hide results

    Wi-Fi Guide by GorothObarskyr

    Version: 1.21 | Updated: 04/27/08 | Search Guide | Bookmark Guide

    By GorothObarskyr
    I've seen several requests on the GameFAQs board for a comprehensive guide on 
    wi-fi battles, so I decided I'd help out.  At the moment this is a rough 
    guide, since I'm sure I will forget to put in many things that need to be in 
    here.  That being said, feel free to comment or make suggestions about what I 
    should add, what you think should be changed, etc.  To make suggestions, you 
    can either make a post on the GameFAQs board, or send me an e-mail at 
    Table of Contents
    Version History
    I:    Wi-fi Basics
    II:   Monster Stats
    III:  Team Roles
    IV:   Offense
    V:    Defense
    VI:   Typical Battles
    VII:  The AI
    VIII: Rankings
    IX:   Prizes!
    Copyright and Contact Information
    Version History
    4/27/2008 v1.21 - Modified Acceptable Websites Section
    4/18/2008 v1.20 - Added Section IX; Updated Contributors List
    3/27/2008 v1.12 - Modified Sections VI and VII; Updated Contributors List
    3/18/2008 v1.11 - Modified Sections VII and VIII; Updated Contributors List
    3/17/2008 v1.10 - Added Table of Contents, Version History, Contributors 
    Section, Copyright and Contact Information; Modified Sections V, VI, and VII
    3/16/2008 v1.00 - First draft; released in GameFAQs forum 
    I: Wi-fi Basics
    These are the most basic, fundamental rules of wi-fi battling.  These are 
    designed to get you into the mode of thinking that you'll need to set up a 
    successful team. 
    1. Everything I have written in this guide I learned from my own personal 
    experiences.  Frankly, if you are new to wi-fi, you can read this guide and 
    think of countless great strategies and team setups based on what I have 
    said,  but until you actually start experiencing and getting the feel for wi-
    fi you will not be able to fully understand or be able to predict how a wi-fi 
    battle will work.  So don't be shy; jump into the fray, get some experience 
    under your belt and use this guide only as a helpful resource.  
    2. If you think up a strategy you think will work really well, don't 
    immediately dismiss it if it hasn't been mentioned by this guide or someone 
    on the board.  Who knows, your strategy may be incredibly effective, and 
    people might actually start copying off you!  So if you have an idea, by all 
    means try it out!
    3. There is no one "best" monster.  You will never be able to carry a team 
    with any one monster.  You have to design your monsters to support each 
    other, cover each other's weaknesses, and fit in with your overall strategy.  
    Therefore, when you're planning for wi-fi, don't plan out monsters one by one 
    - plan out a team with an overall strategy, and then pick and choose your 
    three monsters based on that strategy.
    4. There is no one "best" skill set for any monster.  This ties in with the 
    above rule: you must plan your individual monsters based on your overall 
    strategy, so your skill set will also have to be planned based on what role 
    you want your monster to fill in your team. 
    5. There is no one "best" team.  It is impossible to make a team that 
    dominates all other teams.  Every team will have its strengths and 
    weaknesses, and you will find that sometimes you will need to substitute in a 
    monster or even an entirely different team in order to overcome a challenge 
    you are faced with.
    6. There are always trade-offs in planning your team.  Since your monsters 
    only have a limited amount of skill slots, improving your team in one area 
    will mean weakening it in another.  For example, having Uber Healer on two of 
    your monsters makes for much more reliable healing, but it means taking a 
    skill slot away from a damage-augmenting, status inflicting, or support skill 
    set.  Finding that perfect balance in your team is something you will have to 
    learn yourself, from experience.
    Whew! Now that I've covered the fundamentals, let's get into the really meaty 
    II: Monster Stats
    I know people will ask this, so before you start spamming the board with 
    questions about the stat caps of such-and-such monster, check out Zelos71's 
    monster list in the FAQs and Guides section of GameFAQs.  It gives synth 
    options, traits, stat caps, and resistances of every monster in the game.
    Basic explanation of how each stat affects your team's performance:
    - MONSTER RANK (X, S, A, etc.) -
    This only affects the growth rate of stats for the monster.  A monster of 
    higher rank will have faster stat growth overall.  The rank of the monster 
    does not inherently make it stronger than a lower rank monster, and in fact 
    there are many A or lower ranks that are considered superior to some X ranks. 
    Monster rank also has no effect on the monster's resistance to attack or 
    status spells.
    - +VALUE -
    This determines the level cap of the monster.  A monster with +0-4 will have 
    a level cap of 50, a monster with +5-9 will have a cap of 75, and a monster 
    with +10 or higher will have a level cap of 99.  +Value has no other effect 
    on the monster's performance.
