A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | ||
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1 | Originally from : | 3* Passive | 5* Passive | Leader Skill | Info | by : Chendroshee | ||||||||||||||||||||||
2 | https://www.reddit.com/r/MSLGame/comments/52hbwy/user_guide_which_astromons_to_choose/ | Last update 2 Mar 2017 | ||||||||||||||||||||||||||
3 | Notes: | |||||||||||||||||||||||||||
4 | 1 | Don't 100% follow my guide. Different playstyle affects preferences. | ||||||||||||||||||||||||||
5 | 2 | This list is not made based on rank. | ||||||||||||||||||||||||||
6 | 3 | Use Ctrl+F to search the Astromon you want. I put the name for each Evo stage. | ||||||||||||||||||||||||||
7 | 4 | The experience i use for this guide is solely from my own gameplay. | ||||||||||||||||||||||||||
8 | 5 | This list is not finalized. Will be changed if there's a revamp or a new Astromon. Or i just want to make it looks better. | ||||||||||||||||||||||||||
9 | ||||||||||||||||||||||||||||
10 | Early + Somewhat farmable Nat 3 and lower Astromon | |||||||||||||||||||||||||||
11 | No | Astromon Name | 3* Passive | 5* Passive | Leader Skill | Info | ||||||||||||||||||||||
12 | 1 | Water Seiren/Siren/Nereid | Restore 20% of self HP when attacking. | Heal set amount of allies' HP for 2 turns | Increases defense of Water Astromons by 30-35% | Obtainable from Mission, can solo any early Dungeon, nice leader skill for mono-Water | ||||||||||||||||||||||
13 | 2 | Wood Mona/Monak/Monarch | Restore 20% of self HP when attacking. | 80% chance to taunt enemy and draw its attention for 1 turn. | Increases attack of Wood Astromons by 30-35% | Easy to raise, able to solo any early Dungeon, nice leader skill for mono-Wood | ||||||||||||||||||||||
14 | 3 | Water Mona/Monak/Monarch | Grants a 100% chance to restore 20% of own SP when attacking. | Grants a 50% chance to reduce all enemies' defense for 2 turns. | Increases attack power of ally water Astromons by 30~35%. | Lesser version of Wood Banshee. AOE Def Break can help make your run quicker, but 50% chance is not that dependable. | ||||||||||||||||||||||
15 | 4 | Light Kilobat/Megabat/Gigabat | 100% chance to Reduce Attack for 1 turn | 60% chance to Reduce Defence for 2 turns | Increases allies' Crit Rate by 10-15% | Farmable, good against Boss, especially early Golem when your team is not 100% ready Elemental-wise | ||||||||||||||||||||||
16 | 5 | Fire Candling/Wicks/Lantra | 60% chance to reduce enemy's Defense for 2 turns. | 60% chance to reduce enemy's Defense for 2 turns. | Increases allies' Crit Rate by 15-20% in Dungeon | Def Breaker on both attack, great whether build offensive or tanky | ||||||||||||||||||||||
17 | 6 | Fire Cotteen/Cottaline/Cottontails | 40% chance to Sap for 1 turn | Increases allies' Attack for 2 turns. | Increases allies' blue soul recovery by 10-15%. | Good for Golem B9 | ||||||||||||||||||||||
18 | 7 | Water Monkiki/Tangurang/Bablune | Grants a 80% chance to reduce the enemy's defense for 2 turns. | Grants a 80% chance to reduce target's skill gauge by 10% for 1 turn. | Increases allies' attack power by 25~30%. | A reliable Water Def Breaker Astromon with better survivability compared to Water Shellie | ||||||||||||||||||||||
19 | 8 | Water Minicat/Pixicat/Meowings | 40% chance to Stun for 1 turn | Grants a shield to allies for 2 turns. | Increases allies' Recovery by 30-35% in Chaos Tower | Poor-man Shield healer | ||||||||||||||||||||||
20 | 9 | Water Latt/Lattrix/Theria | 60% chance to reduce enemy's Defense for 2 turns. | 60% chance to reduce enemy's Attack for 2 turns. | Increases allies' Attack in Astromon League (Arena) by 30-35% | Similar to Wood Leo, but offensive-oriented and more to Arena Astromon. | ||||||||||||||||||||||
