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:
- To learn: Heavy 1, Hit 1, Wither 1, Ranged 1
- Training Locale Stat + Spoil + Fear + (Random 0-99) ≧ 250
- To learn: Heavy 2, Hit 2, Wither 2, Ranged 2, or Special 1 or 2
- Training Locale Stat + Spoil + Fear + (Random 0-99) ≧ 500
- Random number is randomly 0 to 99
- Spoil + Fear = Loyalty. Spoil & Fear can go up to 100 each. Loyalty caps at 100, even if Spoil and Fear are both at 100.
- 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.
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: March 13 2024