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  3. Look at this Fur; Kantolin's Monster Guide

User Info: Kantolin

Kantolin
7 months ago#1
Kantolin's Monster Guide

"Now I'm used to this high class atmosphere. I can't help living like royalty. Look at this fur."
~ A rather dapper boar, Koorong

~Introduction~

In SaGa Frontier, Monsters do not gain stats the way humans do. Instead, they power themselves up via defeating enemy monsters, and absorbing skills from them after combat. By doing this, monsters transform into stronger forms.

How precisely this works is more than a little confusing. This guide will hopefully clear up the basics on how monsters function, give tips on how to get the most out of your monster, and then the bulk of the guide is 'good monster forms to transform into'.

It's unclear if monsters will work the same in the remaster, so this may require editing after the remaster comes out.

Power wise, Monsters are the epitome of early bloomers. Many powerful monster forms can be obtained extremely early, and in some cases you can get at forms strong enough to take to endgame from the very beginning of the game! The more you grind, however, the stronger humans become and the weaker monsters become by comparison. Earlygame monsters are unstoppable murderous juggernauts, while late game monsters tend towards being tanky healers.

tl;dr - If you're looking for a quickie tl;dr, go to the section on monster forms, make sure you have the listed skills equipped in slots 1-3, and you'll eventually turn into the monster listed when you have enough HP to do so.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~ Table of Contents for ease of control-F-ing ~~
- Monster Stats
- Transformation Basics
- Suggested Monster Transformations
- Mid-Game Monsters
- Endgame Forms - Early Access
- Endgame forms - Normal Access
- DualForm Monsters
- Tips and Tricks for Team Monster
- Free Roam - Specific Character Suggestions
- Quick character notes - Free Roamers
- Character Suggestions - Non Free Roamers
- Powerful Monster Attacks
- Absorbing Monster Attacks
- Monster Equipment Analysis
- Credits
Sic Gloria Transit Del Mundi
WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Monster Stats
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

All of a monster's stats besides HP come from your current form. So any two monsters you turn into OgreLords will have the exact same stats as each other, including defenses.

HP is determined by a combination of forms, and how many skills you have absorbed. Every skill you absorb which that monster has never absorbed before gives you +4 Max HP, permanently, in any form that monster turns into. Then each form has its own base HP number, which is added to this total.

To give an example, the OgreLord monster has 400 base hit points. If Thunder has absorbed a total of 12 unique monster skills, he will have 448 HP. If he then absorbs a new skill, his HP in OgreLord form will become 452. If he then absorbs 'a skill he has absorbed before', his HP will not change.

All monsters come with a few skills pre-absorbed, which also include the ones they have equipped at the moment (although due to bugs, you may have to do a single absorb without changing anything to make sure the skills a monster has equipped count).

Thus in general, you want to absorb many unique skills with your monster so they gain more and more HP as you proceed.

~~~~~~~~~~~~~~~~~
- Transformation Basics
~~~~~~~~~~~~~~~~~

Enemy monsters (And some enemy mystics) have four skills to absorb. Your odds of absorbing start from the most rare to the least rare, and your odds are:
Slot 4: 1/32 (3.1%)
Slot 3: 1/16 (6.3%)
Slot 2: 1/4 (25%)
Slot 1: 100%

If you have the skill equipped, or if there is a blank for a particular monster, it just skips that and goes to the next one.

When a monster absorbs something, the game checks 'Okay, do you transform now'. There are two 'tables' which determine which form you turn into, and if you qualify for nothing new on either table you do not transform. Transforming refills your WP and JP every time you do it, which is handy.

Table 1 is extremely simple. The game looks at your skills - it doesn't matter in what order or slot the skills are placed in. If you have all of the skills to transform into a particular monster, you do so unless you presently /are/ that monster, in which it keeps checking.

If it doesn't find any suitable form on Table 1, it goes to table 2, which is notably more complicated.

There are six categories for skills: Head, Arm, Leg, Body, Breath, and Magical. When you absorb a new skill, the game checks each of your skills and puts the first one it finds into a particular category. This check starts with the skill you just absorbed (Slot 8, the red slot), then goes in order (1, 2, 3, 4, 5, 6, 7).

It then checks your current HP, and starts at that point on Table 2. It then runs all the way down the table until it finds something you can turn into or reaches the end. If it reaches the end, it then goes back up the table to the beginning to find something you can turn into. If it does both of these checks without finding anything, you do not transform.

To give an example, let's say you have the following abilities on your monster, in this order:

1: Maelstrom (Magical)
2: FireBarrier (Body)
3: StoneGas (Breath)
4: GroundHit (Arm)
5: GasFlame (Breath)
6: Magic Heal (Magical)
7: Blade (Arm)
8: Thunderbolt (Magical) (Just absorbed)

The game starts with the newest skill - Thunderbolt - and puts that into Magical. Then it starts from the top, Maelstrom, and ignores that (it already has a magical). FireBarrier goes into body, StoneGas into breath, GroundHit into arm. Ignores GasFlame (it already has a breath), ignores MagicHeal (it already has a magical), ignores blade (it already has an arm).

Resulting in:
Head: None
Arm: GroundHit
Leg: None
Body: FireBarrier
Breath: StoneGas
Magical: Thunderbolt

It then consults the hefty Table 2. If you have, say, 500 HP, then it starts from 'LivingMirror' and continues going down until it finds something. The first match it hits is OgreLord (GroundHit, Thunderbolt), so you'll then turn into that.

If the monster was already an OgreLord, it would keep going. The next option on the list is SuzakuJr, due to FireBarrier.

