Tire Break

Quake Wiki: tire-break-technology

7.11 - Mild strength

8.10 - Average strength

8.11 - Extreme strength

For a popular entry, this monster will have to be much more powerful than the standards. For this reason, we’re only going to look at Ultra Strength as a very broad class.

Unfortunately for Ultra Strength, though, it’s the class which does have the most to worry about. Due to the focus on monsters with large Strength on the monster chart above, only two monsters stand above them in terms of weight of monsters broken by Ultra Strength. They’re not monster types, so they don’t have any pre-defined requirements other than getting a large Strength. While we’re waiting for the monster trackers to catch up, I thought it’d be a good time to show the top 10 broken by Ultra Strength.

3. Beast King Rafflesia (Chaos)

2. Momonga

1. Skeletot (Demons)

2. Kongo in Hell

1. Scale Goblin

Ultra Strength monsters have taken over the place as the go-to monster for strongest breaking. Their power allows you to destroy a large variety of monsters at once, no matter how big or small they are. It also requires little investment in monster/monster growth in order to complete these tasks. While there may be exceptions, the high potential of an Ultra Strength monster allows them to handle most monsters reasonably well. They don’t have to worry about losing damage to smaller monsters, since the damage isn’t consistent and will be decreased if they reach the very top. However, as a side note, unlike Normal Strength, it is possible for Ultra Strength monsters to take out Extra Monster Zones, and we’ll have to look at monsters who specifically target them when it comes to the weaknesses section.

On top of the incredible power of Ultra Strength, there are other benefits to their strategy. As a normal monster, there’s a high chance you’ll destroy a monster to the point that it’s able to start breaking (i.e. killing it). With Ultra Strength, this is still possible, but to a much lesser degree. This allows you to skip around monster leveling in order to finish the monster trackers for previous classes as you’ll now have enough Monster Points left over to spend on different monster types.

Due to this added flexibility, Ultra Strength is easily one of the best Monster Tracks. And the reason it is so good? Monsters tend to be very strong in their own right, but at their strongest only break a few monsters a day, so your chance to break them at the very top of the ladder is relatively high. This also allows you to go all-out and try and take out monster-destroying monster Momonga.

NONE OF THIS IS TO BE ASSUMED

7.12 - Rare Monsters (Vengeance)

7.13 - Iconic Monsters (Fate)

7.14 - Giant Monsters (Force)

For rare monsters, this chapter is a little bit different from the others. This is because, while all of the normal monsters that appear here are worth focusing on, some are just so strong that they will destroy each class’ base monsters in a single attack.

The two classes that were very prevalent in the monster charts previously, Crystal and Chaos, get a special mention here because their monsters are so difficult to break. They also come with unique mechanics, like the Potent Potions of Chaos that allow them to break the monsters in front of them.

On the other hand, Iconic Monsters are monsters that you’ll frequently encounter during normal play. They have both immense power and access to the formula items, making them an ideal investment for having a powerful main attack that will hit extremely hard. We’ll focus on one of the few Iconic Monsters that isn’t a boss monster, Kongo in Hell.

Of course, there are also the monsters you’ll find under attack by the weaker monsters who aren’t strong enough to destroy these legendary monsters. Unfortunately for these monsters, they’re often on the list as they tend to be either weaker monsters with a chance to push an Iconic Monster out of a normal map, or weak monsters that will push an Iconic Monster out of a Monster Track.

