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:
- Achievement Mockery: One achievement is earned for dying for the first time.
- 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.
- Critical Hit: There's a chance that an attack will score a critical hit. Those deal 50% more damage and the rate at which they occur depends on the monster's intelligence and certain skills.
- Fireballs: Redzilla's third available move is a fireball which deals heavy damage and may give the opponent the weaken status.
- The Future: The game is set in 5180, a year with advanced cities in which humans train monsters and battle alonside them.
- Heal Thyself: The "heal" ability.
- Hello, [Insert Name Here]: You can give yourself a name with up to 8 characters and others in-game will refer to you by that name.
- Interactive Start Up: There is an eye in the game's logo in the title screen. Moving your mouse around makes the eye spin in its direction.
- 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.
- Me's a Crowd: Summonkong can make two clones of himself referred to as companions to support its attack.
- 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.
- Pumpkin Person: Jack-O-Pump, who has a jack-o-lantern for his head and the rest of its body seemingly made of pumpkins, plus it can use Pump Attack to launch them or Pump Smash to crush your monster with one.
- Regenerating Health: Each monster regenerates 1 health every second or so. The amount of health restored can be raised up to 8.
- 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.
- Skill Scores and Perks: Each level up gives the monster 3 ability points which can be spent on skills. Due to the level cap being 30, it's impossible to max out all skills, and there is no way to respec.
- Snowlems: Frostman, who is a hostile animate snowman and can throw ice balls from itself at your monster.
- Spin Attack: Redzilla's second available move is outright called Spin Attack and has it spin at the opponent to deal damage.
- Standard Status Effects: Effects include curse, poison (deals 6.66% damage every few seconds), and slow (slows down recharge).
- 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.
- Versus Character Splash: Before each match starts, you are shown a screen with your monster and the enemy monster as well as their stats with "VS." between them.
- Your Soul Is Mine: Grimreaper can use Soulsteal Circle which gives your monster the Soulsteal status which reduces power, agility, and intelligence.