· 7 years ago · Feb 08, 2019, 06:18 AM
1 -=MR2 Hard Mode v0.3 Changelist=-
2(If it is not mentioned below, it is the same as the base game)
3
4v0.3 - AKA the Lows and Highs of Lifespans patch... and the Mascots
5Colorpandora, Mock, Dragon, Gali, Golem, Kato, Joker, Mocchi, Tiger
6Tech rebalancing for all currently changed monsters. Several Kawrea Errantry foes updated. All IMa vs. FIMBA S rank opponents updated
7
8You can download the modded ISO here: https://drive.google.com/drive/folders/1M87l-NVnLAPwDAIgWxZBNgxBH4IxalUz
9
10* Intro: Well, we've reached the version where there's not as many exciting things that can happen as there used to be, because all of the standard E-S foes have already been replaced and balanced around a higher difficulty. That said, there's still work to be done! From here on out it's the remaining monster, techs, and side enemies who are getting the spotlight- along with everybody's favorite slows guts, low lifespan, barely viable Dragon getting his turn to shore up. This version has a lot of minor changes to every listed monster, so it's quite a slog to read. I plan for the version after this one to be the last of the monster updates, and if so it'll jump straight to version 1.0. You can find changes specific to this version by searching "v0.3". As a reminder, this is a comprehensive changelist, meaning it has every change made from the vanilla version of the game to now- so that's why it's so long.
11
12If I listed something as changed in this version, and I screwed it up, let me know. I'll fix it!
13
14| [A1] - General [A2] - Items [A3] - Ape [A4] - Centaur [A5] - CPandora [A6] - Dragon [A7] - Durahan [A8] - Gaboo [A9] - Gali |
15| [B1] - Ghost [B2] - Golem [B3] - Hare [B4] - Henger [B5] - Hopper [B6] - Jell [B7] - Joker [B8] - Kato [B9] - Metalner|
16| [C1] - Mew [C2] - Mocchi [C3] - Mock [C4] - Monol [C5] - Naga [C6] - Niton [C7] - Phoenix [C8] - Pixie [C9] - Plant |
17| [D1] - Suezo [D2] - Tiger [D3] - Worm [D4] - Zuum [D5] - Unsorted [D6] - Tournaments [D7] - Errantries |
18If you'd like to skip to a particular section, you can use "Control+F" and the associated letter+number combination.
19
20---------------------------------
21GENERAL: [A1]
22* The Swim Glitch is fixed. Defense gains from swim now properly are based on defense growth rather than life growth.
23- Credit to STARWIN for the Swim Glitch Fix
24
25# Saves from regular MR2 are compatible. Changes to base stat growths, battle specials, arena movespeed, ands guts rates will not be reflected in monsters you have in the freezer or already on the ranch. You must shrine or combine for a new one. However, I highly recommend starting a new game to experience the mod freshly.
26
27# Changes to Force translate to approximately a +15 damage increase per point of Force at level 20. So a 34 -> 38 Force buff translates to a 510 -> 570 damage ceiling before accounting for defense, guts factor, and Your guts vs. Enemy's guts
28
29# Guts rates are calculated by ((Guts Rate of Main x 3) + (Guts Rate of Sub x 2)) € 5, then rounding. If any guts changes below seem odd, this is the reason.
30
31# Total Tech Value is (Force + Hit + Withering + (1/2 Sharp)) - (Guts Cost). Though this formula naturally gives higher value to Hit and Withering techs, it gives a decent measure of how many attributes are packed into a tech. That said, Withering is less efficient on slower guts monsters, and faster ones generally have lower values overall despite still having technically "better" tech utility. So while it's not totally indicative, and a lower value tech can be better than a higher one, it gives a passable measure of strength. For draining techs I multiply the Force/Withering value by how much it drains, and recoil is subtracted from the tech at a rate of 1/2 the recoil force.
32
33The majority of changes below are buffs. Very few dedicated nerfs are occurring- and only to reshuffle power such as in the case of the Metalner. This is due to many monsters being outclassed. You could call this "Power-creep" if you like, but I prefer when every monster is strong enough to stand out in some way. Additionally, many stat paradigms are affected by Swim now working properly. Many techs receive worse values in one area, but higher in another. When discussing stat growths, I use a 0-4 scale rather than a 1-5 scale, as that is the same measure the internal data uses- and it's easier for me that way.
34
35---------------------------------
36-= ITEMS -= [A2]
37
38* Sweet Jelly has had its description altered.
39[I'm generally a fan of MR2's quite poor English translation, but I do draw the line at Sweet Jelly where it's basically impossible to discern its effect via the text.]
40
41---------------------------------
42-= APE =- [A3]
43[v0.3: Tech adjustments, as many did not quite meet their power goal in the last update]
44Once you get past their lazy and occasionally unappealing appearance, Apes are actually a pretty interestingly designed monster. On the Power side, they're a pretty standard slow guts + decent damage breed with strong basic techs, but not much variety besides "low hit, high damage". Apes are interesting because of their Intelligence techniques. Despite being quite poor at gaining INT, they have 7 non-basic INT techs to POW's 3. They perform as the closest MR2 gets to having a slow guts monster with a lousy growth in INT be a withering, antagonizing, intelligence monster that can steal games with constant guts draining and potentially last second healing (Baku is close in this regard but not to the same extent). This sounds like a great design to me- that despite being lackluster to awful in the stat, the lazy Ape's biggest and most varied tricks come from its Intelligence stat. Having said that, while it's a really neat scheme, the numbers are a bit too weak on the Ape to really do this effectively, and they come out somewhere in the middle- strengthwise. I consider this a challenge, to make a monster that can be both a mini-Golem and a slow version of the Plant if you invest in it. So with that intent, I will not be changing the lazy Ape's guts rate, but will be changing their techs instead.
45
46These changes may make the Ape/Plant quite the threat!
47
48* General Changes:
49+ Ape/Gali: Guts Rate: 18 -> 17 (1.66/sec -> 1.76/sec)
50# Ape/???: Has recieved alterations for distinction.
51
52* Base Stat Changes:
53+ Ape/Golem Base Stats: 150/160/70/100/90/140 -> 160/180/70/100/80/150 (710 BST -> 740 BST)
54+ Ape/Gali Base Stats: 120/140/110/100/90/130 -> 130/150/120/110/100/140 (690 BST -> 750 BST)
55# Ape/??? Base Stats: Have been altered.
56[Nothing too special. /Golem is a bad Ape/Ape, and /Gali had low base stats considering how much lifespan it gives up.]
57
58* Slap has been buffed.
59[v0.3: Hit increased to +10. Force increased to 16]
60+ Hit: +8 -> +10
61+ Force: 15 -> 16
62+ Sharpness: 0 -> 5
63+ Guts Cost: 13 -> 12
64+ Total Tech Value: 15 -> 21.5 (D/A/E/- |>| D/A/E/E) [POW]
65[Ones of Ape's gimmicks is that their basic techs are either close to, or the best in the game, numbers-wise. I plan to retain that idea as I bump them up on the power-scale. Effectively, the Ape doesn't have "basic techs", they just start with 2 errantry techs.]
66
67* Sneeze has been buffed.
68[v0.3: Hit increased to 0]
69+ Hit: -6 -> 0
70+ Sharpness: 5 -> 8
71+ Total Tech Value: 16.5 -> 24 (D/D/C/E |>| D/C/C/E) [INT]
72[Sneeze is decent, albeit a bitunreliable. The sharpness is to bring Sneeze in line with an odd quirk where almost all the Ape's other INT techs have 8% sharpness as well. This is actually a very strong tech now, but it's kept in check by the slow guts monster it's tied to.]
73
74* Swing-Throw has been buffed.
75[v0.3: Hit increased to -7]
76+ Hit: -10 -> -7
77+ Guts Cost: 50 -> 45
78+ Total Tech Value: 43 -> 51 (remains as S/D/B/D) [POW]
79[A good tech, albeit a bit overpriced. It's pretty strong now, so be wary.]
80
81* Thwack has been buffed.
82[v0.3: Force increased to 24. Sharpness increased to 5]
83+ Force: 20 -> 24
84+ Withering: 5 -> 8
85+ Sharpness: 0 -> 5
86+ Total Tech Value: 12 -> 21.5 (C/B/E/- |>| C/B/E/E) [POW]
87[In keeping with the precedence of Ape's powerful basic techs, this puts Thwack in line with the buffed Slap. Thwack can carry the POW Ape for quite a lot of the game.]
88
89* Blast has been buffed.