    - HEALTH -
    Pretty self-explanatory.  Health determines how much beating your team can 
    take from the other team before dying.  The more health your monsters have, 
    the more resilient your team will be.  However, getting more health on your 
    monsters often means sacrificing overlapping of roles or damage-dealing 
    - MANA - 
    Determines how many spells and abilities your monsters can use before they 
    have to stop.  In wi-fi, mana is one of the least important stats because of 
    the fact that wi-fi battles last a maximum of 10 rounds, and most times they 
    end before hitting that maximum.  Therefore it is only really necessary for a 
    healer to have 360 mp, so that they could theoretically use Omniheal (the 
    most mp-expensive healing spell at 36 mp per cast) every one of the 10 
    rounds.  Attack spell casters will need 550 mp minimum so that they could 
    cast Kaboomle (55 mp) for every round if they needed to.  Having mp higher 
    than those two requirements will not make a difference at all in a wi-fi 
    - ATTACK - 
    Determines how much damage you deal with physical attacks, and the damage 
    done by slash abilities (not including Gigaslash and Gigagash, which are 
    actually zap spells).  As a rule of thumb, your monsters will deal little or 
    no damage to a monster with a defense stat that is 450 or more points above 
    your attack power.  After you have passed that threshold, the damage you deal 
    will increase linearly with an increase in attack power.  Critical hits 
    ignore the enemy's defense rating and traits, and do approximately your 
    attack power plus or minus 50.
    - DEFENSE -
    Decreases damage taken from the enemy's physical and slash attacks.  An 
    approximate equation that seems to work pretty well is Damage = Attack/2 - 
    - AGILITY - 
    This stat influences two things: the order your monsters will go in the 
    battle, and the chance that your monsters will dodge an incoming physical or 
    slash attack.  The higher your monster's agility, the earlier your monsters 
    will go in the battle, and the higher chance they will have to dodge an 
    incoming attack.
    - WISDOM -
    This stat modifies the damage your monster will do with attack spells.  This 
    stat does not affect healing spells like Fullheal and Omniheal because they 
    heal the target to full in any case.  Therefore it is only important for 
    mages to have high wisdom, not healers or physical attackers.  Wisdom does 
    not decrease damage taken from incoming spells, nor does it affect the chance 
    that a status spell will land on a target.  The damage done by legendary 
    abilities like Gigagash and Lightning Storm is modified by the caster's 
    level, not his wisdom.
    It is important to realize that stats alone do not determine how effective a 
    monster will be.  Traits and resistances play as much a role in how much 
    potential a monster has as do its stat caps.  Also, the total sum of all a 
    monster's stat caps is a pointless calculation that should be ignored.  You 
    will want your monster to have high stat caps in the areas that will help it 
    to best fill its role in your team.
    III: Team Roles
    - HEALER - 
    This is an essential role in wi-fi, because if you don't have a healer on 
    your team, you will be wiped out in two rounds maximum; many teams can take 
    you out in just one round.  Therefore it is required that you have at least 
    one monster on your team with some skill set that includes Omniheal (Uber 
    Healer, Cure-all, Cleric).  It is often good to have more than one monster 
    with one of these skillsets, so you will have a backup healer you can switch 
    to if your main healer is taken out.  You will want your main healer to be 
    one of the most resilient monsters on your team, since he needs to stay alive 
    in order to keep your team topped off.  Traits like Metal Body, Attack 
    Magicproof, and immunity to one of the main attack spells (Bang, Whoosh, 
    Crack) are all very good traits for a healer to have.  You will also want 
    your healer to have 999 hp, or as close as you can get to it (if you're using 
    a Darkonium or Gem Slime, you will need 294 hp), and high defense rating 
    (850+ is good).
    This is a monster that deals damage using physical attacks and slashes.  A 
    physical attacker will want high health, high attack (950+ is best), and as 
    high agility as possible to avoid painful dodges by the enemy monsters.  You 
    will also want a physical attacker to have some skill set that will augment 
    his damage potential, such as Naturalist, Assassin, Uber Knight, etc.  
    Physical attackers have a disadvantage to mages because they deal less damage 
    and have a chance to be dodged, whereas spells always land and can only be 
    mitigated by resistances.  However, physical attackers have their own 
    advantages over mages in that they can damage all monsters, including Metal 
    Body and Attack Magicproof monsters which are immune to mages, and they have 
    a chance to score critical hits.
    - MAGE - 	
    This is a monster that deals damage using single- or multi-target attack 
    spells.  A mage should have as much health as possible, decent defense, and 
    high wisdom (900+). Mages do the most overall damage by far of all damage-
    dealing monsters, and can damage all targets at once.  This makes mages a 
    very popular choice for damage-dealing in wi-fi.  However, mages can be 
    incredibly ineffective if the enemy team has one or more Metal Body or Attack 
    Magicproof monsters, because they often suffer of low attack power.
    - STATUS-ER - 
    This is a secondary, optional role that one of your monsters can play to help 
    increase the chances of your victory.  A status-er will attempt to inflict 
    status effects such as sleep, paralysis, or confusion on the enemy team in 
    order to inhibit their healing or damage potential.  Being able to cast 
    status effects is a nice bonus; however, it means sacrificing a skill slot 
    for Hypnotist, Hive Mind, or similar status-inflicting skill sets.
    As mentioned above in the healer section, having roles overlap onto two or 
    three of your monsters can make for a more stable team overall.  You can have 
    two healers on your team to make sure your team is always at full, or to 
    buffer against the chance that your main healer receives a critical hit and 
    dies.  Having two status-ers on your team doubles the chance that the enemy 
    monsters will be asleep, paralyzed, or confused at the end of the round.  
