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Monster Rancher 1 Combining Calculator & Guide

 Check out the Tutorial!  This Monster Rancher 1 combination calculator will help you get the strongest baby possible in addition to helping you find the correct date to combine on for the result you want. Alternatively you can use this app just to see what your already-raised monsters will produce.
Enter combination name
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Enter monster name
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Compatibility:
Bad
Monster 1
Monster 2
Main
Sub
Total
Boost
Lif
Pow
Def
Ski
Spd
Int
Target Main
Target Sub
Stat
Base Stats
Starting Stats
Lif
Pow
Def
Ski
Spd
Int
Combination is not possible for the selected target monster
Combining weeks
Jan
1
2
3
4
Feb
1
2
3
4
Mar
1
2
3
4
Apr
1
2
3
4
May
1
2
3
4
Jun
1
2
3
4
Jul
1
2
3
4
Aug
1
2
3
4
Sep
1
2
3
4
Oct
1
2
3
4
Nov
1
2
3
4
Dec
1
2
3
4
Remaining lifespan
of Monster 1 on
Green weeks
Any
Remaining lifespan
of Monster 1 on
Green weeks
40-79
100-139
160-199
220-259
280-339
360-379
Remaining lifespan
of Monster 1 on
Green weeks
1-39
80-99
140-159
200-219
260-279
340-359
380-400
Remaining lifespan
of Monster 1 on
Yellow weeks
Any
Remaining lifespan
of Monster 1 on
Yellow weeks
40-79
100-139
160-199
220-259
280-339
360-379
Remaining lifespan
of Monster 1 on
Yellow weeks
1-39
80-99
140-159
200-219
260-279
340-359
380-400
Remaining lifespan
of Monster 2 on
Red weeks
Any
Remaining lifespan
of Monster 2 on
Red weeks
1-19
40-139
180-219
240-359
380-400
Remaining lifespan
of Monster 2 on
Red weeks
20-39
140-179
220-239
360-379
Remaining lifespan
of Monster 2 on
Blue weeks
Any
Remaining lifespan
of Monster 2 on
Blue weeks
1-19
40-139
180-219
240-359
380-400
Remaining lifespan
of Monster 2 on
Blue weeks
20-39
140-179
220-239
360-379

Explanations & Demonstrations

Tutorial: How to use Combining Calculator

Watch a Demo!
Click to view infographic at full size.
Monster Rancher 1 Combination Calculator explanation

 

Explanation of Combining Basics

The Type of combination (Good/OK/Bad) is set by the compatibility between the parent main breeds. This can't be adjusted.
Don't worry "Bad" isn't necessarily bad, and likewise "Good" isn't necessarily the best.
  • "Good" - The choice you want for passing down Techs.
    • Almost always will get at least some stat bonus, though most are fairly low bonus %. Maxes out at 10%.
    • Higher likelihood of inheriting parent's attacks.
  • "Bad" - For Max Stat raising this can help get you a huge head start.
    • Has the highest bonus of 30% with precision planning, though most results are 0% bonus.
    • Lower likelihood of inheriting parent's attacks.
  • "OK - A less optimal "Good" combination.
    • Slightly easier to land on the max bonus of 10% but also easier to land on 0% without planning.
    • Coin Toss for inheriting parent's attacks.

  • Stats Boosts are calculated individually per each stat. (Parent 1 stat + Parent 2 stat)/16 = some number with a Remainder. This remainder determines the row in the Compatibility chart which contains the Boost % the baby will get.
  • The boost determined by (Parent 1 stat + Parent 2 stat)* Boost %
  • The final boost % is added to the baby monster's baseline stats for the final starting monster stats
  • Breed outcome is determined by a static chance of paired outcomes on a given time of year, a check for exceptions, then a final determination based on remaining weeks of life.