90[v0.3: Force increased to 22]
91+ Hit: -8 -> -6
92+ Force: 21 -> 22
93+ Withering: 38 -> 40
94+ Total Tech Value: 29 -> 34 (C/D/B/E |>| C/D/A/E) [INT]
95[Blast hits surprisingly hard for a withering tech, but it's still Sneeze's big brother. While Sneeze has a better withering-to-guts ratio, Blast is a bigger burst option.]
96
97* Boomerang is now called Bananarang and has been buffed.
98[v0.3: Withering increased to 11. Guts Cost lowered to 17]
99+ Force: 15 -> 16
100+ Withering: 8 -> 11
101+ Guts Cost: 18 -> 17
102+ Total Tech Value: 23 -> 28 (D/A/E/E |>| D/A/D/E) [INT]
103[I'm not sorry. Boomerang is decent, but needed a little more damage to keep it afloat later on.]
104
105* Grab-Throw has been buffed.
106[v0.3: Hit increased to -10. Force increased to 32. Withering increased to 10]
107+ Hit: -11 -> -10
108+ Force: 31 -> 32
109+ Withering: 5 -> 10
110+ Guts Cost: 18 -> 17
111+ Total Tech Value: 9.5 -> 17.5 (B/D/E/E |>| B/D/D/E) [POW]
112[Passable heavy tech, but could reasonably be more efficient.]
113
114* Big Banana has been buffed.
115[v0.3: Hit increased to +24. Withering increased to 24.]
116+ Hit: +18 -> +24
117+ Force: 19 -> 24
118+ Withering: 16 -> 24
119+ Total Tech Value: 29 -> 48 (D/S/D/E |>| C/S/C/E) [INT]
120[This tech is... odd? It's funny, to be sure- but the animation is extremely long and the tech itself is quite weak. It's okay for stalling the clock, but aside from that it's pretty useless. Well, this is a big buff, but the tech is still probably bad. The tech value is really deceptive- it's not nearly as good as it appears. I considered giving this tech like, +40 Hit, but even then it'd just be a timer scam tech. For fun though, this tech is basically "Explosion Banana" in Japanese.]
121
122* Roll Assault has been buffed.
123+ Hit: -9 -> -5
124+ Total Tech Value: 18.5 -> 22.5 (remains as A/D/D/E) [POW]
125[Did you know this tech was only 23 guts in MR1? Nutty. Follows the trend of slow guts and slow movespeed monsters having powerhouse techs in the back slots.]
126
127* Bomb has been buffed.
128[v0.3: Hit increased to -4. Withering increased to 13]
129+ Hit: -7 -> -4
130+ Force: 22 -> 24
131+ Withering: 10 -> 13
132+ Guts Cost: 19 -> 18
133+ Total Tech Value: 14 -> 23 (C/D/D/C |>| C/C/D/C) [INT]
134[Bomb and Big Bomb are the only real way the INT Ape has to deal damage, and they're in slot 4. Aside from the beginning of the match, the Ape moves so slowly it can be difficult to get back into position to (Big) Bomb again- so I'm being generous based on this fact.]
135
136* Big Bomb is now has been buffed.
137[v0.3: Withering increased to 18]
138+ Hit: +1 -> +2
139+ Force: 24 -> 30
140+ Withering: 12 -> 18
141+ Sharpness: 18 -> 24
142+ Total Tech Value: 20 -> 36 (C/B/D/C |>| B/B/D/B) [INT]
143[Big Bomb is flashy but worse than Bomb for the price. This has been rescinded, and Big Bomb is now suitably the biggest nuke on the Ape's INT side.]
144
145* Tasty Banana is now called Magic Banana and has been buffed.
146[v0.3: Hit increased to -7. Guts Cost reverted to 40]
147+ Recovery Force: 30 -> 40
148+ Hit: -25 -> -7
149+ Total Tech Value: -35 -> -7 ([B]/E/-/- |>| [A]/D/-/-) [INT]
150{Warning: Lots of text incoming}
151[I'm glad Apes are first on the list, because it lets me get this explanation out of the way early. Recovery and lifesteal techniques in regular Monster Rancher 2 have a solid theme- the one wherein all of them except Plant's "Life Steal" are total garbage. They have abominable hit, and if you're on the ropes, why would you spend a ton of guts healing instead of hitting your opponent harder than you would have healed for? The idea is sort of there, but aside from the Plant, they don't work in execution. To this end, I am altering every single purely healing technique somewhat, while life steal moves are receiving much smaller changes since they innately suck less. Keeping your enemy on the ropes and squeaking out a win with a last second heal may be irritating to face, but new playstyles are better than worthless techs. Their tech value will generally still be negative, but that's for the best. I don't think this will make Tasty Banana "great", but I think it will make it "not complete trash". Healing should be something to covet; not something to laugh at.]
152
153---------------------------------
154-= CENTAUR =- [A4]
155Overview pending until actual changes determined.
156
157* General Changes:
158+ Centaur/Centaur Guts Rate: 16 -> 13 (1.87/sec -> 2.31/sec)
159# Centaur/Dragon Guts Rate: 15 -> 16 (2.0/sec -> 1.87/sec); 2/3/3/3/1/1 -> 2/3/3/3/1/2 due to Dragon's Guts Rate nerf and DEF buff.
160[This is an error/typo in regular MR2. All Centaurs are treated as base 13 guts rate in calculations except the purebreed. Maybe it was changed during development or something, but only the purebreed is suffering this slowdown. Instead of dragging all Centaurs down, the purebreed's guts rate has been hastened.]
161
162* Base Stat Changes:
163+ Centaur/Dragon Base Stats: 90/130/140/120/150/80 -> 120/150/130/140/90/100 (700 BST -> 730 BST)
164
165---------------------------------
166-= COLORPANDORA =- [A5]
167If you've ever raised a Colorpandora, you may recall it as a painfully slow experience, which it is. However, out of all the monsters affected, Colorpandoras and Plants are the harshest struck by the Swim Bug fix. If they were unpleasant before, then in post they would be miserable as they are good at only life. So, to remedy what would become a rather unpleasant monster to make powerful, Colorpandora's base growths are being shuffled and their less useful techs are being looked at. Colorpandoras are a solid monster overall, with passable techs and above average guts. They're not far from being great, but they're struggling a bit post-fix. I might be making a somewhat controversial change to the CP's INT build- but I'll cover that when I get to it. Also, even if I assume their name is based off Sukoropendora, from the genus Scolopendra, that got localized as Colorpandora?
168
169* General Changes:
170+ POW Growth: 1 -> 2
171- SPD Growth: 2 -> 1
172+ DEF Growth: 0 -> 1; This has the following effects on Colorpandoras (There are no affected non-CP as no /CP exist):
173+ CP/CP: 4/1/1/2/2/0 -> 4/2/1/2/1/1
174+ CP/Pixie: 2/1/2/2/2/0 -> 2/2/2/2/2/1
175+ CP/Jell: 3/1/2/2/2/1 -> 3/2/2/2/1/2
176+ CP/???: Have been modified to match the gains of their corresponding derived Colorpandora.
177[My apologies to those who would've preferred +INT to +POW, but they couldn't get both and their techs are mostly Power-based. Though, the CP/Pixie is probably the go to for intelligence Pandoras anyway, and that keeps the 2 speed growth. This leaves CPs with a decent growth total of 11, though it's scattered aside from high LIF. Centipedes aren't particularly fast, and Colorpandoras can survive trading some SPD for POW+DEF. These growths should be sufficient since the CP has a fairly long lifespan, but the sting of the Swim Fix will be felt.]
178
179* Base Stat Changes:
180+ CP/CP Base Stats: 170/50/30/100/110/60 -> 170/80/40/110/70/60 (520 BST -> 530 BST)
181+ CP/Pixie Base Stats: 90/40/120/100/110/30 -> 120/30/130/110/100/20 (490 BST -> 510 BST)
182+ CP/Jell Base Stats: 130/50/80/100/110/90 -> 140/70/90/110/50/120 (560 BST -> 580 BST)
183[Nothing too special. Just rearranging base stats to fit the Pandora's changed stat growths.]
184
185* Face Attack has been buffed.
186+ Guts Cost: 12 -> 11
187+ Total Tech Value: 7.5 -> 8.5 (remains as D/A/-/-) [POW]
188[Face Attack is a decent basic tech, but a little below the CP's average value for the guts cost.]
189
190* Two Swings has been buffed.