    However, like for all good things, there is a trade-off.  Overlapping roles 
    makes for a more stable team, but it means using a skill slot that could be 
    used elsewhere for boosting stats or increasing the damage-dealing potential 
    of your team.
    IV: Offense
    Congratulations! You have made it to the phase of the fight where your 
    monsters get to explode, freeze, slash, or otherwise pound the enemy team 
    into oblivion.  Excited? ;-) On that note...
    --- PLAY BY DA RULES ---
    There are really only two necessities for having a successful offense.  I 
    have (very originally) dubbed these two requirements Rule #1 and Rule #2.
    Rule #1:  Your team must be able to deal a minimum of 950 points of damage to 
    at least one of the enemy monsters per round.  1000+ damage is a good thing 
    to shoot for if you want the most effective offense possible.
    Rule #2:   Your team must be able to deal the bulk of its damage in one 
    string of attacks, between the enemy team's heals.
    --- FULFILLING RULE #1 ---
    - Options! -
    Ah, yes! Don't you love when you have options?  Specifically you have the 
    option of making a team of mages, a team of physical attackers, or a mixture 
    of the two.  Having a team of three mages, or having one or more Double 
    Trouble monsters on your team, are easy ways to get over 1000 damage points 
    per round.  As long as you team is able to deal over 1000 damage points per 
    round, you can use any combination of mages, physical attackers, and double 
    troublers that you desire, and your team will be good to go (at least from an 
    offensive standpoint, but more on that later).
    - Mercurial Thrust -
    One of the most useful abilities in wi-fi, Mercurial Thrust is an attack that 
    will be used automatically by the AI if there is an enemy monster that is low 
    in health (i.e. able to be killed by the Mercurial Thrust) at the beginning 
    of a wi-fi round.  Assuming no monster on the other team is also using 
    Mercurial Thrust, the ability will negate the speed bonus granted by all of 
    the enemy's stats and traits (including Early Bird), and therefore a monster 
    using Mercurial Thrust will always move first in the round.  Mercurial Thrust 
    gives you that extra little bit of damage you sometimes need to finish off an 
    enemy monster.  Therefore, it makes achieving 1000+ points of damage per turn 
    much easier than it had been before.  Mercurial Thrust is modified by attack 
    power, of course, so if you're going to use it, make sure to put it on a 
    monster that has a high attack stat.  
      Note: Mercurial Thrust does only 75% of your monster's normal physical  
      damage, so a monster with 950+ attack power will do about 200 points of 
      damage with Mercurial Thrust (~60 to metal slimes).  Mercurial Thrust also 
      cancels a Double Trouble monster's second attack.
    --- FULFILLING RULE #2 ---
    - Agility Stacking -
    This idea is fairly simple to understand.  If you just throw together a 
    hodgepodge of three random attackers without any regard to their agilities, 
    then you'll have maybe two of you monsters attacking at the beginning of the 
    round and one at the end, or have them all spread out during the round.  This 
    may not seem like too big a deal, until you realize that the enemy's healer 
    will have a good chance of landing a heal right in the middle of your 
    assault, basically cutting its effectiveness in half.  At best, you would be 
    sitting around for a few rounds waiting for a lucky turn order to pop up, 
    giving the enemy more time to take you out.  In the worst case scenario, the 
    enemy team would have more than one healer, and you wouldn't be able to take 
    out any of the enemy monsters no matter how hard you tried.  The name of the 
    game in agility stacking is burst damage.  You want to be able to deal your 
    1000 damage points in one clump, between the enemy team's heals.
    Agility stacking is just what it sounds like.  You choose monsters for your 
    wi-fi team which have very similar agility caps, so that they will have a 
    higher chance of having their turns taken next to each other.  If you want a 
    fast team, your damage dealers should all have 999 agility or close to it, 
    and if you want a slower team, your damage dealing monsters should all have 
    400-500 agility.  Since your healer will be healing almost every round 
    anyway, he doesn't necessarily have to fit in with this pattern.
    - Mercurial Thrust -
    Deja vu anyone?  If you have made a slow team that focuses its damage mostly 
    at the end of the round, you will find this ability even more useful than 
    before.  Since MT always moves first, it will add to the burst damage you 
    built up at the end of the previous round.
    - Status-inflicting Abilities -
    Having a status effect like sleep, paralysis, or confusion on the enemy 
    healer makes it much easier to fulfill Rule #2, since chances are the enemy 
    healer will miss one or two opportunities to heal, doubling or tripling the 
    time window you have to deal all your damage.  Using status-inflicting 
    abilities is a strategy that can be used in place of Agility stacking and 
    Mercurial Thrust; however, remember it is not guaranteed that status spells 
    will land...
    V: Defense
    Hmm...perhaps it would have been better if I had held off on the 
    congratulations at the beginning of the last section.  Because if your team 
    can't survive the enemy's assault, there's a good chance you won't be able to 
    get to the fun blow-them-up phase of the battle.  Therefore you cannot simply 
    design your team to have a super-powerful offense, because there is a good 
    chance you will have sacrificed very necessary survivability in order to get 
    such a high damage potential.  You have to find the balance between a good 
    offense and a good defense.  
