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Sujimon in Like a Dragon: Infinite Wealth: from your first recruit to King and the Divine League

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Sujimon in Like a Dragon: Infinite Wealth: from your first recruit to King and the Divine League Ichiban goes to Hawaii and somehow ends up managing a competitive fighting team made up of men who absolutely should not be left unsupervised. Sujimon is ridiculous, but there is a proper battle system under the joke. This is the route through it: how to recruit and improve a team, get past each trainer-rank gate, beat the Discreet Four and King, and finish the Stadium. Boss names and Sujimon-side-story rewards are covered below. GETTING STARTED The Sujidex and the Sujimon League unlock separately. Chapter 2 introduces the enemy encyclopedia. The team-building minigame arrives in Chapter 4 through Substory 37, Choosing Your Starter, at the Anaconda Shopping Center. Finish that introduction before hunting for recruitment options. It gives you access to the League menu and the systems around it. Your starter choice is not something you need to restart the game over. More recruits are coming, and the useful question is whether your next fighter fills a hole in the team. Keep three kinds of progress separate: • Trainer Rank unlocks your next major challenge. • Individual Sujimon levels improve their stats, up to your current cap. • Awakening and evolution improve the fighter beyond simply feeding it more EXP. If every Sujimon has stopped at level 10, that is a League progression gate. More food will not get around it. If you are winning sparring matches but your Trainer Rank is not moving, that is also normal: sparring trains the fighters, while the trainers around Honolulu are the route to raising your rank. RECRUITING WITHOUT EMPTYING YOUR WALLET After some normal battles, an enemy will stay behind with a recruitment prompt. Approach them, choose a Suji Gift, time the offer, and follow the button prompt. Better gifts improve your chances, so keep the good ones for recruits you actually want. Raids give you another recruitment opportunity after you win. The fight itself uses Ichiban and the normal RPG party, not your Sujimon lineup. Check the enemy level before entering. A great collection does not make a level-60 raid safe for a low-level Ichiban. Gacha is the other main route. Basic and type-focused pulls help build a roster and supply duplicates. Japan Gacha draws from a different pool and uses Japanese Master Tickets or more money. Use the tickets earned from trainers, raids and the Stadium before turning this into a cash sink. Visit Suji Spots as you travel. Pick up available items, strengthen useful recruits and sort the roster there. Keep an eye on trainer rewards too. A fight that gives you tickets, food and a type-specific Sujimon Box can solve several problems at once. Don't throw away every duplicate. Those are upgrade materials. Equally, don't consume your only useful backup just because the Awakening menu will let you. HOW TO BUILD A TEAM THAT ACTUALLY WORKS You have six slots: three active fighters and three reserves. Start with a reliable damage dealer, enough Speed to get turns, and a healer for longer fights. Build coverage around those jobs. The type chart is small: • Blaze beats Nature. • Nature beats Frost. • Frost beats Blaze. • Light and Shadow beat each other. Light into Shadow is a damage opportunity with a risk attached. Your Light fighter is also vulnerable to the return hit. If it cannot survive that hit, a sturdy neutral matchup may work better. Speed is the stat that can make two otherwise similar teams feel completely different. The Speed of your three active Sujimon contributes to the SP gauge, which decides when your side acts. Fast reserves do not help while they are sitting on the bench. Check attack cost alongside attack power. A cheap basic attack leaves your SP gauge closer to its next turn. Sometimes that gets you another action before the opponent moves. A more expensive attack is worth it when the extra damage secures a knockout or prevents a much worse enemy turn. You can swap two Sujimon once on your turn before attacking. That can reposition your active fighters or bring someone in from reserve. Plan the swap around both the attack you want now and the frontline you are leaving exposed afterward. The central attacker can hit the entire enemy front row, with reduced damage to the side targets. An attacker on an outside position hits that side and the middle. Check the targeting lines rather than automatically putting your hardest hitter in the middle every turn. Removing one dangerous opponent is often better than leaving three opponents injured and ready to hit back. Basic attacks build MP for special moves, with favorable type matchups helping. Not every Sujimon has