Donate and be a LegendCup Hero! Legendcup's hosting, domain, equipment costs and other MR related projects are funded by fans like you!

Monster Rancher 2 Battle Specials

Battle Specials are abilities that trigger under certain conditions while fighting in Battle/Tournaments. This guide details what every Battle Special does, how to acquire it, How it is triggered during a fight and the effects that they provide. Interpret Dadge's Analysis which tells you the Battle Specials you have already, and learn about other information on Battle Specials!

 

Dadge's Analysis

The game doesn't tell you exactly which Battle Special you have,
However, Dadge will analyze your monster. The below translations
will equate the Battle Special from the Analysis.
SpecialDadge's Analysis description
PowerYou won't see its true abilities until it's cornered.
AngerIt becomes easily enraged.
GritGiving up is not in its nature.
WillIts senses are very keen.
FightIt is very passionate.
FuryIt goes completely out of control when it becomes angry.
GuardIt seems to know how to endure hardships.
EaseIt seems confident.
HurryIt never gives up until the last moment.
Hurry (DX)It never gives up even at the last moment.
RealIt tends to hide it's true abilities
VigorIt tends to get elated easily
UnityThey share the same mind, and are regarded as a single.
Unity (DX)They share the same mind, and are regarded as a single being.
DrunkBe careful when he drinks alchohol

Innate Battle Specials by Breed

The following pure-breeds can naturally have the following battle specials.
Breeds which are not listed do not have any known by default.
Any breed can have Power or Anger (DX Exceptions listed on Song List Page)

  • Arrow Head - Guard
  • Bajarl - Vigor
  • Beaclon - Guard, Vigor
  • Centaur - Will, Grit
  • Colorpandora - Unity
  • Dragon - Fury
  • Ducken - Hurry
  • Durahan - Will
  • Gaboo - Fight
  • Gali - Fury
  • Golem - Guard
  • Hare - Grit
  • Hopper - Will
  • Jill - Vigor
  • Joker - Real (All Joker Main/Sub)
  • Metalner - Hurry
  • Mew - Hurry
  • Mocchi - Grit
  • Monol - Guard
  • Niton - Guard
  • Pixie - Ease
  • Phoenix - Fury
  • Suezo - Ease
  • Tiger - Hurry, Will
  • Wracky - Hurry
  • Zilla - Grit
Disc Chip Battle Specials

Disc chips can be used in combining to
bestow certain battle specials:

  • Tiger Chips - Will
  • Hare Chips - Grit
  • Suezo Chips - Ease
  • Gaboo Chips - Fight
  • Mew Chips - Hurry
  • Arrow Head Chips - Guard
  • Dragon Chips - Fury
  • Bajarl Chips - Vigor

Additional Notes:
  • Power - Activation chance correlates with Nature, the better nature the monster, the higher chance to activate (between +20 and +100)1.
    Longer duration than most other battle specials. Can be triggered by attacks which deal 0 damage.
  • Anger - Activation chance correlates with Nature, the more evil the monster, the higher chance to activate (between -20 and -100)1.
  • Grit - Animation when triggered is longer than all other battle specials (~4 seconds).
  • Will - No animation when triggered. Activation rate increases the lower the current tech’s hit rate, and the longer the monster has been at 99 guts.
  • Fight - No animation when triggered.
  • Ease - Can be a combination of conditions (EX: Dodge thrice, hit 2). Shorter duration than most other battle specials.
  • Hurry - No animation when triggered.
  • Vigor - Animation when triggered is shorter than most battle specials. Longer duration than most other battle specials.
  • Real - Animation when triggered is extremely short compared to other battle specials.
  • Unity - Can be a combination of conditions (EX: Hit twice, missed 3).
1Nature benchmarks are +20/+60 for good/best, and -20/-60 for bad/worst, but the chance is based on total value, not the benchmark.

 

Quick Reference Chart

This table is generalized and abbreviated in some places for readability.
Please see the detailed info for precision calculations of battle special conditions.