This also shows that order is important. If Blade was put on 'top' of GroundHit, so the Arm skill becomes Blade... then it wouldn't pick OgreLord anymore as it doesn't qualify (As it doesn't see GroundHit anymore). Then, just before it would get to SuzakuJr, it sees CrystalTree (Blade, StoneGas), so you'd turn into that instead.

Generally speaking, put 'skills you want/need for your form' up top (slots 1-3), and skills you don't want near the bottom (slots 4-7), but you may need to cover up or ditch a skill if you keep turning into silly things with it, heh.

This also shows why Table 2 monsters are intrinsically a bit unstable. In the above example, any arm skill you absorb will cover up GroundHit /and/ Blade, for example, so you wouldn't turn into an OgreLord nor CrystalTree. Similarly, if you absorb a body skill, FireBarrier will become hidden so you won't become a Suzaku on that absorb. Thus, the more skills a table 2 monster requires, the more likely you are to end up not turning into it automatically every other absorb.

Still, if you have the required skills in slots 1-3, and have the minimum HP you need, you're likely to become the form you want after not too much stress. And of course, Table 1 monsters will just become their form if you aren't presently that monster, no checks required.

Insofar as where monsters are on various tables, this guide will go through highlights but not 'all of them'. Check the credits section for links if you want to see monsters that I don't specifically cover, heh.
Sic Gloria Transit Del Mundi
WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#3
~~~~~~~~~~~~~~~~~
- Suggested Monster Transformations
~~~~~~~~~~~~~~~~~

Now we get to the meat of the guide - the specific suggestions on 'try getting this skill and turning into that monster', haha.

For the purpose of this guide, 'stable' means 'you are likely to turn into this form again'. So for example, Snowfolk is very unstable as it is extremely difficult to turn back into it once you shift out of it. To compare, table one monsters like a Sphinx are extremely stable, since basically no matter what you do, if you absorb something and have SphinxRiddle equipped, and are not right now a Sphinx, you will become a Sphinx.

This does mean that this guide is relatively okay with your BlackDragon spending chunks of time /not/ being a BlackDragon, so long as it's not too bad to jump back in time for the big boss fight. For the more complicated forms, however, I have a 'DualForm' section, which suggests other skills you can add to the form. That way, while you may not be a BlackDragon, at least for the interim you'll likely turn into a Suzaku or Sonicbat or something else that's acceptable.

This does, however, take up skill slots you may want for other things, so it's up to you. Generally, the fewer skills a form requires, the more stable it is (as you have less to mess it up).

Remember that if you find yourself transforming into something you don't want, you can either remove or hide skills that are causing headaches. You'll probably want MagicHeal, for example, and if you don't otherwise have CharmGaze or Horn then it won't turn you into anything (Those skills make you a Unicorn). So if your desired form doesn't have a magical requirement, you can use MagicHeal to cover up any other magical skills you may pick up!

Conversely, if you want to be, say, a Sonicbat (Requires Scream or Supersonic, both magical skills), then you have to make sure Scream or Supersonic is above MagicHeal or you'll never turn into a Sonicbat.

~~~~~~~~~~~~~~~~~
- Mid-Game Monsters
~~~~~~~~~~~~~~~~~

These are monsters you can get very early if not immediately once you have access to freely roam the regions. Each of these forms can be taken to fight a final boss and will be viable, but will struggle a little bit there. They definitely can get you up to that point easily, and will do a great job covering for your humans and mystics while the latter two are growing.

TrisaurJr - BoltBlast or BoltBreath (Breath)

There are numerous other methods of becoming a TrisaurJr, but notably Thunder in particular starts with BoltBreath and if you move it up can become a TrisaurJr in your first fight, which like these other midgame forms can take you to the final boss, haha.

A perfectly viable strategy for SaGa Frontier is to get Thunder, turn him into a TrisaurJr, and then never have him absorb anything ever again - just cower behind your groundhitting murder dinosaur until you're good and ready.

The Thundragon on the Stage in Furdo's lab is a source of both BoltBreath and BoltBlast, for your NonThunders.

~~~~

Sonicbat - Scream or Supersonic (Magical)

Sonicbats hang out in Shingrow's Ancient Ship, and are by far the easiest fix-em-up form in the game. Just walk in with any monster, punch any sonicbat, and you're likely to get Supersonic, turning you into a sonicbat. Then move that up top and you're relatively free to absorb other things as Supersonic by itself doesn't turn you into anything else (With Deathsynthesis it turns you into a Ghostrider, which is bad. With Spore it turns you into a Shrieker, which is even better than Sonicbat!).

Sonicbats, like other mid game forms, can be taken to the end boss although it'll struggle a bit there. They also have a lot of HP, so if you need more HP for a form, or because you just picked up a new monster, or really for any reason - just go punch a sonicbat real quick.
Sic Gloria Transit Del Mundi
WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#4
Shrieker - Scream (Magical)

Shrieker are extremely resistant to piercing

Sonicbats above also have Scream, which can turn you into the notably stronger Shrieker. When your HP is low, Scream will toggle you between Sonicbat (Which is fine) and Harpy (which is not), but as you absorb more skills it'll start swapping you between Sonicbat and Shrieker, the latter of which is stronger htan a sonicbat which is a good place to be! Also has rather high piercing defense against bullet-happy bosses.

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Ogrelord - DoubleAxe or Groundhit(Arm), Thunderbolt (Magical)

Ogrelords are pretty strong, and notably Thunder starts with GroundHit (and GroundHit is one of the stronger monster moves anyway!) so it's very easy for him to hit this form once he's done being a dinosaur, haha. At 10LP, they're also fantastic candidates for LifeRain usage. Genbu eventually show up in Yorkland swamp as an easy source of Thunderbolt, the Devilsquid in Owmi's manor also has it fairly commonly (bring water immunity if you can!). You can also get it from the stage in Furdo's Lab, although it's quite uncommon there.