a special. When you use one, the roulette result changes its effectiveness: red is best, green is usable, and blue is the poor result. Keep enough MP for healing when the fight is becoming an endurance test. An offensive special is much less impressive if the whole team falls over immediately afterward. USEFUL PICKS WITHOUT A DLC TEAM Sodachi is a perfectly useful Blaze anchor while you build the collection. For healing, look at the Bummer Strummer line, which progresses through Freakalele to Strummageddon. Later, Munanugget Messiah is a strong Nature option with healing and good Speed. Scarred Yakuza is a useful fast Frost fighter. Suji Black Belt is a powerful Light attacker. Bonecleaver and Suji Delinquent are worthwhile Shadow options if you get them. These are options to build around, not a shopping list you must complete before challenging a gym. The five Kiwami Sujimon are exceptionally strong, but waiting for a lucky pull is unnecessary for the story. The legendary raid route also asks your normal party to handle level-60 enemies. Finish the next achievable challenge with the team you have instead of treating a rare recruit as a prerequisite. LEVELING, AWAKENING AND EVOLUTION Sujimunch adds EXP through Strengthen Sujimon. Sparring is convenient for training, and outdoor trainer battles advance your Trainer Rank as well. Put the food into the fighters doing useful work rather than spreading it evenly across the whole collection. Awakening fills the stars beneath a Sujimon's rarity symbol. For the standard three-star progression, the stages need one, then two, then three infusion units. That is six consumed units in total, plus the fighter you are keeping. Suitable Committee Agents can substitute for duplicates. An eligible fighter can evolve once it has three Awakening stars. Normal evolution does not require you to reach a separate experience level. Evolution can change stats and attacks, and resets the Awakening stars for the new form. Check the evolution menu because not every recruit has another form. Later Super evolutions are a separate investment with higher material requirements. Read the menu's requirement before committing your agents. The ordinary six-unit calculation is not a promise that every late-game upgrade costs the same. After beating a gym leader, speak to the Committee Agent outside the gym for the free Awakening agents. It is easy to leave after the cutscene and forget to collect them. THE LEAGUE ROUTE AND ITS LEVEL CAPS Your starting Sujimon cap is 10. The main route is Jack at Trainer Rank 10, Queen at 20, Ace at 30, Joker at 40, then King. Each of the first four wins raises the cap by ten: 20, 30, 40, then 50. Those ranks are access requirements. The team levels suggested below are preparation targets. King becomes available after Joker's storyline is complete; you do not need to grind Trainer Rank 50 just to unlock his match. 1. JACK: THE CEO OF SUJI At Rank 10, go to the Regal Jack Resort on Aloha Street by River Street. Beat the Section Chief and the Manager before challenging Jack. Use the breaks to adjust your team instead of carrying a bad matchup through the whole gym. Jack's lineup is around levels 9–10. His Light fighters include Clawmmander, Slammed Dancer and Dope Dope, with Poach Roach, Monster Heel and Dungeon Troll supplying Nature, Blaze and Shadow coverage. Bring a developed Shadow attacker for the Light-heavy team, but don't fill every slot with fragile Shadow fighters. Keep Blaze available for Poach Roach and Frost for Monster Heel. Focus down a target when you can rather than handing Jack several extra turns to work through your lineup. Winning gets the Hotel Badge and raises your cap to 20. It also unlocks the Sujimon Stadium and Ichiban's Sujimancer job. This is the first big payoff, even if you aren't planning to finish the entire League immediately. 2. QUEEN: THE QUEEN'S SUBILEE At Rank 20, head to the isolated resort at the west end of Aloha Beach. You reach it by swimming around the obstruction and returning to shore. Sara and Layla are the warm-up fights. Aim for a level-20 team. Queen is heavily weighted toward Frost, so Nature is your main answer. Jaws of Death, Captain Cruncher and Death Sentencer are important Frost threats. Dojo Master is Blaze, and Hotstepper is Light. Bring more than one useful Nature option, but keep a Frost fighter ready for Dojo Master. Leaving your whole front row as Nature gives that Blaze opponent exactly what it wants. Deal with Hotstepper when you can so its support does not stretch the battle out. The Resort Badge raises the cap to 30 and opens the next stretch of trainer and Stadium progression. 