FANDOM


Warning!
This article contains a guide, a tutorial or a walkthrough for Monster Box. It's very likely that this guide was written by just one author. It might not have been reviewed, verified, edited, or corrected by other authors. The content is only based on the opinion of the author. The content might be even completely wrong, misleading, or outdated.

If you follow any advice from the following article, you do this at your own risk!


In Monster Box limited upgrades are available for stickman and for enemies, so it is important to build them properly as the only way to reset them is to reset everything.

Below is a few choices for builds. (Many of the builds are created before enemy/stickman max level updates in ver3.2, so additional upgrades are necessary to further increase DPS and profits. The builds shall serve as templates instead of actual upgrade distributions until they are updated.)

Stickman Builds

Build Name Combinations List with Pros and Cons
The Instant Kill Melee
Naamloos2
  1. 60 in AT damage, 40 in AT % bonus (1830 dmg)
  • [+] Extreme damage.
  • [-] Can only deal with one monster at a time.
The Optimized Instant Kill Melee
  1. 41 in AT damage, 30 in AT% bonus, 29 spare (1050 dmg)
  • [+] Extreme damage.
  • [+] 29 spare points to put into other things.
  • [-] Can only deal with one monster at a time if no spares are used.

Note: Max LP is 8320, no longer instant kill.

The Ranged Assassin
Naamloos3
  1. 1 in Range attack, 99 in Half life attack.
  2. 1 in Range attack, 10 in Range, 89 in Half life attack.
  3. 1 in Range attack, 20 in Range, 79 in Half life attack.
  4. 1 in Range attack, 24 in Range, 75 in Half life attack.
  5. 1 in Range attack, 30 in Range, 69 in Half life attack.
  6. 1 in Range attack, 40 in Range, 59 in Half life attack.
  • [+] Helps reduce monster LP.
  • [+] Amazing against bosses, as Half Life can drain 9999.
Splasher
  1. 60 in Range attack, 40 in AT% bonus, (180 dmg, 22.6 dmg*Mpx)
  2. 41 in Range attack, 30 in AT% bonus, 29 in Range (102 dmg, 20.8 dmg*Mpx)
  • [+] Great close range splash damage.
Jack of All Trades
Naamloos
  1. 30 in AT damage, 30 in Range attack, 20 in AT % bonus, 20 in Range.
  2. 30 in AT damage, 30 in Range attack, 30 in AT % bonus, 10 in Range.
  3. 30 in AT damage, 40 in Range attack, 20 in AT % bonus, 10 in Range.
  4. 20 in AT damage, 40 in Range attack, 20 in AT % bonus, 20 in Range.
  5. 10 in AT damage, 40 in range attack, 30 in AT % bonus, 10 in Range, 10 HLA%.
  • [+] Decent damage.
  • [-] Less effective at dealing with mobs.
Ranger
Med range ranged
Naamloos4
  1. 48 Range attack, 28 in % AT bonus, 24 in Range (low-range, 115 dmg, 84 dmg*Mpx)
  2. 40 Range attack, 20 in % AT bonus, 40 in Range (mid-range, 80 dmg, 126 dmg*Mpx)
  3. 32 Range attack, 12 in % AT bonus, 56 in Range (high-range, 51 dmg, 140 dmg*Mpx)
  4. 25 Range attack, 75 in Range (high-extreme range, 25 dmg, 109 dmg*Mpx)
  5. 20 Range attack, 80 in Range (extreme-range, 20 dmg, 102 dmg*Mpx)

(for maximum damage, Range attack = 20 + % AT bonus)

  • [+] Great range for splash damage.
  • [+] More effective at high revival rates.
  • [-] Less powerful on single enemies.
Packer
  1. 9 in AT damage, 76 Range Attack, 15 Range (low range)
  2. 9 in AT damage, 66 Range Attack, 25 Range (mid-low range)
  3. 9 in AT damage, 56 Range Attack, 35 Range (mid-range)
  4. 9 in AT damage, 51 Range Attack, 40 Range (mid-high range)
  5. 9 in AT damage, 46 Range Attack, 45 Range (high range)
  6. 5 in AT damage, 45 Range Attack, 50 Range (extreme-range)
  • [+] Balanced build.
Lowest Cost Lv100 Stickman
  1. 19 in AT, 10 in Range Attack, 2 in AT%, 2 in Range, 67 in HLA% (wait for all other than HLA to break 1000$ upgrade cost barrier)
  2. 18 in AT, 9 in Range Attack, 1 in AT%, 1 in Range, 71 in HLA% (wait for all other than HLA to hit 1000$ upgrade cost barrier)
  • [+] The single cheapest build in all of Monster Box thus far to bring to Lv100, thus good for starting speedruns or for first-time players (no upgrade should cost more than 1000$).
  • [+] Due to somewhat higher AT doesn't take as long to get enemies down to 0 LP as other Half-Life builds.
  • [-] More focused on single targets than crowd control despite minimal ranged damage investment.
Boss Demolisher
  1. 100 half life
  • [+] Takes killing low level bosses a matter of seconds.
  • [-] Does not work well on mobs.
  • [-] Other enemies can block the boxer from attacking the boss.
RHC's Boxer Guide