191# Classification: Basic Technique -> Hit Technique
192+ Hit: +9 -> +10
193+ Withering: 5 -> 10
194+ Sharpness: 0 -> 5
195- Guts Cost: 14 -> 15
196+ Total Tech Value: 15 -> 22.5 (D/A/E/- |>| D/A/D/E) [POW]
197[This may look a little odd, but I factor in animation time when altering how much a tech does of something. Even after these boosts, The singular swing is a tiny bit more efficient, but Two Swings has more burst potential and a balanced spread of effects across the board- as a basic tech chain often is. Also, this tech can only be acquired at the Hit errantry- and that was the case even before I changed its classification.]
198
199* Kamikaze has been buffed.
200+ Withering: 18 -> 20
201+ Total Tech Value: 38 or -5 -> 40 or -5 (remains as C/S/D/D) [POW]
202[Kamikaze is a very nice tech with fairly minor recoil. I'm giving it a tiny bump because the animation's fairly long and it does have the chance to be both -28 guts and lose LIF.]
203
204* Vital Ritual has been altered.
205+ Hit: -20 -> 0
206- Force: 30 -> 20
207- Withering: 30 -> 20
208+ Guts Cost: 50 -> 45
209- Total Tech Value: 50 -> 35 (B[B]/E/B[B]/- |>| C[C]/C/C[C]/-) [INT]
210[So a fair question to ask at this juncture is: What are you doing? So- the conclusion I came to is, how can the Colorpandora's intelligence side have reason to want to do it? I thought about the Plant, a Life Stealing tech on a faster guts monster, and decided that this kind of idea could extend to the Colorpandora- to an extent. While weaker at draining life and slower to get the needed guts, this also swipes a decent amount of guts from the foe- turning the CPandora into an antagonizer if they go INT, and more of a traditional fighter on the POW side. Don't worry, when Bajarls and Mocks get their turn, I'll work out something good for them too! You can pull some putrid stuff with this during Anger.]
211
212* Cracker has been buffed.
213+ Force: 5 -> 9
214+ Total Tech Value: 17.5 -> 21.5 (remains as E/C/C/E) [POW]
215[Cracker is decent, albeit a bit too low on the damage side of things.]
216
217* Megacracker has been buffed.
218+ Hit: 0 -> +2
219+ Force: 11 -> 15
220+ Total Tech Value: 23.5 -> 29.5 (D/C/A/E |>| D/B/A/E) [POW]
221[Same reasoning as the Cracker buff. Why's it called that, anyways? Like a firecracker, I guess?]
222
223* Triple Shots is now an Intelligence-based technique and has been buffed.
224[v0.3: Hit increased to 0]
225# Classification: Power Technique -> Intelligence Technique
226+ Hit: -2 -> 0
227+ Withering: 5 -> 8
228+ Total Tech Value: 15 -> 20 (remains as C/C/E/B) [INT]
229[Triple Shots was flipped since Colorpandoras lack intelligence techs, and it chains into Delta Attack (which is an INT tech)- but mostly because they lacked INT tools. It received a little bit more withering to compensate for the fairly long animation as it does not pack the biggest punch, critical or not. Has a fitting 30% crit rate at max fame.]
230
231* Delta Attack has been buffed.
232+ Hit: +15 -> +30
233+ Sharpness: 15 -> 20
234+ Guts Cost: 55 -> 50
235+ Total Tech Value: 27.5 -> 50 (B/S/B/C |>| B/S/B/B) [INT]
236[Delta Attack is flashy but was very weak for the price you pay. It's been brought up to par, at least somewhat. It's one of them "do some of everything" techs. Very accurate! Useless trivia: At max fame, this tech has 30 in everything except cost.]
237
238* Shotgun has been buffed.0 FF
239+ Force: 14 -> 15
240+ Guts Cost: 18 -> 17
241+ Total Tech Value: 20.5 -> 22.5 (remains as D/S/E/E) [INT]
242[Shotgun is fairly decent- but lacks firepower.]
243
244* Megashotgun has been buffed.
245+ Hit: +10 -> +12
246+ Withering: 9 -> 14
247+ Total Tech Value: 19.5 -> 26.5 (C/A/E/E |>| C/A/D/E) [INT]
248[Megashotgun has decent damage output, but is similarly a bit on the low end for a hit tech's auxillary factors.]
249
250* Giant Wheel has been altered.
251+ Hit: -15 -> -13
252- Withering: 12 -> 10
253# Total Tech Value: 12.5 (A/E/D/E |>| A/D/D/E) [POW]
254[This tech is sort of like UFO Attack- but it can be a little more reliable due to the vast difference in guts rates between the the breed I'm comparing CPandora to here.]
255
256* Spiral Rush has been buffed.
257+ Withering: 10 -> 16
258+ Total Tech Value: 14 -> 20 (remains as C/D/D/A) [POW]
259[Spiral Rush is alright, but outclassed by the techs around it in many regards. Instead of more damage, it does a bit more to the foe's guts.]
260
261* Meteor Dive is now called Triple Comet and has been buffed.
262+ Hit: -10 -> -9
263+ Sharpness: 5 -> 10
264+ Total Tech Value: 42.5 or -15 -> 46 or -15 (S/D/A/E |>| S/D/A/D) [POW]
265[Meteor Dive has fairly good attributes, if you ignore the recoil on missing. However, I do not- and a tech with -10 hit is not the epitome of accurate. I'm keeping the recoil, but making the Meteor itself a bit more reliable with increased ability to OHKO.]
266
267---------------------------------
268-= DRAGON =- v0.3 [A6]
269So, when it comes to Dragons, there's a lot of problems. The first one is that their guts rate is the worst in the entire game. It's slow. The second is that their techs are good, but not better than the Golem's, who has a slightly better guts rate. The third is their lifespan is low, but that's not really a huge deal overall. The fourth is that they're a bad natured monster that wants more guts to use, but Anger is a percentage increase to guts regen. The fifth is that all these factors make them one of the worst monsters in the game overall. At first I wasn't totally sure what a good approach was. Should I buff their guts? Should I just make their techs the best in the game? In my sloth, I dug around until I found the technical values for the first Monster Rancher, and made a neat discovery. Dragon techs were absolutely absurd, but their guts rate was ALWAYS 19, regardless of sub-breed. I thought a bit on that, and decided I could take a similar approach to the behemoths, albeit not as encompassing. So I present to you, the newer, slower, stronger Dragon- may none compete with his raw growth totals and tech values (unless you wither him or something, then he's up a river).
270
271So when it comes to Dragons, there's a lot getting changed!
272
273+ General Changes:
274+ Dragon/Dragon now starts with Two Bites.
275+ Dragon/Monol now starts with Tail Attack.
276+ LIF Growth: 2 -> 3
277+ DEF Growth: 2 -> 3
278- SPD Growth: 1 -> 0
279- The base Dragon guts rate has been lowered from 19 to 20. Pure Dragons are covered below, and all /Dragons will be covered in that main monster's section instead:
280# Dragon/Dragon Guts Rate: 19 -> 20 (1.57/sec -> 1.5/sec); 2/4/4/2/1/2 -> 3/4/4/2/0/3
281# Dragon/Pixie Guts Rate: 14 -> 15 (2.14/sec -> 2.0/sec); 1/3/4/2/2/1 -> 2/3/4/2/1/2
282# Dragon/Beaclon: 2/4/2/2/1/2 -> 3/4/2/2/0/3
283- Dragon/Henger: 2/4/3/2/2/2 -> 2/4/3/2/1/2
284# Dragon/Golem: 2/4/3/1/1/3 -> 3/4/3/1/0/3
285- Dragon/Durahan Guts Rate: 17 -> 18 (1.76/sec -> 1.66/sec); 2/4/3/2/1/3 -> 3/4/3/2/0/3
286- Dragon/ArrHead Guts Rate: 18 -> 19 (1.66/sec -> 1.57/sec); 2/3/3/2/1/3 -> 3/3/3/2/0/3
287- Dragon/Tiger Guts Rate: 15 -> 16 (2.0/sec -> 1.87/sec); 2/3/4/3/2/1 -> 2/3/4/3/1/2
288+ Dragon/Gali: 2/3/4/2/1/2 -> 2/4/4/2/0/3; Also affected by Gali's POW bug fix.
289# Dragon/Kato Guts Rate: 18 -> 19 (1.66/sec -> 1.57/sec); 2/2/4/2/2/2 -> 2/3/4/2/2/2, benefits from Kato's POW buff.
