How To Play
Train a crew of Dojomon to battle in the league of Dojos!
Earn EXP and Reputation by winning battles. Spend EXP to learn new abilities or oncrease stats.
Evolve your Dojomon and win the Uber Dojo championship!
Earn 100 XP,1 Reputation + 500 coins for a Newb Battle. For the other levels see below.
Critical hit does +50% damage, Fire versus Nature, Water versus Fire, Nature versus Water does +20% damage, while Fire versus Water, Water versus Nature, or Nature versus Fire suffer a similar penalty.
- Apprentices can become a Soldier, Acolyte, Rogue, or Mage. Try to have a good mix in your squad.
- When training an Apprentice, decide which class you want it to evolve into and choose training accordingly.
- Got a useless bench warmer on your team? You can sell him and earn coins from the amout of total EXP the Dojomon had!
- Steve's words of wisdom: Choose to fight in the hardest Dojo that you can easily win in to maximize EXP gains.
- Tip from Nate: Dojomon have elemental affinity. Fire is weak against Water, Water is weak against Nature, Nature is weak against Fire.
- Tyler Says: Use Energy Sap when an enemy is low on AP to force them to spend their turn recharging.
- Brandon's Pro-Tip: Recruit additional Dojomon to use while your main crew is training.
- It is a good idea to have a mix of Fire, Water, Nature elemental Dojomon in your squad.
|Auto Submit||Auto Submit can be purchased for each game, and once enabled your scores in this game will automatically be submitted to local and online leaderboards.||250|
|VIP Pass||VIP Pass can be purchased for each game and when it is enabled you get to skip the countdown before playing that game!||500|
|Star Power||Star Power increases the coins earned per star when completing this game. Instead of getting 5 coins per star, you will get 250 coins per star.||15,000|
- 5 Stars = 5,000 points
- 4 Stars = 2,000 points
- 3 Stars = 1,000 points
- 2 Stars = 500 points
- 1 Star = 250 points
How much time have you put into Dojomon?
- Bronze Badge = 15 minutes
- Silver Badge = 30 minutes
- Gold Badge = 1 Hour
Cost: 1,000. The number of times you have played Dojomon since purchasing this stat.
You must finish a game for it to count.
- Bronze Badge = 10 games
- Silver Badge = 50 games
- Gold Badge = 150 games
The highest total reputation your Dojo has reached
- Bronze Badge = 100
- Silver Badge = 300
- Gold Badge = 600
The number of Missions your Dojo has completed.
- Bronze Badge = 5
- Silver Badge = 20
- Gold Badge = 100
Uber Dojo Victories
Cost: 5,000. The number of times you have defeated the Uber Dojo.
- Bronze Badge = 1
- Silver Badge = 10
- Gold Badge = 50
Universal Dojo Victories
Cost: 10,000 coins or 1 Credit. The number of times you have defeated the Universal Dojo.
- Bronze Badge = 1
- Silver Badge = 10
- Gold Badge = 50
|Soldier||Solders are sworn ro defend and fight for their dojo||
|Rogue||Rogues are quick and sneaky, loyal only to their own dojo||Apprentice||Mark||2,000||20,000||60||15||5||2||5||2||5||4|
|Acolyte||Acolytes are part of a devine order with mystical powers||Apprentice||Regenerate||2,000||20,000||75||15||2||5||4||3||4||3|
|Mage||Mages specialize in the art of destructive magic||Apprentice||Blast||2,000||20,000||60||18||2||5||4||2||4||4|
|Ninja||Ninjas are mysterious warriors that specialize in the art of Ninjitsu||Soldier||Double Jab||3,000||30,000||120||24||7||3||6||5||5||5|
|Shadowmancer||Shadowmancers are masters of illusion and have destructive powers||Mage||Meteor Shower||3,000||30,000||105||21||6||7||5||4||5||5|
|Warlock||Warlocks control the flow of energy and life itself||Mage||Burning Shower||3,000||30,000||120||27||4||7||5||4||5||5|
Starts with 15 Health, 3 AP, and Magic, Strength, Speed, Defense, Evasion, Accuracy all 1.
All Apprentice stats can be upgraded by one level - doubled, so Health 30 after 1 upgrade. AP to 6, and the other stats to 2. Each upgrade costs 250XP per level, so 250XP from level 1 to level 2, 500XP from level 2 to level 3, 750 XP from level 3 to level 4, etc.
Upgrades to higher classes cost 2000XP, plus the XP to gain the required skills for each class.
