About the Game

Match Monsters is a hybrid of a match-3 and monster battling game. Players make matches on the board to power up their monsters and unleash damaging attacks.

Starting the Game

Selection Modes

Draft Mode

Each player will choose 2 monsters in the form of a draft.

The 1st player is randomly chosen and will choose one monster. The 2nd player will choose their 2 monsters. The 1st player will then choose their final monster. The 2nd player will start the match. Players cannot select monsters from the same element type that has already been chosen by themselves or their opponent.

All Pick
Each player chooses 2 monsters for the battle. You can only choose 1 monster from each element.

After the monsters are chosen, the 1st player is randomly picked. The 2nd player receives a 5 HP bonus.

Gameflow

Each player is given 2 moves per turn, as shown by the moves jewels at the top:

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During a move, you can make matches by tapping or sliding an elemental tile on the board to create a match of 3 or more (horizontally or vertically):

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These are the 5 color elements on the board to match:

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The elements that you matched will contribute to your monster's mana, and not to your opponent's.

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Monsters and Mana

Each monster has an element assigned to them.

When you make a match, if the element corresponds to one of your monster's element, it will fill up that monster's mana bar.

When a monster's mana bar is full, it will automatically perform its special ability:

During the game, you can tap on a monster to see information about its abilities.

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Evolutions

You can power up and evolve a monster by feeding them 4 tasty Berries:

To collect Berries you need to match 3 or more of them on the board.

Evolving a monster consumes 1 move in the turn.

Boosts

If you have an evolved monster and 4 Berries, you can choose to boost that particular monster.

Boosting a monster will add 4 elements to the monster's mana bar.

Similar to evolutions, boosting a monster also requires 1 move in that turn.

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Extra Moves

When you match a row or column of 4 or more elements, you will get an Extra Move for that turn:

You are only allowed 1 Extra Move per turn.

Endgame

The game ends when a player's HP reaches zero and the remaining monster master wins!

Credits

Game Developers: Matt Hackett & Chris Kocan
Monster Designer: zerudez
Game Art: Ken Tan, Hoan Nguyen

Monster abilities as of patch 104.0.0

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001 Bonzumi (Fire)

Flare: Attacks for 20 HP and matches a random column (requires 8 Fire). Evolves into Bonzire.

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002 Bonzire (Fire)

Flare+: Attacks for 25 HP and matches 2 random columns (requires 8 Fire).

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003 Pelijet (Water)

Hydro Rush: Attacks for 10 HP and converts 3 random tiles to Water (requires 6 Water). Evolves into Sephanix.

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004 Sephanix (Water)

Hydro Rush+: Attacks for 20 HP and converts 3 random tiles to Water (requires 6 Water).

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005 Turtlelisk (Earth)

Heal Leaf: Attacks for 10 HP and heals you for 10 HP (requires 6 Earth). Evolves into Karaggon.

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006 Karaggon (Earth)

Heal Leaf+: Attacks for 15 HP and heals you for 15 HP (requires 6 Earth).

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007 Slickitty (Electric)

Electroclaw: Attacks for 5 HP and matches a random 2x2 grid (requires 4 Electric). Evolves into Axelraze.

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008 Axelraze (Electric)

Electroclaw+: Attacks for 10 HP and matches a random 3x2 grid (requires 4 Electric).

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009 Barbenin (Psychic)

Psycho Bite: Attacks for 10 HP and drains 2 Mana from opponent's monsters (requires 6 Psychic). Evolves into Scoprikon.

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010 Scoprikon (Psychic)

Psycho Bite+: Attacks for 15 HP and drains 3 Mana from opponent's monsters (requires 6 Psychic).

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011 Pyrokun (Fire)

Pyro Blitz: Attacks for 20 HP and matches a random row (requires 10 Fire). Evolves into Magnooki.

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012 Magnooki (Fire)

Pyro Blitz+: Attacks for 30 HP and matches a random row (requires 10 Fire).

