Monster Rancher 4 Lifespans, Life Stages, and Growths
Growth Period | Rio says... |
---|---|
1st Growth/Adolescent | The way we raise 'Monster'... |
2nd Growth/Mature | 'Monster' is Mature... |
3rd Growth/Late-age | 'Monster' is pretty Old... |
4th Growth/Old | 'Monster' is becoming pretty weak... |
Lifespan Ends/Retirement | 'Monster' cannot control body... |
Here's a table for each Purebred monster's lifespan for each period. To calculate a sub-breed's lifespan, the lifespan formula is Main + Main + Sub = #, then #/3. This should be number of weeks and works at every stage.
Monster | 1st Growth | 2nd Growth | 3rd Growth | 4th Growth | Retirement | Total Weeks |
---|---|---|---|---|---|---|
Antlan | 10Mo. 3Wk. | 2Yr. 0Mo. 3Wk. | 3Yr. 2Mo. 2Wk. | 4Yr. 0 Mo. 4Wk. | 4Yr. 4Mo. 1Wk. | 208 |
Ape | 10Mo 4Wk. | 2Yr. 0Mo. 4Wk. | 3Yr. 2Mo. 4Wk. | 4Yr. 1Mo. 2Wk. | 4Yr. 4Mo. 3Wk. | 210 |
Baku | 11Mo. 2Wk. | 2Yr. 1Mo. 4Wk. | 3Yr. 4Mo. 3Wk. | 4Yr. 3Mo. 3Wk. | 4Yr. 7Mo. 1Wk. | 220 |
Beaklon | 11Mo. 1Wk. | 2Yr. 1Mo. 2Wk. | 3Yr. 3Mo. 4Wk. | 4Yr. 2Mo. 3Wk. | 4Yr. 6Mo. 1Wk. | 216 |
Dragon | 10Mo. 1Wk. | 1Yr. 11Mo. 1Wk. | 3Yr. 0Mo. 1Wk. | 3Yr. 9Mo. 4Wk. | 4Yr. 1Mo. 1Wk. | 196 |
Ducken | 10Mo. 3Wk. | 2Yr. 0Mo. 2Wk. | 3Yr. 3Mo. 4Wk. | 4Yr. 0Mo. 3Wk. | 4Yr. 4Mo. 1Wk. | 207.2 [208] |
Durahan | 11Mo. 1Wk. | 2Yr. 1Mo. 2Wk. | 3Yr. 3Mo. 4Wk. | 4Yr. 2Mo. 3Wk. | 4Yr. 6Mo. 1Wk. | 216 |
Garu | 10Mo. 3Wk. | 2Yr. 0Mo. 3Wk. | 3Yr. 2Mo. 3Wk. | 4Yr. 1Mo. 1Wk. | 4Yr. 4Mo. 3Wk. | 209.6 [210] |
Gitan | 10Mo. 1Wk. | 1Yr. 11Mo. 1Wk. | 3Yr. 0Mo. 1Wk. | 3Yr. 9Mo. 4Wk. | 4Yr. 1Mo. 1Wk. | 196 |
Golem | 11Mo. 2Wk. | 2Yr. 2Mo. 2Wk. | 3Yr. 5Mo. 2Wk. | 4Yr. 4Mo. 3Wk. | 4Yr. 8Mo. 1Wk. | 224 |
Hare | 10Mo. 3Wk. | 2Yr. 0Mo. 3Wk. | 3Yr. 2Mo. 2Wk. | 4Yr. 0Mo. 4Wk. | 4Yr. 4Mo. 1Wk. | 208 |
Henger | 10Mo. 2Wk. | 2Yr. 0Mo. 3Wk. | 3Yr. 2Mo. 2Wk. | 4Yr. 0Mo. 4Wk. | 4Yr. 4Mo. 1Wk. | 208 |
Jell | 10Mo. 2Wk. | 2Yr. 0Mo. 1Wk. | 3Yr. 1Mo. 4Wk. | 3Yr. 11Mo. 4Wk. | 4Yr. 3Mo. 1Wk. | 204 |
Joker | 8Mo. 1Wk. | 1Yr. 6Mo. 3Wk. | 2Yr. 5Mo. 2Wk. | 3Yr. 1Mo. 2Wk. | 3Yr. 4Mo. 1Wk. | 158.4 [159] |
Koropendora | 10Mo. 4Wk. | 2Yr. 0Mo. 4Wk. | 3Yr. 3Mo. 1Wk. | 4Yr. 1Mo. 3Wk. | 4Yr. 5Mo. 1Wk. | 212 |
Lesione | 10Mo. 4Wk. | 2Yr. 0Mo. 4Wk. | 3Yr. 3Mo. 1Wk. | 4Yr. 1Mo. 3Wk. | 4Yr. 5Mo. 1Wk. | 211.2 [212] |
