Monsters

Each invasion begins by selecting an Acolyte to lead your squad. You may be enlist the aid of up to 4 other monsters as the game progresses by converting captured prisoners. You control where your acolyte aims, while your squad mates act on their own. Once you've unlocked the Command Post you may take control of your entire squad once you've adopted a formation.

Secondary monsters have a temperament based on the prisoner they were converted from. You acolyte always begins with their matching temperament. Secondary monsters have a -35% power reduction.

All monsters have a limited amount of life which can be depleted as heroes attack them. If a monsters life reaches 0, it becomes inactive for the current level. If all monsters are defeated, heroes will charge the Devil Stone, sacrificing themselves to damage it.

Monster Skills
Monsters begin each run with one ammo skill. This skill begins every battle fully loaded. All other active skills begin the game unloaded, and have to charge before their first use. Additional skills are learned by obtaining Dark Origins.

Monsters may have up to 3 active skills and 3 passive skills. Each active skill can have up to 3 upgrades which are obtained from captured heroes after a combat wave. Each passive skill can only have 1 upgrade. Once an active skill has 3 upgrades the monster can learn a master skill via Dark Origins which is a specialized version of the active skill. When skills can no longer be upgraded with captured heroes, they can be sacrificed which will increase damage of a random skill any a random acolyte.