290+ Dragon/Bajarl: 2/4/3/2/1/2 -> 3/4/3/2/1/2
291- Dragon/Metalner Guts Rate: 14 -> 15 (2.14/sec -> 2.0/sec) due to a special balance-concern exception; 2/3/2/3/1/3 -> 3/3/2/3/0/3
292# Dragon/Joker: 2/3/4/3/1/2 -> 3/3/4/3/0/2
293# Dragon/Monol: 2/3/3/2/1/3 -> 3/3/3/2/0/3, benefits from Monol's LIF buff.
294# Dragon/??? (Moo): Has had its growths and attributes altered to make it distinct, and to fix its original bugged growths.
295[Since guts rates are weighted more heavily on the main breed, for the most part this will leave Dragon subs in about the same place, sometimes with better growths. It may seem strange that I amplifying Dragon's biggest weakness, but I plan to give the Dragon no reason to complain when it comes to their techs, which will be properly powerful for a breed which guts rate pales even against Monols and Golems.]
296
297* Base Stat Changes:
298+ Dragon/Dragon Base Stats: 100/170/160/120/90/110 -> 140/170/160/120/50/130 (750 BST -> 770 BST)
299- Dragon/Pixie Base Stats: 80/130/170/120/100/110 -> 100/120/200/110/80/90 (710 BST -> 700 BST)
300+ Dragon/Beaclon Base Stats: 100/170/130/120/90/110 -> 140/170/100/130/50/150 (720 BST -> 740 BST)
301# Dragon/Henger Base Stats: 100/170/140/120/130/110 -> 120/170/150/130/90/110 (BST remains as 770)
302+ Dragon/Golem Base Stats: 100/170/140/70/80/130 -> 140/240/130/80/10/150 (710 BST -> 750 BST)
303# Dragon/Durahan Base Stats: 100/170/140/120/90/130 -> 130/170/140/120/40/150 (BST remains as 750)
304+ Dragon/ArrHead Base Stats: 100/150/140/120/90/130 -> 120/150/140/110/50/180 (730 BST -> 750 BST)
305+ Dragon/Tiger Base Stats: 100/140/160/130/90/80 -> 110/140/160/130/80/100 (700 BST -> 720 BST)
306+ Dragon/Gali Base Stats: 100/130/160/120/90/110 -> 100/160/170/110/90/130 (710 BST -> 760 BST)
307- Dragon/Kato Base Stats: 100/140/160/120/130/110 -> 90/150/170/120/140/80 (760 BST -> 750 BST)
308+ Dragon/Bajarl Base Stats: 100/170/130/120/90/110 -> 140/180/130/120/80/100 (720 BST -> 750 BST)
309+ Dragon/Metalner Base Stat: 70/100/110/140/90/150 -> 130/110/90/160/20/170 (660 BST -> 680 BST)
310+ Dragon/Joker Base Stats: 100/130/160/140/90/110 -> 120/130/210/150/60/80 (730 BST -> 750 BST)
311+ Dragon/Monol Base Stats: 100/150/140/120/90/130 -> 180/130/140/120/10/190 (730 BST -> 770 BST)
312# Dragon/??? Base Stats: Have been made distinct.
313[Cleaning up altered stat orders and some sub-breed base stat total balancing. Dragons have pretty high base stats, though base stats aren't that important.]
314
315* Tail Attack has been buffed.
316+ Withering: 0 -> 5
317+ Sharpness: 0 -> 5
318+ Total Tech Value: 12 -> 19.5 (C/A/-/- |>| C/A/E/E) [POW]
319[I left Tail Whip alone since it's already good, even with the slightly worse guts.]
320
321* Bite has been altered.
322- Hit: +10 -> 0
323+ Force: 13 -> 15
324+ Sharpness: 0 -> 10
325+ Guts Cost: 13 -> 10
326# Total Tech Value: 15 -> 15 (D/A/E/- |>| D/C/E/D) [POW]
327[The extremely astute may notice this is a verbatim copy of one of Dragon's starting techs from MR1. Dragons already have an accurate basic in Tail, so they don't need two.]
328
329* Two Bites is now called Devour and has been altered.
330- Hit: +7 -> +3
331+ Force: 18 -> 24
332+ Sharpness: 5 -> 10
333+ Guts Cost: 18 -> 17
334+ Total Tech Value: 17.5 -> 23 (D/A/E/E |>| C/B/E/D) [POW]
335[A basic tech which does a little bit of everything. Dragon's weakest slot is 1, and that'll still be the case, but this puts out a threat to low LIF/DEF foes.]
336
337* Dragon Punch has been buffed.
338- Hit: -1 -> -2
339+ Force: 18 -> 21
340+ Withering: 7 -> 8
341+ Sharpness: 17 -> 20
342+ Guts Cost: 17 -> 15
343+ Total Tech Value: 15.5 -> 22 (D/C/E/C |>| C/C/E/B) [POW]
344[Dragon Punch kinda sucked, but it looks cool. So now it's decent and also looks cool.]
345
346* Wing Attack has been buffed.
347+ Hit: +14 -> +18
348+ Guts Cost: 17 -> 16
349+ Total Tech Value: 19.5 -> 24.5 (D/A/E/E |>| D/S/E/E) [POW]
350[Sometimes you need to hit more than you need to hurt.]
351
352* Wing Combo has been buffed.
353+ Hit: +14 -> +15
354+ Force: 22 -> 25
355+ Withering: 6 -> 8
356+ Sharpness: 5 -> 8
357- Guts Cost: 22 -> 23
358+ Total Tech Value: 22.5 -> 29 (C/A/E/E |>| C/S/E/E) [POW]
359[A good trade for 1 more guts, I'd argue. Does decent damage and hits the majority of the time.]
360
361* Claw Combo is now called Ravage and has been buffed.
362+ Hit: -10 -> -6
363+ Force: 30 -> 31
364+ Withering: 9 -> 12
365+ Total Tech Value: 12.5 -> 20.5 (B/D/E/E |>| B/D/D/E) [POW]
366[Sort of an aside, but way too many techs in this game have "Combo" in their name. Anyways, this is just bringing Claw Combo to where it's worth the cost.]
367
368* Claw has been buffed.
369+ Hit: -5 -> 0
370+ Force: 24 -> 26
371+ Sharpness: 24 -> 26
372+ Total Tech Value: 19 -> 27 (C/D/D/B |>| C/C/D/A) [POW]
373[Bad tech gets buffed, etc.]
374
375* SpinningClaw is now called Rend and has been buffed.
376+ Hit: -7 -> -4
377+ Withering: 12 -> 14
378+ Sharpness: 24 -> 30
379+ Guts Cost: 30 -> 27
380+ Total Tech Value: 19 -> 29 (B/D/D/A |>| B/C/D/S) [POW]
381[Really bad tech (or Worst Natured if you prefer) gets buffed, etc.]
382
383* Flutter has been buffed.
384+ Guts Cost: 29 -> 23
385+ Total Tech Value: 28.5 -> 34.5 (remains as C/S/D/E) [INT]
386[Not a terribly interesting change, but nobody should scoff at a 26% guts cost reduction. Also, you may have gathered that Flutter was overpriced from that.]
387
388* Flutters is now called Tempest and has been altered.
389- Hit: +14 -> +12
390+ Withering: 15 -> 21
391+ Sharpness: 5 -> 10
392+ Guts Cost: 33 -> 30
393+ Total Tech Value: 29.5 -> 39 (B/A/D/E |>| B/A/C/D) [INT]
394[Call down the crushing winds, all for an economical price. Pretty strong overall, but more or less the biggest tech an INT Dragon has to work with.]
395
396* Trample has been altered.
397+ Hit: -16 -> +6
398+ Withering: 13 -> 14
399- Guts Cost: 27 -> 40
400+ Total Tech Value: 22.5 -> 32.5 (S/E/D/E |>| S/A/D/E) [POW]
401[This is where the influence from MR1 starts to become really evident, but please do enjoy. I ran the numbers- this isn't as insane as it may look.]
402
403* Fire Breath has been buffed.
404+ Hit: -8 -> -5
405+ Guts Cost: 20 -> 18
406+ Total Tech Value: 19.5 -> 24.5 (remains as C/D/C/E) [INT]
407[Not much to state here. It was a bit too inaccurate and overpriced.]
408
409* Dragon Combo is now called Armageddon and has been altered. Despair!
410+ Hit: -20 -> -7
411+ Force: 65 -> 70
412- Withering: 35 -> 21
413+ Total Tech Value: 37.5 -> 41.5 (S/E/B/C |>| S/D/C/C) [POW]
414[This tech from MR1 was what inspired me, so much so that I'm directly porting it albeit with a little nerf. If you don't have any DEF/POW, this will kill you in one hit for sure!]
