Yu-Gi-Oh! The Falsebound Kingdom Tier List. Platform: Nintendo Gamecube By: crazyyzim Version: 1.01 Authorized Sites: This guide is just for GameFAQs. If anyone else has this, they are a dirty thief. Contact Info: cdog3347@gmail.com Version History: 8/6/2019: No one ever made a tier list for this game, so while revisiting it I whipped one up. I doubt there are many people around who care enough to argue with it, so this will most likely be the sole version. 11/3/2019: Put in Neck Hunter who I had accidently forgotten. ****TABLE OF CONTENTS**** 1) Introduction 2) Marshals 3) Monster Types 4) Status Effects 5) Everything Else 6) Monsters 6.1) A Tier 6.2) B Tier 6.3) C Tier 6.4) D Tier 6.5) F Tier =============================================================================== 1) Introduction Aside from raw stats and availability, the Monster placements on the tier list are also determined by various other factors. Each one has a section where I will explain what they are and why they are, or aren’t, important. Generally, I’m assuming the player is going through the game in the optimum playthrough order of: Yugi-Yugi-Kaiba-Joey-Yugi-Kaiba You can play through Kaiba’s campaign first, but I would not advise it. The early game consists of the first two runs through Yugi’s campaign, Mid-game consists of Kaiba and Joey, then the final playthroughs of Yugi and Kaiba constitute the late game. Exactly where Early game ends and mid-game begins is kind of murky. =============================================================================== 2) Marshals Which Marshal you use has an influence on the Monsters stats. The color of their orb needs to match the color of the Monsters orb in order for their Marshal bonus’ to be applied. While this could have some determination on the tier list, the games difficulty is nowhere near high enough to demand this kind of micromanaging. If you want to see what kind of stats the Marshals will get at Level 99 go check Challenge Mode. However, you definitely won’t be leveling them anywhere near that high. While Marshals get abilities, they aren’t very important. Master of Egyptian Gods lets you summon the Egyptian Gods on the various New Game Plus modes which obviously all but guarantees a victory. Constructor, Discount and Healing are nice to have early on but become less and less important. Navy doesn’t appear to do anything. If someone ever cracks into the games code, I’d be curious to know if it is bugged. =============================================================================== 3) The Monster Types -Spirit: Hands down the best type in the game. Not only do many of these Monsters have great specials and abilities, but they also have fantastic support items and equipment. -Spellcaster: As the name implies, they all get access to some level of Magic with only one exception. Level 3 Magic is all you need to be able to wreak havoc on enemy teams. Even some of the lower tier Spellcasters can be devastating thanks to this. -Warrior: These guys focus on having decently high stats and lots of Adept abilities. What makes them particularly good are their equipment options. You generally can't go wrong with a Warrior Monster helping a team. -Machines: While generally unremarkable, every single Machine Monster can equip a Shock Shell and cause confusion. This alone makes them far more useful than many of the other Monsters in the game. They typically have enough HP and Defense to withstand the large amount of attacks they will be receiving. -Fiends: Or Darkland Monsters as they are called. The middle of the road type as they get some support from Black Pendant but not much else. Many of them get Night-Adept which can be taken advantage of. They usually have some kind of trick up their sleeves, but most of them are outclassed by Spellcaster and Warriors. -Beasts: This type is something of a dumping ground for Monsters like Insects and Water Creatures whose types aren't formally in this game. Most of them are vanilla and solid enough, but lack the attributes for high tier placement. At least they get Beast Fangs. -Dragon: Strangely for a Yugioh game, not to mention Medieval Sword & Sorcery in general, Dragons are the worst type. They are the only type that lack an Attack boosting equip item and generally don't have specials or abilities. They have high raw stats and not much else. Something tells me Kaiba would not have been interested in financing Kingdom. =============================================================================== 4) Status Effects There are four of them in this game. Unlike most RPG's they are all legitimately useful. -Paralysis is hands down the best one. A paralyzed Monster cannot take a turn, leaving it a sitting duck to be beaten to death. If you have the option to cause paralysis then that is your best option. -Confusion comes in at number two. While not as useful as paralysis, it forces the infected Monster to only attack. Not being able to use items or abilities can shut a whole team down easily. Berserk would have been a more accurate name. -Blindness is surprisingly useful in causing attacks to miss. You will notice a difference. -Poison isn't as useful as the others. It works very well when combined with paralysis as it will keep sapping away at their health. =============================================================================== 5) Everything Else ------ A Tier ------ -Castle-Adept: About 90% of your battles will happen in a base. Castles appear often, so getting a bonus in them is very helpful. This boost also applies to towns. -Night-Adept: Almost every map can roll over to night if you wait for a bit. More importantly there is a spell and an item that will boost Monsters with this ability. -Armor: Reduces damage from attacks by about 20%. -Status Guard: The Monster will not be affected by any of the four status effects. -Super Stamina: Regenerates HP each turn. -Level 5 Magic: Access to every spell. Raigeki is very powerful and will outright destroy teams before they can act. -Dian Keto the Cure Master: Great healing item for mid and late game. It may only have one use but for a full team heal it's worth an item slot. -Power of Nature: Raising both Attack and AP is ridiculous! This is why Spirit Monsters are so good. -Red Medicine: The other healing item you should keep handy. Both this and Dian Keto are equally good, pick whichever one you prefer. -Electro-Whip: Make sure you buy at least two of them in Yugi's campaign as soon as you can. This makes the Harpies very deadly even without their combo. -Shock Shell: The only thing keeping Machine type from being low tier. Thanks to this all of them can inflict confusion. -Silver Bow and Arrow: A must have for nearly every Spirit and Warrior Monster. The only Spirit Monsters who won't be using this are the ones that focus on utility. -Bless of Moonlight: A great spell that makes Night-Adept Monsters all the better. -Gift of the Mystical Elf: A fantastic spell that is way too good to only be Level 3. Easily the overall best healing option in the game. -Raigeki: Now we're cooking. Arkana will show you how deadly this spell is. -Raimei: A slightly better version of Swords of Revealing Light. Having five uses is certainly appreciated. -Swords of Revealing Light: Anything with Level 3 Magic wants this Spell. Use it and watch this games difficulty vanish. ------ B-Tier ------ -Field-Adept: If you are going to be fighting outside of a base, it will most likely be in a field. -Level 3 Magic: This is where the spells get useful. This gives the Monster access to status effects, healing, buffing, and debuffing. -Level 4 Magic: Doesn't add much that Level 3 doesn't already have access to. -Magic Craft: A nice boost to spell power. -Blue Medicine: A staple through the early and mid-game. Don't forget that you can use them both in battle and on the map. Around mid-game these get phased out by better healing options. -Violet Crystal: This is one reason why Night-Adept is such a valuable ability. It's especially good for Spellcasters who typically have lower Attack. -Beast Fangs: A must have for any beast type. -Black Pendant: Worth it just for the Attack boost. Getting extra damage on Spellcasters is a weird little bonus, I guess. -Book of Secret Arts: Very important given the low Attack of most Spellcasters. -Deal of Phantom: This alleviates a lot of the pain of leveling up Monsters. Don't be afraid to keep using one or two on Monsters with low AP. -Legendary Sword: A staple for all Warrior Monsters. They only need one Silver Bow so these always remain useful. -Quick Attack: The brother in arms of Germ Infection. If the Monster has Level 2 Magic have it run this. -Magic Jammer: Causing confusion is good, but you may as well use Swords of Revealing Light. ------ C-Tier ------ -Road-Adept: Another common occurrence on the overworld. Chances are if there is a road then there is a base nearby. If your team happens to have a couple of Monsters with this ability it may be worth moving outside. -Level 2 Magic: The only useful spells this gives access to are Quick Attack and