All upgraded classes gain +15 Health and +3 AP.
Requires Guard skill. Max stats:
Health: 90, AP 15, Strength 5, Magic 2, Speed 3, Defense 5, Evasion 2, Accuracy 3
The Soldier is a 'tank' type, with high maximum defense and health, he can take a lot of punishment. Not as good at offense as Rogue or Mage.
With advanced skills carrying a high XP cost, it's better to max out his stats (with the exception of Magic, which is largely useless) before considering any skills. As it's expensive to raise Defense to 5, upgrade that last.
Requires Mark skill.
Health 60, AP 15, Strength 5, Magic 2, Speed 5, Defense 2, Evasion 5, Accuracy 4
The Rogue is an offensive type, not as sturdy as the Soldier, but with more direct offensive abilities. His special abilities are somewhat unexciting, max out strength as a priority. Mage does the same job better.
Requires Regenerate skill.
Health: 75, AP 15, Strength 2, Magic 5, Speed 4, Defense 3, Evasion 4, Accuracy 3
The Acolyte is a Healer. The basic Heal spell is a good one and worth the upgrade. When not healing he'll want to max out Magic and attack using Blast.
Requires Blast skill.
Health 60, AP 18, Strength 2, Magic 5, Speed 4, Defense 2, Evasion 4, Accuracy 4
Pure attack, very powerful special abilities. Upgrade Magic as a priority. Balance with an Acolyte for healing and a Soldier to soak up some of the attacks.
Requires Double Jab (Soldier) OR Poison Jab (Rogue), 30,000 coins and 3,000 xp
Health 120, AP 24, Strength 7, Magic 3, Speed 6, Defense 5, Evasion 5, Accuracy 5
Requires Defensive Formation (Soldier) OR Healing Rain (Acolyte), 30,000 coins and 3,000 xp
Health 135, AP 24, Strength 7, Magic 6, Speed 4, Defense 5, Evasion 4, Accuracy 4
Requires Meteor Shower (Mage) OR Caltrops (Rogue), 30,000 coins and 3,000 xp
Health 105, AP 21, Strength 6, Magic 7, Speed 5, Defense 4, Evasion 5, Accuracy 5
Requires Burning Shower (Mage) OR Energy Rain (Acolyte), 30,000 coins and 3,000 xp
Health 120, AP 27, Strength 4, Magic 7, Speed 5, Defense 4, Evasion 5, Accuracy 5
|Recharge||Regain 3* Magic in AP||
|Punch||Does 5*Strength damage||1AP||0|
|Kick||Does 7.5* Strength damage||2AP||n/a||226|
|Guard||Increase both Defense & Evasion by 1 for 2 turns||1AP||Kick||722|
|Mark||Reduces target Defense and Evasion by 1 for 2 turns||1AP||Kick||722|
|Energy Sap||Steal 2AP from opponent||1AP||n/a||226|
|Regenerate||Gain 5*Magic in Health||1AP||Energy Sap||722|
|Blast||Does 8* Magic damage||2AP||Energy Sap||722|
|Heal||Heals 1 Ally by 10 * Magic||3AP||0|
|Heal Aura||Heals1 Ally by 5*Magic per turn for 2 turns||4AP||-||3104|
|Healing Rain||Heals all Allies by 7.5*Magic||5AP||Heal Aura||5217|
|Energy Aura||Restores 3AP per turn for 2 turns for 1 Ally||5AP||-||3104|
|Energy Rain||Restores Magic AP to All Allies||5AP||Energy Aura||5217|
|War Cry||Boost all Allies Strength + Accuracy by 1 for 2 turn||2AP||0|
|Counter||Counters 1 attack on an ally back to the attacker||1AP||-||3104|
|Defensive Formation||Increase all allies defense + evasion for 2 turns||2AP||Counter||5217|
|Dropkick||Does 10*Strength attrack, reduced accuracy, higher critical||3AP||-||3104|
|Double Jab||Does 2* 4*Strength attacks||3AP||Dropkick||5217|
|Chant||Boost all Allies Magic by +2 for 2 turns||3AP||0|
|Explosion||Does 11*Magic damage to 1 target||4AP||-||3104|
|Meteor Shower||Does 8*Magic damage to all enemies||5AP||Explosion||5217|
|Mana Burn||Does 8*Magic damage per turn for 2 turns to 1 target||5AP||-||3104|
|Burning Shower||Does 5*Magic damage per turn for 2 turns to all enemies||6AP||Mana Burn||5217|
|Sneak Attack||Does 10Xstrength damage to 1 target with better critical but reduced chance of hitting||3AP||0|
|Mug||Does 5*strength damage to 1 target, plus reduces speed by 2 and defense by 1 for 2 turns||3AP||-||3104|
