Monster Sanctuary - Abandoned Tower Keeper Duels Guide

Monster Sanctuary - Abandoned Tower Keeper Duels Guide

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A mediocre guide to defeating the various keeper duels in the Abandoned Tower area of the game.

Foreward

This is a not-at-all-brief guide to the five(!) keeper duels in the final area of the game, the Abandoned Tower.

I'm Warning You Now: There Be Spoilers Abound. This Is The Final Area Of The Game. I Will Not Be Attempting To Hide Them. 

In the interests of making this guide both useful AND accessible to players seeking help, I have done the following:

  • One team to rule them all. Aside from swapping in Sutsune for the final boss (Mad Lord), I used the same lineup for all 5 keeper duels. The same team and equipment was used in progressing through the wild encounters in the Abandoned Tower and capable of 5-starring each fight, as well.
  • Only easily-acquirable shifts. I originally wanted to do this without ANY shifts, but the teams I came up with weren't able to win as reliably as I would have liked. So instead, we have 3 shifted monsters, all from the first two areas of the game: Light Magmapillar, Dark Fungi, and Light Catzerker.
  • Easily acquirable monsters. Aside from potentially Sutsune, you're likely to already have the monsters in question for this guide (though possibly you may need to farm the shifts mentioned above, sorry :( )
  • Nothing from the secret area of the game.
  • Nothing from Reward Boxes. Aside from a couple level 1s at the beginning of the game, I didn't even open any.
  • No Champion monsters. I didn't want to risk readers having hatched a champion early in the game and needing to spend like 20 level badges to get it up to snuff.
  • Underleveled VS each encounter.
  • No ultimate abilities.
  • Equipment at +4 or lower, unless acquired from a chest (or possibly an enemy drop in Underworld, I didn't keep too close of track - sorry). I never upgraded an item to +5 at the smith in this playthrough.
  • Food I had on hand, not purchased.

Equipment-wise, the only thing I'm using that MAY be annoying to get (I'm not sure) is the sheer number of Bracelets I'm using. I don't think I got any from drops, but if I did - Druid Oaks in the Ancient Forest will occasionally drop Bracelets, if you need any more.

As a result, even if you copy the team and strategy that I used and still struggle, I've left room for improvement - +5 gear, better food, reward box equipment (especially duplicate uniques), and level 40 with its consequent access to ultimate abilities.


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Hopefully this helps! :)


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And without further ado, let's first dive into the team that I used, and then we'll examine each keeper encounter in turn.


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My Team & Overall Strategy (A Sample Composition)


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Because I wanted a small core team capable of handling each of the fights in the Tower without much or any adjustment, I had few options in front of me.


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I needed a team that stayed alive AND dealt damage regardless of enemy lineup, strengths, and weaknesses.


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After some thought, I went with a shielding-heavy team that focused around (like last time in my Zosimos guide) debuff damage, since debuffs deal respectable amounts of damage even against enemies resistant to them.