~~~~

Suzakus - FireBarrier (Body)

Suzaku are essentially immune to fire.

FireBarrier is a great skill, although it is unfortunately rare to obtain. Critically, anyone who can start the arcane quest can fight a Suzaku en route to the shield card, and it is vulnerable to petrification or other death-like abilities (And thus is easy to smack down). Only requiring one skill makes it fairly easy to become Suzaku, which does help it.

~~~~

SuzakuJr - FireBarrier (Body)

Suzaku are essentially immune to fire.

More specifics on the /character/ SuzakuJr will be below, but this is to note that anytime you can get to the shield card mountain, you can go recruit a SuzakuJr (or a second one, if you plan on getting FireBarrier from the one on top the mountain) who thus has all the midgame traits of the ones above. Jotnar can be a bit of a pain, though.

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Skullasaurus
- DaggerJaw, Fang, or FangCrush (Head)
- Deathsynthesis(Body)

Skullasaurus are immune to direct LP damage, Palsy, Sleep, Psychout, Mess, Angry, Charm, Instant Death, Poison, and Blind.

The rough part here is getting the 445hp required to sneak past Ankheg, which has the exact same requirements as Skullasaurus but isn't as good, haha, and that can be annoying as deathsynthesis turns you into lame things, but Skullasaurus is a solid midgame form itself. Good for a lot of early challenges

~~~~

Butch
- PoisonNeedle (Leg)
Or
- MadAttack(Arm) And Spoil (Magical)
Scorpions and Wyverns can get you PoisonNeedle, and Butch is a pretty good mid-game form. Although I'll be honest - the main reason Butch is on this list is because it looks like Cotton, and I like the idea of him turning into 'An upgraded version of his map form', haha.
At low HP, Poison Needle turns you into a Wyvern, which is sub par but functions. MadAttack and Spoil are pretty safe as they don't do much else.

~~~~

MagicHeal from Wormbroods - MagicHeal (Magical)

This isn't a form, but MagicHeal is by a lot the best healing move in the game - always goes first, heals a hefty sum of HP, and monsters have huge WP scores that refill constantly. Any monster can get it, fairly commonly, from a Wormbrood at the end of Koorong's Natural Caves. That's a bit of a hike, but can be worth it for 'now you have a super healer in addition to whatever else he does'.

Monsters can be quite tanky, so having an endgame BlackDragon who heals your team to full will certainly usurp using the lousy Starlight Heal for anything. :P

Like other healing moves, it does heal mechs but not quite as much. Be careful if you're Blue and on the Rune quest - if he actually gets the rune, he will then immediately teleport back to the Regionstation with his map, which can be a pain if you're trying to get MagicHeal on multiple monsters.

Wormbroods also have ElfShot, which is moderately strong.

Other sources of MagicHeal: Unicorn, Living Mirror, Mandrake, Sporepile, Sprite, Undine, Mellow, Wormbrood. Unicorns are by far the most common route to get it, while Living Mirrors are then the only other ones that have it as not-a-fourth-slot-absorb.
Sic Gloria Transit Del Mundi
WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#5
~~~~~~~~~~~~~~~~~
- Endgame Forms - Early Access
~~~~~~~~~~~~~~~~~

These are endgame forms that you can get very early, but require a little finaggling to get into. Essentially, these are forms you can get at a very early Battle Rank if you put your mind to it once you get free roam access. Being endgame forms, these are monsters who will whomp the game for you and serve just fine against final bosses.

~~~~

Zeroworm - DaggerJaw(Head), Scissors (Arm), BoltBreath or BoltBlast (Breath)

Zeroworm is the endgame Insect form, and notably it is available at Battle Rank 1! You can get BoltBreath/Blast from the dragon on the stage in Furdo's worshop (Or by being Thunder, who starts with it), Scissors from a Shellworm (the BR 1 insect), and Daggerjaw from either a Razorback (BR3 beast, so at BR1 he's in the biolab) or a gargoyle (BR 2 mystic).

Thus the moment you have access to free roaming, you can go get a top tier monster that can go fight the final boss, and that's kind of awesome. If you're on a power run, this is one of the better choices as Zeroworms are a /lot/ more powerful than the mid game forms listed above and never really fall off the power train.

Blue cannot get to Furdo's workshop for BoltBreath/Blast, so monsters in his playthrough will have to get that elsewhere (Or just 'Be Thunder').

