Monster Squad Wiki
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The Monster Squad Training interface is where all monster upgrading (boosting, fusion, awakening, etc.) is performed. You can also attach Magic Stones to your monsters here to improve their stats, and sell unwanted monsters for gold to free up inventory space.

Stats[]

Monsters have 5 stats: HP (Health Points), ATK (Attack rating), DEF (Defense rating), REC (Recovery), and MANA (magic/skill points). HP, ATK, and REC can be increased by leveling or boosting. DEF never increases from the base value. MANA depends only on monster rank (1★ = 80 MANA, 2★ = 100 MANA, 3★ = 120 MANA, 4★ = 160 MANA, 5★ = 200 MANA, 6★ = 240 MANA).

Levels[]

Most monsters start out at level 1 (material monsters usually start at higher levels). The max level is 30 (unless a monster has been Awakened). Upon reaching level 30 for the first time for each type of monster, the player is granted a gem bonus.

Monsters gain experience by fighting on most islands (except Raid Islands and Treasure Island, which provide only gold).

HP, ATK, and REC stats increase by a fixed amount (which appears to vary by monster) every level up to level 30 and by 4 times the amount after level 30.

Exp needed
Level 1★ 2★ 3★ 4★ 5★ 6★
1 - - - - - -
2 2 9 16 20 27 40
3 2 9 17 22 30 45
4 2 9 18 24 33 50
5 2 10 20 27 36 55
6 2 11 22 30 40 61
7 2 12 24 33 44 67
8 2 13 26 36 48 73
9 2 14 29 40 53 80
10 2 16 32 44 58 87
11 2 18 35 48 63 95
12 2 20 38 52 69 103
13 2 22 42 57 75 112
14 3 24 46 62 82 121
15 4 26 50 67 89 131
16 5 28 54 72 97 141
17 6 30 58 78 105 152
18 7 32 62 84 114 163
19 8 35 67 90 123 175
20 9 38 72 97 133 188
21 10 41 77 104 143 202
22 11 44 82 111 154 217
23 12 47 88 119 166 233
24 13 50 94 127 179 250
25 14 54 100 135 193 268
26 16 58 107 143 208 287
27 18 62 114 152 224 307
28 20 66 121 161 241 328
29 22 70 129 170 259 350
30 24 75 137 180 278 373
Sum 226 943 1777 2385 3364 4754

Boosting[]

Monsters are boosted by "feeding" them another monster of equal or lower rank (star rating), which is consumed. A monster starts at +0 and can be boosted up to +5, with each successful boost providing a 5% increase to HP, ATK, and REC, for a maximum of 25% each.

Boost Chance[]

When using a monster with the same rank to boost, boost chance is 100%. Otherwise, there is a chance boosting will fail. Boost chance decreases the fewer stars the consumed monster has. A failed boost gives the monster "Boost Points" which increase the chance of the next boost attempt. Every 2 Boost Points increase the next boost chance by 1%. Boost Points accumulate until the next successful boost for that monster, after which they are reset to 0.

Standard Boost chances are:

  • 80% for a monster 1 star lower (+32 Boost PT)
  • 40% for a monster 2 stars lower (+16 Boost PT)
  • 20% for a monster 3 stars lower (+6 Boost PT)
  • 10% for a monster 4 stars lower (+2 Boost PT)
  • 5% for a monster 5 stars lower (+0 Boost PT)

During "Increased Boost Chance" events, chances are:

  • 90% for a monster 1 star lower (+64 Boost PT)
  • 60% for a monster 2 stars lower (+32 Boost PT)
  • 40% for a monster 3 stars lower (+16 Boost PT)
  • 30% for a monster 4 stars lower (+8 Boost PT)
  • 10% for a monster 5 stars lower (+4 Boost PT)

Boost Cost[]

Each boost attempt costs a certain amount of gold, which depends on the rank of the monster being boosted, as well as that monster's current boost level (e.g. attempting to boost a monster from +4 to +5 costs much more gold than attempting to boost the same monster from +0 to +1).

Boost costs range from several hundred gold for a 1-star monster at +0 to almost 12,000 gold for a 6-star monster at +4. There are "Decreased Boost Cost" events that lower these costs by 40%.

Boost Cost Table[]

Standard Boost Costs
Rank Cost to Boost to
+1 +2 +3 +4 +5
576 657 1,472 2,451 3,591
★★ 747 853 1,912 3,185 4,668
★★★ 868 995 2,231 3,714 5,446
★★★★ 1,139 1,301 2,917 4,857 7,120
★★★★★ 1,431 1,639 3,677 6,122 8,975
★★★★★★ 1,837 2,097 4,706 7,836 11,487
Reduced Boost Costs
Rank Cost to Boost to
+1 +2 +3 +4 +5
345 394 883 1,470 2,154
★★ 448 511 1,147 1,911 2,800
★★★ 520 597 1,338 2,228 3,267
★★★★ 683 780 1,750 2,914 4,272
★★★★★ 858 983 2,206 3,673 5,385
★★★★★★ 1,102 1,258 2,823 4,701 6,892

Evolution[]

Most monsters can be evolved to a higher-rank monster by combining them with another monster or several monsters used as "material" (sometimes, this can be another or several of the same monster being evolved). Different monsters require different material, and you must use the correct material to evolve the monster you want. To evolve, the monster and all material monsters must be max level (30) and max boost (+5). The newly evolved monster starts out at level 1 and +0 boost. Evolution does not cost any gold, other than what was used to boost the monsters involved.

Fusion[]

Any two monsters of the same rank can be fused to get a random monster of the next higher rank. If a monster that is not at its last evolutionary stage is selected, the "Fusion" button will not initially appear, but if "Evolve" is selected, and any monster other than the required material is selected to combine with it, the final "Evolve" button will change to "Fusion". Monsters to be fused must be level 30 and boosted to +5, same as for evolution. Fusion, though, costs gold, with the cost rising drastically for higher ranks. During "Decreased Fusion Cost" events, fusion costs, especially for 5-star monsters, is greatly reduced.

During the special Arch Bern event, fusion had a chance of resulting in a Bern monster, sometimes one far below the rank that would be obtained otherwise (i.e. getting a 3-star Bern for fusing two 4-star monsters).

Fusion Cost
Source
Rank
Gold Cost
Standard Reduced
1,000 0
★★ 20,000 8,000
★★★ 50,000 25,000
★★★★ 100,000 50,000
★★★★★ 500,000 150,000

Experience boosting[]

As of the July 2015 update, you can now use monsters as material to increase the experience of another monster. There is a gold cost per material monster used that appears to depend on the rank of the monster being boosted.

Awakening[]

6-star monsters can have their level cap increased (referred to as "awakening") up to level 50 using another 6-star monster as material. Any 6-star monster can be used to awaken another monster of the same attribute. If a monster is awakened using another of the exact same monster, the level cap is increased by 3; otherwise, it is increased by 1. Awakening has a relatively high gold cost: 5,000 gold * the monster's current cap (so raising a monster capped at level 30 costs 150,000 gold).[verify]

During Awakening events, each "awakening" is increased by 1 level (+4 for the same monster, +2 for a different monster of the same attribute). Note that game is bugged and does not show this difference on the awakening screen, but the +1 bonus level is still (usually) applied.

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