The Lineup
  • Dark-shifted Fungi. You'll almost assuredly have to farm this guy up, my apologies, but Curse Chain with the number of debuffs he doles out is simply too good to pass up. His combination of Poison damage, Weakness damage mitigation AND Weakness-based damage amplification, with the number of debuffs he can apply to the entire team in a single action (with some luck), is unparalleled. The fact that he auto-heals for a respectable amount AND cleanses one debuff per turn from himself is icing on the case (he is, in fact, the primary healer of the opening lineup!).
  • Light-shifted Magmapillar. This little dude is perhaps the strongest shielder in the game, and is easily acquired at that (I had 5 copies of the light-shifted version when I went to make this team!). The light-shifted version's inherent damage reduction is paramount in keeping it alive against strong ice attacks. Magmapillar will never attack, but that's OK - with Fire Shield doling out 2 Burn debuffs per use (which, with his Initial Burn passive, ensures a Burn application on each opposing monster on Turn 1), his damage is surprisingly respectable nonetheless.
  • Unshifted Arachlich. Either shift would be better for our purposes, but I didn't want to potentially condemn the readers to trying to farm up a specific shift. Either way, Arachlich's combination of Multi-Chill, Congeal, and an AOE Chill attack means that he's immediately both doling out damage and restricting the power of the abilities used by enemy monsters, allowing him, like the other two, to perform both an offensive and a defensive role at the same time.
  • Unshifted Imori. Again, either shift would probably be better. Imori's role in the lineup is to replace a slain Arachlich and continue to dole out Congeal damage and Chill debuff applications. He's not nearly as good as Arachlich himself for this purpose, but instead serves as a stopgap between Arachlich's death and your debuffs finishing the fight.
  • Light-shifted Catzerker. A heavy-hitter that often fully-heals your entire party? Sign me up. Catzerker's another fight-finisher, brought in when either Fungi or, heaven forbid, Magmapillar is slain. He's another stopgap, hoping to keep the party healed while the debuffs applied by the first three monsters finish the fight. His bleed applications certainly don't hurt, though!
  • Unshifted Sutsune / Free space. This monster sees little, if any, use in the keeper duels. You can use whichever monster appeals to you for this space, although I'll caution you to use Sutsune for the final duel against Marduk - the same team you use against Marduk is ALSO used against the final boss, and Sutsune is paramount in slaying that boss reliably. Until I got Sutsune, I used an unshifted Mad Eye, and was unhappy with its performance. If I did this again, I'd at least consider using a Manticorb instead.

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For equipment, food, and skills... I'm just going to post screenshots of what I used.


Monster Sanctuary - Abandoned Tower Keeper Duels Guide image 25Equipment & Food
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Some notes on Equipment and Food:


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  • On a do-over, I'd probably drop the Grapes from Arachlich in favor of more HP. The grapes were for helping to 5-star the wild monster trash encounters and for using this guy against Champions.
  • I believe Bananas are for sale in the Keeper Stronghold at this point, if you want to really boost up the HP of your monsters. Peanuts are as well, although I had a bunch on hand from clearing the Mystical Workshop.
  • If you're struggling with or don't want to bother with 4-starring Brutus for the Dumbbell, you can probably use a Coat on Catzerker instead. It'll lower his base damage (and thus healing), but the crits will be a bit more reliable.

Monster Sanctuary - Abandoned Tower Keeper Duels Guide image 31Skills
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These skill allocations likely aren't optimal, but they sufficed for my needs, at least. :)

Fight Strategy

1) Open with Fungi, Magmapillar, and Arachlich.


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2) For turn one, use Fire Shield, then (usually) Ice Storm or (if they have a strong front-load of damage)Shadow Storm.

3) For the remainder of the time that these 3 monsters are alive: Fungi uses either Poison Cloud (if you want the opponents' health kept relatively even) or Beating (if you want to focus-fire down a specific monster). Magmapillar usually just spams Fire Shield, but may opt to use Sustain if shield levels are high (or regular Shield if he's been chilled a lot and is having mana issues). Arachlich proooobably spams Shadow Storm to keep blind applications on enemies, but can Encapsulate (when healing is DIRELY needed) or Ice Storm (when Chill applications are paramount).

4) Depending which monster dies first: If Arachlich perishes, bring in Imori. If Magmapillar or Fungi perishes, bring in Catzerker.

5) Imori is likely going to spam Ice Spear Volley to dole out some Bleeds and Chills. Or possibly (if you're in REALLY bad shape) use some items. Catzerker is almost always going to use Long Slash, or pooooossibly Fire Claws to focus down a single target (note that Fire Claws is NOT going to heal the party as much!). Any remaining members of the original 3 monsters retain the above strategy.

6) If Sutsune enters the party, use Quicken if you can afford it health/debuff wise, and otherwise spam Mass Restore (or, if you really need to purge buffs, Cleansing Fire - although the amount of buffs flying around in most of these duels renders this an unpalatable option).

7) When not using Sutsune, you can use a 6th monster of your choosing. It should probably be defensive in nature, and capable of clearing debuffs - the biggest weakness of this team is debuff management.

