On the Subject of Monsplode, Fight!

Are you still a fan of some animated series from your childhood? It looks like you stumbled upon another fan.

  • You encountered a wild Monsplode™.
  • You can perform 4 different moves against it.
  • Pick a move to deal the highest possible net damage to the opposing Monsplode™.
  • A wrong move will incur a strike and the module will reset.
  • Each move has a type, damage, and sometimes a special rule. (Special rules can override earlier information.)
  • Each Monsplode™ also has a type, and a special rule.
  • Net damage of a move is its base damage multiplied by the type advantage/disadvantage multiplier.
Monsplode™ Name Type Special Rules
Buhar Buhar WATER Takes no damage from ROCK type moves.
Lanaluff Lanaluff NORMAL If its name has a common letter with the serial, takes +3 net damage from POISON type moves.
Bob Bob NORMAL If there is a lit BOB indicator, only takes damage from NORMAL type moves.
Mountoise Mountoise ROCK Its type is NORMAL if the bomb has a strike.
Nibs Nibs NORMAL Takes no damage from GRASS type moves.
Monsplode™ Name Type Special Rules
Aluga Aluga NORMAL Takes +2 net damage from FIRE type moves. Takes -1 net damage from WATER type moves.
Lugirit Lugirit GHOST Takes +2 net damage from WATER type moves. Takes -1 net damage from FIRE type moves.
Caadarim Caadarim NORMAL If there is at least one port, takes no damage from NORMAL type moves.
Vellarim Vellarim WATER If there is a Parallel port, takes no damage from NORMAL type moves.
Flaurim Flaurim FIRE If there is a Serial port, takes no damage from NORMAL type moves.
Gloorim Gloorim DARK If there is a DVI-D port, takes no damage from NORMAL type moves.
Melbor Melbor DARK If net damage of a move is exactly 6 or 8, it takes 0 damage instead.
Clondar Clondar ELECTR Takes +3 net damage from WATER type moves.
Docsplode Docsplode NORMAL "Boom" will explode Docsplode instead of the bomb. It must be used if it's present.
Monsplode™ Name Type Special Rules
Magmy Magmy FIRE If there are less than 3 batteries on the bomb, its type is ROCK.
Pouse Pouse ELECTR If net damage of a move is 6 or more, it takes 0 damage instead.
Ukkens Ukkens POISON Takes no damage from WATER type moves.
Zenlad Asteran GRASS If there is a CAR indicator present, its type is WATER.
Zenlad Violan GRASS If there is a CLR indicator present, its type is WATER.
Zenlad Zenlad GRASS Takes +3 damage from ELECTR type moves.
Zapra Zapra ELECTR If there is less than 3 batteries on the bomb, its type is NORMAL.
Myrchat Myrchat POISON If there is no lit indicator on the bomb, its type is DARK.
Percy Percy WATER Percy can't stand silliness. You must use "Splash" if it's present.
Cutie Pie Cutie Pie NORMAL Cutie Pie is a friend! Deal the lowest possible damage instead.
Move Name Move Type Base Damage Special Rules
Appearify NORMAL 4 Damage is 10 if the opponent is a DARK type.
Battery Power ELECTR 0 Add 2 damage for each battery on the bomb.
Bedrock ROCK 0 Damage is number of modules on the bomb.
Boo GHOST 0 Add 3 damage for each ‘0’ or ‘O’ in the serial number.
Boom FIRE 0 Pressing this will detonate the bomb.
Bug Spray POISON 2 Damage is 10 against Melbor and Zenlad.
Countdown POISON 0 Damage is time left on the bomb in minutes, rounded down.
Dark Portal DARK 0 Damage is the number of ports present.
Fiery Soul FIRE 0 Damage is number of batteries multiplied by the number of battery holders.
Finale GRASS 2 Damage is 10 if all other modules are disarmed before this one.
Freak Out GHOST 1 Damage is 5 if there is a "FRK" or "FRQ" indicator. 10 if any of them are lit.
Glyph NORMAL 0 Damage is letter count of the opponent’s name.
Last Word GHOST 0 Damage is last digit of the serial number.
Sendify NORMAL 2 Damage is 10 if the opponent is a ROCK or GRASS type.
Shock ELECTR 3 Damage is 8 if there is an RJ-45 port on the bomb.
Shrink NORMAL 0 Damage is the smallest digit of the serial number.
Sidestep NORMAL 0 Damage is the letter count of the move displayed to the left or right of this move on the module.
Stretch NORMAL 0 Damage is the largest digit of the serial number.
Void DARK 2 Damage is 10 if no other module is disarmed before this one.
Defuse ??? ??? Defuses the module.
Move Name Move Type Base Damage Move Name Move Type Base Damage
Candle FIRE 2 Spectre GHOST 5
Cave In ROCK 3 Splash WATER 0
Double Zap ELECTR 4 Tac NORMAL 5
Earthquake ROCK 5 Tangle GRASS 2
Flame Spear FIRE 6 Tic NORMAL 3
Fountain WATER 6 Toe NORMAL 1
Grass Blade GRASS 4 Torchlight FIRE 4
Heavy Rain WATER 4 Toxic Waste POISON 5
High Voltage ELECTR 6 Venom Fang POISON 3
Hollow Gaze DARK 4 Zap ELECTR 2
Ivy Spikes GRASS 6 - - -
Opposing
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Move
Type
NORMAL x1 x1 x1/2 x0 x1 x1 x1 x1 x1
POISON x1 x1/2 x1/2 x1/2 x1 x1 x2 x1 x1
ROCK x1 x1 x1 x1 x2 x1 x1 x1 x1
GHOST x0 x1 x1 x2 x1 x1 x1 x1 x1/2
FIRE x1 x1 x1/2 x1 x1/2 x1/2 x2 x1 x1
WATER x1 x1 x2 x1 x2 x1/2 x1/2 x1 x1
GRASS x1 x1/2 x2 x1 x1/2 x2 x1/2 x1 x1
ELECTR x1 x1 x1 x1 x1 x2 x1/2 x1/2 x1
DARK x1 x1 x1 x2 x1 x1 x1 x1 x1/2