Hidden Potential

Potential is one of several hidden value that determines how high your stat gains can become. Most monsters are born with 100 potential, meaning their stat gains are at face value. Going over 100 potential can make the same stat gain begin to receive higher stats from Work and Training than previous generations.
  • Fusion between 2 parents averages their current potential (rounded down to nearest whole number).
  • Additionally, "Good" fusions get +10, "OK" fusions get +5, "Bad" fusions get +3 potential added to the averaged parent's potential.
  • Potantial can reach a maximum of 150 through Fusion.
  • There is a bug in the PlayStation version if you reach 128 Potential or higher causing peak/prime training and work to fail, regardless of Seriousness value.
  • The bug is fixed in DX and you can safely reach 150 Potential.

Explanation of Tech Inheritance

Basic Inheritance:
  • If the Main breed of the Baby matches one of the Parent main breeds, it can inherit techs from the parent it matches.
  • If the Main breed of the Baby matches BOTH of the parent main breeds, then it defaults to inherit techs only from the first parent.
  • If the combination is "Good" there is a 70% chance (rolled for each tech), to inherit the tech.
  • If the combination is "OK" there is a 50% chance (rolled for each tech), to inherit the tech.
  • If the combination is "Bad" there is a 30% chance (rolled for each tech), to inherit the tech.

Notations:

  • It is possible to avoid low level techs if it fails the roll/check when it attempts to inherit the tech.
  • Tech inheritance can be re-rolled until you are happy with the results.

Exceptions:
There are very rare exceptions involving Dino breed, but understanding the translation from the JP Wiki has been difficult. If it is appropriately translated it will be added here.

Explanation of Stat Inheritance

  • Determine from the chart below if the compatibility is Good, OK or Bad by matching up the 2 monsters you plan to combine.
  • For each Stat (LIF, POW etc.), Add both parent's Stats and then divide by 16, and Note the Remainder (as in long division remainder) for each Stat.
      Example:
    • Add both Parents LIF together, then divide by 16 and note the remainder.
    • Add both Parents POW together, then divide by 16 and note the remainder.
    • And so on, until you've done this for each stat.
  • For each stat, use the Combination chart to match the Remainder (0 to 15) and the Compatibility Column (Good/OK/Bad) to determine how much of each combined parent's Stat value will carry over to the baby.

Compatibility Chart

Breed Type

Type A B C D E F
Dino, Magic, Doodle A × O O O O O
Worm, Plant, Ape B O × O
Golem, Hare, Naga, Dragon C O O ×
Jell, Monol, Disk D O × ×
Tiger, Henger, Nya, Ghost E O × ×
Pixie, Suezo, Gali F O O × × ×

Choose Horizontally first, then vertically

Compatibility Explanation

  • is Good
  • O is OK
  • × is Bad
Examples:
Types B with Types E are Good
Types F with Types A are OK
Types A with Types A are Bad

Combination Bonuses

Each parent's individual stat are
added together, then ÷ by 16.
The remainder determines the
bonus % of stats passed to the baby.

Remainder Compatibility
Good OK Bad
0  0%  0%  0%
1  1%  0%  0%
2  2%  0%  0%
3  3%  0%  0%
4  4%  0%  0%
5  4%  0%  0%
6  5%  2%  0%
7  5%  2%  0%
8  5%  4%  0%
9  5%  4%  0%
10  6%  6%  0%
11  6%  6%  0%
12  7%  10%  0%
13  8%  10%  0%
14  9%  10%  10%
15  10%  10%  30%

Example Calculating a stat

  1. Let's say you have a Jell (Type D) with 483 LIF, and a Gali (Type F) with 300 LIF
  2. Line these up on the Compatibility Chart and this looks to be a "Bad" combination.
  3. Next add the LIF stat together of both monsters, which is 783
  4. Next Divide 783 by 16 with long division, and you'll have a remainder of 15.
  5. Using the Combination chart, Match "Bad" with Remainder 15 and you'll land on 30%
- 30% of the combined 783 LIF of the parents is 234.
- The Baby's LIF will start with an additional 234 LIF onto the base stat.

Explanation of Baby Monster Breed outcome

This section explains why you get a certain result from combination. It is the result of several factors like the Week, the month, remaining lifespan, unlockable breeds, and combination items.
We'll use the following steps to make the determination:

A: Narrow down all combination possibilities to 2 possibilities, by Month and Week.
B: Factor in exceptions.
C: Determine final result based on remaining Lifespan.

