Useful Battle Strategies

Monster Girl Quest! Paradox RPG offers way more possibilities than its predecessor when it comes to fighting enemies, thanks to the large amount of skills and abilities available from Jobs and Races. Coupled with the possibility to have up to four party members simultaneously in a fight (in addition to many others in the backline), strategies to take down random encounters can be more diverse and open.

With so much variety available, it should come as no surprise that several sets of strategies can prove to be particularly useful, and sometimes even game-breaking. These strategies allow the player to complete most fights on Normal difficulty like a breeze, as well as have an easier time on higher difficulties without being completely overleveled or outright cheating.

The strategies presented here are basic ones that will help you through the game and do not require hours upon hours of grinding to simply access. If you really focus specifically on the Labyrinth of Chaos, check this guide instead.

Note that these strategies can more often than not be combined, allowing one to take on the Paradox Difficulty safely.

Basic advices
- As a rule of thumb, the best way to build a character is to take a look at their trait, and the specificities of his/her race. Most characters can always equip a given weapon and equip particular skills with a bonus, which always gives a fallback option. It also allows you to level jobs with similar main stats without losing too much in term of power.

For example, Luka can always use Heroism skills and equip Swords. As such, you can level him as a Hero, but you can also level any job line that focuses on Attack like Swordsman or even Power Fighter, as his heroism skills will still benefit from the bonus of the Sword equipped and you will always be able to rely on the attack bonus provided by the job line, even if it is not his intended careet.

- Several job lines suffer from having a bad left hand item option or no option at all. The result is a ugly hole in your character's equipment sheet, and although the job's bonus often partly compensates this weakness. However, it is extremely easy to fill this hole. The Guard (Lv8) job gives you access to the defensive Equip:Shield ability, which, for 5 points in said ability branch, allows you to equip an heavy shield that has passable stats bonus, but will give your character +30%Eva/Mag Eva, ridiculously increasing its survivability.

Further into the game, you can get dual-wield by leveling the Thief/Ninja/Master Shinobi job line (Lv5), which, combined with mastery, allow you to send a character stats through the roof.

1.One Shot Kill.
First Availability: Mid-Game/Late-Game

Set up difficulty: Very Low/High

Farming required: Medium/Very High

Effectiveness: Very High/META

Range of application: Medium (Not good for trash mobs)

Basic Explanation
The most basic gist of this build is having one character in the party be the main damage dealer and charge up their super attack while the other three support and de-buff the enemy over four turns. For the most part, it's extremely simple to set up the damage dealer: they just need Warrior/Swordsman/Swordmaster (which grant Power Charge/Focused Spirit/Full Power/, increasing Atk by 100%/200%/300% for one turn), Martial Artist/Magus Fist (which grant Focused Mind/Inner Focused Mind, giving a 25/50% Atk/Agi and a 50/100% Critical Chance boost for 4 turns), Hero of Justice/Magical Girl (which grant Transform/Magical Charge for a 50% boost to all stats for 4 turns) and Endure from Power Fighter (to avoid dying in one hit and to trigger critical boosts).

Now, the other three should have between them the White Magic, Dancing, Singing, Cooking, and Taoism skill lines. With White Magic/Dancing/Cooking/Singing, your focus is on the skills that give unique buffs to the damage dealer. Taoism is just for adding an elemental weakness to the enemy if your damage dealer's attacks have an elemental type.

Usage in battles
The damage dealer should use Transform and Inner Focused Mind for their first two actions, then use Full Power (The 300% Atk Booster), then unleash their strongest Atk-based skill to most likely vaporize the enemy.

The other three should attempt to boost the damage dealer's stats with buffs or attempt to inflict a status ailment that prevents the enemy from dispelling or killing the damage dealer.

Pushing further
You can obtain abilities that raise or lower the chances of a character being targeted, which helps a lot in protecting the damage dealer from hard-hitting single target bosses.

2.Last Stand
First Availability: At the beginning of the game

Set up difficulty: Very Low

Farming required: Medium

Effectiveness: Medium

Range of application: Medium/High (limited by usable characters)

Basic Explanation
Several characters possess a "vengeance" trait that makes them inflict more damage (as a whole or with a select set of skills) in accordance to how low their HP is, up to dealing twice the damage when they're almost dead. Several others (like Luka) instead have a trait that triggers when their HP falls below a certain threshold. Alternatively, the Pledge Cup amplifies damage from basic attacks.

Simultaneously, the Endure ability comes with the rank 8 of the Power Fighter job (intermediate, available right from the bat after completing Warrior), and the Courage Headband accessory: both make it so that a character with this ability or accessory that would take fatal damage when they have more than a certain threshold (30% or more) of HP will instead end up with 1 HP. This allows a character to attack with the full strength of their "vengeance" trait.