Germ Infection. Decent, but not a deal breaker. -Monster Reborn: Nice to have during the early game when your Monsters are fragile. Later on, it's better to keep them alive with medicine. -Polymerization: The only way to use fusions. -Cyber Shield: Not as important as the whip, but eventually get them. -Dragonic Attack: The only equipment for Dragons and it doesn't raise attack. Instead they give attacks perfect accuracy. Are you stating to see why Dragons are the worst in this game? You may as well use them since there's not much else to equip on Dragons. Put them off until you have money to burn. -Multiply: Get three of them if you want to mess around with Kuriboh. -Sword of Dragon's Soul: Getting critical hits on Dragons is nice due to their higher stats. Swap it out if the map doesn't have any Dragons to fight. -Germ Infection: One of the two Level 2 spells worth using. Poison isn't that big of a deal, but if the Monster has nothing else to use then you may as well. -Gravity Bind: Lowering Attack and AP is not bad but causing status effects is the better option. -Mesmeric Control: Just a slightly worse Gravity Bind. -Yami: Like Magic Jammer it is decent but overshadowed by Swords of Revealing Light. ------ D-Tier ------ -Forest-Adept: While forests are pretty common on the maps, the enemy will rarely be moving through them. There are only two forest maps in the game, and one of them doesn't even have moving enemy Marshals. -Wasteland-Adept: A terrain that isn't very common. -Dark Energy: This raises the attack of Fiend Monsters and makes Pumpking's special pointless. Not particularly useful since most of the Fiends in this game are lower tier. -Dragon Capture Jar: We get it game, you hate Dragons. Only useful for a few instances in the early game. Stick to spells that paralyze everything. -Dragonic Fury: One of the only things in the game that supports Dragons and it has a drawback. The attack boost isn't worth giving up the ability to use items. -Goblin's Secret Remedy: Cures status effects. By the time the AI's Monsters can use status effects, you will have better equipment options. -Snake Fang: Poison attack is not worth giving up an equipment slot. -Super Rejuvenation: Here's a tip, go for offence over defense. Not worth it. -Enchanted Javelin: This item is too gimmicky and only useful for a couple of maps. Spirit Monsters have plenty of better options. -Chaos Blaze: Like other berserker items it just isn't worth the tradeoff. -Dragon Treasure: The only thing in the game that can reliably buff Dragons. Anything that can cast Level 4 Magic should be doing something useful instead. -Final Flame: You're better off causing status effects than using this to damage one enemy. -Hinotama: The damage it inflicts is too low to be worth it. -Mage Power: The only way I can see this being of any use is if you use it to screw around with an enemy team. Even then this would be the worst way to go about it. -Solar Shine: Too situational since you can't even use it if the Monster is paralyzed or confused. ------ F-Tier ------ -Water-Adept: Easily the worst ability in the game. There are two water maps and neither of them actually require fighting in the water. This is one of the reasons why Water Monsters rank in the lower tiers. -Mountain-Adept: Another area enemies will rarely move through. You can always just battle in the bases. Dragon Monsters unfortunately like to favor this one. -Level 1 Magic: This gives the Monster access to two horrible spells that aren't worth using. May as well not exist. -Destruction Punch: Makes a barrier that reflects half of damage for one attack. Not worth the effort and you can only use it twice. -Riryoku: For something so rare and limited it sure as hell isn't worth it. Weakening your Monsters is a dumb move. -Laser Cannon Armor: Even with this the Basic Insect is still not worth ever using. -Black Shield: Putting up shields is a waste. Some of the Level 2 spells are better to use than this one. -Mirror Force: Who's bright idea of a Level 5 Spell was this? -Mirror Wall: Probably the same genius who came up with this worthless one. -Shadow Spell: One of the glorious Level 1 Spells. You're better off doing anything else. -Sparks: You know how some of the weakest Monsters in the card game are really strong and useful in Falsebound Kingdom? The same does not apply for Magic. About as useful as the actual card. -Spellbinding Circle: You'd think this would be the single target paralysis Spell. Targeting only one Monster just isn't worth it. =============================================================================== 6) Monsters **NOTE** -Remember that at any time you can go to New Game and check out most of the Monsters under Challenge mode. You can see their stats at various levels, and get a general idea when they learn their abilities. ----------- 6.1) A Tier ----------- These are the best of the best. Some of them may take a bit of time and training, but the payoff is always worth it. These guys will break the game in half and probably won't even need to use their full potential to do it. ------------- Dark Magician ------------- -He is completely, ridiculously good. Very high stats, and great abilities including Night-Adept and Level 5 Magic. What's even more amazing is that those won't come into play much, because he can just nuke opponents with the Dark Magician Girl combo attack. There's three of these guys in the game for you to exploit. Magician of Black Chaos is the superior model, and Dark Magician #1 has a slight advantage over #2. It's pretty moot though, so feel free to use any of them. Even without Dark Magician Girl they are still fantastic by themselves. The only downside is that they have low AP during their early levels. ------------------ Dark Magician Girl ------------------ -Contrary to what her Master says about her, Dark Magician Girl is fantastic. She's kind enough to start at level 25 and just keeps getting better. While her AP leaves something to be desired, she more than makes up for it with good stats along with Night-Adept, Level 4 Magic, and Magic Craft. Unlike most Monsters, she learns her magic ability at a relatively low level. Her attack name confuses the hell out of me, but her combo with Dark Magician is obviously where it's at. If you don't have Yugi using these two, then what are you doing with your life? ------- Ansatsu ------- -You better believe it; this ninja is amazing! High stats, lots of AP, Castle- Adept, and Swift. Something to note is that he is one of the three Monsters with the fastest overworld movement speed in the game. An utterly amazing unit throughout the whole game. Way too powerful for being a starting Monster. ---------------------- The Illusory Gentleman ---------------------- -Another fantastic Monster found early on in Yugi's campaign. Unlike other roaming Monsters, he comes at level 30 for some reason, which no one is going to complain about. He has great AP and stats along with Night-Adept and level 3 Magic. He truly shines in the late game where he gets blindness and a special that does damage to all enemies and lowers their attack. This gentleman will show you a very good time. ----------- Harpie Lady ----------- -You probably don't need me to tell you about these three, but I will anyway. Possibly the most powerful and broken team in the game. Each Harpie can be equipped with an Electro-Whip that adds paralysis to her attack. Their triple special is the most devastating attack in the game, and they have enough AP to use it three to four times per fight. Because that somehow isn't enough, they also have a unique Cyber Shield item that adds 500 ATK (Don't ask me why a shield is increasing attack). In case you're wondering who those other two fastest movement Monsters are, she's one of them. ----------------- Gyakutenno Megami ----------------- -The heavy hitter of the Spirit Monsters and Tea's starting team. She boasts high stats, high AP, and a slate of useful abilities with Lucky, Status Guard, and Level 3 Magic. Her special boosts her and her teammates ATK by 1000, and she gets extra damage on Fiends. We have a winner here people. ----------- Dancing Elf ----------- -She's more of a utility Monster than a fighter. While her stats are mediocre, her AP is very high, undodgeable attack, Level 4 Magic, and a special that blinds all enemy Monsters. She won't be dealing much damage, but her abilities as a healer, debuffer, and mage make her fantastic. She's also that third Monster with the highest movement speed. Tea certainly won the lottery with starting Monsters. -------- Dark Elf -------- -Despite being fusion material, Dark Elf is still a fantastic Monster in her own right. High stats with good AP, Night-Adept, and Level 3 Magic gives her some effective toys to use. She has a special that reduces the attack of a single Monster. Even while pretending that doesn't exist, she still makes it into A-Tier. Her fusion is incredibly good, making her very solid all around. --------------- Panther Warrior --------------- -This Monster is obscene. Easily in the running for