NONE OF THIS IS TO BE ASSUMED

6. Ressurection (Corpse)

6.0 - Abyssal (Demon)

6.1 - Grisselle (Demon)

6.2 - Barbaros (Demon)

6.3 - Curse of the Black Void (Demon)

6.4 - Kudasai (Demon)

6.5 - Xerexus (Demon)

6.6 - Xerexus (Trick)

6.7 - Xerexus (Demon)

6.8 - Reincarnation (Demon)

6.9 - Abyssal (Normal)

6.10 - Abyssal (Normal)

6.11 - Angel/Demon (Trick)

6.12 - Angel/Demon (Trick)

6.13 - Angel/Demon (Trick)

6.14 - Abyssal (Normal)

6.15 - Abyssal (Normal)

6.16 - Abyssal (Normal)

6.17 - Abyssal (Normal)

6.18 - Abyssal (Normal)

6.19 - Abyssal (Normal)

6.20 - Abyssal (Normal)

6.21 - Abyssal (Normal)

6.22 - Abyssal (Normal)

6.23 - Abyssal (Normal)

6.24 - Abyssal (Normal)

6.25 - Abyssal (Normal)

6.26 - Abyssal (Normal)

6.27 - Abyssal (Normal)

6.28 - Abyssal (Normal)

6.29 - Abyssal (Normal)

6.30 - Abyssal (Normal)

Normal/Trick monsters now have a unique skill that summons their own boss monster on top of their normal monster. This means you have to be very good at Monster Hunter to have the opportunity to capture one of these rare monsters. Even then, it’s extremely unlikely to be able to solo the monster.

During normal Monster Hunter, Tricks’ monsters have their own set of unique skills to fight and ignore normal monsters, so you’re also unlikely to get the opportunity to have a follow up fight on a feathered, eyeless bird monster.

NONE OF THIS IS TO BE ASSUMED

5. Transgression (Hell)

5.0 - Barzillai (Hell)

5.1 - Calamity (Hell)

5.2 - Desecrator (Hell)

5.3 - Dissector (Hell)

5.4 - Regalia (Hell)

5.5 - Regalia (Hell)

5.6 - Regalia (Hell)

5.7 - Regalia (Hell)

5.8 - Tragedy (Hell)

5.9 - Tragedy (Hell)

5.10 - Tragedy (Hell)

Next, we’ll look at some monsters that are unusually difficult to obtain and have unique monsters (but aren’t an Iconic Monster).

5.1. Caves of Apocalypse (Cave)

5.1.1 - Eternal Reaper (Normal)

5.1.2 - Mahno (Normal)

5.1.3 - Mahno (Normal)

5.1.4 - Mahno (Normal)

5.1.5 - Mahno (not mahno!)

Let's forget about monsters for now and now more about Tire Break.

According to Haruhi, the content for Tire Break should be slightly more challenging than the previous battlegrounds because you're inside the dragon’s body, so there’s more danger.

(There is some controversy about this, because you can walk right through the door as your character and just start a fight with the dragon without paying or anything, which can also be rather frustrating. It’s really a game changer if you’re a competitive player though, so we’ll have to see whether players will even accept it. It’s a complicated situation.)

5.2. Dimensional Vortex Battle (Non-Tire Break)

5.2.1 - Heroic Akasha (Normal)

5.2.2 - Heroic Akasha (Normal)

5.2.3 - Heroic Akasha (Normal)

5.2.4 - Heroic Akasha (Normal)

5.2.5 - Kavrakas the Immortal (Normal)

5.2.6 - Kavrakas the Immortal (Normal)

5.2.7 - Kavrakas the Immortal (Normal)

5.2.8 - Kav.....

ALLLLLLLLLLLLLLLLLLLLLLLL - Kavrakas (Normal)

Kavrakas (Normal)

AKA to the Dragon (Normal)

ALLLLLLL - Kavrakas (Normal)

Before we take a look at the specific abilities, let’s look at a monster’s ability in general. It’s called “Perform” (and basically equivalent to the ability "Jump", which we already covered).

Special characters (i.e. Necrovalley’s Vomiting Magma and Abandon Temple’s Deep Undressed) can use Perform while the character is at full health and cannot be healed.

In normal mode, Perform comes in three different flavors, and as far as I’m aware, all of them have a special effect on only one of your special attacks (although how the Perform plays with three special attacks each is also subject to change).

I believe that the ability “Dash” is based on Perform.