Usage in battles
Using this setup in battles is extremely simple: you just have to keep attacking with your character, and enjoy those precious turns when they'll deal twice the usual damage.

This build becomes a necessity on higher difficulties where monsters can kill characters in one attack. You will need to take note of whether your character will attack before or after the opponent to time your SP consumption correctly and strike them with your strongest attack at the right moment.

Avoid using HP recovering skills/Abilities to make it fully effective.

Pushing further
Once you roughly know if the opponent will attack before or after that character, you can use a one turn power-up buff (most jobs have a skill that buffs their relevant stat). The "vengeance" trait is a final damage multiplier, which further amplifies buffs placed on it. Other characters can easily be used to buff/weaken the enemies.

You can also get Goddess Protection from Apprentice Hero to get a free revive at 20%. However, it will be useless if you don't attack before the opponent.

Spirit's Legacy (an extremely rare accessory) and several races allow characters to get several actions in the same turn in given conditions. You can multiply attacks during that sweet spot.

Using barriers can allow your character to keep exploiting their "vengeance" trait for several turns with only minimal risks. Just remember that with only 1 HP, skills requiring HP use are impossible to activate unless you spend a turn using the smallest heal available (Herb).

In the Labyrinth of Chaos, Diamrem is a teacher who can give an ability that makes characters start battles at 20% HP for an additional buff, but prevents all form of healing except revival. The Stubborn headband can complement this ability nicely.

Lastly, there are also accessories such as Burning Soul/Blazing Soul (50/100% increased stats when below 20% health) and Danger Rosary/Crisis Rosary (50/100% critical chance when below 20% health) which can further this strategy.

This strategy can combine very well with the Basic attacks with the Pledge Cup accessory, or the Vengeance Strike ability available through the Godfather Job Line and Leftion Mother insect race.

3.Basic Attacks
First Availability: At the beginning of the game

Set up difficulty: Very Low/High

Farming required: Low/High

Effectiveness: Medium/META

Range of application: Medium/Low (for the most powerful ones)

Basic Explanation
You wouldn't expect basic attacks to remain useful in the lategame as anything else than an occasion to recover SP. However, there are so many ways to boost them that they can become viable, like the Supreme Attack Scroll received from Hild or Yamata No Orochi, or the Proof of Final Initiation given by Nuruko. The latter synergizes very well with the abilities that gives a chance to proc status effects like Nuruko's inherent Slime Strike.

Usage in battles
Simply set up the "One Monster Party Build" on your champion while using "Strategic Defense" with your allies and finish up with the "One Shot Kill."

Pushing further
This strategy can combine very well with the Last Stand thanks to the endure ability if you use the Vengeance Strike ability available through the Godfather Job Line and Leftion Mother insect race.

Mitsuko is the single best character for that build thanks to her race combinations.

Gears: Supreme Attack Scroll (+400% base normal attack damage), 1 or 2 Great sword (2,5x ATK per normal attack)

Ability: Attack +30%, Sword Booster +30%, Normal Attack Booster,

First turn: Use Divine Destiny with Mitsuko (+2 actions)

Second turn: Use Division, Maid Boost, Dullahan Rondo (+3 actions)

Third turn: Initial Resolve (+400% base normal attack), Ex Tentacle up (+8 normal attacks), Full Power (400% ATK), Focused Spirit (300% ATK), Power Charge (200% ATK), It's Always my Turn (+4 actions can only do Oracle and normal attacks).

Fourth turn: Normal attack for all 10 actions.

Meanwhile, at any point during that, supports should cast: Hero's song (50% all stats), One slayer skill (+50% damage).

Damage calculation of a single normal attack:

(100+400+400)x2)x2.5)x1,3)x1,15)x4)x3)x2= 161 460% ATK

Removing the debuffs caused by the action skills:

(161 460)x 0,8)x0,8)x0,75= 77 500% ATK

Now adding the support skills:

(77 500)x1,5)x1,5= 174 375 % ATK for a single attack

Mitsuko will deal 9 normal attack per action:

174 375x9 = 1 569 375% ATK per action

Mitsuko has 10 actions per turn:

1 569 375 x 10 = 15 693 750 % ATK

You can increase that damage even further with Transform, Spirit buffs, Elemental boosts and debuffs, Condition bonus, LoC gears, etc

(Calculus by Magakix1)

1. Strategic Defense
First Availability: San Ilia's library (basic/patched game)/ Four queens (advanced)

Set up difficulty: Medium

Farming required: Medium/Very High

Effectiveness: Medium/Very High

Range of application: Low/Medium

Basic Explanation
With a careful set up, it is possible to cancel most attacks from any enemies you encounter as soon as your team manages to survive two turns. It trivializes most superbosses fights, and is a requirement in the Labyrinth of Chaos.