best solo Monster in the game. Very high stats to go with very high AP. Field, Road, and Forest-Adept may not be perfect, but this is a case where you cannot argue with raw numbers. -------------- Labyrinth Tank -------------- -The real King of the Machines is right here. This tank is a one Monster wrecking crew. Very high stats, great HP, and good AP. All it gets is Castle- Adept, and that is all it needs. Throw on a Shock Shell and very little stands a chance against this thing. -------------------- Black Luster Soldier -------------------- -The best Warrior Monster in the game by far. High stats across the board with the wonderful ability trio of Road, Castle, and Field-Adept. Factor in all the equipment options and even other A-Tier Monsters won't want to mess with this soldier. --------------------------- Red-Eyes Black Metal Dragon --------------------------- -An utterly amazing Monster. This flying tank has incredible stats, great AP, and Armor that makes it even more durable. One of the top contenders for best solo Monster in the game. Where Dragons fail, Machines deliver. ---------------------- Dark King of the Abyss ---------------------- -Marthis starts out with the worst Monster in the game, but also one of the best. I suppose the universe needs to balance itself out. The only Monster with King in its name that is worthy of the title. Good stats, good HP, great AP, rocking Night-Adept and Level 4 Magic, and a special that targets the entire enemy team and reduces their ATK. Not quite as dangerous as some of the other A-Tier Monsters but throw on a Black Pendant and you've got something very scary. ------------- Dragon Zombie ------------- -Good thing this Monster decided to ignore the Dragon part. While it's Defense is low, this Zombie more than makes up for it with every other stat being high, as well as Wasteland, Night, Road-Adept, and a poison attack. -------------- Armored Zombie -------------- -The Fiend Monsters don't get much nastier than this. High stats all around, excellent AP, a paralysis attack to take advantage of, and the trio of Wasteland, Night, and Road-Adept. You better remember to grab Call of the Grave in Yugi's campaign, because you do not want to miss out on this Zombie. ---------------------- Queen of Autumn Leaves ---------------------- -One of the standout Spirit Monsters. While the Kings fail to impress, the Queen is to be feared. Confusion on her attack with good stats, surprisingly high HP, and the ever-lovely Status Guard. She alone makes the difficult recruitment for her Monster group more than worth it. ----------------------------- Perfectly Ultimate Great Moth ----------------------------- -Guess who else makes that annoying recruitment worth it? Like all ritual Monsters this guy has fantastic stats, plus a special that poisons the entire enemy team. More than lives up to his radical name. ------------------ Dunames Dark Witch ------------------ -Apparently the developers wanted to see how far they could go before a single Monster managed to overshadow everything else in the game. Ishizu's lead Monster has great stats, great AP, and a special that targets all Fiend Monsters. Her abilities are beyond amazing with Lucky, Status Guard, and Level 5 Magic. That's better than most of the Fusion Creatures. She is who they should be worshiping in the Ishtar Temple at the end of the game. ----------------- Magician of Faith ----------------- -Ishizu's last starting Monster is this lovely spellcaster. Her stats are mediocre with only AP managing to stand out. That's ok, because everything other than AP is irrelevant for her. One of the Monsters with the rare Level 5 Magic ability for all her needs. What really sets her apart from everything else in the game is her special, Resurrection. A full-team revival for 2 AP at any time. Possibly the most overpowered thing in the game. She also has a unique and cool attack animation that gets extra damage on Fiends. Ishizu clearly knows how to play this game. ------------ Fairy's Gift ------------ -When it comes to awesome Spirit Monsters this girl stands at the top. While her stats aren't too good, she has great HP and good AP. Her claim to fame is her special, the only special in the game that heals the entire team. For 50% HP I might add. With Level 3 Magic and Magic Craft you have by far the best support Monster in the game. For a marshal with the Navy ability, Malairuka managed to start off with an amazing creature. -------------------------- Invitation to a Dark Sleep -------------------------- -There's a reason they don't give you this guy until Joey's campaign. Despite the drawbacks of mediocre stats, Level 1 Magic, and coming in at Level 1, he still makes top tier thanks to his attacks. His regular attack gets paralysis, and he learns a special that paralyzes the entire enemy team. He also has enough AP to abuse it. Anything without Status Guard is in for a nightmare. ------------ Dungeon Worm ------------ -This thing enjoys harassing you nearly the entire game before you get one. Great stats all around, Castel-Adept, and poison status on its attack. It comes on Tristan's starting team during Joey's campaign, meaning you don't even need to grind it up. ------------ Mystical Elf ------------ -The long-awaited counterpart to Dark Elf doesn't show up until Joey's campaign on Tea's starting team. Coming in at Level 80, she is ready to go for the late game. Her stats are decent with Defense and AP being the highlights. She gets extra damage on Fiends and a fantastic special that boosts her whole teams Attack by 1000 points. Her abilities shine as well with Status Guard and Level 3 Magic. One of the few Monsters that gets the Aerial ability for whatever reason. Her overall synergy with Dark Elf is fantastic, as is their fusion into Cosmo Queen. Scott seems to have a weird obsession with her, having Haysheen using her, Scott himself using her counterpart and fusion, and the Ishtar temple apparently worshiping her. =============================================================================== ----------- 6.2) B Tier ----------- They won't break the game as badly as A-Tier but can come pretty darn close. These Monsters are still a cut above the rest. They can handle almost anything the game throws at them without much trouble. They won't fall off in late game like some Monsters. ---------------------- Blue Eyes White Dragon ---------------------- -Surprisingly, they aren't nearly as broken as some of the other Monsters. They suffer from being Dragons, a type that is weak in this game. They will need some training since they come at level 1. Thankfully they match up to Kaiba's orb quickly and his marshal bonuses will compensate their low AP. They aren't going to win any awards on their own, which is fine because they are meant to work together. Their fusion is easily the most powerful in the game with amazing stats and the incredible ability combo of Armor, Super Stamina, and Status Guard. Blue-Eyes may not be good enough for A-Tier, but Kaiba can still count on the reincarnation of his ancestors dead waifu. ----------------------------- Swordsman from a Foreign Land ----------------------------- -One of Tristan's starting Monsters that is unexpectedly useful. While his stats are low, he gets a lot of AP along with Castle and Road Adept. Being a warrior, he has access to plenty of items that will fix his low attack. He will serve you well through early, mid and even late game. ---------------------- Giant Soldier of Stone ---------------------- -Another of Tristan's starters that is very solid, as a stone soldier should be. His attack is lacking, but he has great defense and lots of HP and AP. He eventually gets Status Guard which keeps him viable for the late game. Being a Spirit Monster gives him great synergy with some of his A-Tier brethren. ------------- Man-Eater Bug ------------- -I'm sure every OG Yugioh player remembers this guy. While he can't instantly kill anything, he's deceptively powerful in this game. Once leveled up he gets lots of AP and Swift. His low defense gets offset later on by his Armor ability, and some Beast Fangs will bump up his low attack. A very useful little bug that will contribute for the entire game. ------------------ Enchanting Mermaid ------------------ -A surprisingly useful Monster despite being a Water Creature. She enjoys all the perks of being a Spirit Monster, as well as getting Status Guard for the late game. Teaming her up with Gyakutenno Megami can lead to her special attack doing sizable damage. Strangely for a Water Monster, she has very low HP. Her early game is weak, but once she gets some levels she will have no problem keeping up during mid and late game. You also get to enjoy having a topless mermaid floating around. -------------- Summoned Skull -------------- -An iconic Monster that kind of got shafted. While he has great stats and gets extra damage on Machines, he's held back by his terrible AP growth. Night-Adept is great, but Level 2 Magic and Aerial are gimmicky at best. He's part of one of the more decent fusions in the game