DualForm: Given the earlygame nature of the Zeroworm, I'm not completely sure what a good suggestion is to make it a dual form as I'm not sure what is around that early, haha. Suzaku (FireBarrier), Shrieker, or Sonicbat (Scream or Supersonic) are some good choices that may help. If you toss on Deathsynthesis, you'll toggle with Skullasaurus, which is another good option.

~~~~

Crystal Tree - Blade or GaleAttack(Arm), StoneGas (Breath)

Crystal Trees are immune to sonic, and are essentially immune to force.

Everyone but Riki can get GaleAttack from the skeletons guarding the treasures in Sei's tomb, as well as a few other places (Riki fights weak but scaled encounters in Sei's tomb instead). StoneGas is then harder to get, but Furdo comes to the rescue here - it's a rare skill from him, but that means that once again at BR1 you can get a super top tier form. The damage CrystalTree can put out with Magnetic Storm is kind of amazing.

Later on, you can get StoneGas from enemy Blackdragons or enemy CrystalTrees more reliably than from Furdo, as a note. Furdo is just being noted since he's available immediately and is a lot easier to beat up.

Blue cannot get to Furdo's workshop, so this cannot be done early in Blue's playthrough. In Riki's playthrough, you'll have to find a DeadKnight, LivingSword, Mystic, Sicklebug, Zyphon, or CrystalTree to get at GaleAttack, although really Riki should look down one entry instead.

DualForm: You can in theory stabilize Crystal Tree /with/ a BlackDragon Below, as the skills required are all in different categories and they share StoneGas. Simple solutions like Suzaku (FireBarrier), Shrieker, and Sonicbat (Scream, Supersonic) also work.

~~~~

BlackDragon - Fang (Head), Tail or Tailhit (Leg), StoneGas (Breath)

BlackDragons are immune to Palsy and Sleep.

BlackDragon is almost certainly the strongest monster form in the game, and notably it's available from BR1 for anyone who isn't Blue! This is again Furdo coming to the rescue - Furdo's rare StoneGas is the lynchpin skill. Fang is ridiculously common (Xeno have it), and then Riki starting with TailHit means this form is built with Riki in mind. 8LP and monstrous stats means that the BlackDragon is good for wahtever it is you need done. Definitely a good target form if you're using Riki (or if you /are/ Riki).

Same note above on getting StoneGas later in a playthrough. Although notably, if you use Furdo to get yourself one BlackDragon, you can probably use that BlackDragon to get you an army more via beating up the dragon cave on the mountain on route to the Shield Card.

Blue cannot get to Furdo's workshop, so this cannot be done early in Blue's playthrough.

DualForm: CrystalTree may work well as a stabilizing form, as you can just tag on GaleAttack. You can also use DeathSynthesis to toggle with Skullasaurus, although you'll want at least 445hp to make sure you bypass Ankheg. Simple solutions like Suzaku (FireBarrier), Shrieker, and Sonicbat (Scream, Supersonic) also work.

~~~~

Kraken -
Feeler (Arm) and Maelstrom (Magical)
Coils (Body) and Maelstrom (Magical)
Ink (Breath) and Maelstrom (Magical) or MightyCyclone (Magical)

Kraken are immune to water.

Absolutely huge HP is the biggest draw here, although the 8LP and high vitality is no slouch! Immunity to water is icing on the strongest-aquatic cake. Maelstrom is also a strong attack with helpful AOE, particularly on a monster who refills WP after battles. You can get Maelstrom rarely from the DevilSquid early, and from other Krakens later.

If you're going with Feeler, you'll need 250hp to avoid Whipjelly. If you're going with Ink, you will need at least 430hp to avoid Manticore (Although Manticore is a decent midgame form itself). Coils is safer, but is definitely harder to get.

DualForm: If you aren't using coils, Suzaku (FireBarrier) works. If you aren't using Ink, then Chimera (GasFlame) works. You can also have multiples of the non-Maelstrom moves (provided you have the HP to get started) to make kraken a bit more stable as you technically will swap between Kraken forms.
Sic Gloria Transit Del Mundi
WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#6
Durahan - One from each category...
(Head) CharmGaze, Hypnotism, StoneGaze, StunGaze
(Arm) Blade, HeatSmash, IceSmash
(Body) Deathsynthesis

Durahan are immune to direct LP damage, Palsy, Sleep, Psychout, Mess, Angry, Charm, Instant Death, Poison, and Blind. He has a built in DurahanShield, which gives him a very strong block rate and lets him use a built in death attack.

Otherwise known as a Dullahan, the main thing that keeps a Durahan from being the best monster is the difficulty in healing him, in my opinion haha (The 4LP isn't great either). it's also a bit unstable, as many other things like the skills Durahan requires. Still, a Durahan will not let you down - it is an extremely powerful endgame form and the strongest undead form by a mile. The built in durahan shield is great and will block a lot (and gives you a death attack).

Regardless of which Head skill you're using, you're going to need 410hp to bypass Unknown, unfortunately (Try Sonicbat). Charm Gaze and Magic Heal will turn you into a UnicornJr, which is a decent alternative transform (Otherwise, hide magic heal). StoneGaze is pretty safe. StunGaze is also safe (Or well it turns you into a lot of weak stuff, but once you have the 410hp required for Unkonwn you bypass everything else, haha). Hypnotism is similar to StunGaze.

Blade is super common, but requires 500hp to bypass LivingSword. HeatSmash and IceSmash are only 455 to dodge LiquidMetal.

Durahan also has a table one option. This requires Deathsynthesis, Siren, Stampede, Thrust, and Trample. The big downside is that that's a lot of skills which makes it hard to fit 'abilities you actually want to use' thereon. The upside, however, is that being table 1 makes it absolutely stable as you /will/ turn into it every other absorb (unless you qualify for an earlier table 1 monster).

DualForm: Chimera (GasFlame) is a strong stabilizer here. If you go with CharmGaze, then magicHeal enables UnicornJr (Who is also generally available with LifeRain). Shrieker and Sonicbat are available via SuperSonic. If you go with the table one version, you can also do whatever you want in your remaining slots haha, as you will definitely turn into a Durahan every other absorb.