NameRequiresEffectsCondition# of uses
AngerBad NatureWithering +100%
Guts Regen +52.4%
Evasion -50%
Monster has its guts witheredUnlimited
Drunk Kato
JP version
DX version
Arena Speed E1
Guts Regen 50% of norm (-50% regen)
Oil Drinking Success/Hit -
Ease - Evasion +50%
Guts Costs -34.375%
+100% dmg taken2
Successfully dodge/attack 5 times in a rowUnlimited
Fight - Gain (Damage/MaxLife) *100) Guts instantly when damagedWhen the opponent reaches 99 gutsUnlimited
Fury - Damage Dealt +100%
Withering +100%
Monster is hit by opponent that has a battle special activeOnce per battle
Grit - Monster recovers with exactly 1 LIF.When monster is knocked outOnce per Battle
Guard - Damage Taken -34.375%
Guts Regen +52.4%
Damage Dealt -50%
Monster is successfully hit 3 times in a rowUnlimited
Hurry - Critical Hit Rate +100%
(Lasts until match ends)
(35% Crit becomes 70%)
10 seconds remain on the battle timer and have less life.Once per Battle
PowerGood NatureDamage Dealt +100%An attack brings the monster to 30% or less LifeOnce per battle
RealJoker Main/SubDamage Dealt +50%
Withering +50%
Guts Regen +52.4%
Critical Hit Rate +50%
Damage Taken -34.375%
Withering Resist +33%
Arena Movespeed to A1
(All effects are inverted after Real wears off)
An attack brings the opponent to 30% or less LifeOnce per Battle.
Inverted effect for remainder of battle.
UnityColorpandoraArena Movespeed to A1
Guts Regen -50%3
Fail to dodge or land an attack 5 times in a rowUnlimited
Vigor - Arena Movespeed to A1Successfully land the first attackOnce per Battle
Will - Accuracy +50%
Guts Cost doubled +100%
Using an attack at 99 gutsUnlimited

1Arena Move speed to "A" increases a monster's arena movement to that of a Pixie/Pixie. Arena Movespeed "E" is that of a Monol/Monol.

2Due to a programming error, There's supposed to be a +100% damage taken during Ease, but it doesn't actually happen.

3Unity’s effect was intended to be +100% Guts Regen, but is improperly implemented.

MR2DX Fixes: Unity and Ease work as intended in MR2DX

 

Detailed Breakdown of Battle Specials

This information was Data mined by SmilingFaces96.

Battle Special – General Information

Battle specials are unique abilities that are activated during battles by attacking or defending monsters.  Each battle special has a unique set of triggering criteria, like hits in a row; and each battle special also has unique effects upon activation, like modification of life damage received.

Some battles specials will also last for a random amount of time when activated; most of those ranging from 6 to 12 seconds.  In addition, half of the battle specials can be activated more than once during a battle.  Battle specials also have different priorities that make sure that each battle special cannot be activated over a currently active higher priority battle special (lower priority number).

The battle specials, their number designation, and their priority are listed below.  As can be noticed, number designation 11 and priority 6 are not in the table.  It seems that these were taken out of the game before production release.

Sortable Table
Battle
Special
Number
Designation
Priority
Number
Anger14
Ease710
Fight48
Fury52
Grit20
Guard611
Hurry89
Power03
Real101
Drunk116
Unity125
Vigor97
Will312
"Drunk" is only available in DX

A monster’s specific battle specials can be obtained through the monsters default starting battle specials, using a combining item during monster combining, or through inheritance from the parents during monster combining.  This specific information including inheritance percentages is located in the last two pages of this document.

Battle Special – Term Definitions

Trigger Monster: This is the monster that will activate the battle special.

Trigger Check Requirements: Actions that have to occur before the requirements are checked for activation.

Trigger Check Count: Number of times the trigger check requirements can be met during a battle.

