![min hero tower of sages holymantis min hero tower of sages holymantis](https://i.ytimg.com/vi/kTe67TUfFCs/mqdefault.jpg)
INSTEAD, both of them are centered on single-target heals, but Grass' heals apply Heal Over Time effects, making them more useful. You would EXPECT one of them to be single-target heals, while the other is multi-target, balancing out the group heals with larger costs. Its second skill tree is "Holy," which also focuses on healing. For example, the Holymantis (Plant/Grass)'s first skill tree is "Grass," focusing on healing. Some monsters have really good setups for their skill trees, while others seem to get the shaft. The right tree is USUALLY borderline worthless because most of the moves are usually Normal-type, meaning they're effective against Holy, a Type that is quite rare and usually is paired with another Type that gives it a more common weakness ANYWAY. Every monster gets three skill trees the one on the left is usually damaged-focused, the middle tanking/healing, and the right support, with the first two being based on the monster's own Types where applicable. Expect to see plenty of enemies abusing this to render your monsters incapable of fighting back, especially as you progress. Said move is usually found in a skill tree comprised of mediocre-to-bad moves. This is WITHOUT taking into account an overpowered debuff that reduces your max Energy by 25%, stacks as much as desired, and never goes away once applied except with a move that clears debuffs. The problem is that some monsters have absolutely pathetic Energy levels in comparison to their moves' costs, resulting in some attacking maybe twice before being forced into Desperation.
![min hero tower of sages holymantis min hero tower of sages holymantis](https://i.ytimg.com/vi/KLjUt4vc8JM/hqdefault.jpg)
This is a bad thing, so you'll want plenty of Energy. If you run out of Energy, you are forced to use "Desperation," a typeless move with 20 power that shaves off 25% of your health AND does 10 dmg to you. The most important stat is Energy, which takes the place of PP in Pokemon, or MP in Dragon Quest Monsters. I'm not sure if the Taunt passive works properly it SHOULD be that each monster with Taunt will take a percentage of the damage the intended recipient would have (ex: Mon-A would normally take 100 dmg, but Mon-B has Taunt+45%, so Mon-A takes only 55 dmg and Mon-B takes the other 45) (ex2: Mon-A would take 100 dmg, but Mon-B has Taunt+45% and Mon-C has Taunt+30%, so Mon-A takes 25 dmg, Mon-B takes 45, and Mon-C takes 30), but from my observations that isn't how it works out. There is no way to tell if something can evolve except by leveling them up and filling the Monsterpedia Pokemon is guilty of this as well, but that doesn't make it a good idea. For starters, there is no on-demand way to see how each Type fairs against one another, leading to a lot of guesswork.
![min hero tower of sages holymantis min hero tower of sages holymantis](https://i.ytimg.com/vi/b0fB09Ym67o/hqdefault.jpg)
Reaching a certain level?)ĬONS: What should be a fun game is brought down by questionable decisions. Gems are something else I like, taking the place of Pokemon's hold items, and you can have up to two (one more is unlocked by visiting, while the other is unlocked by. Some of the monster designs are nice, and the skill tree system is a nice addition that allows multiple copies of the same monster to still be unique you can even dip into more than one tree once your get enough talent points! The animations, music and sound effects, while nothing stellar, do their job well enough, and I've never felt like I absolutely HAD to turn off the sound.
![min hero tower of sages holymantis min hero tower of sages holymantis](https://static.wikia.nocookie.net/minhero/images/3/3c/Image_1319.png)
PROS: While in the style of Pokemon, it feels different enough to keep me interested. Fuck bubbles, but more on that in a moment.