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013 Trashark (Water)

Aqua Blast: Attacks for 20 HP and converts 2 random tiles to Water (requires 8 Water). Evolves into Shardivore.

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014 Shardivore (Water)

Aqua Blast+: Attacks for 25 HP and converts 3 random tiles to Water (requires 8 Water).

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015 Elfini (Earth)

Flower Dance: Attacks for 5 HP and heals 5 HP at the end of turn for 3 turns (requires 6 Earth). Evolves into Eidelf.

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016 Eidelf (Earth)

Flower Dance+: Attacks for 10 HP and heals 10 HP at the end of turn for 2 turns (requires 6 Earth).

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017 Winklit (Electric)

Starblitz: Attacks for 15 HP and grants 1 extra move for the next turn (requires 7 Electric). Evolves into Gleamur.

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018 Gleamur (Electric)

Starblitz+: Attacks for 20 HP and grants 1 extra move for the next 2 turns (requires 7 Electric).

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019 Timingo (Fire) rare.webp

Only appears when true love is in the air...
Hugs: Attacks for 10 HP and gives 2 mana to your other monster (requires 7 Fire). Evolves into Flambagant.

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020 Flambagant (Fire) rare.webp

Only appears when true love is in the air...
Hugs+: Attacks for 20 HP and gives 3 mana to your other monster (requires 7 Fire).

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021 Criminook (Psychic)

Pickpocket: Attacks for 10 HP and steals up to 1 berries and 1 mana. (requires 7 Psychic). Evolves into Bandicrook.

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022 Bandicrook (Psychic)

Pickpocket+: Attacks for 10 HP and steals up to 2 berries and 2 mana. (requires 7 Psychic).

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023 Nerverack (Water)

Punish: Attacks for 30 HP but loses 1 move for the next turn. (requires 9 Water). Evolves into Wreckore.

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024 Wreckore (Water)

Punish+: Attacks for 40 HP but loses 1 move for next 2 turns. (requires 9 Water).

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025. Birchee (Earth)

Harvest: Attacks for 10 HP and adds 1 berry (requires 6 Earth). Evolves into Birchard.

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026. Birchard (Earth)

Harvest+: Attacks for 20 HP and adds 3 berries (requires 6 Earth).

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027. Glowzard (Electric)

Overload: Attacks for 10 HP, removes 1 move from your opponent's next turn, and matches 4 random tiles (requires 9 Electric). Evolves into Radiaze.

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028. Radiaze (Electric)

Overload+: Attacks for 20 HP, removes 1 move from your opponent's next turn, and matches 8 random tiles (requires 9 Electric).

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029. Ferobite (Fire)

Maim: Attacks for 5 HP, and prevents a random monster from receiving mana for 2 moves (requires 4 Fire). Evolves into Fursway.

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030. Fursway (Fire)

Maim+: Attacks for 15 HP, and prevents a random monster from receiving mana for 3 moves (requires 4 Fire).

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031. Gravetiery (Psychic)rare.webp

Only appears in the light of a Hunter's Moon...
Soul Curse: Attacks for 10 HP, and for 2 turns every time your opponent uses a monster skill they receive 10 damage (requires 9 Psychic). Evolves into Necrogeist.

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032. Necrogeist (Psychic)rare.webp

Only appears in the light of a Hunter's Moon...
Soul Curse+: Attacks for 15 HP, and for 2 turns every time your opponent uses a monster skill they receive 15 damage (requires 9 Psychic).

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033. Mouskrow (Water)rare.webp

Only appears amidst a winter's chill...

Avalanche: Attacks for 20 HP, and increases the maximum mana required by 3 for a random enemy monster for 2 turns (requires 8 Water). Evolves into Mousummit.

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034. Mousummit (Water)rare.webp

Only appears amidst a winter's chill...

Avalanche+: Attacks for 25 HP, and increases the maximum mana required by 3 for both enemy monsters for 3 turns (requires 8 Water).

