Ultra Kaiju Monster Rancher - Raising methods, schedules, Drill types
There are many aspects to raising your Kaiju. Drills to raise stats, Errantry to learn to attacks, participating in tournaments for money or game progression. This page is not meant as a Walkthrough or step by step guide to beat the game, rather it breaks down several of the aspects of the game into smaller consumable bits of information that you can apply to your overall experience which will lead to beating the game. Some of the advanced raising schedules won't really be affordable on a fresh game, it's OK to use a first Kaiju or two to help stockpile your funds so you can concentrate on a very strong Kaiju later.
- Rampages are OK. they reset anger and build up anger tolerance. Getting a couple of rampages out of the way early, means later, when your loyalty is higher you should be able to trigger a rampage when you need to increase Max stat caps (from 10k to 12k) which will take ~3 additional rampages.
- Focus/Specialize in a few stats rather than try to raise things evenly. Pick 1 Attack stat (POW or INT), Pick 1 Defense stat (SPD or DEF), Fill in with SKI and LIF drills between your Attack & Defense choices.
- Use Inheritance Cookies!! these can drastically help keep fatigue under control, or easier to raise stats to better Drill levels.
- Monthly Food is important. Giant Egg > Nutrition Pellet > Ultra Meat > Fresh Fish Plate > Heaping Salad.
- Territory bonus is only 5 extra points to a drill. Territory battles can still be useful if you need to reduce anger, but It's not worth defending your territory just to retain a bonus, (Low class enemy fights can give less than doing a drill even without the bonus).
Schedules and options
Baby/Cheap Schedule (Optional, or Until Loyalty is higher) | ||
Monthly: | Pellets, Fish, or Meat. | |
Week 1: | Item of Choice* | Hard Drill |
Week 2: | Ultra Mango | Light Drill |
Week 3: | Ultra Mango | Light Drill |
Week 4: | Astro Mint | Rest |
(+Fear/-Stress etc)
* Choice Item: Feed nothing, OR Food that raises Fear, or any affordable item.
(Mango, Biscut, Snake, Coffee)
- +Drill Cookies for low gain stats.
- Switch methods around:
50-60 loyalty or 2-3 Rampages
Lazy No-Rest (Start at 60-70 Loyalty) | ||
Monthly: | Feasts > Eggs > Pellets | |
Week 1: | Mandarin Juice | Hard Drill |
Week 2: | Relaxing Cacao (*or other) | Light Drill |
Week 3: | Mandarin Juice | Hard Drill |
Week 4: | Astro Mint | Light Drill |
(+Fear/-Stress etc)
* Adjust as needed for:
- Anger/Rampage (Relaxing Cacao)
- Stress (Astro Mint)
- Fatigue (Ultra Mango or MJ)
Tyrant No-Rest (Requires Tyrant trait/cookie) | ||
Monthly: | Feasts > Eggs | |
Week 1: | Mandarin Juice | Hard Drill |
Week 2: | Relaxing Cacao (*or other) | Hard Drill |
Week 3: | Mandarin Juice | Hard Drill |
Week 4: | Astro Mint | Light Drill |
(+Fear/-Stress etc)
* Adjust as needed for:
- Anger/Rampage (Relaxing Cacao)
- Stress (Astro Mint)
- Fatigue (Ultra Mango or MJ)
Tyrant Magic Banana 4xHD? (Requires Tyrant cookie & M.B. RNG) | ||
Monthly: | Feasts > Eggs | |
Week 1: | Mandarin Juice | Hard Drill |
Week 2: | Magic Banana* -10 Stress | Hard Drill |
Week 3: | Mandarin Juice | Hard Drill |
Week 4: | Astro Mint | Hard Drill |
- MUST use the best foods: Egg, Feasts, Pellets. Spice
- Spices and Territory battles are the only form of Anger Management.
- Randomness of Stress/Fatigue from drills may cause occasional spike to breech LI.
100 Loyalty Fast! or a means for alternative Feeding and Drill schedules! Follow this to ensure you get the correct Banana effect for either scenario Magic Bananas have 1 of 3 effects. In earlier games the effect is random on feeding. In UKMR the effect is random on purchase. The MB is sorted by effect in your inventory, which is why this works.
Magic Bananas: Pro Tips!
Use to get 100 Loyalty Baby in about 3 months, or top off an adult Kaiju.
Anger Meter
The anger meter does not indicate it's capacity, but each rampage effectively increases the numerical amount of anger between empty and full.Rampage anger limit is based on life stage, aging type, personality, dependence, fear, and the number of previous rampages.
- The anger limit is limited to 2000
- Aging Type multipliers are
- 0/Normal: 1.1
- 1/Early: 1
- 2/Late: 0.9
- rampage_limit = (int)(rampage_anger_life_stage_base * aging_type_multiplier * personality_multiplier) + 10 * rampages + fear + dependence/2
(dep/2 is rounded down towards 0)
Personality | Rampage Multiplier |
---|---|
Honest | 1.2 |
Cool | 1 |
Hot-Cold | 0.8 |
Tenacious | 1 |
Earnest | 1 |
Selfish | 1.2 |
Rowdy | 0.8 |
Stubborn | 1 |
Fiery | 0.8 |
Spoiled | 1 |
Timid | 1 |
Lively | 1 |
Whimsical | 1 |
Easygoing | 1 |
Personality | Rampage Multiplier |
---|---|
Nervous | 1.2 |
Brave | 0.8 |
Lazy | 1 |
Rivalrous | 1 |
Liberated | 0.8 |
Slow | 1 |
Sociable | 1 |
Calm | 1 |
Cautious | 1 |
Prodigy | 1.2 |
Carefree | 1 |
Obedient | 1 |
Naughty | 1 |
Stage | Base |
---|---|
1 | 120 |
2 | 130 |
3 | 140 |
4 | 150 |
5 | 155 |
6 | 160 |
7 | 165 |
8 | 170 |
9 | 175 |
10 | 180 |
Rampages & Stat Cap increases
Rampages are caused when your Anger meter reaches 100%. A Rampage will reset the Anger meter. It doesn't incur a lifespan hit outside of the weeks lived during the rampage. You can observe your Anger meter and plan out when you want to rampage to get some of the early rampages out of their system.You can mostly predict and plan for productive rampages that increase your Kaiju's maximum stat capacity with the following conditions.
- At about 60+ Loyalty.
- At or after the 3rd Rampage (This means, allow for your Kaiju to rampage early a couple of times before 60+ loyalty)
- It will usually take 3 Stat Limit Rampages to raise the caps from 10k to 12k limits.
- Late Bloomer types can reach max cap limits without any rampages, if you raise a Late Bloomer up to the Retirement Warning from Holly with 0 rampages. This seems like a waste since there's little lifespan left to raise stats, but maybe there is a benefit we don't yet know about.