    There are two main things associated with a good defense: healing and 
    -- HEALING --
    As important to a good healer as his traits or his stats is the timing of his 
    heals.  A good healer is able to control the turn order so that he can heal 
    when the team most needs him.  For example, if a healer casts Omniheal after 
    only one of the enemy monsters has taken its turn, then there will be two 
    other enemies attacking later in the round.  This means your team will start 
    off the next round with less health than it did the previous round, which 
    leaves the healer's teammates open to being killed with an unlucky turn 
    order.  The healer would have been more effective if he had cast his heal 
    after all three of the enemies had taken their turns, so that the team would 
    be healed to full at the end of the assault, and would start the next round 
    with all their health.  
    There are a couple of ways to time your heals in a wi-fi battle.  One way is 
    to have a healer with very low agility (500 or under), so that he has a high 
    chance of going last and healing your team to full for the enemy's next 
    assault.  The second way is to have a healer with a trait like Early Bird or 
    Last Word, so that they will be guaranteed to go either first or last in the 
    battle.  Early Bird is not as effective a trait for healing as Last Word 
    because the Mercurial Thrust ability overrides the Early Bird trait and 
    always attacks first, giving the enemy a chance to finish off a low monster 
    before your Early Bird can heal.  A healer with Last Word will never give the 
    enemy a chance to use Mercurial Thrust.  
      NOTE: It's important to realize that having a healer with 999 agility will 
      not control turn order in many cases.  There are countless fast mage teams 
      in wi-fi that are made up of monsters with 999 agility and 999 wisdom.  
      This means it is totally random where your healer will land among the three
      enemy attackers, and there will inevitably be a string of 4 or 5 enemy 
      spells in a row between your heals, which will destroy your team.
    Yes, that means health!  It doesn't matter if your healer has great timing if 
    your monsters die when the enemy so much as sneezes at them.  900 hp is about 
    the bare minimum for survivability in a wi-fi match, with 950 hp and higher 
    being a much more comfortable range.  A monster with anything less than 900 
    hp will have a very hard time staying alive in wi-fi because of all the mage 
    teams out there that do around 950 damage points in a row.  990-999 hp is the 
    premium in survivability because it essentially places your monster above the 
    damage potential of conventional 3-mage teams.  Kaboomle rarely hits for more 
    than 330 points of damage, and the other two multi-target spells (Kacrackle, 
    Kaswooshle) do less damage.  This means a monster with 999 hp will be able to 
    survive three mage spells 95% of the time.  There are occasionally odd spells 
    that hit for around 345 on one of your monsters; however these are rare 
    enough that overall you shouldn't have to worry about them, and besides 999 
    hp is still often enough to absorb a spell or two like that.  However, even 
    999 hp is not enough to absorb the assault of three double trouble monsters, 
    so in this case you will have to either use status effects to incapacitate 
    the enemy, or bring another healer into your party.
    Traits also have a lot to do with how resilient your monsters are.  Metal 
    Body, Attack Magicproof, and immunity to any of the main mage spells all 
    greatly increase the survivability of a monster in a wi-fi battle.  However, 
    realize that these traits are often accompanied by low health and/or low 
    defense caps, stats that will need to be buffed with one or two skill sets.
    (Thanks to Halectic for the following)
    The Steady Recovery Trait can also increase a monster's survivability to a 
    certain degree.  Steady Recovery will heal a monster of 10% of its health 
    after it has taken its turn in a round.  This trait is especially useful when 
    your monster might be taking its turn in the middle of the enemy assault.  In 
    this case, Steady Recovery could increase a monster's survivability by up to 
    10% for that round (80-100 hp), because the heal will effectively subtract 
    damage from the enemy's assault.  However, if your monster does not land 
    among the enemy monsters in terms of turn order, Steady Recovery will do 
    nothing to increase survivability.
    VI: Typical Battles
    This is a list of typical teams that you will most likely face in wi-fi 
    battles, and strategies on how to defeat them.
    The Three Mages:
    By far the most common team on wi-fi, this team is made up of monsters with 
    Uber Mage, 999 wisdom, and 999 agility.  This team will usually attack first, 
    and pummel your team with three top-tier spells (Kaboomle, Kacrackle, 
    Kaswooshle) in the hope of wiping you out in the first round.  It is very 
    important to have monsters with high health or high magic resistances to 
    combat this team.  Having one or more Metal Body or Attack Magicproof 
    monsters on your team also greatly increases your chance of success.  It is 
    very important to have a healer that is able to control turn order in a 
    battle against three mages, so that they don't end up getting 4 or 5 spells 
    in a row and wiping out your team.  
    There is often an Uber Healer or two thrown into these teams also, so don't 
    slack off on your offense.  Survive the initial assault, and then hit hard 
    and fast to defeat this team.
    (Thanks to Halectic for suggesting the following strategy)
    Another way to avoid getting hit by too many spells in a row is to trick the 
    enemy into healing instead of casting magic at you.  An easy way to do this 
    is have a fast mage in your team, that will land somewhere among the enemies 
    in turn order.  Set your mage to Show No Mercy, and have a slower healer in 
    your team set to Focus on Healing.  There is a very good chance that your 
    mage will go before your team is wiped out, cast a multi-target spell, and do 
    300+ damage to the enemy team.  This could trigger one of the enemy mages to 
    cast Omniheal instead of an attack spell (often the mages on these teams have 
    both Uber Mage and Uber Healer), and your team will survive to attack or heal 
    as needed for the rest of the round.  With this strategy, you won't 
    necessarily need high-hp monsters to survive mage teams.  Halectic also 
    mentioned setting an Uber Healer monster to Mix It Up on the first round, so 
    it will use Magic Barrier and reduce the damage done by the enemy team to a 
    manageable size.
