Monster Rancher 2 Combining guide
How does combining work? This guide is meant to break it down into more easy to understand terms for manual combining. You can use the Calculator for automatic calculations and suggestions that take most of the work out of it for you, but this is the manual process!
- Contains the 1999 version's unobtainable 1% bug (Still obtainable if there are two 1%s), but DX also a 2% & 3% bug that only gives base stats.
- When combining, a Baby's Base starting nature determined solely by the Baby's breed baseline. The base starting nature can't be altered in DX.
- Nature from Disc Chips in combining is bugged, giving little or no benefit in DX.
Alchius' simplified combining guide
The first chosen monster in combining is the "seed", or more important of the two. Technique inheritance and % generation chance are reliant on the first chosen monster.
Things that can be inherited/altered by combining:- Techniques are inherited at a 2/3 truncated rate from the first parent if the main-breed doesn't change (10 non-basic/special techs will become 6 non-basic/special techs on the resulting monster). If the main breed changes, the result will instead inherit up to 4 techs, if the first chosen has one of each type (Heavy, Hit, Withering, Sharp).
- Number of technique uses are inherited from the first parent for the purpose of tech chains (Special Technique uses are not inherited).
- Base Nature of the monster is affected by the parents, with two best monsters raising the base nature, and vice-versa for Worst.
- Battle Specials can be inherited at 45-50~% rate for each particular special (Real and Unity cannot be inherited).
- Initial form will tend up or down if the parents are Plump or Skinny, respectively.
- Stat gains of the offspring
- Guts rate
- Lifespan of the offspring (without combining item)
- No stats match/monsters are identical breed: "This one's all up to you."
- One stat matches: "This combination doesn't look so good, I can't recommend it."
- Two stats match: "The prospect is unsure."
- Three stats match: "The prospect is fine... It will probably work out."
- Four stats match: "The prospect of this combination is good. You can look forward to it."
- All six stats match: "The prospect of this combination is great. It can't go wrong unless something weird happens."
If you combine two of the same monster (Zuum/Zuum with Zuum/Zuum), the compatibility will always be the worst possible. Differing in Main or Sub-breed will avoid this.
There are several ways you can do this and all will order the stats the same way. The demonstrations on this page will use the Internal multipliers but you can use whichever multiplier method is easiest for you.
- Growth Level 1 (E) = Stat * 0
- Growth Level 2 (D) = Stat * 0.5
- Growth Level 3 (C) = Stat * 1
- Growth Level 4 (B) = Stat * 1.5
- Growth Level 5 (A) = Stat * 2
- Growth Level 0 (E) = Stat * 0
- Growth Level 1 (D) = Stat * 1
- Growth Level 2 (C) = Stat * 2
- Growth Level 3 (B) = Stat * 3
- Growth Level 4 (A) = Stat * 4
When multiplying the values there is no limit of 999.
This will then order the stats based on their after-correction values to give them an order, and then compares them. However, this is "Dadge's Compatibility", and not necessarily the true compatibility.
It's a great pointer and if you've done everything right, he will say it's a great combo, but it's not entirely the extent of things.
Stat | Raised Value | Gain /multiplier | Post-Multiplier value | Stat Order |
---|---|---|---|---|
LIF | 899 | 3 (x1) | 899 | 4 |
POW | 950 | 4 (x1.5) | 1425 | 1 |
INT | 450 | 4 (x1.5) | 675 | 5 |
SKI | 999 | 3 (x1) | 999 | 3 |
SPD | 800 | 1 (x0) | 0 | 6 |
DEF | 700 | 4 (x1.5) | 1050 | 2 |
Order is determined by the stat's value after-correction. If they have the same growth, after-correction value, and actual value, the base stat value is the tiebreaker. Despite the monster itself having higher Speed than both Int and Defense, it comes in last solely due to its growth level of 0. Ideally, you will want a combining partner with the exact same stat order after correction to get the highest compatibility.
(For a few subs, like Blue Terror, it can tie in everything including base stats. If so, it's evaluated in order going from DEF to LIF)
Tie Breaker Rules
In the event the Post-Multiplied values are tied on a given monster, there are rules for breaking the tie to determine which stat is "higher".- If 2 or more stats are tied, the order will be the same as the monster's base stats order highest to lowest.
- If the base stats are also tied, the order will be DEF > SPD > SKI > INT > POW > LIF
Due to the very negative correction of growth level 0, you may wish to avoid monsters with them if going for an easier optimal combination. Although, even if a stat has a post-correction value of 0, its actual value does still help the resulting monster's stats.
But there's more! Lining up the stat orders and compatibility itself does not ensure high base stats (Though it is important). For maximal base stats ("True compatibility"), the stat order must also line up with the resulting offspring's base stats. For simplicity, I'm going to be combining the above Vesuvius to create another Vesuvius. So for Vesuvius's base stats above of 100/130/150/110/70/140, the order is INT->DEF->POW->SKI->LIF->SPD. You may note this is somewhat different from our order above. Unfortunately, even if Dadge tells you the compatibility is nothing short of divine, the base stats will not reach their maximum potential unless the Parent's stat order also lines up with the offspring's base stat order. HOWEVER, and this is important, correction does apply to base stats. For most monsters, the base stat order before correction is the same as the order after correction, but this is not true for all monsters.
100/130/150/110/70/140, with the growths 2/3/3/2/0/3.