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035. Lilabaa (Psychic)

Dream Drain: Attacks for 10 HP, and a random monster loses 1 mana after every move for 4 moves (requires 6 Psychic). Evolves into Lulabaa.

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036. Lulabaa (Psychic)

Dream Drain+: Attacks for 15 HP, and a random monster loses 2 mana after every move for 4 moves (requires 6 Psychic).

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037. Tadapt (Psychic) rare.webp

Only appears when the elemental spirit returns to Platopia...

Tail Slap: Attacks for 10 HP, and can evolve into 1 of 4 powerful monsters (requires 6 Psychic). Evolves into Phirapt, Vortapt, Thornapt, or Buzzapt.

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038. Phirapt (Fire)rare.webp

Engulf: Attacks for 25 HP, and matches a random row and column (requires 7 Fire).

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039. Vortapt (Water)rare.webp

Tidal Surge: Attacks for 30 HP, and converts 3 random tiles to Water (requires 8 Water).

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040. Thornapt (Earth)rare.webp

Regenerate: Attacks for 15 HP, and heals for 25 (requires 7 Earth).

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041. Buzzapt (Electric)rare.webp

Arc: Attacks for 15 HP, and matches a random 3x3 grid (requires 5 Electric).

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042. Woolam (Earth)

Graze: Attacks for 10 HP, and collects all berries from the board (requires 8 Earth). Evolves into Alpalaine.

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043. Alpalaine (Earth)

Graze+: Attacks for 20 HP, and collects all berries from the board while healing +5 HP per berry collected over the limit (requires 8 Earth).

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044. Abyssoul (Water)

Lure: Attacks for 15 HP (requires 9 Water). Evolves into Voidevour.

  • Collect 1 mana from an ally's match, gaining an additional +2 bonus mana (total of 3)
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045. Voidevour (Water)

Lure+: Attacks for 20 HP (requires 9 Water).

  • Collect 1 mana from an ally's match, gaining an additional +3 bonus mana (total of 4)
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046. Petirex (Fire)

Rupture: Attacks for 5 damage and collects all ruptured tiles dealing 5 damage for each tile collected, then ruptures 5 more tiles on the board (requires 6 Fire). Evolves into Rexsaur.

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047. Rexsaur (Fire)

Rupture+: Attacks for 5 damage and collects all ruptured tiles dealing 10 damage for each tile collected, then ruptures 5 more tiles on the board (requires 6 Fire).

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048. Sipzap (Electric)

Honey Ohm: Attacks for 5 HP and collect 2 random tiles - each value is raised to the power of its charges (requires 4 Electric). Evolves into Ranzap.

  • Gain 1 charge of honey at the end of your turn
  • Limit 2 charges
  • 0 charges: 0 HP & 0 tiles
  • 1 charge: 5 damage & 2 tiles
  • 2 charges: 10 damage & 4 tiles
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049. Ranzap (Electric)

Honey Ohm+: Attacks for 5 HP and collect 2 random tiles - each value is raised to the power of its charges (requires 4 Electric).

  • Gain 1 charge of honey at the end of your turn
  • Limit 3 charges
  • 0 charges: 0 HP & 0 tiles
  • 1 charge: 5 damage & 2 tiles
  • 2 charges: 10 damage & 4 tiles
  • 3 charges: 20 damage & 8 tiles
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050. Elescent (Psychic)

Potent Potpourri: Attacks for 5 HP and has a status that changes depending on the last tile type matched (requires 4 Psychic). Evolves into Aromaphant.

  • RED: attacks for 10 damage
  • GREEN: heals for 10 HP
  • BLUE: converts 2 tiles on the board to purple
  • YELLOW: collects 3 tiles from the board
  • PURPLE: drains 1 mana from each opponent monster
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051 Aromaphant (Psychic)

Potent Potpourri+: Attacks for 10 HP and has a status that changes depending on the last tile type matched (requires 4 psychic).