21 | 10 | Light Ghos/Spiritos/Phantos | 100% chance to Stun for 1 turn when Crit | 100% chance to Sleep for 1 turn when Crit | Increases allies' Attack by 20-25% | Quite good for Chaos Tower as long as it has at least 1 Square gemslot. | ||||||||||||||||||||||
22 | 11 | Fire Miho/Ran/Horan | 60% chance to reduce the enemy's attack for 2 turn. | Attacks restore own HP in proportion to the amount of damage dealt. | Increases allies' resistance by 15~20%. | Atk Down is always good for Titan. | ||||||||||||||||||||||
23 | 12 | Wood Miho/Ran/Horan | 60% chance to reduce enemy's Defense for 2 turn | 60% chance to Stun for 2 turns | Increases allies' resistance by 15~20%. | Kinda similar to Fire Yuki and Water Vict, but instead with CC on active skill | ||||||||||||||||||||||
24 | 13 | Water Miho/Ran/Horan | 100% chance to inflict the enemy with 2 types of sap damage for 1 turn. | 60% chance to give 1 Sap damage for 2 turn. | Increases allies' resistance by 15~20%. | Third best Sapper, together with Water Kraken and Wood Seedler | ||||||||||||||||||||||
25 | 14 | Wood Mushi/Fungust/Sporefist | Critical hits have a 100% chance to restore own SP by 100%. | Increases critical hit damage by 50%. | Increases allies' HP by 20~25%. | Possibly the best farmable DPS you can get in the game | ||||||||||||||||||||||
26 | 15 | Wood Phibian/Phibius/Froske | 80% chance to reduce the enemy's defense for 1 turn | 60% chance to reduce the enemy's defense for 2 turns | Increases allies' attack power by 30~35% in clan battles. | Quick attack animation, best paired with slow-animation Attacker like Banshee. | ||||||||||||||||||||||
27 | 16 | Wood Seedler/Bloomae/Blossom | 60% chance to give 2 Sap damage for 1 turn | 40% chance to give 2 Sap damage for 2 turn | Increases allies' Resist by 15-20% | Fire Perseph but with lesser proc chance | ||||||||||||||||||||||
28 | 17 | Wood Shellie/Bombshell/Shellion | 100% chance to inflict the enemy with sap damage for 2 turns. | Increases attack power by 100% when attacking wood Astromons. | Increases allies' red soul recovery by 20~25% in dungeons. | Mostly used in Chaos Tower that have Light Odin as the boss. Paired with another Sapper like Wood Blossom or Water Yuki to beat Light Odin. Sap is the ONLY way to beat this boss. | ||||||||||||||||||||||
29 | 18 | Water Shellie/Bombshell/Shellion | 100% chance to reduce the enemy's defense for 2 turns. | Increases attack power by 100% when attacking water Astromons. | Increases allies' red soul recovery by 20~25% in dungeons. | 100% Def Break is very useful on many occasion and quick attack animation is also prefered. Very similar with Wood Gatito, but with arguably better active and different element. | ||||||||||||||||||||||
30 | 19 | Light Colte/Stallicorn/Lordsmane | 70% chance to reduce the enemy's attack for 2 turns. | 80% chance to shock target for 1 turn. | Increases critical hit damage by ally light Astromons by 30~35%. | Finally usable after recent patch. | ||||||||||||||||||||||
31 | 20 | Dark Colte/Stallicorn/Lordsmane | 70% chance to reduce the enemy's defense for 2 turns. | Increases attack power by 100% when attacking light Astromons. | Increases critical hit damage of ally dark Astromons by 30~35%. | Finally usable after recent patch. | ||||||||||||||||||||||
32 | 21 | Dark Cosmo/Estrella/Polaris | 100% chance to dispel enemy shields. | 60% chance to silence the enemy for 1 turn. | Increases allies' critical hit rate by 13~18%. | Mostly used in Chaos Tower 40's boss stage. A shield breaker is mandatory there. Water Jellai is a shield breaker too, but Water Astromon is not recommended to bring because the mob wave is Wood Persephone. | ||||||||||||||||||||||