Tantrum Types and Percents
Breed | Destruction | Overeating | Sulking | Fighting | Digging | Run Away | Mischief | Rage |
---|---|---|---|---|---|---|---|---|
Gomora | 15 | 8 | 25 | 8 | 20 | 7 | 7 | 10 |
Eleking | 13 | 12 | 12 | 13 | 12 | 12 | 13 | 13 |
Zetton | 10 | 8 | 7 | 10 | 7 | 8 | 10 | 40 |
Red King | 10 | 10 | 5 | 40 | 10 | 5 | 10 | 10 |
King Joe | 13 | 12 | 12 | 13 | 12 | 12 | 13 | 13 |
Gan-Q | 12 | 12 | 12 | 12 | 12 | 12 | 16 | 12 |
Alien Baltan | 15 | 5 | 10 | 5 | 10 | 15 | 15 | 25 |
Alien Metron | 12 | 12 | 16 | 12 | 12 | 12 | 12 | 12 |
Dada | 12 | 12 | 12 | 12 | 12 | 12 | 16 | 12 |
Kanegon | 5 | 30 | 10 | 5 | 10 | 25 | 10 | 5 |
Garamon | 12 | 12 | 12 | 12 | 12 | 12 | 16 | 12 |
Tyrant | 15 | 8 | 8 | 20 | 8 | 6 | 10 | 25 |
Golza | 20 | 0 | 0 | 0 | 40 | 20 | 0 | 20 |
Miclas | 13 | 13 | 13 | 13 | 14 | 13 | 13 | 8 |
Neronga | 20 | 25 | 5 | 10 | 5 | 10 | 15 | 10 |
Reicubas | 13 | 12 | 12 | 13 | 12 | 12 | 13 | 13 |
Birdon | 20 | 40 | 0 | 0 | 0 | 20 | 0 | 20 |
Bemstar | 10 | 40 | 5 | 10 | 10 | 5 | 10 | 10 |
Windom | 13 | 13 | 13 | 14 | 13 | 13 | 13 | 8 |
Nova | 12 | 12 | 12 | 12 | 12 | 12 | 16 | 12 |
Sevenger | 10 | 10 | 37 | 10 | 10 | 5 | 10 | 8 |
Melba | 13 | 12 | 12 | 13 | 12 | 12 | 13 | 13 |
Super C.O.V. | 40 | 10 | 5 | 10 | 10 | 5 | 10 | 10 |
Telesdon | 20 | 0 | 0 | 0 | 40 | 20 | 0 | 20 |
Five King | 20 | 5 | 5 | 10 | 20 | 10 | 20 | 10 |
Ace-Killer | 10 | 10 | 5 | 10 | 5 | 10 | 10 | 40 |
Thunder Killer | 25 | 5 | 5 | 15 | 10 | 10 | 10 | 20 |
Skull Gomora | 25 | 5 | 5 | 15 | 10 | 10 | 10 | 20 |
Pedanium Zetton | 25 | 5 | 5 | 15 | 10 | 10 | 10 | 20 |
Gandar | 16 | 12 | 12 | 12 | 12 | 12 | 12 | 12 |
Mocchi | 12 | 13 | 13 | 13 | 13 | 13 | 13 | 10 |
Suezo | 13 | 13 | 13 | 13 | 12 | 13 | 13 | 10 |
Gan-Q Suezo[1] | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 100 |
Science Party Suezo[1] | 20 | 10 | 20 | 10 | 10 | 10 | 10 | 10 |
- [1] All Tantrum Percentages are per base type, except that there are a couple of exceptions; Gan-Q Suezo and Science Party Suezo.
- "Rage" is where you fight Ultraman characters. 33% evenly to encounter Ultraman, Tiga, Zero.
- "Mischief" is when your Kaiju runs away to destroy someone else's lcation. 12.5% evenly to go to: General Store, Association, Leila/Lira, Victor, Neel, May, Colt, Álvaro.
Holly's notifications are alerted only once, but during the normal dialogue when you enter a new week at the first point of entering the alerted Life Stage. Because the game is so dialogue heavy, this alert can easily be missed.
Kanezo's Life Stage updates are on-demand, at any point in a Kaiju's life, but you must actively ask for it from a different menu.
Stage | Message |
---|---|
5 (Prime) | [MONSTER] is really something! How we raise this Kaiju from here on will decide victory or defeat in the fights ahead. |
9 (Elder) | [Monster] is looking pretty worn down. We may have to retire it soon. |
- Upon entering stage 5:
- Stage 5 is "Prime" which is considered the peak stat raising period.
- If you have Gold or Silver peaches, this is the stage to use them in!
- Upon entering stage 9:
- Stage 9 and 10 are considered Elder/Twilight stages and will most likely see lower Drill LV gains taper off.
- Depending on the Kaiju's Base Lifespan and their Aging Type, this could be anywhere from ~8 months, to ~2.5 years of life left when Holly gives this alert, so don't be too hasty to retire it early.
- Drill LV3s help offset the lower gains of the aging Kaiju's Elder and Twilight stages.
If you miss Holly's message, press Y to talk to the monster, and ask how it is feeling.
Kanewill give you the following messages which correlate to which Life Stage a Kaiju is in currently. Note that it can be any time during a given stage, unlike Holly's message that alerts immediately upon entering a given stage.
Stage | Message |
---|---|
1 & 2 | [KAIJU] was only just born. I sure can't wait to see how they'll grow! |
3 & 4 | Seems to me [KAIJU] is growing up really nicely! They're starting to develop their own traits. |
5 | [KAIJU] is in the middle of a growth spurt! Keep at it, [KAIJU]! |
6 | [KAIJU] still has growing to do! Don't stop now! |
7 & 8 | [KAIJU] is finally a mature Kaiju. They've come so far... |
9 & 10 | [KAIJU] has been with us for a real long time. I think it's almost time for them to retire. |
Compare Lifespan and lifestages before and after lifespan adjustments per each stage:
Use the Song List data and enter the details below.
If you're unsure, use the base Kaiju Data instead for a close estimate:
Life Stage Calculator
Aging Type:
Prime
Lifespan: wks
Life Stage
1
2
3
4
5
6
7
8
9
10
Individual Duration
9%
10%
15%
15%
10%
5%
10%
5%
5%
16%
Weeks Used
35
38
57
57
38
19
38
19
19
60
Cumulative Weeks Used (end)
35
73
130
187
225
244
282
301
320
380
Remaining (start)
380
345
307
250
193
155
136
98
79
60
Adjust Weeks +/- Total of Items
New Individual Duration
9%
10%
15%
15%
10%
5%
10%
5%
5%
16%
New Weeks Used
35
38
57
57
38
19
38
19
19
60
Weeks Used Difference
0
0
0
0
0
0
0
0
0
0
New Cumulative Weeks Used (end)
35
73
130
187
225
244
282
301
320
380
New Weeks Remaining (start)
380
345
307
250
193
155
136
98
79
60
Lifespan Increasing or Decreasing items
The calculator will do all the work for you, but here's an example with the math explained.
Gold & Silver peaches: Use at Stage 5 to maximize Prime life stage.
- Using peaches extends lifespan by +50 (Gold) and +25 (Silver) weeks total.
- These weeks are spread out over the 10 life stages of a Kaiju, based on the duration they are in that stage.
- Stages that you've progressed past are added to the current life stage
- A Gold Peach is +50 weeks of lifespan; Let's feed this to a 380 week Normal aging type monster during stage 5.
