The main gameplay loop in Defimons revolves around capturing monsters and training them. A player is required to own atleast one monster to participate in battles or adventures.
Once the player owns a monster, they can fight wild monsters, choose to capture them or choose to finish them and have a chance at getting rare in-game items.



Attributes
Monsters have various attributes that differentiate them from others. These attributes include and are not limited to, attack, defence, speed, special attack, special defence, main type, secondary type etc.
Types
Monster Types can be classified using two different type attributes, main type and secondary type.
Main Type, also known as elemental type, can be land, water or air.
Main Type | Land | Water | Air |
Land | - | 2 | 0.5 |
Water | 0.5 | - | 2 |
Air | 2 | 0.5 | - |
Secondary Type, also known as mutation type, can be Apocalyptic, Fire, Ice, Electric, Poison or Heavy.
Sub Types | Apocalyptic | Fire | Ice | Electric | Poison | Heavy |
Apocalyptic | - | 2 | 0.5 | 2 | 0.5 | |
Fire | 0.5 | - | 2 | 0.5 | 2 | |
Ice | 2 | 0.5 | - | 2 | 0.5 | |
Electric | 0.5 | 0.5 | - | 2 | 2 | |
Poison | 2 | 2 | 0.5 | - | 0.5 | |
Heavy | 0.5 | 2 | 0.5 | 2 | - |
These different types provide weakness and strengths against other types, thus bringing in a simple measure of differentiation.
Mutations
A normal monster follows a mutation tree where they may mutate into a stronger version if all conditions are met. Usually the conditions for a mutation are based around the level of a monster.
As the name suggests, mutation trees are not always singular, some monsters might mutate into a new monster that is generally different from the normal mutation, both in looks and the moves that the monster can learn. This provides an immense set of possibilities where players are required to make a decision of whether they want to mutate their monster, or which attacks they want to choose as the monster mutates and learns new attacks.
Mutation trees allow each and every monster in the game to be truly different. If a player captures one monster and trains it overtime, the attacks that the monster learns, and the chance of an off branch mutation, makes that monster truly unique to the player. Thus, creating a stronger bond between the player and their monster.