This page was last modified: December 30 2024
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Ultra Kaiju Monster Rancher Tech List
All techniques (attacks) for all Kaijus, where to get them, and requirements to learn! Attacks are divided into 6 categories: UKMR includes the traditional Hit, Crit, Heavy, Wither, and Special, along with a new Support type.Choose a monster:
Learning new attacks
- The Qualify Threshold value is found in the Tech Tables for a specific Technique's threshold to learn (Last column).
Appears when you Qualify (for a chance) to learn a tech with a particular Trainer.
- Learning the new technique is determined by the final % chance after the 4th week completes. (It does not appear to check every week).
- The Kaiju MUST have met a qualifier before beginning the Errantry to have a chance to acquire a Tech. (The kaiju won't qualify on the current Errantry if raised stats meet the threshold half way through)
- Lowest Chance to learn: This happens when your Loyalty + Attack Stat + Trainer's Pref. Stat meets/exceeds the Tech's Qualify Threshold.
- Increase chance to learn: Holly's message changes, and % chance is increase, by raising the Trainer's preferred stat over the Qualifying Threshold by 300-800 points.


Qualify to learn new Technique: Loyalty + Attack Stat + Trainer's Pref. Stat >= Tech's Qualify Threshold | |||
Holly's Message | Learning Threshold | Charm Bonus | Base % to Learn |
---|---|---|---|
![]() | Qualify Threshold +0 | QT(-50) | 0% |
Holly Message Display and % to learn changes with: Trainer's Preferred Stat >= Learning Threshold | |||
![]() | Qualify Threshold +0 | QT(-50) | 0% |
![]() | Qualify Threshold +300 | QT(+250) | 30% |
![]() | Qualify Threshold +500 | QT(+450) | 50% |
![]() | Qualify Threshold +800 | QT(+750 | 80% |
Bonuses/Penalties to Learning
Adjustment Description | Notes |
---|---|
15% for each Super Success during each Errantry week (Applied each week and is Additive.) | Separate addition to that of the base% |
10% for each Success during each Errantry week (Applied each week and is Additive.) | Separate addition to that of the base% |
1% for every 10 Trainer Preferred Stat above the Learning Threshold (Additive at end of Errantry.) | Only adjusts the Base% to learn |
-1% for every 10 Trainer Preferred Stat below the Learning Threshold (Additive at end of Errantry.) | Only adjusts the Base% to learn. Cannot lower to less than 0% |

- Save prior to sending to Errantry.
- If you don't get the tech, reload then try progressing 1, 2, 3 weeks etc. from the original save point, waiting 1 week extra before trying again each time.
- If you reload from the "AUTO" save before the expedition is done, but after discovering you did not get a tech, should load without resetting the decremented value, at least unless it reached 0.
Rotating Locations: Learning attacks is Trainer Specific. The location itself does not matter outside of the raised stats and bonus.
- +10 points to Primary and Secondary stats for Super Success.
- +10 points to the Primary or Secondary stats, if stat matches the Trainer's preferred stat.
Week | Stress | Fatigue |
---|---|---|
1 | 1~5 | 8~10 |
2 | 5~12 | 13~15 |
3 | 5~10 | 8~13 |
4 | 7~12 | 15~18 |
Trainer | Preferred Stat | Tech Type | +10 Bonus Locale |
---|---|---|---|
Leila/Lira | Lif | Support | Ganot Gardens |
Victor | Pow | Heavy | Wild Woods |
Neel | Int | Wither | Fuller Beach |
May | Ski | Hit | Mt. Snowkin |
Colt | Spd | Crit | Bellow Volcano |
Alvaro | Def | Special | Barrage Dessert |
Location | LIF | POW | INT | SKI | SPD | DEF |
---|---|---|---|---|---|---|
Ganot Gardens | ⇈ 4 | - | - | ↓ 2 | ↓ 1 | ↑ 3 |
Wild Woods | ↑ 3 | ⇈ 4 | ↓ 1 | - | ↓ 2 | - |
Fuller Beach | - | ↓ 1 | ⇈ 4 | ↑ 3 | - | ↓ 2 |
Mt. Snowkin | ↓ 2 | - | - | ⇈ 4 | ↑ 3 | ↓ 1 |
Bellow Volcano | ↓ 1 | ↓ 2 | ↑ 3 | - | ⇈ 4 | - |
Barrage Desert | - | ↑ 3 | ↓ 2 | ↓ 1 | - | ⇈ 4 |
Status Ailments
Techs icons with an Element graphic indicated in the upper right corner have a chance to apply a Status Ailment to the receiver of the attack during battle.



Numerical Ranges of Letter Values
Force | Range |
---|---|
S | 50 to 80 |
A | 40 to 49 |
B | 30 to 39 |
C | 20 to 29 |
D | 10 to 19 |
E | 1 to 9 |
Hit | Range |
---|---|
S | 15 to 25|79|100 |
A | 5 to 14 |
B | 1 to 4 |
C | -4-0 |
D | -14 to -5 |
E | -19 to -15 |
Crit | Range |
---|---|
S | 30 to 40 |
A | 25 to 29 |
B | 20 to 24 |
C | 15 to 19 |
D | 10 to 14 |
E | 1 to 9 |
Wither | Range |
---|---|
S | - |
A | 40 to 48 |
B | 30 to 39 |
C | 20 to 28 |
D | 10 to 19 |
E | 1 to 9 |
- Hit% starts at a baseline of 50%, adjusted by the hit value (so "5" hit is 55%), then further adjusted by your Kaiju's SKI, or your Opponent's SPD.
- Crit% is baseline 0%, adjusted by the crit value (so "5" crit is 5% chance), then further adjusted by your Kaiju's fame (Every 10 points of Fame is additional 1% crit).
Notes on Recover/Absorb/Recoil
Some of the Effect notes are abbreviated, but can be assumed to be the following
- Recover a base of # % (X) of your life
- Absorb a base of # % life from damage
- Absorb a base of # % guts from withering damage
- Recoil self base damage of X % upon hit and Y % upon target miss
Credits: Silvris, Just J, Jay (Shells), GreyPenguin, Saerrd, Luna, SmilingFaces96