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Zenith

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

ZenithBanner

ZenithLevelChart

Appearance: Rare (0.08% - 0.32% Appearance chance)

Stats: 600 ~ 720

Moves: Fantastic

Number In Game: 64

Monster Battle Compatibility:

Excellent

Player Battle Compatibility:

Above Average

Recommended Catching Method:

Monster Boxes matching the Mosnter's type and Careful Strike.

Level Speed: Slow

Description: Zenith Monsters are among the rarest Monsters in the game.  Boasting above average stats, these Monsters are fearsome adversaries and, trained well, they can even bring down some of the toughest Legendaries.

Abilities:Edit

Monsters of the Ancient class can have almost any three of these abilities (Though some abilities like Water Immunity require a 4x weakness to be applied) 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.
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%.
Effective Healing Doubles effect of Healing items when used on this Monster.
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%.
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.
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%.
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 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. *Requires 4x Weakness
Dark Immunity Immune to Dark type moves. *Requires 4x Weakness
Dragon Immunity Immune to Dragon type moves. *Requires 4x Weakness
Electric Immunity Immune to Electric type moves. *Requires 4x Weakness
Fighting Immunity Immune to Fighting type moves. *Requires 4x Weakness
Fire Immunity Immune to Fire type moves. *Requires 4x Weakness
Flying Immunity Immune to Flying type moves. *Requires 4x Weakness
Ghost Immunity Immune to Ghost type moves. *Requires 4x Weakness
Grass Immunity Immune to Grass type moves. *Requires 4x Weakness
Ground Immunity Immune to Ground type moves. *Requires 4x Weakness
Ice Immunity Immune to Ice type moves. *Requires 4x Weakness
Light Immunity Immune to Light type moves. *Requires 4x Weakness
Normal Immunity Immune to Normal type moves. *Requires 4x Weakness
Poison Immunity Immune to Poison type moves. *Requires 4x Weakness
Psychic Immunity Immune to Psychic type moves. *Requires 4x Weakness
Rock Immunity Immune to Rock type moves. *Requires 4x Weakness
Steel Immunity Immune to Steel type moves. *Requires 4x Weakness
Water Immunity Immune to Water type moves. *Requires 4x Weakness
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.
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.
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
Crippling 25% chance to Paralyze the enemy when damaging moves are used.

Legends Worth Mention:Edit

(Under Construction)

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