pokeys are not necessarily a looting monster. they can instead be used for helping clear out booby traps or simply to fill any extra housing space. they are never to be used by themselves in an attack IMO
pokey bomb - pokeys used to kill a base that may be mostly destroyed or has little defensive towers pokey bomb2 - pokeys can be used to kill a housing that is out or range/other important building
here is an example of what will happen if you attempt to attack with only pokeys that isn't half destroyed
another great thing about the pokey is its ability to bait the bunkers: pokey is used for luring eye-ras. this video shows how this can be done by an attacker (remember, 7 eye-ras can kill your wave completely if you use large monsters) so it is important to bait them.
Defending
pokeys inside of the monster bunker are used because they are cheap to make and cost little putty to transfer into the bunker. some good things about using this method is that it will continually slow down/damage the oncoming monsters. even if it simply stops them, defensive towers will continue to fire at it. they can wreak plenty of havoc by pausing a PPX attack by delating the putty rage phase.
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Octo-ooze nickname: octos
The slimy Octo-ooze soaks up fire power like a sponge so other monsters can wreak havoc
Favorite targer: Towers Monster locker level required to unlock: 1
for higher levels, octo is too low of damage to be used with putty rage. he is instead used to help clear out a SDT entrence or as a monster who can survive 2-3 booby traps. they are also used for diverting a tower in another direction. for example, if your putty rage ends, and the project Xs are approacing the last laser tower, sending in an octo and having the tower fire at the octo 2-3 times will buy the project Xs enough time to kill it. however, they are rarely used for the reason that percise timing is needed to control them and they are uneffective to be worth their housing space.
octo-ooze is used at a low level scale as a cheap way to take out defenses especially on bases with no walls because their speed allows them to travel from tower to tower quickly. octo's are best sent in 1 at a time because booby traps can be devestating to a mob of octos.
here is an example on why a "wave of octos" is only useful for a lower level. this is what happens when octos are against the laser tower:
Defending
in the monster bunkers, octos are famous for slowing down any type of wave of monster. they are the best at this method because 1. more monsters per spacing=more monsters for attackers to kill and 2. high enough health to live a few seconds. a few advantages this has is 1. It can slow down mosnters in the wrong spot, like next to a laser tower, and can bunch mosnters together right at the SDT.
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Bolt
Bolt is as fast as lightning and can run ahead of your other monsters to munch on buildings with its razor sharp teeth.
Faveroute target: Silos, resource gatherers and townhall Monster locker level required to unlock: 1
bolt has very low health and is very weak in damaging.
for lower levels, the bolt is used especially for a looting wave or at badly layed out bases where the town hall is on the outside and is guarded by few towers, where octos/ichis will distract the towers. bolts can be used for gaining 4x loot during takedown (meaning when they are damaging, they take 4x the loot than a pokey would, however, it does not apply to the takedown bonus)
for a higher level use, because brains are a lot better as far as health and damage for their housing, they can be used if the attacker is low on goo. bolts can be used for a base with a NEC and a SDT at once, so you can actually time it out for the monsters to take down part of the base and then take the other buildings on, so when a bolt gets flung in it will go straight for the SDT and weed out the traps
Defending
Bolts are not wise to use in the bunker, there is a reason they are not up there to buy with shiny. the only reason you would ever want to use them is for their speed and using percise timing to distract approaching monsters to a power tower, like freezing a single DAVE at the right moment while the tesla hits him. defending is strongly advised against
video of bolts against different monsters:
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Fink
Found deep inside Amazonia, Fink's chemo-receptors makes its attacks deadly accurate
Favorite target: anything Monster locker level required to unlock: 1
Fink at a low level is used because it is powerful compared to the towers. one major problem with finks is that its housing is not good compared to the amount of booby trap placement, so finks are not the best against a base with walls.
at a higher level, finks are very rarely used. the reason is that a cannon gets 2-3 hits, and a snipe gets 1. for housing space, you might as well use pokeys. if they are used, it is used against a farm base and you have minimal spacing left.
Defending
Finks are rarely used in the bunker because they are beat in every area. timing, destruction, distraction. wormzer, dave, and pokey/octo.
