Monster Rancher 2 Battle Specials
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.
Battle Special |
Number Designation |
Priority Number |
---|---|---|
Anger | 1 | 4 |
Ease | 7 | 10 |
Fight | 4 | 8 |
Fury | 5 | 2 |
Grit | 2 | 0 |
Guard | 6 | 11 |
Hurry | 8 | 9 |
Power | 0 | 3 |
Real | 10 | 1 |
Drunk | 11 | 6 |
Unity | 12 | 5 |
Vigor | 9 | 7 |
Will | 3 | 12 |
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 Monster | Defending Monster |
Trigger Check Requirements | Defending Monster received hit |
Trigger Check Count | Once each landed attack |
Trigger Requirements | Nature <= -20 and Guts Damage > 0 |
Trigger Percent Chance | (Guts Damage / 4) - (Nature / 3) |
Greatest Trigger Percent | 57% |
Trigger Count | 6 is feasible, 8 is calibration, 1-2 is realistic in a 60 second battle |
Effect Duration | 6-12 seconds |
Effect Start | +100% Guts Damage Delivered, +52.4% Guts Regeneration Rate (Note 5), Opponent Hit Percent is increased (Note 1) |
Effect End | All start effects return to normal |
Battle Special: Ease | |
Trigger Monster | Either Monster |
Trigger Check Requirements | Land an attack or Evade an attack |
Trigger Check Count | Once 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 Percent | 33% |
Trigger Count | 3 is feasible, 8 is calibration, 1 is realistic in a 60 second battle |
Effect Duration | 6-12 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 End | All start effects return to normal |
Battle Special: Fight | |
Trigger Monster | Either Monster |
Trigger Check Requirements | Opponent’s Guts equals 99 |
Trigger Check Count | Once each time Opponent’s Guts equals 99 |
Trigger Requirements | Default |
Trigger Percent Chance | (Guts/10) + (Battle Time Left/2) |
Greatest Trigger Percent | 34% in a 60 second battle and 94% in a 180 second battle |
Trigger Count | 5 is feasible, 8 is calibration, 1-2 is realistic in a 60 second battle |
Effect Duration | 6-12 seconds |
Effect Start | ((100 x Damage Received) / Starting Life) is added to Guts for each received hit |
Effect End | All start effects return to normal |
Battle Special: Fury | |
Trigger Monster | Defending Monster |
Trigger Check Requirements | Defending Monster received hit |
Trigger Check Count | Once each landed attack |
Trigger Requirements | Attacking Monster has an active Battle Special |
Trigger Percent Chance | (|Nature| / 5) + ((((100 x Damage Received) / Starting Life) + Guts Damage Received) / 4) |
Greatest Trigger Percent | 69% |
Trigger Count | 1 |
Effect Duration | 6-12 seconds |
Effect Start | +100% Damage Delivered, +100% Guts Damage Delivered |
Effect End | All start effects return to normal |
Battle Special: Grit | |
Trigger Monster | Defending Monster |
Trigger Check Requirements | Damage Received > Life Remaining |
Trigger Check Count | Once each landed attack |
Trigger Requirements | Default |
Trigger Percent Chance | (Guts / 10) + (Loyalty / 5) + (Defense / 100) |
Greatest Trigger Percent | 38% |
Trigger Count | 1 |
Effect Duration | Immediately Inactive |
Effect Start | Battle Life Left = 1 |
Effect End | N/A |
Battle Special: Guard | |
Trigger Monster | Defending Monster |
Trigger Check Requirements | Defending Monster received hit |
Trigger Check Count | Once each landed attack |
Trigger Requirements | Attacks hit by in a row >= 3 |
Trigger Percent Chance | ((100 - Guts)/3); Guts are before any Guts reductions. |
Greatest Trigger Percent | 33% |
Trigger Count | 4 is feasible, 8 is calibration, 1-2 is realistic in a 60 second battle |
Effect Duration | 6-12 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 End | All start effects return to normal |
Battle Special: Hurry | |
Trigger Monster | Either Monster |
Trigger Check Requirements | 10 seconds remaining in battle |
Trigger Check Count | 1 |
Trigger Requirements | Default |
Trigger Percent Chance | ((100 x Opponent Life Left / Opponent Starting Life) - (100 x Life Left / Starting Life)) / 2 |
Greatest Trigger Percent | 50% |
Trigger Count | 1 |
Effect Duration | End of battle |
Effect Start | +100% Critical Hit Percent (Note 4) |
Effect End | All start effects return to normal |
Battle Special: Power | |
Trigger Monster | Defending Monster |