  • RED: attacks for 15 damage
  • GREEN: heals for 15 HP
  • BLUE: converts 4 tiles on the board to purple
  • YELLOW: collects 6 tiles from the board
  • PURPLE: drains 2 mana from each opponent monster
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052 Gargice (Water)

Frostbite: Attacks for 10 HP (requires 8 Water). Evolves into Frostoyle.

  • Gargice changes forms at the end of every one of your turns
  • anger_form.webp Anger: x2 damage
  • ice_form.webp Ice: x2 mana per match collected
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053 Frostoyle (Water)

Frostbite+: Attacks for 15 HP (requires 8 Water).

  • Frostoyle changes forms at the end of every one of your turns
  • anger_form.webp Anger: x2 damage
  • ice_form.webp Ice: x2 mana per match collected
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054. Sahibun (Psychic)

Nuzzle: Attacks for 5 and heals for 5 HP (requires 4 Psychic). Evolves into Haboobun or Habibun.

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055. Maboobun (Psychic)

Smooch: Heals for 25 HP and swaps into Habibun (requires 4 Psychic).

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056. Habibun (Psychic)

Glomp: Attacks for 20 and swaps into Maboobun (requires 4 Psychic).

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057 Cactkid (Earth)

Six-shooter: Attacks for 5 per bullet collected (max 6) (requires 4 Earth). Evolves into Armathorn.

  • 6 bullets are added to the board at the start of the game.
  • Collect bullets to add to Cactkid's ammo count (max of 6).
  • At max mana, deal 5 damage per bullet collected.
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058 Armathorn (Earth)

Double-barrel: Attacks for 10 per bullet collected (max 4) (requires 4 Earth).

  • 6 bullets are added to the board at the start of the game.
  • Collect bullets to add to Armathorn's ammo count (max of 4).
  • At max mana, deal 10 damage per bullet collected.
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059 Tropina (Earth)

Fruit Festival: Attacks for 10 HP and converts 3 random tiles to Berries (requires 4 Earth). Evolves into Pinathotlada.

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060 Pinathotlada (Earth)

Fruit Festival+: Attacks for 15 HP and converts 4 random tiles to Berries (requires 4 Earth).

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061 Voltshard (Electric)

...not very agile, but it can withstand a lot of punishment

Shellshock: Apply Energy Shield to player and increase 3 charge of shield (requires 5 Electric). Evolves into Voltarmour.

  • Incoming damage is mitigated by 5 damage per charge.
  • Opponent receives 10 damage per charge not mitigated.
  • Energy Shield loses one charge at the beginning of each turn.
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062 Voltarmour (Electric)

...not very agile, but it can withstand a lot of punishment

Shellshock+: Apply Energy Shield to player and increase 5 charges of shield (requires 5 Electric).

  • Incoming damage is mitigated by 5 damage per charge.
  • Opponent receives 10 damage per charge not mitigated.
  • Energy Shield loses one charge at the beginning of each turn.
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063 Echomori (Electric)

It sounds like trouble when Echomori is on the field.

Drops 2 echo tile effects on the board at the end of each of turn. Evolves into Echomento.

Screech: Requires 5 Electric mana and does the following for each echo tile effect on the board:

  • Attack opponent player for 5 damage.
  • Harvest echoed tile.
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064 Echomento (Electric)

It sounds like trouble when Echomento is on the field.

Drops 3 echo tile effects on the board at the end of each of turn.

Screech+: Requires 5 Electric mana and does the following for each echo tile effect on the board:

  • Attack opponent player for 5 damage.
  • Harvest echoed tile.
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065 Kittea (Psychic)

You have to be careful around this pretty little Kittea.

Kittea gains one Tea status charge whenever any player makes a match.

Hot Tea: Requires 6 Psychic mana and is based on Kittea's status charges:

  • 1-3: Attacks for 10 damage
  • 4-6: Heals for 10 health + all below
  • 7-9: Attacks for 10 damage + all below
  • 10: Grants both monsters on team 3 mana + all below

If Kittea's charges exceed 10 total they will overflow, removing all Tea status charges and all mana from both monsters.