33 | Notable Gacha and Event Astromon | |||||||||||||||||||||||||||
34 | No | Astromon Name | 3* Passive | 5* Passive | Leader Skill | Info | ||||||||||||||||||||||
35 | 1 | Fire Valkyrie/G. Valkyrie/Sigrun | Attacks greatly restore own SP by the amount of damage dealt | 80% chance to stun enemy for 1 turn | Increases allies' Attack in Astromon League (Arena) by 40-45% | Arena beast especially as Secret, good for clearing mob and Chaos Tower, also fits perfectly with SP Siphon gem if build offensive | ||||||||||||||||||||||
36 | 2 | Fire Persephone/Persephassa/Q.Persephone | 60% chance to give 2 Sap damage for 1 turn | 100% chance to give 2 Sap damage for 2 turn | Increases allies' Crit Rate by 20-25% in Dungeon | Best AOE Sapper. | ||||||||||||||||||||||
37 | 3 | Fire Arthur/Artorius/Arthur P. | 100% chance to Stun for 1 turn | 60% chance to reduce enemies' Defense for 3 turns. | Increases allies' HP by 40-45% in Dungeon | Reliable stunlocker, good for Arena and Chaos | ||||||||||||||||||||||
38 | 4 | Fire Odin/Wodan/Allmother Odin | Grants a 80% chance to reduce the enemy's defense for 2 turns. | Grants a 80% chance to reduce the enemy's attack for 2 turns. | Increases allies' HP by 40~45% in the Astromon League | An "upgraded" version of Wood Leo | ||||||||||||||||||||||
39 | 5 | Fire Nightmare/Midnight/Nyx | 80% chance to reduce the enemy's defense for 2 turns | 80% chance to reduce target's skill gauge by 30% for 2 turns | Increases allies' resistance by 20~25% in the Astromon League. | Fast attack animation on normal attack. Good to delay all enemy's active skill. | ||||||||||||||||||||||
40 | 6 | Fire Shiva/Mahadeva/Mahakala | Grants a 100% chance to stun the enemy for 1 turn. | Attacks restore allies' HP in an amount equal to 10% of own max HP. | Increases allies' HP by 40~45% in dungeons. | Very similar to Fire Garuda but with healing power. Best paired to annoy people in Arena if paired with Water Perse and Water Nightmare. | ||||||||||||||||||||||
41 | 7 | Fire Garuda/Suparna/Maha Garuda | Grants a 100% chance to seal the enemy for 2 turns. | Grants a 70% chance to stun the enemy for 1 turn. | Increases allies' critical hit rate by 20~25% in clan battles. | CC on both attack. | ||||||||||||||||||||||
42 | 8 | Fire Pebbol/Bouldir/Granitus | 60% chance to Stun for 1 turn | 80% chance to Taunt | Increases allies' HP by 30-35%. | Great leader skill for any mode and quite good for Chaos Tower 50th floor | ||||||||||||||||||||||
43 | 9 | Fire Wildfang/Fenris/Fenrir | Attacks restore own HP by the amount of damage dealt | Attacks greatly restore own HP by the amount of damage dealt | Increases allies' Blue Soul recovery by 20-25% | Able to Solo Golem B9 if strong enough | ||||||||||||||||||||||
44 | 10 | Fire Cupid/Amor/Eros | Grants a 60% chance to reduce the enemy's attack for 1 turn. | Increases allies' attack power for 3 turns | Increases allies' HP by 30~35%. | Great healer Astromon with buff and debuff on both skill | ||||||||||||||||||||||
45 | 11 | Fire Leo/Leon/Leonor | Increases critical hit damage by 50%. | Increases critical hit damage by 50%. | Increases allies' HP by 30~35%. | Very crit-reliant, but a very good DPS | ||||||||||||||||||||||
46 | 12 | Fire Sura/Asura/Varuna | Grants a 100% chance to restore 20% of own SP when attacking. | Grants a 100% chance to restore 20% of allies' HP when attacking. | Increases allies’ critical hit rate by 15~20% | An unique Astromon that give you a necessary amount of healing along the run while still using an offensive-oriented team | ||||||||||||||||||||||
47 | 13 | Fire Tigar/Tigaron/Tigaros | Grants a 60% chance to reduce the enemy's defense for 3 turns. | Grants a 60% chance to inflict the enemy with sap damage for 2 turns. | Increases allies' attack power by 30~35%. | Arguably better than Fire Yuki if you're looking for a Def Breaker with better survivability | ||||||||||||||||||||||
