Monster Sactuary Team Synergy

Hey. I wanna tell you about a team I made in Monster Sactuary.

So I found my favorite type of playstyle was DOT and debuff-centric, right? Satisfying to watch the HP tick down and the passives tied to that HP loss go off. But what if you want a little bit of everything? The whole suite.

Imori is a great monster, a jack-of-all-trades of damage-over-time effects.

  • Chilling Cold gives each hit of a water attack a 15% chance to apply Chill.
  • Cooling gives each hit of any attack a 10% chance of inflicting Chill.
  • Congeal makes it self-sufficient in turning Chill into damage.
  • Burning Heat gives each hit of a fire attack a 15% chance to apply Chill.
  • Kindle gives each hit of any attack a 10% chance of inflicting Burn.
  • Acid Spit gives each hit of any attack made by a reptile a 7.5% chance of inflicting burn or poison.
  • Toxic Slam and Toxic Slash innately inflict poison, no passives necessary.
  • Fiery Stabs, Ice Spears, Ice Spear Volley, and Ice Spear Barrage all innately inflict bleed on critical hits.
  • Long Slash also inflicts bleed, but it doesn't interact with Chilling Cold or Burning Heat like the above skills.
  • Deep Wounds intensifies the bleed damage inflicted by 40%.

But... without certain abilties, your party can only place one of each debuff per enemy at most. Most debuff teams rely heavily on Multi-Effect auras to stack multiple of a single debuff on an opponent. Imori doesn't have Multi-Chill, Multi-Burn, or Multi-Poison, so how good can it be for a debuff team, really? Well...

  • Acid Spit also lets reptiles collectively stack one more burn and one more poison.
  • Debuff Mastery, Imori's dark shift ability, allows Imori to stack one additional stack of any debuff.

Without any outside help, Imori can apply 3 Poison and 3 Burn, which is equivalent to what a monster that has Multi-Burn and Multi-Poison would be able to do... and it can apply 2 chill/congeal, as a nice little cherry on top.

But of course, Monster Sanctuary isn't a game where monsters act alone; this is a game where DPS needs their supports. So, who are some good friends for Mr Gecky? Who can help him with his debuff spamming, while also keeping his frail gecko ass alive?

Enter Vasuki, the only other monster in Monster Sanctuary with Acid Spit, and a natural complement to Imori.

  • Fire Shield is a Shield skill that also applies the Burn debuff to enemies.
  • Combo Shielding improves both its shielding and combo.
  • Mass Restore heals HP and cleanses debuffs.
  • Power Healing improves both its healing and combo.
  • Heal Mastery increases the power of Vasuki's heals by 20%.
  • Hexing Support applies a random debuff on a random enemy any time it takes a non-attack action.
  • Initial Burn causes one enemy to be inflicted with a burn before battle even starts.
  • Poison Glands gives Vasuki a 50% chance to apply poison to an enemy that hits it.
  • Taunt increases the chance of this happening, and helps protect Imori.
  • Acid Spit, stacked onto Imori's copy, allows yet one more stack of Poison and one more stack of Burn.

Of course, Vasuki can use attacks to inflict debuffs, as well - but on the occasions that it does attack, it does so to generate combo for Imori.

  • Curse Chain, Vasuki's dark shift, creates a 35% chance for an applied debuff to spread to another enemy.
  • Proliferate causes an additional damage hit to trigger when a debuff is applied to an enemy with an attack.
  • Poison Eater generates more hits the more instances of Poison are on the target, while also healing Vasuki.
  • Power Healing is activated by Poison Eater's healing effect, generating more combo.
  • Double Strike and/or Magic Proc can be learned to further lean into combo generation via attacking.

Vasuki not only applies and spreads debuffs, it also enhances their effects.

  • Fatal Upkeep increases the damage that Poison, Burn, and Congeal deal.
  • Severe Upkeep makes it harder for poisoned and burned enemies to recover their HP.
  • Poisoned Nerves causes Poison to reduce mana regeneration by 10%, indirectly boosting Congeal's damage.

As far as keeping itself (and therefore the party) alive passively goes:

  • Burning Desire applies shields to the whole party each time an opponent takes Burn damage
  • Toxic Feedback heals Vasuki every time an opponent takes Poison damage (and benefits from Heal Mastery).
  • Mana Generator regenerates additional mana for Vasuki every time it gets hit.
  • Antitoxins, found on both Vasuki and Imori, passively cleanses debuffs.

But... Vasuki is enchancing debuffs, but not enabling as much stacking of them as Imori did. With it on hand, our Max Debuff Counter is now 4 Burn, 4 Poison, 2 Congeal. Vasuki's not really doing much for Imori's Bleed capabilities, either. Are there any monsters who can pick up the slack? Alas, Vasuki and Imori are the only Acid Spit monsters...

Enter Tar Blob, the only monster who does the exact thing Imori was emultating by combining Acid Spit with Debuff Mastery... and brings Bleed back into the picture.

  • Multi Burn lets the party add two more Burn to an enemy.
  • Multi Poison lets the party add two more Poison to an enemy.
  • Blood Drive has a 75% chance of copying each individual tic of debuff damage into a Bleed stack.

Now, with these two additional stacks of burn and poison, our debuff total becomes 6 burn/6 poison/2 congeal. And our blood supply, while not quite that of a Bleed Out Team, rarely ever runs dry.

What else does Tar Blob offer? Well, both of Tar Blob's shift passives are useful:

  • Overheal, the dark shift, converts any passive or active healing above max health into shielding.
  • Debuff Variety, the light shift, weakens the offenses and defenses of a multiply-debuffed foe.

Like Vasuki, Tar Blob is a healer who can apply debuffs via its healing.

  • Life Wave is Tar Blob's basic party-heal.
  • Restore is a single-target heal that also cleanses.
  • Critical Healing allows these skills to crit.
  • Critical Heat can thus Burn a random enemy when Tar Blob lands a "critical heal."
  • Tri-Mage Healing gives a 10% chance for any hit of a heal to apply Burn, Poison, or Chill to a random enemy.

Tar Blob is also like Vasuki in that it's great at passive self-care.

  • Mana Siphon lets the entire party regenerate mana each time an opponent takes Poison damage.
  • Mana Burn lets Tar Blob regenerate extra mana from the enemy's Burns on top of that.
  • Recuperate lets Tar Blob regain mana when Critical Healing procs.
  • Transfusion turns its mana regeneration into healing.
  • Aging causes Tar Blob's defenses and mana regeneration to snowball over time.
  • Aeons enables further passive, constant healing.

Example of a Chain Reaction in this Party

  1. The party piles Burn, Poison, and Congeal onto the enemy.
  2. Vasuki's Fatal Upkeep increases the damage burn/poison/congeal deal by 20%.
  3. Tar Blob's Blood Drive copies most of the burn/poison/congeal damage taken onto the Bleed stacks.
  4. Imori's Deep Wounds increases the damage dealt by the bleed stacks by 40%.
  5. Imori's Feast heals everyone's HP by 15% of the bleed damage taken.

This is one of the cool things about Monster Sanctuary - the discovery of what chain reactions a particular team of monsters can set off.