Madillo | 10Mo. 2Wk. | 1Yr. 11Mo. 3Wk. | 3Yr. 0Mo. 4Wk. | 3Yr. 10Mo. 4Wk. | 4Yr. 2Mo. 1Wk. | 200 |
Mew | 11Mo. 1Wk. | 2Yr. 1Mo. 2Wk. | 3Yr. 3Mo. 4Wk. | 4Yr. 2Mo. 3Wk. | 4Yr. 6Mo. 1Wk. | 216 |
Mocchi | 10Mo. 3Wk. | 2Yr. 0Mo. 3Wk. | 3Yr. 2Mo. 3Wk. | 4Yr. 1Mo. 1Wk. | 4Yr. 4Mo. 3Wk. | 209.6 [210] |
Mogi | 10Mo. 2Wk. | 1Yr. 11Mo. 4Wk. | 3Yr. 1Mo. 1Wk. | 3Yr. 11Mo. 2Wk. | 4Yr. 2Mo. 3Wk. | 201.6 [202] |
Naga | 10Mo. 1Wk. | 1Yr. 11Mo. 2Wk. | 3Yr. 0Mo. 4Wk. | 3Yr. 10Mo. 3Wk. | 4Yr. 2Mo. 1Wk. | 199.2 [200] |
Ogyo | 10Mo. 4Wk. | 2Yr. 1Mo. 1Wk. | 3Yr. 3Mo. 2Wk. | 4Yr. 2Mo. 1Wk. | 4Yr. 5Mo. 3Wk. | 213.6 [214] |
Pancho | 11Mo. 2Wk. | 2Yr. 1Mo. 4Wk. | 3Yr. 4Mo. 3Wk. | 4Yr. 3Mo. 3Wk. | 4Yr. 7Mo. 1Wk. | 220 |
Phoenix | 8Mo. 1Wk. | 1Yr. 6Mo. 3Wk. | 2Yr. 5Mo. 2Wk. | 3Yr. 1Mo. 2Wk. | 3Yr. 4Mo. 1Wk. | 160 |
Pixie | 10Mo. 1Wk. | 1Yr. 11Mo. 2Wk. | 3Yr. 0Mo. 3Wk. | 3Yr. 10Mo. 3Wk. | 4Yr. 2Mo. 1Wk. | 200 |
Plant | 11Mo. 1Wk. | 2Yr. 1Mo. 2Wk. | 3Yr. 3Mo. 4Wk. | 4Yr. 2Mo. 3Wk. | 4Yr. 6Mo. 1Wk. | 216 |
Raiden | 10Mo. 4Wk. | 2Yr. 0Mo. 4Wk. | 3Yr. 3Mo. 1Wk. | 4Yr. 1Mo. 3Wk. | 4Yr. 5Mo. 1Wk. | 212 |
Rhinoroller | 10Mo. 3Wk. | 2Yr. 0Mo. 3Wk. | 3Yr. 2Mo. 3Wk. | 4Yr. 1Mo. 1Wk. | 4Yr. 4Mo. 3Wk. | 209.6 [210] |
Ripper | 10Mo. 1Wk. | 1Yr. 11Mo. 1Wk. | 3Yr. 0Mo. 1Wk. | 3Yr. 9Mo. 4Wk. | 4Yr. 1Mo. 1Wk. | 196 |
Suezo | 10Mo. 3Wk. | 2Yr. 0Mo. 2Wk. | 3Yr. 2Mo. 1Wk. | 4Yr. 0Mo. 2Wk. | 4Yr. 3Mo. 4Wk. | 206.4 [207] |
Suzurin | 10Mo. 4Wk. | 2Yr. 1Mo. 2Wk. | 3Yr. 3Mo. 3Wk. | 4Yr. 2Mo. 2Wk. | 4Yr. 5Mo. 4Wk. | 214.4 [215] |
Tiger | 10Mo. 2Wk. | 1Yr. 11Mo. 4Wk. | 3Yr. 1Mo. 1Wk. | 3Yr. 11Mo. 2Wk. | 4Yr. 2Mo. 3Wk. | 201.6 [202] |
Zan | 10Mo. 1Wk. | 1Yr. 11Mo. 1Wk. | 3Yr. 0Mo. 1Wk. | 3Yr. 9Mo. 4Wk. | 4Yr. 1Mo. 1Wk. | 196 |
Zuum | 10Mo. 4Wk. | 2Yr. 0Mo. 4Wk. | 3Yr. 3Mo. 1Wk. | 4Yr. 1Mo. 3Wk. | 4Yr. 5Mo. 1Wk. | 212 |
Life Types by Main Breed (See Monster Data to view sub-breed variations in Life Type)
Life Types | Monsters |
---|---|
Premature Weak | Pixie, Ripper |
Premature Strong | Mogi, Naga, Plant, Rhinoroller, Suezo, Tiger |
Normal | Dragon, Garu, Hare, Jell, Mocchi, Ogyo, Suzurin, Zan, Zuum |
Consistent | Ducken, Durahan, Henger, Joker, Madillo, Mew |
Late-bloomer Weak | Antlan, Beaklon, Gitan, Koropendora, Pancho, Raiden |
Late-bloomer Strong | Baku, Golem, Lesione |
Heatmap guide to life types. Darkest green indicates the best gains.

