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Ancient

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Monsters, Starter, Regular, Superior, Emissary, Zenith, Legendary, Ancient

Ancient(2)


Ultra Slow

Appearance: Extremely Rare (0.01% Appearance chance)

Stats: 851+

Moves: Destructive

Number In Game: 51

Monster Battle Capacity:

Exceptional Ability

Player Battle Capacity:

Exceptional Ability

Recommended Catching Method:

Ultimate Box or any other box with a 1hp move used.

Level Speed: Ultra Slow

Description:

Ancient Monsters are the best of all monsters, with massively high stats and damage. Although super rare, with the highest stats and damage output, these monsters will dominate in battles. As of the moment, there are fifty one Ancient Monsters in the game.  Several of the Ancient Monsters were visually spoiled years before their addition, adding a great deal of hype to the creatures.

List of Ancient Monsters and their Types:

1. Arctle Ice/Water

2. Jolteta Bug/Electric

3. Drakosukus Rock/Dragon

4. Chlorotops Grass/Ground

5. Odonasma Bug/Ghost

6. Submakarb Water/Steel

7. Tempteras Flying/Electric

8. Hyreigna Ice/Fire

9. Korrosvat Dark/Poison

10. Augurix Flying/Water

11. Anglare Water/Ghost

12. Cragantula Bug/Rock

13. Gigerath Dragon/Poison

14. Mastice Ice/Normal

15. Jaghoul Ghost/Dark

16. Arbogon Grass/Dragon

17. Grythin Flying/Steel

18. Vesuverex Rock/Fire

19. Korrodo Dragon/Poison

20. Goritaur Ground/Fighting

21. Vydral Electric/Poison

22. Gigoliath Rock/Psychic

23. Aturion Light/Steel

24. Grasilisk Grass/Water

25. Ugoyle Dragon/Dark

26. Aurorile Dragon/Ice

27. Orogond Dragon/Fire

28. Erdegon Dragon/Ground

29. Serperor Dragon/Psychic

30. Dracorpio Dragon/Bug

31. Decesile Dragon/Ghost

32. Sarcuda Dragon/Water

33. Chromaul Dragon/Steel

34. Wargile Dragon/Fighting

35. Stromeleon Dragon/Electric

36. Cielon Dragon/Flying

37. Albinus Dragon/Normal

38. Prysma Dragon/Light

39. Fendark Dark/Fire

40. Ionoule Electric/Dragon

41. Yatagarasun Dark/Fire

42. Qillusion Grass/Light

43. Xwartya Normal/Poison

44. Hetephinx Ground/Psychic

45. Golemet Rock/Steel

46. Midandr Water/Dragon

47. Drausoleum Ghost/Ice

48. Raijunder Electric/Fighting

49. Egypri Bug/Flying

50. Terrabbit Grass/Water

51. Ryuu Dragon/Flying

Abilities:

Monsters of the Ancient class can have almost any three of these abilities when they are found and captured.

