Smash Multi-Guide

Share your gameplay strategies.

Smash Multi-Guide

Postby Voidspear » Oct 25 2016, 9:06pm

Table of Contents


1 - Introduction to this guide
2 - How to build your city better
3 - Monster Stuff
4 - Monster Team Theory
5 - Resource gain and spend methods
6 - Miscellaneous

Introduction to this guide


As my 3000th post, I tend to do something special. The first was a competition, the second was a puzzle, and this one is different.

I have decided to instead create a multi-use guide. This won’t be for focused on any one strategy, but instead on a larger scale, a multi-guide. It will feature guides from past smash players too, as this would be an extremely time consuming task to write up everything here. This alone has taken a few weeks to create.

Each number in the table of contents represents each title block (blue header). Some new theories may be floating around, these topics havn’t been discussed by the community yet, and ideally some further input should be placed in them. If you think a new guide should be added to this, please say it below, I am looking to expand this over some time.

In addition, because this guide is incredibly long, I have made this on a google doc, and you can access it here: http://tinyurl.com/j33k2ft
It will be in BB codes format however, so some things may look different. In addition, this is just using a seperate email account to avoid spam. Anyone can comment, but nobody can edit it. Please don’t highlight the entire thing though for a single comment. Warning: 47 pages long, it may take some time to load. Fun Fact: The forum character limit is 60k, this is ~86k, so I had to split it into 2 sections.

Acronym List
m - 1 million gold
k - 1,000 gold
PS - Power Stones
ex - Element X
Art - Artica
Bug - Insectivora
Rep - Reptilla
Pav - Pavlov
Leg - Legendary
DOT - Damage over time (%)
HOT - Healing over Time (%)

Shorthand Monster Names
Monsters are not named by their actual name such as “Inferno Dante”. You will most commonly see monsters named as something like “R Dante” which just means it’s a Red dante. The same goes for Blue and Green. This form is used nearly everywhere.

How to build your city better



Purpose of city defense
The purpose of your city defense is to get you to the highest league possible while you can maintain a stable position, win the leagues, and not need to try to drop medals. Having too high of a defense may place you into a difficult, too competitive league, where everyone has too high of a defense, while being in too low of a league will give you too few rewards and you’ll have to drop medals to stay there. The perfect defense is somewhere in the middle, and this varies for every player. This section will teach players how to use the least gold to reach the optimal defense.

Sethosaurus_’s Basic City Guide
Sethosaurus_ wrote:
Hi! Here's a quick guide explaining how cities work.

Turret Rotations

The turrets from the conquer zone rotate in color based on the speed of the turret. The fastest Pavlov turret was red, Rep's was Green, and insect's fastest is blue.

Each color has its own ability that can affect your monsters.

Red applies Bleed (Damage over Time), green applies a weak effect (decreases the damage your monsters do), as blue applies slow. The same applies to HQ's as well.

Every zone offers a different speed of turret for each buff in a rotation.



City Attack Order

The order your districts appear is backwards to how you see them in your city view, so when you open your city, the district you see first, they see last. Your 4th district is what they see first. Keep this in mind if you want just one defense base.

Cities attack in a specific order. The order is top to bottom, right to left.



This city would attack in this order:



The level 67 would attack first, followed the the 64, then 63 and then 62

This is important, because the order in which a city attacks affects the outcome of your battle. If I attacked the two turrets to the left first, I would probably lose because they will receive the DoT affect last, whereas if I attack the turrets to the right with my mutts second ability, they receive the DoT first, and I do damage as fast as possible, so the damage bar on the top reaches critical sooner, increasing my chance for survival and success.




City Structure

There are ways that you can arrange your districts so that they are efficient, and harder to destroy, but every district has it's downfalls. Here's some of the best and most frequently used disrict layouts.


Don't know what to call this one, but it's 3 turrets spaced so that no two of them can be attacked at once (except if you have a Norman.)




The infamous X pattern, very effective unless you're attacking with a hydra.




And the U pattern. Very good against Hydras, but Normans are a problem.




---

I recommend using the U pattern, because normans are considered rare now, and will likely be used much less due to their rarity.

On Triple Turret bases, using DOT works best.

Research on two colors, and only use those colors, it will have the same base effectiveness while requiring less time and resources.

Resource Buildings
Also, use Red resource buildings until you reach insect, afterwards, begin using blue resource buildings. City gold doesn’t actually benefit you nearly as much as attacking will. It mainly is a lure for people to attack you, so rely on attacking for gold, not on your city. Whatever you choose, never use multiple types of resource buildings (like red and blue). Either, all red, to cap out faster, or all blue, to more slowly gain gold until you get attacked. Although green is considered to be balanced, it can reliably get yourself attacked

Theory Explosion timing
In higher leagues, it may be crucial to save every last second when attacking a player. Therefore, this strategy is a little cheap, but it makes the opponent spend a little more time on your city. This could potentially be the difference between winning and losing a league. The strategy should only be used in late game (rep and up) when you don’t want to place resource buildings in a district.

As you can see, these weak red buildings will make an explosion taking maybe ~1.5 extra seconds to defeat the city. The buildings have a very low explosion damage so it doesn’t amount to much of a disadvantage.

Tough vs Speedy
I remain uncertain on this, I would like some input. I think tough, slow turrets are the best because they can 1-shot many supports/nukes and heave much more health than the other turrets. Colors matter a little, but not as much as the turret type. I recommend either to use a 2 color combination of towers/HQs. Not using 3 colors of turrets in a city also gives the benefit of not having to do expensive research on that left out color, meaning your other towers can have higher levels of research done on them.

Monster Stuff


Note: All rankings described here are for after the update and for new monsters.

Legendary Monster Guide by Olivia97
So, I have to admit, this is the absolute best guide ever formed. I don’t know how many hours went into making this piece, but it has been extremely helpful. The only problem is with the update, it will take a while for people to get the information because you now have to A 5* a monster to reveal maximum abilities. Here is the guide below…

Olivia97 wrote:
BUBBLES
Nuke Class - Explosive direct damage
Red
1st ability: Blasts in a line and generates a shield for 45% for 2 turns.
2nd ability: Attacks in a line for 175% damage. Affected buildings chain bonus increased by 150% if destroyed this turn. (Reusable in 2 turns)
3rd ability: 240% damage to all buildings + Bubbles attacks again immediately. 30% MAX HP is drained from team. (Reusable in 4 turns)

Blue
1st ability:Blasts in a line and generates a shield for 45% for 2 turns.
2nd ability: Attacks in a line for 145% damage + slows enemy lasers by 35% for 2 turns. Affected buildings chain bonus increased by 150% if destroyed this turn. (Reusable in 2 turns)
3rd ability: Deals 260% damage to all buildings. Stuns team for 1 turn. (Reusable in 4 turns)

Green
1st ability: Blasts in a line and generates a shield for 45% for 2 turns.
2nd ability: Attacks in a line for 140% damage + inflicts 20% MAX BUILDING HP over 2 turns. Affected buildings chain bonus increased by 150% if destroyed this turn. (reusable in 2 turns)
3rd ability: Deals 200% damage to all buildings + regenerates 60% MAX HP. Teams defense decreased by 50%. (Reusable in 4 turns)

EELECTRICUS
Support Class - Master of time and electricity
Red
1st ability: Blasts in a line with a 35% chance to attack again immediately.
2nd ability: Electrifies in a line for 150% damage + reduces enemy attacks by 60% + affected lasers timers rewound by 50%. (Reusable in 3 turns)
3rd ability: Heals all monsters by 40% for 2 turns + each monster has a 40% chance to attack again immediately before all towers. (Reusable in 5 turns)

Blue
1st ability: Blasts in a line with a 35% chance to attack again immediately.
2nd ability: Electrifies in a line for 150% damage + reduces enemy laser defense by 60%. Damaged lasers attack timers are rewound by 50%. (Reusable in 3 turns)
3rd ability: Heals all monsters by 50% MAX HP for 2 turns + each monster has a 65% chance to gain 50% of their attack timer. (Reusable in 5 turns)

