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- Met (100 Zenny): 13 Health, 20 Attack, 4 Defense (Level Up Growth: +2 Health, +5 Attack, +3 Defense)
- Moves: Met Shot
- Role: Mecha
- Bass (180 Zenny): 22 Health, 70 Attack, 1 Defense (Level Up Growth: +2 Health. +20 Attack, +1 Defense)
- Moves: Buster Shot, Bass Spread (-30 Attack, hits all current monsters [unlocked at level 3]), Copy*, Copy*, Copy*, ???
- *Can be replaced with defeated RM Attack
- Role: Glass Cannon
- Role Ability: Final Resort- +40 Attack when Health below 25%
- Elec Man (200 Zenny/170 Elec): 17 Health, 85 Attack, 0 Defense (Level Up Growth: +3 Health, +25 Attack, +1 Defense)
- Moves: Buster Shot, Elec Beam (Hits three enemies, 12.5% chance to paralyze. Electric-efficiency [unlocks at level 2]), Elec Storm (Hits one enemy, 25% chance to paralyze. Electric-efficiency [unlocks at level 5]), ???
- Role: Glass Cannon
- Role Ability: Final Resort- +40 Attack when Health below 25%
- Guts Man (180 Zenny/170 Guts): 38 Health, 25 Attack, 2 Defense (Level Up Growth: +6 Health, +10 Attack, +3 Defense)
- Moves: Buster Shot, Super Arm (Toss an enemy around, +50 Attack on two enemies if one is thrown in another. Impact-efficiency) [unlocks at level 2]), Guts Block (move a Stone in front of player, soaks up 15 Health before breaking (three turn cooldown) [unlocks at level 5]), ???
- Role: Tank
- Role Ability: Shield- Two coins will determine if the unit or the player get hit instead of one (TT = Player gets hit)
- Dive Man (200 Zenny): 35 Health, 35 Attack, 4 Defense (Level Up Growth: +5 Health, +15 Attack, +2 Defense)
- Moves: Buster Shot, Dive Missile (Target can be chosen, lowers Defense of target by 10. Missile-efficiency [unlocks at level 2]) Dive Spreader (-20 Attack, hits all enemies and lowers their defense by 5. Missile-efficiency [unlocks at level 5]), ???
- Role: Tank
- Role Ability: Shield- Two coins will determine if the unit or the player get hit instead of one (TT = Player gets hit)
- Roll (180 Zenny/200 Roll): 34 Health, 10 Attack, 0 Defense, 10 Heal. Power (Level Up Growth: +8 Health, +5 Attack, +0.5 Defense, +6 Heal. Power)
- Moves: Support Shot (pierces defense, heals self by 5), Roll Heal (Heals target by amount of Heal. Power. Two turn cooldown), Attack Raise (raise player Attack by 10% for the battle. Two Turn cooldown. [unlocks at level 2]), Defense Raise (raises player's defense by 5% for battle (rounded down). Three turn cooldown [unlocks at level 4]), Roll Sweeper (+30 Attack, each use increases Item Drop Rate for battle by 1.1x (stackable) [unlocks at level 6]), ???
- Role: Support
- Role Ability: Second Chance- If unit is destroyed in battle, will revive at 50% Health and Attack, and 0 Defense. If battle won without being destroyed again, unit will be in first form with 1 Health.
- Disco (200 Zenny): 23 Health, 20 Attack, 2 Defense, 7 Heal. Power (Level Up Growth: +5 Health, +10 Attack, +2 Defense, +3 Heal. Power)
- Moves: Support Shot (pierces defense, heals self by 5), Disco Heal (Heals target by amount of Heal. Power. Four turn cooldown), Attack Break (lowers enemy's attack by 10% (rounded down). two turn cooldown [unlocked at level 2]), Disco Buster [Lower Attack and Defense of target by 5%. One turn cooldown (unlocks at level 4)], Disco Panic (+10 Attack, increases amount of zenny won in battle by 1.1x (stackable)[unlocks at level 6]), ???, ???
- Role: Support
- Role Ability: Second Chance- If unit is destroyed in battle, will revive at 50% Health and Attack, and 0 Defense. If battle won without being destroyed again, unit will be in first form with 1 Health
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