3. ACE: A TRUE GYM BATTLE At Rank 30, head to Ace's dojo on Fuji Street in Little Japan. Beat his Disciple and Captain first. Frost is particularly useful against their Blaze-heavy lineups, but keep an answer for the Nature fighters mixed in. Ace's team sits around levels 28–30 and spreads its coverage across Blaze, Nature and Light. Watch Pandora's Boxer and Dosukoi Gigantes on the Blaze side, Abstracted Defiance and Sturmworm on the Nature side, and Sparkle Juggernaut among the Light fighters. A single-type team is much less comfortable here. Use Frost against the Blaze threats, Blaze against the Nature pair, and a durable Shadow option against Light. Check the reserve row before committing your only counter to an unfavorable matchup. Win the Dojo Badge to raise the cap to 40. Yokawa and Kuraki leave temporarily for story reasons afterward. Plan your next lineup without relying on them. 4. JOKER: SODACHI'S REVENGE This section has an extra story step. At Trainer Rank 35, follow the message back to Ace's dojo. Sodachi leaves to train. Reach Rank 40, return to the dojo for the next scene, then follow the lead to Joker's warehouse near Harbor Street and the pier. Bring a healthy team around level 40 and a healer. Before Joker, you face three underling teams in succession without healing between those bouts. The opening group is around level 20; the later groups are around level 30. Blaze is useful against their Nature fighters, with Light helping against Shadow if it can take the return damage. Your team recovers before the Joker match itself, so getting through the underlings is the endurance part. Joker's six are Slycanthrope, Pleatherface, Executioner, Boomstick Banneret, Bonecleaver and Tank Commander. That gives him one Frost, two Nature and three Shadow fighters, at levels 37–40. Blaze handles the Nature pair. A tough Light attacker can punish the Shadow fighters, but keep its health in mind. Nature covers Slycanthrope. Super Sodachi is useful during this story stretch, but do not assume the special story form means every Sujimon now evolves automatically. The Underground Badge raises the cap to 50. There is also an ordinary RPG fight against Joker and his men, who are level 11. Finish the scenes afterward to unlock the champion challenge. Each of the Discreet Four also gives a Japanese Master Ticket and a bundle of Sujimunch appropriate to that stage. Use those rewards to prepare for the next cap instead of leaving them in the bag. 5. KING: ATOP THE PLATEAU Return to the Stadium through the Sujigami PC Shop in the Anaconda Shopping Center. Prepare both teams before speaking to the Committee Agent: your Sujimon for King, and your ordinary RPG party for what follows. King's roster is: • Dr. Crimson: Frost, level 48. • Judgment Spray: Blaze, level 48. • Big Endgame Hunter: Nature, level 48. • Pyromaniac: Light, level 48. • Weeping Archdemon: Shadow, level 50. • Suji Machine: Blaze, level 50. A developed level-50 lineup with all five types covered gives you room to respond. Frost earns its slot against the two Blaze fighters. Keep Blaze ready for Big Endgame Hunter, Nature for Dr. Crimson, and your Light/Shadow choices ready for the relevant targets. Suji Machine can take punishment. Don't waste your best Frost option before it arrives. Keep healing available, make swaps with the next enemy turn in mind, and finish enemies rather than spreading every attack across fresh targets. After winning, you receive the Stadium Badge, $1,000 and the Suji League Trophy. Then the game switches back to ordinary RPG combat against three level-31 Committee Agents. They are weak to Electric. This is the part that can stop an early-game run even after your Sujimon have done everything right. Finish the resolution for the Dragon Soul Bat and Sodachi becoming available as a Dondoko Island guest. The League storyline is now finished. The Stadium still has work for you if you want it. THE STADIUM: WHAT EACH LEAGUE IS FOR The Stadium opens after Jack, but its first events can already be above your current level cap. Unlocking an event does not mean you need to clear it immediately. Also, Stadium battles are for prizes and points. They do not directly award the normal Sujimon EXP and Bond gains. Sujimunch prizes can train your team afterward, which is a different thing. Don't grind the Stadium expecting it to unlock your next Trainer Rank challenge. Challenge League is a continuous fight against up to 30 enemies. Clear all 30 for Gold. Gold matters because a partial clear does not satisfy the final Divine League unlock. • Pseudotrash Challenge: opens after Jack, recommended level 20, up to 1,050 points. • Pest Challenge: opens after Queen, recommended level 30, up to 2,100 points. • Power Challenge: opens after Joker, recommended level 45, up to 6,600 points. These are your Sujimunch events. The Gold first-clear reward is 50 Super Sujimunch for Pseudotrash, 50 Hyper Sujimunch for Pest, and 50 Ultimate Sujimunch for Power. The corresponding repeat Gold rewards are 20 of those same items. Survival League runs successive trainer battles