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Monster Rancher 1 Tech List
Tech data breakdowns, and where to learn your attacks.
Choose a Monster:
Tech Information
Training Locales:
Any Class Monster
In-Game this is shown as:
"Tak. Will" in the Tech's stats.
- Alta Vista (LIF): Heavy Techs
- Barees (INT): Withering Techs*
- Tonga (SKI): Hit Techs
In-Game this is shown as:
"Tak. Will" in the Tech's stats.
C Class monster or higher
- Hartville (SPD): Ranged Techs
Special Techs:
- Salem (POW): Special Tech 1
- Reno (DEF): Special Tech 2
Learning Techs: Tech learning thresholds are determined by your Monster's corresponding stat to the training location's stat. (For example: If the Training Locale is Hartville which raises SPD, then the Monster's SPD and Fear+Spoil+RNG bonuses are summed. If the sum is at or above the threshold, it will learn the tech)
- To learn: Heavy 1, Hit 1, Wither 1, Ranged 1
- Monster's Training Locale Stat + Spoil + Fear + (Random 0-99) ≧ 250 Threshold
- To learn: Heavy 2, Hit 2, Wither 2, Ranged 2, or Special 1 or 2
- Monster's Training Locale Stat + Spoil + Fear + (Random 0-99) ≧ 500 Threshold
- The random number is randomly 0 to 99
- Spoil + Fear = Loyalty. Loyalty can be used as a loose gauge for the bonus, however, Loyalty caps at 100, while Spoil & Fear can go up to 100 each. The bonus isn't applied from the Loyalty value directly, it's applied from Spoil and Fear, so it is possible to have up to 200 bonus points applied.
- Learning the new tech is determined after the 4th week of training, regardless of success or failure of the training itself.
- If you succeed in learning a new Tech, you will never get lost. If you get lost, you will not learn a new Tech.
Numerical Ranges of Letter Values
Force | Range |
---|---|
S | 40 to 82 |
A | 21 to 39 |
B | 20 to 29 |
C | 9 to 19 |
D | 10 to 15 |
E | 5 to 9 |
Hit | Range |
---|---|
S | 20 to 29 |
A | 10 to 21 |
B | 0 to 9 |
C | -1 to -10 |
D | -10 to -20 |
E | -25 |
Wither | Range |
---|---|
S | 55 to 60 |
A | 30 to 49 |
B | 20 to 28 |
C | 15 to 19 |
D | 10 to 15 |
E | 5 |
- Hit% starts at a baseline of 50%, adjusted by the hit value (so "5" hit is 55%), then further adjusted by your monster's SKI, or your Opponent's SPD.
- Crit% is baseline 0%, adjusted by your monster's fame (Crit% = Fame x0.2 to a maximum of 19%).
Techs of Note:
- APE:
- Blast: Crit base dmg acts as 29 instead of 19.
- Magic Banana: Recovery rating of A (30).
- DRAGON:
- Chomp: Crit base dmg acts as 28 instead of 18.
- HARE:
- Shriek: Crit base dmg acts as 28 instead of 18.
- JELL:
- Suffocate: Icon is Yellow, but damage is based on INT.
- MAGIC:
- Diversion: Crit base dmg acts as 28 instead of 18.
- Machine Gun: Crit base dmg acts as 29 instead of 19.
- MONOL:
- Sound Wave: Crit base dmg acts as 21 instead of 15.
- PIXIE:
- HP Recovery: Recovery rating of B (25).
- PLANT:
- Hook: During a crit, the damage behaves as 19 force instead of 6.
(Crit damage behaves as if multiplied by 3 instead of 1.5)
- Hook: During a crit, the damage behaves as 19 force instead of 6.
- SUEZO:
- Bite: Crit base dmg acts as 36 instead of 25.
- Telepathy: Crit base dmg acts as 24 instead of 17.
This page was last modified: October 07 2024