
Battle Mammoth Review
Battle Mammoths are basically HP monsters but some element types can go for damage while being tanky. Some of their skills rely on their HP so it is important that they have lots of Health.
We will go along each element and check out their skills and try to build runes for them. Btw, he is a 3-star monster.

Battle Mammoth (Fire)
Type : HP
Awakened Name : Granite
Awakened bonus: Leader Skill: Increases the Defense of ally monsters with Fire attribute by 30%.
Obtainable from : Social Summon, Unknown/Mystic Scroll, Summoning Stones.
Skills:
>Battle Charge< - Charges towards the enemy to inflict damage and provokes for 1 turn with a 50% chance.
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Lv.2 Harmful Effect Rate +10%
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Lv.3 Damage +10%
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Lv.4 Harmful Effect Rate +10%
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Lv.5 Damage +10%
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Lv.6 Harmful Effect Rate +10%
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Lv.7 Damage +10
>Battle Stomp< - Stomps to attack all enemies and decreases the attack gauge by 25% with a 50% chance. The damage is proportionate to my MAX HP. (Reusuable in 4 turn(s)
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Lv.2 Damage +10%
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Lv.3 Harmful Effect Rate +10%
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Lv.4 Damage +10%
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Lv.5 Harmful Effect Rate +10%
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Lv.6 Cooltime Turn -1
>Enter Battlefield< - Attacks with another ally and weakens the defense for 2 turns with a 75% chance. The damage is proportionate to my MAX HP. (Reusuable in 4 turn(s)
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Lv.2 Damage +10%
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Lv.3 Harmful Effect Rate +10%
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Lv.4 Damage +10%
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Lv.5 Harmful Effect Rate +15%
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Lv.6 Cooltime Turn -1
Ok so, provoke is always good to have for a tanker. Battle stomp relies its damage on the mammoth's HP so it's good to build him energy runes. The atb (attack bar/gauge) is ok-ish. The skill when maxed is a 3-turn CD so its not gonna be that useful. Enter Battlefield is nice. I don't know how this works coz i don't have him, but if he attacks first before his ally he can put that defense break before his ally attacks dealing more damage. Again the damage is based from HP so energy energy energy.
As for the runes, we can all agree to build him all energy runes, hp% on 2,4,6 slots. Can also put Spd stat on slot 2 to give him more turns to use his skills. His stats are average except his HP, coz he's an HP monster lol. Arena wise though, i don't think he can fight against high lvl ranking players.

Battle Mammoth (Water)
Type : HP
Awakened Name : Talc
Awakened bonus : Leader Skill: Increases the Defense of ally monsters with Water attribute by 30%.
Obtainable from : Social Summon, Unknown/Mystic Scroll, Summoning Stones.
Skills:
>Battle Charge< - Base skill.
>Polar Roar< - Recovers the HP of all allies with an energizing roar and increases the defense for 2 turns. The recovery amount is proportionate to my MAX HP. (Reusuable in 4 turn(s)
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Lv.2 Recovery +10%
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Lv.3 Recovery +10%
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Lv.4 Cooltime Turn -1
>Trained Skin< (Passive): Decreases the inflicted damage by half if the damage is less than 20% of my MAX HP. [Automatic Effect]
Ok so, this one looks better than the fire mammoth. Skill 1 is same thing. His Polar Roar heals based from his HP which is awesome coz he is an HP monster, and on top of that, he puts defense buff on ur team. Trained Skin is a passive skill, it halves the damage he receives if the damage dealt is less 20% of his HP. This seems to be kind of hard to get despite him being an HP monster, because attack monsters will damage him quite more than 20% especially win ones. It's good against fire tho coz he will take advantage of the glancing hits. But theres a way to make it possible (i hope). Team him up with darion, cast a defense buff and viola, lesser damage. Can also use darions attack break to lessen the attacker's damage.
As for rune build, all energy sets with all Hp% on slot 2,4,6. His stats are a bit better than fire mammoth but lower hp. Arena wise, he can be useful for arena defense especially.

Battle Mammoth (Wind)
Type : Defense
Awakened Name : Olivine
Awakened bonus : Leader Skill: Increases the Defense of ally monsters with Wind attribute by 30%.
Obtainable From : Social Summon, Unknown/Mystic Scroll, Summoning Stones.
Skills:
>Battle Charge< - Base skill.
>Battle Stomp< - Same as Fire Mammoth
>Echo of Earth< - Increases the attack gauge of all allies by 40% and removes all harmful effects. (Reusuable in 5 turn(s)
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Lv.2 Cooltime Turn -1
Ok so, all first skills are basic skill. His second one is the same as the fire one. Not that good but not bad either. His third skill is somewhat the same as konamiya's (water garuda) but he increases the team's atb instead of healing them. This can be good since atb are very impt in the game in my opinion. It gives that extra boost for ur next turn. It's especially important for the first turn of the battle cause thats what mostly decides the outcome of the match. This means that we can rune him with speed, swift runes with energy spd, hp%, hp% on slot 2,4,6. If u dont have good monsters yet especially wind monsters, he can be good as ur temporary monster. One more rune build that's possible for this one is violent/energy with the same stats. That way he can use his 3rd skill more often and it just might be the one u need to win a battle.Arena wise, it depends. His def stat is decent.

Battle Mammoth (Light)
Type : HP
Awakened Name : Marble
Awakened bonus : Leader Skill: Increases the Defense of ally monsters with Light attribute by 30%.
Obtainable from : Social Summon, Unknown/Mystic Scroll, Summoning Stones.
Skills:
>Battle Charge< - Basic Skill.
>Battle Stomp< - Same as fire and wind mammoth.
>Heavy Impact< - Inflicts great damage by crashing into the enemy. The damage is proportionate to my MAX HP and the enemy's MAX HP. (Reusuable in 4 turn(s)
Ok so, we've discussed Battle Charge and Battle Stomp already. His third skill Heavy Impact feels like a heavy damage. It utilizes two monster's HP which can bring down heavy damage. All skills are HP based so again, all energy with HP% on slot 2,4,6. I do not know how strong his 3rd skill is, but if it is then he could be good against high lvl tier players because they will have monsters with crazy HP, like Arnold, Rina etc. His stats are better compared to his other element buddies.

Battle Mammoth (Dark)
Type : Defense
Awakened Name : Basalt
Awakened bonus : Leader Skill: Increases the Defense of ally monsters with Dark attribute by 30%.
Obtainable from : Social Summon, Unknown/Mystic Scroll, Summoning Stones.
Skills:
>Battle Charge< - Basic Skill.
>Polar Roar< - Same as water mammoth.
>Hell Stomp< - Inflicts damage to all enemies proportionate to my defense and decreases the attack gauge by 35%. (Reusuable in 4 turn(s)
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Lv.2 Damage +5%
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Lv.3 Damage +10%
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Lv.4 Damage + 10%
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Lv.5 Cooltime Turn -1
Ok so, this one is a mixture of HP and defense. He has the least HP of all mammoths but he has the best defense. His third skill utilizes his defense for damage which is great since this one can take advantage from his 2nd skill. Not to mention a decrease in enemies' atb. Rune this one with Energy Guard Guard with Hp% Def% Def% for damage and Hp% Hp% Def% for more tankiness. Arena wise, he might not be what u expect him to be. Defense break can ruin this guy.
Hey guys, you liked the review? I hope so lol, anyways i will be reviewing more monsters soon so let's look forward to that. XD thanks for checking in.