without restoring your team's health between them. A healer is particularly useful here. You need a lineup that can finish the whole run, not one that wins the opener with a single fighter barely standing. • Vs. City's Best: opens after Jack, recommended level 25, 1,200 points. Repeat reward: 10 Sujimon Gacha Tickets. • Vs. Committee Agents: opens after Queen, recommended level 30, 2,000 points. Repeat reward: 20 tickets. • Vs. Stadium's Finest: opens after Joker, recommended level 40, 2,500 points. Repeat reward: 30 tickets. The first-clear rewards are better: City's Best lists 20 regular tickets and 5 Warrior's Musk; Committee Agents lists 20 regular tickets, 5 Japanese Master Tickets and 5 Warrior's Musk; Stadium's Finest lists 30 regular tickets, 10 Japanese Master Tickets and 5 Warrior's Musk. Treat those as one-time rewards, not a repeatable source of Master Tickets. Grand League gives you a run of tougher trainer battles, with healing between bouts. • Great League: opens after Ace, recommended level 35, 4,000 points. First-clear prize: 10 Japanese Master Tickets. Repeat prize: 10 regular tickets. • Elite League: opens after King, recommended level 45, 6,000 points. First-clear prizes: 10 Japanese Master Tickets and a Legendary Warrior's Musk. Repeat prize: 20 regular tickets. • Divine League: opens after clearing every other Stadium event, including Gold in all three Challenge events. Recommended level 50, 10,000 points. First-clear prizes include 10 Japanese Master Tickets, 10 Master Suji Gifts and Legendary Warrior's Musk. Repeat prize: 25 regular tickets. ELITE AND DIVINE: THE ACTUAL ENDGAME Elite puts you against True Jack, True Queen, True Ace and True Joker. These are stronger rematches, not a quick victory lap with the same low-level teams. Bring your developed level-50 roster and keep the counters that got you through their original fights. Divine's sequence is Ralph, Spencer, Frank, True King, then Professor Morikasa, the Sujimon Sensei. The first three trainers specialize in Blaze, Frost and Nature respectively. Prepare Frost for Ralph, Nature for Spencer, and Blaze for Frank. Those teams bring the corresponding Kiwami fighter, so do not assume the opening match is free. True King has a mixed team. Morikasa's final lineup includes High Necromancer, Scarred Yakuza, Gifted Gatherer, Arminator, Munanugget Messiah and Super Sodachi. You need coverage, enough Speed to keep acting, and healing that can recover from a bad exchange. Save MP when necessary rather than spending it as soon as a special lights up. This is a sensible place to invest in stronger recruits and their upgrades. Getting through the League story and clearing every Stadium event are different finish lines. WHAT TO BUY WITH YOUR POINTS Useful exchange targets include: • Kunoichi's Sword: 70,000 points. This matters for the Kunoichi's ultimate-weapon crafting route. • Dynamite Nunchaku: 45,000 points. • Level Booster: 15,000 points. • Giant Demon Statue (Jiro) Blueprint: 8,000 points for Dondoko builders. For repeat point farming, compare the time your team takes rather than looking only at the largest payout. Power Challenge gives 6,600 points for a full clear and can be a comfortable repeat run once your team is strong. Divine pays 10,000, but asks you to beat several serious teams. The larger number is not automatically the quicker purchase. Keep Legendary Warrior's Musk for when your main party can handle the legendary raids it enables. Winning a Sujimon tournament is not proof that Ichiban is ready for that regular-combat encounter. SUJIMANCER, DONDOKO AND COMPLETION Beating Jack unlocks Sujimancer, but you still need to equip Sujimon in Ichiban's Gear menu. The job has five elemental slots. Check them when your collection improves rather than assuming the League lineup automatically supplies the right fighters. Sujimancer skills cannot be inherited by other jobs. Play it because you want to use its summons, not because you expect to move its whole skill set onto Hero later. Dondoko Farm opens when the resort reaches two stars and gives spare Sujimon another use through training and work assignments. A recruit outside the battle team can still help your island. Finally, the Sujidex is not the same checklist as the recruitable roster. Sujimon Sensei asks you to register 200 enemy types in the Sujidex. Sujimon Snag 'Em asks for 10 recruits from battle. Gacha pulls are useful for the League, but they do not replace that battle-recruitment requirement. If you are stuck, check this in order: the next story message, Trainer Rank, the current level cap, your active team's Speed, then type coverage and healing. Most walls come from one of those. Fix the thing actually blocking you, beat the next challenge, and leave the perfect collection for when you feel like collecting.

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