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This is the main article for Battle. For the category, see Category:Battle.
Battle
"Don't worry, you can do it!

Try training your Monsters to higher levels, or adding new Monsters to your team."

Message upon failing a battle.
"You are victorious!"
Old message upon winning a battle.

Battling is a game mechanic tied to The Colossingum in My Singing Monsters, introduced in Version 3.0.

Overview[]

To enter a battle, the player must first form a team of up to 3 ally Monsters. Their role is to eliminate the other team's Monsters by draining all their stamina through singing moves. Each move drains a certain amount of stamina, and the amount can be increased or decreased with certain elemental interactions between the type of move and the enemy Monster's elements. There is roughly up to ±10% damage deviation in how much damage a Monster does, which is actually quite large considering that RNG may turn the tides of the battle in favor or against the favor of the player. In all battles, including versus mode, the player's Monsters (on the left) go first.

There are two modes in which players can battle. In both modes, successfully completing a battle awards Battle Experience, Medals, and other special rewards.

  • Quests, in which players battle against series of predetermined bots in a sequence.
  • Versus, in which players are matched against other players' bot-controlled Monsters in competitive ranked tournaments. In this mode, bots are able to swap with each other and conserve health.

Training Monsters[]

All Monsters start out weak and have only learned one move upon being hatched and placed onto The Colossingum. Training Monsters increases their current stats by 10%, and every 5 levels, the Monsters learn up to three new moves. Training Monsters to the next level becomes more expensive and takes longer more quickly per every level upgrade. Here is a table of Monster stats, training cost, and time compared to the same level 1 Monster:

Level of Monster Stamina and
Power Compared
to Level 1
Time
Increase
Time
Compared to
Level 1
Cost
Increase
Cost
Compared to
Level 1
1 x1 N/A x1 N/A x1
2 x1.1 x2 x2 x2 x2
3 x1.21 x2 x4 x2 x4
4 x1.331 x2 x8 x4 x16
5 x1.464 x1.5 x12 x1.5 x24
6 x1.61 x1.5 x18 x1.5 x36
7 x1.771 x1.5 x27 x1.5 x54
8 x1.948 x1.5 x40.5 x1.5 x81
9 x2.143 x1.5 x60.75 x4.213 x512
10 x2.357 x1.33 x80.79 x1.33 x680.96
11 x2.593 x1.33 x107.46 x1.33 x905.67
12 x2.853 x1.33 x142.92 x1.33 x1,204
13 x3.138 x1.33 x190.08 x1.33 x1,602
14 x3.452 x1.33 x252.81 x10.176 x16,384
15 x3.797 x1.25 x316.01 x1.25 x20,480
16 x4.177 x1.25 x395.02 x1.25 x25,600
17 x4.594 x1.25 x493.78 x1.25 x32,000
18 x5.054 x1.25 x617.22 x1.25 x40,000
19 x5.559 x1.25 x771.53 x1.25 x50,000
20 x6.115 N/A N/A N/A N/A

Base Strength and Resistance[]

Before elemental relations are calculated, a Monster's base strength and damage resistance are determined based on how many elements it has.

  • Base strength multiplies the damage inflicted by a Monster:
    • Single Elementals deal base (1x) damage.
    • Double Elementals deal double (2x) damage.
    • Triple Elementals deal triple (3x) damage.
    • Quad Elementals deal quadruple (4x) damage.
  • Base damage resistance removes a certain percentage of the damage dealt to a Monster:
    • Single and Double Elementals have no base damage resistance (0%), and therefore will be affected by full damage.
    • Triple Elementals resist damage by 25%, taking only 75% of the full damage.
    • Quadruple Elementals resist damage by 50%, taking only half of the full damage.

Further strengths and weaknesses are determined by the element of the attack and the element(s) of the opposing Monster.

  • Strengths of strong attacks are determined by how many elements the opposing Monster has:
    • Single Elementals (except for Seasonals) receive 100% more damage from strong attacks.
    • Double Elementals receive 50% more damage from strong attacks.
    • Triple Elementals receive 33% more damage from strong attacks.
    • Quad Elementals receive 25% more damage from strong attacks.
  • Resistances from weak attacks are also determined by how many elements the defending Monster has:
    • Single Elementals (except for Seasonals) resist 50% of the damage from weak attacks.
    • Double Elementals resist 33% of the damage from weak attacks.
    • Triple Elementals resist 25% of the damage from weak attacks.
    • Quad Elementals resist 20% of the damage from weak attacks.

Elemental Relations[]

In the battle, Monsters can use two different types of moves:

  • Musical Portrait Musical moves, which simply deal basic damage.
  • Elemental moves, which can possess one of the Natural (Air PortraitPlant PortraitEarth PortraitWater PortraitCold Portrait) or Ethereal (Plasma PortraitShadow PortraitMech PortraitCrystal PortraitPoison Portrait) elements.

While Musical moves are only modified by base strength and resistance, the strength of Elemental moves is determined by the relation between their elements and those of the attacked Monster. Each element possesses its own resistance and weakness against two other elements while being neutral to all others.

Overall, weaknesses take priority over resistances. For example, even though a Quibble would theoretically be neutral against Plant, with Air and Water contradicting each other, it is actually weak against Plant, so when attacking a Quibble, Plant-element attacks are most useful because of this.