Trigger Requirements: Requirements that must be true before chance for activation is evaluated.  All battle specials have the additional requirement that their priority number is lower than the currently activated battle special priority. If no battle special is active, then the active priority is 13. If the only requirement is priority, then Default will be written.

Trigger Percent Chance: Once requirements are met, this is the percent chance that the battle special will activate.  For each battle special that allows more than one activation during a battle, this value is halved for each additional activation.  Example 1: If one prior activation has already occurred, then ½ x Trigger Percent Chance.  Example 2: If two prior activations have already occurred,  then ½ x ½ = ¼ x Trigger Percent Chance.

Greatest Trigger Percent: Highest possible calculated percent that could occur.

Trigger Count: This is the amount of times that the battle special can be activated during a battle.  If the listing contains more than one number, it will list the feasible amount which is the most possible, the actual amount which is the in game calibration, and the realistic amount which is likely to occur during battle.

Effect Duration: This is the amount of time the battle special is in effect.  All battle specials can be shortened by the activation of a higher priority battle special (a battle special with a lower priority number).

Effect Start: This is what happens when the battle special is activated.

Effect End: This is what happens when the battle special expires.


 

Battle Special: Anger

Trigger MonsterDefending Monster
Trigger Check RequirementsDefending Monster received hit
Trigger Check CountOnce each landed attack
Trigger RequirementsNature <= -20 and Guts Damage > 0
Trigger Percent Chance(Guts Damage / 4) - (Nature / 3)
Greatest Trigger Percent57%
Trigger Count6 is feasible, 8 is calibration, 1-2 is realistic in a 60 second battle
Effect Duration6-12 seconds
Effect Start+100% Guts Damage Delivered, +52.4% Guts Regeneration Rate (Note 5), Opponent Hit Percent is increased (Note 1)
Effect EndAll start effects return to normal

Battle Special: Ease

Trigger MonsterEither Monster
Trigger Check RequirementsLand an attack or Evade an attack
Trigger Check CountOnce each attack attempt
Trigger Requirements(Attacks landed + Attacks evaded) in a row >= 5 and Grit doesn’t activate for the Defender during this attack
Trigger Percent Chance((100 - Guts)/3); Guts are before any Guts reductions.
Greatest Trigger Percent33%
Trigger Count3 is feasible, 8 is calibration, 1 is realistic in a 60 second battle
Effect Duration6-12 seconds or Hit by opponent
Effect Start-34.375% Guts Cost, MR2DX +100% damage received (PSX no extra damage received Note 6), Opponent Hit Percent is decreased (Note 2)(Note 3).  In a row counter is reset to 0.
Effect EndAll start effects return to normal

Battle Special: Fight

Trigger MonsterEither Monster
Trigger Check RequirementsOpponent’s Guts equals 99
Trigger Check CountOnce each time Opponent’s Guts equals 99
Trigger RequirementsDefault
Trigger Percent Chance(Guts/10) + (Battle Time Left/2)
Greatest Trigger Percent34% in a 60 second battle and 94% in a 180 second battle
Trigger Count5 is feasible, 8 is calibration, 1-2 is realistic in a 60 second battle
Effect Duration6-12 seconds
Effect Start((100 x Damage Received) / Starting Life) is added to Guts for each received hit
Effect EndAll start effects return to normal

Battle Special: Fury

Trigger MonsterDefending Monster
Trigger Check RequirementsDefending Monster received hit
Trigger Check CountOnce each landed attack
Trigger RequirementsAttacking Monster has an active Battle Special
Trigger Percent Chance(|Nature| / 5) + ((((100 x Damage Received) / Starting Life) + Guts Damage Received) / 4)
Greatest Trigger Percent69%
Trigger Count1
Effect Duration6-12 seconds
Effect Start+100% Damage Delivered, +100% Guts Damage Delivered
Effect EndAll start effects return to normal