This above strategy resulted in at least a 90% win rate against the 5 keeper duels in Abandoned Tower. I believe I lost against Zosimos once or twice, and I fought each keeper for five victories each. I didn't track my losses, regretfully, but they were few and far between.

Fight Overview: Will

Before you even manage to enter the Abandoned Tower, Will ambushes you from behind with a Keeper Duel!

His lineup covers the elemental gamut both in offense and defense, although, notably, nothing is strong against Water, nor does he have any "blanket" resistances (or weaknesses) against physical, magical, or debuff damage. This means that water damage and Chill/Congeal are going to be universally effective in this fight.

Monster Overviews

Light-shifted Frosty

  • Weaknesses: Wind damage.
  • Resistances: Fire damage.
  • Known Attacks: Safecast (almost always used on first turn), Ice Storm, Chill Wind.
  • Notable Passives: Multi Chill, Buff Mastery (Frosty can apply 1 extra copy of each buff)
  • Kill Priority: High. The rest of the duel becomes problematic if he lands too many chills on your party.

Light-shifted Silvaero

  • Weaknesses: Earth damage.
  • Resistances: Wind damage.
  • Known Attacks: Ice Storm (seriously, I never saw him cast anything else).
  • Notable Passives: Holy Presence (each buff action by any party member applies 1 additional random buff)
  • Kill Priority: Moderate. He hits hard and applies chill.

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Light-shifted Mega Rock

  • Weaknesses: Fire damage.
  • Resistances: Earth damage.
  • Known Attacks: Fiery Punches, Earthquake
  • Notable Passives: Age, Utopia (Every monster in party gains 3 charge stacks at the beginning of the turn)
  • Kill Priority: Low. Despite him getting stronger every turn with Age and applying charge stacks each turn, he's actually not a huge threat. If you're using a debuff-oriented team, he'll perish to Burn/Congeal without needing to focus-fire him.

Dark-shifted Magmamoth

  • Weaknesses: Water damage.
  • Resistances: Fire damage.
  • Known Attacks: Firestorm, Air Sickle
  • Notable Passives: Assault Shielding (Gains a shield for each critical hit he lands), Fuel(?), Multi Burn(?)
  • Kill Priority: Very high. Magmamoth is Will's heavy hitter, and he WILL kill your monsters if allowed to live.

Light-shifted Megataur

  • Weaknesses: Fire damage.
  • Resistances: Earth damage.
  • Known Attacks: Fiery Punches, Earthquake
  • Notable Passives: Age, Utopia (Every monster in party gains 3 charge stacks at the beginning of the turn)
  • Kill Priority: Low. Despite him getting stronger every turn with Age and applying charge stacks each turn, he's actually not a huge threat. If you're using a debuff-oriented team, he'll perish to Burn/Congeal without needing to focus-fire him.

Light-shifted Beetloid

  • Weaknesses: Earth damage.
  • Resistances: Wind damage.
  • Known Attacks: Ice Storm (seriously, I never saw him cast anything else).
  • Notable Passives: Holy Presence (each buff action by any party member applies 1 additional random buff)
  • Kill Priority: Moderate. He hits hard and applies chill.

Fight Overview: Ostanes & Vallalar

These two claim they have a perfected strategy that nothing can stand against.

They're mistaken. I found this to be the easiest of the five keeper duels in the Abandoned Tower.

Again, the opposing lineup here runs the gamut of weaknesses and resistances, including, this time, inclusion of resistances and strengths against physical, magical, and debuff damage. In fact, the opening lineup guarantees that at least some of your damage will be resisted.

As far as I can TELL, these two were focusing on a debuff-oriented strategy and using Catzerker as a sweeper against your debuffed-and-weakened party. While in theory that would be a nightmare against my personal strategy (outlined above), the lack of Chill largely allows Magmapillar to out-shield the incoming debuff damage.