~~~~

KylinJr - KylinSong ; Table 1

Kylin is immune to Palsy, Sleep, Psychout, Mess, Charm, Angry, and Instant Death

Only Kylin can become, um, himself haha, and he will do so every other absorb due to KylinSong. His Space magic is very powerful - be sure you keep ReverseGravity. Vortex is great in Riki's game, one of the two shifts is great if you want to use a lot of monsters. Beyond that he's generally useful as he can freely throw ReverseGravity in every random encounter since he's refilling his JP anyway.

DualForm: Being table 1 and only requiring one skill, Kylin can do basically whatever you want with him otherwise haha. All of Kylin's space magic spells count as Head skills, for whatever reason, so if you want to use a dual form that has a head skill make sure you hide the space magics under it. Conversely, if your target form doesn't require a head skill, then you can use your space magic to hide any other head skill you have (none of the space spells turn you into anything).
Sic Gloria Transit Del Mundi
WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Endgame Forms - Normal Access
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These are endgame monster forms that show up more conventionally - you may have to be late game to get the required skills to show up, or they may require so much HP that it's impractical to get at them early. Of course, using the above monsters can often let you beat up encounters well in advance, enabling some of these as early as you can manage.

~~~~

Dragon Cave - Souce of BlackDragons

In addition to wanting to beat them up once for the treasures they guard, the BlackDragon + RedDragon optional boss in the caves on Mosperiburg (while you're en route to the shield card) is fantastic, as he is a source of three very rare skills - StoneGas, TitasWave, and GriffithScratch. StoneGas turns other monsters into the BlackDragon himself (With Fang and Tail/Tailhit), or into a Crystal Tree (With GaleAttack), while GriffithScratch is strong and is the main skill that turns you into a GriffinJr (which I'll get to in a second).

Riki as a BlackDragon, Sei the Durahan, and Thunder as a TrisaurJr can kill the dragons fairly easily and reliably (From recent experience), which means slightly less tech can get you there if you get started. This is a good place to pull your other monsters up to competency.

~~~~

GriffinJr - GriffithScratch, Beak, Tail, Wing ; Table 1

You essentially can't get GriffithScratch without beating up BlackDragons from somewhere, but once you /do/ this is a pretty fantastic form! Lightning fast and very strong and sturdy, and since it's a table-1 monster you're guaranteed to become it if you're not, so it's super stable. GriffithScratch itself is also very powerful (and expensive at 7WP, but GriffinJrs have tons of WP and monsters refill WP every absorb, so that's fine too haha).

DualForm: Being table 1, GriffinJr can do whatever you want it to do really. Due to the tail requirement, you can throw on StoneGas and Fang to toggle with BlackDragon, FireBarrier to toggle with Suzaku, Scream/Supersonic to toggle with Shrieker or Sonicbat, or GasFlame to toggle with Chimera.

Note that, while Wing, Beak, and Tail all suck, Beak is at least a self-comboer!

~~~~

Chimera - GasFlame (Breath)

The main thing I like about Chimera is that they only require one skill to be a top-tier form - GasFlame. I mean, don't get me wrong - it's then a great form that laughs at heat, haha, but 'one slot, you become a Chimera' so long as you have at least 250hp is wonderful. This also makes GasFlame a great way to make any monster that's not using its breath catergory into a dual-form monster.

Enemy Chimera are the easiest route to absorb GasFlame, but you can get GasFlame from FatDevil (Tier 7 Mystic), Flamefolk, and LiquidMetal (Tier 6 Slime). Odds are, thus, your earliest chance will come when you're BR4 from slimes in the biolab.

DualForm: With only one skill that doesn't turn you into much else, the sky's the limit for Chimera so long as whatever other form you're looking at doesn't require the breath category. Kraken, Durahan, GriffinJr, RockScout, and Mariche are some top end examples that do not. You can also go Suzaku (FireBarrier) or Shrieker or Sonicbat (Scream, Supersonic) to mix in more simple options.

~~~~

RockScout - StoneGaze (Head), GroundHit or PowerBeat (Arm)

RockScouts are immune to Palsy, Sleep, Psychout, Mess, Charm, Angry, Instant Death, Poison, Stone, and Blind.

I actually don't have a lot to say about RockScout. It's not as strong as a Durahan, BlackDragon, or GriffinJr, but is a solid form and only two required skills is nice (particularly when one is GroundHit which you want anyway). You need 400hp to avoid AxeBeak with groundhit, as a note.

Be sure you pick up StoneGaze when Basilisk roam the Yorkland swamp, that is by far the easiest time to grab it. PowerBeat is best to find from WereRhino, although a sizeable number of creatures get it.

