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Hazards[]

Hazards Applicable Ability
Warps Null Warp
Damage Walls Null Damage Wall
Homing Absorbers

Video Walkthrough[]

Overall Strategy[]

Stack Wood NDW + NW Monsters
This dungeon is very warp heavy with some damage walls. Prioritize NW monsters to deal damage to the mobs and boss. Damage walls are fixed to the left and right walls so NDW is optional.

Lots of Mobs
Bring high damaging bump combos for mob clear.

Viable Monsters[]

S Rank Reason
1743
Hatcher
Gabriel (Evolution)
- Bounce, NDW
- Blast type Chain Lightning for mob clear.
2051
Hatcher
Valkyrie (Transcension)
- Bounce, NDW + NW
- Tag Laser + Wave for mob clearing and damage
2210
Hatcher
Eclipse (Transcension)
- Bounce, NDW + NW
- All Enemy Lockon Shockwave for mob clearing
- Damage Wall Bouncing SS for massive damage to boss
A Rank Reason
625
Hatcher
Belphegor (Ascension)
- Bounce, NW + Water Slayer
- Slayer for the entire dungeon
- Be careful of damage walls
2152
Hatcher
Persephone (Evolution)
- Bounce, NW
- Energy Burst 4 for mob clear and damage
- Motivational Command SS for huge damage
2004
Hatcher
Aladdin (Transcension)
- Bounce, NDW + NW
- Big Bomb for mob clear and support
- Short cooldown Counter SS
1366
Drop
Daikokuten
- Bounce, NDW + NW
- Chain Lightning for mob clear
2302
Hatcher
Siegfried (Transcension)
- Bounce, NDW + NW / Dragon Slayer
- Twin Oneway Laser for damage
- Short cooldown SS that returns him to starting position
B Rank Reason
1348
Hatcher
Benkei (Ascension)
- Bounce, NW
- Wall Bouncing SS
- EX Laser for mob clear and damage
1134
Hatcher
Ibaraki Doji (Ascension)
- Bounce, NDW
- Homing Pierce-struction for damage
- Blast Bump for support
1744
Hatcher
Gabriel (Ascension)
- Pierce, NW
- Poison Meteor SS
1032
Hatcher
Lucifer (Ascension)
- Bounce, NDW
- Barrier to mitigate damage
- Blast type Energy Circle for damage
- Motivational Command SS

1st Stage - Stall for Strike Shot[]

Water Carnage 1

Progression Order
1. Defeat everything but the warp generators
2. Stall for Strike Shots
3. Move on

Focus the damaging mobs and leave up the war generators to stall for strike shots.

2nd Stage - Take a Break[]

Water Carnage 2

Progression Order
1. (Optional) Leave knights alone
2. Clear mobs

Similar to the previous stage, focus the damaging mobs first. The knights generate warps so leave them alone if you need to stall.

Invasion[]

Water Carnage Invasion

Progression Order
1. Clears mobs as they are summoned.
2. Clear mini boss.

The mini boss will summon mobs every 4 turns; clear them to avoid taking heavy damage.

Boss' Attack Pattern[]

Water Carnage Boss
Placement Attack
Top Left
(1 Turn, 3 After)
Energy Circle
~4500 per hit
Top Right
(11 Turns)
Meteor
~40000 total
Bottom Left
(5 Turns)
Spread Shot
~4500 per row
Bottom Right
(2 Turns)
Laser
~5500 per hit


1st Boss Stage - Mob Clear[]

Water Carnage Boss1

Geladine's HP: 1.7 million
Progression Order
1. Defeat the fire mobs.
2. Defeat the the rest.
3. Defeat Geladine.

The mech birds and gunmen deal a lot of damage so focus them first. Mob density is high.

2nd Boss Stage - Mob Clear[]

Water Carnage Boss2

Geladine's HP: 2.5 million
Progression Order
1. Use maximum one mob clearing SS.
2. Clean up.
3. Defeat Geladine.

High mob density again. Use a command of multi-target SS of some kind. Clear Geladine and move on to the final stage.

3rd Boss Stage - Strike Shot to Victory[]

Water Carnage Boss3

Geladine's HP: 4.0 million
Progression Order
1. Clear mobs.
2. Strike shot Jabbanero into oblivion.

Pretty self explanatory. Clear the mobs first to move around easier. Command SS works really well here.


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