Green
1st ability: Blasts in a line with a 35% chance to attack again immediately.
2nd ability: Electrifies in a line for 150% damage and slows enemy lasers by 30%. Damaged lasers rewound by 50%. (Reusable in 3 turns)
3rd ability: Heals all monsters by 40% MAX HP for 3 turns + each monster has a 90% chance to gain 25% of their attack timer. (Reusable in 5 turns)

MAXIMUS
Tank Class - Heals and revives monsters
Red
1st ability: Attacks in a line and heals all monsters by 15% MAX HP.
2nd ability: Heals one monster by 80% MAX HP + an extra 40% MAX HP for 1 turn. (Reusable in 3 turns)
3rd ability: Revives a defeated monster to 80% MAX HP + speed buffs it by 100% for 2 turns. (Reusable in 5 turns)

Blue
1st ability: Attacks in a line and heals all monsters by 15% MAX HP.
2nd ability: Heals one monster by 100% MAX HP + an extra 20% MAX HP for 2 turns. (Reusable in 3 turns)
3rd ability: Revives a defeated monster to 100% + heal buffs it for 20% MAX HP for 2 turns. (Reusable in 5 turns)

Green
1st ability: Attacks in a line and heals all monsters by 15% MAX HP.
2nd ability: Heals one monster for 55% MAX HP + an extra 55% MAX HP for 2 turns. (Reusable in 3 turns)
3rd ability: Revives a defeated monster to 70% MAX HP + heal buffs it for 45% MAX HP for 2 turns. (Reusable in 5 turns)

GINSU
Support Class - Buffs monsters
Red
1st ability: Stabs in a line and increases all monster attacks by 30%.
2nd ability: Slices down a line for 160% damage and regains 30% health. (Reusable in 2 turns)
3rd ability: Gives all monsters 60% attack buff + 25% speed buff. (Reusable in 4 turns)

Blue
1st ability: Stabs in a line and increases all monster attacks by 30%.
2nd ability: Slices down a line for 160% damage + 45% speed buff for 1 turn. (Reusable in 2 turns)
3rd ability: 50% defense buff for all monsters for 3 turns. (Reusable in 4 turns)

Green
1st ability: Stabs in a line and increases all monster attacks by 30%.
2nd ability: Slices down a line for 160% damage + shields 80% for 1 turn. (Reusable in 2 turns)
3rd ability: Shields 70% + 70% attack buff to all monsters for 1 turn. (Reusable in 4 turns)

MUTT
Nuke Class - High survival skills
Red
1st ability: Hacks in a line and heals 40% MAX HP.
2nd ability: Slashes 160% damage + lowers affected lasers defense by 60% for 2 turns. (Reusable in 2 turns)
3rd ability: Deals 100% damage to all buildings. (Reusable in 4 turns)

Blue
1st ability: Hacks in a line and heals 40% MAX HP.
2nd ability: Slashes in a line for 150% damage + 80% chance to stun affected enemy lasers. (Reusable in 2 turns)
3rd ability: Deals 75% damage to all buildings + 25% MAX BUILDING HP for 3 turns. (Reusable in 4 turns)

Green
1st ability: Hacks in a line and heals 40% MAX HP.
2nd ability: Slashes 140% damage + inflicts 30% MAX BUILDING HP over 3 turns. (Reusable in 2 turns)
3rd ability: Feasts on lucky bone to gain 90% MAX HP + 70% speed buff for 2 turns. (Reusable in 5 turns)

DANTE
Nuke Class - Doles out widespread city damage
Red
1st ability: Strikes in a line and inflicts 20% MAX BUILDING HP over time.
2nd ability: Inferno inflicts 30% to 150% damage on all buildings + inflicts 10% MAX BUILDING HP for 2 turns. (Reusable in 2 turns)
3rd ability: Sacrifices 15% MAX HP to unleash 110% damage to all buildings. Dies if below 15% MAX HP. (Reusable in 4 turns)

Blue
1st ability: Strikes in a line and inflicts 20% MAX BUILDING HP over time.
2nd ability: Inflicts 15% to 250% damage on all buildings. (Reusable in 2 turns)
3rd ability: Inflicts 70% damage to all buildings + 75% chance to stun enemy lasers. (Reusable in 4 turns)

Green
1st ability: Strikes in a line and inflicts 20% MAX BUILDING HP over time.
2nd ability: Toxic Blast inflicts 40% to 160% damage on all buildings + slows enemy lasers by 20%. (Reusable in 2 turns)
3rd ability: Unleashes 50% damage to all buildings + inflicts 20% MAX BUILDING HP over 3 turns. (Reusable in 4 turns)

BARF
Support Class - Powers up monsters, slows down enemy lasers
Red
1st ability: Attacks in a line and slows all affected lasers by 50% for 1 turn.
2nd ability: Increases one monsters attack damage by 140% for 1 turn. (Reusable in 2 turns)
3rd ability: Inflicts 60% damage to all buildings + reduces enemy laser defense by 70% for 1 turn. (Reusable in 4 turns)

Blue
1st ability: Attacks in a line and slows all affected enemy lasers by 50% for 1 turn.
2nd ability: Increases one monsters attack damage by 65% for 4 turns. (Reusable in 2 turns)
3rd ability: Inflicts 60% damage to all buildings + reduces enemy laser defense by 33% for 4 turns. (Reusable in 4 turns)

Green
1st ability: Attacks in a line and slows all affected enemy lasers by 50% for 1 turn.
2nd ability: Increases one monsters attack damage by 90% for 2 turns. (Reusable in 2 turns)
3rd ability: Inflicts 60% damage to all buildings + reduces enemy laser defense by 55% for 2 turns. (Reusable in 4 turns)

HACH
Tank Class - Slows down and stuns enemy lasers
Red
1st ability: Slows in a line 15% for 3 turns.
2nd ability: 85% damage to all buildings + 70% chance to stun. (Reusable in 2 turns)
3rd ability: 85% shield to one monster for 3 turns. (Reusable in 4 turns)

Blue
1st ability: Slows in a line 15% for 3 turns.
2nd ability: Inflicts 70% damage to all buildings + reduces the attack of enemy lasers by 50%. (Reusable in 2 turns)
3rd ability: Shields 100% damage for 2 turns + 30% attack buff for 2 turns. (Reusable in 4 turns)

Green
1st ability: Slows in a line 15% for 3 turns.
2nd ability: Inflicts 70% damage to all buildings + slows enemy lasers by 35% for 2 turns. (Reusable in 2 turns)
3rd ability: Speed buffs one monster by 100% + 40% attack buff for 2 turns. (Reusable in 4 turns)

ANUBIS
Support Class - Heals and buffs, sometimes sacrifices its own health
Red
1st ability: Attacks in a line and replenishes 35% MAX HP.
2nd ability: Heals all monsters by 50% MAX HP + 85% chance the effect is doubled. (Reusable in 3 turns)
3rd ability: Sacrifices 35% MAX HP to raise all monster attacks by 150% for 1 turn. Dies if below 35% MAX HP. (Reusable in 4 turns)

Blue
1st ability: Attacks in a line and replenishes 35% MAX HP.
2nd ability: Heals all monsters by 60% MAX HP + an extra 25% MAX HP for 2 turns. (Reusable in 3 turns)
3rd ability: Sacrifices 20% MAX HP to shield for 55% of all damage taken for 2 turns. Dies if below 20% MAX HP. (Reusable in 4 turns)

Green
1st ability: Attacks in a line and replenishes 35% MAX HP.
2nd ability: Heals all monsters by 45% MAX HP for 3 turns. (Reusable in 3 turns)
3rd ability: 80% speed buff for all monsters. Anubis is stunned for 1 turn. (Reusable in 4 turns)

MOGU
Nuke Class - Deals in maximum destruction
Red
1st ability: Slashes in a line with a 2 times greater chance for Critical Damage.
2nd ability: Breathes fire in a line with a 4 times greater chance for Critical Damage. (Reusable in 2 turns)
3rd ability: Unleashes a massive fire storm that inflicts 60% damage to all buildings + 3.0 times greater chance for Critical Damage. (Reusable in 4 turns)

Blue
1st ability: Slashes in a line with a 2 times greater chance for Critical Damage.
2nd ability: Shoots icy breath in a line and slows all affected lasers by 30% for 2 turns. (Reusable in 2 turns)
3rd ability: Unleashes a relentless blizzard that inflicts 80% damage to all buildings + slows enemy lasers by 35% for 3 turns. (Reusable in 4 turns)