Monster Overview

Light-shifted Goblin Warlock


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  • Weaknesses: Physical damage.
  • Resistances: Magical damage.
  • Known Attacks: Thunderstorm; never saw him cast anything else. In theory he could also use Thunder Strike, Poison Cloud, and Mass Restore, but I never saw him use anything other than Thunderstorm.
  • Notable Passives: Supremacy (Any monster applying a debuff gains 2 charge stacks), Age.
  • Kill Priority: High-ish? I'd take him out first just in case he has access to the aforementioned abilities - Mass Restore in particular would be a day-ruiner.

Dark-shifted Mad Eye

  • Weaknesses: Magical damage.
  • Resistances: Physical damage, debuff damage.
  • Known Attacks: Thunderstorm. Again, never saw him cast anything else.
  • Notable Passives: Age, Debuff Mastery (Mad Eye can apply 1 additional stack of each debuff).
  • Kill Priority: Low-ish. His thunderstorm doesn't hit very hard, and you're gonna be at max stacks of Shock before long anyway. Age is a nuisance in allowing him to live a while, but I never saw him become a threat.

Dark-shifted Qilin

  • Weaknesses: Debuff damage.
  • Resistances: Water damage, Wind damage.
  • Known Attacks: Ice Storm. Never saw him use anything else.
  • Notable Passives: Shadow Proc (his attacks get an additional strike)
  • Kill Priority: Medium, unless he lands chill on your team early - then low. You mostly just want to avoid that Chill, his damage seemed lackluster.

Light-shifted Salahammer

  • Weaknesses: Water damage.
  • Resistances: Fire damage.
  • Known Attacks: Firestorm, Air Sickle
  • Notable Passives: Assault Shielding (Gains a shield for each critical hit he lands), Fuel(?), Multi Burn(?)
  • Kill Priority: Very high. Magmamoth is Will's heavy hitter, and he WILL kill your monsters if allowed to live.

Dark-shifted Catzerker

  • Weaknesses: Earth damage.
  • Resistances: Wind damage.
  • Known Attacks: Ice Storm (seriously, I never saw him cast anything else).
  • Notable Passives: Holy Presence (each buff action by any party member applies 1 additional random buff)
  • Kill Priority: Moderate. He hits hard and applies chill.

Dark-shifted Toxiquus

  • Weaknesses: Wind damage.
  • Resistances: Fire damage.
  • Known Attacks: Safecast (almost always used on first turn), Ice Storm, Chill Wind.
  • Notable Passives: Multi Chill, Buff Mastery (Frosty can apply 1 extra copy of each buff)
  • Kill Priority: High. The rest of the duel becomes problematic if he lands too many chills on your party.

Fight Overview: Zosimos

One of the more difficult encounters, Zosimos Round 2 causes a lot of grief and strife for new/casual players.

Looking at his team, we see that, like the first fight with Zosimos, physical attackers are going to have a bad time against his lineup. We further see some debuff resistances and some water resistances, meaning Chill/Congeal is also going to falter some in this fight. Also of note is that his team grows more threatening the longer they live, due to Age stacks, and many of them possess the ability to clear buffs off of your monsters.

Further, his opening lineup is brutal - Grummy and G'rulu will apply a TON of regeneration stacks on their entire party every turn (to an easily-achieved maximum of five stacks!!), and his Mad Eye is both applying a lot of Charge stacks to pump up damage and applying a ton of debuffs itself. Even worse, the Elderjel that comes out next hits like a TRUCK, meaning your team (with all the Armor Breaks that a G'rulu can wish for) is going to get hit HARD when it appears. The last two monsters, Nautilid and Mega Rock, are much less of a problem, from what I remember - getting through Zosimos' opening and back-up salvos are the key to winning this fight.


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However, all that said, he's definitely beatable. His Grummy takes a ton of damage from Burn - a single application, boosted by some debuff-strengtheners, can out-pace its regeneration! And if you can kill his Grummy early, his team kinda crumbles apart.

Monster Overview

Light-shifted Mad Eye

  • Weaknesses: Magical damage.
  • Resistances: Physical damage, debuff damage.
  • Known Attacks: Thunderstorm. Again, never saw him cast anything else.
  • Notable Passives: Age, Debuff Mastery (Mad Eye can apply 1 additional stack of each debuff).
  • Kill Priority: Low-ish. His thunderstorm doesn't hit very hard, and you're gonna be at max stacks of Shock before long anyway. Age is a nuisance in allowing him to live a while, but I never saw him become a threat.

