It's the year of 5180, and you have decided to become a student of the prestigious Academy of Monster Arena (AoMA). Your primary goals are very clear - learn how to raise and train monsters properly, how to live in harmony with them, and gain the coveted title of Grand Master of Monster Training. Befriend and bond with your own monster, and train it to improve its power, defense, agility and intelligence. Battle with nearby monsters who wandered into your neighborhood. Buy items with your hard-earned money that can be utilized in combat, or can assist with training your monster. Make your way up through the four ladders of the monster tournament, earn cash, defeat rivals, and become the best monster trainer that the world has ever seen.
This game can be played at here.
Not to be confused with the trope, Monster Arena.
Monster Arena provides examples of:
- Action Initiative: Monsters with the highest agility have a greater energy bar recharge rate (as well as tending to dodge more attacks), and tend to use moves first.
- AFGNCAAP: You never do see yourself in this game. The only identifier you have here is your name. Everything else is through inferences and guesswork.
- Blow You Away: The Tankshrooms' abilities focus on manipulating wind to strike your monster (air cannon and whirlwind), as well as to slow it down (slow blow).
- Can't Catch Up: At the beginning of the game (up until the point at which you rise to the silver rank), your rivals' monsters are mostly formidable opponents. Afterwards however, they tend to fall back stat-wise compared to your monster, and become easier and easier to defeat - eventually becoming a joke.
- Casting a Shadow: The Grimreapers' abilities are all dark-oriented, and seem to focus more on stat-decrementation rather than on direct attacks.
- Heal Thyself: The "heal" ability.
- Hello, [Insert Name Here]
- Jack-of-All-Stats: One of the five selectable starting monsters, Unihound, has a balanced focus between the four primary stats (power, defense, agility, and intelligence). Thus, its skill set doesn't focus primarily on one or two stats but, on versatility.
- Light 'em Up: Unihounds' magical moves all involve the usage of the power of light in some manner - whether it is for healing, self-defense, or impairment of the opponent.
- Mighty Glacier: One of the five selectable starting monsters, Redzilla, focuses primarily on power (much higher damage) and power-related abilities, and secondarily on defense (higher HP). As a result, it has subpar agility (attacks slower and dodges less often) and terrible intelligence (low accuracy, crit-rate, experience gain, and effectiveness of magic).
- Mix-and-Match Critters: Several of the monsters are or seem to be a mixture of two or more preexisting creatures.
- Playing with Fire: Around half of the Redzillas' skill set seems to involve fire in some way. Makes sense as according to their biography, they tend to live around hot or volcanic regions.
- The Rival: There are several rivals that you encounter during your quest, all with their own goals and motivations. The most prominent and "talented" one you encounter is Buzz.
- Standard Status Effects: Effects include curse, poison, and slow.
- Squishy Wizard: One of the five selectable starting monsters, Cebolla, focuses primarily on intelligence and intelligence-based skills above all else. As a result, it tends excel in magic-based maneuvers, battle experience gain, and hit-rate but, falters in terms of direct attack power, HP, and attack and dodge rate.
- To Be a Master: In this case, the main goal is to become a Grand Master of Monster Training by winning all the competition leagues, defeating all your rivals, and then defeating the current Grand Master, Mr. King.