Disc Creatures Reincarboration Information Compilation: A Creature Stat Guide

Disc Creatures Reincarboration Information Compilation: A Creature Stat Guide 1 - steamsplay.com
Disc Creatures Reincarboration Information Compilation: A Creature Stat Guide 1 - steamsplay.com

A complete guide on creature stats and Reincarboration, the game mechanic that allows you to increase creature stats outside their default growth.
 
 

What is Reincarboration?

Reincarboration is one of two ways in Disc Creatures for your creatures to gain stat points.
 
 
Unlike stats gained from increasing in level, the growth from reincarboration is fixed and the same for every creature. Stats gained from reincarboration are added to the creature’s base stats, making the creature stronger than it would normally be at its level.
 
 
 

How do I Reincarborate?

You can access reincarboration as soon as you have access to the DiscR Pro Shop in Lycium Town. Creatures must be at least level 11 to reincarborate.
 
 
To use reincarboration, you must first exchange a creature’s levels for points:
 
 

  1. Interact with the orange vending machine at the back of the DiscR Pro Shop.
  2. Select a creature of level 11 or higher.
  3. The creature’s points will increase by the first digit of its current level, to a maximum of 10.
  4. The creature’s level will be decreased by 10, to a minimum of 1.

 
Points by themselves do nothing. You must speak with Reina at the left counter to use them:
 
 

  1. Speak with Reina. Uh-huh. Hi.
  2. Select a creature that has points.
  3. To use a point, pick a stat with the left/right directions and press confirm.
  4. Use one point to boost the stat. The stat/point exchange is immediately saved.

 
A point is not removed when a stat is boosted, you simply can’t boost more times than you have points. A fully boosted creature will have 10 points.
 
 
You can undo a boost at the cost of 1 point per change. These points are removed, and will need to be regained by exchanging levels with reincarboration.
 
 
 

What do the stats do?

With the exception of “A” (for all), the letters in the stat boost menu each represent a stat. Not all stat boosts affect your creature in the same way.
 
 
Each option can be boosted up to 4 times.
 
 
HP (+10 HP per stage, max +40 HP)
 
HP is a measure of how much damage your creature can take. In general, the strength of a healing move is a function of the target’s max HP, so boosting HP will also boost healing taken.
 
 
Power (+5 P per stage, max +20 P)
 
Power is a measure of your creature’s physical strength. In general, it’s used in the damage calculation to increase the damage of Power moves and is opposed by the target’s Guard.
 
 
Guard (+5 G +2 HP per stage, max +20 G +8 HP)
 
Guard is a measure of your creature’s physical toughness. In general, it’s used in the damage calculation to reduce the damage of Power moves and is opposed by the attacker’s Power.
 
 
Mind (+5 M per stage, max +20 M)
 
Mind is a measure of your creature’s magical strength. In general, it’s used in the damage calculation to increase the damage of Mind moves and is opposed by the target’s Barrier.
 
 
Barrier (+5 B +2 HP per stage, max +20 B +8 HP)
 
Barrier is a measure of your creature’s magical toughness. In general, it’s used in the damage calculation to reduce the damage of Mind moves and is opposed by the attacker’s Barrier.
 
 
Speed (+5 S per stage, max +20 S)
 
Speed is used to determine the turn order in combat. The creature with the highest speed acts first.
 
 
Luck (+5 L per stage, max +20 L)
 
Luck is used in a number of chance-based calculations. Its effects are not clear but according to various in-game sources a creature with high luck:
 

  • Inflicts errors more often.
  • Inflicts devastating blows more often.
  • Has a higher chance of a “Lucky!” energy boost for its team.
  • Has a lower chance of an “Unlucky!” energy boost for the enemy team.

 
All Stats (+2 HP +1 to all stats per stage, max +8 HP +4 to all stats)
 
This results in a base stat gain of +6 per stage (and 2 HP) vs. the usual 5, but the gains are spread across all stats.
 
 
 

Which stats should I boost?

As with any good JRPG, the mechanics of Disc Creatures are complex and the best strategy is largely a matter of opinion, however there are some things you should consider.
 
 
With only 4 points per stat and 10 points total to allocate using reincarboration, it’s fair to say that in general, most of a creature’s stat growth will come from levels. Since base stats and level growth are fixed and based on the creature, your flexibility is limited.
 
 
It’s also fair to say that not all creatures are the same, and in fact there’s an impressive variety in the roster. Some creatures benefit a lot from some stats and not at all from others.
 