Dark-shifted Grummy

  • Weaknesses: Fire damage.
  • Resistances: Earth damage.
  • Known Attacks: Fiery Punches, Earthquake
  • Notable Passives: Age, Utopia (Every monster in party gains 3 charge stacks at the beginning of the turn)
  • Kill Priority: Low. Despite him getting stronger every turn with Age and applying charge stacks each turn, he's actually not a huge threat. If you're using a debuff-oriented team, he'll perish to Burn/Congeal without needing to focus-fire him.

Light-shifted G'rulu

  • Weaknesses: Wind damage.
  • Resistances: Fire damage.
  • Known Attacks: Safecast (almost always used on first turn), Ice Storm, Chill Wind.
  • Notable Passives: Multi Chill, Buff Mastery (Frosty can apply 1 extra copy of each buff)
  • Kill Priority: High. The rest of the duel becomes problematic if he lands too many chills on your party.

Dark-shifted Elderjel

  • Weaknesses: Neutral damage.
  • Resistances: Water damage, Debuff damage.
  • Known Attacks: Thunderstorm, possibly Whirlpool, some sort of Fire spell (probably Heat Shimmer).
  • Notable Passives: Age, Mana Conflux.
  • Kill Priority: Oh so high. Despite favoring an AOE, he simply hits so hard that he's gotta be killed ASAP, especially since, with Age, he gains more strength the longer he's alive.

Dark-shifted Nautilid

  • Weaknesses: Wind damage, Debuff damage.
  • Resistances: Physical damage.
  • Known Attacks: Slime Shot, Acid Rain. He's also got a Wind attack, but I never saw him use it.
  • Notable Passives: Age, Debuff Mastery, Blind.
  • Kill Priority: Low. He's annoying, what with the blinds and the double-stacks of Poison, but everything else presents a larger actual threat to your team.

Dark-shifted Mega Rock

  • Weaknesses: Fire damage.
  • Resistances: Earth damage.
  • Known Attacks: Fiery Punches, Earthquake
  • Notable Passives: Age, Utopia (Every monster in party gains 3 charge stacks at the beginning of the turn)
  • Kill Priority: Low. Despite him getting stronger every turn with Age and applying charge stacks each turn, he's actually not a huge threat. If you're using a debuff-oriented team, he'll perish to Burn/Congeal without needing to focus-fire him.

Fight Overview: Chymes

(Screenshot isn't my own - I forgot to screenshot Chymes and Marduk. Grabbed those two fight screenshots from Youtube "Let's Play" video playthroughs by Tran Plays)

The Chymes fight is going to be a bit different for every player - he uses the three spectral familiars that were not selected by the player at the beginning of the game. Because I personally selected Spectral Toad, I don't know what abilities Chymes' version uses.


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That said, I personally felt that the majority of the challenge against Chymes came from his first three monsters - that lineup is a pretty solid one.

Further, Chymes' team is entirely comprised of Spirit-typed monsters, with the tribal buffs to go along with them, meaning he's got synergy in spades. This makes the fight all that much tougher - they apply tons of buffs to one another, get huge amounts of shields in the process, and those buffs are stronger per application.

Finally, the Chymes encounter is almost guaranteed to get 3-4 stacks of Chill on each of your monsters at a rapid pace. You'll need to bring along a substantial amount of debuff purging and/or stack extra mana regeneration on monsters, especially ones that need to use high-cost abilities without lower-level alternatives (e.g. Magmapillar's Fire Shield).

Monster Overview

Light-shifted Frosty

  • Weaknesses: Wind damage.
  • Resistances: Fire damage.
  • Known Attacks: Safecast (almost always used on first turn), Ice Storm, Chill Wind.
  • Notable Passives: Multi Chill, Buff Mastery (Frosty can apply 1 extra copy of each buff)
  • Kill Priority: High. The rest of the duel becomes problematic if he lands too many chills on your party.

