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

EmissaryBanner

NormalLevelChart

Appearance: Relatively Uncommon (Greater than 2% Appearance Chance)

Stats: Great

Moves: Pretty Good

Number In Game: 803

Monster Battle Compatibility:

Above Average

Player Battle Compatibility:

Average

Recommended Catching Method:

Any box with a 1hp move.

Level Speed: Normal

Description: Emissaries have established themselves as the  middle-class Monsters in MonsterMMORPG.  Plentiful in their types, stats, and physical appearance, there will always be plenty of Emissaries to choose from. More powerful than Regulars and Superiors, they are an even match for Starters, put up a decent battle against Zeniths, but are far behind Legends.

Extra Facts: Some Emissary Monsters Transform into a fourth stage, with stats that rival even the strongest of Zeniths.  Being much easier to find and get the right natures and stats with an Emissary Monster makes four-stage Monsters an excellent choice for PvP and companion Monsters.

-For a full list of the Emissary monsters please go to the MonsterDex located here.

Abilities:[]

Monsters of the Emissary class can have almost any three of these abilities (Though some abilities have requirements.) when they are found and captured.

Ability Description Note
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.
Effect Expert Increases status-category moves' priority by 1.
Move Expert Increases a move's power by 50% if the base power is below or equal to 50.
Effective Healing Doubles effect of Healing items when used on this Monster.
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%.
Fighting Eager Increases the Monster's Attack Stat and Special Attack Stat by 1 stage whenever the Monster knocks out an enemy.
Cautious Increases the Monster's Defense and Special Defense by 50% while decreasing its Accuracy by 25%.
Observer Increases move base power by 35% if the Monster goes last during that round.
Frost Body Increases the Monster's Defense and Special Defense stats by 100% when the Monster is Frozen. *Requires Ice Type
Flame Body Increases the Monster's Attack and Special Attack stats by 50% when the Monster is Burned. *Requires Fire Type
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 Expert 20% chance to increases 1 random stat by 1 stage whenever a damage-dealing move is used.
Regenerator Monster heals itself by 10% of its Max HP at the end of every turn.
Critic Expert Increases the Monster's Critical Chance stat by 20%.
Shield Expert Decreases all opponent's moves base power by 20%.
Bug Shield Decreases all opponent's Bug type moves base power by 25%. *Requires 4x Weakness
Dark Shield Decreases all opponent's Dark type moves base power by 25%. *Requires 4x Weakness
Dragon Shield Decreases all opponent's Dragon type moves base power by 25%. *Requires 4x Weakness
Electric Shield Decreases all opponent's Electric type moves base power by 25%. *Requires 4x Weakness
Fighting Shield Decreases all opponent's Fighting type moves base power by 25%. *Requires 4x Weakness
Fire Shield Decreases all opponent's Fire type moves base power by 25%. *Requires 4x Weakness
Flying Shield Decreases all opponent's Flying type moves base power by 25%. *Requires 4x Weakness
Ghost Shield Decreases all opponent's Ghost type moves base power by 25%. *Requires 4x Weakness
Grass Shield Decreases all opponent's Grass type moves base power by 25%. *Requires 4x Weakness
Ground Shield Decreases all opponent's Ground type moves base power by 25%. *Requires 4x Weakness
Ice Shield Decreases all opponent's Ice type moves base power by 25%. *Requires 4x Weakness
Light Shield Decreases all opponent's Light type moves base power by 25%. *Requires 4x Weakness
Normal Shield Decreases all opponent's Normal type moves base power by 25%. *Requires 4x Weakness
Poison Shield Decreases all opponent's Poison type moves base power by 25%. *Requires 4x Weakness
Psychic Shield Decreases all opponent's Psychic type moves base power by 25%. *Requires 4x Weakness
Rock Shield Decreases all opponent's Rock type moves base power by 25%. *Requires 4x Weakness
Steel Shield Decreases all opponent's Steel type moves base power by 25%. *Requires 4x Weakness
Water Shield Decreases all opponent's Water type moves base power by 25%. *Requires 4x Weakness
Accuracy Decreaser Decreases the enemy's Accuracy stat by 15%.
Attack Decreaser Decreases the enemy's Attack stat by 15%.
Defense Decreaser Decreases the enemy's Defense stat by 15%.
Evasion Decreaser Decreases the enemy's Evasion stat by 15%.
SpAttack Decreaser Decreases the enemy's Special Attack stat by 15%.
SpDefense Decreaser Decreases the enemy's Special Defense stat by 15%.
Speed Decreaser Decreases the enemy's Speed stat by 15%.