Lv 100

  1. 40 in Range attack, 20 in AT% bonus, 40 in Range

Lv 150

  1. 60 in Range attack, 40 in AT% bonus, 50 in Range

Lv 180

  1. 75 in Range attack, 55 in AT% bonus, 50 in Range
  • [+] A great way to keep the grounds clean from ground enemies if you have 4 Boxers with these combinations fixed to coordinates 8, 23, 40, and 55.
  • [-] Cannot handle flying enemies well (Check out the Multi-Purpose combo for the Sniper as combining these combinations will eliminate this con)
  • [-] Not very effective on bosses

Build Name Combinations List with Pros and Cons
Wavelength
  1. 30 in Critical Chance, 28 in Critical Damage, 32 in Sword Strike, 10 in Strike Range (low-range)
  2. 30 in Critical Chance, 18 in Critical Damage, 32 in Sword Strike, 20 in Strike Range (mid-range)
  3. 30 in Critical Chance, 15 in Critical Damage, 30 in Sword Strike, 25 in Strike Range (180 dmg, 300 range, 54 dmg*kpx)
  4. 30 in Critical Chance, 18 in Critical Damage, 22 in Sword Strike, 30 in Strike Range (high-range)
  5. 30 in Critical Chance, 8 in Critical Damage, 22 in Sword Strike, 40 in Strike Range (extreme-range)
  • [+] Strong attacks.
  • [+] Sword strikes hit many enemies.
  • [-] Cannot hit higher enemies when on ground.
  • [-] Can only attack one side at a time.
Master Swordsman

Lv 100

  1. 42 in AT, 30 in Critical Chance, 28 in Critical Damage (1849 base dmg/hit)

Lv 150

  1. 67 in AT, 30 in Critical Chance, 53 in Critical Damage (4624 base dmg/hit)

Lv 180

  1. 82 in AT, 30 in Critical Chance, 68 in Critical Damage (6889 base dmg/hit)
  • [+] High damage dealt to small groups of monsters.
Cutter
  1. 5 in AT, 30 in Critical Chance, 35 in Critical Damage, 30 in Sword Strike, 0 in Strike Range (low-Range)
  2. 4 in AT, 30 in Critical Chance, 31 in Critical Damage, 25 in Sword Strike, 10 in Strike Range (mid-low-Range)
  3. 3 in AT, 30 in Critical Chance, 27 in Critical Damage, 20 in Sword Strike, 20 in Strike Range (mid-range)
  4. 2 in AT, 30 in Critical Chance, 23 in Critical Damage, 15 in Sword Strike, 30 in Strike Range (mid-high-range)
  5. 1 in AT, 30 in Critical Chance, 19 in Critical Damage, 10 in Sword Strike, 40 in Strike Range (high-range)
  6. 30 in Critical Chance, 15 in Critical Damage, 5 in Sword Strike, 50 in Strike Range (extreme-range)
  • [+] Balanced build.
Slasher
  1. 30 in AT, 30 in Critical Chance, 10 in Critical Damage, 30 in Sword Strike
  • [+] Great close range splash damage.
  • [-] Less powerful on single enemies.
Sword of All Trades
  1. 10 in AT, 30 in Critical Chance, 40 in Critical Damage, 20 in Sword Strike
  2. 30 in AT, 30 in Critical Chance, 20 in Critical Damage, 10 in Sword Strike, 10 in Strike Range
  • ​[+] Decent damage.
  • [-] Not so good at dealing with mobs.

