Who a monster goes for
A monster fights one frog at a time. Which one is not luck: it follows a few plain rules, the same for every monster, and you can play with them.
Picking a target
- A monster that sees you, or is struck by you, comes for you.
- Every blow on a monster is threat: the monster remembers who hurt it, and how much. That memory fades over a few seconds when the hurting stops.
- Healing is threat too. Mend a friend a monster is fighting and it notices you, a little (a quarter of what you healed). A healer who stands back is safer, never untouchable.
- A Druid's wolves earn their own threat with every bite (twice as much as a blow), so a monster often turns on the wolves instead of the Druid. A heal on the wolves is the Druid's threat.
Keeping a target
- A monster keeps its target until someone else has earned clearly more threat (half again as much), or its target is gone, dead or out of sight.
- It never flips back and forth: after it turns, it stays on the new frog for at least a second and a half.
- Now and then (about one turn in five, every four seconds) a monster in a long fight turns on someone else in it, weighted by threat. Bosses never do this.
Taking a monster on purpose
- Knights taunt. Challenge (one monster, 5 tiles) and Taunt Roar (all around him) make monsters come for the Knight for 4 seconds, whatever anyone did. A Knight who keeps taunting holds a monster nearly the whole fight, even against a Mage who hits harder. Bosses listen only briefly, then ignore taunts for a while.
- Rogues pull. Twin Strike, thrown from up to 5 tiles, turns the struck monster on the Rogue for 3 seconds, once every 12 seconds per monster. Thrown, the blades cut at half strength: it is a pull, not a way to fight from afar. A Knight's taunt wins over a pull, and a boss only grows angrier at the Rogue.
Good manners
- Pull one monster to your group, not a crowd onto a frog who is not fighting.
- Let the Knight take the monster off the healer; the healer keeps the Knight standing.