Battle Special: Grit

Trigger MonsterDefending Monster
Trigger Check RequirementsDamage Received > Life Remaining
Trigger Check CountOnce each landed attack
Trigger RequirementsDefault
Trigger Percent Chance(Guts / 10) + (Loyalty / 5) + (Defense / 100)
Greatest Trigger Percent38%
Trigger Count1
Effect DurationImmediately Inactive
Effect StartBattle Life Left = 1
Effect EndN/A

Battle Special: Guard

Trigger MonsterDefending Monster
Trigger Check RequirementsDefending Monster received hit
Trigger Check CountOnce each landed attack
Trigger RequirementsAttacks hit by in a row >= 3
Trigger Percent Chance((100 - Guts)/3); Guts are before any Guts reductions.
Greatest Trigger Percent33%
Trigger Count4 is feasible, 8 is calibration, 1-2 is realistic in a 60 second battle
Effect Duration6-12 seconds
Effect Start-50% Damage Delivered, -34.375% Damage Received, +52.4% Guts Regeneration Rate (Note 5), In a row counter is reset to 0.
Effect EndAll start effects return to normal

Battle Special: Hurry

Trigger MonsterEither Monster
Trigger Check Requirements10 seconds remaining in battle
Trigger Check Count1
Trigger RequirementsDefault
Trigger Percent Chance((100 x Opponent Life Left / Opponent Starting Life) - (100 x Life Left / Starting Life)) / 2
Greatest Trigger Percent50%
Trigger Count1
Effect DurationEnd of battle
Effect Start+100% Critical Hit Percent (Note 4)
Effect EndAll start effects return to normal

Battle Special: Power

Trigger MonsterDefending Monster
Trigger Check RequirementsDefending Monster received hit
Trigger Check CountOnce each landed attack
Trigger RequirementsNature >= 20 and Percent of Life Left <= (28.65% x Loyalty)
Trigger Percent ChanceNature / 2
Greatest Trigger Percent50%
Trigger Count1
Effect Duration6-17 seconds
Effect Start+100% Damage Delivered
Effect EndAll start effects return to normal

Battle Special: Real

Trigger MonsterAttacking Monster
Trigger Check RequirementsLand an Attack
Trigger Check CountOnce each landed attack
Trigger Requirements(100 x Defender Life Left / Defender Starting Life) <= 25% and Grit doesn’t activate for the defender during this attack
Trigger Percent Chance((Attacker Life Left before attack / Attacker Starting Life) - (Defender Life Left / Defender Starting Life)) / 2
Greatest Trigger Percent50%
Trigger Count1
Effect Duration6-12 seconds
Effect Start+50% Damage Delivered, +50% Guts Damage Delivered, -34.375% Damage Received, -34.375% Guts Damage Received, +52.4% Guts Regeneration Rate (Note 5), +50% Critical Hit Percent (Note 4), Monster Arena Movement Speed set to Fastest (A).  From now on, even after being deactivated, all other battle specials, except Grit, cannot be activated.
Effect End-50% Damage Delivered, -50% Guts Damage Delivered, +100% Damage Received, +100% Guts Damage Received, -50% Guts Regeneration Rate (Note 5), -50% Critical Hit Percent (Note 4), Monster Arena Movement Speed set to Slowest (E).

Battle Special: Unity

Trigger MonsterEither Monster
Trigger Check RequirementsMiss an Attack or Receive an Attack (hit)
Trigger Check CountOnce each attack attempt
Trigger Requirements(Attacks missed + Attacks received) in a row >= 5 and Grit doesn’t activate for the defender during this attack
Trigger Percent Chance((100 - Guts)/2); Guts are before any Guts reductions.
Greatest Trigger Percent50%
Trigger Count3 is feasible, 8 is calibration, 1 is realistic in a 60 second battle
Effect Duration6-12 seconds
Effect Start+100% Guts Regeneration Rate for MR2DX. -50% Guts Regeneration Rate for PSX (Note 5) (Note 7), Monster Arena Movement Speed set to Fastest (A), In a row counter is reset to 0.
Effect EndAll start effects return to normal