|Blind||Does 6*strength damage to 1 target, decreases accuracy + evasion by 3 each, for 2 turns||3AP||Mug||5217|
|Poison Jab||Does 4*strength damage per turn for 2 turns to 1 target||4AP||-||3104|
|Caltrops||Does 4*strength damage to all enemies, plus reduces their speed by 3 for 2 turns||5AP||Poison jab||5217|
|Shuriken Barrage||Does 2* 4*Strength attacks||4AP||0|
|Triple Punch||Does 3* 5*Strength attacks||5AP||-||8,100|
|Haste||Increases an ally's speed by 3||3AP||-||8,100|
|Counter All||Counters 1 attack on all allies back to the attacker||4AP||Triple Punch||11,852|
|Heightened Senses||Increase all allies evasion, accuracy + speed for 2 turns||4AP||Haste||11,852|
|Smite||Does 14*Strength damage to an enemy||4AP||0|
|Holy Armor||Increases Defense by 2 and Health by 2*Magic for 2 turns||5AP||Smite||11,852|
|Holy Sword||Increases Strength Magy by 2 for 2 turns||5AP||Smite||11,852|
|Radiant Charge||Does 10*Strength damage and decreases Speed by 1 for 2 turns (all enemies)||6AP||Holy Sword||16,578|
|Radiant Rain||Increases health by 8*Magic and defense by 1 for 2 turns (all allies)||6AP||Holy Armor||16,578|
|Confuse||Does 5*Strength damage to all enemies and decreases accuracy and evasion for 2 turns||4AP||0|
|Cluster Bomb||Does 2*5*Magic damage to enemy party||5AP||Confuse||11,852|
|Poison Cloud||Does 5*Magic damage per turn to enemy party for 3 turns||6AP||Confuse||11,852|
|Venom Jab||Does 10*Strength damage per turn to 1 target for 3 turns||6AP||Poison Cloud||16,578|
|Shadow Bomb||Does 14*Magic damage and decreases accuracy by 2 for 2 turns||6AP||Cluster Bomb||16,578|
|Hex||Reduces Strength and Magic of enemy party for 2 turns||4AP||0|
|Energy Drain||Drains 2*Magic AP from an enemy and gives to the caster||5AP||Hex||11,852|
|Life Drain||Drains 7*Magic Health from an enemy and gives to the caster||5AP||Hex||11,852|
|Energy Torrent||Drains 1xMagic AP from all enemies and gives to the caster||6AP||Energy Drain||16,578|
|Life Torrent||Drains 5*Magic Health from all enemies and gives it to the caster||6AP||Life Drain||16,578|
Health is reduced when taking damage, and increased when being healed. When a Dojomon's health reaches 0 it will die and cannot be used until the end of the battle.
AP, or Action Points, are used to perform certain abilities.
Strength increases the power of certain abilities
Magic increases the power of certain abilities
Speed determines the order of taking turns when battling.
Defense reduces damage taken from attacks and abilities
Evasion reduces the change of being hit.
Accuracy increases the chance of hitting a target with abilities
|Type||Required Reputation||Experience earned||Reputation earned||Coins earned|
There are always two missions available, which expire every other day (at the same time as the Daily Reward.) When a mission expires it is replaced with another mission. Each mission requires a Dojomon of a specific element type or element/class combination; the type required stays constant for the 48 hours the mission is available, but may change the next time the mission reappears in the rotation.
|Rat Trapper||The Dojo is becoming infested with vermin, eliminate them.||
|Cat Trapper||Cats have overrun the Dojo looking for rats, capture them all.||
|Beast Slayer||Slay the Minotaur that has been eating the local dogs.||
|Guard Duty||Earn some extra coins by loaning a Dojomon for nightly patrol.||
|VIP Escort||Escort a very important person to a very important place.||
|Search and Rescue||Find a missing local boy and bring him home safely.||
|Cleanup Crew||Earn some extra coins by cleaning in the local town.||
|Secret Admirer||Someone has been leaving love letters at the Dojo, search for hints of their source.||
|Maiden in Distress||Rescue a local woman from a dragon lair down the street||