Items

Montabi Items & Shops

Equipment, charms, consumables, and card stickers—and where to spend your cash between battles.

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Items Hub Overview

Montabi runs live or die on what you pick up between fights. Unlike a pure deckbuilder where every power comes from cards, Mankibo layers four item types on top of your tamed Montabi decks: Equipment tied to individual fighters, Charms that buff the whole squad, Supplies you fire off freely during a turn, and Stickards that permanently rewrite specific cards. Each type shows up in different rooms on the map, and learning which shop solves which problem is what separates clean wins from trainer knockouts.

This hub is the index for every item guide on the wiki. Use it when you are planning a shopping route, comparing a charm roll at Gotcharm against a sure buy at the convenience store, or deciding whether tonight’s gold belongs on gear or on stickers.

The four item layers

Equipment occupies one slot per Montabi or Trainer and only affects whoever wears it. That makes it perfect for carrying a glass cannon or anchoring your Trainer on the back row. See Equipment guide for slot rules, vending machine odds, and when to sell outdated pieces.

Charms are passive, team-wide bonuses. Your chosen Trainer also arrives with a starting charm identity, so charm planning begins before the first battle. The dedicated Charms guide covers Gotcharm RNG, convenience store shelves, and stacking multiple effects without wasted overlap.

Supplies sit outside your deck. You can play many supplies in the same turn as long as you still have copies in your inventory—baseballs for ranged chip, mines for zone control, food for healing, energy drinks for revives, and more. Pair supply stockpiles with combat tempo in Supplies & Stickards.

Stickards are stickers bought at the Stickards shop and slapped onto individual cards. They can add Innate draw priority, extra card draw on play, Sour riders on attacks, bonus AP, and other modifiers that define entire builds. That page also explains how supplies and stickers compete for the same run budget.

Where shops fit on the map

Montabi’s roguelike map cycles familiar rooms between encounters. You will repeatedly visit:

  • Convenience store —reliable purchases of Equipment, Charms, and Supplies; also a place to sell clutter.
  • Gotcharm —random charm offers when you want passive power without browsing a full catalog.
  • Vending Machine —weighted random Equipment pulls when you need a slot filled fast.
  • Stickards —sticker inventory that reshapes deck curves and status synergies.
  • Cafe —not an item shop, but the heal-and-deck-thin stop that decides how much gold you can safely spend elsewhere.

None of these rooms replace tactical combat on the 3×3 grid, but they feed it. A movement-heavy team might skip heavy armor for cheaper Stickards that grant AP; a bleed-focused squad might prioritize charms that amplify Bleed while stocking food for long wars of attrition.

How items connect to trainers and teams

Items do not replace Montabi identities—they amplify them. A Student Trainer who cares about card draw loves Innate Stickards and charms that smooth hands; a Fighter Trainer rewards melee Equipment and supplies that control space; a Chef Trainer synergizes with healing supplies and charms that stretch HP pools. Read Trainers for passive differences, then cross-check Best teams for full compositions.

If you are unsure what to buy first on a fresh account, follow the Getting Started route, then peek at the Tier list to see which Montabi deserve premium equipment before bench warmers.

Quick shopping priorities

Early runs should prioritize deck thinning at the Cafe, one reliable Equipment piece on your carry, and a small Supply buffer before bosses. Mid-run, charms and Stickards define your win condition—status riders, extra AP, or movement tricks. Late-run, spend aggressively; unspent gold dies with the Trainer.

FAQ

Frequently Asked Questions

Quick answers to the most common Montabi questions.

What is the difference between Equipment and Charms in Montabi?

Equipment must be equipped on a specific Trainer or Montabi and only benefits that unit. Charms are passive effects that apply to your entire team once you own them.

Can I use multiple Supplies in one turn?

Yes. Supplies are consumed from inventory, not from your deck, and you can play as many copies as you have available during a single turn unless a specific item says otherwise.

Where do Stickards come from?

Buy Stickards at the Stickards shop on the run map, then attach each sticker to one card in any Montabi deck to permanently modify that card for the rest of the run.

Which shop sells everything?

No single shop sells every item type. The convenience store covers Equipment, Charms, and Supplies; Gotcharm and the Vending Machine specialize in charms and equipment rolls; Stickards has stickers only.