Stat | Raised Value | Gain /multiplier | Post-Multiplier value | Stat Order |
---|---|---|---|---|
LIF | 100 | 3 (x1) | 100 | 5 |
POW | 130 | 4 (x1.5) | 195 | 3 |
INT | 150 | 4 (x1.5) | 225 | 1 |
SKI | 110 | 3 (x1) | 110 | 4 |
SPD | 70 | 1 (x0) | 0 | 6 |
DEF | 140 | 4 (x1.5) | 210 | 2 |
In this case, I could use another Durahan, if I really wanted to, but instead I'll demonstrate using a Dragon/Dragon partner. With their growths of 2/4/4/2/1/2 [C/A/A/C/D/C], and base stats of 100/170/160/120/90/110, the stats would have to be managed carefully to get the desired result. POW is the odd one out here, since I want it to be third in the stat order, behind INT and DEF, but it has a correction of 2x. Since Speed on the offspring is dead-last too, The Dragon wouldn't have to worry about that too much. By manipulating the Dragon's stats to be 900/490/500+/950/800/999, we can get this on Dadge's compatibility:
Stat | Raised Value | Gain /multiplier | Post-Multiplier value | Stat Order |
---|---|---|---|---|
LIF | 900 | 3 (x1) | 900 | 5 |
POW | 490 | 5 (x2) | 980 | 3 |
INT | 900 | 5 (x2) | 1998 | 1 |
SKI | 950 | 3 (x1) | 950 | 4 |
SPD | 800 | 2 (x0.5) | 400 | 6 |
DEF | 999 | 3 (x1) | 999 | 2 |
Following how the lab judges monsters, the Dragon's stat order after correction is INT->DEF->POW->SKI->LIF->SPD As both these parents have fairly high stats, the same stat order, and an identical stat order to the desired resulting Vesuvius, extremely high base stats can be expected on the offspring. Though this could be better- by finding a partner that does not have to stop with such a low POW in retain the stat order. Bigger growths doesn't always mean more valuable combination fodder after all.
Same Parents / Different Baby: Note that 4 of the stats no longer align since the different baby has a different stat order than the parents.
A measure of how high a breed/sub-breed type is expected to manifest percentage-wise during combining. Higher tier blood types have higher chance of being generated- and vis-à-vis for low tier blood types. That said, there is a hidden advantage to lower tier blood which I'll cover afterwards.
- S Tier: Pixie, Golem
- A+ Tier: Zuum
- A Tier: Dragon
- B+ Tier: Jell, Naga, Monol, Gali, Hare, Worm, Hopper, Tiger, Plant, Suezo
- B Tier: Durahan, Wracky
- C+ Tier: Mocchi, Centaur, Beaclon, Henger, Niton, Baku
- C Tier: Arrowhead, Joker, Jill
- D+ Tier: Kato, Zilla, Ape, Mew
- D Tier: Gaboo
- E Tier: Phoenix, Ducken, Bajarl, Colorpandora, Undine, Ghost, Mock, Metalner
Some are peculiarly placed- such as Hopper which does not manifest even once as a sub-type.
Disc Chips
Aside from their regular benefits, Disc Chips also give additional combining weight to the breed they correspond to. This can lead to some fairly weak blood type monsters being given very low odds if used properly.
The Low % Clause
As mentioned, having a weak blood-type is not necessarily a disadvantage, and indeed might even be a good thing! There's an obscure rule in combining that, for the lower chance there was at producing the monster in combining, the higher its base stats will be as result (assuming the other rules for combining above were already adhered to). This becomes extremely noticeable around 4% chance to generate, increasing the further down you go towards 1%. Where I mentioned before that "mid 400-500s are more expected", that's only for a high generation odds monster. If you're aiming for slim odds, you can create some truly monstrous offspring! For an example, I'll take a 999 ALL Ghost, and a 999/998/998/998/999/997 Pixie/Zuum (Mew/Tiger is a more optimal partner normally, but Pixie and Zuum have much stronger blood) and combine them. My target will be another Ghost/Ghost. The secret to getting these low blood monsters to get even lower (aside from Metalner, Mock, and Ducken which are pretty easy) is to whip out the disc chips. However, for many of the weak blood-type monsters, it can be very difficult to get their weighting down to single digits. The absolute best I can get with a Ghost is 8% using Pixie Chips, but other weak blood monsters can get as low as 1% or 2% with base stats in the 700 range.
- 24% Result Ghost. Original: https://imgur.com/dBzvjFH
- 8% Result Ghost. Original: https://imgur.com/KFkGJPp
- Bonus - 3% Result Metalner. Original: https://imgur.com/hTF6cdi
- (Another anecdote, but Metalner blood is extremely weak in my experience. Getting it to sub 5% is very easy)
To get low % results, you may suffer in the tech department due to having the desired monster weighted lowly, but some monsters with few techs (Like the Ghost), are perfectly happy to make the trade! Also, this is just anecdotal, but I've never hit a 1% monster (perhaps it is rounding up to 1%?), so maybe 2% is a better thing to shoot for.
If you've got all that, here's a handy combination calculator made by Tsmuji: https://jwcooper.net/combination-calculatorYou still have to know the main ideas behind combining, but this does the math for you.
- Alchius
This reproduction/conversion is to preserve the guide and associated images into a single location should either Pastebin/Imgur source files become unavailable.