Wing Harpy's Sky Dance (+50% Evade/Mag Evade; available at rank 4) is theoretically available as early as the beginning of the game (although you need to reach Harpy Tower, recruit and level one once ther), and will grant your team a very high dodge chance which, coupled with a team geared defensively (shields equipped thanks to the Guard's abilities), will allow your team to reliably dodge both physical and magical assaults.

Once you're further into the game, you have access to the White Snake Kagura race (only accessible to the lamia races), which possesses Waning Moon and Evening Moon dances that can respectively Nullify Physical and Magic damage altogether. Their only weakness is their high SP consumption, which can be mitigated with a mix of SP cost reduction (Magatama accessories/Pirate job line) and SP regen (Hero job line/Dark rings). If both conditions are fulfilled, your party member can cast each dance indefinitely without having them expire.

With that set-up, the only remaining dangers are auto-hit attacks, which meet their own weaknesses in the form of deflectors. Deflectors are shields that are consumed each time your party members take damage. They're not consumed if an attack is evaded, but are consumed if the attack's damage would otherwise be nullified.

There are several ways to get deflectors. The fastest one is Vicarious Clara, a summoning skill that is acquired with a level 8 Necromancer. Since Necromancer requires Spiritualist who has an ability to allow you to use summoning, the only issue with that skill is its HP cost.

Another universally accessible one is the Electromagnetic Armor available to level 8 Machinists. However, the ability to equip the skill is only available to a level 5 Makina Master, which requires quite a lot of farming if you don't want your character stuck in this job line.

Kitsune Geisha's Anti Death Song can entirely prevent instant death (Death/Climax/Ascension) effects from passing through your deflectors. The other status effects can only be managed on a case by case basis by farming the required job and using the related ability, or equipping one of the infamously rare ribbons.

With this setup, the only remaining issues are status effects and multi-hit auto-hit attacks.

Usage in battles
On the first turn, set up party wide buffs, and on the second, use deflectors. Keeping track of the number of deflectors still available and the number of turns on the buffs is the more delicate part. Also, an increasing number of bosses have access to dispel.

Pushing further
Evening Moon Dance can be replaced by Carbuncle from the Summoner job line to move a part of the strain on SP toward mana and reflect damage.

The Collab Scenario saw the addition of Nightmares: Monsters that can only take damage from pleasures, and only deal pleasure damage. However, their resistance to pleasure in itself cannot be lowered. Using the succubus Pleasure Eater skill and its weaker versions simply won't work. The only ways to prevent damages is to increase Eva/Mag Eva and deflectors, and the latters get consumed even if the skill shouldn't have done any damages in the first place, making them almost irrelevant.

2. Action Multiplication
First availability: Lime

Set up difficulty: Low/Medium.

Farming required: Low/High

Effectiveness: High/META

Range of application: Medium

Basic Explanation
At the beginning, each character can take one, and only one action per turn. There are, however, several ways to change that.

Several classes and races have access to skills that either allow them to take several actions per turn (Division for the Mega Slime race, followed by Divine Destiny for the Giga Slime/Ixion for Centaur). As their infoboxes indicate, these skills give an additional action per turn with a drawback (a stat decrease for Division/Lock to Spear skills for Ixion). Double Action can also be provided by Spirit's Legacy, a rare powerful accessory that triggers when a character falls under 20% HP.

In case of Division and several other skills belonging to the support class, the loss of stats isn't a major drawback as you can still use those characters to cast multiple support spells. The only issue is resource consumption (MP/SP), which can easily be managed with abilities from the Sage (MP Cost Reduction and Regen), Hero (SP Regeneration and Addition) and/or Pirate (SP Cost reduction) job lines.

Alternatively, the first action can be used to cast a single turn buff ability which will in that case benefit the user for the next three moves!

Other characters possess skills that make ordered actions trigger several times. (Tentacle up and its upgraded version for the Scylla race that increase both the basic attack count and the number of tentacle moves...). While it is less versatile than the alternative, it still allows for a good damage output as each 1-turn stat boosts can benefit to 3 attacks, increasing the return alarmingly well.

Usage in Battle
Simply use the relevant action ability at the first turn, then the remaining ones at the second turn. Afterward, you are free to use as many support skills as your SP and MP allow, or you can put one of the offensive strategy into action to deal with enemies.

Pushing Further
A few characters like Mitsuko have race combinations (Slime and Scylla in this case) that allow them to have both types of buff active at the same time.

More importantly, those buffs stack with each other. Once Promestein's requests are completed, you can transform a slime in a beast then in an Elf who themselves have a different skill (Dullahan Rondo from the Dullahan Lord race) that gives an additional action per turn. By stacking all the buffs, you can easily get 5 actions per turn.

Those bonus can also randomly appear as an effect on higher level Labyrinth of Chaos items.