Talk:Mamatoto:Chapters/@comment-30776383-20170208060848/@comment-27031093-20170208182137

It really depends on which commander you use, actually.

Characters like Stourin and Murat can deploy a bunch of Kids at once with stats comparable to their own, while others like Rick can only deploy a few and with lowered stats. This pretty drastically impacts how you should play them. Fightan are vital for Stourin, for example, but close to useless for Rick.

If your character has a high commanding ability, chances are their ability to kill a large number of enemies at once its limited, so you'll want plenty of Fightans backing them up so that they'll be able to cover the area that your commander can't reach.

If your character has a low commanding ability, chances are they're individually really strong and have a special move that can kill several enemies in one shot, in which case it's better to have them be supported by either the non-combatant Kids like Cheer or Wapwap, or the single use-high damage Kids like Wiz or Ichokku so that you can destroy as many enemies as you can in a single turn.

Basically, if your character has high commanding but a special move with limited range, your combat strategy should involve blocking and gradually wearing down the enemy's forces with an army of Fightan. Playing defensively, in other words. If your character has low commanding but an insane special move, your strategy should consist of taking out as many enemies you can as quickly as possible, or, more simply, playing offensively.

You can also grind in the Monster World for forever between chapters, which both levels up your commanders (and your Kids by proxy), but also gets you more cards so that you'll be able to summon more Kids during chapters. I'd advise against using many Kids in the Monster World, though, since it's sort of counter-intuitive to why you're there in the first place (to increase your forces and strengthen your commanders). Occasionally you'll run into a super boss like Gunagan, but you can just flee from them when that happens and resume grinding.

The lower the average level of your commanders is by the end of the game gets you a higher rank during the ending, but all that does is get you one of three different CGs of either Nanas and Kakaro, the Kids or the commanders all posing together, so it really doesn't matter. I'd advise against doing this on a first run, since, while it's pretty doable in general, the last chapter becomes pretty brutal if your characters are all low levels.

Mamatoto is a pretty easy game overall. There's some strategy to it, especially if you avoid grinding, but there are so many safety nets (being able to grind infinitely, having your non-active commanders defend the heart) that you could honestly play through most of the game without thinking very hard at all.