415
416* Inferno has been buffed.
417+ Hit: -8 -> -3
418+ Force: 27 -> 30
419+ Withering: 39 -> 41
420+ Sharpness: 5 -> 8
421+ Total Tech Value: 31.5 -> 43 (C/D/B/E |>| B/C/A/E) [INT]
422[Turns out Inferno was pretty bad, even at a 19 guts rate, so naturally it could use a boost. Heyo, Inferno!]
423
424* Glide Charge has been altered.
425- Hit: +9 -> +5
426+ Force: 22 -> 29
427+ Withering: 5 -> 10
428+ Total Tech Value: 22.5 -> 30.5 (C/A/E/A |>| C/A/D/A) [POW]
429[This tech is a little better than Claw since it's a harder nature for a Dragon to get, and requires the slow Dragon to be in the back.]
430
431* SlammimgDown has been altered. I know it's still misspelled! It's on purpose!
432- Hit: 0 -> -7
433- Force: 36 -> 33
434+ Withering: 36 -> 49
435+ Guts Cost: 40 -> 33
436+ Total Tech Value: 34.5 -> 45.5 (B/C/B/E |>| B/D/A/E) [POW]
437[Slammin'. Also another slightly tweaked port of the the Dragon tech's glory days (Read: Dragons were not amazing in MR1 either, but that wasn't due to their techs).]
438
439---------------------------------
440-= DURAHAN =- [A7]
441Overview pending until changes are decided.
442
443* General Changes:
444+ Durahan/Dragon: 2/3/3/2/0/3 -> 2/3/3/2/0/4 due to Dragon's DEF buff.
445- Durahan/Phoenix: 2/2/3/2/1/3 -> 2/2/3/2/0/3; Guts Rate: 14 -> 16 (2.14/sec -> 1.87/sec) due to Phoenix's SPD growth nerf and guts rate nerf.
446+ Durahan/Mock: 1/2/3/2/0/3 -> 2/2/3/2/0/3;
447[Primarily just carryover from changes to other monsters.]
448
449* Base Stat Changes:
450+ Durahan/Dragon Base Stats: 100/130/150/110/70/140 -> 100/130/150/110/70/170 (700 BST -> 730 BST)
451
452---------------------------------
453-= GABOO =- [A8]
454[v0.3: Tech adjustments]
455Unfortunately for the clay dudes, Gaboos are receiving a harsh blow in the form of the Swim Bug fix. Gaboos are definitely pretty solid in general, but they do have a recurring weakness wherein many of their techs take rather long amounts of time. During this time their enemy generates guts and they do not, and their guts rate isn't amazing. Anyways, Gaboos are receiving a bit of stat compensation for the loss of their "4" in defense. Since most Gaboo techs are fairly decent, only a couple will be getting sizable changes to make them more worth actually having, while the others will mostly get small number tweaks. Also, giving higher stat gains to monsters which aren't subs for other monsters is fairly safe, since the buffs are all self contained and don't spill over to 20 different breeds like changing Pixie would.
456
457* General Changes:
458+ POW Growth: 3 -> 4
459+ SKI Growth: 0 -> 1; This has the following effects on Gaboos (There are no affected non-Gaboos as no /Gaboo exist):
460+ Gaboo/Gaboo: 4/3/0/0/3/0 -> 4/4/0/1/3/0
461+ Gaboo/Jell: 3/2/1/1/2/1 -> 3/3/1/2/2/1
462+ Gaboo/Tiger: 3/2/1/2/3/0 -> 3/3/1/2/3/0
463# Gaboo/Joker: No change due to growth calculation.
464+ Gaboo/???: Have been modified to match the gains of their corresponding derived Gaboo.
465[With the Swim Glitch fixed, Gaboos lose their monopoly on a Dragon-level growth total and being stellar in all aspect of defense. Since that almost certainly was not intentional in the first place, I'm not going to patch up their defense. However, a +1 growth to Skill is a deceptively large buff. The boost in gains from 0-1 is rather noticable. Going from 3 to 4 power is not really that useful, but maxing POW sooner gives time for other stats. This places their stats similar to Hares, but trading speed and skill for more life. Since Spd/Ski are generally better than LIF, I think it's fine for them to match the Hare's growth total.]
466
467* Base Stat Changes:
468+ Gaboo/Gaboo Base Stats: 190/120/30/40/150/70 -> 190/130/30/80/150/50 (600 BST -> 630 BST)
469# Gaboo/Jell Base Stats: 140/130/80/70/120/90 -> 140/130/70/90/120/80 (BST remains as 630)
470
471* Acid Spit has been altered.
472[v0.3: Hit increased to -10. Force increased to 32]
473+ Hit: -15 -> -10
474- Force: 35 -> 32
475+ Withering: 48 -> 50
476+ Total Tech Value: 35.5 -> 39.5 (B/E/A/E |>| B/D/S/E) [INT]
477[Gaboos actually have surprisingly good withering techs. The issue is they rarely hit. This is a trade the Gaboo is happy to make, even if they rarely use Intelligence at all. Also, some trivia: Gaboo's internal tech order is all over the place. Other monsters go in order at least for the parameters, but Gaboo goes Diving Press -> Cyclone -> Back Blow -> ElectricBlow -> Acid Spit. The rest isn't any better. It's both silly and irritating because I have to confirm the field for every tech change.]
478
479* Diving Press has been buffed.
480[v0.3: Hit increased to -2. Force increased to 20. Sharpness increased to 20]
481+ Hit: -3 -> -2
482+ Force: 16 -> 20
483+ Sharpness: 16 -> 20
484+ Total Tech Value: 12 -> 19 (D/C/E/C |>| C/C/E/B) [POW]
485[Diving Press is a bad technique, but Gaboos do have a theme of having cheap but fairly strong techs- so Diving Press's damage output has been increased to be less of a waste.]
486
487* Chop Combo has been buffed.
488[v0.3: Force increased to 45. Withering increased to 18]
489+ Hit: +1 -> +4
490+ Force: 44 -> 45
491+ Withering: 10 -> 18
492+ Total Tech Value: 17.5 -> 29.5 (remains as A/B/D/E) [POW]
493[This tech has a LONG animation. The longest of the Gaboo's entire kit- which is why it gets some extra withering tacked on. It's one of the Gaboo's biggest techs, so missing and then sitting through a lengthy animation while your enemy is generating guts is just a real bad time. I find the name boring, but I couldn't think of anything else and the Japanese name is way too long to fit into the text field.]
494
495* Samurai Kick has been buffed.
496+ Force: 25 -> 26
497+ Withering: 25 -> 26
498+ Total Tech Value: 35 - > 37 (remains as C/A/C/D) [POW]
499[A little lackluster given the animation time. Is this how Samurais kicked back then? High value, but it's mostly since it's a tech which does a bit of everything.]
500
501* Chop has been buffed.
502[v0.3 Sharpness increased to 10]
503+ Sharpness: 5 -> 10
504+ Guts Cost: 11 -> 10
505+ Total Tech Value: 4.5 -> 8 (D/C/-/E |>| D/C/-/D) [POW]
506[Chop is basically Slap except it misses a lot more. Lowering the cost gives it a notably higher guts-to-damage ratio, which is appreciated as far as already cheap techs go.]
507
508* Rolling Chop has been altered.
509[v0.3: Guts Cost reverted to 19]
510+ Hit: -4 -> -1
511+ Force: 20 -> 22
512+ Total Tech Value: 14 -> 19 (remains as C/C/D/D) [POW]
513[While still slightly less efficient than Chop damage-wise, this makes Rolling Chop more of a middling technique which does a bit of everything for a reasonable price.]
514
515* Shockwave has been buffed.
516[v0.3: Guts Cost reduced to 15]
517+ Force: 14 -> 15
518+ Guts Cost: 17 -> 15
519+ Total Tech Value: 19.5 -> 22.5 (remains as D/A/E/E) [POW]
520[The little stuff adds up. This tech competes with Slap as a cheap and accurate POW move, but it has some edge by being in slot 2 and having some sharpness.]
521
522* Back Blow has been buffed.
523[v0.3: Guts Cost lowered to 13]
524+ Hit: -13 -> -11
525+ Force: 19 -> 21
526+ Guts Cost: 14 -> 13
527+ Total Tech Value: 4.5 -> 9.5 (D/D/D/E |>| C/D/D/E) [POW]
528[A nice cheap heavy tech, but not great even when it connects. This adds a bit more oomph without giving it too much reliability.]