Build Name Combinations List with Pros and Cons
Pierce Fanatic
  1. 9 in Arrows, 41 in Pierce Damage, 50 in Pierce Chance
  2. 19 in Arrows, 31 in Pierce Damage, 50 in Pierce Chance
  3. 29 in Arrows, 31 in Pierce Damage, 40 in Pierce Chance
  4. 39 in Arrows, 31 in Pierce Damage, 30 in Pierce Chance
  • [+] Easily kill mobs when swarmed
  • [+] High Range without buying Range
  • [-] Not good vs single mobs.
  • [-] If swarmed, could attack straight down, ruining the shot.
Super Arrows
  1. 30 in AT, 30 in Arrows, 40 in Range
  2. 30 in AT, 40 in Arrows, 30 in Range
  3. 30 in AT, 50 in Arrows, 20 in Range
  • [+] High damage.
  • [-] Does not deal damage to very many enemies as it lacks piercing capabilities.
Arrow Rain
  1. 100 in Arrows
  2. 90 in Arrows, 10 in Range
  3. 80 in Arrows, 20 in Range
  4. 70 in Arrows, 30 in Range
  5. 60 in Arrows, 40 in Range
  • [+] Can always hit some enemies.
  • [-] Low damage.
Multi-Purpose (RHC)

Lv 100

  • 38 in AT, 21 in Arrows, 3 in Range, 18 in Pierce, 20 in Pierce Damage

Lv 150

  • 48 in AT, 51 in Arrows, 3 in Range, 18 in Pierce, 30 in Pierce Damage

Lv 180

  • 58 in AT, 55 in Arrows, 5 in Range, 22 in Pierce, 40 in Pierce Damage
  • [+] Flat solid AT numbers. Makes it easy for determining what LP the flying enemies should be for one hit kills after the first pierce. If there are tons of ground enemies, then they will cover the first pierce for you.
  • [+] Perfect for quickly wiping out the sky when 4 of them are in the fixed positions of coordinates 11, 25, 39, and 53.
  • [+] Inflicts high damage to bosses when they are in non-fixed positions, (fixed positions should work fine for early level bosses).
  • [+] Range is not a huge concern if the entire screen gets filled with enemies after each Monster Box activation.
  • [-] The monster count number is not well fixed compared to other combinations if flying enemies are in the air with delta feathers (assuming you constantly held onto the Monster Box with decent time upgrades for it).
  • [-] If a team of all 8 Snipers with this combination is used, does not work well on large quantities of ground enemies (especially snakes). You can check out my boxer guide as combining these 2 combos can eliminate this con.

Build Name Combinations List with Pros and Cons
Thunder King
  1. 33 in Electric Shot, 34 in Multiple Chain, 33 in Lightning
  • [+] Spreads far.
  • [-] Can be very weak
Maximum Damage
  1. 54 in Electric Shot, 46 in Multiple Chain
  2. 66 in Electric Shot, 34 in Multiple Chain
Fireplace
  1. 85 in Flame Armor, 15 in Burn (364 Dmg, Low Range)
  2. 68 in Flame Armor, 12 in Burn, 20 in Flame Range (280 Dmg, Med Range)
  3. 43 in Flame Armor, 7 in Burn, 50 in Flame Range (162 Dmg, High Range)
  4. 23 in Flame Armor, 2 in Burn, 75 in Flame Range (75 Dmg, Extreme Range)
  • [+] High Splash Damage, comparable to Splash Boxers
  • [-] Needs to be controlled manually, otherwise it uses the weak thunder attack
  • [-] Flame does NOT stack, so only one of it is recommended
Field breaker
  1. 50 in Electric shot, 50 in Multiple chain
  • [+] can wreck most of the enemies in a single shot
  • [-] only works well when there are about 150 flying enemies
  • [-] lots of delta feathers fill the monster bar
Street Sweeper
  1. 100 in lightning
  • [+]very good at clearing out all enemies, especially flying
  • [+]possibly the highest DPS build, since lightning does more damage than electricity
  • [-]no fire armor or cool electricity orgies
Balanced
  1. 40 in electrc shot, 20 in multiple chain, 40 in lightning
  • [+]fairly balanced, electric shot is fairly strong and occasionally hit large amounts of targets
  • [-]no fire armor :(

Team Builds

Build Name Combination Setups with Pros and Cons
4 Snipers, 4 Boxers
1.) 4 Snipers with Multi-Purpose Combination, 4 Boxers With RHC's boxer guide combination.
  • [+] Eliminates both the skys and grounds quickily
  • [+] Effective on both bosses and large swarms of enemies
  • [-] Less effective on White Smiley Trees with high lp/pops
  • [-] The monster box is unstable if tons Red Skull Bats are in the air with delta feather drops, making strategy planning for a steady near cap multipler a pain or impossible.
7 Gladiators, 1 Boxer
1.) 7 Gladiators with Master Swordsman combination (positions 4, 13, 22, 31, 40, 49, 58), 1 Boxer with Boss Demolisher combination.
  • [+] At level 100, deals 7396 base dps to every enemy near the floor
  • [+] Also able to hit enemies standing in front of a boss
  • [+] Able to kill bosses with relative ease
  • [-] Does not hit enemies further from the floor, such as Red Skull Bats and high-stacked Green Gel Heads.
All Boxers
 ?
All Gladiators
 ?
All Snipers
 ?
All Magicians
 ?