Green
1st ability: Slashes in a line with a 2 times greater chance for Critical Damage.
2nd ability: Fires in a line and does 30% MAX BUILDING HP for 3 turns. (Reusable in 2 turns)
3rd ability: Hits every building for 50% Damage + 25% MAX BUILDING HP for 4 turns. (Reusable in 4 turns)

NORMAN
Tank Class - Shocking aerial defense
Red
1st ability: Launches in a line and gives team a 35% defense buff.
2nd ability: 80% damage to enemy lasers in a diamond shape + increases teams attack by 35%. 60% chance to stun affected lasers. (Reusable in 2 turns)
3rd ability: Damages all buildings for 80% damage and reduces their attack by 60%. All buildings are forced to attack Norman for 1 turn. (Reusable in 5 turns)

Blue
1st ability: Launches in a line and gives team a 35% defense buff.
2nd ability: 80% damage in a diamond shape + 35% team heal + 60% chance to stun affected enemy lasers. (Reusable in 3 turns)
3rd ability: Damages all buildings by 80% + 60% slow to all buildings. All buildings are forced to attack Norman for 1 turn. (Reusable in 5 turns)

Green
1st ability: Launches in a line and gives team a 35% defense buff.
2nd ability: 80% damage in a diamond shape + 60% chance to stun and 25% speed buff. (Reusable in 3 turns)
3rd ability: Damages all buildings 80% + heals all monsters 60%. All buildings are forced to attack Norman for 1 turn. (Reusable in 5 turns)

HYDRA
Support Class - Don't cross the evil robot
Red
1st ability: Thrashes in a line and increases team speed by 25%.
2nd ability: Inflicts 110% damage in an X pattern + lowers affected enemy lasers defense by 60% (Reusable in 2 turns)
3rd ability: Casts heal for 35% MAX HP + 35% defense buff + 75% attack buff to all monsters. (Reusable in 4 turns)

Blue
1st ability: Thrashes in a line and increases team speed by 25%.
2nd ability: Inflicts 110% damage in an X pattern + 60% slow to affected enemy lasers. (Reusable in 2 turns)
3rd ability: 35% heal + 75% defense buff + 35% attack buff to all monsters. (Reusable in 4 turns)

Green
1st ability: Thrashes in a line and increases team speed by 25%.
2nd ability: Inflicts 110% damage in an X pattern + reduces the attack of enemy lasers by 60%. (Reusable in 2 turns)
3rd ability: Casts a heal spell for 75% MAX HP + 35% defense buff + 35% attack buff to all monsters. (Reusable in 4 turns)

GRIMM
Tank Class - Explosive yet unpredictable attacks
Red
1st ability: Fires in a line and reduces enemy lasers defense by 30% for 2 turns.
2nd ability: Missiles fire in a row for 140% damage + all buildings have a 50% chance to be hit for an additional 70% damage. (Reusable in 2 turns)
3rd ability: Repairs armor to gain back 60% MAX HP each turn for 3 turns + gains 35% speed buff for two turns. (Reusable in 4 turns)

Blue
1st ability: Fires in a line and reduces enemy lasers defense by 30% for 2 turns.
2nd ability: Missiles fire in a row for 105% damage + reduces affected enemy lasers attack by 60%. All buildings have a 50% chance to be hit for an additional 70% damage. (Reusable in 2 turns)
3rd ability: Heals all monsters by 60% for 2 turns. (Reusable in 4 turns)

Green
1st ability: Fires in a line and reduces enemy lasers defense by 30% for 2 turns.
2nd ability: Missiles fire in a row for 105% damage + 45% slow on this row. All buildings all a 50% chance to be hit for an additional 70% damage. (Reusable in 2 turns)
3rd ability: Releases nano bots for 10% initial damage + 30% MAX BUILDING HP for 3 turns. (Reusable in 4 turns)

CRAGG
Tank Class - Delivers rock-solid defense
Red
1st ability: Attacks in a line with a 60% chance to stun affected lasers.
2nd ability: Cragg roars for a 65% shield + damages lasers in a line for 100% damage. Damaged lasers are forced to attack Cragg for 1 turn. (Reusable in 2 turns)
3rd ability: Damages all buildings for 65% damage and reduces all buildings defense by 45% for 2 turns. (Reusable in 4 turns)

Blue
1st ability: Attacks in a line with a 60% chance to stun affected enemy lasers.
2nd ability: Gains 65% health + 100% damage in a line. Damaged lasers are forced to attack Cragg for 1 turn. (Reusable in 2 turns)
3rd ability: Damages all buildings by 65% + reduces all buildings attack by 80% for 1 turn. (Reusable in 4 turns)

Green
1st ability: Attacks in a line with a 60% chance to stun affected lasers.
2nd ability: Cragg roars for a 65% speed buff + damages lasers in a line for 100% damage. Damaged lasers are force to attack Cragg for 1 turn. (Reusable in 2 turns)
3rd ability: Damages all buildings for 95% damage + slows all buildings by 60% for 1 turn. (Reusable in 4 turn)

SALTY
Nuke Class - Doles out concentrated chaos
Red
1st ability: Fires in a line with concentration of damage on closest building with a 4.5 chance for Critical Damage.
2nd ability: Fires in a line with concentration of damage on middle building with a 4.5 chance for Critical Damage.
3rd ability: Fires in a line with concentration of damage on far building with a 4.5 chance for Critical Damage.

Blue
1st ability: Fires in a line with concentration of damage on closest building + 60% slow in this row.
2nd ability: Fires in a line with concentration of damage on middle building + 60% slow on this row.
3rd ability: Fires in a line with concentration of damage on far building + 60% slow on this row.

Green
1st ability: Fires in a line with concentration of damage on closest building. Does 35% MAX BUILDING HP for 1 turn.
2nd ability: Fires in a line with concentration of damage on middle building. Does 35% MAX BUILDING HP for 1 turn.
3rd ability: Fires in a line with concentration of damage on far building. Does 35% MAX BUILDING HP for 1 turn.

KUDZU
Support Class - Debuffs them, buffs you, drains with it's hungry tendrils
Red
1st ability: Dashes in a line with a 35% chance to inflict 45% MAX BUILDING HP for 1 turn.
2nd ability: Choking vine inflicts 130% damage in U pattern and steals a small amount of health. 50% chance to stun. (Reusable in 2 turns)
3rd ability: Invigorating mist cleanses all status effects + 60% defense boost for all the monsters for 2 turns. (Reusable in 4 turns)

Blue
1st ability: Dashes in a line with a 35% chance to inflict 45% MAX BUILDING HP for 1 turn.
2nd ability: Bloodsucking vine inflicts 80% damage in U pattern and steals a large amount of health. Reduces attack and defense of buildings by 45%. (Reusable in 2 turns)
3rd ability: Energising mist cleanses all status effects + 50% speed boost for all the monsters for 2 turns. (Reusable in 4 turns)

Green
1st ability: Dashes in a line with a 35% chance to inflict 45% MAX BUILDING HP for 1 turn.
2nd ability: Entangling vine inflicts 110% damage in a U pattern and steals a medium amount of health. Reduces speed of buildings by 50% (Reusable in 2 turns)
3rd ability: Restorative mist cleanses all status effects + heals all monsters 40% MAX HP + an extra 45% MAX HP for 1 turn. (Reusable in 4 turns)

POCKITZ
Nuke Class - High-tech hamsterball converts the power of allies into concentrated energy
Red
1st ability: Drills forward in a line and increases speed by 35% for 1 turn.
2nd ability: Tremors inflict 80% damage to all buildings + 15% MAX HP decreases for 2 turns. Damaged turrets cannot hit Pockitz for 1 turn. (Reusable in 3 turns)
3rd ability: Siphons team temporal energy, rewinding 40% for allies' timers to damage 160% to all buildings + attack again immediately. (Reusable in 4 turns)

Blue
1st ability: Drills forward in a line and increases speed by 35% for 1 turn.
2nd ability: Tremors inflict 100% damage to all buildings and slows them by 40% for 1 turn. Damaged turrets cannot hit Pockitz for 1 turn. (Reusable in 3 turns)
3rd ability: Siphons allies' speed energy, slowing allies by 25% for 1 turn to damage all buildings for 120% with a 50% chance to stun each building. (Reusable in 4 turns)