Attack Gainer 25% chance to increase the Attack stat at the end of each turn.
Defense Gainer 25% chance to increase the Defense stat at the end of each turn.
SpAttack Gainer 25% chance to increase the Special Attack stat at the end of each turn.
SpDefense Gainer 25% chance to increase the Special Defense stat at the end of each turn.
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 Expert Increases the Monster's Accuracy stat by 20%.
Attack Expert Increases the Monster's Attack stat by 20%.
Defense Expert Increases the Monster's Defense stat by 20%.
Evasion Expert Increases the Monster's Evasion stat by 20%.
SpAttack Expert Increases the Monster's Special Attack stat by 20%.
SpDefense Expert Increases the Monster's Special Defense stat by 20%.
Speed Expert Increases the Monster's Speed stat by 20%.
Physical Expert Increases the Monster's Physical moves base power by 20%.
Special Expert Increases the Monster's Special moves base power by 20%.
Bug Expert Increases the Monster's Bug type moves base power by 20%. *Requires Bug Type
Dark Expert Increases the Monster's Dark type moves base power by 20%. *Requires Dark Type
Dragon Expert Increases the Monster's Dragon type moves base power by 20%. *Requires Dragon Type
Electric Expert Increases the Monster's Electric type moves base power by 20%. *Requires Electric Type
Fighting Expert Increases the Monster's Fighting type moves base power by 20%. *Requires Fighting Type
Fire Expert Increases the Monster's Fire type moves base power by 20%. *Requires Fire Type
Flying Expert Increases the Monster's Fighting type moves base power by 20%. *Requires Flying Type
Ghost Expert Increases the Monster's Ghost type moves base power by 20%. *Requires Ghost Type
Grass Expert Increases the Monster's Grass type moves base power by 20%. *Requires Grass Type
Ground Expert Increases the Monster's Ground type moves base power by 20%. *Requires Ground Type
Ice Expert Increases the Monster's Ice type moves base power by 20%. *Requires Ice Type
Light Expert Increases the Monster's Light type moves base power by 20%. *Requires Light Type
Normal Expert Increases the Monster's Normal type moves base power by 20%. *Requires Normal Type
Poison Expert Increases the Monster's Poison type moves base power by 20%. *Requires Poison Type
Psychic Expert Increases the Monster's Psychic type moves base power by 20%. *Requires Psychic Type
Rock Expert Increases the Monster's Rock type moves base power by 20%. *Requires Rock Type
Steel Expert Increases the Monster's Steel type moves base power by 20%. *Requires Steel Type
Water Expert Increases the Monster's Water type moves base power by 20%. *Requires Water Type
Bug Immunity Immune to Bug type moves. *Requires 2x Weakness
Dark Immunity Immune to Dark type moves. *Requires 2x Weakness
Dragon Immunity Immune to Dragon type moves. *Requires 2x Weakness
Electric Immunity Immune to Electric type moves. *Requires 2x Weakness
Fighting Immunity Immune to Fighting type moves. *Requires 2x Weakness
Fire Immunity Immune to Fire type moves. *Requires 2x Weakness
Flying Immunity Immune to Flying type moves. *Requires 2x Weakness
Ghost Immunity Immune to Ghost type moves. *Requires 2x Weakness
Grass Immunity Immune to Grass type moves. *Requires 2x Weakness
Ground Immunity Immune to Ground type moves. *Requires 2x Weakness
Ice Immunity Immune to Ice type moves. *Requires 2x Weakness
Light Immunity Immune to Light type moves. *Requires 2x Weakness
Normal Immunity Immune to Normal type moves. *Requires 2x Weakness
Poison Immunity Immune to Poison type moves. *Requires 2x Weakness
Psychic Immunity Immune to Psychic type moves. *Requires 2x Weakness
Rock Immunity Immune to Rock type moves. *Requires 2x Weakness
Steel Immunity Immune to Steel type moves. *Requires 2x Weakness
Water Immunity Immune to Water type moves. *Requires 2x Weakness
Bleeding Immunity This Monster won't Bleed.
Burn Immunity This Monster can't be Burned.
Poisoning Immunity This Monster can't be Poisoned.
Maximum Attack Prevents Attack stat from being reduced.
Maximum Defense Prevents Defense stat from being reduced.
Maximum SpAttack Prevents Special Attack stat from being reduced.
Maximum SpDefense Prevents Special Defense stat from being reduced.
Scary 15% chance to make the enemy Cringe when damaging moves are used.
Frosty 15% chance to Freezing the enemy when damaging moves are used. *Requires Ice Type
Butcher 25% chance to make the enemy Bleed when damaging moves are used.
Blazing 25% chance to Burn the enemy when damaging moves are used. *Requires Fire Type
Venemous 25% chance to Poison the enemy when damaging moves are used.

Emissaries Worth Mention:[]

1. Martigor Ghost/Dark

2. Odani Dragon/Light

3. Gonbraa Dragon/Poison

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