Catch a Monster Scripts & Game Mechanics

Understand the Roblox Catch a Monster game mechanics, formulas, and community scripts

Educational Purpose Only

These scripts and formulas are shared for educational purposes to help players understand game mechanics. Do not use third-party scripts or exploits in Roblox games as it violates Roblox Terms of Service.

⚠️ Use At Your Own Risk

Third-party scripts may violate Roblox Terms of Service and could result in account bans. We do not endorse or guarantee the safety of any scripts listed below. Use them at your own discretion.

Catch A Monster Script #1

Auto Farm, Auto Catch, and various automation features.

loadstring(game:HttpGet("https://raw.githubusercontent.com/gumanba/Scripts/main/CatchaMonster"))()

Catch A Monster Script #2

Alternative script with Auto Farm and Auto Catch features.

loadstring(game:HttpGet("https://raw.githubusercontent.com/NatsumeMikuX/CatchaMonster/refs/heads/main/Main.lua"))()

Catch A Monster Infinity Script

Auto Farm, Auto Catch, Auto Quest - Undetected features.

_G.Settings = {}
loadstring(game:HttpGet('https://raw.githubusercontent.com/Nicuse101/CustomScripts/refs/heads/master/GrowAGarden', true))()

Catch A Monster Mobile Script

Auto Collect, Auto Bubble, Auto Sell - Mobile compatible.

loadstring(game:HttpGet("https://pastebin.com/raw/BKYPXiU8"))()

Catch A Monster Infinity Mobile Script

Auto Farm, Auto Catch, Auto Sell - Mobile compatible.

loadstring(game:HttpGet("https://pastebin.com/raw/XnHpQuLe"))()

Catch A Monster Free GUI

Auto Farm, Auto Click, Auto Sell with GUI interface.

loadstring(game:HttpGet("https://nicuse.xyz/MainHub.lua"))()

Catch A Monster Xeno Script (No Key)

Auto Farm, Auto Catch, Teleport - No key required.

loadstring(game:HttpGet("https://raw.githubusercontent.com/MIKEDRIPZOWSKU/test/refs/heads/main/SmorgsHubBGSI.lua", true))()

Catch A Monster BGSI Script

Auto Bubble, Auto Hatch Eggs, Auto Farm features.

loadstring(game:HttpGet('https://raw.githubusercontent.com/rybowe/rybowescripts/main/release.lua'))()

Catch A Monster Best Auto Farm Script

Auto Farm, Auto Hatch, Auto Catch - Popular community script.

loadstring(game:HttpGet('https://raw.githubusercontent.com/rybowe/rybowescripts/main/release.lua'))()

Game Mechanics & Formulas

Understanding how Catch a Monster works under the hood.

Damage Calculation

The base damage formula in Catch a Monster takes into account attack stats, type advantages, and grade modifiers.

-- Damage Calculation Formula
local function calculateDamage(attacker, defender)
    local baseDamage = attacker.attack
    local typeMultiplier = getTypeMultiplier(attacker.type, defender.type)
    local gradeBonus = getGradeBonus(attacker.grade)
    
    local finalDamage = baseDamage * typeMultiplier * gradeBonus
    
    -- Random variance (±10%)
    local variance = 0.9 + (math.random() * 0.2)
    finalDamage = finalDamage * variance
    
    return math.floor(finalDamage)
end

-- Type Multipliers
-- Super Effective: 1.5x
-- Not Very Effective: 0.5x
-- Normal: 1.0x

Type Advantage Matrix

Understanding type matchups is crucial for effective battling.

-- Type Advantage System
local typeChart = {
    Fire = {
        strongAgainst = {"Grass", "Ice"},
        weakAgainst = {"Water", "Rock"}
    },
    Water = {
        strongAgainst = {"Fire", "Rock"},
        weakAgainst = {"Grass", "Electric"}
    },
    Grass = {
        strongAgainst = {"Water", "Rock"},
        weakAgainst = {"Fire", "Ice", "Flying"}
    },
    Electric = {
        strongAgainst = {"Water", "Flying"},
        weakAgainst = {"Ground"}
    },
    Normal = {
        strongAgainst = {},
        weakAgainst = {}
    }
}

local function getTypeMultiplier(attackerType, defenderType)
    local chart = typeChart[attackerType]
    if table.find(chart.strongAgainst, defenderType) then
        return 1.5 -- Super effective
    elseif table.find(chart.weakAgainst, defenderType) then
        return 0.5 -- Not very effective
    end
    return 1.0 -- Normal damage
end

Grade Bonus System

Higher grade monsters have better base stats and multipliers.