Green
1st ability: Drills forward in a line and increases speed by 35% for 1 turn.
2nd ability: Tremors inflict 90% damage to all buildings + 3 times greater chance at critical damage. Damaged turrets cannot hit Pockitz for 1 turn. (Reusable in 3 turns)
3rd ability: Siphons, 30% MAX HP is drained from allies to damage 140% to all buildings + an extra 30% MAX HP for 2 turns. (Reusable in 4 turns)

PLASMIRE
Tank Class - Sacrifices its own energy to rescue allies and power its devastating attacks
Red
1st ability: Propels forward in a line and increases allies health by 20%.
2nd ability: Sacrifices 30% attack on its next turn to inflict 80% damage to all buildings and reduce their attack by 60% for 1 turn. (Reusable in 2 turns)
3rd ability: Sacrifices 25% MAX HP and 30% defense for 1 turn to grant guardian angle to one monster for 3 turns, if that monster dies durning that time, it will revive the monster with 75% MAX HP + 90% defense buff for 2 turns. Dies if below 25% MAX HP. (Reusable in 5 turns)

Blue
1st ability: Propels forward in a line and increases allies health by 20%.
2nd ability: Sacrifices 30% defense for 1 turn to inflict 80% to all buildings and reduce their defense by 60% for 1 turn. (Reusable in 2 turns)
3rd ability: Sacrifices 30% MAX HP and 30% speed for 1 turn to grant guardian angle to one monster for 3 turns, if that monster dies durning that time, it will revive the monster with 100% MAX HP + 90% speed buff for 2 turns. Dies if below 30% MAX HP. (Reusable in 5 turns)

Green
1st ability: Propels forward in a line and increases allies health by 20%.
2nd ability: Sacrifices 25% speed for 1 turn to inflict 80% to all buildings and slow them by 50% for 1 turn. (Reusable in 2 turns)
3rd ability: Sacrifices 20% MAX HP for 1 turn to grant guardian angle to one monster for 3 turns, if that monster dies durning that time, it will revive the monster with 55% MAX HP + 55% MAX HP for 2 turns. Dies if below 20% MAX HP. (Reusable in 5 turns)

Thanks for your time and all the nice comments! :)

3 years of scrolling later…
That guide above is currently missing:

  • Tosca
  • Rompus
  • Whiskarr

So I’m going to add them below.

If anyone has the A 5* monster, please share the abilities so that they can be added to the list. Values for Tosca and Rompus are currently not exact until A 5* new monsters are obtained.

WHISKARR
Nuke Class - Unpredictable ball of fury with nine lives
Red
1st ability: Launches a flurry of swipes that hit a line of buildings with a 33% chance to cast Guardian Angel on itself for 2 turns. If Whiskarr dies during that time, it will revive with 50% health.
2nd ability: Horks a huge hairball. Each building has an 80% chance to be hit for 100% damage, plus another 40% chance to be hit again for an additional 140% damage. Each hit has 3X chance to inflict Critical Damage (reusable in 2 turns)
3rd ability: Hiss of rage curses all monsters for an 80% attack reduction for 1 turn to deal 350% damage to all buildings and increase all monsters’ health by 60% MAX HP (reusable in 6 turns)

Blue
1st ability: Launches a flurry of swipes that hit a line of buildings with a 33% chance to cast Guardian Angel on itself for 2 turns. If Whiskarr dies during that time, it will revive with 50% health.
2nd ability: Hoarfs up a hairball with an 80% chance to hit each building for 125% damage and a 65% chance to stun each building (reusable in 2 turns)
3rd ability: Hiss of outrage curses all monsters for an 80% attack reduction for 1 turn in order to deal 330% damage to all buildings, plus each monster has a 40% chance to attack again right away. (reusable in 6 turns)

Green
1st ability: Launches a flurry of swipes that hit a line of buildings with a 33% chance to cast Guardian Angel on itself for 2 turns. If Whiskarr dies during that time, it will revive with 50% health.
2nd ability: Cacks up a hair missile with an 80% chance to hit each building for 150% damage, 60% chance to reduce each building’s attack by 50% for 2 turns, and a 60% chance to reduce each building’s defense by 50% for 2 turns. (reusable in 2 turns)
3rd ability: Hiss of wrath curses all monsters for an 80% attack reduction for 1 turn in order to deal 310% damage to all buildings and increase all monsters’ speed by 50% for 2 turns. (reusable in 6 turns)

Stats for B 4*
ROMPUS
Tank Class - Force of nature that supports teammates with wild and unpredictable buffs
Red
1st ability: Attacks face first in a line and increases each monster’s attack by 15% to 35%
2nd ability:Summons a horde of mini-Rompuses to inflict 75% to 125% damage in a line. Affected buildings’ chain bonus increased by 90% to 140% if destroyed this turn. (reusable in 2 turns)
3rd ability: Roars to lower defense of all buildings by 30% - 60% for 2 turns and boost all monsters’ defense by 30% - 70% for 2 turns. (reusable in 4 turns)

Blue
1st ability: Attacks face first in a line and increases each monster’s attack by 15% to 35%
2nd ability: Starts a stampede to inflict 70% damage in a line. 40% chance to stun affected buildings for 1 turn, with a 20% chance to stun ALL buildings for 1 turn. (reusable in 2 turns)
3rd ability: Gives a roar that lowers speed of all buildings by 20% - 50% for 2 turns and boosts all monsters’ speed by 20% - 50% for 2 turns (reusable in 4 turns)

Green
1st ability:Attacks face first in a line and increases each monster’s attack by 15% to 35%
2nd ability: Calls buddies to inflict 65% - 100% damage in a line. Rewind affected buildings’ timers by 20%, with a chance of an additional rewind of 20% on ALL buildings. (reusable in 2 turns)
3rd ability: Bellows to inflict 10% - 30% MAX BUILDING HP on all buildings for 2 turns and heal all monsters for 30% - 70% MAX HP for 2 turn. (reusable in 4 turns)

Stats for B 1*
TOSCA
Support Class - Master of vampirism, steals health and buffs for team.
Red
1st ability: Swoops forward in a line and replenishes 10% - 50% MAX HP.
2nd ability: Ultrasonic shriek reduces all buildings’ defense by 15% for 2 turns and heals your team for 50% - 70% MAX HP(reusable in 2 turns)
3rd ability: Sacrifices 30% health to inflict 190% damage in an arch pattern and increase team attack by 50% for 1 turn. Affected lasers cannot attack Tosca for 1 turn if other monsters are alive. (reusable in 4 turns)

Blue
1st ability: Swoops forward in a line and replenishes 10% - 50% MAX HP.
2nd ability: Otherworldly scream that reduces all buildings’ speed by 15% for 2 turns and heals your team for 35% - 55% MAX HP (reusable in 2 turns)
3rd ability: Sacrifices 30% health to inflict 150% damage in an arch pattern and increase teams’ speed by 30% for 2 turns. Affected lasers cannot attack Tosca for 1 turn if other monsters are alive. (reusable in 4 turns)

Green
1st ability: Swoops forward in a line and replenishes 10% - 50% MAX HP.
2nd ability: Creepy screech that has a 30% chance to stun all buildings for 1 turn and heals your team for 20% - 40% MAX HP. (reusable in 2 turns)
3rd ability: Sacrifices 30% health to inflict 160% damage in an arch pattern, with a 65% chance that Tosca will immediately attack again. Affected lasers cannot attack Tosca for 1 turn if other monsters are alive. (reusable in 4 turns)


General Monster Ranking Guide
All monsters are judged by my opinion. They are based on the above abilities in the optimal positions on a team and base stats because the update affected monsters’ base stats in relation to their rarities. If you are a newer player who doesn’t have all abilities unlocked yet, subtract about 3 to the monster’s rating for each ability not unlocked.