    The Attack-First Team:
    This team is made up of the three early bird monsters in the game: Fencing 
    Fox, Great Sabrecat, and Riptide.  This team is designed to kill one of your 
    monsters before you even have a chance to move.  Usually one of the monsters 
    will cast a multi-target spell, one will cast a single-target spell, and the 
    last will use a slash.  This setup is enough to kill any monster other than 
    those immune to magic, even if the monster has 999 hp.  There are a couple of 
    strategies for defeating this team.
    If you have a double trouble monster with Mercurial Thrust, this first 
    strategy is for you.  Sadly, you will have to sacrifice one of your monsters. 
    Put your healer and your DTer on either end of your party, and put the 
    monster you want to be sacrificed between them.  Your sacrifice should have 
    less health than your healer or DTer, so that the enemy will go for him on 
    the first round.  Round 1: put all your monsters to "Show No Mercy," 
    including your healer.  The enemy will take their turns and kill your 
    sacrifice.  Your healer will attack once, and you DTer will attack twice for 
    a total of 3 attacks.  Round 2: put your healer on "Focus on Healing" and 
    your DTer on "Show No Mercy."  Your DTer will use Mercurial Thrust and 
    hopefully finish off one of the enemies before it moves.  With only two 
    monsters left, the enemy team will have trouble killing either your healer or 
    your DTer, so your healer will be able to heal both back up to full after the 
    assault.  After this point, just keep beating on them with your DTer until 
    they die.
    Alternatively, you can use your own Early Bird monster with 999 agility to 
    try to put status effects on the enemy team before they can move, giving your 
    healer the ability to heal through the assault.
    Teams with Metals:
    These are teams that include one or two metal slimes (usually Gem and/or 
    Darkonium Slime).  They usually take the form of three-mage teams, since both 
    GS and DS have 999 wisdom and agility.  Therefore everything I've said about 
    surviving three-mage teams applies here also.  As for killing them, it would 
    be best to have one or two Double Trouble monsters with high attack to combat 
    these types of teams, so that you will have 3 or 4 attacks per turn while 
    still being able to heal.  It is important to use only physical attacks for 
    the first part of the battle - until the metal slime(s) are dead - because 
    using spells will only waste a turn.  After the metal slimes are dead, 
    proceed to take out the one or two monsters left with your normal offensive 
    lineup of abilities.  
    The Double-Trouble Team:
    This is a team made up of three Double Trouble monsters.  While pretty rare, 
    this is an extremely difficult team to defeat.  There is the benefit that the 
    best Double Trouble monsters are all pretty slow (400-500 agility), so you 
    will usually have the first attack.  However, if all three of them are left 
    alive and without status effects on them at the end of your assault, there is 
    a very good chance that one or two of your monsters will be dead by the end 
    of the round, due to the overwhelming offensive power of three Double Trouble 
    monsters.  For that reason, it's important to either use status-inflicting 
    abilities on them, or be sure of your ability to take one of them out before 
    they can have their turn.
    The Annoying Team:
    This is a team made up of three monsters, one or more of which likes to use 
    status effects on your team.  To be honest, battles like this are all luck, 
    especially if there is more than one annoyer on the enemy team.  To increase 
    your chances, make sure your monsters don't have any vulnerability to sleep, 
    confusion, or paralysis, and have monsters with high health.  Metal Slimes 
    also perform admirably in these battles, since they are immune to status 
    Or... you can bring in your own Early Bird annoyer to incapacitate the enemy 
    team before they're able to put status effects on you. 
    (Thanks to chrishootu for suggesting the following strategy)
    Since most status-er monsters use breath effects (instead of Kasnooze or 
    Kafuddle, which are rarer), putting a skill set that includes Brake Wind, 
    Gobstopper, or any other anti-breath ability on one of your monsters could be 
    a good counter to the annoying team.  Such abilities will only be used 
    against enemies that actually have breath attacks in their arsenal.
    The Hodgepodge:
    This is a not very well set up team.  You can recognize these teams by the 
    fact that they don't seem to have an overall strategy, they don't hit very 
    hard, and they don't heal efficiently, if at all.  If you have followed the 
    advice I have given so far on setting up a good team, then you should have no 
    problem defeating these teams.
    -- HACKED TEAMS --
    The Three Incarni Team:
    As the name states, this is a team of three incarnus monsters, which is 
    impossible to obtain without hacking.  These teams generally fall into the 
    hodgepodge category, or are a bad imitation of a three-mage team.  Either 
    way, they are not usually all that difficult to defeat, especially if one of 
    your monsters has Uncarnate.
    The Infamous Metal Slime Team:
    This is a team made up of three metal slimes (usually Gem Slime, Darkonium 
    Slime, and Metal King), each of which has been hacked to have 999 hp.  This 
    is another three-mage team, so get out those 999 hp monsters of yours.  You 
    will also have to sub in an Early Bird with 999 attack and Anti-metal, to 
    make use of Hatchet Man.  This monster will alternate using Metal Slash and 
    Hatchet Man on the slimes.  It's basically luck whether your Hatchet Man will 
    land a critical on one of the slimes, so cross your fingers. 