529
530* Electric Blow has been buffed.
531[v0.3: Force increased to 43]
532+ Hit: -16 -> -15
533+ Force: 41 -> 43
534+ Total Tech Value: 18 -> 21 (remains as A/E/D/D) [POW]
535[Powerful and inaccurate, as you'd expect.]
536
537* Ninja Kick has been buffed.
538[v0.3: Guts Cost lowered to 52]
539+ Hit: -5 -> 0
540+ Guts Cost: 55 -> 52
541+ Total Tech Value: 30 -> 38 (S/D/B/D |>| S/C/B/D) [POW]
542[Ninja Kick is fancy but not really worth the price or animation time. That's easily remedied around by making it a tech which can connect more often.]
543
544* Straight is now called Mach Punch and has been buffed.
545[v0.3: Withering increased to 10. Guts Cost lowered to 18]
546+ Withering: 7 -> 10
547+ Guts Cost: 20 -> 18
548+ Total Tech Value: 9 -> 14 (C/D/E/D |>| C/D/D/D) [POW]
549[Despite what memories Oakleyman may stir, Straight is not a particularly great tech. The name is for distinction purposes, and because that's the JP name anyways.]
550
551* Cyclone has been buffed.
552[v0.3: Force increased to 40. Hit increased to -4. Guts Cost lowered to 37]
553+ Hit: -7 -> -4
554+ Force: 39 -> 40
555+ Guts Cost: 39 -> 37
556- Sharpness: 13 -> 10
557+ Total Tech Value: 21.5 -> 26 (B/D/C/D -> A/C/C/D) [INT]
558[Cyclone is a strange tech. It's fairly decent, but I meant more animation-wise. Anyways, this trades a little blowout potential for pure reliability. I retained some integrity by resisting the temptation to rename this "The Dab". When it comes to INT techs, this is basically the best thing the Gaboo has to work with, so it's a little above average as a result.]
559
560* Kiss has been buffed.
561[v0.3: Force increased to 8. Sharpness reverted to 5]
562+ Hit: 0 -> +3
563+ Force: 5 -> 8
564+ Total Tech Value: 16.5 -> 22.5 (E/C/C/E |>| E/B/C/E) [INT]
565[I'm not really sure why this tech is in the game at all. It makes some sense on the Pixie, but the Gaboo having a weak withering tech...? Anyways, it gains hit% and a little power.]
566
567* Long Punch has been buffed.
568[v0.3: Hit increased to +18. Withering lowered to 12]
569+ Hit: +15 -> +18
570+ Force: 19 -> 22
571- Withering: 13 -> 12
572+ Total Tech Value: 22.5 -> 27.5 (D/S/D/E |>| C/S/D/E) [POW]
573[People often get a bad read on Long Punch and think it's better than it really is. It is reliable, but often a weak usage case when your opponent actually has some LIF. I blame Ordorf for this notion. So a very simple change- it has a bit more impact, making it a very good staple tech for the Gaboo, but less efficient than most of their kit for damage.]
574
575* Spit has been altered.
576[v0.3: Sharpness reverted to 5]
577+ Hit: -5 -> -4
578+ Guts Cost: 24 -> 22
579+ Total Tech Value: 22.5 -> 25.5 (D/D/B/E |>| D/C/B/E) [INT]
580[Again, I don't really see why a Gaboo would WANT to be withering, but hey, the option's a little more open now.]
581
582* Jumping Chop (That's what, 4 different Chops?) has been altered.
583[v0.3: Hit increased to -2. Guts Cost lowered to 33]
584+ Hit: -6 -> -2
585+ Force: 24 -> 30
586+ Sharpness: 23 -> 30
587- Guts Cost: 28 -> 33
588+ Total Tech Value: 17.5 -> 26 (C/D/D/B |>| B/C/D/S) [POW]
589[Gaboos have plenty of cheap techs across the board, but lacked anything big in Slot 4. With this they have a threatening presence everywhere, assuming they can land their blows.]
590
591---------------------------------
592-= GALI =- [A9]
593[v0.3: Tech adjustments; Tech chain adjustments. Name of sub-breeds altered to be less dull]
594Galis are fairly good (both figuratively and game-wise). However, they suffer from having the guts rate of almost a Golem without the absurd moves. Rather than encroach on them, or do sweeping changes on their techniques, Galis can be brought up to the desired power-level with some minor changes. To this end, their guts regeneration is being made slightly faster, and are receiving very minor tech changes. Another weakness is a large number of tech chains with their short lifespan, but generations or having a specific plan right from the start can negate that issue. As another note, things which are part Gali have a running issue where their power is miscalculated as though Gali had a "2" in POW, rather than the "3" it actually has- Which I'll naturally be fixing. I assume this was a buff done later in development, but only applied to the Gali/Gali, but no longer. In general, Galis are a great attempt at a hybrid offense monster.
595
596Warning: There's a lot of text in the Gali section! They have many "under the hood" tweaks.
597
598* General Changes:
599+ Gali/Golem and Gali/Monol now start with Spirit Blow.
600# Gali/Pixie is now called "Pixel" instead of "Pink Mask".
601# Gali/Golem is now called "Warrior" instead of "Stone Mask".
602# Gali/Zuum is now called "Lexus" instead of "Scaled Mask".
603# Gali/Tiger is now called "Inugami" instead of "Fanged Mask".
604# Gali/Hare is now called "Galion" instead of "Furred Mask".
605# Gali/Suezo is now called "Omen" instead of "Suezo Mask".
606# Gali/Jell is now called "Aquarius" instead of "Aqua Mask".
607# Gali/Worm is now called "Tsuchinoko" instead of "Brown Mask".
608# Gali/Naga is now called "Shinkamen" instead of "Purple Mask".
609+ (Bug Fix) All Gali Main Breeds and Sub Breeds have had their power recalculated using 3 as the Gali's POW Growth instead of 2
610+ The base Gali guts rate has been buffed from 17 to 15. Pure Galis are covered below, and all /Galis will be covered in that main monster's section instead:
611+ Gali/Gali: 17 -> 15 (1.76/sec -> 2.0/sec)
612+ Gali/Pixie: 13 -> 12 (2.31/sec -> 2.5/sec)
613+ Gali/Golem: 17 -> 16 (1.76/sec -> 1.87/sec)
614+ Gali/Zuum: 15 -> 14 (2.0/sec -> 2.14/sec); 1/2/3/2/1/2 -> 1/3/3/2/1/2
615+ Gali/Tiger: 14 -> 13 (2.14/sec -> 2.31/sec)
616+ Gali/Hare: 16 -> 15 (1.87/sec -> 2.0/sec)
617+ Gali/Suezo: 15 -> 14 (2.0/sec -> 2.14/sec); 1/2/4/2/1/2 -> 1/3/4/2/1/2
618+ Gali/Jell: 16 -> 15 (1.87/sec -> 2.0/sec)
619+ Gali/Plant: 13 -> 12 (2.31/sec -> 2.5/sec); 2/1/3/2/1/1 -> 2/2/3/2/1/1
620+ Gali/Monol: 17 -> 16 (1.76/sec -> 1.87/sec); 1/2/3/2/1/3 -> 2/3/3/2/1/3; Also benefits from the Monol LIF Growth buff.
621+ Gali/Worm: 16 -> 15 (1.87/sec -> 2.0/sec) 2/2/3/2/1/2 -> 2/3/3/2/1/2; Lifespan: 370 -> 390 due to Worm's lifespan buff.
622+ Gali/Naga: 15 -> 13 (2.0/sec -> 2.31/sec); 1/2/2/2/1/2 -> 1/3/2/2/1/2
623+ Gali/???: Have been modified to match the gains of their corresponding derived Gali.
624[As mentioned in the overview, the biggest shortcoming of Galis in base MR2 is that their guts are just a bit too slow. Since their techs are already quite good, a faster guts rate is a natural change. While they are counterparts to Jokers, having the same base guts rate of 13 would be excessive. Also what was with the names?]