DualForm: Ogrelord (Thunderbolt) does tag in nicely with GroundHit. Besides that RockScout mostly has the standard option set, Suzaku (FireBarrier), Chimera (GasFlame), Shrieker or Sonicbat (Scream, Supersonic).

~~~~

Snowfolk - IceSmash (Arm), Arctic Breath(Breath)

Snowfolk are immune to Palsy, Sleep, Psyschout, Mess, Charm, Angry, Knockback, Stun, Instant Death, Poison, and Blind. And essentially are immune to electricity and ice.

This is, by far, the hardest monster form in the game to get haha, and that is almost entirely because of the HP requirement! Essentially, you need 995 base HP (or higher) in order to become it and not an Iceworm. This functionally requires you to absorb a /lot/ of skills - if your goal is this form, I heavily advise you find a checklist and check off every skill you've absorbed, and go carefully hunt down skills you've missed. Then when you're ready, make sure you have IceSmash and ArcticBreath, turn yourself into a Kraken (Kraken have the highest base HP), and put those two skills up top, and hope you absorb something that's not arm nor breath.

After all that work, Snowfolk are pretty good! You by definition are going to have a huge HP stat, and they have a ton of resistances to many common choices. Of course, given BlackDragons and GriffinJrs and Durahans are still probably /better/, Snowfolk becomes more of a coolness factor than the mechanically best plan, haha. They certainly are cool, though, and definitely are a strong endgame form!

DualForm: Snowfolk is by a lot the worst form to try to dual-form, since whenever you swap out of Snowfolk you'll basically need to go back to Kraken in order to swap back! Thus, if Snowfolk is your target, I'd just stop absorbing once you become one (of course, by definition you'll have tons of HP stepping in, so this may be okay!)

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Mariche - StunGaze, CharmGaze, StoneGaze, and DeathGaze ; Table 1

Mariche are immune to sonic.

Mariche feel like they're /intended/ to be the ultimate monster, what with Riki's boss having one floating around. 77 in all stats is good and the form is very much stable - it's the first table 1 monster, so if you have all four gazes then you are definitely going to become a Mariche every time you're not presently one and absorb something.

Mariche are then more fragile than I'd prefer, though, and simply aren't as good as many of the other top tier monster types (BlackDragon, GriffinJr, Durahan, Snowfolk, Kraken), but makes a great fallback option and is cool to look at. The most annoying gaze to get is StoneGaze - be sure you stop by the swamp to pick up StoneGaze when Basilisks are in there, since Basilisks will leave the swamp after awhile which makes it a huge pain to get StoneGaze later.

DualForm: Being table 1, Mariche can do whatever fits. RockScout (StoneGaze, GroundHit) and Durahan (Charm/Stone/Stun Gaze, Blade/HeatSmash/IceSmash, Deathsynthesis) double up on one of the gazes, which may help out. UnicornJr (CharmGaze, MagicHeal) also may be a good choice. And of course, the standard suite does work of having Suzaku (FireBarrier), Chimera (GasFlame), Shrieker or Sonicbat (Scream, Supersonic).
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WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#8
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- DualForm Monsters
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There are generally two strategies with monster transformations. You can just accept your monster not being its primary form periodically, or strive to have it qualify for two forms so it will mostly swap back and forth between them.

To help with the second strategy, these are monsters that take generally one skill and are decent, and thus may be good places to look if you're trying to make your monster toggle between two forms. Many of these were repeated in each specific monster's entry (along with a few more particular examples), but it may help to have all of these in one place!

Table-1
Sphinx - SphinxRiddle
Kylin - Kylin's Song

Mid-Forms
SuzakuJr - FireBarrier (Body)
UnicornJr - LifeRain (Magical)
UnicornJr - CharmGaze (Head) and MagicHeal (Magical)
OgreLord - GroundHit (Arm), Thunderbolt (Magical)
Sonicbat - Supersonic or Scream (Magical)
Shrieker - Scream (Magical)
TrisaurJr - BoltBreath or BoltBlast (Breath)

End-Forms
Chimera - GasFlame (Breath)

The two table 1 forms are handy as they're basically guarantees, but Sphinxes are a pain to find and not everyone is Kylin, heh.

The mid game forms are then generally good options that require one skill, or in the case of UnicornJr and OgreLord, require two skills but one of them you probably want anyway (Namely MagicHeal and GroundHit as those skills are stellar), so they are relatively inobtrusive.

Chimera is then great, when you can get your hands on GasFlame, provided your form isn't using a Breath category. A quick one-and-done 'Also he becomes this other top tier monster'.

~~~~~~~~~~~~~~~~~
- Tips and Tricks for Team Monster
~~~~~~~~~~~~~~~~~

Vitality Rune is awesome -
If you have a monster on your team, odds are they are tanky as basically all of the top end monsters (or even mid tier monsters!) are quite sturdy and make good party leads. Casting vitality rune on a monster then basically means you can ignore them until the regeneration wears off - they'll usually autoregen their way out of any damage that doesn't kill them in one shot, leaving them free to keep your team alive with MagicHeal or throw around liferains or smack with groundhit or whatever it is you want them to do.

~~~~
Shifts are awesome for team monster -
Kylin, mystics, and humans can get at the space magic LightShift (only Kylin and Blue can get at DarkShift, but the ideas are very similar and work for both). If you have several monsters who have photosynthesis equipped, then lightshift becomes a very strong psuedo vitality rune (That stacks with vitality rune, by the by). In Riki's game, I've autohealed basically everything Riki's final boss threw at me with Kylin throwing up a shift once, and the basically-immortality is definitely worth a turn if you can afford to slot a shift on someone.

Photosynthesis vs Deathsynthesis is a decision. Overarchingly, Photosynthesis is better as Deathsynthesis makes it harder to heal and LightShift doesn't require the gift. Deathsynthesis has two perks, however - one is that the forms you get from it tend to be stronger (Durahan, Skullasaurus), and two is that if you use the gun skill TrickShot, it will /create/ a ceiling even if there wasn't one, enabling Deathsynthesis healing without space magic.