with fellow shafted Monster Red-Eyes Black Dragon. If there was a tier between B and C he'd be there. ----------- Neck Hunter ----------- -One of the Monsters who parties with The Illusory Gentleman. One of the few Fiend Monsters that is actually worth using and keeping around for end game. Nothing too fancy going on with this guy, just very solid numbers and a bigass scythe. He has great stats, good AP, and Night and Road-Adept. -------------------- Giltia the D. Knight -------------------- -One of Joey's starting Monsters that gets some snazzy tools to go with his snazzy attack animation. Good stats with the excellent combo of Road, Field, and Castle-Adept. He gets a special that hits all Fiend Monsters, which is nice but situational. Makes for a solid and flexible team member throughout the game. --------------- Flame Swordsman --------------- -One of Joey's signature Monsters that he starts with. He's a slightly upgraded Giltia, having slightly better stats, the same abilities, and a special that's not limited. While a bit frail early on, he's one of the more reliable Warriors throughout the game. ---------- Dark Witch ---------- -The odd one out on Tea's starting team. A bit of a let down as far as Spirit Monsters go with no magic, no special, and no attack effect. She still has plenty to boast about with high stats and good AP, along with Lucky and Status Guard. Not bad, but not as useful as other Spirit Monsters. ------------- Parrot Dragon ------------- -This delightfully silly creature on Pegasus' starting team has excellent stats and good AP. Being a Dragon still hampers it with nothing but Mountain-Adept and sub-par equipment. It still manages to be a very good stand-alone Monster that will help out a lot in Kaiba's campaign and continue to be useful in the late game. ---------- Bickuribox ---------- -There can only be one King of the Toons, and since just three are in this game it gets to be Bickuribox. Unquestionably the best of Pegasus' starting Monsters with excellent stats, great HP, good AP, and packing Lucky and Level 2 Magic. ------------ Slot Machine ------------ -Like gambling, this Monster is pretty fantastic. It doesn't get Armor, but High HP, high stats, and good AP make it rather great. The game loves to use these against you so you should know how solid it can be. --------------- Launcher Spider --------------- -Slot Machine's bro is also pretty great, even if it takes a while to get going. It manages to score Castle-Adept along with good stats, good AP, and just enough power to put some sting in its special. It's also a mechanical spider with missile pods. ------------- Buster Blader ------------- -Someone who manages to break Falsebound's curse on high-power Monsters from the card game being lackluster. He doesn't have a lot of HP, but has great stats with good AP. Road, Castle-Adept and Armor go a long way to offsetting his weaknesses. His attack naturally gets extra damage on Dragons. Easily one of the coolest looking Monsters in the game. --------------------- Orion the Battle King --------------------- -Orion is about as vanilla as Spirit Monsters come. One of Ishizu's starting Monsters with good stats all around, Level 3 Magic, and a special that hits all enemies and reduces their attack. While he can't compete with some of the other Spirit Monsters, he certainly makes out better than others claiming to be Kings. Not a bad choice for a Spirit team. -------------- Rocket Warrior -------------- -The cute little standout starting Monster for Joey in his campaign. Good HP, good stats, and very good AP. Since he comes at a high level it won't take long for him to get his Armor ability. Being able to debuff opponents gives him an interesting niche. Espa Roba wishes he had started with this guy. It even has a green orb. --------------------- Embodiment of Apophis --------------------- -One of Odion's favorite Monsters that starts on Malairuka's team. Unlike other Spirit Monsters this thing is built more like a Warrior. It has decent stats all around and comes with the always beloved Castle-Adept. Great for adding more balance to a Spirit team when Mystical Beast of Serket isn't dragging it down. ------------ Swordstalker ------------ -A Monster from Joey's campaign. If you put up with some grinding, you get a great Monster with great stats all around except for disappointing HP. He gets the abilities Road, Castle, and Night-Adept giving him utility no matter where he goes. He's also got an awesome attack animation and badass design. ---------------------- Kana the Swordmistress ---------------------- -A late game Monster from Mai's team during Joey's campaign. She's no slouch, coming in with good stats overall and the excellent trio of Road, Castle, and Field-Adept. Arriving at Level 74 makes her a solid, useful Monster for the late game. Also notable for being the only female Warrior. =============================================================================== ----------- 6.3) C Tier ----------- The average crew. While not spectacular, these Monsters are still viable. They will start running into trouble during the late game. Many of them are useful placeholders until higher tier Monsters become available. Some of them simply suffer from being found in Joey's campaign at level 1, requiring a grindfest to catch up without enough payoff. ------- Kuriboh ------- -The anime teaches you not to underestimate this little guy. Falsebound Kingdom manages to carry on this tradition. While seemingly garbage at first, the Multiply item can be purchased early in Yugi's campaign. Two or three of them will boost Kuriboh's attack significantly and give him a special that hits all enemy Monsters. Unfortunately, he is very frail with low defense and HP. Later on he gets outclassed by Monsters that don't have to give up all their equipment slots to be viable and can also survive a gentle breeze. He still makes for a fun gimmick Monster during Yugi's first campaign run. Night-Adept and Lucky are always appreciated. --------------- Celtic Guardian --------------- -This elf does ok for himself. His stats are very middle of the road and he gets Castle-Adept. He will be outclassed by other Warrior Monsters later but makes for a solid team member in the early and mid-game. ----------------------------------- Gazelle the King of Mystical Beasts ----------------------------------- -A vanilla beast on Tristan's starting team with decent stats and AP, plus Field and Road Adept. Part of the Chimera fusion which is also very average. His fusion buddy is available in Kaiba's first mission, so they make a viable, if somewhat underwhelming option in the early and mid-game. --------------- Mystic Horseman --------------- -A vanilla beast with decent stats and AP, plus Field and Road Adept. Part of the Rabid Horseman fusion which is also very average. Didn't I just write this description? You can think of him as Gazelle's cousin. His fusion buddy doesn't show up until Joey's campaign. Probably the most notable thing about him is his misleading attack name. --------- Hane-Hane --------- -Found early in Yugi's campaign. Even the Spirit Monsters have some losers. Low stats with only Forest and Field-Adapt for abilities. Later, he learns a special attack that damages all enemy monsters. The only thing saving him from D-Tier is that, as an early Spirit Monster, he has access to plenty of power- ups and not much competition at first. He has some use during early and mid- game, but there are much better options later. This thing is also quite ugly. -------------- Stuffed Animal -------------- -An interesting little guy Bakura starts with. Its stats are decent along with having Castle and Night-Adept. It will start out slow but end up being a respectable monster. Its cute appearance and amusing attack animation make it fun to use. ---------- Octoberser ---------- -An early Yugi campaign Water Monster that's only notable for being a bit better than Mako's starters. Like most Water Monsters he has high HP but not much else. He makes a decent early and mid-game team member, especially with some Beast Fangs equipped. As far as Water Monsters go, he's one of the better ones. --------------- Beast of Gilfer --------------- -One of the more disappointing Monsters in the game. He looks awesome, has an awesome attack animation, has great starting stats and Night-Adept, but that's it. One of the many Monsters that suffers from 4 AP syndrome, rendering his powerup special pretty useless. He can help out during the early game but will get overshadowed quickly. -------------- Robotic Knight -------------- -The oddball of Joey's starting Monsters. While his HP is good, the rest of his stats are somewhat lacking. To his credit he has Road-Adept and Armor, as well as a special that hits all opponents' Monsters. Serviceable during early and mid-game, but very much outclassed later. ------------------- Harpie's Pet Dragon ------------------- -Another boring dragon with only Mountain-Adept. Too bad there's only three Monsters to a team, so she gets no synergy with her mistresses. She's