48 | 14 | Fire Jinn/Shaytan/Ifrit | Attacks greatly restore own SP by the amount of damage dealt | Increases Damage dealt by 40% | Increases allies' Crit Rate by 15-20% | Similar to Fire Valk, but more offensive | ||||||||||||||||||||||
49 | 15 | Fire Succubus/Lily/Lilith | Critical hits restore own HP in proportion to the amount of damage dealt. | Grants a 60% chance to reduce the enemy's defense for 2 turns. | Increases allies' HP by 30~35%. | Similar to Fire Wildfang but with more universal usage and probably slightly harder to build | ||||||||||||||||||||||
50 | 16 | Fire Yuki/Yukiko/Yukina | 60% chance to reduce enemy's Defense for 2 turns. | 60% chance to reduce enemy's Defense for 2 turns. | Increases allies' Crit Damage by 40-45% | Def Break on both attack. A better version of Fire Candling. Only on stats though. | ||||||||||||||||||||||
51 | 17 | Fire Vampire/V. Duke/Nosferatu | Critical hits have a 100% chance to restore own HP by 50%. | Increases critical hit damage by 50%. | Increases allies' resistance by 15~20%. | Another Fire self-healer but more DPS-oriented | ||||||||||||||||||||||
52 | 18 | Fire Yaksha/Yakshini/Kubera | Grants an 80% chance to reduce the enemy's attack for 2 turns. | Grants a 60% chance to stun the enemy for 1 turn. | Increases allies' critical hit damage by 40~45% | ..tbh, whole Yaksha family is pretty weak. This one is prolly only used for Titan. | ||||||||||||||||||||||
53 | 19 | Fire Cura/Ilpis/Pandora | Critical hits have a 100% chance to restore allies' SP by 10%. | Grants a shield to allies proportional to own max level for 3 turns. | Increases allies' red soul recovery by 20~25%. | Best healer for B9. If at least 50'ed, can be used as solo healer instead of usual two-healer team. | ||||||||||||||||||||||
54 | 20 | Water Valkyrie/G. Valkyrie/Sigrun | Increases Damage dealt by 40% | 60% chance to reduce enemy's Defense for 3 turns. | Increases allies' Attack in Astromon League (Arena) by 40-45% | Burst damage, good for quick L/D dungeon, even better if paired with Def Breaker, works best as Secret Astromon in Arena | ||||||||||||||||||||||
55 | 21 | Water Arthur/Artorius/Arthur P. | 100% chance to restore 50% of own SP when attacking. | 60% chance to reduce all enemies' attack power for 3 turns. | Increases allies' HP by 40~45% in dungeons. | Best used as Defense in Arena | ||||||||||||||||||||||
56 | 22 | Water Persephone/Persephassa/Q.Persephone | Restore allies' HP by 10% of own Max HP | 60% chance to Petrify | Increases allies' Crit Rate by 20-25% in Dungeon | Constant healer, good for every mode | ||||||||||||||||||||||
57 | 23 | Water Nightmare/Midnight/Nyx | 100% chance to Seal the enemy for 3 turns. Sealed foes' passive skills do not activate. | Attacks restore allies' HP in an amount equal to 10% of own max HP | Increases allies' resistance by 20~25% in the Astromon League. | Best for holding enemy's most dangerous Astromon, especially in PvP | ||||||||||||||||||||||
58 | 24 | Water Odin/Wodan/Allmother Odin | Grants a 100% chance to stun the enemy for 1 turn. | Grants a 70% chance to stun the enemy for 1 turn. | Increases allies' HP by 40~45% in the Astromon League | Reliable CC in all attack with very useful leader skill, especially for Arena | ||||||||||||||||||||||
59 | 25 | Water Garuda/Suparna/Maha Garuda | Grants a 80% chance to reduce the enemy's defense for 2 turns | Attacks against any enemy are treated as that enemy's elemental weakness. | Increases allies' critical hit rate by 20~25% in clan battles. | Can be built offensive or defensive depending on which skill you want to utilize most | ||||||||||||||||||||||
