Cassette Beasts

Cassette Beasts

122 ratings
How to Become God
By Zekromir
How to break mortal limits, and probably the game's balance too
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Ap Printer
By combining Ap Refunds and Mind-Meld, you can effectively turn one of your units into an Ap battery. Load a monster with a Mind-Meld and as many copies of Ap Refund as you can fit.
Have your monster use Mind-Meld (normally or via custom starter) allowing both monsters to tap in to your supply of Ap Refunds. When you use Ap, there is a chance that EACH INDIVIDUAL Ap Refund will activate, potentially giving you multiple times your initial investment. This should give you plenty of Ap to use on your desired moves. I recommend using this as a foundation for your other builds.
Splinter Rush
You can use any two monsters so long as the Mind-Meld user is fastest. Equip the first monster (the faster one) with Mind-meld and as many copies of either Splinter or Roll Again as you can fit.Equip the other with Smack and as many copies of Splinter or Roll Again as you can fit (Whichever you didn't put on the other monster)Once you enter a battle, start by Mind-melding with your first unit, and then smack with the other. So long as you don't manage to mess it up, both units should end their turn by attacking multiple times and proccing multiple Splinters With. Every. Single. Hit. Be warned, this will make battles last forever.
Opening Nuke
Give a monster a powerful move such as Headshot or Last Rites, and then fill the rest of the space with as many copies of Random Starter as you can find.Start a battle and then watch your enemies get nuked 1-3 times. Once your monster has finished, switch out and then back in to reset the sequence and continue the punishment. You can also use, or switch to a unit with Echolocation to hit all enemies. WARNING: this is incredibly overpowered and will completely break the game's balance, use at your own risk :)
Eternal Ghost
Credit to RawTomato.
This one is very simple. By combining Haunt (The user becomes a ghost and cannot be hit by attacks. After 3 turns, the tape breaks) Gambit (Raises all the user’s stats by a lot. After 3 turns, the tape breaks) and Dog Years (Extends the duration of the target’s status effects) you can make a superpowered, near invulnrable unit.
If you want to use this with both your units Multitarget can be useful, however it does not effect Haunt or Gambit, only Dog Years.
Turn 1 Sleep
Credit to Bunglar.
By default Hypnotise has an accuracy of 50% making it somewhat unreliable, but by using Focus you can almost guarantee a hit. Pick a fast monster so it attacks first, equip it with Hypnotise and put Focus directly below a Custom Starter. Custom Starter has a 90.9% chance of proccing Focus at the beginning of a battle due to its low Ap cost, so unless god just hates you it should activate most of the time. Slap an Echolocation on there and you'll be ready to sleep enemy teams turn one.
Free Moves With Critical Mass
Credit to brickey.8.
Critical Mass has a 90% chance of using the next move on the list for free whenever you land a crit. This is can be "exploited" by using a move that has the "always critical hit on type advantage" trait to guarantee a critical hit, thus activating your target move for free. Keep in mind that multiple copies of Critical Mass may be used.
The guaranteed crits can also be used with Critical Ap (The user gains 1 AP each time they land a critical hit) to mitigate an inconvenient move cost as seen above.
20 Comments
RawTomato 30 Nov, 2024 @ 11:15am 
Brutal combos are +% critical chance for empty slot combined with dual wield and critical mass. With the fuse skill option you can make these tapes compatible. I basically autofarm Archangels 40+ levels above my own.
ClumsyCryptid 30 Nov, 2024 @ 10:18am 
I got a Galagor with ~300 M. Def and I built a small list around that, not giving numbers and using the '%' sign, but aim for 5%+.
Brace for Impact: +% Damage per empty slot, +% Splash per empty slot
Final Breath: +% Melee Defense per Empty Slot, +Slot, +% Melee Defense
Pre-Emptive Strike: Damage Based on Melee Defense, +% Critical Damage per Empty Slot, +% Melee Defense.

You want between 5-6 empty slots, and make sure to keep them empty. You will notice a damage difference for less than 5 empty slots.

Opening combat with Pre-emptive Strike averages between 75 to 200, and Brace for Impact does between 200 to 800 normal, and 1000 to 3000 critical.

Do be warned that this trivializes the game, and this makes the hardest settings seem like the Easiest settings.
Meeka 30 Oct, 2024 @ 10:59am 
that invisible build is literally godlike lol
Yo'el Eisner 11 Sep, 2024 @ 1:40pm 
good team
LuckyDucky 21 Jun, 2024 @ 1:28am 
good idea my only argument is ?Machine curse?
long2718 14 Jun, 2024 @ 1:24am 
Echolocation, Custom Starter, Glitter Bomb, Spray at Artillerex
Echolocation, Custom Starter, Smack, Slice at Grampus
leads to eternal flinch.
Feel free to use.
from Japanese party builder
brickey.8 11 May, 2024 @ 7:48am 
Neat to see this updated with my strategy. I personally mostly used it with a always-critical smack on an Astral unit since Astral hits many elements, but I suppose you work with whatever always-critical moves the game gives you.
Zekromir  [author] 10 May, 2024 @ 9:55pm 
Accidental anniversary update out, edited for clarity and "stole" some builds from the comments.
brickey.8 7 Dec, 2023 @ 9:39pm 
A combo that I stumbled upon very early that's not as reliable and harder to set up but still good: Critical Mass in front of headshot/gear shear/last rites, with a cheap attack with the "Always critical on type advantage" trait. For any monster with a type you're strong against that's a guaranteed headshot every turn, with a chance of firing off even if you have to use normal attacks. Critical Mass is very OP.
HubblePie 10 Sep, 2023 @ 7:11pm 
Given I have a 90% accurate Hypnotise, I gotta try some of these out lol