5.2.1. Sauna

You’re hurt and need a little help. The magic sauna heals all nearby allies. However, when the dust settles, the buff effect wears off, and the healing effect does not affect you anymore.

If you stand near the healing effect, you’ll heal too, but you’ll have to be very careful not to get too close to enemies, as they will know it too.

You can also perform Perform on nearby allies by touching them.

5.2.2. Lavatory

You’re completely defenseless. The Lavatory sets up as a barrier of pain in front of you and allows allies to join your fight. As long as the protective barrier is up, no enemy can damage you, and you will receive equal damage from allies.

Using Perform on the barrier will reduce the amount of damage received by 1. (As soon as the barrier is broken, you will deal the same amount of damage as if you used Perform to break the barrier, even though you didn’t use it on the barrier).

While inside the barrier, you can use perform for a few seconds without interrupting the armor’s effect.

It is up to the player to maintain the barrier. The faster you do so, the more HP you’ll gain.

When the Lavatory is broken, the armor effect lasts for 10 seconds, and you’ll be able to use Perform again on it.

In some cases, the barrier may disappear for 10 seconds, but you won’t be able to use Perform on it for that time.

5.2.3. The Box

You’re all set for battle. The box has been enhanced with magic to help you on your way to victory. Perform the effect that’s available for each area, and you can charge up your magic in the process, and there’s nothing that can stop you!

If you have the ability to charge up your magic, and you charge up quickly enough, you’ll unleash a powerful attack, and if you’re about to charge up, you can also activate the “Supercharge” effect.

Do the aforementioned actions in any combination, and you’ll unleash a powerful attack.

As it is right now, the effects of the box do not stack, but in the future, we will allow multiple combos to be used with the box, so that you can prepare your team to fight an all-powerful boss, and then try to boost them with the most powerful attack.

5.3 Attack Effect Effects

(Normal)

8 x 5-10% Increase in Magic (MAX)

(Normal)

10 x 2-3% Strength increase (MAX)

(Normal)

5 x 2-5% Magical power (MAX)

(Normal)

(Normal)

The attack effects are good, but if you do too much, you’ll not have a chance of surviving! You won’t gain any HP and you’ll waste all your magic.

The 6 damage type means that we are planning to add 5 unique elements to the magic system, with each element having its own unique effect on the magic (for example, the 6 damage types are water, fire, wind, lightning, and light).

These elements are:

Normal Type

Fire

Wind

Light

Water

Thunder

Earth

Sauna Type

Earth

Fire

Wind

Light

Water

Thunder

Fire Type

Water

Wind

Light

Earth

Thunder

Flame

Thunder

Magic Explosion (non-damage type)

Lightning

Earth

Light

Water

Wind

Earth

Thunder

Flaming

Earth

Light

Water

Earth

Thunder

Molten

Earth

Light

Water

Earth

Thunder

Like every other spell, these elements can be divided in to 4 skills:

Normal Attack Skill: Vulnerable state, 5 damage, max. 20 damage.

Special skill: Critical Damage, 8 damage, max. 30 damage.

Special skill: Critical number, 8 damage, max. 40 damage.

Special skill: Damage, 4 damage, max. 20 damage.

Special skill: Duration, 5 seconds, max. 30 seconds.

Special skill: Magic Explosion, 6 damage, max. 40 damage.

Special skill: Damage, 4 damage, max. 20 damage.

Special skill: Magic Explosion Duration, 4 seconds, max. 20 seconds.

Special skill: Magic Explosion Damage, 4 damage, max. 10 damage.

Special skill: Magic Explosion Duration, 4 seconds, max. 0 seconds.

Special skill: Magic Explosion Duration, 4 seconds, max. 5 seconds.

Special skill: Magic Explosion Damage, 4 damage, max. 2 damage.

Special skill: Magic Explosion Duration, 4 seconds, max. 20 seconds.

Special skill: Magic Explosion