Don Valley Parkway

roster editor | quest editor | idle editor | evo editor | sprite viewer | penc+ cutins

Terms Explanation and Balance Guide

This page is here to give a bit more insight into the fields in the stat table, explain how they're used, and show a little comparison of their distribution.

Balancing can be tricky, especially when you don't know what you're balancing against. That's why on this page there's a breakdown of the values found in the base rosters to help you understand the general power scale and balance accordingly. For more information on the specific values each monster has you can head on over to the digitama hatchery where all the monsters have their individual attributes listed.

The distribution of stats has been broken down into tables, dividing the data across evolutionary stages as well as lines of devices, with the Shambala Pendulums included in PenC. Since this is supposed to represent general trends in the monsters found on these devices values only found on some small subset have been listed as "outliers". "Outlier" values are present on the vanilla devices, but rare. Something to use for extra flavour for one or two monsters instead of considering them part of the range for a whole device.

If you see a value with a dotted underline you can hover your mouse over it for some more info.

Index of first sprite

Index of first sprite is the index number of the first of the monster's sprites, with the other sprites being computed by applying an offset to this first number. This first sprite is always Idle 1 so, for example, Idle 2 would be attained by taking the index of the first sprite and adding 1. The sprite offsets and their uses are listed below.

Offset DMC PenC Mon Hun Godzilla Xros Wars
0 Idle 1 Idle 1 Idle 1 Idle 1 Idle 1
1 Idle 2/Happy 1 Idle 2 Idle 2/Happy 1 Idle 2/Happy 1 Idle 2
2 Happy 2 Eating 1 (mouth open) Happy 2 Happy 2 Eating 1 (mouth open)
3 Angry 2 Eating 2 (mouth closed)
/Happy 1
Angry 2 Angry 2 Eating 2 (mouth closed)
/Happy 1
4 Training 1 (wind up) Sleeping 1 Training 1 (wind up) Attack 1 (wind up)
/Angry 1
Sleeping 1
5 Training 2 (firing) Sleeping 2 Training 2 (firing) Attack 2 (firing)
/Idle 3
Sleeping 2
6 Attacking 1 (wind up)
/Angry 1
Angry 1
/Attacking 1 (wind up)
Attacking 1 (wind up)
/Angry 1
Eating 1 (mouth closed) Angry 1
/Attacking 1 (wind up)
7 Attacking 2 (firing)
/Idle 3
Happy 2 Attacking 2 (firing)
/Idle 3
Eating 2 (mouth open) Happy 2
8 Eating 1 (mouth closed) Angry 2 Eating 1 (mouth close) Refusing Angry 2
9 Eating 2 (mouth open) Injury 1/Hit in battle Eating 2 (mouth open) Sleeping 1 Injury 1/Hit in battle
10 Refusing Injury 2 Refusing Sleeping 2 Injury 2
11 Sleeping 1 Attacking 2 (firing) Sleeping 1 Injury 1 Attacking 2 (firing)
12 Sleeping 2 Cut in Sleeping 2 Injury 2/Hit in battle Cut in
13 Injury 1 Idle 1 (mode change) Injury 1 Cut in Idle 1 (mode change)
14 Injury 2/Hit in battle Attacking 1 (mode change) Injury 2/Hit in battle Idle 1 (facing right) Attacking 1 (mode change)
15 Hit in battle (mode change) Name Idle 2 (facing right) Hit in battle (mode change)
Idle 1 (facing right)
16 Attacking 2 (mode change) Idle 2 (facing right) Attacking 1 (facing right) Attacking 2 (mode change)
17 Attacking 1 (facing right) Attacking 2 (facing right) Idle (stage 20)
18 Attacking 2 (facing right) Refusing (facing right) Attacking 1 (stage 20)
19 Refusing (facing right) Cut in (facing right) Hit in battle (stage 20)
20 Name Attacking 2 (stage 20)

Stage

Stage is (generally) the amount of evolutions your monster has gone through since hatching. This is used for a number of things behing the scenes such as effecting minigame difficulty, determining whether a monster needs to have performed battles to evolve, or if they're allowed to battle.

Energy/DP

Energy, (DP on the PenC) is simply the amount of battles that your monster can take on before refusing to do any more. Your monster's current energy can be viewed as a bar representing how much they have left in the status menu and it will reset to the value set in the monster's stats each day as long as your monster gets enough rest. This stat is usually consistent across all monsters in a given evolutionary stage.

Stage DMC PenC Mon Hun Godzilla Xros Wars
Baby I 0 0 0 0 0
Baby II 0 50 0 0 0
Child 20 50 20 20 99
Adult 30 50 30 30 99
Perfect 40 60 40 40 or 50 99
Ultimate 50 60 50 50 -
Super Ultimate 50 70 - 50 -

Min. Weight

Minimum weight is simply the lowest value that the monster's weight can be, if your monster is below this value when it evolves then it will jump up to this value. Several stages on the DMC have a very limitted amount of different values they use for weight, such values have been noted with commas or, in cases where there are only two, the word "or".

Stage DMC DMC outliers PenC PenC outliers Mon Hun Godzilla Xros Wars
Baby I 5 4 5 - 99 5 5
Baby II 10 8 6 - 8 - 99 10 8
Child 15 or 20 - 10 - 15 8, 20 99 20 or 40 12 - 20
Adult 20 - 40 10 10 - 30 32, 35 99 20, 30, 40, 60 24 - 30
Perfect 20 or 40 5, 10, 50 15 - 40 5, 50 99 30, 40, 50, 80 40
Ultimate 25 - 50 5 20 - 40 5, 10, 18, 19 99 20, 40, 50, 60, 70 -
Super Ultimate 32 - 50 - 20 - 35 38, 40 - 40 -

Lifespan

Lifespan is the amount of time in minutes that a monster will spend in a given form before attempting to evolve or, failing that, beginning their old age death vulnerability. This stat is generally consistent across all monsters in a given evolutionary stage.