- Add each Stage duration, including current: 9%+10%+15%+15%+10% = 59%
- 59% x50 = 30 (29.5). 30 weeks are added to Stage 5.
- The remaining stages 6-10 are multiplied for each stage Duration x 50:
5%(2.5) 2wks | 10% (5) 5wks | 5%(2.5) 3wks | 5%(2.5) 2wks | 16%(8) 8wks
-- Alternate rounding: If there is no decimal/remainder from a proceeding % then it is rounded up, otherwise it is rounded down - The +50 week Gold Peach equates to 30 weeks for Stage 5, and 20 weeks distributed over 6-10 based on stage duration.
- Using items reduces lifespan by their designated amount (See Item List)
- These weeks are spread out over the 10 life stages of a Kaiju, based on the duration they are in that stage.
- Stages that you've progressed past are added to the current life stage
- A Devil SPlinter is -50 weeks of lifespan; Let's feed this to a 380 week Normal aging type monster during stage 5.
- Add each Stage duration, including current: 9%+10%+15%+15%+10% = 59%
- 59% x50 = 30 (29.5). -30 weeks are added to Stage 5.
- The remaining stages 6-10 are multiplied for each stage Duration x 50:
5%(2.5) -2wks | 10% (5) -5wks | 5%(2.5) -3wks | 5%(2.5) -2wks | 16%(8) -8wks
-- Alternate rounding: If there is no decimal/remainder from a proceeding % then it is rounded up, otherwise it is rounded down - The -50 week Devil Splinter equates to -30 weeks for Stage 5, and -20 distributed over 6-10 based on stage duration.
- The -1 week items, if few enough are used, it will only affect stage 1 (or current stage used), but if enough are used in a given stage, it will creep into the other stages, just like using a single item with many weeks.
Drill Bonuses
- Territory Bonus(+5)
- Preferred Drill bonuses (+10)
- Super Success (+10 to Main & Sub)
- Inheritance Cookie Drill Traits (+30).
Drill Levels
Raising your drill level equates to more stats gained from the drill.- Lv1 : Basic/Starting level
- Lv2 : Primary Stat >= 3000
- Lv3 : Primary Stat >= 7000
- Lv1 : Basic/Starting level
- Lv2 : Primary x2 + Secondary >= 9000
- Lv3 : Primary x2 + Secondary >= 21000
Drill Expectations / Observations (No bonuses)
Level 1 Gains
Light Drill | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 10/12/22 | 14/18 | 19/23 | 25/29 | 31/35 |
Stage2 | 16 | 22 | 29 | 38 | 47/50 |
Stage3 | 24/26 | 33/35 | 40/44 | 54 | 66/68 |
Stage4 | 27/29 | 41 | 51 | 65 | 79/81 |
Stage5 (Prime1) | 35 | 51 | 62 | 79 | 101 |
Stage6 (Prime2) | 35 | 46 | 57 | 75 | 90 |
Stage7 | 26 | 41 | 50 | 62 | 81 |
Stage8 | 24/26 | 33/35 | 40/44 | 54 | 66/68 |
Stage9 | 16 | 22 | 29 | 38 | 47/50 |
Stage10 | 10/12/22 | 14/18 | 19/23 | 25/29 | 31/35 |
Heavy Drill Main | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 30 | 30 | 33 | 43 | 53 |
Stage2 | 30 | 39 | 50 | 65 | 80 |
Stage3 | 40/42 | 53 | 78 | 100 | 109 |
Stage4 | 47/50 | 68 | 82/86 | 109 | 132/133 |
Stage5 (Prime1) | 54/58 | 83 | 110 | 135 | 164/167 |
Stage6 (Prime2) | 56 | 79 | 96 | 127 | 152 |
Stage7 | 49 | 66 | 86 | 108 | 134 |
Stage8 | 40/42 | 53 | 78 | 100 | 109 |
Stage9 | 30 | 39 | 50 | 65 | 80 |
Stage10 | 30 | 30 | 33 | 43 | 53 |
Heavy Drill Sub | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 20 | 20 | 20 | 20 | 24 |
Stage2 | 20 | 20 | 22 | 28 | 34 |
Stage3 | 20 | 20/24 | 26 | 34 | 44 |
Stage4 | 20/21 | 25/27 | 32 | 43/44 | 52 |
Stage5 (Prime1) | 26 | 29/35 | 40 | 54 | 64/68 |
Stage6 (Prime2) | 20 | 31 | 40 | 52 | 62 |
Stage7 | 21 | 28 | 35 | 41 | 52 |
Stage8 | 20 | 20/24 | 26 | 34 | 44 |
Stage9 | 20 | 20 | 22 | 28 | 34 |
Stage10 | 20 | 20 | 20 | 20 | 24 |
Level 2 Gains
Light Drill | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 18/22 | 26/27 | 33 | 43 | 53/57 |
Stage2 | 32 | 41/43 | 50/54 | 69 | 84 |
Stage3 | 41/42 | 57 | 68/72 | 92 | 108 |
Stage4 | 52 | 66 | 85 | 109 | 133 |
Stage5 (Prime1) | 59 | 81 | 104 | 134 | 150 |
Stage6 (Prime2) | 54 | 75 | 100 | 124 | 150 |
Stage7 | 46/50 | 67/68 | 86 | 106/107 | 130 |
Stage8 | 41/42 | 57 | 68/72 | 92 | 108 |
Stage9 | 32 | 41/43 | 50/54 | 69 | 84 |
Stage10 | 18/22 | 26/27 | 33 | 43 | 53/57 |
Heavy Drill Main | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 32 | 44 | 54 | 70/72 | 86/90 |
Stage2 | 50 | 68 | 86 | 110 | 134 |
Stage3 | 62 | 86 | 110 | 142 | 174 |
Stage4 | 70 | 106 | 135 | 171 | 200 |
Stage5 (Prime1) | 98 | 134 | 170 | 200 | 200 |
Stage6 (Prime2) | 90 | 124 | 154/156 | 200 | 200 |
Stage7 | 74/78 | 103/106 | 132/134 | 171 | 200 |
Stage8 | 62 | 86 | 110 | 142 | 174 |
Stage9 | 50 | 68 | 86 | 110 | 134 |
Stage10 | 32 | 44 | 54 | 70/72 | 86/90 |
Heavy Drill Sub | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 20 | 24 | 28/30 | 36/38 | 44/46 |
Stage2 | 24 | 33 | 42 | 54 | 66 |
Stage3 | 31 | 43 | 55 | 71 | 87 |
Stage4 | 39 | 53 | 65 | 87 | 100 |
Stage5 (Prime1) | 47 | 65 | 83 | 100 | 100 |
Stage6 (Prime2) | 45 | 62 | 79 | 98/100 | 100 |
Stage7 | 37/40 | 50/53 | 65/69 | 84/85 | 100 |
Stage8 | 31 | 43 | 55 | 71 | 87 |
Stage9 | 24 | 33 | 42 | 54 | 66 |
Stage10 | 20 | 24 | 28/30 | 36/38 | 44/46 |
Level 3 Gains
Light Drill | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 39 | 57 | 70 | 89/91 | 109 |
Stage2 | 58/59 | 83 | 105 | 133 | 150 |
Stage3 | 79/81 | 111/112 | 138/142 | 150 | 150 |
Stage4 | 96 | 127 | 150 | 150 | 150 |
Stage5 (Prime1) | 119 | 150 | 150 | 150 | 150 |
Stage6 (Prime2) | 114 | 150 | 150 | 150 | 150 |
Stage7 | 95 | 130/131 | 150 | 150 | 150 |
Stage8 | 79/81 | 111/112 | 138/142 | 150 | 150 |
Stage9 | 58/59 | 83 | 105 | 133 | 150 |
Stage10 | 39 | 57 | 70 | 89/91 | 109 |
Heavy Drill Main | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 60 | 80 | 107 | 133 | 167 |
Stage2 | 89 | 125 | 156 | 200 | 200 |
Stage3 | 119/122 | 163 | 200 | 200 | 200 |
Stage4 | 144 | 198 | 200 | 200 | 200 |
Stage5 (Prime1) | 178/181 | 200 | 200 | 200 | 200 |
Stage6 (Prime2) | 169 | 200 | 200 | 200 | 200 |
Stage7 | 142 | 198 | 200 | 200 | 200 |
Stage8 | 119/122 | 163 | 200 | 200 | 200 |
Stage9 | 89 | 125 | 156 | 200 | 200 |
Stage10 | 60 | 80 | 107 | 133 | 167 |
Heavy Drill Sub | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 26 | 33 | 41 | 52 | 68 |
Stage2 | 38 | 49 | 61 | 81 | 97 |
Stage3 | 50 | 65/68 | 85 | 100 | 100 |
Stage4 | 56 | 78 | 99 | 100 | 100 |
Stage5 (Prime1) | 70 | 97/100 | 100 | 100 | 100 |
Stage6 (Prime2) | 69 | 94 | 100 | 100 | 100 |
Stage7 | 58 | 77 | 99/100 | 100 | 100 |
Stage8 | 50 | 65/68 | 85 | 100 | 100 |
Stage9 | 38 | 49 | 61 | 81 | 97 |
Stage10 | 26 | 33 | 41 | 52 | 68 |
+ 1~5 Stress / + 8~10 Fatigue / +Anger
Drill | + Stat | Fatigue |
---|---|---|
Planting Seeds | Lif ↑ | Fatigue ↑ |
Windmill Turner | Pow ↑ | Fatigue ↑ |
Treasure Hunting | Int ↑ | Fatigue ↑ |
Snow Sculpting | Ski ↑ | Fatigue ↑ |
Dig a Hot Spring | Spd ↑ | Fatigue ↑ |
Sculpting | Def ↑ | Fatigue ↑ |
Light Drill Baseline | |
---|---|
LV1 | 30 |
LV2 | 50 |
LV3 | 100 |
Bonus Range | 10~150 |
Fatigue | 8~10 |
Stress | 1~5 |
Form | -1~-2 |
+ 5~12 Stress / + 13~15 Fatigue / +Anger
Drill | ++ Stat | + Stat | - Stat | Fatigue |
---|---|---|---|---|
Watering Plants | Lif ⇈ | Def ↑ | Ski ↓ | Fatigue ⇈ |
Removing Trees | Pow ⇈ | Lif ↑ | Spd ↓ | Fatigue ⇈ |
Fishing | Int ⇈ | Ski ↑ | Def ↓ | Fatigue ⇈ |
Snow Proofing | Ski ⇈ | Spd ↑ | Lif ↓ | Fatigue ⇈ |
Cooking | Spd ⇈ | Int ↑ | Pow ↓ | Fatigue ⇈ |
Fossil Surveying | Def ⇈ | Pow ↑ | Int ↓ | Fatigue ⇈ |
Heavy Drill Baseline (P-rimary, S-econdary, Drop) | |||||
---|---|---|---|---|---|
LV1 P | 50 | LV1 S | 20 | Drop Amt | -20~-30 |
LV2 P | 80 | LV2 S | 40 | Fatigue | 13~15 |
LV3 P | 150 | LV3 S | 60 | Stress | 5~12 |
Bonus P | 30~200 | Bonus S | 20~100 | Form | -2~-5 |
Monster Type Main or Sub | Preferred Drills | Monster Type Main or Sub | Preferred Drills |
---|---|---|---|
Gomora | Removing Trees | Miclas | Fossil Surveying |
Eleking | Fishing | Reicubas | Snowproofing |
King Joe | Treasure Hunting | Birdon | Windmill Turner |
Alien Metron | Planting Seeds | Nova | Watering Plants |
Dada | Cooking | Melba | Sculpting |
Golza | Dig a Hot Spring | Gandar | Snow Sculpting |
Unlisted Kaiju do not have preferences.
Bonuses applies to BOTH Main and Sub.
Nova Gomora gets both Removing Trees
and Watering Plants bonus.
Pure breed does not get double bonus.
Your territory gauge has a numeric value of 100.
- Drilling will increase the gauge.
- Not defending a contested territory will decrease this gauge.
- Winning/Losing a contested territory battle doesn't adjust the gauge.
Doing a Drill | |
---|---|
Baseline | +15 |
Preferred (+) | +18 |
Undesired (-) | +12 |
Undefended Territory | |
---|---|
Enemy Class | Gauge loss |
E | -10 |
D | -15 |
C | -20 |
B | -25 |
A | -30 |
S | -35 |
Preferred Location Gauge Affinity (+) | Undesired Location Gauge Aversion (-) | |
---|---|---|
Gomora | Wild Woods | None |
Eleking | Fuller Beach | Barrage Desert |
King Joe | Fuller Beach | None |
Gan-Q | None | Fuller Beach |
Alien Metron | Ganot Gardens | None |
Garamon | Ganot Gardens | None |
Golza | Barrage Desert | Fuller Beach |
Miclas | Barrage Desert | Mt. Snowkin |
Neronga | None | Ganot Gardens |
Reicubas | Mt. Snowkin | Barrage Desert |
Birdon | Bellow Volcano | None |
Windom | None | Mt. Snowkin |
Telesdon | Bellow Volcano | Mt. Snowkin |
Skull Gomora | Bellow Volcano | Mt. Snowkin |
Gandar | Mt. Snowkin | Bellow Volcano |
Mocchi | Ganot Gardens | Fuller Beach |
Suezo | Wild Woods | Barrage Desert |
This applies to BOTH Main and Sub.
+ and - will cancel each other out.
Special subs are not counted as a breed.
Pure breed does not get double bonus/penalties.
Other Drill Info
- Drill Bug: There is a bug that can occur where no matter which drill you try, every drill gives the message: "[Monster] is tired of training here". To fix this:
- Exit the game completely (Shut down/close. Don't put to sleep)
- Open another game, then close that game completely.
- Re-launch Ultra Kaiju Monster Rancher. The drills should no longer be bugged for all drills, though your monster may still be tired for a particular drill.
- Territory battles on Drill locations do not decrease lifespan. They are the equivalent of doing a drill. The amount of incurred Stress/Fatigue correlates to the disparity between your Kaiju's grade VS the rival's grade. (Low gains and low stress/fatigue if you're S grade and rival is E grade etc.)
Locations & Trainers
Trainers/Rivals are unlocked through game progression and tournament encounters.Heart Meter: Every 20 Errantries with a trainer will fill up 1 heart. Once the meter is full, you will get a passive item from that trainer that makes it easier to learn techs from them.
Errantry Locations determine which stats are raised and lowered. The trainers randomly change locations week to week, making it possible to learn specific attacks taught by specific trainers at locations that are beneficial to you.
Week | Stress | Fatigue |
---|---|---|
1 | 1~5 | 8~10 |
2 | 5~12 | 13~15 |
3 | 5~10 | 8~13 |
4 | 7~12 | 15~18 |
Trainer | Preferred Stat | Tech Type | +10 Bonus Locale |
---|---|---|---|
Leila/Lira | Lif | Support | Ganot Gardens |
Victor | Pow | Heavy | Wild Woods |
Neel | Int | Wither | Fuller Beach |
May | Ski | Hit | Mt. Snowkin |
Colt | Spd | Crit | Bellow Volcano |
Alvaro | Def | Special | Barrage Dessert |
Location | LIF | POW | INT | SKI | SPD | DEF |
---|---|---|---|---|---|---|
Ganot Gardens | ⇈ 4 | - | - | ↓ 2 | ↓ 1 | ↑ 3 |
Wild Woods | ↑ 3 | ⇈ 4 | ↓ 1 | - | ↓ 2 | - |
Fuller Beach | - | ↓ 1 | ⇈ 4 | ↑ 3 | - | ↓ 2 |
Mt. Snowkin | ↓ 2 | - | - | ⇈ 4 | ↑ 3 | ↓ 1 |
Bellow Volcano | ↓ 1 | ↓ 2 | ↑ 3 | - | ⇈ 4 | - |
Barrage Desert | - | ↑ 3 | ↓ 2 | ↓ 1 | - | ⇈ 4 |
Errantry Gains
Super Success grants +10 to Main & Sub stat.An additional +10 bonus is added to the Main & Sub stat gains when the Trainer's preferred stat aligns with the Training location.
Errantry lasts for 4 weeks total, each week giving Stat Gains to the location's Main and Sub stats, while lowering other stats by a small amount.
Week 1 Gains
Main Stat | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 10 | 14/15 | 19 | 25 | 31/34 |
Stage2 | 16/18 | 24 | 30/32 | 38/39 | 47/50 |
Stage3 | 26 | 34/35 | 44 | 54/56 | 68 |
Stage4 | 26 | 37 | 48 | 62 | 77 |
Stage5 (Prime1) | 35 | 48 | 62 | 80 | 98 |
Stage6 (Prime2) | 35 | 48 | 60 | 77 | 94 |
Stage7 | 27 | 38 | 49 | 63 | 78 |
Stage8 | 26 | 34/35 | 44 | 54/56 | 68 |
Stage9 | 16/18 | 24 | 30/32 | 38/39 | 47/50 |
Stage10 | 10 | 14/15 | 19 | 25 | 31/34 |
Week 2 Gains
Main Stat | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 30 | 31/32 | 51 | 52/66 | 64/75 |
Stage2 | 36/37 | 49 | 62/75 | 79/82 | 97/101 |
Stage3 | 46 | 64/67 | 82 | 106/110 | 130/132 |
Stage4 | 55 | 77 | 98 | 127 | 156 |
Stage5 (Prime1) | 71 | 98 | 125 | 161 | 199 |
Stage6 (Prime2) | 69 | 94 | 119 | 153 | 182 |
Stage7 | 56 | 78 | 99 | 128 | 169 |
Stage8 | 46 | 64/67 | 82 | 106/110 | 130/132 |
Stage9 | 36/37 | 49 | 62/75 | 79/82 | 97/101 |
Stage10 | 30 | 31/32 | 51 | 52/66 | 64/75 |
Sub Stat | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 30 | 20 | 20/30 | 30 | 26/28 |
Stage2 | 20/30 | 20/21 | 27 | 32/33 | 39/41 |
Stage3 | 20 | 26 | 31/33 | 41 | 50/52 |
Stage4 | 24 | 32 | 41 | 52 | 64 |
Stage5 (Prime1) | 26 | 37 | 48 | 62 | 77 |
Stage6 (Prime2) | 26 | 36 | 47 | 58 | 73 |
Stage7 | 24 | 32 | 41 | 63 | 64 |
Stage8 | 20 | 26 | 31/33 | 41 | 50/52 |
Stage9 | 20/30 | 20/21 | 27 | 32/33 | 39/41 |
Stage10 | 30 | 20 | 20/30 | 30 | 26/28 |
Week 3 Gains
Main Stat | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 30 | 38 | 47 | 65/72 | 75/79 |
Stage2 | 40/44 | 55 | 72/75 | 94/95 | 113/116 |
Stage3 | 57 | 75 | 99 | 125/127 | 152/155 |
Stage4 | 68 | 93 | 118 | 152 | 185 |
Stage5 (Prime1) | 85 | 116 | 148 | 190 | 230 |
Stage6 (Prime2) | 78 | 107 | 137 | 176 | 214 |
Stage7 | 69 | 94 | 119 | 153 | 183 |
Stage8 | 57 | 75 | 99 | 125/127 | 152/155 |
Stage9 | 40/44 | 55 | 72/75 | 94/95 | 113/116 |
Stage10 | 30 | 38 | 47 | 65/72 | 75/79 |
Sub Stat | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 20 | 20 | 20/30 | 24 | 28/32 |
Stage2 | 20 | 23/24 | 29 | 37 | 46/47 |
Stage3 | 20 | 28 | 39 | 51 | 59/63 |
Stage4 | 26 | 36 | 57 | 60 | 73 |
Stage5 (Prime1) | 32 | 45 | 57 | 74 | 91 |
Stage6 (Prime2) | 31 | 43 | 54 | 69 | 86 |
Stage7 | 28 | 38 | 49 | 58 | 75 |
Stage8 | 20 | 28 | 39 | 51 | 59/63 |
Stage9 | 20 | 23/24 | 29 | 37 | 46/47 |
Stage10 | 20 | 20 | 20/30 | 24 | 28/32 |
Week 4 Gains
Main Stat | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 55 | 77 | 98 | 128/140 | 156/158 |
Stage2 | 87 | 118 | 151/152 | 193 | 236/239 |
Stage3 | 113 | 156/158 | 199 | 257/259 | 300 |
Stage4 | 138 | 190 | 241 | 300 | 300 |
Stage5 (Prime1) | 171 | 236 | 300 | 300 | 300 |
Stage6 (Prime2) | 161 | 221 | 292 | 300 | 300 |
Stage7 | 138 | 190 | 241 | 300 | 300 |
Stage8 | 113 | 156/158 | 199 | 257/259 | 300 |
Stage9 | 87 | 118 | 151/152 | 193 | 236/239 |
Stage10 | 55 | 77 | 98 | 128/140 | 156/158 |
Sub Stat | E | D | C | B | A |
---|---|---|---|---|---|
Stage1 | 29 | 40 | 50/51 | 65 | 77/81 |
Stage2 | 41/45 | 59 | 74 | 99 | 100 |
Stage3 | 55 | 77 | 98/100 | 100 | 100 |
Stage4 | 70 | 96 | 100 | 100 | 100 |
Stage5 (Prime1) | 84 | 100 | 100 | 100 | 100 |
Stage6 (Prime2) | 91 | 100 | 100 | 100 | 100 |
Stage7 | 67 | 93 | 100 | 100 | 100 |
Stage8 | 55 | 77 | 98/100 | 100 | 100 |
Stage9 | 41/45 | 59 | 74 | 99 | 100 |
Stage10 | 29 | 40 | 50/51 | 65 | 77/81 |
Inheritance Cookies are permanently equipped onto your monster.
Cookies can be removed with an Adventure-found item from a few locations: Reset Powder if you need to change them out.
Fatigue management:
Auto-management of fatigue through cookies can help you concentrate on keeping stress managed much more easily, or help you squeeze in an extra hard drill. In this regard, Prevention is better than the cure, which means the Tyrant cookie is superior.
- Tyrant's Eternal Grudge makes Fatigue harder to increase. (Prevention is better than the cure)
- Windom's Capsule Recall makes Fatigue easier to reduce. (For when you can't get the above)
Some cookies will give a +30 bonus to any drill at any level. Since Drill Levels are important for higher gains with a snowballing effect the higher the drill level is, this means you can max stats sooner and concentrate on other stats as well.
This is especially useful for Low gain stats too and triggers ANY time the stat is raised during a drill, regardless if it is the Primary or Secondary stat raised in a drill.
Cookie name | Helps with Drills |
---|---|
Golza's Earth Shaker | LIF Drill bonus |
Red King's King of Strength | POW Drill bonus |
Alien Mefilas' Test of the Spirit | INT Drill bonus |
Gan-Q's Big Eye | SKI Drill bonus |
Alien Baltan's Darkness Lurker | SPD Drill bonus |
King Joe's Pedanium Space Alloy | DEF Drill bonus |
Face Color | Icon | Fatigue |
---|---|---|
Red | 0 (Min) | |
Orange | 1-19 | |
Yellow | 20-39 | |
Green | 40-79 | |
Blue | 80-100 (Max) |
Lifespan Index
LI = ((Stress * 2) + Fatigue)Index | LI# | Additional Life Lost |
---|---|---|
0 - 69 | 1 | 0 (Current week) |
70-104 | 2 | 1 additional wk |
105-139 | 3 | 2 additional wks |
140-174 | 4 | 3 additional wks |
175-209 | 5 | 4 additional wks |
210-244 | 6 | 5 additional wks |
245-269 | 7 | 6 additional wks |
270-300 | 8 | 7 additional wks |
Adventure
- Will incur 70 fatigue (LI: -1 wk)
- Costs the 4 wks on Adventure + LI
- With Tyrant will incur 68 fatigue (LI: -0 wks)
- Passives apply -2 fatigue but AFTER the LI hit.
- SOS/Out of Energy is -10 wks + (-4 wks + LI)
Lifespan Hits
- Fighting in Tournament : -3 weeks Flat
(no LI modifiers). - Errantry:
- Current LI plus Errantry LI:
- Best Case LI: +80 (-1 wk)
- Worst case LI: +132 (-3 wks)
- Rampage/anger: 0
Managing Stress, Fatigue, AND Anger
UKMR introduces ANGER in addition to Stress and Fatigue. How are you supposed to manage all three of these things now?- Mandarin Juice is the equivalent of MR2's Nuts Oil, (-28 Fatigue) but ALSO reduces stress by 20%!
- Astro Mint is the equivalent of MR2's Mint Leaf, and is -50% Stress (exactly the same)
- Relaxing Cacao reduces Anger by 30%.
Basic principles:
- Territory battles Raise stats, lower Anger, and do not incur a lifespan hit by themselves.
- Relaxing Cacao if there are no territory battles to reduce anger.
- Ultra Mangos slightly help with Fatigue but add weight. A good new-game item until you can afford the good stuff.
- Mandarin Juice -5 to all stats but greatly reduces fatigue, and reduces stress by 20%.
- Consider an Astro Mint in your schedule for 50% stress reduction. Stress is currently hidden and hard to track what it does!
- RAMPAGE! your Max-Stats can only be increased through Rampages, and there's no lifespan hit for a rampage. Don't be afraid to just let it happen.
Personality Traits
- Personality traits seem to affect AI v AI behaviour, as such will be important to acquire or avoid certain personalities for competitive play.
- There are 3 starting baby Personalities, based on the Aging Type of the Kaiju.
- Personality changes in Stage 3, and will randomly become one of several other personalities (This can be save scummed)
- Holly gives a message like:
- ... "Developing their own traits"
- ... "Growing bigger, This one seems to have a [---] Personality"
- Personality can be altered by reloading prior to Holly's message and reach the message again.
- Late bloom types can change again at stage 9 if they've had 0 rampages.
Personalities only change into other personalities within their groupings.
Aging Type 1 (Normal)
Aging Type 1 Starts as: | Life Stage 3 Will become: |
---|---|
Naughty わんぱく | Fiery / 熱血 |
Honest / 素直 | |
Lively / 元気 | |
Earnest / 真面目 | |
Rowdy / やんちゃ | |
Tenacious / がんばりや |
Aging Type 2 (Early)
Aging Type 2 Starts as: | Life Stage 3 Will become: |
---|---|
Obedient おりこう | Brave / 勇敢 |
Cool / クール | |
Hot-Cold / ツンデレ | |
Nervous / 神経質 | |
Rivalrous / 負けず嫌い | |
Stubborn / 頑固 |
Aging Type 3 (Late Bloomer)
Aging Type 3 Starts as: | Life Stage 3 Will become: | Life Stage 9 w/ 0 Rampage becomes: |
---|---|---|
Carefree おっとり | Easygoing / のんき | Calm / おおらか |
Lazy / なまけもの | Prodigy / 天才肌 | |
Selfish / わがまま | Slow / マイペース | |
Spoiled / 甘えん坊 | Sociable / 人なつこい | |
Timid / 臆病 | Cautious / 慎重 | |
Whimsical / 気まぐれ | Liberated / 自由人 |
Note: This group has a special additional
condition at stage 9 for a second personality
evolution!
Personality Behavior in Battle / Auto & PVP
For full A.I. Processing breakdown, please see the AI Processing data mined guide by SmilingFaces96.
A subjective explanation of personalities based on the data-mined info (By FakeLife)
Baby/Starting personalities
These are the three personalities all monsters start with. These are listed here for completeness sake, but keeping these on a competitive monster is basically impossible.- Naughty: Starting personality for Aging Type 1 (Normal) monsters. A weird personality that attacks aggressively in slot 2 and very rarely in other slots.
- Obedient: Starting personality for Aging Type 2 (Early) monsters. Saves guts and rarely attacks.
- Carefree: Starting personality for Aging Type 3 (Late Bloomer) monsters. A weird personality that attacks aggressively in slot 3 and very rarely in other slots.
Aging Type 1 (Normal)
One of these personalities is randomly chosen when an Aging Type 1 (Normal) monster gets to life stage 3. This replaces the Naughty personality the monster is born with.- Fiery: Walks forward and uses slot 1 and 2 techs a lot.
- Honest: Good all-around personality that attacks more often when over 50 guts. Saves guts the most out of the similar Honest, Earnest, and Tenacious trio.
- Lively: Attacks frequently and moves a lot.
- Earnest: Good all-around personality that attacks more often when over 50 guts. Is the most aggressive over 50 guts out of the Honest, Earnest, and Tenacious trio.
- Rowdy: Walks forward and uses slot 1 and 2 techs a lot. Attacks even more aggressively than Fiery. Rarely attacks in slots 3 or 4.
- Tenacious: Good all-around personality that attacks more often when over 50 guts. Is the most aggressive under 50 guts out of the Honest, Earnest, and Tenacious trio.
Aging Type 2 (Early)
One of these personalities is randomly chosen when an Aging Type 2 (Early) monster gets to life stage 3. This replaces the Obedient personality the monster is born with.- Brave: Aggressive personality that moves forward and attacks aggressively in all slots.
- Cool: Saves guts and rarely attacks. Probably not a good choice.
- Hot-Cold: Weird personality that likes to back up and knockback, but attacks aggressively when it is in slots 1 and 2. Rarely attacks in slots 3 or 4.
- Nervous: Aggressive personality that moves a lot and attacks aggressively in all slots.
- Rivalrous: Attacks often when you have low guts and rarely when you have high guts, which is the opposite of what you want. I do not recommend this personality.
- Stubborn: Moves forward and attacks aggressively in slot 1. Rarely attacks in any other slot.
Aging Type 3 (Late Bloomer)
One of these personalities is randomly chosen when an Aging Type 3 (Late Bloomer) monster gets to life stage 3. This replaces the Carefree personality the monster is born with.- Easygoing: Saves guts and rarely attacks. I do not recommend this personality.
- Lazy: Saves guts and rarely attacks. This is probably the worst personality in the game… Even more than the other “Lazy” personalities, Lazy monsters just don’t do anything.
- Selfish: Attacks fairly often at any guts total, and swaps techs like crazy.
- Spoiled: Good all-around personality that attacks more often when over 50 guts. Tends to walk forward and generally prefers techs in slots 1, 2, and 3.
- Timid: Saves guts and rarely attacks. I do not recommend this personality.
- Whimsical: A weird personality with random numbers. Attacks more often in slot 4 when you have low guts, and in slot 1 when you have high guts. I do not recommend this personality.
Aging Type 3 (Late Bloomer) with NO RAMPAGES by Life Stage 9
One of these personalities is randomly chosen when an Aging Type 3 (Late Bloomer) monster gets to life stage 9 without having any rampages over the course of its life. This replaces the personality unlocked when the monster reached life stage 3.- Calm: Moves backwards a lot and attacks aggressively in slot 4.
- Prodigy: Good all-around personality that attacks more often when over 50 guts (although it saves guts more than most personalities of this type.)
- Slow: Saves guts and rarely attacks. I do not recommend this personality.
- Sociable: Walks forward and uses slot 1 and 2 techs a lot, more likely to attack with over 50 guts. Rarely uses slot 3 or 4 techs.
- Cautious: Almost never attacks with less than 50 guts. Slightly more likely to walk back and knockback.
- Liberated: Another weird personality with pretty random numbers. Attacks more often in slots 1 and 2 when you have low guts, and in slot 3 and 4 when you have high guts. I do not recommend this personality.
% Base Chance: ((100-loyalty ) * (100-loyalty)) / 400
Loyalty | Confuse % | Loyalty | Confuse % |
---|---|---|---|
0 | 25% | 55 | 5% |
5 | 22% | 60 | 4% |
10 | 20% | 65 | 3% |
15 | 18% | 70 | 2% |
20 | 16% | 75 | 1% |
25 | 14% | 80 | 1% |
30 | 12% | 85 | 0% |
35 | 10% | 90 | 0% |
40 | 9% | 95 | 0% |
45 | 7% | 100 | 0% |
50 | 6% |
Anger Percent | Extra % Confusion |
---|---|
0%-59% | +0% |
60%-79% | +5% |
80%+ | +10% |
Anger can cause Additional
% chance for Confusion on top
of the base chance.
Anger can adjust your
Starting guts amount (bomb icon.)
Single player only (not PVP)
Anger Percent | Battle Starting Guts |
---|---|
0%-59% | 50 |
60%-79% | 65 |
80%+ | 80 |
Anger can adjust your damage
by a the following ranges:
Anger Percent | Extra Damage Per Attack |
---|---|
0%-59% | 0 |
60%-79% | 10 to 50 |
80%+ | 50 to 100 |
Form can adjust SPD & DEF
(by up to 5% to both.)
- Max Skinny: +5% SPD, -5% DEF
- Max Plump: +5% DEF, -5% SPD
Form from Tournaments
- -2(form) x # of Matches competed in
Tourney Class | Win 1st | Not 1st Not Last | Last or Withdrew |
---|---|---|---|
E | 10-50 | 10-30 | 0 |
D | 20-70 | 10-40 | 0 |
C | 30-90 | 10-50 | 0 |
B | 40-110 | 10-60 | 0 |
A | 50-130 | 10-70 | 0 |
S | 60-150 | 10-80 | 0 |
Adjusted stats are randomly selected
- Anger % < 60%: 3 Stats
- Anger % >= 60%-80%: 2 to 4 Stats
- Anger % >= 80%: 1 to 5 Stats
<=Tourney Rank | >Tourney Rank | Condition | Result |
---|---|---|---|
3 to 7 | 0 | Overkill | Win |
3 to 7 | 0 | Knockout | Win |
1 to 3 | 0 | Time Up | Win |
1 to 2 | 0 | Give Up (during) | Win |
1 to 2 | 0 | Withdraw (before) | Win |
-4 to -2 | -8 to -4 | Overkill | Loss |
-4 to -2 | -8 to -4 | Knockout | Loss |
-2 to -1 | -4 to -3 | Time Up | Loss |
-4 to -1 | -8 to -3 | Give Up (during) | Loss |
-4 to -3 | -8 to -5 | Withdraw (before) | Loss |
Min Weight | Max Weight | |
---|---|---|
Win | 30 | 37 |
Not 1st/Not Last | 40 | 50 |
Last/Withdrew | 50 | 62 |
Min Weight | Max Weight | |
---|---|---|
Win | -60 | -75 |
Not 1st/Not Last | -50 | -62 |
Last | -40 | -50 |
Withdrew | -2 x # of completed matches |
- -3 weeks per tournament (Flat/No multipliers)
- LI is still calculated on the following week rollover
(Starting 40 Fatigue + Withdraw ~95 LI = -5 weeks)
- When you're done raising your Kaiji you probably should get some Reset Powder and get rid of all your Rearing cookies and replace with Battle cookies.
- NOTE that when replacing cookies, this may adjust your Total stats, so be aware of this if you are working within a Stat Cap!
- Self Repair and Overnight Revival are the come-back cookies of UKMR. If you decide to equip these, there is an important thing to note:
- Self Repair: Recover Life when Life drops below 20% (once per battle)
- Overnight Revival: Recover 1 Life when Life is reduced to zero (once per battle)
- EQUIP ORDER is important for these two cookies. Equip Self Repair first, then equip Overnight Revival second. You want to get the heal first, then the 1hp revive second, otherwise if equipped in the reverse Self Repair will activate immediately after Overnight, using both at the same time.
- There are plenty of other cookies to consider that may fit a particular meta better than others, or might be considered to boost other techs for tech-specific scenarios.
Raising Routes
Please be sure and check any specific tournament's rules for caveats or adjustments. These raising routes are here to help you learn how other people have made a specific builds for competitive which you can follow or make adjustments for your own build!15000 Mixed Lightweight Format
ZeBruh (Dada Eleking) by Frenzied Potato
This monster was raised in Ultra Kaiju MR for AI v AI- Using Keywords: Main: wz~ Sub: legend at the alter, summon an Eleking Dada with gr9. The plan is to run Eleking Collider in slot 1 and Antenna Discharge in slot 2. The personality you want is Fiery since it has the highest chance of walking forward and lowest chance to shove. This will keep the Kaiju battling in slot 1 and 2.
- Eleking Collider is learned from Alvarro with a threshold of 7000 to learn the tech. That means Int+Defense has to be at a minimum of 7000 to learn the tech. Since the stat cap of Light Weight is strictly 15k you must plan accordingly to learn the tech and dump the defensive stat while staying under this cap! The plan for this kaiju is to hit 5k intelligence and 2k defense to learn Eleking Collider. Through drug use you will be able to dump the defensive stat for other needed stats.
- After summoning the Kaiju immediately equip Def+ Drill cookie. Make sure to give the kaiju 5 bouquets to to raise fame to 100. Go back and forth between Defense drill and Int Drill while eating 12 skill caps (-100 speed +100 life/skill) . This will drop speed to 1 and give you enough skill to start learning May's hit techs.
- Use the Errantry Wild Woods to learn all the techs you need from it. Just make sure you have the right trainer there(May then eventually Alvarro). This is done to raise POW++ and LIF+ with -SPD and -Int. Errantries in other places may increase some stats beyond the cap. Make sure you save before errantry just in case you do not learn the tech from May (Flames → Lightning Speed → Antenna Discharge is the order).
- Around 1 years old or Life Stage 3 the personality will change. Save frequently and reset the week before the change occurs until you get Fiery.
- While allowing rampages to happen, continue with INT drill x3 and DEF drill x 1 eating Mandarin juice x3 a month with astro mint x1 a month. Be sure to not exceed 2k Def and 5k Int. The reason we drink so much Mandarin Juice is to drop all the stats to give us more of a buffer at the end of this raise. It is far easier to increase stats then it is to drop stats!
- Continue using Wild Woods Errantry for tech acquisition. Atenna Discharge is the final tech we want from May. Eleking Collider should be learned from Alvarro once 2k Def and 5k Int is attained. Remember to reset if you do not learn the tech.
- Use Reset Powder to clear traits, equipping new traits: Self-Repair , Invincible Guts and Jewelic Blaze (this will add 61 SPD and 131 DEF that cannot be lowered)
- The remaining 1985 DEF is removed with 19 Speed Capsules (-100 DEF +100 POW/SPD) while resting each week. This transfers 1900 defense to power and speed.
- Now to remove remaining SPD that was raised from the SPD capsules with 19 Skill Capsules (-100 SPD +100 LIF/SKI). Feed these while alternating LIF SKI and Pow Drills using a LD, LD, LD, Rest, replacing a LD with Rest if you're getting too close to cap.
- Try and get LIF to a number divisible by 5. This can help during a "Grit" tie (1 LIF on both Kaiju). IE: If the life total is not divisible by 5 when you self-repair you are going to be at 19.5% instead of 20%. Many rounds are often decided upon ties.
- Finish topping off any remaining stats while staying under the 15k Stat Cap (Lesser of POW or INT is ignored in the particular tournament rules this Kaiju was made for)
VS Mode: How-To and Comp Preparation
- While on the Ranch, press "L" to access the Arena.
- Select VS Mode from the Arena menu.
- Select Register Kaiju from the VS Mode menu.
- Choose the Kaiju to register and press "A" to confirm.
- Your Kaiju is now uploaded for other folks to fight against for fun, or to be used in a community PVP tournament that you signed up for.
- Uploaded Kaiju are a frozen "Point in Time" of the Kaiju. You may upload any Kaiju at a point in time. Continuing to raise the Kaiju will not change the Kaiju that was uploaded.
- If you wish to remove any uploaded Kaiju, select "Kaiju Registry" to see your currently uploaded Kaiju and remove any unwanted Kaiju. Deleting a Kaiju from the Kaiju Registry does NOT delete them from your Ranch or Association, it only removes the uploaded copy.
VS Mode preparation Tips
Cookies can be difficult to acquire, and Reset Powder is only available twice a year.
follow these steps to save some hassle and reuse these items for multiple monsters:
- Save your game.
- Use your Reset Powder to clear out any Rearing traits (If you haven't already)
- Apply your desired Cookie/Traits.
- Register Your Kaiju, and select the Kaiju you've applied the cookies to.
Ultra Kaiju Tier List and analysis
Nash's tech review and tier list for competitive play:
Making Money
- Making money early in the game isn't too difficult. A C class monster can easily make decent tournament money for progression.
- There's a special "G" Tab in the inventory. Anything in this tab can safely be sold. This tab can fill up with all sorts of goodies from Adventure, Monster gifts to you, random items from Grandpa, etc. Sell it when you need money.
- Consider stockpiling "G" tab items if you plan on raising multiple monsters back to back and don't want to money farm in between, you can just sell of these items on demand if you don't feel like farming for the cash.
- End Game there's also multiple tournaments that give in incredible amount of money in a single tournament, between 1 and 5 million depending on the tournament.
- THERE IS A GOLD CAP of 9,999,999 G.
The Merchant
Requirements:- You are on year 10 of the game or higher
- You are Breeder Rank 4 or higher
- You have 100,000 gold on hand
With the requirements met, there's a 5% chance every week he'll show up and offer you an unidentified object for 100k. It's always worth it to pay, and see what it is, because if it is junk you can simply exit to the Title screen and load the AUTO save, which reloads the game to before the Merchant dialogue, where you can choose NOT to buy the item instead. (The item appears to be seeded and cannot be RNG rolled).
There's a 70% chance the item will be junk, and a 30% chance it will be a notable item such as:
- Gold Peach
- Silver Peach
- Ultra Statue (Sells for 500k)
- Kanegon Statue (Sells for 350k)
- Alien Baltan Statue (Sells for 300k)
- Various Ores that sell for more than 100k / Cost of buying from the Merchant.