If you don't have a Durahan, I'd probably go for photosynthesis over deathsynthesis, since deathsynthesis makes it harder to heal normally... unless you're using TrickShot, which muddies the waters a bit. If you /do/ have a Durahan, then it's up to you if you want him to waste an extra slot on photosynthesis or if you just want everyone to rock deathsynthesis, haha.

~~~~
Magic Heal Life Rain Tanks -
Just a more firm statement of what I've noted above several times - monsters tend to be very sturdy, and if you're grinding a lot then late game your humans will catch up to them damagewise. This is okay! Among other things, your monsters helped them get there haha. Still, a major area that monsters excel is healing. MagicHeal is the best healing move in the game by far, and monster's magicheal automatically goes first while a mystic's does not, plus monsters can refill their WP after fights at your leisure (and have huge WP to begin with!). Then Liferain is great, particularly if you're an 8LP monster (Or 10LP Ogrelord!). Both of these are strong enough heals that they help even in mech teams, for example.

~~~~
PurpleEyes -
If your monster isn't Kylin, then he'll have tons of JP that he can't otherwise use unless you give him a PurpleEye. This is less critical for random encounters since monsters refill WP each fight anyway, haha, but some monsters have huge mental stats and this gives them another huge pool of steady damage they can fall back on. Definitely worth an equipment slot unless you're Kylin (Who can throw ReverseGravities and VaporBlasts which are oh so clearly better).
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WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#9
~~~~~~~~~~~~~~~~~
- Free Roam - Specific Character Suggestions
~~~~~~~~~~~~~~~~~

These are a series of more specific instructions on 'Hey I just got Turnip, what should I do with him' or the like. All of these monsters can easily go into any of the midgame or endgame forms listed above, mind you,

~~~~
Thunder -

By far my favorite monster, Thunder becomes a TrisaurJr pretty much immediately. Make sure BoltBreath stays at the top and ditch Dash, then rock your lightning dinosaur, TrisaurJr is a powerhouse.

For the midgame, getting Thunderbolt onto Thunder means he'll swap into the midgame Ogrelord, which is a great place to wander to and thematically fits him (It's 'Thunder but purple'). Its 10LP is icing on the cake.

If you are new to SaGa Frontier in general (Or want a hands-off suggestion to help make it easier on a friend!), recruiting Thunder, turning him into a TrisaurJr, and then never absorbing anything ever again with him is a fantastic tactic for powering through the earlygame until your humans can stand on their own two feet. Of course, being a monster, he then can cycle to any endgame form of your choice.

Thunder starting with BoltBreath also makes him a natural fit for an earlygame Zeroworm. If you're Blue, he's your only earlygame choice at it, in fact, as Blue can't get to Furdo's lab otherwise.

In order to recruit Thunder, you have to first recruit Lute, who is in scrap (everyone can recruit Lute). Then go to Yorkland with Lute and talk to the giant ogre and he'll join you. If you are Lute, leave Yorkland then come back, and you can recruit Thunder then.

~~~~
Cotton -

Cotton starting with heal is surprisingly valuable for the earlygame - magicheal is better, but while WP is low a freebie self heal is great! If you move Supersonic up to the top, Cotton will turn into a Sonicbat which is a great place to be. Ditch Needles, I hate cactus (It's not awful if you're going manticore, but you can generally do better).

I like to turn Cotton into a Butch for his strong mid-game form, as MadAttack and Spoil aren't too onerous to get (Well, MadAttack can be rough, haha). Butch looks a lot like Cotton, hence the recommendation. Of course, due to what is almost certainly an error, going GhostTouch(Arm), Deathsynthesis(Body), and DeadlyMoss(Breath) will turn you into a Butch too. And of course, Cotton is a monster, endgame forms are in your crosshairs. Note the Red section below for specifics on 'If you are Red and this is your first time in shrike', as Cotton is especially valuable to him.

Anyone can recruit Cotton by freeing him from his captivity in the Biolab. If you have Fuse in your party, there will be a little more dialogue when you do so.

~~~~
Kylin -

KylinJr is a strong midgame to endgame form himself, and being table 1 he's handy that just having KylinSong means he'll cycle back to being himself every other absorb. Definitely keep ReverseGravity it's /awesome/, and VaporBlast is great at being cheap if you'd like it. If you're using multiple monsters, one of the shifts is useful but ditch the other ones. All of his spells take up the (head) slot, which means they can cover up other head skills if you'd like them to and otherwise you should slide them down.

Anyone but Blue can recruit Kylin (or buy spells from him if you choose not to recruit him). Complete the Arcane or Rune quest, then complete the Light or Shadow quest, and then in Devin Rei will send you to Kylin's Paradise if you ask her to.

~~~~
RedTurnip -

Poor RedTurnip joins extremely late for most, haha. Don't get rid of Bloodsucker, Ink, or SeedVulcan in his first battle - they don't count towards his prime HP until you do a single fight while still keeping them equipped. While endgame forms are likely on the table by the time you get RedTurnip, if you put Scream up top he'll cycle between a sonicbat and a shrieker, which is not a horrible place to be. If your goal is to endgame him quickly, I'd suggest Crystal Tree - find a source of Stonegas and get him galeattack, the latter of which should be relatively painless by then.