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Eye-ra
Warning: Eye-ras chemical makeup combusts within close proximity to walls
Favorite target: walls Monster locker level required to unlock: 2
note: brown, gray, silver blocks take 1 hit to kill with an eye-ra. a golden one takes 3
to start off, eye-ra is one of the most complicated monsters to use.
on a lower level scale, eye-ra is used on badly laid out bases where there are no walls. the reason is because if there are no walls, the eye-ras will head straight for the buildings. however, they are expensive and have too high of housing space to be used effectively at a low level.
at a higher level scale, eye-ras are used for a huge variety of reasons. they can be used on wall patterns that maze from the outside, they can be used to to break the walls of a donut so the PPX can get in easier.
one of the main reason for using eye-ras are the bases known as the horseshoe and others like it. what happens is that the town hall is defended by walls and the monsters path to the other side of the base. would like an example of a horseshoe base or something like it, cant remember the name, point is you need blocks on the top to stop eye-ra
heres a vid of playing with eye-ra on a base, just to see what it does for newbies
Defense
defending with eye-ra is not recommended for lower levels because of the fact that most people down there dont have daves or crabs that would be able to attack, making it less effective. for higher levels, eye-ra can be used to completely kill someones attack
example:
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Ichi
Discovered on the peak of Mt. Fuji, Ichi is one of the deadliest monsters and can withstand intense damage from towers and booby traps
favorite target: towers Monster locker level required to unlock: 2
The ichi is hard to classify between a lower level and a higher level monster, because in truth it is right in between. at a lower level, the ichi is commonly used in bunches, taking the towers down 1 by 1 like in a normal attack.
1 very good strategy for a low level is the bunch method. what you will do for this attack is send most of the ichis you have, saving 2-4. when the ichis approach a splash tower, you send another one in at a different angle. it should be timed so the ichis can distract the splash before it damages the main group; after the tower is destroyed, it joins the normal group.
in this video, the attacker does not use the bunch method, but watch and see how it would help him:
some higher level uses for ichi is to use it to distract towers from crab + project X groups. here it is much more important.
ichi can be used to root out boobies in a SDT if a tower is placed in with them.
ichis at a higher level are mainly used to distract, i would never advise to use them in a mob formation against a base with lvl 6 splashes. although you may use them against lasers, you have to use them quickly and all at once.
NEVER send ichis at a laser with walls protecting it. heres why (old video) but the meaning still holds
Defense
in the bunkers at a higher level, ichis are good if they are near splashes or lasers, because the ichis have a long distraction period. the ichi is also one of the most difficult monsters to bait, because it requires a DAVE, meaning a waste of goo that right then and there will not pay off for them, meaning they will have to work for it harder in the attack.
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Bandito
Banditos thick exoskeleton and impeccable accuracy make it the perfect monster assassin.
Favorite target: anything Monster locker level required to unlock: 2
banditos at a low level are used to attack bases, especially on a looting wave, where the cannon on the edge is still standing, you will use the bandito, as he has more health, to take him out. he is never a monster to be used solo.
at a high level... they just downright suck. they are worthless. booby traps can still kill them, the .5 of a second of distraction from a splash tower isnt worth it.
here is a video of banditos on 10 million putty (and btw, this guy has low health RGs, and its against a base with no good wall pathing)
fangs are mainly used to attack bases where the towers are located towards the outside (farm base)
the fang at a low level is a very good way to go on a base where the towers are on the outside, because the fangs will chew the towers down and then eat whats inside with ease. they are used in variety waves as a takedown wave after the towers are all/mostly knocked down, because the fangs are tough enough to take down a few towers. the only downside of them at a low level is their production time, which prevents the use of a quick loot-wave monster.
at a higher level, they can be used as monsters who take out the kozu on the southwest side of a lvl 30+ kozu yard when preparing to farm it. fangs are good farming monsters on the kozu because time is not of the essence when attacking them, and the goo you recieve pays them off. the fangs can be used as a take-down monster in a series, but are very bad against a base with a SDT, because 1 booby trap will kill a fang, and inilliate a mob. the fang is a good way to take down outposts with no walls.
fang on 10 million putty strictly depends on the base, but it is far better against a donut base. the main goal when using this is to get the fang to fork, so the mob will damage more different buildings, and so they wont be a mob and very vulnerable to booby traps this video is against a wild monster yard.
Defense
fangs cost 12 shiny each to be placed in the bunker
The fang in the bunker is a beauty. he is cheap to place in there, and he is very effective, forcing the attacker to use a rage or surrender half if not all of his army. they have been known to take down DAVES, crabs, because it seems they keep coming. the power is what matters, its the brutal power, the 600 damage x 18 and you easily have about 12,000 damage. then there are multiple shots, of course and then 4x bunkers
At a lower level, the brain is a very good looting monster. same with the bolt, it is good against bases where town halls are towards the edge and are not protected. distracting the towers with crabs/ichis and using the brains to loot is a common method. brains are a looting monster, especially because he loots 4x the amount of resources.