Evolves into Purrtea.

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066 Purrtea (Psychic)

This pretty Purrtea is ready to spill the tea.

Purrtea gains one Tea status charge whenever any player makes a match.

Hot Tea+: Requires 6 Psychic mana and is based on Purrtea's status charges:

  • 1-3: Attacks for 15 damage
  • 4-6: Heals for 15 health + all below
  • 7-9: Attacks for 15 damage + all below
  • 10: Grants both monsters on team 3 mana + all below

If Purrtea's charges exceed 10 total they will overflow, removing all Tea status charges and all mana from both monsters.

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067. Snaxolotl (Fire)

Snaxolotl is hungry to do some damage.

Mukbang: (requires 7 Fire) Attacks for 10 HP and adds 2 charges of Consume status.

Consume status harvests a random 2x2 grid of tiles at the end of each turn.

Evolves into Axoodle.

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068. Axoodle (Fire)

Axoodle is ready to throw its weight around.

Mukbang+: (requires 7 Fire) Attacks for 20 HP and adds 4 charges of Consume status. Adds 1 berry when status runs out.

Consume status harvests a random 2x2 grid of tiles at the end of each turn.

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069. Grumchum (Water)

Grumchum will take your breath away.

Drown: (requires 8 Water) Attacks for 10 HP and adds 1 charge of Thrash status to opponent.

Thrash status damages opponent for 5 health each time they make a move. Loses one charge after each turn.

Evolves into Garbaric.

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070. Garbaric (Water)

Garbaric can breathe under water. Can you?

Drown+: (requires 8 Water) Attacks for 15 HP and adds 2 charges of Thrash status to opponent.

Thrash status damages opponent for 5 health each time they make a move. Loses one charge after each turn.

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071. Gr1ff-E (Water)

Gr1ff-E is getting charged up for battle.

Scalar Beam: (requires 4 Water) Attacks the opponent for 5 damage per status charge, and adds 1 additional charge to its status.

Evolves into Gr1ff-0n.

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072. Gr1ff-0n (Water)

Gr1ff-0n gets out of control quickly. Can you tame him?

Scalar Beam+: (requires 4 Water) Attacks the opponent for 5 damage per status charge, and adds 2 additional charges to its status.

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073. Rituki (Earth)

Can you sacrifice enough to satisfy the mighty Rituki?

Sacrificial Ritual: (requires 6 Earth) Heals player for 10 health. Removes each berry from the board, sacrificing them to add to its status charges. Once Rituki's status charges hit 6 or higher, Rituki attacks opponent for 15 damage and resets charges to 0.

Evolves into Ritukong.

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074. Ritukong (Earth)

You better hope that berries are the only thing Ritukong is interested in sacrificing.

Sacrificial Ritual+: (requires 6 Earth) Heals player for 15 health. Removes each berry from the board, sacrificing them to add to its status charges. Once Ritukong's status charges hit 6 or higher, Ritukong attacks opponent for 20 damage and resets charges to 0.

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075 MC Jiggle (Psychic)

This MC is ready to bring some hype to your demise!

Distortion: (requires 5 Psychic) Attacks for 5 damage and adds 2 charges of Confusion status to opponent player. Any time a player with Confusion status makes a match they have a 50% chance of either:

  • Harming themselves for 10 damage
  • Granting a random ally monster 1 mana

Evolves into DJ Puff.

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076 DJ Puff (Psychic)

DJ Puff will mix you up and turn you around!

Distortion+: (requires 5 Psychic) Attacks for 10 damage and adds 4 charges of Confusion status to opponent player. Any time a player with Confusion status makes a match they have a 50% chance of either:

  • Harming themselves for 10 damage
  • Granting a random ally monster 1 mana
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077 Missbrella (Fire)

Missbrella seeks revenge for her abandonment in the post-apocalypse.

Fiery Twirl: (requires 7 Fire)

Adds 1 charge of Burn status to the opponent.