60 | 26 | Water Indra/Devanam Indra/Sakra | Grants an 80% chance to reduce the enemy's attack for 3 turns. | Grants additional attack power proportional to the target's maximum HP. | Increases allies' attack power by 40~45% in clan battles. | Mostly used against Titan | ||||||||||||||||||||||
61 | 27 | Water Victoria/Vicky/Nike | 60% chance to reduce enemy's Defense for 2 turns. | 60% chance to reduce enemy's Defense for 2 turns. | Increases allies' Attack by 30-35%. | Similar to Fire Yuki | ||||||||||||||||||||||
62 | 28 | Water Mera/Meradon/Chimera | Grants a 60% chance to seal the enemy for 2 turn(s). Sealed foes' passive skills do not activate. | Grants a 70% chance to reduce the enemy's defense for 2 turn(s). | Increases allies' HP by 30-35% | An offensive-oriented of Water Nightmare with worse Seal proc chance | ||||||||||||||||||||||
63 | 29 | Water Sura/Asura/Varuna | Critical hits have a 100% chance to stun the enemy for 2 turns. | Increases damage dealt by 40%. | Increases allies’ critical hit rate by 15~20% | Powerful CC and good survavibility while packing high damage in active skill | ||||||||||||||||||||||
64 | 30 | Water Vampire/V. Duke/Nosferatu | Increases damage dealt by 30%. | Grants a 80% chance to put target to sleep for 1 turn. Sleeping foes wake upon being hit. | Increases allies' resistance by 15~20%. | Quite good DPS with CC to use when necessary. Prolly not that good for Autorun | ||||||||||||||||||||||
65 | 31 | Water Jinn/Shaytan/Ifrit | Restore 10% of allies SP when attacking. | 60% chance to Petrify for 2 turns. | Increases allies' Crit Damage by 40-45% | Constant team SP charger | ||||||||||||||||||||||
66 | 32 | Water Anu/Banuv/Anubis | Grants a 60% chance to reduce the enemy's defense for 2 turns. | Increases damage dealt by 40%. | Increases allies' critical hit rate by 15~20%. | Can be built offensive or defensive depending on which skill you want to utilize most | ||||||||||||||||||||||
67 | 33 | Water Jeanne/Jeannette/S. Jeanne | 100% chance to Sleep for 1 turn | 60% chance to Stun for 1 turn | Increases allies' Attack by 30-35%. | Full CC | ||||||||||||||||||||||
68 | 34 | Water Cura/Elpis/Pandora | Restore 20% SP to self when attacking | Increases allies' Attack for 2 turns. | Increases allies' Red Soul recovery by 20-25% | Offensive healer with great SP gain | ||||||||||||||||||||||
69 | 35 | Water Wildfang/Fenris/Fenrir | 60% chance to Stun for 1 turn | 60% chance to Petrify for 1 turn | Increases allies' Blue Soul recovery by 20-25% | Full CC | ||||||||||||||||||||||
70 | 36 | Water Yuki/Yukiko/Yukina | 60% chance to give 2 Sap damage for 1 turn | 60% chance to give 2 Sap damage for 2 turn | Increases allies' Crit Damage by 40-45% | Second best Sapper | ||||||||||||||||||||||
71 | 37 | Wood Valkyrie/G. Valkyrie/Sigrun | Restore 20% of self HP when attacking. | Attacks restore allies' HP equal to 10% of own max HP | Increases allies' Attack in Astromon League (Arena) by 40-45% | Hybrid Attacker-Healer | ||||||||||||||||||||||
72 | 38 | Wood Persephone/Persephassa/Q.Persephone | 100% chance to give 2 Sap damage for 1 turn | 60% chance to reduce all enemy's attack by 2 turns. | Increases allies' Crit Rate by 20-25% in Dungeon | 100% Sap, good for Boss with low Resist | ||||||||||||||||||||||
73 | 39 | Wood Arthur/Artorius/Arthur P. | Attacks greatly restore own HP by the amount of damage dealt | 60% chance to stun enemy for 2 turn. | Increases allies' HP by 40-45% in Dungeon | Zombie as long as the enemy use Water Astromon. Can totally turn the tide of battle if left alive too long. | ||||||||||||||||||||||