Expand explanations of the Heat Map:
- Rises fast during childhood
- Peaks just before reaching 1st Growth/Adolescence
- Drops gains until reaching 2nd Growth/Mature
- Drops gains again until it’s time to retire
- Rises pretty fast during childhood
- Peaks when it reaches 1st Growth/Adolescence
- Drops at a steady rate until it’s time to retire
- Rises at a good pace during childhood and 1st Growth/Adolescence
- Peaks halfway into 1st Growth/Adolescence
- Drops at a steady rate until it’s time to retire
- Rises at a good rate during childhood
- Will peak during 1st Growth/Adolescence, but never hit high numbers like other age types
- Consistent high gains until midway through 2rd Growth/Mature
- Steady drops into retirement
- Rises a pretty slow during childhood
- Begins to pick up pacing during 1st Growth/Adolescence.
- Peaks during 2nd Growth/Mature.
- Drops at a slow and steady rate until it’s time to retire
- Rises slowly childhood
- Begins to pick up pacing slowly during 1st Growth/Adolescence.
- Rises better during 2nd Growth/Mature and peaks during later half.
- Drops at steady rate at 3rd Growth/Late-age into until it’s time to retire
Every monster one category of food and items they will "Really Like", "Like", "Dislike", "Really Dislike", and "Hate". The table below shows how it affects them when you feed/give them one that fits the category. Food and Items NEVER raises stress! There's a bug in the game when your monster's hunger status over-prioritizes stress. Once hunger has been lowered, the game will show if it is currently stressed.
If the monster is a sub-breed of another type, it will use that sub-breed monster type for its Likes/Dislikes. If the monster is a rare/special breed, then it will usually have its own distinct set of Likes/Dislikes. If the monster is a rare/special breed, then it will usually have its own distinct set of Likes/Dislikes.
Example: Datonare (Tiger/Zuum) will not use Tiger's Interests, but instead use Zuum's Interests.
This can be very helpful if trying to maintain normal policy as often as possible! It may seem a little cruel, but your monster will have a much easier raising style in the middle
Food Interests
Really Like | Like | Dislike | Really Dislike | Hate | |
---|---|---|---|---|---|
Fullness Multiplier | 1.25x | 1.125x | 0.875x | 0.75x | 0 (Refuses Food!) |
Policy Change | 2 | 1 | -2 | -4 | 0 (Refuses Food!) |
Gift Item
Really Like | Like | Dislike | Really Dislike | Hate | |
---|---|---|---|---|---|
Policy Change | 2 | 1 | -2 | -4 | 0 (Refuses Gift!) |
Monster Temperaments
When a monster is created from the shrine or through combining, they are also given a temperament, or "personality". There are 15 different temperaments. Each one can influence the way how a monster trains (please view "Raising Monsters" section for more info). Or can influence the way how your monster fights using CPU attack types and monster compatibilities in battle. In addition, each breed can only be assigned a specific set of temperaments. Such as Zuum only having the choices of "Normal" or "Passionate" temperament, but it cannot have a "Cheerful" or "Lazy" temperament. You can view which sets of temperaments a monster can learn on the Monster Data page.