  • Burn status damages opponents for 5 health each time they make a move and loses one charge after each turn.

Adds 1 charges of Umbrella Shield to the player.

  • Incoming damage is mitigated completely, and the shield is destroyed immediately after blocking damage.
  • Umbrella Shield loses one charge at the beginning of each turn.

Evolves into Madambrella.

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078 Madambrella (Fire)

Madambrella shields the little ones and incinerates those who dare approach.

Fiery Twirl+: (requires 7 Fire)

Adds 2 charges of Burn status to the opponent.

  • Burn status damages opponents for 5 health each time they make a move and loses one charge after each turn.

Adds 3 charges of Umbrella Shield to the player.

  • Incoming damage is mitigated completely, and the shield is destroyed immediately after blocking damage.
  • Umbrella Shield loses one charge at the beginning of each turn.
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079 Bubball (Electric)

High-spirited Bubball bounces between big damage and blazing speed, adapting to any battle!

Electroshift: (requires 6 Electric)

Attacks for 5 HP and matches a random 2x2 grid.

Bubball changes forms at the end of every one of your turns.

  • high_voltage.webp High Voltage: x2 damage
  • speed_flash.webp Flash: 1 extra move for the next turn

Evolves into Buzzeal

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080 Buzzeal (Electric)

Buzzeal is an electrifying beast, switching between raw power with lightning speed!

Electroshift+: (requires 6 Electric)

Attacks for 10 HP and matches a random 3x2 grid.

Buzzeal changes forms at the end of every one of your turns.

  • high_voltage.webp High Voltage: x2 damage
  • speed_flash.webp Flash: 1 extra move for the next 2 turns
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081 Nosferax (Fire)

With scorching breath and vampiric powers, this little powerhouse becomes unstoppable under the blood moon!

Bloodflame (requires 8 Fire): Attacks for 15 HP and heals for 5 HP. Evolves into Nosfyretu.

  • At the start of the game, a countdown begins for Blood Moon, which rises every 3 turns.
  • During Blood Moon, attacks deal 10 extra damage and healing is doubled.
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082 Nosfyretu (Fire)

This fearsome dragon unleashes infernal fire and drains life, transforming into a terror of the night under the Blood Moon!

Bloodflame+ (requires 8 Fire): Attacks for 20 HP and heals for 10 HP.

  • At the start of the game, a countdown begins for Blood Moon, which rises every 3 turns.
  • During Blood Moon, attacks deal 10 extra damage and healing is doubled.
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083 Ozzy (Psychic)

This eerie plague doctor in a beaked mask terrifies opponents by draining their mana into his potion vial, crafting deadly curses that seal their fate.

Death’s Mark (requires 7 Psychic): Attacks for 10 HP, drains 2 Mana from opponent's monsters and places a Death’s Mark on the opponent for 2 turns.

  • Players with a Death's Mark will receive an extra 5 damage from any monster's attack.
  • Death's Mark loses one charge at the beginning of each turn.
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084 Doomzy (Psychic)

Facing Doomzy is a slow descent into doom, as its very presence pulls you closer to the inevitable end.

Death’s Mark+ (requires 7 Psychic): Attacks for 15 HP, drains 3 Mana from opponent's monsters and places a Death’s Mark on the opponent for 3 turns.

  • Players with a Death's Mark will receive an extra 5 damage from any monster's attack.
  • Death's Mark loses one charge at the beginning of each turn.
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085 Moodenga (Water)

This adorable monster charms foes into losing focus but when cornered, it unleashes a fierce barrage of knee-biting attacks.

Violence (requires 7 water): Attacks for 15 HP and causes the opponent to lose 1 move for the next turn.

** When your health drops to 30 or below, Moodenga becomes Berserk and changes its attack.
Berserk: Attacks for 5 HP, four times in a row

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086 Mootabak (Water)

Its imposing size causes foes to lower their guard, but beneath its gentle look lies a fierce side that strikes with relentless, painful bites.