a surprisingly good tank with high stats and good AP. Won't steer you wrong, but there are better options. She also has a long-ass attack animation. --------------- Curse of Dragon --------------- -This zombie(?) Dragon has high stats and is part of a decent fusion, but like all Dragons is pretty bland. Its attack gets extra damage on Beasts for some reason, and the usual uninspired Mountain-Adept won't be turning any heads. Perfectly serviceable to use with a certain Knight on a purple horse. --------------------- Red-Eyes Black Dragon --------------------- -This guy has always been somewhat of a bastard child among the signature Monsters, and it shows in this game. You're not looking at much, other than passable stats and a hit-all-enemies special that won't get much use from a base of 4 AP. While pretty useless on his own, Red-Eyes gets the honor of having two good fusions, saving him from D-Tier. -------------- Fortress Whale -------------- -If you must use a Water Monster, use Enchanting Mermaid. Otherwise, I guess this guy is also around. All in all, he's not too bad. He gets a hefty HP total with good stats, though his AP is rather low. He has a neat attack animation and gets to dwarf every other monster in the game. DO NOT make him the team leader, the Navy ability is trying to trick you. He moves as fast as an actual whale does...on land. ----- Jinzo ----- -You can't have Espa Roba without Jinzo. You also can't have one tribute, mid- power Monsters from the card game not be disappointing in Falsebound Kingdom. Low stats combined with the 4 AP curse. Being a Machine, he gets decent HP and Level 3 Magic, which isn't exactly a ringing endorsement. He does get a very nice special that causes confusion on all enemy monsters. Something to note is that he learns his magic and special very early, giving him a nice edge in the early and mid-game. Plus, he looks freaking awesome. ------------------ Giant Mech-Soldier ------------------ -Espa Roba's other starting Machine Monster. This guy is exactly what he sounds like. Good stats, good AP, good HP, with Road-Adept and Armor. Not the best Machine Monster, but certainly usable. Enemies love using this thing, so you might get sick of watching him throw his boomerang. ------------ Cyber Saurus ------------ -Probably the strongest of Espa's starting Monsters. High HP, good stats and good AP. His abilities Road and Wasteland-Adept are less than stellar. It's a shame that a Dinosaur with an arm cannon is such a boring Monster. ---------------- Millennium Golem ---------------- -Slightly better than you may think. Decent stats, good HP and good AP with Status Guard. Level 1 Magic may as well not exist. Not bad, but there's really no reason to use him over Giant Soldier of Stone, unless you like lasers a lot. ------------ Machine King ------------ -Like most Machine Monsters, their mighty King falls into average territory. High HP with Armor creates good durability, along with decent stats and a special that powers up the team giving him some nice support utility. Definitely a jack of all trades type. ---------------------- Gaia The Fierce Knight ---------------------- -This Fierce Knight isn't exactly blowing anyone away. Good stats, good HP, but unfortunately, he suffers the dreaded 4 AP curse and merely has Road and Field- Adept. However, factoring in Warrior equipment and his fusion, Gaia comes out OK. Not fantastic, but certainly more useful than most of the C-Tier Monsters. Like Summoned Skull, he fits somewhere between B and C-Tier. ---------------- Hitotsu-Me Giant ---------------- -Rounding out Kaiba's starting team is this thoroughly mediocre Monster. Coming up average in all stats and aspects, he gets more mileage than Kaiba's other starting Monsters by being a Warrior with lots of equipment options. He has the same general issue as his two starter Monster cohorts, there are others of his type that are just plain better. ------------------ Three-Headed Geedo ------------------ -One of Mokuba's starting Monsters with surprisingly good stats, decent HP and good AP. Unfortunately, Night-Adept and an attack that mightreduce AP aren't enough to wow anyone. Decent for early game and not much else. ------- Zarigun ------- -The last member of Mokuba's starting team is this humble lobster. Despite his weak start he grows to have decent stats and good AP but is held back by his low HP. Armor and Lucky help to alleviate this, but not enough to put him on any serious team. Unlike his other water comrades, he receives no special or status attack. He is viable if you want to give Mako some kind of gimmicky seafood team. -------- Berfomet -------- -A rather vanilla Fiend Monster found in Kaiba's first mission. While nothing special he has decent enough stats with good AP and a trio of Field, Forest, and Road-Adept. He can fuse with his equally vanilla buddy Gazelle to make the average Chimera the Mythical Flying Beast fusion. Makes for a decent enough team. ------------------ Ryu-Kishin Powered ------------------ -This gargoyle(?) creature is received from Kaiba's first mission. Another middle of the road monster with decent stats all around. It gets Night-Adapt and that is it. If you play Kaiba's campaign first, which you really shouldn't, it is one of the better options for the early game. -------------- The Snake Hair -------------- -The only one of Bonz' starting Monsters I recommend hanging onto. She's relatively mediocre with good stats all around as well as Night and Wasteland- Adept. Her one claim to fame is that she inflicts paralysis. She may not be the best at it, but she has respectable stats to back it up. A must have Monster if you're doing Kaiba's campaign first. -------------- Midnight Fiend -------------- -One of Bonz' starting Monsters that manages to impress and disappoint in equal amounts. It has relatively good stats with high AP and Night-Adept. Unfortunately, it also has Level 1 Magic, a hit-all-enemies special without enough power to back it up, and only gets poison as a status effect. It's decent enough to use on Kaiba's campaign whether you're doing it first or second. ----------- Dark Rabbit ----------- -A silly bunny that is not as impressive as the other Toons in Pegasus' starting lineup. Decent stats, good AP, great HP, and Lucky will ensure that he has enough longevity to contribute. Put on some beast fangs and he will be able to pull his weight. ------------ Shadow Ghoul ------------ -Labyrinth Rulers slightly more impressive starting Monster. He has mediocre stats, but good AP and a nice slate of abilities in Castle-Adept and Super Stamina. He's not going to win any awards but can pull his weight. ----- Zanki ----- -For anyone who actually uses this guy, Labyrinth Ruler's final starter is a respectable Monster. HP is a bit low, but he has good stats, good AP, and an excellent ability trio of Road, Field, and Castle-Adept. Of course, there's the small problem that no one uses Zanki. Why would you when you can have Armored Zombie instead? --------------- Magnet Warriors --------------- -One of the games triple fusion teams, and not the best one. By themselves the Magnet Warriors are pathetic. While Beta is somewhat salvageable, Alpha and Gamma easily fall into D-Tier. They all suffer from having mediocre stats and only receive Road-Adept and Armor for abilities. The fact that they need to carry a polymerization means one less equipment slot that could help make them useful. Valkyrion is amazing, but having to drag these three around on a team greatly hampers his potential. The team is usable, just don't expect smooth sailing. You're going to be resorting to the fusion much more than other fusion teams. ---------- Big Insect ---------- -The only one of Weevil's starting Monsters that isn't a pathetic insect. Decent stats across the board and Swift thrown in as a bonus. Rather bland but capable of getting the job done. I do have to wonder why an acid attack isn't causing poison. ----- Uraby ----- -The first of Rex's starting Monsters is about as vanilla as you can get with Dinosaurs. His stats are respectable, good AP, good HP, and decent abilities with Wasteland, Field-Adept, and Super Stamina. Even if you want to make a Dinosaur team, you're better off looking at other options. The fact that he is technically a Dragon is not helping. ------------------- Two-Headed King Rex ------------------- -Rex's starting signature Monster graces us with another King that fails to deliver. He has fantastic HP, however everything else is mediocre with only Wasteland-Adept and Super Stamina. Most of his utility comes from being part of a fusion. He makes for a great wall, but that's about it. ---------- Megazowler ---------- -The last of Rex's consistently mediocre Dinosaur starters. Megazowler is very similar to his King with great HP and the same mediocre stats and abilities. It's too bad they are all classified as Dragons. They would still be C-Tier as Beasts, but at least they could boost their Attack without drawbacks. ------------- Barrel Dragon ------------- -Bandit Keith's pride and joy is kind of