Enemy Builds

Green Gel Head

MonsterBoxEnemy

Perpetual Farming (100,000 gold per wave, 1.10 MLP, 2500 monsters per wave)

  • 40 gold drop
  • 150 per spawning
  • 94% revival

High Gold (25,000 gold per wave, 0.27 MLP, 500 monsters per wave)

  • 50 gold drop
  • 250 per spawning
  • 50% revival

Infinite Monsters (26,000 gold per wave, 1.30 MLP, 26,000 monsters per wave)

  • 1 gold drop
  • 520 per spawning
  • 98% revival

Max Gold (351,000 gold per wave, 4.03 MLP, 13,000 monsters per wave)

  • 27 gold drop
  • 260 per spawning
  • 98% revival

Max LP (350,000 gold per wave, 4.06 MLP, 14,000 monsters per wave)

  • 25 gold drop
  • 280 per spawning
  • 98% revival

50 Minute Gold Rush

  • 50 gold drop
  • 20 per spawning
  • 100% revival

Instant Kill

  • 1 gold drop
  • 1010 per spawning
  • 0% revival

Green safety

  • 57 gold drop
  • 50 per spawning
  • 80% revival

Yellow Box Snake

Max Gold (156,066 gold per wave, 1.73 MLP, 1406 monsters per wave)

  • 111 gold drop
  • 370 per spawning
  • 280% bound

Max LP (155,610 gold per wave, 1.73 MLP, 1482 monsters per wave)

  • 105 gold drop
  • 390 per spawning
  • 280% bound

Infinite Monsters (9,240 gold per wave, 0.46 MLP, 3080 monsters per wave)

  • 3 gold drop
  • 560 per spawning
  • 450% bound

Yellow safety

  • 291 gold drop
  • 50 per spawning
  • 0% Bound

Red Skull Bat

Max Gold (67,240 gold per wave, 0.28 MLP, 410 (820 including delta feathers) monsters per wave)

  • 82 gold drop
  • 410 per spawning
  • 100 Delta

Red safety

  • 194 gold drop
  • 50 per spawning
  • 0 delta

White Smiley Tree

Max Gold (184,953.6 gold per wave)

  • 304 gold drop (37 points in gold)
  • 156 per spawning (37 points in popup)
  • 8.8 max height (24 points in tower)

White safety

  • 80> Gold drop
  • 20 per spawning
  • 10> Max height

For MB V3.0:

If you have the Money Bonus upgrade at the maximum level and can upgrade all the enemies to level 200:

Note this outdated as since ver2.5 max level for monsters is 600

Green Gel Head:

  • 76 points in gold
  • 74 points in POP
  • 49 points in revival

6,637,500 gold per wave.

Yellow Box Snake:

  • 47 points in gold
  • 80 points in POP
  • 72 points in bound

1,620,648 gold per wave.

Red Skull Bat:

  • 36 points in gold
  • 85 points in POP
  • 72 points in delta feather

1,316,832 gold per wave.

White Smiley Tree:

  • 65 points in gold
  • 76 points in POP
  • 58 points in tower

1,430,332.8 gold per wave.

NOTE: all these calculations were made by a computer program and may be slightly wrong.

For MB 4.9

Since ver 2.5, the max LV boss has been 50 so the max monster LV is 600. Please note that these builds will only work if you wait until ALL 200 BOSSES are destroyed to start adding pop up. Please also note that these are the SAFEST ways to upgrade them excluding white smiley tree and will not be one of the best upgrade choices if you want to get MPM medals or Money medals.

Green Gel Head

  • 500 in gold (5040 LP and 500 Gold given)
  • 75 in POP (770 Pop up)
  • 25 in revive (50% revive chance)

Total: 770,000 Gold and 7,761,600 LP per wave.

Yellow Box Snake

  • 500 in Gold (15120 LP and 1500 Gold given)
  • 60 in POP (620 Pop up)
  • 40 in Bound (400 Bound %)

Total: 4,650,000 Gold and 46,872,000 LP per wave.

Red Skull Bat

  • 500 in Gold (5040 LP and 1000 Gold given)
  • 100 in POP (1020 Pop up)
  • 0 in Delta (0 Delta chance)

Total: 1,020,000 Gold and 5,140,800 LP per wave.

White Smiley Tree

  • 300 in Gold (24320 LP and 2400 Gold Given)
  • 200 in POP (808 pop up)
  • 100 in Tower (3-10 Tower)

Total: 8,726,400 Gold and 88,427,520 LP per wave. (Note: "Tower" is capped at 10)

Credits

Contributors of this page includes:

Gallery

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.