Dark-shifted Specter

  • Weaknesses: Magical damage.
  • Resistances: Physical damage, debuff damage.
  • Known Attacks: Thunderstorm. Again, never saw him cast anything else.
  • Notable Passives: Age, Debuff Mastery (Mad Eye can apply 1 additional stack of each debuff).
  • Kill Priority: Low-ish. His thunderstorm doesn't hit very hard, and you're gonna be at max stacks of Shock before long anyway. Age is a nuisance in allowing him to live a while, but I never saw him become a threat.

Light-shifted Sycophantom

  • Weaknesses: Fire damage.
  • Resistances: Earth damage.
  • Known Attacks: Fiery Punches, Earthquake
  • Notable Passives: Age, Utopia (Every monster in party gains 3 charge stacks at the beginning of the turn)
  • Kill Priority: Low. Despite him getting stronger every turn with Age and applying charge stacks each turn, he's actually not a huge threat. If you're using a debuff-oriented team, he'll perish to Burn/Congeal without needing to focus-fire him.

Dark-shifted Lion

  • Weaknesses: Wind damage.
  • Resistances: Fire damage.
  • Known Attacks: Safecast (almost always used on first turn), Ice Storm, Chill Wind.
  • Notable Passives: Multi Chill, Buff Mastery (Frosty can apply 1 extra copy of each buff)
  • Kill Priority: High. The rest of the duel becomes problematic if he lands too many chills on your party.

Dark-shifted Spectral Eagle

  • Weaknesses: Water damage.
  • Resistances: Fire damage.
  • Known Attacks: Firestorm, Air Sickle
  • Notable Passives: Assault Shielding (Gains a shield for each critical hit he lands), Fuel(?), Multi Burn(?)
  • Kill Priority: Very high. Magmamoth is Will's heavy hitter, and he WILL kill your monsters if allowed to live.

Dark-shifted Spectral Wolf

  • Weaknesses: Earth damage.
  • Resistances: Wind damage.
  • Known Attacks: Ice Storm (seriously, I never saw him cast anything else).
  • Notable Passives: Holy Presence (each buff action by any party member applies 1 additional random buff)
  • Kill Priority: Moderate. He hits hard and applies chill.

Dark-shifted Spectral Toad

  • Weaknesses: Fire damage.
  • Resistances: Earth damage.
  • Known Attacks: Fiery Punches, Earthquake
  • Notable Passives: Age, Utopia (Every monster in party gains 3 charge stacks at the beginning of the turn)
  • Kill Priority: Low. Despite him getting stronger every turn with Age and applying charge stacks each turn, he's actually not a huge threat. If you're using a debuff-oriented team, he'll perish to Burn/Congeal without needing to focus-fire him.

Fight Overview: Marduk

(Again, image is from a screenshot of Tran Plays' Let's Play series of Monster Sanctuary).

The final duel.

And, because it's not the final BATTLE, it's actually kinda easier than the last two duels you've encountered.

This fight consists of two 3-monster teams. The first is an Occult team, comprised of Mad Eye, Sutsune, and Asura. The second is a Dragon team of Dracogran, Dracozul, and Draconoir. The Occult team has zero synergy with the Dragon team and vice versa, meaning one potential key to victory is to prevent the Dragons from appearing with one another as much as realistically possible.

The BIG threat in this encounter is, surprisingly, the Sutsune. She provides the primary buff stealing mechanic for Marduk's team, buffs her team with annoying buffs, and both heals/purges debuffs from her entire team at once and steals your buffs with her own attacks. Once she's down, the opposition will no longer fuel themselves with your own buffs, and they have no further methods of removing debuffs from themselves (I think), allowing you to progress semi-smoothly through the rest of the fight.

Monster Overview

Dark-shifted Mad Eye

  • Weaknesses: Magical damage.
  • Resistances: Physical damage, debuff damage.
  • Known Attacks: Thunderstorm. Again, never saw him cast anything else.
  • Notable Passives: Age, Debuff Mastery (Mad Eye can apply 1 additional stack of each debuff).
  • Kill Priority: Low-ish. His thunderstorm doesn't hit very hard, and you're gonna be at max stacks of Shock before long anyway. Age is a nuisance in allowing him to live a while, but I never saw him become a threat.

