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TinyMonsters Wiki

  • Quin2k

    My Conclusion

    October 3, 2012 by Quin2k

    I've been crunching numbers as in-depth as possible, taking into account every possibility - from the Frost Monster and Snowbluff Monster at 22/min to the Sun Monster at 168/min. I've even taken into consideration the max number of monsters in a habitat, the max coins each habitat can retain, and until they finally updated the Andriod version of the game to allow expansion - I was tempted to consider size as a factor as well!

    This is part of a series of articles looking at how to maximize overal income so that you can buy all the cool upgrades and decorations you want!

    • Normal Monsters: Best-in-Class for Fire, Earth, Plant, Ice, Electric
    • Special Monsters: Best-in-Class for Special, Water, Air, Shadow, Light
    • End-Game Income: Taking Habitats in…
    Read more >
  • Quin2k

    End-Game Income

    October 3, 2012 by Quin2k

    This is part of a series of articles looking at how to maximize overal income so that you can buy all the cool upgrades and decorations you want!

    • Normal Monsters: Best-in-Class for Fire, Earth, Plant, Ice, Electric
    • Special Monsters: Best-in-Class for Special, Water, Air, Shadow, Light
    • End-Game Income: Taking Habitats into Consideration
    • My Conclusion: Who wins at the end of the day?



    Below is a chart that takes into account the best-possible habitat and pairs it with the best-possible monster.

    • Key:
      • Cap = Maximum coin capacity for that habitat.
      • MCap = Maximum number of monsters for that habitat.
      • /Min = Default coin-per-minute earnings for that monster.
      • /Min+ = Maximum coin-per-minute earnings for a full habitat.
        • Calculated as MCap *
      • Time to Max = The ti…


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  • Quin2k

    Special Monsters

    September 17, 2012 by Quin2k

    This is part of a series of articles looking at how to maximize overal income so that you can buy all the cool upgrades and decorations you want!

    • Normal Monsters: Best-in-Class for Fire, Earth, Plant, Ice, Electric
    • Special Monsters: Best-in-Class for Special, Water, Air, Shadow, Light
    • End-Game Income: Taking Habitats into Consideration
    • My Conclusion: Who wins at the end of the day?



    Now, typically this would be a discriptor for the Legendary Monster and it's associated Legacy Monsters - but much like them, Air Monsters, Shadow Monsters and Light Monsters all have a root monster that cannot be bought for coins.

    Another trend with these elements and Water Monsters as well is that their ideal income-generating creature is available for breeding imm…



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  • Quin2k

    Normal Monsters

    September 14, 2012 by Quin2k

    This is part of a series of articles looking at how to maximize overal income so that you can buy all the cool upgrades and decorations you want!

    • Normal Monsters: Best-in-Class for Fire, Earth, Plant, Ice, Electric
    • Special Monsters: Best-in-Class for Special, Water, Air, Shadow, Light
    • End-Game Income: Taking Habitats into Consideration
    • My Conclusion: Who wins at the end of the day?



    This article pulls data points from the various monster pages and trys to determine the highest earners for each habitat. This becomes complex for the earlier habitats of Fire, Earth, Plant, Ice and Electric because better options often become available as a new element is unlocked.

    Below each section is the raw data (hidden for convenience). Most of the data is copi…



    Read more >

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