625
626* Base Stat Changes:
627+ Gali/Gali Base Stats: 110/130/160/120/90/100 -> 100/150/160/120/90/130 (710 BST -> 750 BST)
628- Gali/Pixie Base Stats: 100/130/170/120/110/90 -> 90/110/170/120/140/80 (720 BST -> 710 BST)
629+ Gali/Golem Base Stats: 90/160/120/110/100/150 -> 100/190/120/110/90/150 (730 BST -> 760 BST)
630+ Gali/Zuum Base Stats: 100/130/140/110/90/100 -> 100/150/140/130/90/110 (670 BST -> 720 BST)
631# Gali/Tiger Base Stats: 90/120/160/130/110/100 -> 100/110/160/140/120/80 (BST remains as 710)
632+ Gali/Hare Base Stats: 100/150/110/130/120/90 -> 100/170/110/120/130/90 (700 BST -> 720 BST)
633+ Gali/Suezo Base Stats: 90/130/160/120/100/110 -> 80/120/200/140/90/110 (710 BST -> 740 BST)
634+ Gali/Jell Base Stats: 90/120/150/110/80/100 -> 100/120/160/130/80/150 (650 BST -> 740 BST)
635+ Gali/Plant Base Stats: 110/100/140/120/80/90 -> 140/100/150/120/90/80 (640 BST -> 680 BST)
636+ Gali/Monol Base Stats: 90/110/130/120/100/140 -> 120/130/150/110/70/180 (690 BST -> 760 BST)
637+ Gali/Worm Base Stats: 100/110/140/120/80/90 -> 130/150/140/120/90/100 (640 BST -> 730 BST)
638+ Gali/Naga Base Stats: 90/130/140/120/100/110 -> 90/160/120/140/100/110 (690 BTS -> 720 BST)
639[Rearranging base stats to meet their new orderings, and a little few buffs thrown in for good measure.]
640
641* Overarching Gali Tech Chain Mercy:
642+ All Gali Techs have been lowered from 50 to 30 uses required to chain to the next stage.
643
644* Back Blow has been buffed.
645[v0.3: Guts Cost reduced to 24]
646+ Force: 19 -> 21
647+ Guts Cost: 25 -> 24
648+ Total Tech Value: 22.5 -> 24.5 (D/A/D/E |>| C/A/D/E) [POW]
649[Back Blow was very slightly lackluster for the cost. While 2 force is not a massive increase, a damage boost is always useful.]
650
651* Fire Wall has been buffed.
652+ Withering: 5 -> 8
653+ Guts Cost: 15 -> 14
654+ Total Tech Value: 17.5 -> 21.5 (remains as D/A/E/E) [INT]
655[A small boost to Fire Wall which trailed behind its successors in the withering department.]
656
657* Blaze Wall has been buffed.
658+ Guts Cost: 27 -> 25
659+ Total Tech Value: 25.5 -> 27.5 (remains as C/S/D/E) [INT]
660[Boosts Blaze Wall to be slightly better than it was before- where it was the weakest of the Fire Wall chain.]
661
662* Napalm has been buffed.
663+ Hit: +12 -> +15
664+ Withering: 14 -> 21
665+ Total Tech Value: 24.5 -> 30.5 (B/A/D/E |>| B/S/C/E) [INT]
666[Makes Napalm the strongest of the tech chain it's a part of. It's a little easier to chain with the prequesites being cheaper too.]
667
668* Heavy Blow has been buffed.
669[v0.3: Guts Cost lowered to 32]
670+ Force: 26 -> 28
671+ Guts Cost: 35 -> 32
672+ Total Tech Value: 26 -> 31 (remains as C/S/D/E) [POW]
673[Same reasoning as the Back Blow buff.]
674
675* Thwack has been buffed.
676+ Hit: -11 -> -9
677+ Guts Cost: 17 -> 16
678+ Total Tech Value: 8.5 -> 11.5 (remains as C/D/E/E) [POW]
679[Thwack was pretty much just worse in every aspect than Whirlwind, and this places them closer to on par.]
680
681* Typhoon has been buffed.
682+ Hit: -12 -> -10
683+ Guts Cost: 34 -> 33
684+ Total Tech Value: 27 -> 30 (remains as A/D/C/D)
685[The weakest of the Whirlwind line gets a little stronger. Just as a reminder, Whirlwind requires 400 INT, not 400 POW!]
686
687* Spirit Blow has been altered.
688- Force: 36 -> 33
689- Withering: 25 -> 22
690- Sharpness: 8 -> 5
691+ Guts Cost: 38 -> 32
692- Total Tech Value: 27 -> 25.5 (remains as B/C/C/E) [POW]
693[As an important stepping stone to getting the Gali's defining "Spirit" techs, Spirit Blow is being made a cheaper but not less efficient version of its old self. Unfortunately, this can't be both a POW and INT tech at the same time. Both its force and withering values are reflected in what it can chain into.]
694
695* Straight has been altered.
696- Hit: +6 -> +1
697+ Force: 13 -> 20
698- Guts Cost: 10 -> 15
699- Total Tech Value: 9 -> 6 (D/A/-/- |>| C/B/-/-) [POW]
700[Straight is being made the heavier hitter of the two basic techs, albeit pricier. It evens out a bit with the faster guts, and gives a strong starting option.]
701
702* Smash Thwack has been altered.
703+ Hit: -13 -> -11
704- Sharpness: 10 -> 5
705- Total Tech Value: 25 -> 24.5 (A/D/D/D |>| A/D/D/E) [POW]
706[Nothing to complain about here. Can't crit if you don't hit.]
707
708* Red Wisp has been buffed.
709+ Hit: -2 -> +1
710+ Force: 10 -> 12
711+ Guts Cost: 18 -> 16
712+ Total Tech Value: 9.5 -> 16.5 (D/C/C/E |>| D/B/C/E) [INT]
713[The Wisp chain has never been great, though their withering ratio is pretty alright. I'll see how it turns out with a decent guts rate to go with it.]
714
715* Blue Wisp is now called Holy Flash and has been buffed.
716+ Hit: -4 -> +2
717+ Force: 18 -> 20
718+ Total Tech Value: 30.5 -> 38.5 (D/C/A/E |>| C/B/A/E) [INT]
719[This tech takes way too long to also have a negative accuracy.]
720
721* Flying Mask has been buffed.
722[v0.3: Force increased to 17. Withering increased to 10]
723+ Force: 15 -> 17
724+ Withering: 7 -> 10
725+ Sharpness: 19 -> 20
726+ Total Tech Value: 15.5 -> 21 (D/B/E/C |>| D/B/D/B) [POW]
727[We'll buff out those scratches.]
728
729* Spirit Punch is now called Judgment and has been altered.
730+ Hit: -5 -> -4
731+ Force: 45 -> 50
732- Withering: 29 -> 22
733- Sharpness: 9 -> 5
734+ Guts Cost: 43 -> 40
735# Total Tech Value: 30.5 (A/D/C/E |>| S/C/C/E) [POW]
736[Reminiscent of Evil Tantrum from the first game- where Galis are stronger. As the counterpart to Spirit Smash, they've got a lot of similarities. Despite having an overall lower "value" than Spirit Smash, it does a much greater amount of raw damage.]
737
738* Thunderbolt has been buffed.
739+ Hit: +3 -> +5
740+ Force: 14 -> 15
741+ Sharpness: 0 -> 5
742+ Total Tech Value: 9 -> 14.5 (D/B/E/- |>| D/A/E/E) [INT]
743[It's nice to have a slot 4 basic tech, but Thunderbolt is a little weak for the price considering its animation length.]
744
745* Giant Blow has been buffed.
746[v0.3: Hit increased to +17. Sharpness increased to 10. Guts Cost lowered to 40]
747+ Hit: +14 -> +17
748+ Withering: 17 -> 21
749+ Sharpness: 6 -> 10
750+ Guts Cost: 41 -> 40
751+ Total Tech Value: 26 -> 36 (B/A/D/E |>| B/S/C/D) [POW]
752[Same reason. The force increase from Heavy Blow to Giant Blow is already fine, so utility comes in its stead. It's Giant, so it's hard to dodge.]
753
754* Giant Thwack is now called God Bless and has been buffed.
755+ Hit: -10 -> -9
756+ Sharpness: 5 -> 10
757+ Total Tech Value: 30.5 -> 34 (S/D/C/E |>| S/D/C/D) [POW]
758[And God Bless you too. Due to the lower hit rate, this is a little weaker than Judgment overall, despite having the same numerical representations with D sharpness.]
759
760* Cutting Mask has been buffed.
761[v0.3: Hit increased to 0. Force increased to 24. Withering increased to 14. Sharpness increased to 25]
762+ Hit: -1 -> 0
763+ Force: 19 -> 24
764+ Withering: 9 -> 14
765+ Sharpness: 23 -> 25
766+ Total Tech Value: 14.5 -> 26.5 (D/C/E/B -> C/C/D/A) [POW]
767[Cutting Mask takes a long time and doesn't really carry the oomph to warrant it. Hashing Mask takes even longer, but has more force and some nasty withering to accompany it.]
