Montabi Starter Picker
Shortlist starter Montabi lines before the game offers its random trio.
Every Montabi expedition begins with the same tense ritual: after you choose a Trainer, the game shows three random starters from your unlocked roster. There are 22 starter lines in total, each with its own deck identity and evolutions at level 5 and level 10. You cannot force a specific Montabi into that trio, but you can decide which lines are worth building your account around—and which ones you should grab when RNG finally smiles.
This starter picker tool turns vague advice (“pick something with movement— into a shortlist tied to how you actually play. It does not replace reading Getting Started or checking the Tier list, but it saves you from rerolling the first hour because you drafted a line that hates your Student repositioning or your Chef Flavor plan.
How the draft works in Montabi
Starters are not free picks from the full roster. Each run samples three options from what you have unlocked through progression and biscuit taming. That means your long-term goal is twofold: widen the pool with unlocks, and recognize which lines synergize with your leader when they appear together. If you only remember one rule for launch week on Steam, Xbox, or Switch, remember this: Trainer death ends the run, so starters that stabilize the grid often beat flashy glass cannons until you know boss patterns.
Evolutions matter. A starter that feels mid in the first two fights can spike once its deck rewrites at level 5; some fall off if you skip card rewards or arrive at the Cafe with a bloated hand. The picker biases toward lines that stay coherent across those breakpoints, not just turn-one damage.
What the prompts measure
The interactive section below asks about priorities you can honestly answer even on run one:
- Safety vs tempo —Do you need front-line bulk while your Trainer stays back?
- Status and setup —Are you happy applying bleed, poison, or debuffs before bursting?
- Movement and control —Do you want to shove enemies across rows for column attacks?
- Scaling —Will you thin at the Cafe and invest Stickards from Items shops?
None of these questions assume you have every Montabi unlocked. They translate playstyle into archetypes the wiki documents elsewhere—movement teams in Builds, bleed pairs in tier write-ups, defensive Student routes in Trainers.
Starter style picker
Pick the playstyle you want on turn one. Your three offered starters are random from unlocks, so use this as a shortlist.
Suggested focus:
Using results on a real run
When the tool returns a shortlist, treat it as a shopping list, not a command. On the draft screen, pick the intersection between the shortlist and your three offered Montabi. If none match, ask which option keeps your Trainer alive for the next two nodes—that is often the correct “off-meta—pick.
Between runs, use the shortlist to guide biscuit targets on the map. Taming a wild Montabi that fits your planned archetype matters more than taming a rare name you will bench. Pair that habit with the Team planner once you know which leader you are maining for rank unlocks.
Trainer pairing cheat sheet (high level)
Student rewards lines that appreciate repositioning—mobile fighters that can escape threatened columns after you spend AP moving them. Fighter wants starters that can hold or press the front while she builds Resonance. Chef loves lines whose cards care about Flavor tags, because leader passives amplify swingy turns. If you are still on Student during rank progression, bias the picker toward forgiving kits; when Fighter and Chef unlock, rerun the tool with the same honest answers and notice how the shortlist shifts.
Common launch-week mistakes
Players often pick the highest damage starter without a plan for Trainer HP. They skip Cafe thinning because a deck “still works,—then brick against elites. They ignore evolution timing and wonder why a line “falls off—after level 5. They also tame every wild Montabi, then cannot afford a key charm at Gotcharm. The picker cannot fix economy mistakes, but aligning starters with a role—tank, setup, finisher—makes those mistakes obvious faster.
Where to read deeper
After you shortlist lines here, read the Guides hub for combat fundamentals, the Trainers hub for leader kits, and the Review page for launch impressions including embedded gameplay. Patch notes land on Updates; if a starter’s card text changes, rerun the tool and adjust your biscuit routes.
Montabi is single-player roguelike deckbuilding with creature-collector flavor from Mankibo and Akupara Games. The starter picker exists so your first ten runs teach synergy instead of frustration—then the grid teaches you the rest.
Frequently Asked Questions
Quick answers to the most common Montabi questions.
Can the starter picker show all 22 Montabi lines at once?
No. It returns a focused shortlist based on your answers. Use the Tier list hub for a full roster view and unlock tracking on your save.
Why did my run offer none of the suggested starters?
Each run only shows three random options from your unlocked pool. Keep widening unlocks and pick the best overlap when the shortlist partially matches.
Should beginners use Student with the picker?
Yes. Student is available from run one and forgiving for learning repositioning. Run the picker with safety-weighted answers until Fighter or Chef unlock.
Does evolution level change starter value?
Absolutely. Level 5 and level 10 evolutions rewrite decks. Favor lines that stay coherent after those spikes, not just strong opening hands.