further explaining the 4x, the 4x is not affected by the takedown bonus. meaning that, a pokey will steal 100,000 from a RG and 200,000 as a knockdown bonus, total is 300,000. with the brain, he will loot (4x) 400,000 from the RG, and get 200,000 as the knockdown bonus, giving a total of 600,000. in this instance, the brain actually got 2x (those numbers are not real, they are made up for this instance)
another note about the brain is that he is a strict looting monster, not a damaging monster. he steals all of the loot out of the RG. if he steals all of the resources out of a RG to the point (because of 4x resources) then he takes the knockdown bonus in the main attack. as soon as he cannot get any more loot than the RG holds, he leaves it and moves onto the next, not necessarily knocking it down. need a picture to illustrate this
the brain will also not attack upgrading buildings, they hold nothing
some attacking strategies involve the crab + brain method, where the crabs easily distract the towers for a time and the brains will go and loot. this is a good tactic on a base where the RGs are located outside the base and the towers are inside. remember, the goal here is to loot, not to damage, so PX is not necessary. sometimes it is wise to send crabs to replace one another, to buy time. if it takes 8 shots to kill one, and you have 3 towers, you have 3/8, 6/8, 9/8, meaning 1 shot is wasted that would otherwise be delivered to the brain. another common tactic is to use the meduim twig catapult on the snipes, because even if you dont knock them down, the towers health goes down, meaning a potential 2 or 3 shots to kill one, again, buying you time. note: this method does not work against the donut
this isnt exactly what im portraying, and this is not a good attack. but notice how much longer the crabs live than the brains. that tells you how much time they will actually spend distracting the towers, and how much damage you can do in the meantime.
brain on 10 million putty is a tough one, but because of his speed, walls are almost ineffective. this is preferably to use against bases where silos are full, and not many resources in the RGs (hint: if your attacking someone with monsters producing, IMO it means they were just there, and their resources are banked) the reason for this is the brains will skip over the RGs with speed and attack the silos and town hall, making the SDT ineffective. dont be fooled, though. this is a very hard tactic and depends on somewhat luck
Defense
well, brains in the monster bunker are not the best. same with bolts, they are only good for precise timing. however, because of production costs and timings, bolt is actually better in this instance. since he is easily outweighed by a lower level monster, hes not a defender.
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Crabatron nickname: crab
using its claws to snap towers like twigs, Crabatron strikes fear into the hearts (of) its enemies spelling error in the game
favorite target: towers Monster locker level required to unlock: 3
at a lower level, if you manage to get crabatron by buying shiny, is very good. he will eat the towers and render the cannons nearly ineffective (because it is usually smarter to upgrade the splashes farther at a low level).
crab, 95% of the time, is a high level monster. he has many tactical purposes and strategies that go along with him.
1. one is the mob + splash diversion. same thing as ichi, except this time the laser is involved in as well. therefore, more crabs are needed to be held back. the crabatrons will be flung in together, preferrably at a point where they will destroy a splash tower first. as they go on and destroy the towers, the threatening splash damage pops up, so you need to send in crabs to distract the towers, timing it perfectly. be careful of wall pathing, and do your best to send in crabs to clear the path of a SDT where a tower may be included if possible.
2. the project X substitution method is a good method used between 35-40, where you send in your mob of crabs + a few PXs for faster takedowns. the problem with this is that the weak project Xs get hurt perhaps by lasers or splash towers, or an eye-ra attack from behind. so, you will need to substitute PX throughout. the advantage here is that the splash will not effect them all at once, and continous faster damage is constant and lasts longer. what you must be careful about is pathing, and making sure the path is out of the way of any towers like snipes that would easily pluck them off. remember that the PX will not directly path to the mob.
3. crabatron + brain attack-where the crabs easily distract the towers for a time and the brains will go and loot. this is a good tactic on a base where the RGs are located outside the base and the towers are inside. remember, the goal here is to loot, not to damage, so PX is not necessary. sometimes it is wise to send crabs to replace one another, to buy time. if it takes 8 shots to kill one, and you have 3 towers, you have 3/8, 6/8, 9/8, meaning 1 shot is wasted that would otherwise be delivered to the brain. another common tactic is to use the meduim twig catapult on the snipes, because even if you dont knock them down, the towers health goes down, meaning a potential 2 or 3 shots to kill one, again, buying you time. note: this method does not work against the donut
Defending
crabatron can be purchased with 14 shiny for your bunker
crabs in the bunker is a good idea, reason is, because of their high health, they are able to hold monsters off for a while while other towers strike at them. one bad thing about them is that they do not do much damage, so if you are going to use them it is best to keep them close or inside your base. the crab is not expected to hurt anything effectively bigger than it.
this video shows just how well it could hold pokeys off. notice how a few pokeys slip through... not good. that is 1 disadvantage to having a large and space-consuming monster in the bunker
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Project X possible nicknames: Px, Prx, ProX.
