Monster Rancher 1 Tech List
Tech data breakdowns, and where to learn your attacks. If your Stats, Loyalty and RNG meet the thresholds, you can learn a new attack! (See below for full explanations)
Choose a Monster
Tech Information
There are 2 Primary Tech Types: Power (Yellow Icons) and Intelligence (Green Icons) Raw damage is increased by increasing their associated POW or INT stats.
There are 5 Tech Sub-Types. These have unique attributes that can make them better or worse to use given the scenario.
Each training location teaches a specific Tech Sub-Type
| Location | Stat | Tech Sub-Type | Req. Grade |
|---|---|---|---|
| Alta Vista | LIF | Heavy | Any |
| Barees | INT | Withering | Any |
| Tonga | SKI | Hit | Any |
| Hartville | SPD | Ranged | C+ |
| Salem | POW | Special 1 | C+ |
| Reno | DEF | Special 2 | C+ |
| Type | Description |
|---|---|
| Heavy | Higher damage, lower hit. |
| Withering | Damage to Will (Tak. Will). |
| Hit | Higher hit, lower damage. |
| Ranged | Ranges 3 & 4, Attributes vary. |
| Special | Often highest damage and Will cost. |
Training Requirement Thresholds
There are 2 Tech learning thresholds (250 and 500). Learning a particular attack requires several factors summed to meet or exceed these thresholds.
These factors are:
- Monster's Stat which corresponds to the Training Location
- Fear (a hidden values that help determine Loyalty)
- Spoil (a hidden values that help determine Loyalty)
- Random Number between 0 and 99 (You have no control over this)
- 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
- Spoil + Fear = Loyalty. Loyalty caps at 100, but Spoil and Fear can each go up to 100 points.
Loyalty can be used as a loose gauge for the bonus (at least up to 100 points). 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.
Credits: MRM, MonsterFenrick, JP Wiki.
This page was last modified: June 13 2025

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