74 | 40 | Wood Shiva/Mahadeva/Mahakala | Increases damage dealt by 40% | Grants a 60% chance to seal the enemy for 2 turns. Sealed foes' passive skills do not activate. | Increases allies' HP by 40~45% in dungeons. | Kinda similar to Water Vamp. DPS with CC on active skill | ||||||||||||||||||||||
75 | 41 | Wood Indra/Devanam Indra/Sakra | Grants a 100% chance to stun the enemy for 1 turn. | Grants an 80% chance to reduce target's skill gauge by 30% for 2 turns. | Increasing allies' attack power by 40~45% in clan battles. | Kinda similar to Water Odin, but with worse active skill | ||||||||||||||||||||||
76 | 42 | Wood Loki/Loptr/Loki the Trickster | Grants a 70% chance to reduce the enemy's defense for 2 turns. | Grants a 70% chance to put target to sleep for 1 turn. Sleeping foes wake upon being hit. | Increases allies' defense by 30~35%. | A slightly better version of Wood Leo, but with arguably worse active skill. | ||||||||||||||||||||||
77 | 43 | Wood Leo/Leon/Leonor | 60% chance to reduce enemy's Defense for 2 turns. | 60% chance to reduce enemy's Attack for 2 turns. | Increases allies' HP by 30-35%. | Perfect defensive Astromon | ||||||||||||||||||||||
78 | 44 | Wood Boltwing/Flashwing/Stormbeak | Attacks restore own HP by the amount of damage dealt | Attacks restore allies's HP by the amount of damage dealt. | Increases allies' crit damage by 40-45%. | Post-patch Scripted Legendary, great for clearing Adventure. Especially good for Golem B7 | ||||||||||||||||||||||
79 | 45 | Wood Anu/Banuv/Anubis | Increases critical hit damage by 50%. | Increases critical hit damage by 50%. | Increases allies' critical hit rate by 15~20%. | Wood version of Fire Leo | ||||||||||||||||||||||
80 | 46 | Wood Tigar/Tigaron/Tigarus | Increases damage dealt by 30%. | Grants a 60% chance to stun the enemy for 1 turn. | Increases allies' attack power by 30~35%. | Very similar to Light Tigar, high DPS with CC. | ||||||||||||||||||||||
81 | 47 | Wood Cupid/Amor/Eros | Convert Red Soul dropped from own attack to Blue Soul | Grants a shield to allies for 2 turns. | Increases allies' HP by 30-35%. | Combo with Blue Soul Recov leader for better consistency when using Shield | ||||||||||||||||||||||
82 | 48 | Wood Cura/Elpis/Pandora | Restore 20% of self HP when attacking. | Apply Resilience buff. Restore n% SP proportional to n% damage taken | Increases allies' Red Soul recovery by 20-25% | Water Seiren, but Wood | ||||||||||||||||||||||
83 | 49 | Wood Banshee/Raven/Morrighan | Restore 20% SP to self when attacking | 60% chance to reduce enemy's Defense for 2 turns. | Increases allies' Defense by 30-35%. | Works well with other SP Regen Astromon. Works better when equipped with SP Siphon gem. | ||||||||||||||||||||||
84 | 50 | Wood Wildfang/Fenris/Fenrir | 100% chance to Petrify when Crit | 100% chance to Sleep | Increases allies' Blue Soul recovery by 20-25% | Quite good CC | ||||||||||||||||||||||
85 | 51 | Wood Hana/Hanami/Hanahime | 60% chance to reduce enemy's Attack for 1 turn | Increases allies' Defence for 3 turns. | Increases allies' Recovery by 30-35% | Defensive healer | ||||||||||||||||||||||
86 | 52 | Wood Gatito/Gatador/Muscateer | 100% chance to reduce the enemy's defense for 2 turns | 100% chance to reduce the enemy's blue soul recovery for 3 turns | Increases allies' defense by 30~35% in Chaos Tower. | 100% Def Breaker. Currently unobtainable anymore. | ||||||||||||||||||||||
87 | 53 | Light Valkyrie/G. Valkyrie/Sigrun | 100% chance to Stun for 1 turn | Increases Crit Damage by 50% | Increases allies' Attack in Astromon League (Arena) by 40-45% | Stunlocker | ||||||||||||||||||||||
88 | 54 | Light Persephone/Persephassa/Q.Persephone | Restore 20% of allies SP when attacking. | 60% chance to Shock for 2 turns. Cannot act, reduced defence. | Increases allies' Crit Rate by 20-25% in Dungeon | Team SP charger, good for skill spam, best teamed with other self SP charger like Dark Nightmare or Wood Banshee | ||||||||||||||||||||||