    An alternative strategy to beating these teams is to have 999 hp monsters, 
    and a slow healer which heals at the end of a round.  Just wait out 10 
    rounds, healing through the enemy's spells, and then your healer will heal 
    your monsters to full at the end of the last round and give you the win by 
    The Unusually Fast Team:
    This is a team made up of monsters that are usually slow, but that have been 
    hacked to 999 agility to allow them to attack at the beginning of the round.  
    These teams are not usually dangerous, unless they are made up of powerful 
    Double Trouble monsters like Nimzo, Estark, and Belial.  To beat hacked DT 
    teams, you will most likely need an attack-first team that can put status 
    effects on the enemy, and then take them out one by one.
    (Thanks to preschoolcobra for bringing this up)
    So I've set out a lot of individual strategies for how to deal with each type 
    of team.  However, you have to fight 5 different teams every day, and you 
    have to use the same team for all 5 battles.  Therefore the question is: how 
    do you deal with a variety of different team setups?  My answer: it all 
    depends on the day.  You will have to decide on one team, be it your normal 
    team, or your team with a monster subbed in, that you believe will do the 
    best against all the teams you know you will have to face that day.  You will 
    often have to make sacrifices and trade-offs, but wasn't that Basic Rule #6?  
    And once again, experience will be the best guide for you here.
    But since I can't leave you fumbling with such a lousy answer, I can give you 
    a general idea of what type of team will do well against a wide variety of 
    teams.  In this case, the more stable your team, the better.  Make surviving 
    a higher priority than attacking, because remember - you don't actually have 
    to kill the enemy team, you just have to last ten rounds.  A stable team 
    generally means high health, and a certain amount of overlapping of roles.  
    For example, I have a fast healer (Gem Slime) and a slow healer (Belial) on 
    my team, and I can set whichever one to heal that would do the best job 
    against the team I'm up against.  If I'm against a slow team, I use Gem Slime 
    to heal, and if I'm against a fast team, I use my Belial to heal.  Building a 
    certain amount of flexibility like this into your team will help you with 
    beating a greater variety of opponents.
    Wi-fi decides the winner of a battle in different ways based on which of four 
    different circumstances the battle ends in.
    1. If one of the teams has no monsters left before the 10-round limit has 
    been reached, then the team with monsters still remaining is the winner.
    2. If the 10-round limit has been reached, then the team with more monsters 
    remaining in its party at the end of the 10th round is the winner.
    3. If the 10-round limit has been reached, and both teams have the same 
    number of monsters remaining, then the team with a higher % of its total 
    health remaining at the end of the 10th round is the winner.
    4. If the 10-round limit has been reached, both teams have the same number of 
    monsters remaining, and both teams have the same % of total health remaining, 
    then you are given the win by default.
    VII: The AI
    So you've poured hours into making the perfect team, with an unbeatable 
    strategy.  You decide to unleash this team on wi-fi, and you start your first 
    battle, only to find... OH NOES!  No matter what you do, your monsters will not 
    cast the spells or use the abilities that you want them to.  As you watch in 
    helpless dismay, your entire strategy crumbles before your eyes.  
    You will find that the artificial intelligence your monsters use in wi-fi is 
    pretty poor, and often does things you would think were illogical.  
    Unfortunately, you cannot change the AI, and if you try to force it to do 
    things it doesn't want to do, you will fail miserably.  You have to play by 
    the AI's rules to be successful, and that means finding ways to work around 
    its eccentricities.  Knowing all the tricks is something that will take 
    experience, but just as a heads-up, I've included a list of all the oddities 
    in the AI that I can recall at the moment.  
    Metal Slimes:
    The AI always directs physical attacks toward metal slimes first.  This is 
    most likely due to the fact that they have about 1/3 the health of other 
    monsters used in wi-fi battles, so the AI sees them as an easier target to 
    take out.  You can take advantage of this quirk by including a Gem Slime or 
    Darkonium Slime in your wi-fi party, as protection against mage double-
    troubles.  The DTer will cast a spell on the first turn, and then attack the 
    metal slime on the second, completely splitting the damage of its two attacks 
    and making it much easier for you to heal through.  This quirk can also be 
    frustrating if you are fighting a team with a metal slime in it, because you 
    will always have to take out the metal slime before the enemy's other two 
    monsters, which often entails setting your monsters to Don't Use Magic.
    Mercurial Thrust:
    The AI will always use Mercurial Thrust (as it should) against monsters with 
    low enough health to be finished off by the attack.  However, the AI also 
    always uses Mercurial Thrust against Early Bird monsters, whether or not they 
    are at low or full health.  For this reason, you will most likely have to set 
    your Mercurial Thrust monster to Don't Use Magic until the Early Bird is 
    dead, or it will gimp its own damage potential by attacking for 75% damage 
    every turn.
