The Magical Smash Multiguide 2.0

Share your gameplay strategies.

The Magical Smash Multiguide 2.0

Postby Captain-Daddy » Aug 22 2017, 2:03am


Welcome! After nearly two years of playing Smash, and constantly scrolling through the forums to find information as I slowly grew my account, I’ve decided to make the most encompassing guide for Smash Monsters to date. Say goodbye to those days of trying to find that one post you saw that one time that contained that detailed information you were looking about that one thing in the game! It’s here in this guide! (Probably…) I hope that no matter how long you’ve been playing Smash, at least one thing here makes you raise your raise your eyebrows for a moment as you think “Huh… I didn’t know that…” I won’t be going into too much detail on things not particularly relevant to “progressing” through Smash Monsters in some way, or incredibly basic concepts of the game, but I will do my best to provide an overview of the basic information concerning each section as I go along. If you're a newer player, I highly recommend reading the entire guide before doing anything, as it will have relevant information throughout.

So, let’s get to it, shall we?

Basic Game Overview

History: Smash Monsters has been around since the end of 2014, although few players still active remain from so long ago. Much has changed since then, as is to be expected with any online game that survives as long as Smash has. However, at the beginning of August 2016, Smash changed drastically. For this reason, it is advised to ignore any guide prior to this date, as it is likely outdated. If you’re merely curious as to what the game was like before this, search “plotscheck” on YouTube. He’s an active Smash user who has been around since the beginning, and has many videos discussing the history and changes that have occurred. There appears to be no real chronological lore or overarching storyline for Smash, though the events that are hosted contain a backstory of sorts for each new event, and these can be found under the forum announcements section.

What’s the goal? Well.. That’s a complex question… Smash has a multitude of goals you could work towards. Perhaps you want to collect every monster and max out it’s rank and level. Or perhaps you want to have the highest defense in the game. Perhaps you want to prepare until you can place 1st on a 2-hour event like the Blob Eating Contest, or even first on a 2-week event leaderboard! Maybe you just like to get on the game and chat with people in your faction as you, or to make new friends in world chat. All of these things are achievable given time and effort put into the game. Set your own goals, and work towards them as your grow!


Please note that if you’re unsure what some of the resources uses are referring to, hang in there, as this guide discusses the things these items unlock or purchase in greater depth later on!

Player Experience: Perhaps not technically a resource, but a key component of the game nonetheless. Obtained by attacking other cities, whether AI or player. (Separate from monster experience.)

Energy: Used for attacking other players, as well as attacking bases in the conquer zone. Obtained by leveling up, gifts found in your inbox, and can be purchased in the store.

Element X: The game’s premium currency, used for a variety of purchases in the store, as well as purchasing other in-game resources when you have an insufficient amount. Obtained via gifts found in your inbox, occasionally drops when successfully defeating a city, and can be purchased in the store. (Costs real money.)

Gold: Used to purchase research in your lab, and upgrade your city. Obtained via all successful city attacks, event rewards, and collection from your city.

Challenge Chips: Obtained via the Trials of Adrena, and the ongoing 2-hour evens leaderboard placement. Used to place on the Daily Challenge Chips Leaderboard.

Augment Mystery Keys: Used to open up the Augment Mystery Box. Obtained via The Trials of Adrena.

Event Resource: Name and image used changes from event to event. Used to open Event Bundles containing other resources. Obtained via attacking rivals, or placing on the Daily Holoseum Leaderboard.

Mythic Matter: Used to roll the Mythic Creator. Obtained via Event Bundles, Trials of Adrena, Event Leaderboard Placements, or store purchases.

Holo-Tokens: 5 tokens used to attack a Holo-Missions stage. (Tokens returned upon successful stage completion up until the final stage of a Holo-Mission.) Obtained via automatic regeneration (one token every 6 minutes), as a gift in your inbox. Can also be purchased in the store.

Trial Tokens: 100 used to attack a stage within Trials of Adrena. Obtained via Event Bundles, placing in the top 60% of your Rivals League, or as a purchase in the store.

