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Monster Rancher 1 DX - 2021
Complete Monster Data & Song List

Every monster in MR1 DX with Title/Artist suggestions to summon all variants at the Shrine which includes Lifespans, Aging Types, Guts regen, Stat Gains, Extra Attacks, and more. Also, check out the MR1 Guides!
Main
Sub


Lifespans, Life Stages, and Life Types:
Base Lifespans have a chance to adjust with an additional 0 to +100 weeks of life.

Life Types:
Types 0 - 8 are broken out into when Prime will occur, and duration of Prime as a percent of total lifespan.

Normal:
Prime occurs mid-lifespan
  • 0: Weak - 20% Prime
  • 3: Average - 32% Prime*
  • 6: Strong - 32% Prime
  • Precocious:
    Prime occurs earlier in lifespan
  • 1: Weak - 20% Prime
  • 4: Average - 32% Prime*
  • 7: Strong - 32% Prime
  • Late Bloom:
    Prime occurs later in lifespan
  • 2: Weak - 20% Prime
  • 5: Average - 32% Prime*
  • 8: Strong - 32% Prime
  • * The tail end of Average dips faster than the end of Strong at the latest stages but they are nearly identical. Descriptions used based on the JP wiki

    Life Stage heat map: Greens are Prime/best gains. Reds are infancy/twilight worst gains.

    Monster Rancher 1 Life Stage heat map comparison

    Explanation of Data Points

    "Gains" strength is indicated by a letter in the monster data. Each stat's gains are also scaled up or down depending on current life stage.
    • LIF: Your health bar / How much damage you can receive before getting K.O.d.
      • The Numerical value is used.
    • POW: Power based attack stat (Applies to techs that appear in Yellow).
      • Both Numerical value and Levels are used; Doubling the Numerical value doubles the damage, and increasing the Level by 1 increases the damage 1.1 times.
    • DEF: Defensive stat to reduce incoming damage.
      • Numerical value is used. If the Numerical value is doubled, the damage will be halved.
    • SKI: Raises your accuracy. Techs have innate accuracy, but raising SKI can help increase it.
      • Numerical value / 8 is added to the hit rate.
    • SPD: Damage Avoidance, ability to dodge attacks and take no damage (Also adjusts Arena movement).
      • Numerical value / 8 is subtracted from the hit rate, and level affects move.
    • INT: Intellect based attack stat (Applies to techs that appear green)
      • Both Numerical value and Levels are used; Doubling the Numerical value doubles the damage, and increasing the Level by 1 increases the damage 1.1 times.

    • Lifespan: Base amount of weeks a monster is expected to live, before factoring lifespan reducing effects. (+0 to +100 weeks on shrining).
    • Life Type: An aging type that determines when monsters enter and exit certain stages of life like Baby, adolescence, Prime, and Elderly.
    • Guts/Will Regen: Based on framerate, How many frames it takes to generate 1 Will/Guts. A low number means fewer frames to generate Will/Guts (Faster).
    • Seriousness: A hidden value that can factor into success/failures during Work, and general behavior. The lower the Seriousness, the worse behaved the monster can be. This value is static and cannot be changed.
    • Potential: A hidden value that can factor into success/failures during Work, and a slight increase to the range for stat gains (up to +5). The Potential value is static, but CAN be increased up to 150 through combining.
    • DB ID#: The MR1DX CDDB ID# that a song points to, which references the corresponding monster to Shrine. Hundreds of songs point to the same ID#. This can be used to cross reference between the full downloadable list and the ones on the page.
    Fame: This always starts at 0 for newborns. As you raise Fame, it increases your chance to critically hit. Crit% = Fame x0.2 (except at 100 Fame it is 19% instead of 20%). Fame is also a value used to qualify you to be invited to expeditions.

    Slating Monsters MR1 to MR2

    MR2 Monsters can receive between 10% to 15% of their MR1 monster's stats when slated from MR1 into MR2.
    This bonus is added onto the baby monster's baseline stats after it is slated in MR2.

    • MR1 regular monsters → MR2 regular monsters 10% (e.g. Monol→Monol)
    • MR1 rare monsters → MR2 regular monsters 15% (e.g. Scribble→Monol)
    • MR1 rare monsters → MR2 rare monsters 15% (e.g. Moo→Moo)
    • MR1 regular monsters → MR2 rare monsters 10% (e.g. Doodle→Scribble)
    Thanks てる(TeruMF2) for the explanation of the JP Wiki!

    MR1 DX CDDB Explanation

    The CDDB and how it works / Why duplicates & Public submissions are removed
    • MR2DX has 664,909 Title/Artists entries in the DX CDDB database.
    • Each Title/Artist entry has an associated ID Number with it (You can see these IDs in your Documents\KoeiTecmo\mfdx_en folder in the "search_history.txt" files).
    • Each Title/Artist (Or it's associated ID) is mapped to a Monster ID of a specific Main/Sub.
    • There are 716 unique Monster IDs, and 701 of those are mapped to the 664,909 Title/Artist entries to represent each of the 231 playable monsters and their variants.
      • (This allows an average of 3 baseline variations of each monster, though some have more, some have fewer. This doesn't factor in the post-shrine Offsets applied to the monster once taken to Town from the Shrine, which is a tiny bit of randomness from the Shrine base applied afterward.)
    • That means there are an average of 948 different Title/Artist IDs that all map to a given Monster ID. Rather than list ~3000 rows per page for only ~3 unique monsters, it has been filtered to show each unique monster and 1 Title/Artist that makes it.
    • The longest song title is 221 characters long, so short Title/Artists have been provided for easy of typing.
    • There are several monsters that have no CDDB entry and must be acquired through combining or in-game events. (Scribble, Disk, Gariel, Jihad, Robo)
    Why so many Monster duplicates created by many different Title/Artists?
    - It is more than likely done this way to cover as many genres and tastes as possible so everyone has something fun to look up and Shrine with the new system.

    CDDB Searching Tips
    • Some entries contain double spaces and may not return a result if you don't include them.
    • There's a mix of punctuation differences. A punctuation character typed may not match the same character in the CDDB. If you encounter this, try searching by Artist instead then look for the entry.
    • Example: ’ and ' are different characters but both are used as apostrophes. Also the ’ in the CDDB looks like it has a space after it but it really doesn't.
    Hidden/Unmapped monsters

    There are some Monster ID#s in the CDDB data tables that do not have any Title/Artist mapped to it. The monster IDs are as follows:

    • EN is missing 669, 236, 237, 240, 248, 253, 275
    • JP is missing 266
    • Both EN and JP are missing 242, 250, 256, 253, 269, 291, 293, 465, 716

    Download Complete CD list

    • This file is quite large! It may load slowly, and perform slowly. MS Excel works best. LibreOffice and OnlyOffice work too but don't seem to handle very large files nearly as well as Excel.
    • You do not need the full database, it is available as documentation but largely unnecessary, as the filtered list on the page should suffice for 99.9% of any scenario.
    You can use the complete list to cross reference Monster ID#s on LegendCup to find alternate Titles/Artists for stats & lifespan variation.
      
    If you publish information from this list, please link to, and credit LegendCup.com
    This page was last modified: January 29 2024
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