Violence (requires 7 water): Attacks for 20 HP and causes the opponent to lose 1 move for the next 2 turns.

** When your health drops to 30 or below, Mootabak becomes Berserk and changes its attack.
Berserk: Attacks for 5 HP, six times in a row

Patch 104.0.0 Notes

A new monster appears - Moodenga

Patch 103.0.0 Notes

Minor Balancing

Voltarmour

Madambrella

Patch 102.0.0 Notes

A new monster appears - Ozzy

Minor Balancing

Buzzapt

Voltarmour

Missbrella & Madambrella

Patch 101.0.0 Notes

Minor Balancing

Petirex & Rexsaur

Abyssoul & Voidevour

Rituki & Ritukong

Patch 100.0.0 Notes

A new monster appears - Nosferax

Patch 99.0.0 Notes

Minor Balancing

Timingo

Sephanix

Patch 98.0.0 Notes

Minor Balancing

Missbrella & Madambrella

Grumchum

Garbaric

Ritukong

Patch 97.0.0 Notes

A new monster appears - Bubball

Patch 96.0.0 Notes

Minor Balancing

Maboobun

Snaxolotl

Axoodle

Patch 95.0.0 Notes

Minor Balancing

Pelijet

Sephanix

Missbrella

Madambrella

Patch 94.0.0 Notes

A new monster appears - Missbrella!

Minor Balancing

Phirapt

DJ Puff

Grumchum & Garbaric

Patch 93.0.0 Notes

Minor Balancing

Axoodle

Patch 92.0.0 Notes

Minor Bug Fix

Patch 91.0.0 Notes

Minor Balancing

Timingo

Flambagant

Patch 90.0.0 Notes

Minor Balancing

MC Jiggle & DJ Puff

Patch 89.0.0 Notes

Minor Balancing

Grumchum & Garbaric

Patch 88.0.0 Notes

Minor Balancing

Gargice & Frostoyle

Mouskrow

Patch 87.0.0 Notes

Minor Balancing

Nerverack & Wreckore

Petirex & Rexsaur

Maboobun

Habibun

Patch 86.0.0 Notes

Minor Balancing

Gr1ff-E

Gr1ff-0n

Rituki

Ritukong

Grumchum

Garbaric

Patch 71.0.0 Notes

A new monster appears - Echomori!

Patch 66.0.0 Notes

Minor Balancing

Birchee

Birchard

Woolam

Elescent

Aromaphant

Sahibun

Maboobun

Habibun

Cactkid

Armathorn

Voltshard

Voltarmour

Patch 64.0.0 Notes

Introducing Match Monsters Draft Mode!

Draft pick is a new monster selection mode, which determines how players can choose 2 monsters each. Players will alternate in their monster selection in the form of a draft. A player is randomly chosen to start the selection.

Patch 63.0.0 Notes

Bug Fix:

Patch 62.0.0 Notes

Minor Balancing

Voltshard

Voltarmour

Patch 61.0.1 Notes

A new monster appears - Voltshard!

Patch 58.0.0 Notes

Minor Balancing

Petirex

Rexsaur

Gargice

Frostoyle

Abyssoul

Voidevour

Birchee

Birchard

Tropina

Pinathotlada

Sahibun

Maboobun

Habibun

Patch 57.0.1 Notes

Major Monster Rebalance

It has been quite sometime since we did a comprehensive balance patch for our monsters. The approach we took this time was identifying our most underperforming monsters and buffing them only; the thinking being that as they win more games, the stronger monsters will level out.

Lilabaa

Lulabaa

Birchee

Birchard

Elescent

Aromaphant

Tropina

Pinathotlada

Gargice

Frostoyle

Petirex

Rexsaur

Abyssoul

Voidevour

Patch 56.0.2 Notes

A new monster appears - Tropina!

Patch 53.0.2 Notes

A new monster appears - Cactkid!

Patch 52.0.0 Notes

Minor Balancing
Unfortunately Sahibun and friends were underperforming, we gave a boost to the evolved forms to raise the monsters' overall effecacy.