Limit Releasers: Used to purchase Limit Release Holo-Missions. Obtained via successful completion of stage 25 in the Trials of Adrena, or as a purchase in the store.

Research Orbs: Used to research upgrades in your lab. Obtained via transforming monsters.

Medals: Used to determine your Rival’s League placement. Obtained via attacking other players.

Power Stones: Used to purchase specific monsters under the “Create Monsters” section. Obtained via Monster Creators, events, and occasionally as a jackpot reward in the Trials of Adrena. Can also be purchased in some store bundles.


You must be in a faction to participate, and there is a 2-hour waiting period upon joining a new faction before you may participate.

Participating in Holo-Missions is a fantastic way to level up your monsters, and earn some other resources while you’re at it!

There are 5 basic tiers of Holo-Missions, which must be unlocked consecutively, plus 3 Limit Release Holo-Missions which can be activated regardless of tier completion.

Only faction admins (or the owner) can activate the free missions, while any faction member may activate a Limit Release.

There is a 2-hour cooldown for free missions, but none for Limit Releases. (Free missions cooldown even when a Limit Release Mission is active.)

You earn Holo-Crystal Boosters by placing in the top 80% of Gold, Platinum, and Legendary Rivals Leagues, or placing at all in Silver or Bronze Rivals Leagues. Each crystal booster adds a percentage bonus to your faction’s overall bonus, up to a maximum of 30000%. This allows for easier completion of more difficult missions, and is essential for your faction to place highly on the Holoseum Leaderboard for each event.

Platinum Limit Release Holo-missions pay out 50% more rewards and 10% more Monster XP than regular Platinum Holo-missions. Legendary Limit Release Holo-missions pay out 75% more rewards and 20% more Monster XP than regular Legendary Holo-missions. Mythic Limit Release Holo-missions pay out 100% more rewards and 40% more Monster XP than regular Mythic Holo-missions.

Trials of Adrena

Trials of Adrena is by far the best way to speed up your progress in Smash Monsters. Completing each stage awards some small amount of resources such as blobs and gold, as well as a unique reward for each stage. Those unique rewards are listed below in order for your convenience.

Stage 1 - 1 Holo Token
Stage 2 - 6 Common & 2 Rare Monsters
Stage 3 - 80 Element X
Stage 4 - 5 Mythic Matter
Stage 5 - 2 Holo Tokens
Stage 6 - 12 Common & 4 Rare Monsters
Stage 7 - 80 Element X
Stage 8 - 5 Mythic Matter
Stage 9 - 3 Holo Tokens
Stage 10 - 18 Common & 6 Rare Monsters
Stage 11 - 80 Element X
Stage 12 - 5 Mythic Matter
Stage 13 - 4 Holo Tokens
Stage 14 - 24 Common, 8 Rare & 2 Epic Monsters
Stage 15 - 80 Element X
Stage 16 - 5 Mythic Matter
Stage 17 - 6 Holo Tokens
Stage 18 - 36 Common, 12 Rare & 4 Epic Monsters
Stage 19 - 80 Element X
Stage 20 - 5 Mythic Matter
Stage 21 - 8 Holo Tokens
Stage 22 - 54 Common, 18 Rare & 6 Epic Monsters
Stage 23 - 80 Element X
Stage 24 - 10 Mythic Matter
Stage 25 - 1 Limit Releaser
Stage 26 - 12 Holo Tokens
Stage 27 - 72 Common, 24 Rare & 8 Epic Monsters
Stage 28 - 15 Mythic Matter
Stage 29 - 90 Common, 30 Rare & 10 Epic Monsters
Stage 30 - 60 Mythic Matter

City Defense

Each defensive building will have a different effect on monsters that are attacked by it. Red applies bleed (DOT), green applies weaken (decreases your monsters’ damage), and blue applies a slow.

Each defensive structure has a speed set to each color, and this speed changes based on the difficulty of the base structure. This means that the speed of red turrets from Arctica is not the same as the speed of a red turret from Cindy. The speed can be checked by viewing a blueprint of the building you wish to know more about. The higher the number, the faster the structure will attack. Current endgame (Arctica) speeds are Green = 6, Blue = 8, Red = 10. All HQs have a speed of 7.