Battle Special: Vigor

Trigger MonsterAttacking Monster
Trigger Check RequirementsNo attack attempts by either monster.  Attempt an attack.
Trigger Check CountUnlimited
Trigger Requirements1st Attack Attempt is a hit and Grit doesn’t activate
Trigger Percent ChanceTechnique Guts Cost
Greatest Trigger Percent60%
Trigger Count1
Effect Duration15-30 seconds
Effect StartMonster Arena Movement Speed set to Fastest (A)
Effect EndAll start effects return to normal

Battle Special: Will

Trigger MonsterAttacking Monster
Trigger Check RequirementsAttempt an Attack
Trigger Check CountOnce each attack attempt
Trigger RequirementsTechnique Hit Percent is Negative
Trigger Percent Chance(((Time at 99 Guts) x (0 – Technique Hit Percent)) / 5) [limited to 99%]
Greatest Trigger Percent99%
Trigger Count7 is feasible, 8 is calibration, 1-3 is realistic in a 60 second battle
Effect Duration1 second
Effect StartImmediately enable on trigger, which leads to immediate effects for current attack attempt.  +100% Guts Cost (Up to 99 Guts), not limited.  Hit Percent is increased on current attack (Note 1) (Note 3)
Effect EndAll start effects return to normal

 

Battle Special – Notes Section

Note 1: Base hit percentage can be increased by monster “Will” activations, opponent monster’s foolery, or opponent monster “Anger” activations.  The hit percentage is increased by itself in the following fashion if only one (foolery, will or anger) is active:  (100 - (((100 - base hit percentage)^2/100)).  If two are active, then (100 - (((100 - base hit percentage)^3)/10000)).  If three are active, then (100 - (((100 - base hit percentage)^4)/1000000)).  Example for base hit percentage being 70 and one active.  100 minus 70 is 30.  30 squared is 900.  900 divided by 100 is 9.  100 minus 9 is 91.  So, the base hit percentage was increased from 70% to 91%.  Example for base hit percentage being 70 with two active.  100 minus 70 is 30.  30 cubed is 27000.  27000 divided by 10000 is 2.  100 minus 2 is 98.  So, the base hit percentage was increased from 70% to 98%.  See slightly expanded table below.

Note 2: Base hit percentage can be decreased by monster “Ease” activations.  The base hit percentage is decreased by itself in the following fashion:  ((base hit percentage)^2)/100).  Example for base hit percentage being 70.  70 times 70 is 4900.  4900 divided by 100 is 49.  So, the base hit percentage was decreased from 70% to 49%.  See slightly expanded table below.

Base Hit
Percent
Increase
1 Factor
Increase
2 Factor
Increase
3 Factor
Decrease
1 Factor
1%2%3%4%1%
5%10%15%20%1%
10%19%28%36%1%
15%28%39%49%2%
20%36%49%60%4%
25%44%58%69%6%
30%51%66%77%9%
35%58%73%83%12%
40%64%79%88%16%
45%70%84%92%20%
50%75%88%94%25%
55%80%91%96%30%
60%84%94%98%36%
65%88%96%99%42%
70%91%98%99%49%
75%94%99%99%56%
80%97%99%99%64%
85%98%99%99%72%
90%99%99%99%81%
95%99%99%99%90%
99%99%99%99%98%

Note 3: Increase and decreases in base hit percentage can be counter balanced by the opposite special effect being active:  Ease and Foolery, or Ease and Will.  When this exists, no base hit percentage modification occurs.  If Ease and Foolery and Will are all active though, then base hit percentage would be increased such that only one of Foolery or Will was active.

Note 4: + and - % on Critical Hit Percent is the multiplication effect of the current critical hit percent.  It is not added directly to.  Example, increase +50% for current critical hit percent of 20%.  50% of 20% is 10%.  20% plus 10% is 30%.  The new critical hit percent is now 30%.

Note 5: % change to Guts Regeneration Rate is to the converted guts/time value.

