The Gestral Monoco joins the group late in Expedition 33. We show you strong builds that allow you to defeat all enemies.
Monoco in Expedition 33 is not only amusing but also quite strong. At least when you have collected the correct Legs from Nevron and use the right Lumina. We have selected two builds for you, making Monoco an essential part of your group – one build for the Early Game and another for the End Game.
Monoco in the Early Game
Talking about Monoco in the Early Game is a bit tricky. After all, the Gestral only joins the group in Act 2. This brings the advantage that Monoco already has some Lumina points and Pictos available, so he doesn’t start from “zero.” Note that Monoco only learns new abilities from enemies when he is actively in the group. Because only then can he collect the Legs to learn new abilities.
Weapon: Monocaro
Monocaro is Monoco’s starting weapon and is more than sufficient for most of Act 2. With this weapon, you always begin with the Balanced Mask. From level 10 onwards, the weapon even grants you powerful effects when using the Balanced Mask – so always at the start of the fight.
Attributes
To boost Monoco’s skills as a supporter at the start, the choice of attributes is not that important. If you want to build him tankier, focus on Defense, and if you prefer more damage, go for Strength and Vitality.
Abilities
- Moissonneuse-Vendage (Moissonneuse Vendage)
- Stalakt-Hiebe (Stalact Punches)
- Pelerin-Heilung (Pelerin Heal)
- Chevaliere-Durchbohrung (Chevaliere Piercing)
- Potier-Energie (Potier Energy)
Necessary Pictos
Monoco is quite free in his choice of Pictos and Lumina. A good choice for the beginning is:
- Critical Burn: The crit chance against burning enemies is increased by 25%.
- First Strike: You always play first.
- Dead Energy I: When you kill an enemy, you gain +3 AP.
- Dead Energy II: When you kill an enemy, you gain +3 AP.
- Augmented Counter I: Counter-attacks deal 25% more damage.
- Augmented Counter II: Counter-attacks deal 50% more damage.
Combat Guide
Monoco acts as a strong supporter and tank right after joining the group. He can take a lot of damage, heal the group, and provide support. Simply use the skills you need: Pelerin Heal when your group needs healing or Potier Energy to grant other members more AP. If neither of these applies, you can deal high damage with Stalact Punches, filling the Break bar. With Moissonneuse Vendage, you will ultimately break the enemy to stun them and deal high damage.
Powerful Tank – Monoco Build in the Endgame
In the Endgame, Monoco is a strong all-rounder that can also have devastating abilities, but primarily acts as a steadfast tank that survives attacks that wipe out the rest of the group. Therefore, we enhance his tank potential without sacrificing powerful attacks.
Weapon: Joyaro
Joyaro ensures that you start every fight with the almighty mask, which boosts all abilities. Additionally, the weapon increases your damage dealt by 20% for each consecutive round in which you have taken no damage. Finally, the mask doubles your damage to the Break bar as long as you are using the almighty mask. You receive Joyaro in Act 3 in the “Flying Manor” when you defeat the Lampmaster there, but it can also drop in other locations.
Attributes
Due to weapon scaling, you should allocate all points to Agility and Defense. Any excess points can be put into Vitality or Strength.
Abilities
- Duallist Storm
- Danseuse Waltz
- Lampmaster Light
- Sakapatate Fire
- Creation Void
The necessary Legs for the abilities can be obtained in the “Endless Tower” during the challenges, in the “Flying Manor,” or in the case of Creation Void in Lumière.
Necessary Pictos
As active Pictos, it’s best to take ones that provide a lot of Life Point Defense. But critical hit chance can also help. The active Lumina include:
- Painted Power: The damage dealt can exceed 9,999.
- Critical Burn: 25% increased crit chance against burning targets.
- Roulette: Your abilities have a 50% chance to deal either 50% or 200% damage.
- Second Chance: After a death, you will respawn with 100% health. Once per fight.
- Cheater: You always play twice in a row.
- Energising Parry: +1 AP on a successful parry.
- Solidifying: If you drop below 50% health, the character gains 2 shields. Once per fight.
Monoco does not deal as much damage as most other group members in most cases, but he has massive tank potential due to weapon scaling and can withstand many enemy attacks. Nevertheless, his attacks can reach millions and quickly turn most enemies into splinters.
Combat Guide
Thanks to his weapon, Monoco always starts with the almighty mask. This way, you can directly launch into Dualist Storm and deal high damage. Against multiple opponents or enemies that are weak to fire, you can also use Sakapatate Fire to deal high damage and inflict 9 stacks of Burn on the targets.
Once you have a charge on the Gradient bar, you can use “Mighty Blow” with Monoco to switch back to the almighty mask.
If you have 9 AP, have activated the almighty or Wizard Mask, and only have one enemy in front of you – such as a Boss enemy – then using Creation Void is worthwhile. This ability fires 3 times at random targets but deals more damage if the same target is hit multiple times – which is always the case against solo enemies.
For AP generation between attacks, rely on Parrying. Since Monoco can take quite a bit of damage, it’s usually not a big deal if he takes a hit or two – even if it resets the bonus damage from Joyaro.
Monoco is, thanks to his scaling, an almost perfect tank who can also deal a lot of damage. With him, you are always on the safe side when you want to survive a fight solidly and still need to learn the enemy’s attack patterns. If you prefer to experience a powerful glass cannon like Lune, we also have a build guide for her.