The order your districts appear to attacking players is backwards from the order you view when you open your city, meaning the district you see first, they see last.

Cities with multiple defensive buildings of the same speed always attack beginning with the turret farthest away from your monsters (top center of the cities diamond shape), and then moves downwards (towards the right side of your screen). It then moves to the next row closest to your monsters, and does the same thing (heading towards the right side of your screen down that row), and after that row is completed, it moves to the row closest to your monsters. Use this information to strategically target turrets with effects placed on them by your monsters.

When a building explodes, it does damage to buildings it touches (diagonally touching buildings are unaffected). This means it is unwise to place a turret or HQ next to other buildings as your city will be more easily defeated.

Common defensive building placements are an “X” shape, a “U” / “C” shape, or three defensive buildings place entirely away from one another so that no 2 may be hit in one single line.

It’s best to focus on one good district of defense, rather than 3 not-so-good districts of defense. Quality over quantity.

Global Bonuses

A while back, monsters (excluding mythic-rarity monsters which this does not apply to) were given "global bonuses" that help you out in other areas of the game. Please note that these bonuses do stack. Global bonus percentages can be raised (upgraded) by transforming the star rank of any monster. The global bonus for each monster is listed in the top right on when viewing an individual monster's stats, and in addition to this, and overview is provided on your player screen. The global bonus a monster provides is always for the same color type as the monster itself, and either affects all monsters of that same color, or buildings of that same color. The boosts given are a percentage increase of either health or attack.

Epic monsters require fewer monsters to transform, and also grant a higher global bonus percentage increase with each transform. This scales downward with rarity, meaning the more common a monster is, the more copies required to transform it, and also the less it's global bonus percentage increases. In addition to this, epic monsters' global bonuses can go all the way up to a 100% increase, while rare monsters can only reach a max of 50% and common a mere 25%.

The addition of this feature has changed the meta of the game entirely, giving purpose to many monsters previously untouched, as well as allowing nearly all monsters to be feasible additions to teams used in PvP/PvE. That being said, knowing which monsters do what is now a key part of figuring out what's worth leveling up to transform, but it can be tedious to constantly go back and check your monsters page to see which monsters add which boost to what. I am providing an organized list below for your convenience. Please note that the letter in parenthesis next to a monster's name denotes its rarity.

Increases Monster Health
Eelectricus - (E)
Hydra - (E)
Naga - (E)
Anubis - (R)
Plasmire - (R)
Barf - (C)

Increases Building Health
Rompus - (E)
Cragg - (E)
Norman - (R)
Hach - (C)
Maximus - (C)

Increases Monster Attack
Bubbles - (E)
Dante - (E)
Ginsu - (R)
Salty - (R)
Kudzu - (C)
Mogu - (C)

Increases Building Attack
Mutt - (E)
Blightwing – (E)
Tosca - (R)
Pockitz - (R)
Grimm - (C)

Don't forget that the color of the monster is the same color your global boost affects, so if you want to focus on upgrading blue monsters or buildings, focus on transforming blue monsters only, and vice versa for the other colors. It can also be wise to focus on rarer monsters for a larger global bonus increase each transformation.


Augments are strictly tied to events. With each new event, a new type of Augment is released. Augments can be earned by opening Event Reward Bundles and by placing on the Event Leaderboard, or by opening the Agent Mystery Box for 1,000 Augment Mystery Keys.

There are three types of Augments, each with their own type of Augment Slot: Agent, Monster, and Building. Each type of Augment can only be equipped in its corresponding Augment Slots.

Monster and Building Augments can be equipped in ANY of their corresponding Slots. So any Monster Augment can be equipped on any Monster, and any Building Augment can be equipped on any District. Agent Augments are further broken down into three Agent Augment Slots: Brain, Body, and Hand. As such, an Agent: Brain Augment can ONLY be equipped in the Agent: Brain Augment Slot.