A government experiment gone terribly wrong, Project X is programmed to attack defense towers in battle
Favorite target: towers Monster locker level required to unlock: 3
the project X is one of the most effective monster attacks. although he has low health, if you give the project X 100% armor, he can be unstoppable.
q. wouldnt the same work for crabatron?
a. no, crab does less damage, a risk to getting all of the towers in the first place, and if he is done with the towers, you still want to level the base, meaning you need more damage. who cares about the health if there are no towers left, right?
how to use the PPX is not easy and you usually do not make it on your first try. then again, your goal in this game is to be unusual.
using the PPX has a few weaknesses. a very good strategy is to place pokeys in your bunkers. because, after you rage them, they have to kill each pokeys 1 by 1, and killing 200 pokeys with 20project Xs can be time consuming, especially if the bunkers attack at seperate times. this is why it is very important to bait any bunkers before you attack
also, you must consider pathing. pathing can ruin a project X attack. in this video, there is no walls interfering
in this video, there are walls interfering. watch how even though they fork, they still dont get the last tower
the next good attack method is the project X substitution method. the project X substitution method is a good method used between 35-40, where you send in your mob of crabs + a few PXs for faster takedowns. the problem with this is that the weak project Xs get hurt perhaps by lasers or splash towers, or an eye-ra attack from behind. so, you will need to substitute PX throughout. the advantage here is that the splash will not effect them all at once, and continous faster damage is constant and lasts longer. what you must be careful about is pathing, and making sure the path is out of the way of any towers like snipes that would easily pluck them off. remember that the PX will not directly path to the mob.
Defending
the PX is an average defending monster. one cool thing about him in the bunker is that he does heeps of damage, but his health does not hold up for him to be able to strike multiple shots.
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Wormzer
Wormzer utilizes his burrowing ability to launch suprise attacks and evade even the toughest walled defense
Faveroute target: Anything Monster locker level required to unlock: 4
With its swift wings and fiery breath, the flying Teratorn rains death from above.
favorite target: anything Monster locker level required to unlock: 4
Stats:Unlock/Upgrade Cost:4,096,000 Time:2d 14h
Lv.1
Speed:2.5 Health:1600 Damage:300 Goo cost:70000 Production time:30m Housing spaces:70
Lv.2 Cost:4,096,000 Time:1d 12h
Speed:2.7 Health:1900 Damage:350 Goo cost:95000 Production time:32m Housing spaces:70
Lv.3 Cost:7,0000,00 Time:2d 6h
Speed:3 Health:2400 Damage:400 Goo cost:145000 Production time:34m Housing spaces:70
Lv.4 Cost:12,000,000 Time:3d 12h
Speed:3.25 Health:3000 Damage:500 Goo cost:200000 Production time:36m Housing spaces:70
lvl 5 Cost:16,000,000 Time:5d 16h
Speed:3.5 Health:3600 Damage:600 Goo cost:300,000 Production time:38m Housing spaces: 70
here is a video of them in action (do not try what he does with the project Xs, what a waste!)
Teratorn is a flying monster, and can only be damaged by sniper towers, tesla towers and aerial defense towers. It is immune to cannon towers, laser towers, booby traps, monsters from the monster bunker and can fly over blocks, making pathing inaffective against it. Note that as a flying monster, it can not be bunkered. It also has a ranged attack.
Speed:0.75 Health:8000 Damage:400 (heal) Goo cost:120,000 Production time:40m Housing spaces:200
lvl 2 cost:6,192,000 time:1d 12h
Speed:0.80 Health:8000 Damage:550 (heal) Goo cost:180000 Production time:40m Housing spaces:200
lvl 3 cost:6,192,000 time:2d 6h
Speed:0.85 Health:8,000 Damage:700 (heal) Goo cost:256,000 Production time:40m Housing spaces:200
lvl 4 cost:6,192,000 time:3d 8h
Speed: Health:8,000 Damage:850 (heal) Goo cost:324,000 Production time:40m Housing spaces:200
lvl 5 cost:6,192,000 time:5d 16h
Speed: Health:8,000 Damage:1,000 (heal) Goo cost:468,000 Production time:40m Housing spaces:200
Zafreeti is a flying monster, and can only be damaged by sniper towers, tesla towers and aerial defense towers. It is immune to cannon towers, laser towers, booby traps, monsters from the monster bunker and can fly over blocks, making pathing inaffective against it. Note that as a flying monster, it can not be bunkered. It also has a ranged attack.
By bionicleboy101 on CC Forum and Jaymond And MichaelDeath. Please give missing info and point out anything inaccurate. ______________________________________________________________________________________