Battle a Monster / Forest Roster

Region 01 — The Forest · Launch Region

The ForestRoster

Six monsters, one per rarity. Every guardian you fight is guarding an egg you can hatch, and the pet inside is the key to the next tier up. The same stats run both jobs: the fight, and the friend.

06Monsters
06Rarities
04Types
35%Grab window opens
5 hrsLongest hatch
01

How the roster works

The ladder is a chain. A monster of one rarity is the key to the next: bring a pet of the tier below, or don't bother showing up. The first egg is free. Every egg after that is earned.

Uncommon
Mossling

Pet needed: none

Common
Puddlehop

Pet needed: Uncommon

Rare
Cinderfox

Pet needed: Common

Epic
Thornback

Pet needed: Rare

Legendary
Rainbark Stag

Pet needed: Epic

Mythic
Worldroot Drake

Pet needed: Legendary

The 35% window

Wear the guardian down to 35% HP, then you can try the Grab. Not before. The fight is the lock, the grab is the key turning.

Enrage +12%

Every failed grab enrages the guardian: it hits 12% harder from then on. Greedy hands get punished.

Bait +10%

Tossing bait (Distract) adds 10% to your grab chance, up to three times. Cheap insurance, if you stocked it.

Read the pattern

Two normal hits, a visible wind-up, then a heavy hit at 2.2x damage. Guard on the wind-up turn and the heavy hit loses more than half its teeth.

02

The six

Each monster carries one ability on a 3-turn cooldown, plus a twist that makes its guardian fight feel different from the rest. Pet stats are the average at hatch; every pet rolls about 8% either way, so no two are identical.

01
UncommonNature

Mossling

A round, moss-backed lizard with leaf ears and a tuft of grass on its head. The tutorial guardian: it only attacks, never winds up, and its egg sits in plain view in a hollow log.

Pet ability — Vine Snare

Hits for 2x attack and stuns the target for one turn.

Egg twist

None. You can take this egg with no pet at all.

Hatch time
3 min
Guardian HP
90
Grab odds
90%
Pet needed
None
Pet HP
60
Pet attack
8
02
CommonWater

Puddlehop

A wide frog-like creature with its eyes on top of its head and pale spots down its sides. It nests in a forest pond.

Pet ability — Soothing Splash

Hits for 1.4x attack and heals the pet for 25% of its max HP.

Egg twist

It dives under the water every few turns and cannot be hit for one turn, then comes up healed.

Hatch time
15 min
Guardian HP
230
Grab odds
75%
Pet needed
Uncommon
Pet HP
100
Pet attack
12
03
RareFire

Cinderfox

A fox with an orange coat, cream-tipped ears and a tail that burns like a torch. It nests in a charred clearing.

Pet ability — Ember Burst

One big hit for 3x attack.

Egg twist

It sets the ground around the nest on fire, and the fire hurts you each turn unless your pet is a Water type.

Hatch time
45 min
Guardian HP
320
Grab odds
60%
Pet needed
Common
Pet HP
170
Pet attack
18
04
EpicNature

Thornback

A heavy boar with a bark-brown hide, a ridge of wooden spikes down its back and short tusks.

Pet ability — Thorn Armor

Cuts the next hit by 70% and reflects 1.5x attack back at the attacker.

Egg twist

When it curls up, your plain strikes bounce back and hurt you. Use pet abilities, or wait for it to uncurl.

Hatch time
1.5 hrs
Guardian HP
470
Grab odds
48%
Pet needed
Rare
Pet HP
280
Pet attack
27
05
LegendaryWater

Rainbark Stag

A tall blue stag with antlers like branches and a pale mist trailing from its shoulders.

Pet ability — Mist Veil

Heals the pet for 30% of its max HP and weakens the target by 25% for 3 turns.

Egg twist

Mist hides the nest and lowers your grab chance by 10% until a Fire pet burns it off.

Hatch time
3 hrs
Guardian HP
700
Grab odds
36%
Pet needed
Epic
Pet HP
450
Pet attack
40
06
MythicNature

Worldroot Drake

A green forest dragon with broad leaf-veined wings, gold markings and a pair of root-like horns. Its nest is wrapped in the roots of the oldest tree in the forest.

Pet ability — Worldroot Wrath

Hits for 3.5x attack and stuns the target for one turn.

Egg twist

Roots pin you in place for a turn whenever it is enraged, and the egg can only be grabbed on the turn after its heavy hit, when its wings are down.

Hatch time
5 hrs
Guardian HP
1,100
Grab odds
25%
Pet needed
Legendary
Pet HP
700
Pet attack
60
03

The type wheel

Four types, one clean wheel. Every type beats one and loses to one, so there is no safe pick, only the right pick for the nest in front of you.

WATER FIRE NATURE SAND EVERY TYPE HAS A COUNTER
Advantage: 1.5x damage

Water beats Fire. Fire beats Nature. Nature beats Sand. Sand beats Water. Bring the counter and the fight tilts hard.

Disadvantage: 0.6x damage

Fight uphill and your hits land soft. Worse: a guardian whose type counters yours hits harder in return.

Terrain teaches the wheel

Each map leans on one type, so moving between maps teaches the chart by playing it. A pet also fights at +10% attack on its home terrain's arena map, and −10% on the terrain that counters it.

04

Next terrains

Desert, Reef and Volcano follow the Forest, each built around one type. Names in full color are already in the playable prototype; the rest are placeholders to rename or replace.

TerrainTypeUncommonCommonRareEpicLegendaryMythic
DesertSandDune ScarabDust GeckoSand LynxGlass ScorpionMirage SphinxDune Wyrm
ReefWaterTide CrabCoral EelGlowfin RayReef SnapperMoon Jelly KingTide Leviathan
VolcanoFireEmber PupSlag BeetleLava HoundBasalt RamMagma NewtSunscar Phoenix
05

Mutations

Later update — not launch

Mutations come later, but the data leaves room for them now: each pet stores its mutation as one extra field, applied on top of its base stats.

MutationWhat it changesHow you get it
Overgrown+20% HP, slower ability cooldownFeed a pet 3 duplicates of its own species
CrystalAbility damage +30%, HP −10%Carry the pet through a rare event map
Shadow15% crit chance, takes 10% more damageWin 10 arena battles with the pet
Gilded+10% to all stats, gold lookTiny chance on any hatch
HybridGains a second type, and a second weaknessFuse two pets of different types
06

Next steps in Studio

Once the six forest monsters are confirmed, the roster becomes a data table the game reads, so adding a monster later means adding one entry.

-- ReplicatedStorage/Monsters (ModuleScript)
return {
    Mossling = {
        Rarity = "Uncommon", Type = "Nature", HatchSeconds = 180,
        Pet = { HP = 60, Attack = 8, Ability = "VineSnare" },
        Guardian = { HP = 90, Attack = 9 },
    },
    -- Puddlehop, Cinderfox, Thornback, Rainbark Stag, Worldroot Drake
    -- follow the same shape
}
  1. Confirm or change the six monsters, their types and abilities.

  2. Build the forest map with six nests, one per guardian.

  3. Script the guardian fight and the grab.

  4. Add egg hatching with a saved finish time, so eggs keep hatching while the player is offline.

  5. Add the pet inventory and the arena.