a joke. HP is great when combined with Armor, but mediocre stats and low AP with only Road-Adept leads to an unsatisfactory Monster. As a Machine some of this can be mitigated, just don't expect any miracles. Also has a long attack animation. -------- Seiyaryu -------- -Very middle of the road as far as Dragons go. He's a slightly better Red-Eyes. His base attack is undodgeable, leaving an equipment slot open, his special hurts the enemy team, but he gets no abilities. At least his stats are decent. Notable for being very pink and having a weird hooked beak. ------------- Meteor Dragon ------------- -For a Monster whose purpose is the make Red-Eyes less terrible, this guy is surprisingly competent. His health is very low, but the rest of stats and AP are good. No abilities or specials but that's what you get for being fusion material. --------------- Lord of Dragons --------------- -This is not the game for you buddy. While disappointing, he isn't awful. His stats are mostly low but being one of the few Monsters with Level 5 Magic gives him impressive utility. It's learned early so you can start abusing spells very quickly. He also gets a unique and cool attack animation and looks badass. I really wish most of these Monsters didn't start at Level 1. --------------- Cyber Commander --------------- -Buster Blader's lowly squire. None of his stats are very good and he only gets Road-Adept. His special boosts the teams attack by 500 points, and being a Machine gives him access to Shell Shock making him a decent support unit. ------ Kryuel ------ -A more defensive based Fiend found at the end of Kaiba's campaign. He has decent stats all around and gets the standard Night-Adept and Level 2 Magic. His special isn't too, uh...special, but can pack enough punch to make hitting the entire enemy team worth it. Unfortunately, he comes at Level 1 at the end of the campaign, making him a questionable investment. ------------------------ Castle of Dark Illusions ------------------------ -An even more defensive Fiend from the Zoa team. Good HP, mediocre stats, low AP, a special that blinds the entire enemy team, Night-Adept and Status Guard. A decent defensive support unit that won't be able to do much offensively. -------- Metalzoa -------- -We can't all be as awesome as the Red-Eyes Metal Dragon. Metalzoa isn't that much of an improvement on the classic. Durable with higher stats, but not enough to really stand out. You probably won't get him until the mid-game is almost over, giving him little time to catch up. ---------- Axe Raider ---------- -One of the starting Monsters in Joey's campaign. A solid, if vanilla Warrior with good stats all around. Comes up a bit short with only Field and Road- Adept. Like most Warriors he can be fixed up with equipment, although there are better alternatives. Coming in at Level 61 does give him a nice edge over the competition. ------------------------- Illusionist Faceless Mage ------------------------- -A relatively solid starting Spellcaster on Jusell's team. Night-Adept and Level 4 Magic give it respectable power to go with its decent stats, AP, and a surprising amount of bulk for a Spellcaster. This thing has the very odd property of having a special that paralyzes one enemy even though its regular attack causes paralysis. Play testing, what's that? Perfectly fine for helping in the late game if you don't mind how creepy it looks. -------------------- Serpent Night Dragon -------------------- -A surprisingly useful late game Dragon. While AP is a bit low, the rest of his stats are great. He actually gets some decent abilities with Wasteland, Road- Adept, and Super Stamina. His attack has the unreliable "might reduce opponents AP" property which thankfully he doesn't really need. Could have been up in B- Tier if he had come in Kaiba's campaign and not at Level 1 in Joey's. ------------- Dragon Seeker ------------- -Here's a Monster that would have been useful earlier. As his name implies, he gets high damage on Dragons, as if they didn't already have enough to deal with. Very solid stats all around with Night-Adept. Despite coming in at Level 1 in Joey's campaign he will be able to catch up quickly for the late game. ------------- Monster Tamer ------------- -A decent starting Monster on Tristan's team during Joey's campaign. His stats are all mediocre, but he gets Road and Castle-Adept, and has a special that
increases the attack of his teammates. Since he comes at Level 70, he makes a practical addition to most teams. ------- Mavelus ------- -One of the Goddamn birds that's been harassing you throughout the game. She shows up on Mai's starting team during Joey's campaign. With decent stats, an enemy team hitting attack, and coming in at Level 74, she is a serviceable monster even without the fusion. She also has Level 1 Magic just to piss me off even more. ---------- Wing Eagle ---------- -The other annoying bird that comes with Mai. Her stats are similar to her partner, and she also has a useless ability in Mountain-Adept. Not a bad fusion team to use during the late game. ----------- Aqua Madoor ----------- -A somewhat disappointing starter Monster on Tea's team during Joey's campaign. He has a special that hits all enemy Monsters, but with mediocre stats and AP it won't see much use. He does get Level 3 Magic and comes at Level 78 making him a feasible Monster for the late game. At least they didn't make him a swimming Monster or give him Water-Adept. If you want to make some kind of water themed team you could do much worse. =============================================================================== ----------- 6.4) D Tier ----------- Lowly Monsters of little importance. Many of them suffer from being bland and lacking useful abilities or decent stats. There's hardly any reason to use them, as you will have better options. Expect them to start falling off during mid-game. ----------- Silver Fang ----------- -Found during the first Yugi mission, he can help you out during the early game. He's a slight step up from some of the starting Monsters, which isn't saying much. He gets Swift later on, but nothing else to help stand out. --------------------- Blackland Fire Dragon --------------------- -The first "boss" of sorts you deal with in Yugi's campaign. While his stats end up surprisingly higher than most Dragons and he gets Night-Adept, he's still just another bland Dragon Monster. Only useful during Yugi's early game. --------- Feral Imp --------- -One of Yugi's starting Monsters, and not one you'll want to keep around for long. His stats and abilities are decent with Night-Adapt and Lucky but doesn't get them until higher levels. The game gives you better options almost right away. --------------- Penguin Soldier --------------- -One of Fizdis' starting Monsters that has some good aspects going for it. He's a cute little guy with a nice attack animation, good AP, and gets Lucky early on. Unfortunately, his stats are terrible and he's too fragile to be of any use. -------- Horn Imp -------- -Another Fizdis starting Monster, which you may have noticed is following a pattern. It's decent enough with Night-Adept and Swift, but has mediocre stats and AP. He can help during Yugi's early game but gets outclassed quickly. -------------- Zombie Warrior -------------- -One of Shimon's starting Monsters. While not the worst starting Monster, it's still too weak and frail to do anything useful past Yugi's early chapters. -------------- Beaver Warrior -------------- -Shimon's starting Monster that has a few tricks up its beaver sleeves. It gets Super Stamina and Swift, but like most starting Monsters its stats and AP are too low for it to be of any use. Only useful during Yugi's early chapters. ------------------------------------------ Winged Dragon, Guardian of the Fortress #1 ------------------------------------------ -No abilities, no specials, and mediocre stats. It doesn't get much more boring than this guy. They really like putting crap roaming Monsters in the early game, don't they? You know you have problems when you have a lot in common with Baby Dragon. Swag points for having an unnecessarily long name that can barely be read. ------------ Fiend Kraken ------------ -The first kind of samey Water Monster in this game. Mako starts with it. It has high HP but is mediocre in every other area. It gets Swift but being a Water Monster means it won't be moving fast anyway. The only other thing of note is that its attack eventually causes blindness. ----------- Kairyu-Shin ----------- -The second kind of samey Water Monster and one of Mako's starters. Also has high HP but is mediocre elsewhere. Has Swift, although I don't see how it could be any slower. Has an attack all enemies special but not enough power to make it useful. --------- Jellyfish --------- -Mako's final starter and just as unremarkable as his others. Practically the same as Fiend Kraken, except its electric attack does extra damage on machines. ----------- Time Wizard ----------- -He's not the worst Monster in the game, but you're going to need a lot of dedication