Step A: Use the table to line up the Month to the Week to the current Month/Week you are combining on. That intersection indicates 2 possible combination results.
  • Monster 1 is AB: (Main: A, Sub: B)
  • Monster 2 is CD: (Main: C, Sub: D)
  • The intersect narrows it down to two possibilities from Main/Subs of the parents.
Week1234
Month
JanCA/CB AC/AD AC/AD AC/AD
FebCA/CB AC/AD DA/DB BC/BD
MarCA/CB AC/AD CA/CB CA/CB
AprAC/AD AC/AD AC/AD DA/DB
MayAC/AD CA/CB AC/AD CA/CB
JunDA/DB BC/BD AC/AD BC/BD
JulCA/CB CA/CB AC/AD BC/BD
AugCA/CB AC/AD CA/CB BC/BD
SepDA/DB AC/AD BC/BD BC/BD
OctAC/AD AC/AD CA/CB CA/CB
NovAC/AD BC/BD AC/AD DA/DB
DecCA/CB AC/AD AC/AD DA/DB

If Monster 1 is Pixie(A)/Hare(B) and Monster 2 is Worm(C)/Tiger(D), and it's July week 4, the result will be either: Hare/Worm(BC) or Hare/Tiger(BD).

Step B: Exceptions and Unlocks.
  1. Special combination using items or events monsters will override typical combining results (Ape, Doodle, Dragon, Ghost, Henger, Magic, Nya) etc.

  2. If the results from Step A is a special breed (the ones that have to be unlocked), the remaining lifespan will be used only if this main breed has both subs in Step A.
  3. If one of the subs is invalid, the combination result is the remaining option.
  4. If the main has neither sub (including pure breeds):
    - AC/AD is AB
    - CA/CB is CD
    - BC/BD is BB
    - DA/DB is DD
Example 1:
- Tiger(A)/Gali(B) combined with Dragon(C)/???(D) (Moo) on Jan 1
- The result is CA/CB (Dragon/Tiger or Dragon/Gali)
- Dragon/Tiger is invalid, but Dragon/Gali is valid, so the result is Dragon/Gali by default
Example 2:
- Dragon(A)/Monol(B) combined with Disk(C)/Disk(D) on Jan 1
- The result is CA/CB (Disk/Dragon or Disk/Monol)
- There's no Disk/Dragon or Disk/Monol. The result can't be CA or CB, so this triggers the last condition in the 4th bullet: "CA/CB is CD", so the result is Disk(C)/Disk(D).

In Step B, if the exception applies for your combination, then you would not need to refer to Step C since your monster will already be determined.

Step C: Final Results
  • The remaining life of "CD (Monster 2)" affects the "AC/AD" or "BC/BD" patterns.
  • The remaining life of "AB (Monster 1)" affects the "CA/CB" or "DA/DB" patterns.
Remaining LifespanMonster 2 (CD)Monster 1 (AB)
AC/ADBC/BDCA/CBDA/DB
Range 1Range 2CDCDABAB
1-19200-219ACACBCBCCBCBDBDB
20-39220-239ADADBDBDCBCADBDA
40-59240-259ACACBCBCCACADADA
60-79260-279ACACBCBCCACBDADB
80-99280-299ACACBCBCCBCADBDA
100-119300-319ACACBCBCCACADADA
120-139320-339ACACBCBCCACADADA
140-159340-359ADACBDBCCBCBDBDB
160-179360-379ADADBDBDCACADADA
180-199380-400ACACBCBCCACBDADB

Continuing the example from Step A; Our results are either Hare/Worm(BC) or Hare/Tiger(BD), which means using the Second column and "CD" (Parent Monster 2)'s remaining lifespan.
- If the remaining lifespan of Monster 2 was 140-159 weeks, the Baby monster will be Hare/Tiger(BD)
- If the remaining lifespan of Monster 2 was 340-359 weeks, the Baby monster will be Hare/Worm(BC)

 

Credits to JP Wiki, Teawch, MonsterFenrick
This page was last modified: September 10 2024
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