Stage DMC PenC Mon Hun Godzilla Xros Wars
Baby I 10 10 2 10 10
Baby II 720 (12 hours) 720 (12 hours) 20 720 (12 hours) 30
Child 1440 (24 hours) 1440 (24 hours) 1440 (24 hours) 1440 (24 hours) 720 (12 hours) or 960 (16 hours)
Adult 2160 (36 hours) 1920 (32 hours) 2160 (36 hours) 2160 (36 hours) 1080 (18 hours)
Perfect 2880 (48 hours) 2400 (40 hours) 2880 (48 hours) 2880 (48 hours) 1440 (24 hours)
Ultimate/Super Ultimate 2880 (48 hours) 2880 (48 hours) 2880 (48 hours) 2880 (48 hours) -

Sleep Time

Sleep time is the time each night that your monster will begin going to sleep. All monsters have the minutes set to 0 for this so this section will only detail the hours, which are recorded in 24 hour format.

Stage DMC PenC Mon Hun Godzilla Xros Wars
Baby I Baby I monsters don't sleep.
Baby II 20 20 - 20 -
Child 21 - 22, 20 20 21 - 22 20 - 22 21
Adult 21 - 23, 24 21 21 - 23 21 - 23 22 - 23
Perfect 21 - 23, 20 22, 20 22 - 23 22 - 23 23
Ultimate 23 23 23 23 - 24, 21 -
Super Ultimate 23 23 - 24 -

Wake Time

Wake time is the hour each morning that your monster will wake up and begin draining their stats again. This is shared over all monsters on a device

Stage DMC PenC Mon Hun Godzilla Xros
All Stages 8 7 8 8 7

Hunger and Strength/Stat Decay Timers

The hunger and strength timers (stat decay timer on the PenC) are timers that tick down each minute that your monster is alive, awake, and unfrozen. When they hit 0 your hunger/strength will lose 1 heart and the timer will reset to the value here. On the PenC there's just one value but on the DMC both stats get their own timer value, though only Garurumon actually sets them to different values. There are only a few values that these are set to so I'll represent them as a list rather than a range.

Stage DMC PenC Mon Hun Godzilla Xros Wars
Baby I 3 3 -1 3 3
Baby II 30 30 -1 30 8
Child 38, 48 40, 50 38, 48 38, 48 40, 45, 50
Adult 28, 38, 48, 59 40, 50, 60 38, 48, 59 28, 38, 48, 59 50, 60
Perfect 48, 59 50, 60 38, 48, 59 38, 48, 59, 66 60
Ultimate 48, 59 50, 60 59 48, 59 -
Super Ultimate 48, 66 70 - 38 -

Bowel Timer

The bowel timer is the amount of time between your monster pooping in minutes. This value only differs for the baby stages.

Stage DMC PenC Mon Hun Godzilla Xros Wars
Baby I 3 3 -1 3 3
Baby II 60 60 -1 60 8
Child-Adult 120 120 120 120 100
Perfect+ 120 120 120 120 120

Heal Amount

Heal amount is the amount of times you'll need to use medicine if your monster gets injured or falls ill. For the PenC and Xros Wars this isn't a variable and all injuries and illnesses will be cured after one dose.

Stage DMC Mon Hun Godzilla
Baby I 0 -1 -1
Baby II 1 -1 1
Child 2 1 1 - 2
Adult 1 - 3 1 1 - 3
Perfect 1, 2 1 1 - 2, 3
Ultimate 1 - 2 1 1 - 2
Super Ultimate 1 - 1

Attribute

Attributes are the "rock, paper, scissors" or "janken" system that gives certain monsters an edge over others. The attributes are represented in data as numbers 0 - 4 aligning with Free, Virus, Data, and Vaccine respectively. They are present in the programming for the Mon Hun device although all monsters have their attribute set to free, thus ignoring the system.

It is generallty advised not to give jogress capable monsters the free attribute as most monsters cannot jogress with free monsters.

Attributes on the brick devices are completely arbritrary but the pendulums tends to follow a formula. The pendulums tend to have one child, two adults, two perfects, and two ultimates of each attribute then double those figures for one of the three primary attributes. Of course following this is a matter of personal taste, given what bandai did with virus busters it seems a little late to start acting like there's rules about this sort of thing.

Baby stage monsters are usually given the free attribute though it's not likely to come up.

Power

Power is the monster's base fighting potential, used as part of the formula for determining who wins a battle. The amount of different values for each stage on the DMC is quite limited so I have represented them as lists rather than ranges.

Stage DMC PenC Mon Hun Godzilla Xros Wars
Baby I 0 0 - 0 -1
Baby II 0 0 - 0 -1
Child 25, 30 10 - 25 - 22 - 30 10 - 40
Adult 40, 45, 50 32 - 60, 65, 92 40 - 52 110 - 130, 20 - 115, 225
Perfect 85, 100 80 - 110, 120, 150 78 - 110, 70 190, 140 - 180, 205, 215
Ultimate 150, 170, 180 140 - 180 - - -
Super Ultimate 200 195 - 205 - - -