    Metal Slime with Uber Healer:
    When setting a metal slime healer to Mix It Up, hopefully in order to use 
    Magic Barrier, the slime will often use Mist Me on itself instead.  This goes 
    for any monster with Uber Healer, but it is particularly annoying with metal 
    slimes because the next enemy attack is often an attack spell.  This cancels 
    the mist, but since the slime would not have been damaged by the spell 
    anyway, the slime has essentially wasted a turn.  Be careful using Mix It Up 
    on a monster with Uber Healer.
    Cleric on Focus on Healing:
    The Cleric skill set includes Omniheal, which is why it is commonly used in 
    wi-fi.  However, a healer with Cleric will sometimes not use Omniheal when it 
    should.  For example, if the healer and another monster on your team are at 
    100% health, and your third party member is at 5% health, your healer will 
    not use Omniheal, but attack instead.  I suppose the AI doesn't think that 
    only one of your monsters being at 5% merits the use of an Omniheal, and 
    often that monster dies soon after, while you are still banging your head on 
    the wall.  This is one reason I prefer Uber Healer over Cleric.
    Cleric on Mix It Up:
    A monster with Cleric set on Mix It Up will often use Reheal on monsters that 
    are damaged.  Firstly, Reheal is a useless ability on wi-fi because it 
    doesn't heal nearly enough to help against the kind of beating you'll be 
    taking.  On top of that, your Cleric monster will use Reheal even if you have 
    a status skill set like Hypnotist, and you had set it on Mix It Up in order 
    to use its status effects on the enemy, causing much frustration.  For this 
    reason, don't put a status-inflicting skill set and a healing skill set on 
    the same monster, so you avoid this conflict.
    This trait is incredibly effective in the single player game.  However, there 
    is no way to get a psycho monster to psyche up reliably in a wi-fi battle 
    just by using tactics, so having a monster with psycho in wi-fi is 
    essentially pointless. 
    Uber Helpful:
    There are lots of great support spells in this skill set.  However, when a 
    monster with this skill set is put on Mix It Up, it will spend most of its 
    time casting Decelerate.  Such a shame...
    Another support skill set.  A monster with this skill set that is set on Mix 
    It Up will only use Accelerate (Acceleratle sometimes) and Buff.  Not bad if 
    you want your monsters to be faster.  No so good, though, when Accelerate 
    turns your slow healer into a fast one.
    Uber Healer on Focus on Healing: 
    (Thanks to NecroZerumurk for reminding me of this)
    Occasionally, the AI will use Full Heal when it should be using Omniheal.  
    For example, if one of your monsters is at 50%, another one is at 90%, and 
    the last one is at 100%, your healer will use Full Heal on the monster at 
    50%, leaving your second monster at only 90% health.  This could potentially 
    leave your second monster vulnerable to being killed in the next round.  
    However, the only time I've seen situations like the one described above, it 
    was in battles against teams that really didn't hit too hard.  Therefore, I 
    don't think it will be a serious issue.
    (Credits to zenithian66 and NecroZerumurk for bringing this up)
    When a monster is set to Show No Mercy, the AI's choice of what ability to 
    use does not take into account the enemy's spell resistances when casting 
    multi-target spells.  So for example, a monster with Uber Mage might still 
    cast Kaboomle, even if one of the enemy monsters has a weakness to Crack or 
    Whoosh.  The AI will, however, take into account resistances for single-
    target spells and slashes.  For example, a monster with dragon slash will 
    always use dragon slash against dragons, and will always attack dragons 
    before other monsters that it does not have a strong attack against.
    Following from the above, here's a rough priority of what the AI likes to use 
    when set to Show No Mercy.  Which ability it will ultimately use will be 
    based on what abilities your monster has available.  Therefore, if you want a 
    monster to use Uncarnate or some other slash ability, do not give it a skill 
    set with a multi-target spell in it, or it will just spam the spell.
    Multi-target spells and slashes (Kaboomle, Gigagash, Multislash, etc.)
    Single-target spells and slashes which the target has a weakness to
    Single-target spells which the target has no weakness to
    Single-target slashes which the target has no weakness to
    Normal physical attack
    This is not so much an issue with AI, as an issue with the mechanics of wi-fi 
    battles.  Multislash does damage in a decreasing pattern, i.e. 100% damage to 
    the first target, 75% to the second, and 50% to the third.  In the single-
    player game, when the first monster of an enemy group is dead, Multislash 
    will recalculate damage done to do 100% and 75% respectively to the two 
    monsters still alive.  However, for some reason the computer does not do this 
    in wi-fi battles.  If the first enemy monster dies, the Multislash damage is 
    not recalculated, and you'll still be doing 75% and 50% of normal damage to 
    the monsters left alive.
    Any Monster on Don't Use Magic:
    (Thanks to chrishootu)
    If a monster is low on health (~150 hp or lower) while set on Don't Use 
    Magic, it will defend on its turn, reducing all damage taken by spells and 
    attacks by 50% and lowering the chance it will succumb to status effects.
      NOTE:  This part of the guide is the one most in need of comments and 
      additions by you guys, so it would be great if you could post/e-mail any 
      oddities/frustrations you have noticed in the AI that have not yet been 
      listed here.