Light-shifted Sutsune

  • Weaknesses: Earth damage.
  • Resistances: Wind damage.
  • Known Attacks: Ice Storm (seriously, I never saw him cast anything else).
  • Notable Passives: Holy Presence (each buff action by any party member applies 1 additional random buff)
  • Kill Priority: Moderate. He hits hard and applies chill.

Dark-shifted Asura

  • Weaknesses: Water damage.
  • Resistances: Fire damage.
  • Known Attacks: Firestorm, Air Sickle
  • Notable Passives: Assault Shielding (Gains a shield for each critical hit he lands), Fuel(?), Multi Burn(?)
  • Kill Priority: Very high. Magmamoth is Will's heavy hitter, and he WILL kill your monsters if allowed to live.

Light-shifted Dracogran

  • Weaknesses: Physical damage.
  • Resistances: Magical damage.
  • Known Attacks: Thunderstorm; never saw him cast anything else. In theory he could also use Thunder Strike, Poison Cloud, and Mass Restore, but I never saw him use anything other than Thunderstorm.
  • Notable Passives: Supremacy (Any monster applying a debuff gains 2 charge stacks), Age.
  • Kill Priority: High-ish? I'd take him out first just in case he has access to the aforementioned abilities - Mass Restore in particular would be a day-ruiner.

Dark-shifted Dracozul

  • Weaknesses: Physical damage.
  • Resistances: Magical damage.
  • Known Attacks: Thunderstorm; never saw him cast anything else. In theory he could also use Thunder Strike, Poison Cloud, and Mass Restore, but I never saw him use anything other than Thunderstorm.
  • Notable Passives: Supremacy (Any monster applying a debuff gains 2 charge stacks), Age.
  • Kill Priority: High-ish? I'd take him out first just in case he has access to the aforementioned abilities - Mass Restore in particular would be a day-ruiner.

Light-shifted Draconoir

  • Weaknesses: Physical damage.
  • Resistances: Magical damage.
  • Known Attacks: Thunderstorm; never saw him cast anything else. In theory he could also use Thunder Strike, Poison Cloud, and Mass Restore, but I never saw him use anything other than Thunderstorm.
  • Notable Passives: Supremacy (Any monster applying a debuff gains 2 charge stacks), Age.
  • Kill Priority: High-ish? I'd take him out first just in case he has access to the aforementioned abilities - Mass Restore in particular would be a day-ruiner.
Final Notes

There are a couple potential ways to control your opposition on this fight - because the synergies of the second 3 monsters are so high with one another, you want to leave alive any monsters you SAFELY can from the first three to avoid the Dragons from pairing/tripling up on you.

The first is to simply focus-fire them down as best you can, in the order of Sutsune, Dracogran, Dracozul, Draconoir, Asura, and Mad Eye.

The second is to kill Sutsune, then try to use AOEs to kill Dracogran/Mad Eye/Asura as close to one another as possible so you only face 2 Dragons at once at the end.

Asura may hit hard, but Dracogran and Draconoir both hit harder, ESPECIALLY if they have support from Dracozul. You want to do your absolute best to avoid Dracozul appearing with either of his buddies.

Afterword

I apologize for the rough-shod analysis/"analysis" sections for this guide. I'm hoping to swing back around and flesh those sections out more in time, but (as with the previous guide), no guarantees. Thus why I entitled it "Mediocre". :)

I am absolutely open to other composition suggestions, especially ones that don't rely heavily on specifically-shifted monsters (as one of the goals of this guide is for ACHIEVABLE example compositions), as well as further analysis/findings on the various fights.

The Abandoned Tower is one hell of a final area, boasting some exceptionally challenging encounters that truly earn it the title, "The Final Area." If you are/were struggling with any of them, I hope this guide helps/helped!

W.I.P.

Source: https://gameplay.tips/guides/9182-monster-sanctuary.html					

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