Score 10
  • G crag
  • B mutt

Score 9
  • B Norman
  • B Dante
  • R Eel
  • B Whiskarr
  • B Hydra
  • R Hach
  • G Eel
Score 8
  • B Eel
  • B Crag
  • R Bubbles
  • G Whiskarr
  • G Hydra
  • B Rompus
  • B Pockitz
Score 7
  • B Ginsu
  • B Anubis
  • R Whiskarr
  • G Bubbles
  • G grimm
Score 6
  • R Hydra
  • G Rompus
  • R Norman
  • G Mutt
  • G Anubis
  • R Tosca
  • R Crag
Score 5
  • R Rompus
  • G Tosca
  • G Plasmire
  • R Plasmire
  • G Ginsu
  • G Kudzu
  • G Mogu
Score 4
  • R Maxi
  • G Dante
  • R Anubis
  • G Salty
  • R Dante
  • B Salty
  • G Norman
  • B Grimm
  • R Pockitz
  • B Tosca
  • G Pockitz
  • G Hach
  • B Hach
  • B Kudzu
Score 3
  • G Barf
  • R Kudu
  • R Mutt
  • B Bubbles
  • R Ginsu
  • B Plasmire
  • R Barf
  • B mogu
Score 2
  • B Barf
  • R Salty
  • G Maxi
  • B Maxi
  • R Mogu
Score 1
  • R grimm

Synergy

Synergy is how well different monsters work together. One of my favorite examples is G bubbles and B anubis (or any team shield generating unit). G bubbles can go first, using the 3rd ability giving the team a large defense decrease, and B anubis being slightly slower can use its 3rd to cancel the shield and put up a shield of its own. Also, given these are a nuke and a support (which have low health), the shield is a much more needed ability to prevent 1 or 2 shot kills.

In addition, each team should have a strategy. In card games, these are more common, but they can be applied to smash teams too. For example, you can try to destroy districts fast enough that they don’t attack, or you can have DOT kill a base while you have many health/shield abilities. This strategy is a strong theory that can be found later in the guide.


Synergistic and non synergistic effects
There are several different effects in SMASH. Effects which affect monsters are:
-Shield (slightly different than defense boosts)
-Defense boost (tanks have more than supports which have more than nukes, similar to shield)
-Speed boost
-Attack boost
-DOT (damage over time)
-HOT (health over time)
-Rollback/speed up
-Revive
-Guardian Angel
-Heal

Effects which affect buildings are:
-Stun
-Slow
-Attack decrease
-Defense decrease
-Rollback
-Force attack target
-DOT

Now, this is a small list of which effects work well together. Also, if any 2 monsters have the same ability, it usually is bad synergy because one effect will cancel the other if both are used at the same time.

Slow and Rollback
If you slow a building, and use rollback, the rollback is twice as effective because the building will take twice as long to attack again.
Stun and slow
Takes twice as long, and then doesn’t even attack. For some reason, slow lasts an additional turn after the time it says it’s supposed to work for, so it’ll be a long time before it attacks.

DOT and stun
Turrets are basically attacking themselves when their turn comes…

Attack boost and defense decrease
This can be used to deal massive amounts of damage to a district, usually destroying it if you can correctly pull it off.

Force attack target and shield
A few monsters can force attacks toward themselves. Other monsters can put a shield on a target monster (such as B norman and R hach). This creates a very strong shield which can block most of the turret damage.

DOT and Shield
You want turrets to attack if they have DOT, you may as well give yourself a shield so that turrets can kill themselves without hurting you much. Having heal is an optional help if your health gets low from taking the damage.

Any negative effect a monster can give your team and the counter ability or a clease
The effect can be countered, so of course, this helps.

Provenly good teams

The combination between good monsters and synergy are the 2 factors which make a team good. The following are a list of teams which I would consider very good. All have been proven to work by beating Tarbourne. This list is based off the Tarborne Teams list which can be found here: http://forum.smash.athinkingape.com/viewtopic.php?f=7&t=10278

  • G crag, B mutt, R hach
  • G crag, B eel, B mutt
  • G crag, B dante, R eel Highly recommended
  • R eel, B ginsu, G crag
  • G crag, B crag, B dante
  • B dante, B eel, G crag
  • G crag, R eel, B mutt
  • B mutt, B anubis, B norman
  • B dante, B mutt, G crag
  • G hydra, B dante, R hach
  • R eel, B hydra, B norman
  • B mutt, R hach, B norman


There are many other teams that can do well though. Not all teams which are good are proven yet, and I highly recommend trying teams with new monsters because they can easily get placed on this list.

Monster Exp Requirements
From Spartacus’s (renamed from Anil), EXP guide, here are the monster level requirements. The first blob number is how many blobs to the next level and the second is the total number of blobs needed.

Spartacus wrote:Blobs are used to feed monsters to level them up. Blobs are gained from battles/raids, conquer zones, boss zones & by placing in leagues.

Grey blobs - 600XP
Super grey blobs - 800XP
Ultra grey blobs - 1000XP

Element blob - 600XP - 50% more XP if used on same element monster.
Super element blob - 800XP - 50% more XP if used on same element monster.
Ultra element blob - 1000XP - 50% more XP if used on same element monster.

For the below levelling guide ultra element blob's were used on the same element monster to give 1500XP per blob.

Level
1-10 - 11 blobs - 11
10-11 - 3 blobs - 14
11-12 - 3 blobs - 17
12-13 - 4 blobs - 21
13-14 - 4 blobs - 25
14-15 - 4 blobs - 29
15-16 - 5 blobs - 34
16-17 - 5 blobs - 39
17-18 - 6 blobs - 45
18-19 - 6 blobs - 51
19-20 - 7 blobs - 58
20-21 - 7 blobs - 65
21-22 - 8 blobs - 73
22-23 - 9 blobs - 82
23-24 - 9 blobs - 91
24-25 - 10 blobs - 101
25-26 - 11 blobs - 112
26-27 - 11 blobs - 123
27-28 - 12 blobs - 135
28-29 - 13 blobs - 148
29-30 - 14 blobs - 162
30-31 - 14 blobs - 176
31-32 - 16 blobs - 192
32-33 - 16 blobs - 208
33-34 - 17 blobs - 225
34-35 - 18 blobs - 243
35-36 - 20 blobs - 263
36-37 - 20 blobs - 283
37-38 - 21 blobs - 304
38-39 - 22 blobs - 326
39-40 - 24 blobs - 350
40-41 - 24 blobs - 374
41-42 - 26 blobs - 400
42-43 - 26 blobs - 426
43-44 - 28 blobs - 454
44-45 - 29 blobs - 483
45-46 - 30 blobs - 513
46-47 - 32 blobs - 545
47-48 - 33 blobs - 578
48-49 - 34 blobs - 612
49-50 - 35 blobs - 647
50-51 - 37 blobs - 684
51-52 - 38 blobs - 722
52-53 - 39 blobs - 761
53-54 - 40 blobs - 801
54-55 - 42 blobs - 843
55-56 - 43 blobs - 886
56-57 - 45 blobs - 931
57-58 - 46 blobs - 977
58-59 - 46 blobs - 1024
59-60 - 49 blobs - 1073
60-61 - 50 blobs - 1123
61-62 - 51 blobs - 1174
62-63 - 53 blobs - 1227
63-64 - 54 blobs - 1281
64-65 - 56 blobs - 1337
65-66 - 57 blobs - 1394
66-67 - 58 blobs - 1452
67-68 - 59 blobs - 1511
68-69 - 61 blobs - 1572
69-70 - 62 blobs - 1634
70-71 - 63 blobs - 1697
71-72 - 65 blobs - 1762
72-73 - 66 blobs - 1828
73-74 - 67 blobs - 1895
74-75 - 68 blobs - 1963
75-76 - 69 blobs - 2032
76-77 - 71 blobs - 2103
77-78 - 72 blobs - 2175
78-79 - 73 blobs - 2248
79-80 - 74 blobs - 2322
80-81 - 75 blobs - 2397
81-82 - 76 blobs - 2473
82-83 - 77 blobs - 2550
83-84 - 78 blobs - 2628
84-85 - 80 blobs - 2708
85-86 - 80 blobs - 2788
86-87 - 81 blobs - 2869
87-88 - 82 blobs - 2951
88-89 - 82 blobs - 3033
89-90 - 84 blobs - 3117
90-91 - 84 blobs - 3201
91-92 - 86 blobs - 3287
92-93 - 86 blobs - 3373
93-94 - 86 blobs - 3459
94-95 - 88 blobs - 3547
95-96 - 88 blobs - 3635
96-97 - 89 blobs - 3724
97-98 - 89 blobs - 3813
98-99 - 90 blobs - 3903

3903 ultra element blobs = 5,854,500XP



In addition, I converted the blobs into a graph as shown below. The graph shows the TOTAL ULTRA BLOBS needed to reach each level.