-- Grade Stat Multipliers
local gradeMultipliers = {
    E = 1.0,    -- Base stats
    D = 1.15,   -- +15% stats
    C = 1.30,   -- +30% stats
    B = 1.50,   -- +50% stats
    A = 1.75,   -- +75% stats
    S = 2.00,   -- +100% stats (2x)
    SS = 2.50   -- +150% stats (2.5x)
}

local function getGradeBonus(grade)
    return gradeMultipliers[grade] or 1.0
end

-- Example: SS grade monster has 2.5x the base stats
-- A level 1 SS Wattoad would have stats equivalent to
-- a much higher level E grade Wattoad

XP & Leveling System

Experience points are gained through battles. The amount varies based on enemy level and type.

-- XP Calculation
local function calculateXP(defeatedMonster, playerMonster)
    local baseXP = defeatedMonster.baseXPValue
    local levelDiff = defeatedMonster.level - playerMonster.level
    
    -- Level difference bonus/penalty
    local levelMod = 1 + (levelDiff * 0.1)
    levelMod = math.clamp(levelMod, 0.5, 2.0)
    
    -- 2x XP gamepass check
    if player:HasGamepass("2xXP") then
        levelMod = levelMod * 2
    end
    
    return math.floor(baseXP * levelMod)
end

-- XP Required for Level Up
local function xpToNextLevel(currentLevel)
    -- Exponential growth formula
    return math.floor(100 * (currentLevel ^ 1.5))
end

-- Level 1 → 2: 100 XP
-- Level 10 → 11: ~316 XP
-- Level 50 → 51: ~3,535 XP

Fusion Mechanics

The fusion system combines 5 monsters of the same type and grade into a higher grade version.

-- Fusion System Logic
local FUSION_REQUIREMENT = 5

local gradeOrder = {"E", "D", "C", "B", "A", "S", "SS"}

local function canFuse(monsters)
    if #monsters ~= FUSION_REQUIREMENT then
        return false, "Need exactly 5 monsters"
    end
    
    local firstType = monsters[1].type
    local firstGrade = monsters[1].grade
    
    for _, monster in ipairs(monsters) do
        if monster.type ~= firstType then
            return false, "All monsters must be same type"
        end
        if monster.grade ~= firstGrade then
            return false, "All monsters must be same grade"
        end
    end
    
    -- Check if already max grade
    if firstGrade == "SS" then
        return false, "Cannot fuse SS grade monsters"
    end
    
    return true
end

local function fuseMonsters(monsters)
    local baseMonster = monsters[1]
    local currentGradeIndex = table.find(gradeOrder, baseMonster.grade)
    local newGrade = gradeOrder[currentGradeIndex + 1]
    
    -- Create new monster with upgraded grade
    local fusedMonster = {
        type = baseMonster.type,
        grade = newGrade,
        level = 1, -- Reset to level 1
        -- Stats recalculated based on new grade
    }
    
    return fusedMonster
end

Catch Rate Formula

Once defeated, monsters have a 100% catch rate. The grade of the caught monster is determined at spawn.

-- Grade Spawn Rates (estimated)
local gradeSpawnRates = {
    E = 0.40,   -- 40% chance
    D = 0.25,   -- 25% chance
    C = 0.18,   -- 18% chance
    B = 0.10,   -- 10% chance
    A = 0.05,   -- 5% chance
    S = 0.018,  -- 1.8% chance
    SS = 0.002  -- 0.2% chance
}

local function determineSpawnGrade()
    local roll = math.random()
    local cumulative = 0
    
    for grade, rate in pairs(gradeSpawnRates) do
        cumulative = cumulative + rate
        if roll <= cumulative then
            return grade
        end
    end
    
    return "E" -- Default
end

-- Note: Actual rates may vary
-- Some areas may have modified rates