Super Drill Seasons

Monster Rancher Metropolis: Monster Rancher DS Archive (DS): Monster Rancher DS: General QA: Super Drill Seasons
By GM on Friday, August 13, 2010 - 01:44 am:

Would any of you perfect guide owners be so kind as to post the
seasons where the drill boards yield the biggest gains?
Unfortunately, I don't have mine with me at present.


By Thorr on Friday, August 13, 2010 - 06:05 am:

I can only quote what THEY think is good.

Trigonon in Winter
Ugalu in Spring
Beach in Summer
Erips in Fall
Dendron in Summer
Kawrea in Fall and Spring


By Cabbage on Friday, August 13, 2010 - 05:45 pm:

I think Dendron is pretty good when in the Winter -- When you
first move, you can immediately go towards the left path. There's a
section that is a Dice -> ? -> Dice. You can just keep going back
and forth between that section and the beginning of the map in
order to build up a nice stock of dice rolls.

Kawrea in the Fall is probably the best for the 3 x 3 grid. If you play
it correctly, most spaces will give you a 50-50 chance of either
landing on a dice roll or a stat up.


By Thorr on Saturday, August 14, 2010 - 05:25 pm:

Once you get Kawrea, the game becomes EZ Mode.

1) Combine/Shrine a monster in the winter.
2) Raise it normally until 9/1
3) Drill at Kawrea for all of Fall or until you get 999 life.
4) Profit.

Once your monster has life above 750, it will pretty much roll through to class S. When you have 750+ life, you get 3 extra rolls in the drills. Getting your life up to max right at the time they enter their prime means that every Drill will be MUCH more productive.

FYI - 3x3 grid means that your favorite numbers become 1,3,5, and 4. If you are in the middle (the extra roll), then a 1 3 or 5 will get you to a positive gain. 4 will always get you back to the square you are on. If you aren't on the center, a 1 3 or 5 will get you back to the center (depending on which way you are facing, the 1 may not work). No matter what, you never need to hit the -1 Roll or the Loss squares. You can always reach a ? block instead.

The serious drawback of the super life gain is that your monster will come back Exhausted and highly stressed. This will cut its life span a few weeks. However, 3 weeks of life for 800+ Life stat is a trade I will make any day.


By Damion Cross on Monday, August 16, 2010 - 12:55 pm:

6 on that 3x3 guarantees you land on the same spot also (along with 4)

for people who don't know, the 3x3 looks like this:
random ...| negative .| negative
Stat gain | dice gain .| negative
negative .| Stat gain | Random

the only bad roll you can get is a 2 on the center (where you get random (or negative stat gain if you think random will give you negative dice))

as long as you are on a random spot, any roll will get you something good

as long as you are on a positive gain spot, any roll will get you something good

as long as you are on the dice gain spot, any roll besides a two will get you something good

(something good = stat gain or dice gain)


By Damion Cross on Tuesday, August 17, 2010 - 07:43 pm:

why is dendron good in the summer? can someone explain why all the drills good in the seasons posted....

i think everyone understands kawrea


By HappyHippo123 on Thursday, August 19, 2010 - 08:14 am:

the Def one is good in the winter because just to the left of the starting place is 2 sections with +roll tiles at the end of pathways, so you can go there get the plus and turn around and go to the other one (or back to the start) and do it all over again. As to the rest of them so far I havent noticed a significant benefit to the recommended seasons as of yet.


By marhawkman on Sunday, November 14, 2010 - 12:11 pm:

so it's LIFE that determines dice rolls! I was wondering what did that. I knew it had to be a monster stat but not which one.


By Lao Tse on Friday, December 10, 2010 - 12:48 pm:

The only downside to Dend Winter is how long it takes to get to the sweet spot. Once you're there you regularly have a 33% to 50% chance of landing on an extra roll (if you taking the upper path to the left as well, which conveniently dead-ends on an extra). The main portion of the path has no drawback squares while the side path (which you only take if you would land on an extra roll) has just a random square and a statloss square.

I'm sure what, if anything, is good with Dend Summer though.