Capturing Monsters

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At a glance
ToolBinding Charms
Level limitFoe at most 10 levels above you
ChanceBetween 2% and 95%
Where keptSquad (5), then Monster Box

Capturing (binding) turns a wild monster into a partner. It happens in a wild battle with a Binding Charm.

What can be bound

Ordinary field monsters that have a Tamer species entry. Not bound: bosses, friendly or invincible monsters, summoned monsters, monsters someone has already damaged, and monsters in party quest, event, Dojo, Monster Carnival or Ariant maps. If you touch a monster that cannot be fought as a wild battle, normal contact damage applies, or in boss and party-quest maps it starts a turn-based boss fight (see Tamers in Party Boss Fights).

The odds

chance = (3 x MaxHP - 2 x HP) / (3 x MaxHP) x charm x status bonus / rarity divisor, then limited to 2% to 95%.

  • At full HP the first part is one third; near 1 HP it is about 1.
  • Status bonus: Sleep or Freeze x2.5; Poison, Burn or Paralyze x1.5.
  • Rarity divisor: Common 1.0, Uncommon 1.3, Rare 1.8, Boss-kin 2.5.
  • Gentle Hand adds 1% per level; Sure Grip multiplies by up to 1.20; Ancient Pact multiplies by up to 1.30 against Rare and Boss-kin (Tamer Skills).
  • A worn Red Whip adds 5 points, a Lollipop 1 point.
  • Wild foes have 60% of their normal HP in battle.

Failure

  • Foe above your level +10: the throw is refused before a charm is spent.
  • Squad and Monster Box both full: refused before the throw. Free a slot first (Tamer Box and Storage).
  • A failed throw uses the charm and gives the foe a free action.

A bound partner keeps the foe's level and its remaining HP fraction, and rolls permanent random IVs (Tamer Team Building).

Common problems

  • The foe "slipped away". If another player damages the monster or it moves out of reach, you only earn partner XP.
  • Nothing happens when I touch a monster. The Hushed Steps ward is up, or the 3 second wait after a battle has not ended.