Ability Description Note
Expert Leader Increases EXP gain of all Monsters in your team by 50%.
Bonus Damage Increases the Matching Type Attack Bonus from 1.5x to 2.0x.
Assassin Increases the critical hit damage by 50% and makes it equal to 3x of non critical hit damage.
Accelerator Increases Speed stat 1 stage at the end of every turn.
Effect Expert Increases status-category moves' priority by 1.
Critical Immunity Monsters with this ability are immune to critical hits.
Camouflage Reduces enemy's super-effective attack effectiveness to 1x.
Radiation Damages enemy at the end of every turn by 10% of their Max HP.
Expert Defender Decreases enemy's ultra effective (4x damage) moves' power by 40%.
Beyond Type Enables the Monster to hit immune enemies with 1x damage.
Anger Increases power of moves by 40% when the Monster is Burned, Poisoned, Paralyzed or Bleeding.
Berserk Increases the Monster's Attack and Special Attack by 50% while decreasing its Accuracy by 25%.
Cautious Increases the Monster's Defense and Special Defense by 50% while decreasing its Accuracy by 25%.
Slow Strong Decreases the Monster's speed stat by 30%, but increases the Monster's Attack and Special Attack stats by 40%.
Slow Tough Decreases the Monster's speed stat by 30%, but increases the Monster's Defense and Special Defense stats by 40%.
Stat Master 30% chance to increases 1 random stat by 1 stage whenever a damage-dealing move is used.
Expert Regenerator Monster heals itself by 15% of its Max HP at the end of every turn.
Critic Master Increases the Monster's Critical Chance stat by 30%.
Shield Master Decreases all opponent's moves base power by 30%.
Accuracy Decreaser Decreases the enemy's Accuracy stat by 15%.
Evasion Decreaser Decreases the enemy's Evasion stat by 15%.
Speed Decreaser Decreases the enemy's Speed stat by 15%.
Speed Gainer 25% chance to increase the Speed stat at the end of each turn.
Accuracy Gainer 25% chance to increase the Accuracy at the end of each turn.
Accuracy Master Increases the Monster's Accuracy stat by 30%.
Attack Master Increases the Monster's Attack stat by 30%.
Defense Master Increases the Monster's Defense stat by 30%.
Evasion Master Increases the Monster's Evasion stat by 30%.
SpAttack Master Increases the Monster's Special Attack stat by 30%.
SpDefense Master Increases the Monster's Special Defense stat by 30%.
Speed Master Increases the Monster's Speed stat by 30%.
Physical Master Increases the Monster's Physical moves base power by 30%.
Special Master Increases the Monster's Special moves base power by 30%.
Bug Master Increases the Monster's Bug type moves base power by 30%. *Requires Bug Type
Dark Master Increases the Monster's Dark type moves base power by 30%. *Requires Dark Type
Dragon Master Increases the Monster's Dragon type moves base power by 30%. *Requires Dragon Type
Electric Master Increases the Monster's Electric type moves base power by 30%. *Requires Electric Type
Fighting Master Increases the Monster's Fighting type moves base power by 30%. *Requires Fighting Type
Fire Master Increases the Monster's Fire type moves base power by 30%. *Requires Fire Type
Flying Master Increases the Monster's Fighting type moves base power by 30%. *Requires Flying Type
Ghost Master Increases the Monster's Ghost type moves base power by 30%. *Requires Ghost Type
Grass Master Increases the Monster's Grass type moves base power by 30%. *Requires Grass Type
Ground Master Increases the Monster's Ground type moves base power by 30%. *Requires Ground Type
Ice Master Increases the Monster's Ice type moves base power by 30%. *Requires Ice Type
Light Master Increases the Monster's Light type moves base power by 30%. *Requires Light Type
Normal Master Increases the Monster's Normal type moves base power by 30%. *Requires Normal Type
Poison Master Increases the Monster's Poison type moves base power by 30%. *Requires Poison Type
Psychic Master Increases the Monster's Psychic type moves base power by 30%. *Requires Psychic Type
Rock Master Increases the Monster's Rock type moves base power by 30%. *Requires Rock Type
Steel Master Increases the Monster's Steel type moves base power by 30%. *Requires Steel Type
Water Master Increases the Monster's Water type moves base power by 30%. *Requires Water Type
Bug Mania Increases the Monster's Bug type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Bug Type
Dark Mania Increases the Monster's Dark type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Dark Type
Dragon Mania Increases the Monster's Dragon type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Dragon Type
Electric Mania Increases the Monster's Electric type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Electric Type
Fighting Mania Increases the Monster's Fighting type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Fighting Type
Fire Mania Increases the Monster's Fire type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Fire Type
Flying Mania Increases the Monster's Flying type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Flying Type
Ghost Mania Increases the Monster's Ghost type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Ghost Type
Grass Mania Increases the Monster's Grass type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Grass Type
Ground Mania Increases the Monster's Ground type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Ground Type
Ice Mania Increases the Monster's Ice type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Ice Type
Light Mania Increases the Monster's Light type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Light Type
Normal Mania Increases the Monster's Normal type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Normal Type
Poison Mania Increases the Monster's Poison type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Poison Type
Psychic Mania Increases the Monster's Psychic type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Psychic Type
Rock Mania Increases the Monster's Rock type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Rock Type
Steel Mania Increases the Monster's Steel type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Steel Type
Water Mania Increases the Monster's Water type moves base power by 40% if HP is below 40% of it's Max HP. *Requires Water Type
Perfect Body This ability makes the Monster immune to all status problems. For instance Burn.
Bug Immunity Immune to Bug type moves.
Dark Immunity Immune to Dark type moves.
Dragon Immunity Immune to Dragon type moves.
Electric Immunity Immune to Electric type moves.
Fighting Immunity Immune to Fighting type moves.
Fire Immunity Immune to Fire type moves.
Flying Immunity Immune to Flying type moves.
Ghost Immunity Immune to Ghost type moves.
Grass Immunity Immune to Grass type moves.
Ground Immunity Immune to Ground type moves.
Ice Immunity Immune to Ice type moves.
Light Immunity Immune to Light type moves.
Normal Immunity Immune to Normal type moves.
Poison Immunity Immune to Poison type moves.
Psychic Immunity Immune to Psychic type moves.
Rock Immunity Immune to Rock type moves.
Steel Immunity Immune to Steel type moves.
Water Immunity Immune to Water type moves.
Confusion Immunity This Monster can't be Confused.
Cringe Immunity This Monster won't Cringe.
Sleep Immunity This Monster can't Fall Asleep.
Freeze Immunity This Monster can't be Frozen.
Paralysis Immunity This Monster can't be Paralysed.
Maximum Accuracy Prevents Accuracy stat from being reduced.
Maximum Evasion Prevents Evasion stat from being reduced.
Maximum Speed Prevents Speed stat from being reduced.
Maximum Guard Prevents Monster's stats from being reduced.
Scary 15% chance to make the enemy Cringe when damaging moves are used.
Sleep Master 15% chance to make the enemy Fall Asleep when damaging moves are used.
Mind Breaker 20% chance to Confuse the enemy when damaging moves are used.
Crippling 25% chance to Paralyze the enemy when damaging moves are used.


Ancients Worth Mention:

Aurorile

042 Vesuverex
















Aurorile and Vesuverex are the two strongest Monsters ever added to the game, boasting 999 and 998 Base stats, respectively.  Not that any of the Ancients are anything to sneeze at, but DANG, Ancients!  You SCARY!

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