One of the few things that a player can do in the game is capture powerful monsters using magical crystals. These monsters then can be used to battle with more stronger wild monsters and even the guardians (bosses).
Defimons (i.e. monsters) have 3 primary types and 7 secondary types (6 + Normal type). Monsters follow a mutation tree, where they can mutate into stronger forms as they level up. This mutation tree is guided by Morality (Player Attribute), Game Season, Location of Capture, and more.
Attributes
Monsters can be differentiated on the basis of different statistics and attributes:
Statistics
Each monster has the following statistics:
Health Points (HP): This is a stat that determines how much damage a monster can take before fainting.
Stamina Points (SP): Each move requires an amount of stamina points. This stat determines how much stamina a monster has. If the monster does not have enough stamina for a particular move, then it cannot use that move.
Attack (ATK): This stat affects how much damage a monster’s physical moves deal.
Defense (DEF): This stat affects how much damage a monster receives from incoming physical moves.
Special Attack (sATK): This stat affects how much damage a monster’s special moves deal.
Special Defense (sDEF): This stat affects how much damage a monster receives from incoming special moves.
Speed (SPE): This stat affects the turn order that the monsters act in battle. It can however be overwritten by move priority, higher priority moves will go first regardless of the opponent’s speed.
In-Battle Statistics
In-battle statistics are stats that are not affected by a monster’s base stats, and do not persist while the monster is outside or swapped out of a battle.
Accuracy: This stat determines the probability of a monster’s move successfully hitting another monster. It is initially at 1x multiplier.
Evasion: This stat determines the probability of a monster avoiding incoming attacks. It is initially at a 1x multiplier.
Crit Chance: This determines the probability of a monster’s moves landing as critical hits.
Potential
Each monster has two characteristics. The innate potential (invariable except under certain conditions) and the visible potential (changing during the battles of the monster).
Innate potential
The innate potential corresponds to an integer value varying from 0 to 63. It is used in the formula for calculating stats. Its value cannot be modified except in certain cases (like the use of specific objects).
Visible potential
The visible potential is a value that can go from 0 to 150. By default, all the values of the visible potential are at 0. Nevertheless, this value can be changed. During the battles, for each opposing monster, the monster obtains potential points which he can then distribute in the statistic of his choice. Each monster can get a maximum of 500 potential points, it will be up to the player to distribute these points wisely.
Types
A monster has two types, primary (main) and secondary (sub). Primary types are 3 in number while Secondary types are 7 (6+ Normal type) in number.
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, Heavy or Normal.
Sub Types | Apocalyptic | Fire | Ice | Electric | Poison | Heavy | Normal |
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 | - | - |
Normal | - | - | - | - | - | - | - |
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.