Monster Team Theory


Although I considered this in the past, newer monsters seem to more strongly uphold this. If used correctly, it may open up opportunities for more diverse teams. I’ll begin to explain, as it’ll make more sense in the end. This theory will increase the synergy that a team has and may become more useful once all Control based monsters become exhausted.

Team Types

There are 3 types of teams:

-Control (Makes turrets unable to attack)
-Power (Kills them before they kill you)
-Stamina (Very slowly kills towers, usually through DOT)

Currently, most people are using controlling teams. They are using stun and slow because it makes turrets unable to attack for longer. However, this places any monster without these traits to be considered bad. I believe they can be used, but not in the way that all normal monsters would be used for. Each monster seems to shift toward a few of these traits.

How to categorize monsters for each strategy type
Each monster has some abilities and a class (support, nuke, tank). Most fit into a particular strategy, and although most players have been using the Control strategy, there are other possibilities.


Control
-Stun, Slow, Speed, and Rollback based effects
-Any class

Power
-Attack buffs, Defense Lower, High Damage output.
-Contains little to no healing capabilities and relies on NEVER getting attacked
-Nukes prefered

Stamina
-Healing, DOT, Shield, target switching, Revive/Guardian Angel effects
-Doesn’t rely on the damage output, more on survival
-Not a good main team, but a moderate raid team as it takes time to destroy a base.
-Tanks preferred

Monsters and their Strategy types
Please note that monsters are not better from being able to do multiple strategies. In many cases, it’s actually worse because the strategies are conflicting. The majority of newer monsters seem to lean toward G stamina, B control, R power.

Control
B Mutt
B Dante
G crag
B norman
G eel
B eel
R eel
B Tosca
R Hach
B pockitz
G kudzu
B Rompus

Power
R Mogu
R Barf
B Barf
G barf
R Ginsu
G Ginsu
G Whiskarr
R Whiskarr
R Rompus
R Tosca
G Mutt
G bubbles
R pockitz
G pockitz
R bubbles
B bubbles
R Mutt
R Salty
R Dante

Stamina
R Maxi
G Rompus
B Maxi
B kudzu
R plasmire
G plasmire
B plasmire
R kudzu
G Tosca
B Hach
G hach
R norman
G norman
B anubis
R Anubis
G Anubis
G Maxi
R Grimm
B Grimm
G Grimm


Control/Power
B Mogu
R crag
B Salty
B Whiskarr


Power/Stamina
G Mogu
G Dante
G Salty
R hydra


Stamina/Control
B Ginsu
B hydra
G hydra
B crag


Applying the theory
In the future, it may become more necessary to create large team lists which include a larger variety of monsters. This will be the first list of teams to include every monster. Since the combined general value of each monster is equal, the only way to make a better 21 team list is to add more synergy, so this will attempt to create the most synergy possible through all the teams. Even though a monster isn’t in the specific strategy category, it may be switched for synergy of abilities.

Control Teams
B Dante, R eel, G crag
B mutt, B Norman, B Hydra
B Pockitz, B Rompus, B Eel
R Hach, G eel, G Kudzu
B Whiskarr, G hydra, R kudzu


Power Teams
B kudzu, B bubbles, R Ginsu
R Mogu, B Barf, R Mutt
R salty, R barf, G ginsu
R Dante, R Rompus, G barf
R Grimm, G Mutt, B Tosca
R Bubbles, G Bubbles, B Anubis
B Mogu, R Whiskarr, R Anubis
R Crag, G Whiskarr, R Hydra
B Salty, R pockitz, G pockitz


Stamina Teams
G Grimm, B Grimm, R Norman
R Maxi, G Mogu, B Ginsu
B Maxi, G Dante, G Plasmire
G Maxi, G Salty, B Plasmire
R Plasmire, G Anubis, G Norman
B Hach, R Tosca, G Tosca
G Rompus, B Crag, G Hach

Resource gain and spend methods


This section was created due to the number of players asking how to get more ___ faster, so, here are the main methods.

Gold
Gold is the most common currency and can be gained periodically through battle. No matter if you are a low or high level, the best method should be through missions, much preferably, leg missions. There are seperate ways to gain gold for lower to higher experienced players. If you are in the middle, take your pick of where you think you are.

Lower
Try to join a faction hosted by a veteran player as these will often have missions which can give you a TON of gold in comparison to your medals/level. If you choose to stay for awhile, and like the faction, consider using some of your ex to buy a leg mission or 2. Please note that leg missions are better than buying 3 epic missions. In addition, don’t try to join a faction where you’d be slightly higher than the bottom 3 players by your medal count and make sure to be a little more active when you apply. Factions can see when you last attacked and may judge you on this for how active you are.

Upgrade your defense and make your monsters stronger whenever possible. The higher the defense you have, the fewer the people who can attack you, which means you will be able to go to higher leagues and in higher leagues, there is a higher league bonus on whoever you attack.

There may also be a few retired players in lower leagues that have 0 defense, but they have some lab defense. The lab defense is incorrect, just attack them, it’s all resource buildings. I recommend using DOT through, because they will have a very high health on all resource buildings. Since DOT does a % based damage, the buildings will quickly die off.

Higher
By this point, you should have a sufficient amount of ex to be buying missions for your faction (or leftovers from the update). If you are in plat or above, buying energy during a mission (and preferably during a charm) should maximize your profits. Don’t buy gold packs, it really isn’t worth it.

How to store gold
Gold can be stored best in 2 ways: through gold blobs and your city. Since gold blobs don’t take up city cap space, don’t use them until you need a large upgrade. Meanwhile, you can stockpile them. Your city can be sold over your gold cap. Upgrade a building until it is at the cap, and sell it for a large amount of gold. Unfortunately, some of this gold is lost due to the difference in cost/sell value. Combining the selling of gold blobs and selling your city can be most effective, because gold blobs cannot go over your city cap, but they give full value.

In many cases, sell gold blobs until you reach slightly under your cap, then sell buildings to go over. Once you reach the cost of the transformation/research, stop. Make sure to quickly do this process to avoid being raided for millions. This tactic will mostly be used by veteran players.

Element X
Also commonly abbreviated as “ex”, this currency can most commonly be obtained from trial island and the 2-hour events.

Trial Island
Trial Island has a pattern. It is
  • 1 of each normal blob
  • 1 of each normal blob
  • 5 of each normal blob + 6ex + 1 blueprint

For example, on trial 14, you will still gain 1 of each blob.
Or on trial 9 you will gain 5 of each normal blob, 6ex, and a blueprint.

All blueprints gained are in respect to each island level. Each Trial will be 5 levels higher than the previous one.

In addition, due to past monster cycles, we expect Trial Island to have an additional monster cycle. This cycle is being worked on by LYS at the moment. At the moment, the unfinished cycle is for any color:
  • Anubis, Mogu, Rompus
  • Maxi, Dante, Tosca
  • Mutt, Kudzu, Plasmire
  • Hach, Pockitz, Ginsu
  • Barf, Cragg, Salty
  • Whiskarr, Norman, Hydra
  • Grimm, Bubbles, Eel
  • Mogu, Plasmire, Eel
  • Maxi, Salty, Hydra
  • Mutt, Hach, Tosca
  • Ginsu, Grimm, Dante
  • Barf, Pockitz, Rompus
  • Anubis, Crag, Bubbles
  • Norman, Kudzu, Whiskarr
  • Mogu, Anubis, Rompus

Two Hour Events
There are 5 different events which provide challenge chips, each can give a maximum of 30ex each. Each appear in the following order:
  • Blob Feeding
  • Monster Creation
  • City Upgrades
  • Gold Gain
  • Medal Gain

Blob Feeding is a VERY EASY source of ex. Just make sure to never feed your monsters except during the event and to go for 30ex.

Monster Creation is not a recommended event to participate heavily in. The only people who should be participating in it are new players who need the monsters to unlock all their abilities.