Note 6: Because Ease is deactivated by a hit by an opponent before the damage calculation by that hit is completed, the +100% damage received never comes into effect.

Note 7: It is a common belief that this was implemented incorrectly and should have been +100% Guts Regeneration Rate.  The internal value was doubled (-50%) instead of halved (+100%).


Battle Special – Monster Creation

Upon monster creation, battle specials are populated based on the following default values.

Battle Special – Default for Main Breed

Default Battle Specials: Click to Sort Columns
Main Anger Ease Fight Fury Grit Guard Hurry Power Real Unity Vigor Will
Apex      x    
Arrow Headx    x x    
Bajarlx      x  x 
Bakux      x    
Beaclonx    x x  x 
Centaurx   x  x   x
Color Pandorax      x x  
Dragonx  x   x    
Duckenx     xx    
Durahanx      x   x
Gaboox x    x    
Galix  x   x    
Ghostx      x    
Golemx    x x    
Harex   x  x    
Hengerx      x    
Hopperx      x   x
Jellx      x    
Jillx      x  x 
Jokerx      xx   
Katox      x    
Metalnerx     xx    
Mewx     xx    
Mocchix   x  x    
Mockx      x    
Monolx    x x    
Nagax      x    
Nitonx    x x    
Phoenixx  x   x    
Pixiexx     x    
Plantx      x    
Suezoxx     x    
Tigerx     xx   x
Undinex      x    
Wormx      x    
Wrackyx     xx    
Zillax   x  x    
Zuumx      x   

Battle Special – Default for Sub Breed

Real – Joker

Battle Special – Default for Specific Breed

Ease – Monol/Suezo, Plant/Suezo

 

Battle Special – Combining Item

When combining monsters, Disc Chips can be added to get a specific battle special. Disc Chips can be won in tournaments, and found on expeditions. The following table lists the Disc Chips required in order to obtain the specific battle special.

Battle Special Disc Chips
AngerNone
EaseSuezo
FightGaboo
FuryDragon
GritHare
GuardArrow Head
HurryMew
PowerNone
RealNone
UnityNone
VigorBajarl
WillTiger

 

Battle Special – Inheritance

When two monsters are combined in order to create a new one, the battle specials from both monster parents can be inherited.  The chance for inheritance is based off of whether both parents have it, the primary parent has it, or the secondary parent has it.  The following table lists the percentage chance of inheritance for each battle special.

Battle Special Both Parents Primary Parent Secondary Parent
AngerN/AN/AN/A
Ease80%40%20%
Fight80%40%20%
Fury50%25%10%
Grit80%40%20%
Guard100%50%30%
Hurry100%50%30%
PowerN/AN/AN/A
RealN/AN/AN/A
UnityN/AN/AN/A
Vigor100%50%30%
Will100%50%30%
"N/A" Can't be inherited

 

Battle Special – Guts Regeneration Bonus

During attacks, the attacker’s guts regeneration is stopped while the defender’s guts regeneration continues.  An activated battle special whether it is by the defender or by the attacker will extend this period of guts regeneration for the defender during the battle special activation animation.

 

Credits:
- Alchius' Original documentation here. This also gives examples of combining for Specials.
- SmilingFaces96's Original documentation here
This page was last modified: April 19 2024
LegendCup has been Ad-Free since 1999! Consider a Donation!
Can't donate? Link or Mention LegendCup wherever you discuss Monster Rancher!
もしこのサイトが役に立ったら、リンクとシェアをお願いします!
  • Thanks Tecmo! We Love Monster Rancher!
  • DISCLAIMER: LegendCup.com has been granted permission from Tecmo, in writing, for use of images and sounds throughout the site. All images and sounds related to Monster Rancher are property of Tecmo, inc. Legendcup.com and it's associates do not claim to own any of these properties, images, graphics or sounds. Reproduction of data on LegendCup is forbidden without written permission from LegendCup or their individual authors.
  • Please see the Legal page if there are any concerns.