 
It’s also worth noting that every stat boost is huge at low levels, and can be considered pretty marginal at max level. It might be tempting to just dump everything into your attacking stats, but on some creatures that’s a drop in the bucket and a lot of wasted potential.
 
 
Below are some thoughts I have on things you should consider for each stat, at least for the postgame. Note that these are mostly from my own observations and may be a bit subjective.
 
 
HP
 

  • 10 HP per point is pretty big; keep in mind most creatures gain less than 5 HP per level.
  • A handful of tanky creatures break 300 HP at max level, but most creatures end up in the 200-250 range. +40HP is a huge increase.
  • I usually invest in HP for creatures that already have decent Guard and Barrier (both 120+).

 
Power
 
 
For a power-focused damage creature this may seem like a no brainer, but be sure you think about alternatives.
 

  • +5 per point is costly when power-focused creatures already get a +3/+4 pattern for most of their growth.
  • Most creatures have a variety of Power and Mind moves, but only a few viable options for each at max level. Since the Power stat is only used in the damage calculation for most Power moves, a lot of a creature’s moves gain no benefit.
  • The option becomes a lot more interesting on creatures with a lot of type variety in Power moves, or support creatures with access to a strong Power move.

 
Guard
 
 
It’s easy to dismiss the defensive stats because creatures seem super tanky in the first half of the game. Most creatures (especially the starters) have stat growth weighted towards their first 20 levels or so, creating this illusion.
 

  • +5 Guard per point is a lot to most creatures, and can make a big difference in survivability.
  • Most typical attackers are really squishy, barely breaking 100 Guard.
  • Even tanks often have only high Guard or Barrier, or just oodles of HP.
  • The bonus +2 HP doesn’t sound like a lot, but it adds up quick if you’re trying to make a creature tankier. Consider a 2H 4G 4B spread would give you +36 HP +20 Guard +20 Barrier which is a lot.
  • I usually at least dip in either Guard or Barrier, but unlike Power vs. Mind you’re not really in control of the damage types you take. Since few creatures ever reach 200 in either I don’t feel it’s ever a wasted investment.

 
Mind
 
 
For a mind-focused damage creature this may seem like a no brainer, but be sure you think about alternatives.
 

  • +5 per point is costly when mind-focused creatures already get a +3/+4 pattern for most of their growth.
  • Most creatures have a variety of Power and Mind moves, but only a few viable options for each at max level. Since the Mind stat is only used in the damage calculation for most Mind moves, a lot of a creature’s moves gain no benefit.
  • Unlike Power moves, most creatures learn Mind moves of various types or with bonus effects. Support creatures in particular often have middling Mind and access to one or two moves that make this a worthy investment.

 
Barrier
 
 
It’s easy to dismiss the defensive stats because creatures seem super tanky in the first half of the game. Most creatures (especially the starters) have stat growth weighted towards their first 20 levels or so, creating this illusion.
 

  • +5 Barrier per point is a lot to most creatures, and can make a big difference in survivability.
  • Most typical attackers are really squishy, barely breaking 100 Barrier.
  • Even tanks often have only high Guard or Barrier, or just oodles of HP.
  • The bonus +2 HP doesn’t sound like a lot, but it adds up quick if you’re trying to make a creature tankier. Consider a 2H 4G 4B spread would give you +36 HP +20 Guard +20 Barrier which is a lot.
  • I usually at least dip in either Guard or Barrier, but unlike Power vs. Mind you’re not really in control of the damage types you take. Since few creatures ever reach 200 in either I don’t feel it’s ever a wasted investment.

 
Speed
 

  • Each point of speed investment only has an effect if your opponent was within 5 Speed of moving before you.
  • In theory having +20 Speed means your creature is more likely to win the speed contest in a given encounter, but +20 is a small enough swing that it will probably only affect a dozen or so matchups in most cases.
  • There are a handful of fast attackers that get “double speed” under certain conditions, which is often an increase of 100+ speed. 20 points isn’t gonna get you to the top of anything.
  • This is still an interesting option for a creature focused on disabling opponents rather than doing damage if you can get it fast enough to go first.

 
Luck
 

  • It’s hard to measure the effects of Luck since they seem to all be random and either do or don’t trigger.
  • “Lucky!” turns are one of the few non-item ways to improve your energy management, saving you from leaving yourself vulnerable with E-charge.
  • Since “Lucky!” and “Unlucky!” turns affect the whole party, you can stack Luck on a support attacker to the whole party’s benefit.
  • The other effects of Luck feel mostly incidental, but some moves have crippling additional effects dependent on Luck.