City Upgrades is a recommended event. Although most new players will be unable to hit 5m, most players will be able to save and spend 5m for the event. In addition, you can use some revenge attacks to get the blueprints since you get 1 per battle.

Gold Gain is a recommended event, and should be very easy to reach all rewards in gold+ leagues.

Medal gain is a recommended event, just do a triple raid and you can even try to do well in your league due to your increase in medals.

Overall, this should net you 120ex per 5 events.

Power Stones Spending
Power Stones do have a cycle, which is semi-independent for each player. All players who had completed Rep before the update (which means they were on Bug), begun on the same cycle of monsters.

The Cycle

B Kudzu, B Salty, B Dante
G Grimm, G pockitz, G bubbles
R kudzu, R plasmire, R crag
B barf, B Ginsu, B eelectrecus
G mogu, G ginsu, G crag
R barf, R ginsu, R eel
B hach, B norman, B bubbles
G maxi, G Anubis, G mutt
R maxi, R salty, R hydra
B grimm, B plasmire, B mutt
G kudzu, G salty, G eelectrecus
R Grimm, R pockitz, R Dante
B Maxi, B pockitz, B hydra
G Barf, G plasmire, G hydra
R Mogu, R norman, R bubbles
B mogu, B Anubis, B crag
G hach, G Norman, G Dante
R hach, R Anubis, R mutt

Theory for particular part
There is one particular section of the cycle which is strange. It is contained in lines 4-6:

B barf, B Ginsu, B eelectrecus
G mogu, G ginsu, G crag
R barf, R ginsu, R eel

Notice how the types are palindromes to each other? In addition, all 3 ginsu types are concluded adjacent to each other. If the pattern is number based, where each monster is assigned a number, this pattern would both make sense, and perhaps allow other monster cycles to be discovered more quickly through predictions. On the other hand, this could just be a major coincidence.

Trial Island Creators

In the case that these do re-appear in the store,
25 PS: 5 Commons
60 PS: 3 Rares
200 PS: 2 Epics
1500 PS: 1 Mythic

Prices go up at a constant rate of the original value. When more mythics are released, a power stone creator may be released which features mythics and it will cost 1500PS. If you have a surplus of PS, or don’t need it, I recommend saving it up, as it may come in handy.

Plotscheck in past created a video about Hoarding, and it may interest some players. Although it was made before the update, the strategy still works. In addition, he has other videos on smash. You can check out his channel here:https://www.youtube.com/channel/UCWQljvegGE4H3y5VrUi6E1g


Summary: Hoarding is when you save up resources which are becoming of lesser value to yourself. This can be done now in ex, PS, and gold blobs. If an update is released, this gives you the advantage if you need to roll to gain the newly released monsters or stock up from a sale which is worthwhile.
Last edited by Voidspear on Oct 26 2016, 7:28am, edited 7 times in total.
Voidspear
 
Posts: 3294
Joined: Jan 22 2015, 4:29pm

Re: Smash Multi-Guide

Postby Voidspear » Oct 25 2016, 9:09pm

Miscellaneous


This is section contains random bits which don’t exactly fit into other categories. If enough miscellaneous items within a certain topic appear, a new section may open up for that topic.

How to Send Feedback

LYS wrote:Send feedback with as Much info as possible.
To send feedback,
Go to the main screen of smash
At the top right near where you see the League you're in (if you joined a league) you'll see settings

Hit settings


Then hit feedback


Fully explain the issue to support with all of the information you sent here and your old account name and hit send


It ususally takes 24-48 hours for the response since there are many feedbacks to go through, but you'll get help a lot faster that way than only posting in forums and world chat.
You'll want to answer ALL of the questions they ask you, then they can help faster.

AFTER you send feedback,
You'll want to check Alerts for the response from Support

To do this,
Tap Alerts


Then tap Feedback



Good Luck!!!

I recommend quoting this passage as it has much more informative and is easier to understand.

How to NOT get silenced

Places where you can have conversations with extra vocabulary
These places can't get you silenced, if you like to swear and spam a lot, stick to these places.

-Faction Chat
-Line (which is a separate app many players are using for communication. It mainly allows players to have a select group of players chat without missing too many messages, and being able to post pictures)

Places where you will get silenced for using extra vocabulary
-World Chat
-Walls (If a mod happens to see that wall, which is unlikely due to the low number of mods, or if one player reports the other about the wall which violates regular WC rules. I discovered this firsthand so this is somewhat of a warning)

Things that can get you silenced
-Swearing (this includes using stars in place of the swear, abbreviating it, or using acronyms that include swears.)
-Spamming (VERY open-ended. It’s defined as saying three similar messages within 5 minutes or less. This can be “singing” the alphabet, spamming emojis, or saying “hello” “hello” “hello”, that kinda stuff.
-Arguing in public about silences (pretty common actually, and smash doesn’t want you doing this stuff. If you argue for someone else or yourself, you get silenced, so instead send feedback)

BB Codes Format
By Wolfie… also, congrats on the pin!
WOLFIE wrote:

DUMMIES GUIDE FOR BB CODES




Edits : 20
Updates : 3

Date : 9/1/2015
Updated content
    • updated colour code generator
    • Added hex colour list below the colour code generator

Wish List Updates
    • Voting system
    • Smilies reintroduced
    • Range of codes I'm pushing forward to devs to implement into ata games.

Coming soon
•video code
•Email code
And remember, Stay classy S.M.A.S.H



Contents




Layout
- Name of code
- How to do code
- Example of code

Text font Codes
- Bold
- Italics
- Underlined
- Strike

Quote Codes
- Normal quote
- Quote a person

Listing Code
- Normal list

Size Codes
- Small
- Normal
- Large
- Huge

Color Code
- Colors
- Page 4 rainbows
- Page 5 all colours

Center Code
- Center

Image codes
- Image
- Image fit

Hyperlink Codes
- Hyperlinks
- Hyperlinks with title
- Linking accounts

Divider Code
- Divider

Title Codes
- Title

Combinations
- Colors + Bold
- Image + Hyperlink



Text Font




Bold
[B]*insert text*[/B]
Rules of Internet - There are no real rules about posting.

Italics
[i]*insert text*[/i]
Rules of Internet - All your carefully picked arguments can easily be ignored.

Underline
[U]*insert text*[/U]
Rules of Internet - All your pictures were obviously Photoshopped. No Exceptions.

Strike
[S] *insert text* [/S]
Rules of Internet - Real people are ruled unworthy.



Quoting




[Quote] *insert text* [/Quote]
Rules of Internet - The more you hate it, the stronger it gets.


Quote a person
[Quote="*insert name*"]*insert text*[/Quote]
WOLFIE wrote:Rules of Internet - The more beautiful and pure a thing is, the more satisfying it is to corrupt it.


Note • You can only quote up to 3 people in a single quote, also you don't have to hand type this code. Tapping on the speech marks next to the persons name will quote that post.

WARNING • Creating false quotes is a breach in TOU, the person you have falsely quoted, can and will have the post removed.



Listing




[list]*insert text*[/list]
    Bread
    Milk
    Eggs

Note • You only really need to learn this listing code since you have bullet points on your keypad and letters as such.



Sizes Codes




Small
[size=50]*insert text*[/size]
Example

Normal
[size=100]*insert text*[/size]
Example

Large
[size=150]*insert text*[/size]
Example

Huge
[size=200]*insert text*[/size]
Example



Colour / Color




[color=*insert color*]*insert text*[/color]
Rules of Internet - Nobody tells the truth on the Internet.

Rainbow colour guide on page 4 link

Different colours on page 5 link



Centre / Center




[center]*insert text*[/center]
Rules of Internet - Pinkie Pie can divide by zero. She can break the 4th wall as canon. What can't she do?




Images




[img]*insert link to image*[/img]

Image

Resized image
[imgfit]*insert link to image*[/imgfit]



Note • It is much easier to use the imgfit code rather than the img code, since it cuts out the need to, save a image, resize the image and uploading the resized image. Also as a added extra the quality of the image is much better.

If you want to upload a image follow this link to learn how on the How to selfie thread by IHELP



Hyperlinks




[URL]*insert link*[/URL]
http://tektek.org/color/

Note • Hyperlinks work anyways without this code.