List of Temperaments | ||
---|---|---|
Brave | Lazy | Passionate |
Cheerful | Nervous | Serious |
Cool | Nice | Short Temper |
High Pride | Normal | Spoiled |
Hot Blooded | Not Serious | Timid |
Attack Types
When a monster is given the choice to fight on its own, its temperament will determine which attack type it will use against enemies AND the change to fail when attempting counters. An offensive monster may attack often, but has a high risk of failing counters compared to monsters that are more defensive. The attack type pattern is also used with enemy tournament/wild monsters. You can view the four different attack types below:
Attack Type | Used Temperaments | Description |
---|---|---|
Attack-Attack (A/A) | Hot Blooded, Short Temper, Passionate | Attacks no matter what. Even when it is ahead, it will perform skills. |
Attack-Wait (A/W) | Normal, Cool, Serious, Brave | Attacks with effort, then becomes defensive when ahead. It's behavior changes when it's ahead or behind in life. |
Wait-Attack (W/A) | Nervous, Cheerful, High Pride, Nice | Attacks with a big skill after collecting as much guts as possible. Changes behavior depending on guts. |
Wait-Wait (W/W) | Lazy, Spoiled, Not Serious, Timid | A type that concentrates on collecting guts and defending/avoiding. |
Life Gauge Difference | Player Guts Amount | Enemy Guts Amount | Player Status Condition | Time Remaining | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Player Behind | Player Ahead | Offensive State | Waiting State | Over 50 | Below 50 | Positive Status | Negative Status | Above 50 | 50 - 20 | Below 20 | |
Attack-Attack | Attack | Attack | Attack | Attack | Attack | Attack | Wait | Attack | Attack | Attack | Attack |
Attack-Wait | Wait | Attack | Attack | Attack | Attack | Attack | Wait | Attack | Attack | Attack | Attack |
Wait-Attack | Wait | Attack | Attack | Wait | Wait | Attack | Wait | Attack | Attack | Attack | Attack |
Wait-Wait | Wait | Wait | Wait | Wait | Wait | Wait | Wait | Attack | Wait | Wait | Attack |
Counter Failure | ||||
---|---|---|---|---|
Attack-Attack | 60% | 10% | 30% | 30% |
Attack-Wait | 30% | 20% | 50% | 20% |
Wait-Attack | 20% | 30% | 50% | 10% |
Wait-Wait | 10% | 60% | 30% | 0% |
Temperament Compatibility
Temperament compatibility affects how often a monster can use Team Up Skill and increases initial spirit for adventure. By having a high compatibility, it makes it easier to to form high friendships/affinities with other monsters. Gaining fame from tournaments also makes it easier to raise friendship/affinity. And finally fame can be passed down to the child to make it easier to gain friendship for the next generation!The chart below is temperament compatibility from 1st Monster using 2nd Monster as assist when building friendship gauge(hidden value in battle) to use team up attack:
1st Monster to 2nd Monster Combo | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | A | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Cool | B | 2 | 4 | 0 | 2 | 2 | 1 | 1 | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 2 |
Passionate | C | 2 | 0 | 4 | 1 | 1 | 2 | 3 | 1 | 2 | 1 | 1 | 3 | 3 | 1 | 4 |
Lazy | D | 2 | 2 | 1 | 4 | 1 | 2 | 1 | 3 | 2 | 3 | 3 | 3 | 1 | 4 | 1 |
Nervous | E | 2 | 2 | 1 | 0 | 4 | 1 | 1 | 1 | 4 | 0 | 2 | 4 | 2 | 3 | 2 |
Cheerful | F | 2 | 1 | 3 | 1 | 2 | 4 | 3 | 2 | 1 | 3 | 2 | 3 | 2 | 2 | 2 |
Short Temper | G | 2 | 1 | 4 | 0 | 2 | 3 | 4 | 0 | 2 | 1 | 2 | 3 | 4 | 2 | 3 |
Spoiled | H | 2 | 2 | 1 | 4 | 2 | 3 | 0 | 3 | 2 | 2 | 3 | 3 | 0 | 4 | 1 |
Serious | I | 2 | 1 | 2 | 1 | 2 | 1 | 1 | 1 | 4 | 0 | 2 | 4 | 2 | 3 | 3 |
Not Serious | J | 2 | 2 | 1 | 3 | 1 | 3 | 2 | 2 | 0 | 4 | 2 | 2 | 2 | 2 | 2 |
Timid | K | 2 | 2 | 0 | 4 | 2 | 1 | 0 | 4 | 2 | 2 | 4 | 1 | 0 | 4 | 2 |
High Pride | L | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 0 | 1 |
Hot Blooded | M | 2 | 2 | 3 | 2 | 2 | 2 | 2 | 1 | 2 | 2 | 0 | 3 | 4 | 0 | 2 |
Nice | N | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
Brave | O | 2 | 2 | 3 | 1 | 2 | 2 | 2 | 1 | 3 | 0 | 2 | 4 | 2 | 2 | 4 |
Value | Compatibility |
---|---|
4 | Best |
3 | Good |
2 | Okay |
1 | Bad |
0 | Worst |
Friendship & Team Up Attacks
Monsters and their partners can naturally build up the Team Up gauge over time, but certain actions can make it occur faster. Monsters that avoid attacks, successfully counter attacks, or successfully hit the opponent will shorten the time needed for Team Up to proc. Below is also a chart for a monster's friendship and how long it takes to build over time.
Friendship | Team Up Rate |
---|---|
Friends | 25 seconds |
Good Friends | 22 seconds |
Great Friends | 20 seconds |
Best Friends | 17 seconds |
Inseparable | 15 seconds |