Natural Monsters are neutral to all Ethereal moves, and Ethereal Monsters are neutral to all Natural moves. Seasonal Monsters have no resistances or weaknesses, being neutral to both Natural and Ethereal moves. Ethereal Monsters are able to regenerate health by using Ethereal Element moves.

Natural Elemental Relations[]

  • Air Element is Strong against Plant Element, but Weak against Earth Element.
  • Plant Element is Strong against Water Element, but Weak against Air Element.
  • Earth Element is Strong against Air Element, but Weak against Cold Element.
  • Water Element is Strong against Cold Element, but Weak against Plant Element.
  • Cold Element is Strong against Earth Element, but Weak against Water Element.

Ethereal Elemental Relations[]

  • Plasma Element is Strong against Poison Element, but Weak against Shadow Element.
  • Shadow Element is Strong against Plasma Element, but Weak against Mech Element.
  • Mech Element is Strong against Shadow Element, but Weak against Crystal Element.
  • Crystal Element is Strong against Mech Element, but Weak against Poison Element.
  • Poison Element is Strong against Crystal Element, but Weak against Plasma Element.

Healing with Ethereal Attacks[]

Every Ethereal Monster has an Ethereal attack which can heal itself based on the output damage of the attack. View the table to learn more about the healing patterns of the Ethereal attacks. This also applies proportionally to how strong or weak the attack may be after strengths and weaknesses are applied.

Please note that more research may be needed to assume the correct information about this mechanism.

Minimum % Average % Maximum %
1st use 50% 75% 100%
2nd use 40% 60% 80%
3rd use 30% 45% 60%
4th use 20% 30% 40%
5th use 10% 15% 20%
6th use nil nil nil

Notes[]

  • The five Core Seasonal elements (Spooktacle PortraitHoliday PortraitValentine PortraitEaster PortraitSummer Portrait) are the only elements which are attributed to Monsters, but not moves.
  • The idea of certain elements beating other elements, as well as Monsters fighting using up to four different learned moves, is likely based on the Pokémon franchise, in which some of the elemental matchups are identical (e.g. Plant being strong against Water).
  • Strengths and weaknesses appear to be based on their element order, regardless of the single element's letter. (Earth < Cold < Water < Plant < Air < Earth)
    • Ethereal strengths and weaknesses are based the same way, with their element order also being the order in which they appear on the Natural Islands. (Plasma < Shadow < Mech < Crystal < Poison < Plasma)
    • The Natural Elemental strengths and weaknesses, however, do have some logic to them: Air can blow away plants, Plants absorb Water, Water melts snow (Cold), Cold causes weathering to Earth, and Earth temporarily cannot be blown away by air.
  • The message "Try training your Monsters to higher levels, or adding new Monsters to your team." can be misleading if the player has already upgraded their Monsters to the highest level or if they have the same monsters again.
  • If the player reaches the maximum level and wins a battle, an overjoyed Furcorn will appear.
Battle-Monsters-leftBattleBattle-Monsters-right
Tweedle (Battle)
Tweedle
Potbelly (Battle)
Potbelly
Noggin (Battle)
Noggin
Toe Jammer (Battle)
Toe Jammer
Mammott (Battle)
Mammott
Dandidoo (Battle)
Dandidoo
Cybop (Battle)
Cybop
Quibble (Battle)
Quibble
Pango (Battle)
Pango
Shrubb (Battle)
Shrubb
Oaktopus (Battle)
Oaktopus
Furcorn (Battle)
Furcorn
Fwog (Battle)
Fwog
Drumpler (Battle)
Drumpler
Maw (Battle)
Maw
Reedling (Breath Tweeter)
Reedling
Spunge (Battle)
Spunge
Thumpies (Battle)
Thumpies
Scups (Space Ploddity)
Scups
PomPom (Battle)
PomPom
Congle (Battle)
Congle
Pummel (Battle)
Pummel
Clamble (Battle)
Clamble
Bowgart (Battle)
Bowgart
T-Rox (Construction, a Head)
T-Rox
Shellbeat (Battle)
Shellbeat
Quarrister (Battle)
Quarrister
Deedge (Skrooball)
Deedge
Riff (Battle)
Riff
Entbrat (Spiral Engravings)
Entbrat
Ghazt (GKO)
Ghazt
Grumpyre (Dungeon Master)
Grumpyre
Reebro (Future So Bright)
Reebro
Jeeode (Darlin' Garlands)
Jeeode
Humbug (MailMon Mike)
Humbug
Whisp (Cute Corsair)
Whisp
Nebulob (Sticky Handed)
Nebulob
Sox (Business Casual)
Sox
Jellbilly (Propeller Beanie)
Jellbilly
Arackulele (Baseborn Busker)
Arackulele
Boodoo (Chande-leer)
Boodoo
Kazilleon (Lobster Role)
Kazilleon
Bellowfish (Take the Plunge)
Bellowfish
Dragong (Frill Thrill)
Dragong
Fung Pray (Awesome Saucer)
Fung Pray
Punkleton (Mouth Waterer)
Punkleton
Yool (Fir Suit)
Yool
Schmoochle (Dashing Suitor)
Schmoochle
Blabbit (Big Shell-Out)
Blabbit
Hoola (DJ Epic Drip)
Hoola
Battle Quests Costumes Versus Colossingum Translations
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