    VIII: Rankings
    Probably one of the most asked questions is how wi-fi rankings are 
    determined.  Unfortunately the answer to this question evades most of us, 
    except of course to those people who are at the top of the rankings and who 
    don't want to let the rest of us know.  I am working on experimenting to find 
    out the criteria for a high-ranking team, but for now here are my best 
    guesses in at least a few areas:
    One theory on rankings is that playing often raises your rankings, and 
    playing only every so often leads to your dropping in the rankings.  I tested 
    this by not registering for a whole week, and while my ranking did drop on a 
    few days, there were other days where it rose, so there was no noticeable net 
    drop in my rankings.  Therefore it is my belief that frequency of 
    registration in the Wildcard World Cup has nothing to do with a team's 
    position in the rankings.
    There were several instances in my wi-fi experience where I was faced by a 
    team of all rank F monsters (presumably a team made for Regional SP) that was 
    in the top ten for the normal regional competition.  From this, I have 
    inferred that the rank of the monsters in your wi-fi team has no affect on 
    its ranking.
    - SKILL SETS - 
    There is a possibility that having all Uber, Incarnus III, or Dr. Snapped 
    skill sets on your team leads to a higher ranking than you would have with 
    normal skill sets.  I tested this out by replacing my Estark, which has no 
    Uber skill sets, with my Orgodemir, which has all Uber skillsets, for one 
    day.  Over that one day I saw a rise in ranking from 1500 (where it had been 
    hovering for a few days) to 1100, and then a further rise to 900 in the 
    subsequent day.  Of course, I will need to do more experimenting, but at 
    least this shows that there is a possible correlation between having Uber 
    skill sets and having a higher ranking.
    Update (v1.11):
    Since the original draft of this guide, I have confirmed that the use of Uber 
    Skill Sets over normal skill sets does, in fact, raise the ranking of your 
    wi-fi team.  This confirmation stems from consistent results from my own 
    experiments, and help from rosemj, who has performed experiments with similar 
    results to mine.  Incarnus III and Dr. Snapped skill sets remain unconfirmed 
    at this time.
    Experiments on monster level, +value, and total stats to see if/how those 
    affect rankings.
    IX: Prizes!
    (Thanks to nWoWhammy for suggesting this section)
    So why go through all this trouble of planning and making a team that can win 
    on wi-fi?  Well, for the prizes of course!  Here's a list of all the prizes 
    you can get.  The prizes for the regional competition rotate every day on a 
    weeklong period, so you will get the same prizes on Monday's, Tuesday's, etc. 
    of every week.  Prizes for the global competition have been the same each day 
    since it was opened.  It remains to be seen whether Square Enix will change 
    the global prize rotation in the future (hopefully they will).
    - DAY -
    C: Consolation Prize
    1: Team 1
    2: Team 2
    3: Team 3
    4: Team 4
    F: Final Prize
    -- REGIONALS -- 
    (list from fluxcapacitor)
    - MONDAY -
    C: Special Medicine
    1: Warrior's Scroll
    2: Seed of Life
    3: Anchorman
    4: Chain Whip
    F: Miracle Mallet
    - TUESDAY -
    C: Komodo
    1: Mage's Scroll
    2: Seed of Magic
    3: Wild Boarfish
    4: Satyr
    F: Snapdragon
    C: Multi Medicine
    1: Priest's Scroll
    2: Seed of Wisdom
    3: Jumping Jackal
    4: Slime Knight
    F: Dragon Slayer
    - THURSDAY -
    C: Drake Slime
    1: Thief's Scroll
    2: Seed of Agility
    3: Cureslime
    4: Jum
    F: Drakularge
    - FRIDAY - 
    C: Think Negative
    1: Martial Artist's Scroll
    2: Seed of Defense
    3: Octavian Sentry
    4: Diemon
    F: Executioner's Axe
    - SATURDAY -
    C: Dancing Flame
    1: Sage's Scroll
    2: Seed of Strength
    3: Angel Slime
    4: Dragonsblight
    F: Lost Katana
    - SUNDAY -
    C: Positive Puller
    1: Neutral Ground
    2: Seed of Skill
    3: Liquid Metal Slime
    4: Seed of Skill
    F: Leopold
    -- GLOBALS --
    - EVERY DAY -
    1: Riptide
    2: King Bubble Slime
    3: Sledgehammer
    4: Grandpa Slime
    F: Trode
    THE END!
    I hope you have found this to be a useful guide.  Again, since this is still 
    a pretty rough guide, comments/suggestions/additions are much needed and 
    appreciated!  Of course, contributions to this guide will be credited to 
    those that give them.
    Many thanks to all the people that have commented and help me add to my 
    guide.  Here's a list of the contributors so far:
    Zelos71 for his excellent Monster List
    GameFAQs of course!
    Your Name Here!  Even the teeniest, tiniest addition will get your name in 
    this section, and in a parenthetical note next to what you helped me out 
    Again, you can e-mail me with comments and suggestions at gorobar@gmail.com. 
    Just include something like "wi-fi guide" or whatever in the subject that 
    indicates that you're e-mailing me about the guide. 
    Copyright 2008 GorothObarskyr
    This may not be reproduced under any circumstances except for personal, 
    private use. If you want to host this guide on your website, all you have to 
    do is write me an e-mail, and I will most likely accept.
    Websites with permission to use this guide:
    Dragon Quest and Dragon Quest Monsters Joker are the property of Square-Enix.

    View in: