This page was last modified: March 17 2025
Check out the Monster Rancher Discord Server for anything from casual game conversation to community run tournaments!

Monster Rancher 3 - Raising Routes, Play Strategies, Tips

Unlike previous games, strict raising No-Rest schedules aren't really possible due to seeded outcomes per week, specific Stress and Fatigue items being unavailable on demand, and a general limited inventory. There is much yet to be solved for MR3, but what has been discovered can help shed some light on how or why things work the way they do.

Drills Parameters for Locales
The Bottom 3 drills in each location are hidden until unlocked. An early game will only have access to Morx drills, and will not have access to most of these immediately until new locales are opened up. The hidden drills are discovered during Ran Ran Adventure by searching specific locations.

A combination of the Monster's Rank and Beeder Fame status in a corresponding locale will allow discovery of these hidden drills. Raising your Breeder fame is as simple as fighting in non-official tournaments of a given locale to boost it. The higher grade the tournament, the faster your fame will be raised in its corresponding locale.

If you do not meet the requirements, or have already discovered the hidden drill, these searchable locations become a regular searchable area unless otherwise indicated on the Maps page.

NOTE: Raising in Brillia and Takrama have a stress penalty without their respective Resist (Cold / Heat) traits, and gains from drills won't be as effective.

Morx region icon MR3 Morx
Drill name
Trampoline-Lif--
Picking-Pow--
Block-Int--
3Step Jump-Spd--
Nut Catch-Def--
Light LearnIntSpdPow-
TunnelLifIntSpd-
Hit MolesSpdPowDef-
Kalaragi region icon MR3 Kalaragi
Drill name
Repeat Jump-Lif--
HippoPow-Spd-
WaterfallInt-Pow-
LotusSpd-Def-
DiveDef-Int-
FishingSpdIntDef-
ChaseLifSpdInt-
Life RiskSpdLif-Pow
Takrama region icon MR3 Takrama
Drill name
Sand SwimLif---
Rock PushPow-Int-
BalanceInt-Def-
SlideSpd-Pow-
CactusDef-Spd-
TornadoLifDefSpd-
Real ThingIntDefPow-
Daruma RockPowSpdDef-
Brillia region icon MR3 Brillia
Drill name
SnowballLif---
KnockdownPow-Spd-
BloomInt-Pow-
IcicleSpd-def-
AvalancheDef-Int-
Cross SealLifSpdDef-
Dodge SealSpdIntPow-
Dig SealIntPowSpd-
Goat region icon MR3 Goat
Drill name
Hole-Lif--
StarfishPow-Int-
BubblesInt-Def-
MoraySpd-Pow-
FishDef-Spd-
BlowfishSpdPowInt-
SearchIntSpdDef-
SwirlPowDef-Spd

Early Game Raising
On a fresh game you won't have much choice of Drills.
It's probably best to just rest the first few weeks of a monster's life, as you probably will get a high chance of failure no matter what. Resting a few weeks in a row can actually help raise Style/Loyalty to reduce the Fail rate (Just remember, as a baby, and if the Stat associated with the drill is a low stat gain for the monster, it's still going to have a high liklihood of failure).

Basic things to consider:

  • Feed Nuts until you can afford a choice of other things. Only if your monster 'likes' Vine Grass, You can feed it every 3rd or 4th month,otherwise avoid it.
  • You can give your monster items found on adventure, won, or given by rivals during other weeks if they are beneficial, or you can stockpile up to 10 items before being prompted to throw items away if you've reached the limit.
  • For Drill Great!: Choose "As Expected"
  • For Drill Failure: Choose "Keep at it"

Unlock new training areas, and their hidden drills for more choice in training options as you compete in locale specific tournaments (Tournaments with the Icons like Clamshell, Palm Tree, etc.)

More Training with Durable Items

Preparing for the future. Start acquiring Durable (passive) items as soon as you're financially able to. Start with the cheap ones which you can later sell and upgrade to a better one. Unlike previous games that use weekly items, in MR3 the Durable items are your primary source of Stress and Fatigue management.

There is no "No-Rest" method like what is possible in earlier games, but they will help you to train longer or harder between rests. Each Durable can have varying levels of effectiveness. The individual categories stack, but the items within each category do not stack. The next level item replaces the lower level item.

Helps with Resting:
  1. Herbal Incense
  2. Aroma Pot
Fatigue Reducing:
  1. Silver Goblet
  2. Golden Goblet
  3. Holy Goblet
Stress Reducing:
  1. Glowing Rock
  2. Shining Rock
  3. Beaming Rock
Injury Reduction
  1. Medicine Box

Explanation of Monster Parameters

  • Loyalty: Indicated by the meter on the lower left of the screen, this is made up of 2 hidden values "Fear" and "Spoil". When Spoil + Fear = 100 or more, the meter is filled. Loyalty affects the following (Higher is always better):
    • Foolery chances during battles.
    • Drill success rates.
  • LIF: Your monster's hit points / Life meter.
  • POW: Your monster's attack strength for Power based techs (Yellow Icon).
  • INT: Your monster's attack strength for intelligence based techs (Green Icon).
  • SPD: Your monster's evasiveness AND accuracy.
  • DEF: Your monster's ability to reduce damage of incoming attacks.

SPD is the most important stat in the game. MR3 has changed this dramatically from any other game, combining BOTH the Dodge stat and Accuracy stat into one. It is incredibly important, especially in higher level tournaments. A Tech's base accuracy (and your ability to dodge an opponent's tech) is adjusted between the disparity of your monster's SPD versus the opponents.

Stat Gains

Gain levels have also changed in MR3. Going from a previous scale of 5 increments, now it ranges from 1 to 9, with 9 being the most effective.

Every monster has an aptitude of varying degrees for raising stats, see Monster Data. These are static, but they scale over the course of a monster's lifespan. As a baby, even high stat gains will look low, and low stat gains will look pathetically bad.

You can use Monster Evolution to alter stat gains! If your monster has a low stat gain in something you want to raise up, and one of the other region variants has a higher stat gain in the same stat, if you raise a monster in that locale and feed it the local food enough times, it will evolve ito that region.

Observe your monster's techs, and optionally check out their potential techs that can be learned, and decide if you want to focus on POW or INT based attacking

Focus on the Attack Stat you chose, and SPD (Start on the highest gain stat as early as possible for the most stat gain points per week). Eventually you'll unlock drills that can do more than 1 stat at a time. Some drills will lower a stat while raising two others. These will incur more stress and fatigue than single stat drills, but can give an overall net benefit, especially if the lowered stat from the drill isn't needed.

Aging Types

Different monster Life Types will progress through their life stages at different times. This affects their stat gain scaling and at which point in their lives they reach their peek.

Monster Rancher 3 Aging Type and stat gain scaling

  • When evolving to a region's subtype, the Stat Gain patterns adjust to the new region stat gain pattern, however, the Life Type remains the same for the original Life Type that the monster starts with.
  • According to the JP Softbank Guidebook, the scaling of overall growths also scales success chance on drills.

Experienced Game Raising

Raising monsters with a bankroll and other locales unlocked won't be much different than Early Game, except you will likely be able to raise stats higher due to more drills between rests, assuming you've collected and upgraded all of the passive items.

While raising monsters, continue to feed Nuts (and a Vine Grass every 3rd month only if they 'like' it), or unless something else is mentioned.

A reminder:

  • Great!: Choose "As Expected"
  • Failure: Choose "Keep at it"
  • If you're save scumming a Fail, try a different drill, or just rest instead of taking the failure.

Lexi's Speed Run Route

Lexi's speed run route is from a fresh game. Instead of a monetary bankroll as an advantage, it's game knowledge and familiarity.

The current speed run route does have some flexibility. Here are the important notes to keep in mind for the Speed Run:

  • Henger/Takrama or a Henger/Brilla is currently meta. Ideally with either Sharp Eyes or Fast Footwork as an additional trait.
  • Feeding schedule: Nuts. If the nutrition gained from Nuts is 2 or below: feed Carrot instead.
  • Any time your monster "Seems a little tired" or more, rest.
  • Don't train your moves in Ran Ran adventures. It wastes more time than its worth.
  • If you fear your monster won't live long enough to make the Big 5, spawn a Mocchi/Morx from the Monster Rancher 3 CD at the start of the run. Spawning it after completing Taz's storyline causes Mocha to bother you every month until she's defeated.
  • Name yourself something fairly short. Male/Female seems to have no bearing on the story. Do similarly for your monster.
  • Once you have more than 6000G, buy the first Goblet. Buy the second once at 23000+, but sell the first one yourself. You need the full 25000 on hand for the trade-in offer.
  • Going out of the way to win against Taz gets you a Tonburi Sap, saving one rest if you need to be awake for something.

Starting the Run

Lexi notes that there is every possibility for Mew to do this better, or Usazo to do it a year early if you fancy going with a super-precocious monster. So here goes:
  1. From birth: Rest for 6 weeks to gain ~25 loyalty.
  2. Train either 3Step Jump or Block until December 1, 1000; then
  3. Unlock Light Learn from the first Morx Ran Ran Adventure, and train Light Learn for the rest of its life until 950+ INT.
  4. Enter the first official tournament in December 4, 1001, and every official after that.
  5. Optional but recommended tournament we take is the Flare Stone tournament (May 2, 1002); since a 50+ Force Ion Cannon at +7 (+17 w/ Radar + Sharp Eyes) is generally worth the extra 3 minutes of fighting and seeing the Lord Monster to one-shot or severely wound late-game opponents.
  6. Start safety saving before major tournaments at Rank A or S. Feed Yam Yam Cakes or Diet Grass (if available) to reduce monster weight, increasing Speed.
  7. The Big 5 you'll be taking are:
    1. Goat (Jun 1, 1003)
    2. Takrama (Aug 3, 1003)
    3. Kalaragi (Oct 4, 1003)
    4. Brilla (Jan 2, 1004)
    5. Morx (Mar 2, 1004)
    6. Which leads into Ragnarox at May 2, 1004.
Fenrick's "4hr" Raise

Monster Fenrick's 4 hour Formula

In an established game with access to money, and Tech items, you can raise a fairly strong game-beating worthy monster in about 4 hours. This isn't specific for any meta so please feel free to adjust as needed for whatever purpose you're raising for.

This method uses 3 monsters, and you'll be "Freezer Juggling" for the first bit. You could do this with 2 monsters but it doesn't cost extra to use the 3rd and it will save lifespan for your "Primary Monster".

  1. Monster #1-Junk/Pass-Timer: An optional "junk" monster, just to pass time, so you're not wasting lifespan on your Primary or Adventure/Fighting monster waiting for an event to happen.
  2. Monster #2-Fighter/Adventurer: A Fighter/Adventure monster, used only for Tournaments (to get Stones) or Adventures (to get Orbs)
    Check out Ran Ran Adventure maps for Stone/Orb locations!
  3. Monster #3-Primary Monster: the Primary Monster that you will be focusing on raising with this method.

Here are 3 examples of "Primary Monsters" raised with this method:

Preparation: Gather the Techs!

Before you make the Monster you are going to raise, find out which techs you want and have at least 1 orb/stone in inventory (by using #2-Fighter/Adventurer if needed).

If you have an available Monster Heart to give, and the boosted stats you'll gain from it align with the type of monster you want to raise, you might do this first for your Primary monster, since it will either have a leveled existing tech or inherit a new tech in addition to the boosted stats.

Refer to the Tech Chart to determine which Bits, Stones, Orbs you might need to learn which attacks.

  • Freeze #2-Fighter/Adventurer once you've got a stone/orb ready to go.
  • Revive #1-Junk/Pass-Timer and rest it until the Week before adventure.
  • Freeze #1-Junk/Pass-Timer and Revive #3-Primary Monster
  • RanRan with #3-Primary Monster and teach it the Tech... Search everything to get Max Stat gains from items and stress/fatigue relievers.
  • Freeze #3-Primary Monster, revive #1-Junk/Pass-Timer
  • Rest #1-Junk/Pass-Timer until the next Free For All Tournament that has the Stone you want.
  • Freeze #1-Junk/Pass-Timer and Revive #2-Fighter/Adventurer to fight and get the Stone. (Optional, Revive #2-Fighter/Adventurer the week before a Ran Ran adventure, and move to a Local that has an ORB that you want)
REPEAT the above steps until your #3-Primary Monster has all the techs you want.

After These Steps have been Completed you will have your Main Monster at about 4 weeks Old with all the techs (age depends on mow many techs you taught it).

Raising: Begin the No Fail method

Once you've taught your monster all the techs, you're ready to begin!
  1. Train in appropriate Drills for your Monster, save before each drill.
    • If your monster fails then reset and try another drill.
    • If your monster fails again then reset and try another drill in a different Area.
    • If your monster fails yet again then reset and REST your monster.
  2. ALWAYS go on Ran Ran adventures and raise your Battle techs. Reset if you get into a Fight on Adventure. Reset if you get items that lower your stats.
  3. Repeat for life of monster.
The reason this method works is because your monster needs rest anyway...
By replacing a Fail with a Rest, you almost double your weeks to raise your monster while eliminating failures.

Lifespan Info
A big change from the other games is that hits to lifespan can occur in smaller increments than whole single weeks at a time.

This chart indicates incremental weeks lost for specific Stress and Fatigue values, along with Tournament effects. Refer to Fleria's Messages to see which messages correlate to a Fatigue or Stress value to know which Lifespan hit is being deduced.

EventLifespan Reduction
A week passes.1 week
Fatigue is between 30-490.2 weeks
Fatigue is between 50-690.5 weeks
Fatigue is between 70-891 week
Fatigue is over 902 weeks
Stress is between 30-490.2 weeks
Stress is between 50-690.5 weeks
Stress is between 70-891 week
Stress is over 902 weeks
Won a tournament (Elimination)1 week
Won a tournament (RR - Wins > Losses)1 week
Lost a tournament (RR - Wins <= Losses)2 weeks
Won an Encounter battle0.5 weeks
Tied an Encounter battle0.5 weeks
Lost an Encounter battle1 week

Fleria's Messages
Fleria's messages aren't just for flavor text, they are an indication of a monster's condition! Your monster's condition has a numeric value assigned to it, which determines how it lives. If your monster is constantly getting messages that indicate middling to high Stress and Fatigue, you can expect a rather short life of your monster.
Fatigue Level Messages & Values
Fatigue MessageFatigue LevelFatigue Amount
[name] is full of energy!Low0
[name] is healthy.Low1-19
[name] looks healthy.Low20-29
[name] seems a little tired.Med30-39
[name] is a little tired.Med40-49
[name] is pretty tired.Med50-69
[name] looks very tired...High70-89
[name] is about to collapse. (?)High>= 90

The Fatigue level of a monster can adjust the
Stress Message.

Stress Level Messages & Values
Stress MessageFatigue LevelStress Amount
[No message]Low0-29
But it looks a little stressed...Low30-49
But it seems in a bad mood... (?)Low30-49
It looks to be a little stressed too... (?)Med30-49
It also seems to be in a bad mood... (?)Med30-49
[Possibility of No message]High30-49
But it looks like it's pretty stressed... (?)Low50-69
But it seems to be in a pretty bad mood... (?)Low50-69
It also looks like it's pretty stressed too...Med50-69
It also seems to be in a pretty bad mood... (?)Med50-69
[Possibility of No message]High50-69
But it looks like it's really stressed out...Low>= 70
And it looks like it's really stressed, too...Med>= 70
[Possibility of No message]High>= 70

Miscellaneous
Battle Accuracy
IndicatorTech Accuracy
4 Bars75%-100%
3 Bars50%-74%
2 Bars25-49%
1 Bar1%-24%
Post-Battle Fame Modification
Conditions:Description:Fame Modification:
KO Win (Non-Bit move)Win by KO, using a move from a Stone or Orb.# + 4 + rand(0 to 3)
KO WinWin by KO.# + 3 + rand(0 to 2)
Win by DecisionWin on GATS, or life percentage remaining.# + 1 + rand(0 to 2)
Win by Opponent Withdraw(?)Win by the opponent withdrawing on the tournament screen.# + 1
KO LoseLose by KO.# - (1 + rand(0 to 2))
Lose by decisionLose on GATS, or life percentage remaining.#
Forfeit (in battle)Lose by using the Give Up menu in a fight.# - 1
Withdraw (pre-battle)Refuse to fight a monster on the tournament screen.-1

# = Difference in monster rank and Tournament rank, x2.
(EG: S rank ‘mon in E rank tournament would be -10; -5 x 2)

Credits: Lexi, Alchius, MonsterFenrick
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.