While each event will focus on one type of Augment, the Augment Mystery Box holds all of the currently available Augments, which are as follows:
Agent Augment: Brain - +% Player XP from Battle
Agent Augment: Hand - +% Gold from Battle
Monster Augment - +% Medals earned from Rivals
Monster Augment - +% MAX HP
Monster Augment - +% MAX Attack
Building Augment - +% MAX HP
Building Augment - +% MAX Attack

You equip augments from your Player Page, and a breakdown of all augments you currently have equipped can also be viewed here by yourself or any other player. (Likewise, you may view another players’ equipped augments by viewing their profile page.)

Creating Monster Teams

Finding a single team of 3 monsters than can perform well is simple, and most players’ strongest teams will simply consist of their most leveled up monsters. This isn’t necessarily a bad thing, and will likely be just fine for early and mid-game players. However, as you approach the “end-game” of Smash Monsters, suddenly you have plenty of powerful monsters, but find that not just any team will take down the higher defense bases you find in the Legendary Leagues or later rounds of Holomissions or the Trials of Adrena. The reason behind this is that using “brute force” by using your highest-level monsters works great… until it doesn’t. The end-game strength of towers in Smash is far greater than that of monsters. (Kind’ve ironic, given the name?) What makes a team truly good, is its synergy. The better 3 monster’s abilities and timers work together, the better the team will perform against tougher defenses.

Attempting to figure out how to fit together 9 different abilities and timers for multiple teams can be quite difficult, as well as time consuming. In response to this, I’ve created an interactive pivot chart, which can be used to quickly identify which monsters have a specific ability you’re looking for. I’m releasing this chart via a link below, which will be hosted for free indefinitely. Before you check out the chart, here’s what you should know:

Here’s what the chart DOES do:

It includes all 81 monsters, their colors, abilities, and ability cooldown counts.

The chart assumes that all monsters’ abilities are at their maximum potential. (A rank, 5 stars)

You can hide and show columns to narrow down what you see, and reduce the immensity of the chart.

You can autofit the column width for easy viewing by double clicking on the dividing line between ability headers.

You can click on any header category at the top of the page to view all monsters who match that trait.

Here’s what the chart DOES NOT do:

The chart does not list “altered damage output” for any monster ability. This includes Critical Damage, Standing Structure Damage, or simple
percentage additions or reductions on damage output when using an ability.

The chart does not list other negative effects associated with an abilities usage, such as Blue Bubbles’ third ability stunning your team for one turn.

The chart does not sort monsters by strength in a particular category when viewing which monsters have a certain ability type.

The chart does not detail additional effects granted by the Revive and Guardian Angel abilities.

Anything else?
Yes, actually. I recommend the first thing you do is click the settings button, and uncheck “Use paging”. This makes everything easier to view. To prevent clutter, I’ve tried to simply and reduce the detail given for each monsters’ abilities. If an ability lasts more than one turn, it is always stated. If no turn count is listed, the effect does not last more than a single turn. Whether the ability affects a line of buildings or all of them is always listed, and the same goes for abilities that affect your team. Ability cooldowns are listed as “2nd ability cooldown time/3rd ability cooldown time”. The ability number that contains the ability type is always listed first. If the ability only has a chance to be activated, it will state this, with the percentage of the abilities activation listed before the percentage associated with the ability. This may all seem complicated at first, but I promise it’s simple once you go take a look at it. You should always check to see if your monster has its maxed stats, and review any damage altering stats (if applicable) its abilities have before locking it into a team.

Can I finally have the link?
Yes! ... e4e98bb853

Monster Team Examples

After creating the chart provided above, I decided to try to utilize it to its utmost potential: creating 27 raiding teams that can take down a reasonable legendary league defense. This allows you to gain the maximum number of medals in a league by raiding without using cooldowns or only using 1 or 2 monsters on a raid. I’ll be listing my process and results below.

Maxed monster abilities, stats, and labs are all assumed for the effectiveness of these teams. In addition, it is assumed that you are manually attacking, not using autobattle.

Remember that abilities do not stack. The most recent ability used will be the only active one. Also, abilities that do opposite things, DO cancel each other out. (A defense nerf will be replaced with a defense buff if that ability is used.)