Hyperlink With Title
[URL=*insert link*]*insert title*[/URL]
Colour Code Generator

Linking Accounts
[url=*insert account link*]*insert name*[/url]
woifie

To get a link to any account, they first off have to post to forums. Once someone has posted to forums tap and hold on the players name until you get the option to copy. Once you have the link just simpily use it like the hyperlink title code.

Note • this one seems complex but really easy when you know what to do, also if anyone knows how to link accounts who haven't posted on forums that be great.



Divider




[hr][/hr]



Titles


[title]*insert text*[/title]

Woifie is a noob



Note • the title will only work if the text fits on one line, but as you can tell I like the combinations of; rainbow text, bold, underline and center as a title.



Combinations of Codes




To combine different codes into the same image or text, use the codes like normal but what ever order you've used code in, it must finish in the reverse order.

Colours + Bold
[Color=*insert colour*][b]*insert text*[/b][/color]
Rules of Internet - Power level tell you nothing. Rules of the Internet tell you everything.

Hyperlink + image
[url=*insert link*][imgfit]*insert link*[/imgfit][/url]



You can combine any number and different types of codes together as you want so go and explore young pioneer the world of bb codes is at your finger tips.

Remember with great power comes great responsibility so use this great power wisely

Thanks for reading, hope it made sense. If you're unclear about any detail ask away in this thread. But other than that test to your hearts contain within the thread.


In addition, you can add videos. To add a video, do

[vídeo][/vídeo]

And add the video ID in between the brackets.

Here’s the video link:
https://www.youtube.com/watch?v=6NDYf3RZ1eY
The above red part is the video ID.
6NDYf3RZ1eY

Insert only that into the video link. I can only confirm this works with youtube, but since most videos can be found on youtube, just use that.


New player quick tutorial
Ok, so basically, smash has changed. And you just got in this stuff.

History
Smash was made in late 2014, and was made by A Thinking Ape, or ATA. It was all cool, but they added some stuff that people don't like. So, they did an overhaul, referred to as the big update, reset, that kinda stuff. A lot of people have thousands of ex in compensation due to this, worth thousands of dollars.

Overview of the game
Some of you may be a little lost. There is a lot of possible strategy, and easily proven strategy found in this game. Then again, that makes the learning curve incredibly steep. So, overall, your main goal right now will be to get a team of three monsters that work well together (generally), up to level 99 (max level). This will allow you to defeat most cities, unlock most blueprints, ect.

Monsters
Unlike most players, you won’t have every monster unlocked along with most abilities. Therefor, don’t listen to the rating guide above, just check which monsters you have that are 5* or can be 5* soon. You need a monster with all abilities unlocked, and at a minimum, 2 unlocked.Having an Epic or Mythic with 1 or 2 abilities unlocked will not help you as much as a common with 3 abilities often times. Since epics require a lot of ex to get your first few, and only come with one ability unlocked, don’t use these. Just use a common or rare with a higher general monster rating than others. For example, using R hach, B ginsu, G grimm works as a fair team. Your team should use one of each color to allow easier equal monster leveling (for your first team).

Defense
Don’t worry about this too much. Always use red resource buildings, and don’t focus on a good defense. Note that districts are attacked in reverse order, and the maximum districts a player can have is 4. If you have turrets, try to use strong turrets (low speed, high attack and health).

Currency
There are 3 main currencies: Power stones, Element X, and gold. If you are able to, beat Trial island with some monsters to gain ex, but your main source of ex will be the 2 hour events. Blob feed will be the easiest for newer players, but gold gain should also be another target. Use your ex to buy monsters, and you get more monsters when you buy in bulk. Try to keep a research going on at all times, and prioritise transforming monsters that you use in battle. Only transform the monsters that you use. Level up your city if you would like a higher gold cap/ protected cap.

Medals
Gain as many medals as possible to reach higher leagues, which will give you more gold. If you are getting too many players that have too high of a defense, sell some defense. This will get you attacked more, making you drop down to a lower medal count.

Factions and Forum
Join a faction, and I’d advise one with an active faction chat. Those factions are much more exciting to be in after a while than one with a silent group. You should not join a faction with a high medal count, join one based on the speed that people complete them, the quality of each mission (there are common, epic, and legendary missions), how much help you are getting through research, and especially the activity of the faction chat. In forums, you can find many helpful guides, or you can ask a question and 95% of the time, someone will answer it.

Using real money
I don’t advise spending right now. The prices are extremely high right now and may decrease once more veteran players have depleted their ex storages. The VIP card is the only exception, and you can choose to buy it or not, as it is a fair deal.


Changelog
Version 1.0.1 Created 9/25/16
Version 1.0.2 Quick Edit: Cut out the first part of the Legendary Monster Guide, small changes

Things to Do
-Add stats for 5* Tosca RGB and Rompus RGB
-Gain input on what else to add
-Possibly change bold headings to size 120 from size 100
-Possibly create a google-docs friendly version of the guide
-Perhaps an additional, highly detailed part on how to post images

People who helped make this guide
This is my thanks to everyone who has helped to make this guide possible. If you wish for your guide to be taken down, just wall me.

Main Contributors
Spartacus - Monster Leveling Statistics
LYS - Trial Island Info + Feedback with Pictures
Cpt_Serious - Starting baseline for ranking monsters
Wolfie - BB Codes
Olivia97 - Main Creator of the Legendary Monster Guide
Sethosaurus_ - City Defense Guide
Plotscheck - Videos+Channel


Sub Contributors
Alwayson22 - thread creation of Tarbourne teams

Legendary Monster Guide Helpers
Oso_Dank
Panchisco
Visitor-Q
Codythebabble
Kongsmash
Dan76
Shiv4m
Kaylee_Tomas
The-Punisher
Shmergules
Supersmashbro
Darthmalum
Spazz429
Coolguy15
Hab1b1
-Lime-
Muad-Dib
Praetorian
Hippo
Masspain
Tmh
time
Cpt_Serious
General-lee
Kiko
Voidspear
 
Posts: 3294
Joined: Jan 22 2015, 4:29pm

Re: Smash Multi-Guide

Postby MonsterMine2 » Oct 25 2016, 9:51pm

Must be the best guide for new smash so far
MonsterMine2
 
Posts: 289
Joined: Dec 20 2015, 2:05pm

Re: Smash Multi-Guide

Postby madmunch » Oct 25 2016, 10:45pm

Sticky that
madmunch
 
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Joined: Dec 27 2015, 12:18pm

Re: Smash Multi-Guide

Postby Voidspear » Oct 25 2016, 10:47pm

The link has been fixed to a tiny URL b/c the previous link had the word "docùment" in it, which has a censored word in it.
Voidspear
 
Posts: 3294
Joined: Jan 22 2015, 4:29pm

Re: Smash Multi-Guide

Postby RaVin » Oct 26 2016, 1:46am

Now that's a decent anniversary guide! I stumbled across one thing doe, in the monster rating you mentioned b Dante twice, but i guess it's supposed to be g Dante once
RaVin
 
Posts: 1
Joined: Feb 25 2016, 7:41am

Re: Smash Multi-Guide

Postby JenatIsDead » Oct 26 2016, 6:01am

Handyman
JenatIsDead
 
Posts: 384
Joined: Apr 1 2016, 5:17am

Re: Smash Multi-Guide

Postby masterbuster » Oct 26 2016, 7:01am

Nice.. Very helpful

* double B Dante at monster ranking score 9 😎
masterbuster
 
Posts: 18
Joined: Aug 9 2016, 3:10pm

Re: Smash Multi-Guide

Postby Voidspear » Oct 26 2016, 7:27am

masterbuster wrote:Nice.. Very helpful

* double B Dante at monster ranking score 9 😎

RaVin-VoteMM2 wrote:Now that's a decent anniversary guide! I stumbled across one thing doe, in the monster rating you mentioned b Dante twice, but i guess it's supposed to be g Dante once

Fixed
Voidspear
 
Posts: 3294
Joined: Jan 22 2015, 4:29pm

Re: Smash Multi-Guide

Postby Tommelz » Oct 26 2016, 12:51pm

It sure looks like a lot of time and effort you have put in to this guide. Very helpfull so well done and better start thinking of project 4000th post. =)
Tommelz
 
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