Patch 51.0.1 Notes

A new monster appears - Sahibun!

Patch 49.0.0 Notes

A new monster appears - Gargice!

Patch 47.0.2 Notes

A new monster appears - Elescent!

Patch 46.0.0 Notes

A new monster appears - Sipzap!

Patch 45.0.0 Notes

A new monster appears - Petirex!

Patch 44.0.0 Notes

A new monster appears - Abyssoul!

Patch 41.0.0 Notes

New stage: Tallon Labs!

Patch 39.0.0 Notes

A new monster appears - Woolam!

Balancing:

Patch 35.0.2 Notes

A new monster appears - Tadapt!

Patch 34.0.0 Notes

Balancing:

Patch 33.0.0 Notes

A new monster appears - Lilabaa!

Patch 29.0.0 Notes

Frosset Lake:

Balancing:

Bug Fix:

Patch 28.0.0 Notes

A new monster appears - Mouskrow!

New stage: Frosset Lake!

Balancing:

Patch 24.0.0 Notes

Balance Patch:

Patch 22.0.0 Notes

A new monster appears - Gravetiery!

New stage: Forvir Swamp!

Patch 19.0.0 Notes

Monster Balancing:

Patch 18.0.1 Notes

A new monster appears - Ferobite!

Other changes:

Patch 16.0.0 Notes

A new monster appears - Glowzard!

Patch 15.0.0 Notes

New stage: Lava Caverns!

Patch 14.0.2 Notes

A new monster appears - Birchee!

Patch 13.0.5 Notes

A new monster appears - Nerverack!

New stage: Tranquil Falls!

Other changes:

Patch 11.0.5 Notes

A new monster appears - Criminook!

Monster balancing:

Patch 9.0.46 Notes

New feature: Stages!

Monster balancing:

Other balancing:

Patch 8.0.0 Notes

Monster balancing:

Patch 7.0.4 Notes

A new monster appears - Timingo (RARE)!

Monster balancing:

Patch 6.2.2 Notes

Monster balancing:

Patch 6.0.5 Notes

A new monster appears - Winklit!

Monster balancing:

Patch 4.0.8 Notes

A new monster appears - Elfini!

Monster balancing:

Patch 3.0.0 Notes

Monster balancing:

Patch 2.0.7 Notes

Monster balancing:

Patch 2.0.3 Notes

Monster balancing:

Patch 2.0.1 Notes

Gameplay changes:

Monster balancing:

Stages as of patch 104.0.0

stadium.webp

Stadium


"Finally, a fair fight!"

  • No modifiers
forest_valley.webp

Forest Valley


"Mmm, these berries are extra juicy!"

  • 1 less berry to evolve
abandoned_town.webp

Abandoned Town


"There's something powerful about this place..."

  • Evolving heals 10 HP
tranquil_falls.webp

Tranquil Falls


"The water here has a life of its own!"

  • Water tiles get shuffled at the start of each turn
lava_caverns.webp

Lava Caverns


"Ouch! That's burning hot!"

  • Matching Fire tiles does 5 damage to your opponent
forvir_swamp.webp

Forvir Swamp


"This fog is so thick, I can barely see a thing!"

  • At the start of each turn a single tile is covered by a question mark tile
  • The question mark tile operates the same as whatever tile was covered up
frosset_lake.webp

Frosset Lake


"Everything is frozen solid!"

  • After matches are made, the remaining tiles of the types matched become frozen
  • Frozen tiles cannot be swapped
  • Frozen tiles will unfreeze after any move
tallon_labs.webp

Tallon Labs


"Be careful - this whole place is unstable!"

  • At the start of each turn 2 tiles are electrified
  • When matched, an electrified tile collects 2 other random tiles from the board
virulent_gardens.webp

Virulent Gardens


"Watch your step when moving through this dangerous garden!"

  • All berries on the board are poisonous!
  • Matching poisoned berries harms oneself for 5 damage.