Please keep in mind that using every monster means that how “good” each team is on average is significantly lower than if you only used a portion of your available monsters. I’ll be providing a smaller list of raid teams towards the end of this section which are all proven to work phenomenally together even against very high defenses.

Step 1:

The first thing I did is look at which monsters have specific negative effects on themselves or the team, and decided how best to counter them with another monster. Here are the monsters, and their example companion to combat the negative effect:

All Whiskarrs – Their 3rd ability places an 80% Attack Reduction on your team for 1 turn.

Solution: All Rhompus’ 1st abilities provide an Attack Buff for easy countering if desired.

All Plasmires – All Plasmires’ 2nd and 3rd abilities reduce their own speed/health/defense.

Solution: All Hydras’ 3rd abilities provide a Speed Buff, Health, and a Defense Buff. Their 1st ability provides a speed buff.

All Pockitz –Red Pockitz’s 3rd ability rewinds 40% from allies’ timers. Blue Pockitz’s 3rd ability slows your allies by 25% for 1 turn. Green Pockitz’s 3rd ability removes 25% Max Health from your allies.

Solution: Green norman’s 2nd ability provides a 45% speed buff for your team, used best before Red Pockitz’s 3rd ability. Red Ginsu’s 3rd ability provides a 25% Speed Buff for your team for 1 turn, and can be used slightly after Blue Pockitz’s 3rd ability to counter it’s remaining effect on your team. Any Maximus will provide steady enough healing to counter Green Pockitz’s 3rd ability.

All Bubbles – Red Bubbles’ 3rd ability drains 30% max HP from your team. Blue Bubbles’ 3rd ability stuns your team for 1 turn. Green Bubbles’ 3rd ability places a 50% Defense Nerf on your team for 1 turn.

Solution: Any Anubis will provide excellent health recovery for your team when used with Red Bubbles. Blue Anubis can provide a 55% shield with it’s 3rd ability, as well as providing healing afterwards and is best used before Blue Bubbles’ 3rd ability. Any Norman can use its 1st ability to counter Green Bubbles’ 3rd ability with a 25% Defense Buff for your team.

All Anubis’– Red and Blue Anubis sacrifice health with their third ability, but often have no problem recovering that health back as they are excellent healers. However, Green Anubis’ 3rd ability stuns himself for 1 turn, and a companion is useful to combat this.

Solution: Any Kudzu can use its 3rd ability directly after Green Anubis’ 3rd ability to un-stun the monster.

Red Dante – Red Dante’s 3rd ability sacrifices 15% of its own health when used.

Solution: Any Maximus will provide steady enough healing to counter Red Dante’s 3rd ability.

Step 2:

The next thing I did was look at which abilities work well together. Ideally, I didn’t want to overlap a specific ability on any given team as abilities do not stack. Most of these make sense once considered. Here’s what I’ve concluded:

An Attack Buff works well with a Defense Nerf.
DOT works well with Shields, Stuns, and Defense Buffs.
Slow works well with Fast Forward abilities, and Speed Buffs.
Shields work well with Attack Redirects.

Step 3:

Let’s face it, some monsters just suck. This is the main reason that most people don’t bother even attempting to use all of their monsters, and I can’t say I blame them. However, with the addition of Mythic Monsters, which can often carry their team to victory, teams can be balanced more evenly by pairing a “crappy” monster with a mythic one. Below (in no particular order) are the 10 most commonly accepted monsters to be lacking in usefulness:

Blue Bubbles
Blue Barf
Blue Mogu
Red Grim
Red Mogu
Red Mutt
Red Ginsu
Red Dante
Red Salty
Green Hach

Step 4:

So here’s where it all comes together. I considered ability synergy, ability cooldowns, monster speed, and overall damage output vs survivability. Many of you will disagree with this being the perfect combination of all monsters. You will be absolutely correct. My challenge to any of you who read this list and spot a team you feel isn’t up to par, is to improve it! Tell me what monsters you’d swap around and why! I’ll be taking comments into consideration and may change this list if you can provide a superior combination. The whole purpose of this guide is to help the community, and I consider its improvement to be a community project, so don’t hesitate to drop a comment below if you want to help! These teams are in no particular order, as the goal is to create the best median of team survivability using all monsters, and thus each team should be comparable to another on the list in its effectiveness.

