Monster battles: unlocks, drops, and rewards
A practical reference for choosing a monster tier, understanding a zero-ingot win, and distinguishing monster combat from player battles.
Check eligibility before choosing difficulty
On a narrow screen, scroll the table sideways to see every column.
| Tier / monster | Required title | Default levels |
|---|---|---|
| Bronze / Demon Boss | Kohai | 1–5 |
| Silver / Samurai Spectrum | Senpai | 1–5 |
| Gold / Skull King | Shihan | 1–5 |
A title unlock is an entry requirement, not evidence that you can win. Start with a level whose damage your castle can survive. Monster combat requires castle power above zero and cannot start during an active player war. Finish an existing monster encounter before starting another.
Read the bronze difficulty curve
On a narrow screen, scroll the table sideways to see every column.
| Level | Monster HP | Damage per attack | Ingots on a win |
|---|---|---|---|
| 1 | 8,000 | 500 | 0 or 1 |
| 2 | 15,000 | 900 | 1 |
| 3 | 22,000 | 1,400 | 1 or 2 |
| 4 | 30,000 | 2,000 | 2 |
| 5 | 40,000 | 2,800 | 2 or 3 |
These are default bronze stats. The default attack interval is five seconds. A higher level raises both the health you must remove and the damage you must survive, so looking only at the drop amount misses half the decision.
At level 1, winning can award no ingot: the default chance is 50% for one. Level 2 guarantees one on a win, but has almost twice the health and more damage per hit. Repeated level-1 wins without an ingot are not by themselves evidence of a reward bug. At levels 3 and 5, the lower drop is guaranteed and the higher drop has a 50% chance.
Understand the battle result
The live-style monster encounter ends when the monster is defeated, your castle reaches zero, or the encounter expires. The battle timer is a deadline; leaving a fight unfinished is not a pause. Castle damage persists after combat, including victories. Check remaining power before repeating the encounter.
In the checked reward rules, a win awards 500 points plus 2% of recorded attack damage rounded down, and prestige equal to recorded attack damage divided by 10 rounded down. A loss awards 200 points plus the same damage-based point component, but no prestige or ingots.
Worked example: a winning battle with 8,000 recorded attack damage gives 660 points and 800 prestige, plus its ingot roll. A losing battle with 4,000 recorded damage gives 280 points, zero prestige, and zero ingots. Recorded damage is the basis; do not infer the exact award from the monster’s starting HP alone.
Compare the reward with recovery
A 660-point win followed by three standard recharges costs 600 points to recover from, leaving 60 points before other spending. A more difficult fight can have a larger headline reward but a worse recovery budget. Track your castle before and after two or three ordinary encounters to find a level you can repeat comfortably.
Silver Fort ownership increases monster attack damage from your weapons by 20%; Bronze Fort ownership reduces the monster’s incoming damage by 30% in the checked real-time rules. Those bonuses depend on alliance ownership. A result achieved while holding a fort may not repeat after it changes hands.
When to choose a player battle instead
Monster battles test a known enemy and can earn crafting materials. Player battles pit you against another player’s castle and weapons; monster drop tables do not apply. Both activities use your castle readiness, and an active player war blocks starting a monster fight.
Choose a player battle when that is your intended activity, rather than as a workaround for a locked monster tier. If your goal is crafting, use the ingot and equipment reference. If you cannot enter either activity, record the exact message and use the troubleshooting checklist.
Choose your next guide
Find help by problem in the Player Guide, or browse all game references.
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