
 Deathmove: None
 Team Bonus: All team members max HP is doubled.
 Possible Team Members: Curer, Healer, Hev, Hori, Metabble, Metaly, Slime Shady,
 Slimehopper, Smiles, Tori
 Comments: This is a very flexible team due to the fact that any team completely
 composed of slimes gains the benefits of this team in addition to any special
 team they might form. Works well with metal slimes due to their impressive
 defense but low HP.

 Name: Slime Therapy
 Description: Two team members from the list below.
 Deathmove: Multiheal – Restores about 100 HP to the entire team and party.
 Team Bonus: If all team members are of the slime family, max HP is doubled.
 Possible Team Members: Curer, Healer, Metaly
 Comments: Multiheal heals the party when used with the Call Team ability, so
 it's a great way to heal in the field or dungeons.

 Name: Slime Time
 Description: Team consists of Metaly and two normal slimes.
 Deathmove: Slime Spank – All team members attack a single foe, doing 50% more
 damage than usual.
 Team Bonus: All team members' max HP is doubled.
 Possible Team Members:

 Name: Team Goodnight
 Description: Team consists of Capers, Hoodwink, and Nightwing.
 Deathmove: Dirge – Reduces the defense of all team members and enemies to 0.
 Team Bonus: None
 Team Members: Capers, Hoodwink, Nightwing

 Name: The Angry Archers
 Description: All team members have bows.
 Deathmove: Harrowing Arrow – Arrows hit the entire enemy group.
 Team Bonus: All team member's max HP increases by 15.
 Team Members: Archer, Fletch, Sagittari

 Name: The Aqua Marines
 Description: All team members are of the aquatic family.
 Deathmove: None
 Team Bonus: All team members' defense increases by 30.
 Possible Team Members: Big Al, Clio, Octurion, Robster, Squiggles

 Name: The Avian Attackers
 Description: All team members are of the bird family.
 Deathmove: None
 Team Bonus: All team members' agility is increased by 30.
 Possible Team Members: Foul Fowl, Gryphus, Sippy, Slurpy, Sugi

 Name: The Blade Runners
 Description: All team members have swords.
 Deathmove: Triple Swords – All team members attack a single foe, doing 50%
 more damage than normal.
 Team Bonus: None
 Possible Team Members: Bones, Capers, Cybot, Dumbking, Foul Fowl, Jockey,
 Lonely Joe, Nohi, Roborg, Skeledoid, Slimehopper
 Comments: This might seem like a powerful deathmove, but in practice it's not
 all that it's cracked up to be. In fact if your team has monsters that can
 attack twice (like the killing machines), it's actually detrimental to use this
 team since they end up doing less damage than if they were allowed to attack
 individual targets.

 Name: The Drack Pack
 Description: All team members are drackies.
 Deathmove: Fat Drack – All team members fuse into Gracky, the Great Dracky.
 Team Bonus: All team members' agility increases by 30.
 Team Members: Sippy, Slurpy, Sugi

 Name: The Drag Racers
 Description: All team members are of the dragon family.
 Deathmove: None
 Team Bonus: All team members' attack increased by 30.
 Possible Team Members: Frillsaur, Hackzilla, Potbelly

 Name: The Dynamic Duo
 Description: Team members include Orrid and Spike.
 Deathmove: Sapper Slapper – Orrid and Spike attack a single foe, and its
 defense is reduced.
 Team Bonus: If the third member of this group is of the beast family, all team
 members' attack increases by 15.

 Name: The Fatal Attraction
 Description: Team members are Faunus, Hazel, and Slimehopper.
 Deathmove: Love Typhoon – A pink whirlwind hits a group of foes.
 Team Bonus: None
 Team Members: Faunus, Hazel, Slimehopper

 Name: The Hackers
 Description: All team members have axes.
 Deathmove: Typhoeus' Maul – All team members attack a single foe, doing 50%
 more damage than normal. If the target is of the beast family, damage is
 doubled.
 Team Bonus: None
 Possible Team Members: Bush-W., Hackzilla, Hoodwink, Skeledoid