The letter before each monster’s name denotes its color.

G Whiskarr – B Hydra – R Ginsu
B Whiskarr – G Norman – B Cragg
R Whiskarr – R Norman - B Salty
G Plasmire – G Pockitz – G Rompus
B Plasmire – B Norman – G Mutt
R Plasmire – B Ginsu – G Bubbles
B Pockitz – B Tosca - R Salty
R Pockitz – B Mogu – R Hydra
B Bubbles – B Anubis – B Naga
R Bubbles – B Maximus – G Hach
G Anubis – B Skids – R Cragg
R Dante – R Maximus – R Naga
R Poe – G Kudzu – R Hach
B Poe – B Kudzu – R Grimm
G Poe – R Kudzu – B Hach
G Skids – B Grimm – G Cragg
R Skids – G Grimm – R Lichard
R Om – G Eelectricus – B Blightwing
B Om - R Eelectricus – R Blightwing
G Om - B Eelectricus – G Ginsu
B Lichard – G Salty – R Mogu
B Barf – G Mogu – G Blightwing
R Barf – B Mutt – G Tosca
G Barf – B Dante – G Hydra
G Dante – G Maximus – G Naga
G Lichard – R Rompus – R Tosca
R Mutt – R Anubis – B Rompus

So about those teams you mentioned that we already know work well?...

Sure thing, just take a look at the ability combinations and you’ll see why they work so well together.

B Mutt - R Om - G Eelectricus
B Mutt – R Hach – G Kudzu
B Dante – G Cragg - R Eelectricus (Of course this infamous team made the list.)
B Whiskarr - G Dante - G Tosca
G Bubbles – B Hydra – R Norman
B Norman – G Rompus – R Kudzu
R Whiskarr – R Hydra – R Rompus
B Tosca – G Ginsu – R Plasmire
B Tosca – G Ginsu – B Hach
B Om – G Pockitz – G Anubis
B Mutt – G Mogu – G Anubis
G Whiskarr – B Anubis – R Tosca
B Mutt - B Dante - B Norman

Miscellaneous Tips

Leave your defense at 0 until you can beat the final mission of the conquer zone. Otherwise, you’ll just waste gold in the long-run by having to sell old buildings and build new ones.

Build red resource buildings if you play semi-frequently, as these produce gold the fastest, and uncollected gold cannot be stolen.

The 2-hour event cycle is: Blob Eating, Monster Creating, City Building, Gold Collecting, Medal Earning, and then it repeats.

You can send feedback or request help from the game’s support team by pressing the “?” in the top right of the main menu, and then pressing the green “HELP” button.

You will receive a 2-hour shield when you have been attacked and failed to defend against it 4 times, where the time between each attack is under 10 minutes. Each time you attack a rival, this effect resets.

As frustrating as it may be, you will want to save your gold blobs until you are ready to upgrade your Arctica defensive structures, as their prices are extremely high.

Nukes are the fastest monster class, followed by supports, and then finally tanks. If you have two monsters with the same speed, the one farthest to the left attacks first.

Join a faction ASAP, as you will receive hourly rewards in your inbox, and can participate in Holo-Missions. You can also request help with speeding up your cooldowns for free!

If you wish to spend money on the game, buy the VIP card, as it is the best deal for Element X. Trial Tokens are by far the way to go if you want the most bang for your buck, as these will allow you to obtain nearly every resource in the game, as well as leveling up your monsters when used.

Save limit releasers you receive until you have 4 (needed to unlock the mythic limited release holo missions) as these are by far the best bang for your buck.

Buy the 250 Element X chest in the store each week if you can. The double XP is beyond worth it. Remaining Element X is best used on energy.

Research your monster elements first, as well as your monster specific upgrades for the ones you use most often. Worry about your cities elemental defense late game.

Do your best to focus on a single powerful team until you complete all of the conquer zone.

Highly Requested Features

These are some of the most requested features to be added to Smash Monsters.

Event drops that are unused are converted into something.