and equipment to get any use out of him. He has an appealing paralysis effect on his attack and Level 3 Magic, but not much else. He has a seemingly interesting special that gives 1 AP to the team (this works out to -1 for him and +1 for his teammates), except that there is a level 2 spell that does the same thing at only 1 AP cost. Which he can also use. Game design Ladies and Gentlemen. His fusion with Baby Dragon is garbage along with his stats. You might be able to get some use from him in the early game. At least he has a charming design and unique attack animation. --------------- Crawling Dragon --------------- -One of Kaiba's starting Monsters. Fairly unremarkable stats for a Dragon, with high HP and surprisingly high AP. Mountain-Adept as the sole ability, who would have thought. Seriously, has anyone ever used this thing? Turn it into Dragon Zombie and never look back. I can't imagine you'd win any popularity contests if your defining feature is that you like to crawl. -------------------- Saggi the Dark Clown -------------------- -Another of Kaiba's starting Monsters we all remember from the anime. Some of the Spellcasters in this game get Level 3+ Magic, and some of them don't. Saggi doesn't. Despite having Magic Craft, the only thing he can really do is throw Germ Infection around which isn't going to strike fear into anyone. His stats aren't too bad with high defense and AP. Book of Secret Arts can give him some punch, but his low HP will be a consistent problem. There are much, much better Spellcasters in this game. He does get to be in A-Tier for Creepy Clown Monsters. ---------- Water Girl ---------- -Mathis' other starter Monster suffers from being a late bloomer. Once leveled she ends up with respectable stats and high AP but suffers from low HP and only gains Level 2 Magic. Even if you could somehow start with her at level 61 it still wouldn't be worth dragging her along on a team. It's a shame since she has a cute design and a nice attack animation. -------------- Armored Lizard -------------- -Another one of Mokuba's mediocre starting Monsters. Mediocre might be too generous for a monster whose sole claim to fame is that it gets Armor, and far too late to be useful. Once he does have it, combined with decent HP, he can be tough to kill. However, with low stats he won't be offering much of a counterattack. There are far better Monsters you should be using in the mid and late game. ----------------- King of Yamimakai ----------------- -For something that you probably won't get until late game, this guy does not deliver. He's decent enough with good stats, good HP, though lackluster AP. He's nice enough to have Night-Adept and the ever-pointless Level 1 Magic. You'd have to be out of your mind to hold off on Magician of Black Chaos for this guy and Reaper of the Cards, so he gets booted to D-Tier. What is it with this game and Kings being so lame? His attack animation does look like a Kamahamaha at least. ------------------- Reaper of the Cards ------------------- -In the same boat as his Kamahamaha throwing buddy. Getting to cause confusion is nice, but not enough to make up for his fragility and late availability. ------------- Phantom Dewan ------------- -One of Bonz' starting Monsters. He may be able to inflict paralysis with his attack, but he's one of the worst ways to do it. If you're doing Kaiba's campaign first, he won't even be able to do that. Good AP, low stats, low HP, and Night-Adapt with Level 3 Magic. It's a shame, he has good abilities and a neat design. ------------ Dark Chimera ------------ -This thing on Labyrinth Ruler's starting team is as generic as a Fiend can get. All his stats are mediocre, nothing beyond Night-Adept, and his attack animation is the "spitting fire" one. Completely forgettable in every single way. --------------- Hercules Beetle --------------- -Weevil's big bad starting beetle has fantastic HP and that's it. The rest of its mediocre stats aren't going to help it accomplish anything. The poor thing doesn't even get armor. All it has is Forest-Adept and that is not going to cut it. -------- Garoozis -------- -Our reptilian friend isn't nearly as awful as the other Monsters in D-Tier. He has good stats all around and a decent set of abilities in Field, Forest, and Road-Adept. His main issue is that other Warrior Monsters exist. You could make an entire team out of his alternative options. The only way you will get any use out of him is if you play Kaiba's campaign first. --------- Tiger Axe --------- -Speaking of Garoozis alternative, here's one that he's actually superior to. There's nothing I can say about Tiger Axe that is any different than Garoozis, except that he is slightly weaker. ----------------- Moisture Creature ----------------- -It's amazing that a Spirit Monster with immediate access to Level 5 Magic can rank this low. The award for lowest AP in the game goes to this lost alien. He can be salvaged with the right equipment, but those Deal of the Phantoms and Raigeki's can find much better use elsewhere. If you want to skip this guy's difficult recruit process, don't worry, you aren't missing much. ------------------ Giant Red Seasnake ------------------ -One of the Water Monsters received in Kaiba's campaign. Yet another case of a Water Creature with mediocre stats and the useless duo of Water-Adept and Swift. He also manages to be weaker than his two allies. He brings back terrifying memories from Mario 64. --------------- Sea King Dragon --------------- -Dragon, Water Monster, King in its name. I'm kind of surprised it manages to avoid F-Tier. Good stats, good HP, not so good AP, and an actual useful ability in Super Stamina. Congratulations Sea King Dragon, you manage to be slightly better than Aqua Dragon. ------------ Spike Seadra ------------ -The only one of Kaiba's water trio with any potential. By which I mean you could get some very limited use if you play his campaign first. Decent AP with mediocre stats and a special that won't be able to do any notable damage to the enemy team. I wonder if three Water Monsters with Swift on Mako would move any faster? ----------- Larvae Moth ----------- -Even with its low stats this thing manages to be more useful that its Queen with better AP and a poison attack. And the only reason it's here is to curl up inside a cocoon and never be used again. Amusingly, you'll come across a few of them on enemy teams. ------------- Kaiser Dragon ------------- -Changing up the royalty title is not going to help you. This Dragon is just bad with low stats, low AP, decent HP, and Level 3 Magic for some inexplicable reason. Even the Dinosaurs are better than this trash. ------------- Cyber Soldier ------------- -A vanilla starting Monster in Joey's campaign. Unremarkable stats with Armor being the only standout. It would be more viable if it had come during an earlier campaign, but by this point you have little reason to use it over the other Machines. Unless you think a fat, fire-breathing chicken robot is something you really need. ---------------------- Ghoul with an Appetite ---------------------- -Another sad excuse for a Monster on Jusell's starting team. Low stats with only somewhat decent HP and good AP. Another acid attack that does not poison. It also has Level 1 Magic in an attempt to get pushed down into F-Tier. It doesn't even get Night-Adept which every other Fiend does. Were they running out of Fiend Monsters from the card game or something? --------------- Tao the Chanter --------------- -The loser starting Monster on Malairuka's team. While it has good AP and Level 3 Magic with Magic Craft, there's not much else going on. It's attack and special have a gimmick that reduces enemy action points. Too bad there's a spell that does that more reliably for a cheaper cost. Not even his high starting level is enough to justify using him over other Spellcasters. --------- Battle Ox --------- -Remember when this guy terrorized Yugi during the first ever Duel Monsters game? Yeah, neither does anyone else. This Ox gets a beefy amount of HP and Super Stamina to abuse it. Unfortunately, that's really all it has. One of the Monsters that has the misfortune of coming in at Level 1 in Joey's campaign. Mediocre stats and Field-Adept are not going to entice anyone to try and grind this guy up. He gets a fusion with Mystic Horseman, but who's going to bother with that at this point? ------------------------ Swamp & Lava Battleguard ------------------------ -There is such a thing as being too late to the party. Both Monsters have similar, decent stats. Field and Road-Adept aren't going to help much. Only worth using together because of their team attack. It takes far too long to get these two, and the game even has the nerve to provide them both at low levels. They didn't mind handing over the Magicians early, so I don't know what excuse they have for this. ------------ Gemini Elves ------------ -Like the Battleguards they have a team attack and are not available until the last second of the game. They seem to lack the elven aptitude for magic, only getting it