Trigger Check Requirements | Defending Monster received hit |
Trigger Check Count | Once each landed attack |
Trigger Requirements | Nature >= 20 and Percent of Life Left <= (28.65% x Loyalty) |
Trigger Percent Chance | Nature / 2 |
Greatest Trigger Percent | 50% |
Trigger Count | 1 |
Effect Duration | 6-17 seconds |
Effect Start | +100% Damage Delivered |
Effect End | All start effects return to normal |
Battle Special: Real | |
Trigger Monster | Attacking Monster |
Trigger Check Requirements | Land an Attack |
Trigger Check Count | Once 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 Percent | 50% |
Trigger Count | 1 |
Effect Duration | 6-12 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 Monster | Either Monster |
Trigger Check Requirements | Miss an Attack or Receive an Attack (hit) |
Trigger Check Count | Once 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 Percent | 50% |
Trigger Count | 3 is feasible, 8 is calibration, 1 is realistic in a 60 second battle |
Effect Duration | 6-12 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 End | All start effects return to normal |
Battle Special: Vigor | |
Trigger Monster | Attacking Monster |
Trigger Check Requirements | No attack attempts by either monster. Attempt an attack. |
Trigger Check Count | Unlimited |
Trigger Requirements | 1st Attack Attempt is a hit and Grit doesn’t activate |
Trigger Percent Chance | Technique Guts Cost |
Greatest Trigger Percent | 60% |
Trigger Count | 1 |
Effect Duration | 15-30 seconds |
Effect Start | Monster Arena Movement Speed set to Fastest (A) |
Effect End | All start effects return to normal |
Battle Special: Will | |
Trigger Monster | Attacking Monster |
Trigger Check Requirements | Attempt an Attack |
Trigger Check Count | Once each attack attempt |
Trigger Requirements | Technique Hit Percent is Negative |
Trigger Percent Chance | (((Time at 99 Guts) x (0 – Technique Hit Percent)) / 5) [limited to 99%] |
Greatest Trigger Percent | 99% |
Trigger Count | 7 is feasible, 8 is calibration, 1-3 is realistic in a 60 second battle |
Effect Duration | 1 second |
Effect Start | Immediately 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 End | All 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
Main | Anger | Ease | Fight | Fury | Grit | Guard | Hurry | Power | Real | Unity | Vigor | Will |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ape | x | x | ||||||||||
Arrow Head | x | x | x | |||||||||
Bajarl | x | x | x | |||||||||
Baku | x | x | ||||||||||
Beaclon | x | x | x | x | ||||||||
Centaur | x | x | x | x | ||||||||
Color Pandora | x | x | x | |||||||||
Dragon | x | x | x | |||||||||
Ducken | x | x | x | |||||||||
Durahan | x | x | x | |||||||||
Gaboo | x | x | x | |||||||||
Gali | x | x | x | |||||||||
Ghost | x | x | ||||||||||
Golem | x | x | x | |||||||||
Hare | x | x | x | |||||||||
Henger | x | x | ||||||||||
Hopper | x | x | x | |||||||||
Jell | x | x | ||||||||||
Jill | x | x | x | |||||||||
Joker | x | x | x | |||||||||
Kato | x | x | ||||||||||
Metalner | x | x | x | |||||||||
Mew | x | x | x | |||||||||
Mocchi | x | x | x | |||||||||
Mock | x | x | ||||||||||
Monol | x | x | x | |||||||||
Naga | x | x | ||||||||||
Niton | x | x | x | |||||||||
Phoenix | x | x | x | |||||||||
Pixie | x | x | x | |||||||||
Plant | x | x | ||||||||||
Suezo | x | x | x | |||||||||
Tiger | x | x | x | x | ||||||||
Undine | x | x | ||||||||||
Worm | x | x | ||||||||||
Wracky | x | x | x | |||||||||
Zilla | x | x | x | |||||||||
Zuum | x | 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 |
---|---|
Anger | None |
Ease | Suezo |
Fight | Gaboo |
Fury | Dragon |
Grit | Hare |
Guard | Arrow Head |
Hurry | Mew |
Power | None |
Real | None |
Unity | None |
Vigor | Bajarl |
Will | Tiger |
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 |
---|---|---|---|
Anger | N/A | N/A | N/A |
Ease | 80% | 40% | 20% |
Fight | 80% | 40% | 20% |
Fury | 50% | 25% | 10% |
Grit | 80% | 40% | 20% |
Guard | 100% | 50% | 30% |
Hurry | 100% | 50% | 30% |
Power | N/A | N/A | N/A |
Real | N/A | N/A | N/A |
Unity | N/A | N/A | N/A |
Vigor | 100% | 50% | 30% |
Will | 100% | 50% | 30% |
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.