Only Asellus can recruit Redturnip, and she does so if you find him before you leave the Dark Labyrinth.

~~~~
Riki -

Riki has a lot of particular exceptions to things as he joins early in T260g's story and is a key part of his own story, but his biggest perk is having immediate access to TailHit. Summarily, if you get Fang from somewhere (Xeno?) and go beat up Furdo, you can make Riki a BlackDragon extremely quickly and whomp your way to doing whatever it is you wanted with a playthrough, haha. BlackDragon Riki makes it easy to, say, beat up Lord Sei, or clear the Dragons Cave yourself, or other things. Don't forget magic heal!

Riki won't join Asellus or Red. Everyone else gets him either early in their story or by talking to him in Scrap.
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WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!

User Info: Kantolin

Kantolin
7 months ago#10
Lord Sei -

Whether or not to get Sei is a big choice. You either get the trio of treasures, the Kusanagi, or Lord Sei himself. The trio of treasures is particularly valuable for the amulet (which is /fantastic/ on WP-refilling-monsters) and the shield (One of the better shields in the game and free to boot!), while the murakumo is 'a sword' which can help if you get it early enough. The Kusanagi is great on mechs and very useful on mystics, but does require you to beat up Sei to get at it. It can also be a basic sword for humans due to its high early power.

Lord Sei himself is then a strong monster - he has a /ton/ of skills absorbed. Don't get rid of Kusanagi in his first battle as it does not count towards his prime HP until after you fight with him keeping it. His skills are all then very good - HPDrain is great if applicable (you can't drain a robot), Minion strike is a strong AOE, and Kusanagi is great damage for low WP while also comboing extremely well. If you get him Blade, IceSmash, or HeatSmash, and mix that with the easy to obtain CharmGaze (or StoneGaze from basilisks), he'll go Durahan, which is definitely an upgrade. Of course, to recruit him you'll have to battle him.

If you're not planning on using Sei in a given playthrough, going for his other treasures is a good idea. Asellus & T260g have extra incentive to get the Kusanagi, as it's particularly helpful for mystics and mechs. For Emelia, I feel the shield helps with her missions more than a monster you can't use or upgrading Annie's sword. Riki does not get a choice and ends up with Sei as it is, so go team monster. Red, Blue, and Lute have good choices either way you want to go. And either way, it's a good idea to go get his treasures early even if you can't afford to fight him just yet.

Sei is recruited by obtaining his three treasures - the magatama is in a side room and will sparkle first, a drop panel on the left side of the central room gets you the murakumo, and finally the mizukagami is in that central room. You can then either keep the treasures, or give them up by placing them on the pedestals near the entrance - placing them on the pedestals means you lose them, and can go battle Lord Sei to either recruit him or get the Kusanagi instead.

~~~~
Slime -

Heh, everyone hates Slime jumping into your team, but remember - even lowly slime can become an endgame monster after a few battles! Don't ditch HP drain in slime's first battle as it's not included in his Prime HP. Ditch Solvent, since slime /being/ a slime sucks really badly.

Everyone but Riki can recruit slime by completing the rune quest and getting the rune within Tanzer. With Blue, if you mash the ending conversation fast enough, he'll teleport out without actually getting slime - nobody else has a choice to avoid him and will get him amidst that quest. Well, unless your party is full when he attempts to join.

~~~~
SuzakuJr -

If you want a SuzakuJr but want to absorb the one on the top of the mountain into a mystic's weapon instead of a monster (or if you want two Suzaku at that moment), you can get one en route to the Shield Card! Only needing FireBarrier to stick to the Suzaku form means you are a lot more free to absorb things while remaining Suzaku, and FireBarrier is really good anyway.

To get SuzakuJr, you hvae to be on the way to the Shield Card on a mountain in Mosperiburg. Just below the 'cave', there is a fairy - kill that fairy. Then go just above the cave to the open area with three beast-type monsters roaming around. If you see a large snowman, that is the boss Jotnar - defeating him frees the Suzaku who is within the cave itself. If you do not see a large snowman, then go back down, kill that fairy again, and repeat this process until you do see Jotnar.

~~~~~~~~~~~~~~~~~
- Quick character notes - Free Roamers
~~~~~~~~~~~~~~~~~

These four get access to free roaming before they can recruit a monster anyway, so generally you'll want to just glance up at the free roaming examples up above.

Blue - Final boss does Fire, Ice, and Lightning, so any barrier would help a little.

Lute - Gremlin Touch & Magnetic Storm help, since Spriggan is a mec. Monsters really shine here as it doesn't matter to most monsters how early you go fight him. If you're at his end boss very early, gremlintouch might be especially helpful for the longlivity it gives your monster, while if the rest of the team is dealing heavy damage then you can just focus on Magnetic Storms (As they'll probably run out of WP before your monster does!).

Emelia - Diva throws a lot of lightning, definitely consider a boltbarrier. Also unrelatedly the fight a surprisingly good fight for your humans to have dodge gaze, or to use a monster who is immune to gazes. Durahan with a BoltBarrier tends to resist a lot of what Diva can throw at him, haha. Anyway, as Emelia remember that any monster you get won't be able to get you through her missions as her party is set for those. Of course, at the end it's then quick to power up a monster to rapid usability while your humans would be in trouble with training time, so that definitely helps!

Asellus - I feel that sonic immunity is very important vs Orlouge.
-> RedTurnip - If you weren't using a monster before, odds are White Rose was your healer of choice. Summarily, try getting RedTurnip magic heal - there's a guaranteed source of it down in Koorong's natural caves, and if you run into a unicorn on the way to the end you can get magicheal from it as well as liferain (The fairy caps out summoning unicorns if you're too strong, and if you're not that strong yet then the biolab may have them, and either way wormbroods always have magicheal). LifeRain form unicorns is also helpful.

In addition, RedTurnip has the option of absorbing GriffithScratch from the Griffin at the end of Asellus' story. This comes with two caveats - one is that if you then want RedTurnip to turn into a Griffin, you have to go get tail from somewhere which can be rough to find (easier if you unlocked Time Lord's realm). The other is that the Griffin is a fantastic absorb for your mystics, so it may be wasteful to put it on a monster instead, heh.
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WOOHOO I beat 10 Fatestone Saruin on July 22nd! Woohoo!
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