at Level 2. While their combo attack is awesome, these girls are rather weak individually and show up very late. Feels like wasted potential. ------------- Hunter Spider ------------- -The weak point of Tristan's starting lineup in Joey's campaign. He offers nothing of interest with mediocre stats and only Field and Forest-Adept. Weevil wouldn't have minded having this creepy crawly for a little while. Even coming in at Level 66 doesn't save him from being lackluster. ---------- Rogue Doll ---------- -She manages to be the only Spellcaster in the game with no magic ability. Instead, she opted to take the approach of having good stats. This turned out to be a bad trade. Since she comes at Level 79 on Tea's starting team during Joey's campaign, I suppose she isn't completely unusable. ------------ Skull Knight ------------ -A very cool looking but underwhelming Monster. Strangely for a Spellcaster he has no abilities and decent stats. It does get level 5 magic eventually...at level 95. Really seems like this thing should have been a Warrior or a Fiend. It might have been nice to have earlier but coming in at Level 1 on Joey's campaign destroys any justification for using it. =============================================================================== ----------- 6.5) F Tier ----------- Failures. There is no reason to use any of these Monsters ever. They are immediately outclassed as soon as they show up. ----------- Baby Dragon ----------- -This little guy is truly a failure on all accounts. Very low stats, no specials, and no abilities. His sole reason for existing is to fuse with Time Wizard to make Thousand Dragon. It may have a cool design, but it's the weakest fusion in the game, especially considering you need this thing on your team. This baby simply cannot compete. It's orb color synchs perfectly with Joey right off the bat, but do not make the mistake of trying to use him. ---------- Kanikabuto ---------- -One of Fizdis' starting Monsters, which should tell you something right off the bat. Its good AP can't make up for its very low stats. Not even the seldom seen Armor and Super Stamina abilities are enough to keep it alive for very long. If it does manage to stay alive, its special will barely do scratch damage due to its low attack. Turns out attacking with bubbles isn't very effective. --------- Judge Man --------- -A useless piece of garbage. At his best he has low stats all around and only gets Field and Road-Adept. Warriors do have ways to better themselves, but why bother? Multiple teams of other Warriors can be made that require less time and resources to get rolling. I sentence you to F-Tier. -------------- Shadow Specter -------------- -Shimon's awful starting Monster with stats on par with Kuriboh but no gimmick item to help it out. Poison and Night-Adapt are not going to save it from anything. No wonder the Resistance was having so much trouble dealing with the Empire. Amusingly, there is an enemy martial in one of Yugi's later missions with this thing. Enjoy killing it in one hit. ----------------------- Beastking of the Swamps ----------------------- -Being the King of the swamp isn't worth much, is it? One of Bakura's starting Monsters with decent AP and poison, but low stats with only Water and Forest- Adept. All this while looking hideous does not make for royalty. At least his abilities fit with his lore, for whatever that's worth, which in this case is nothing. ------------ Insect Queen ------------ -In the interest of gender equality we have a very disappointing Queen. She has decent HP but low stats in everything else, including AP. Her only ability is the pathetic Forest-Adept, and she has a special that powers up the team but no AP to use it. A complete waste of space. --- Zoa --- -A lame pre-ritual Monster that isn't worth talking about. Mediocre stats, low HP, low AP, and Level 2 Magic if you care. ----------- Aqua Dragon ----------- -Maybe you thought about using this guy with Mako at some point like the AI does. Its ok, we all make dumb mistakes. This is what you get when you combine all the worst Monster attributes into one. You'll see him at a high level when you recruit him, and he ain't getting much better. Low stats, low AP, with Super Stamina being the lone bright spot on a very disappointing Monster. If you ever felt like challenging yourself, then by all means give this guy a whirl. -------------- Thunder Dragon -------------- -Guess what Thunder Dragon and wet tissue paper have in common? Good stats and impressive AP for a Dragon won't help with such low health. Thunder Dragon is part of a fusion, but you will have to really, really work for it. One of the designers must have hated Dragons. Then again, Scott does hate Kaiba... ------------- Dharma Cannon ------------- -One of Jusell's starting Monsters that carries on the proud tradition set by Fizdis, Shimon and Mathis. It is literately bad at everything. Mediocre stats, low HP, and Level 2 Magic. Even if this thing had come earlier in the game it would still be a complete joke. ------------ Dragon Piper ------------ -Calling this thing laughable is an understatement. While he does have decent HP, Defense and AP, his terrible Attack and sole Level 2 Magic ability keep him from doing anything useful. It does have a paralysis attack and a unique special that reverses stat changes, but it's not enough to help him crawl out of the hole. If Time Wizard is more useful than you are, you aren't going to be picked for a team. (You'd think this thing would have some kind of Dragon related ability). -------------- Flame Cerebrus -------------- -Another sad excuse for a Spirit Monster. Despite having decent stats, this puppy only gets a mere 4 AP. Level 2 Magic isn't going to help deal with that. As if that wasn't enough, it comes during Joey's campaign at Level 1. Only recommended for players who are frantic pyromaniacs. --------- Sengenjin --------- -A useless piece of garbage in the same vein of Judgeman. When he does show up on enemy teams, he's notably outclassed by what are supposed to be his lesser mooks. His stats may be high, but 4 AP and Mountain-Adept hold him back too much. He's also unfortunate enough to come at Level 1 in Joey's campaign. For some odd reason he isn't available in challenge mode on a new file. You'll just have to trust me in this one. --------------------- Mystical Beast Serket --------------------- -The shameful favorite Monster of Odion. Despite having great abilities in Armor and Super Stamina, its stats are terrible. The fact that it comes at the end of Joey's campaign at Level 1 is just another massive nail in its coffin. It can enjoy spending time with Insect Queen on the bench. --------------------------- Pumpking the King of Ghosts --------------------------- -An odd choice for hiding at the end of the game at Level 1. Another King who is not very good. Mediocre stats make him underpowered without using his special which may backfire due to it powering up all Fiends on the field. Level 2 Magic is not a good case for bothering with this lame vegetable during the late game. ------------- Gate Guardian ------------- -What a shame that such an awesome fusion falls so short. Sanga and Suijin are found in Yugi's campaign, but Kazejin doesn't bother showing up until the end of Joey's campaign, at Level 1. The three pieces are all very lackluster Monsters with mediocre stats and terrible AP. They're going to have to rely on the fusion even more than the Magnet Warriors. Trying to make a viable team with them would take significant investment. ---------- Dark Plant ---------- -Dark ****ing Plant. Did I say there were loser Spirit Monsters? At least none of them are this thing. Not to be outdone by Shimon and Fizdis, Marthis manages to start with what is objectively the worst monster in the game. Low stats, low AP, low HP, and two useless abilities in Forest-Adept and Level 1 Magic. His attack causes poison because that's exactly what he is to any team he's on. The only other monsters terrible enough to compete with this failure of nature are Baby Dragon and Aqua Dragon. Of course, they have the unfair advantage of being Dragons. Dark Plant manages to be just as bad while being a Spirit Monster, which I think is worth more garbage points. Maybe F-Tier should be called Dark Plant Tier, but that would belittle the F grade. ------------ Basic Insect ------------ -This basic starting Monster for Weevil is basically a crappy Kuriboh. Its stats are weaker, its unique equip only adds 500 Attack, and it has worse abilities in Forest-Adept and Swift. What I'm trying to say is, don't use this thing. ---------------- Mountain Warrior ---------------- -Hahaha, 0/10 =============================================================================== CREDITS I'm not a huge Yugioh fan, but I do have a special fondness for this game. Thank you for making this Konami. Early Yugioh games were weird, and this was the last one that did something different. Kazuki Takahashi has awesome monster designs and it was a treat to have them used in a fun little strategy RPG game.