 
All
 

  • Each point spent in All grants +2 HP and +1 to the other 6 stats, yielding the most total stats per point.
  • The obvious downside is that this is a very small increase per stat. An investment of 4 points yields only +8 HP and +4 to all other stats, roughly the equivalent of 1 or 2 levels for most creatures.
  • Since 1 point of Speed is all it takes to win the contest for turn order, this might be preferable to investing a point into +5 Speed.
  • Since not all stats are useful to all creatures, this is typically not a great investment. Consider that the same 4 points could be spread to buy +10 HP, +5 in your main attacking stat, and +5 Guard and Barrier all at once.

 
 
 

Additional thoughts

Just some additional thoughts in no particular order; I’ve done some maths and have shared them so you don’t have to.
 
 
Unlocked Moves
 
Creatures permanently unlock moves by first reaching a given level. A creature whose level is reduced by reincarboration will still have access to all its unlocked moves, though energy availability may become an issue.
 
 
Base Energy
 
On the topic of energy, a given creature’s starting energy has a base value of 10 and increases by 10 every 10th level, to a maximum of 50 for most creatures. Energy gained from e-charge and items aren’t affected by level, but a lower starting point means needing to e-charge early and leaving yourself vulnerable. Keep this in mind as you reincarborate your favorites.
 
 
Point Yields per Level
 
Although the game encourages you to reincarborate from high levels for more points/level, it’s not at all efficient because EXP costs scale sharply past level 10.
 

  • It is never worth waiting for level 50 to reincarborate; it’s at least 20k EXP / point, more if you’re not careful about waste.
  • Level 40 is worth a mention because it’s a perfect 10 points in one trip (4 + 3 + 2 + 1), but at the cost of approx 17k EXP / point. I suppose an advantage would be that you can get a feel for the creature first.
  • From level 30, it yields 3 points at about 16k EXP / point.
  • From level 20, it yields 2 points at about 7.5k EXP / point.
  • From level 11, it yields 1 point at about 5k EXP / point.

 
Therefore in terms of cost, it’s always more efficient to pay 10 levels for 1 point at a time. My suggestion would be to stockpile points before leveling, and then return to spend the points once you’ve gotten a feel for the creature’s strengths.
 
 
Meals and Chocomallows
 
The Grove Stove restaurant at the Pecan Forest Rest Stop sells meals that instantly increase the level of a creature incrementally to 5, 12, and 15. This is handy for quickly gaining the 10 levels required to reincarborate for 1 point at the cost of 12 pico each time.
 
 
The obvious downside to this is that you need to travel repeatedly between Pecan Forest Rest Stop and Lycium Town, which is time-consuming. There are a couple ways to make this more efficient:
 

  • If you’re focusing on 3 or less creatures, you can use the Lawncher service and Leapfrogs for 5 pico per round trip. Just make sure you beeline for the Grove Stove each time, since entering the DisCafe in Pecan Forest will change your return point for the Leapfrog.
  • For maximum efficiency, stockpile some Super Leapfrogs from the Pista Port DisCafe and use those instead at 7 pico per round trip. In theory if you’ve got the pico to spare you could max points for every creature in the game in only 10 trips (but it would take a while).

 
Chocomallows can also be used to speed level gain, but they always give exactly 1 level worth of EXP. That means they aren’t really efficient until level 30, and reach peak efficiency after level 40 when it takes tens of thousands of EXP for each level.
 
 
Once you’ve reached the postgame, you can purchase Chocomallows in various places at a price of 333 pico each, but because of their locations, the max wallet size, and the straight cost, this isn’t very efficient.
 
 
The more efficient way to get Chocomallows is by using the Grove Stove’s rewards program. Every time you purchase a meal at the Grove Stove, you earn 1 point. If you speak to the lady behind the rightmost counter in the Grove Stove, she will give you a tally of how many points you have, and exchange every 20 points for 1 Chocomallow. This works out to about 120 pico each on average, limited only by how many times you can level a creature to 15.
 
 
 

Thanks and closing

Thanks for reading this guide! I’ve never written one before (for a game, anyway). I hope it was useful. Please feel free to comment any improvement suggestions and I’ll do what I can.
 
 
This guide is 100% my original work, made with data I obtained firsthand from gameplay and maths I did myself. Feel free to share it anywhere, but please link back to the original if possible.
 
 
I may do a couple iterative updates to this guide to add images or short videos, but I felt that just sharing usable info should be the first step. I’d also love to do a few more guides since this game really captured me over the course of several weeks. Happy to take suggestions.
 
 
Now, go out there and level up your team. We’re uhh, really rooting for you. Yup.
 
 

Written by Patastrophic

 
 
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