An option to use multiple speed-ups at once.

An option to autobattle multiple levels of a Holo-Mission or Trials of Adrena.

A replacement for the monster creation event.

A fix for the constant onslaught of Smash’s Charm notifications.

A reward for defending an attack on your city.

A revamp of the in-game achievements.

The ability to save raid teams for fast selection when attacking.

Fix autobattle ability usage for some monsters.

The return of daily monsters which granted additional drops if used.


I’d like to thank all the people who eased my way in compiling information and creating this guide. There are far too many names to list, but you know who you are. I hope for this guide to be my legacy, and relevant to players for a long time to come. I will update as needed, until my time on Smash comes to an end. If you have any questions, corrections, or suggestions, I’d love to hear them! Just drop a comment below!

~Captain Daddy
Last edited by Captain-Daddy on Dec 4 2017, 4:46pm, edited 5 times in total.
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Re: The Magical Smash Multiguide 2.0

Postby L3G3ND_Z3R0 » Aug 22 2017, 4:22am

very nicely done
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Re: The Magical Smash Multiguide 2.0

Postby -Lilly- » Aug 22 2017, 4:33am

WOW 10/10 nice I need a hug
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Re: The Magical Smash Multiguide 2.0

Postby Papi » Aug 22 2017, 4:51am

If only you could've done this sooner.. You could've saved Smash. Great job man. I'm sure many others such as myself will appreciate the hard work, time, and determination you've put in to this. On behalf of all of Smash and SMASH themself, thank you and killer job. Vote for Captain Zaddy 🏽
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Re: The Magical Smash Multiguide 2.0

Postby -IT- » Aug 22 2017, 6:00am

Feedback ata if you would like his to be permanently posted in the guides and strageties section of forums
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Re: The Magical Smash Multiguide 2.0

Postby Anexanhume » Aug 22 2017, 6:12am

Very well done.

I see a few issues around holo bonuses and tokens.

Max bonus is 30000%, not 3000%.

Finishing in league gets you holo crystal boosters, not holo crystals.

Finishing in the top 80% gets you boost and trial tokens. Not just 60%. For gold leagues and below, all league participants get boost and tokens (or maybe it's platinum? Need to check forum post on that).

Also here's a little tip I've not seen others mention. Monsters with hp drain like g pockitz and r bubbles will cancel out eels' multi turn heals, but they won't cancel Anubis' multi turn heals.
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Re: The Magical Smash Multiguide 2.0

Postby Captain-Daddy » Aug 22 2017, 6:19am

I've updated it! Thank you for pointing that out! (:
Last edited by Captain-Daddy on Aug 22 2017, 6:26am, edited 1 time in total.
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Re: The Magical Smash Multiguide 2.0

Postby MonsterMine2 » Aug 22 2017, 6:21am

Captain-Daddy wrote:All Anubis’– Red and Blue Anubis sacrifice health with their third ability, but often have no problem recovering that health back as they are excellent healers. However, Green Anubis’ 3rd ability stuns himself for 1 turn, and a companion is useful to combat this.

Solution: Any Kudzu can use its 3rd ability directly after Green Anubis’ 3rd ability to un-stun the monster.

I am not nitpicking much, But from what I know about Kudzu, He removes ALL status effects, buff or nerf. So doing his 3rd ability after G Anubis' speed buff will just remove the speed buff(also his stun) which is a waste.

But other than that this thread is very up to date and really fixed to help newer players, If only this was done sooner
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Re: The Magical Smash Multiguide 2.0

Postby Captain-Daddy » Aug 22 2017, 6:25am

Yes, this is true, monster! You would need to place the monster you intended to buff so that it uses the ability you wish to buff after the Anubis buffs it, but before the Kudzu removes. So essentially another support monster, and it must be to the left of Kudzu.
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Re: The Magical Smash Multiguide 2.0

Postby Anexanhume » Aug 22 2017, 6:31am

Another thing worth mentioning for new players is that some of these monsters are not recommended until they've transformed sufficiently. For example, I don't recommend r hach until B3 because his stun % chance jumps from 40 to 70% then. Before that, I would avoid him.
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