89 | 55 | Light Arthur/Artorius/Arthur P. | 100% chance to Shock for 1 turn | 80% chance to reduce target's skill gauge by 10% for 1 turn | Increases allies' HP by 40-45% in Dungeon | Full CC | ||||||||||||||||||||||
90 | 56 | Light Nightmare/Midnight/Nyx | Attack power proportional to Defense. | 100% chance to inflict the target with 3 types of sap damage for 1 turn. | Increases allies' resistance by 20~25% in the Astromon League. | Unique Def Agressor. Instead of pure damage, she uses Sap Damage in her 5* skill. Good for extremely bulky enemy. | ||||||||||||||||||||||
91 | 57 | Light Odin/Wodan/Allmother Odin | Grants a 100% chance to inflict the target with two types of sap damage for 1 turn. | Attacks restore allies' HP in an amount equal to 10% of own max HP. | Increases allies' HP by 40~45% in the Astromon League | Kinda similar to Fire Sura, but using Sap as the damage source, have better healing power, and better survivability | ||||||||||||||||||||||
92 | 58 | Light Shiva/Mahadewa/Mahakala | Attacks restore 20% of own HP and SP. | Attack power becomes proportional to own max HP. | Increases allies' HP by 40~45% in dungeons. | From one of the worst to arguably one of the best Nat5 Astromon. High damage yet paired with high survivabilty. | ||||||||||||||||||||||
93 | 59 | Light Garuda/Suparna/Maha Garuda | Grants a 80% chance to shock targer for 2 turns. Shocked foes cannot act and have reduced defense. | Increases damage dealt by 40%. | Increases allies' critical hit rate by 20~25% in clan battles. | Can be built offensive or defensive depending on which skill you want to utilize most | ||||||||||||||||||||||
94 | 60 | Light Cupid/Amor/Eros | Attack power proportional to Recovery. | Restore a large amount of allies' SP for 3 turns. | Increases allies' HP by 30-35%. | Works great when used in Glass-Cannon/Offensive team with Blue Soul Recov leader | ||||||||||||||||||||||
95 | 61 | Light Leo/Leon/Leonor | Grants a 100% chance to restore 30% of own SP when attacking. | Grants a 50% chance to stun all enemies for 2 turn. | Increases allies' Hp by 30~35%. | Arguably weak CC proc chance, but still quite good whether build offensive or defensive | ||||||||||||||||||||||
96 | 62 | Light Tigar/Tigaron/Tigarus | Critical hits have a 100% chance to put the enemy to sleep for 2 turns. | Increases critical hit damage by 50%. | Increases allies' attack power by 30~35%. | Powerful CC and high damage in one Astromon but very critical-reliant and very fragile | ||||||||||||||||||||||
97 | 63 | Light Sura/Asura/Varuna | Grants a 100% chance to restore 10% of allies' HP when attacking | Grants a 100% chance to restore 20% of allies' HP when attacking. | Increases allies’ critical hit rate by 15~20% | A defensive passive healer that works better with high-HP Astromon | ||||||||||||||||||||||
98 | 64 | Light Loki/Loptr/Loki the Trickster | Grants a 70% chance to reduce the enemy's attack for 1 turn. | Grants a 70% chance to reduce the enemy's defense for 2 turns. | Increases allies' defense by 30~35%. | Mostly used against Titan | ||||||||||||||||||||||
99 | 65 | Light Jeanne/Jeannette/Saint Jeanne | Attack power becomes proportional to own max HP. | Attack power becomes proportional to own max HP. | Increases allies' attack power by 30~35%. | Light version of Dark Miho | ||||||||||||||||||||||
100 | 66 | Light Succubus/Lily/Lilith | Grants a 100% chance to restore 10% of allies' SP when attacking | Attacks restore allies' HP in an amount equal to 10% of own max HP. | Increases allies' HP by 30~35%. | Another offensive team healer with a supportive skill |