 Name: The Javelinas
 Description: All team members have javelins.
 Deathmove: Jolly Jousters – All team members attack eight enemies at random.
 Each attack deals 50% less damage than normal.
 Team Bonus: None
 Team Members: Deadnoble, Octurion, Orcus

 Name: The King and Us
 Description: Team members are Healer, Curer, and Hev
 Deathmove: Maximaster – All dead team members are brought back to life and all
 team members are fully healed. All team members' defense is increased and all
 enemies' defense are decreased.
 Team Bonus: All team members' max HP is doubled.
 Possible Team Members:

 Name: The Legends
 Description: Three of the team members below.
 Deathmove: Big Bang – An explosion hits all enemies for big damage.
 Team Bonus: None
 Possible Team Members: Hori, Nohi, Sugi, Tori

 Name: The Metal Mob
 Description: Team members are Hev, Metabble, and Metaly
 Deathmove: Multi Masher – All team members expend all remaining MP to attack 3
 to 10 times at random.
 Team Bonus: All team members' max HP is doubled.
 Team Members: Hev, Metabble, Metaly

 Name: The Nightriders
 Description: All team members are mounted.
 Deathmove: Riders' Carnival – All team members attack a single foe, dealing
 double damage.
 Team Bonus: None
 Team Members: Deadnoble, Jockey, Slimehopper

 Name: The Psyche Wards
 Description: Three of the team members below.
 Deathmove: Tension Boost – All team members and party tension increase by two
 levels.
 Team Bonus: None
 Possible Team Members: Big Al, Hazel, Jewelbag, Trick Bag

 Name: The Slime Squad
 Description: All team members are normal slimes.
 Deathmove: Supersize Slimey – All team members merge into Ultrus, the Ultra
 Slime.
 Team Bonus: All team members' max HP is doubled.
 Team Members: Slime Shady, Smiles, Tori

 Name: The Treasure Hunters
 Description: Team members include Goldman and Jewelbag.
 Deathmove: Good as Gold – Goldman and Jewelbag attack a single foe, and the
 party receives gold equal to half the damage dealt. Note that this cannot be
 used in the monster arena.
 Team Bonus: If the third member of the team is of the material family, the team
 fights an extra turn when the Call Team ability is used.

 Name: The Zombebops
 Description: All team members are of the zombie family.
 Deathmove: None
 Team Bonus: All team members max HP increases by 30.
 Possible Team Members: Bishop, Bones, Capers, Deadnoble, Hork, Mornstar,
 Skeledoid

 Name: Trauma Centre
 Description: Team members are Metaly, Curer, and Healer.
 Deathmove: Omniheal – All team members recover all HP, and the party recovers
 some HP.
 Team Bonus: All team members' max HP is doubled.
 Team Members: Metaly, Curer, Healer

 Name: Triple Trouble
 Description: All team members are killing machines.
 Deathmove: Stream Killer Attack – All team members attack a single foe,
 dealing triple the usual damage.
 Team Bonus: None
 Team Members: Cybot, Nohi, Roborg
 Comments: Unlike the Triple Swords deathmove, the Stream Killer Attack is worth
 using since the killing machines already have a high attack. Unless you're in a
 high rank battle it's unlikely that any enemy will survive the attack.

 Name: Two Eyes
 Description: Team includes Brontes and Steropes.
 Deathmove: Sapper Slapper – Brontes and Steropes attack a single foe, and its
 defense is reduced.
 Team Bonus: If the third member of the team is of the demon family, the team
 fights an extra turn when the Call Team ability is used.

 Name: Valentine's Day
 Description: Team includes Dolldrums and Moppet.
 Deathmove: None
 Team Bonuses: All team members' agility is increased by 15. If the third member
 of the team is of the humanoid family, the team becomes the Not Quite Human
 team and all team members' max HP is increased by 15 (in addition to the
 agility bonus).

 Name: Wizards o' Z
 Description: Team members are Metabble, Curer, and Healer.
 Deathmove: Zingslinger – All dead team members are returned to life and all
 team members are completely healed.
 Team Bonus: All team members' max HP is doubled.
 Team Members: Metabble, Curer, Healer

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