768
769* Hashing Mask is now called Seraphic Law and has been buffed.
770+ Hit: -3 -> -1
771+ Force: 28 -> 30
772+ Withering: 28 -> 30
773+ Sharpness: 28 -> 30
774+ Guts Cost: 38 -> 36
775+ Total Tech Value: 29 -> 38 (C/C/C/A |>| B/C/B/S) [POW]
776[That said, Hashing Mask still needs a buff due to it's horridly long animation regardless of if it hits or not. Hashing somebody is a bit unholy, in my opinion.]
777
778* Spirit Smash is now called Wrath of God, is an Intelligence-based Technique, and has been buffed.
779[v0.3: Hit increased to 0. Withering increased to 50. Name altered]
780# Classification: Power Technique -> Intelligence Technique
781+ Hit: -5 -> 0
782+ Withering: 45 -> 50
783+ Total Tech Value: 35.5 -> 45.5 (B/D/A/E |>| B/C/S/E) [INT]
784[It's always been strange that Gali techs have had a hybrid duality, and then both have 5 Power Special Techs and 2 Int, of which the last two of the "Spirit" tech-chain are basically the same move with the Force and Withering swapped (Yes, I do get the Good vs. Bad Nature requirement thing). So, to give INT Galis an option besides Thunderbolt in slot 4, this change was made. Trivia: This technique translates as "God Final" in the Japanese version. This intentionally withers for 99 during Anger.]
785
786---------------------------------
787-= GHOST =- [B1]
788[v0.3: Tech adjustments]
789Most people will agree, that while Ghosts in MR2 are not totally horrible in the baseline game, they are below average. This is due to their abundance of low accuracy techs, low efficiency techs with long animations, and on-ranch aspects such as life stage and stat gains. Since I feel Ghosts should be a somewhat advanced monster to raise/pilot, Ghost techs have been altered to have slightly larger niches of being Intelligence-based Witherers or Power-based heavy hitters lacking withering, and very poor techs have been made somewhat worthwhile. The changes may seem somewhat drastic, but Ghosts were very low on the power-level scale initially.
790
791* General Changes:
792+ Arena Movespeed: B -> A
793+ POW Growth: 0 -> 2; This has the following effects on Ghosts (There are no affected non-Ghosts as no /Ghost exist):
794+ Ghost/Ghost: 0/0/3/3/3/0 -> 0/2/3/3/3/0
795+ Ghost/???: 0/0/3/3/3/0 -> 0/2/3/3/3/0
796[In the base MR2, Ghosts have a very substandard stat total. This patches up their Power to make it more reasonable for them to invest in Power techniques if they wish to do so. This brings Ghosts up to the same stat total as their counterpart: Pixies. they retain a poor combo of dreadful life and defense, and a negative life stage pattern. Though with the increased incentive to do "Pull" drills, Ghosts will pick up a little extra LIF as a result.]
797
798* Base Stat Changes:
799# Ghost/Ghost Base Stats: 100/90/120/140/150/80 -> 100/110/120/140/150/60 (BST remains as 680)
800[The slightly odd rearrangement of Ghost's base stats was to make combining more efficient, by placing its POW ahead of its LIF in the Ghost's initial stat order. Also, just talking out loud here, but Centaur/Tiger is a good match for this new stat order.]
801
802* Charge is now called Ghost Rush (to differentiate from the 50 other "Charge"s in the game) and has been altered.
803- Hit: +3 -> -6
804+ Force: 9 -> 18
805- Guts Cost: 10 -> 15
806- Total Tech Value: 2 -> -3 (E/B/-/- |>| D/D/-/-) [POW]
807[Charge has been re-purposed as a "mini" Heavy tech for Ghosts with Power. This can allow a Ghost's Power to be useful outside of just Uppercut/Combination. This does lower the tech value, but that's sort of how "Heavy" techs work, losing utility to do more damage. This is a very high force basic tech, even if the Force is rated "D", 18 is up there.]
808
809* Toy Hammer has been buffed.
810[v0.3: Hit increased to +3. Guts Cost lowered to 10]
811+ Hit: -5 -> +3
812- Force: 12 -> 10
813+ Withering: 0 -> 6
814+ Guts Cost: 11 -> 10
815+ Total Tech Value: -4 -> 9 (D/D/-/- |>| D/B/E/-) [POW]
816[Toy Hammer is one of the victims of "Ghost accuracy". This has been shifted to a weak, but cheap and accurate Power tech. Despite a higher "value", Charge does much more damage.]
817
818* Uppercut has been altered.
819[v0.3: Withering increased to 9. Guts Cost raised to 35]
820+ Hit: +1 -> +2
821- Withering: 25 -> 9
822+ Guts Cost: 50 -> 35
823# Total Tech Value: 8.5 (B/B/C/E |->| B/B/E/E) [POW]
824[Rather than having two Power based finishers, Uppercut is re-purposed and now gives the Power Ghost an option to strike more frequently with powerful attacks. The idea behind the Power Ghost I'm peddling is that it does a lot of damage quickly, but doesn't wither enough to stop the foe from counterattacking with big stuff.]
825
826* Combination is now called Tombstoner, to differentiate it and make it easier to edit, and has been altered.
827[v0.3: Withering increased to 18]
828+ Hit: +1 -> +10
829+ Force: 35 -> 40
830- Withering: 30 -> 18
831+ Sharpness: 5 -> 20
832- Guts Cost: 55 -> 60
833+ Total Tech Value: 13.5 -> 18 (B/B/B/E |->| A/A/D/B) [POW]
834[Combination has been made the Power Ghost's dedicated finisher, becoming more expensive, but being more useful on average. Pays 25 more than Uppercut for only 10 more force, but gets a nice boost to the other traits as well.]
835
836* Energy Shot is now called Soul Beam (To differentiate it and as a reference to MR1) and has been buffed.
837[v0.3: Withering increased to 10. Sharpness reverted to 5]
838+ Withering: 5 -> 10
839+ Total Tech Value: 14.5 -> 19.5 (E/S/E/E |>| E/S/D/E) [INT]
840[A minor parameter boost to make Intelligence Ghosts better at withering.]
841
842* Surprise has been buffed.
843[v0.3: Hit increased to -3. Sharpness reverted to 5. Guts Cost lowered to 18]
844+ Hit: -10 -> -3
845+ Withering: 20 -> 26
846- Guts Cost: 17 -> 18
847+ Total Tech Value: 4.5 -> 15.5 (E/D/C/E |>| E/C/C/E) [INT]
848[Surprise has been made more accurate, and a more dedicated withering tool. Surprise/Astonishment are honestly the Ghost's best techs, but they could still use help.]
849
850* Astonishment has been buffed.
851[v0.3: Hit increased to -5. Force increased to 13]
852+ Hit: -7 -> -5
853+ Force: 11 -> 13
854+ Withering: 36 -> 40
855+ Total Tech Value: 10.5 -> 18.5 (D/D/B/E |>| D/D/A/E) [INT]
856[Same reasoning as the "Surprise" buff. Compared the MR1 Ghost's withering tech, this is still pretty weak. I love Ghosts, but I have enough of a heart to not bring that tech back.]
857
858* Necromancy is now called Skull Beam (For the same reasons as Soul Beam) and has been buffed.
859[v0.3: Hit increased to +24. Guts Cost lowered to 23]
860- Hit: +29 -> +24
861+ Force: 8 -> 11
862+ Withering: 10 -> 16
863+ Guts Cost: 25 -> 23
864+ Total Tech Value: 24.5 -> 30.5 (E/S/D/E |>| D/S/D/E) [INT]
865[Necromancy is a complete waste of guts in the base game compared to Energy Shot. Increasing the force and withering makes it somewhat worth using as a very accurate tech despite its long animation.]
866
867* Dove Bomb has been buffed.
868+ Hit: -17 -> -8
869+ Withering: 10 -> 14
870+ Total Tech Value: -2.5 -> 10.5 (C/E/D/E |>| C/D/D/E) [INT]
871[Another Ghost tech which has had its tremendously poor accuracy patched up, and to further specialize Ghost into a semi-witherer.]
872
873* Pigeon Bomb has been buffed.
874[v0.3: Force increased to 35]
875+ Hit: -17 -> -10
876+ Force: 34 -> 35
877+ Withering: 10 -> 18
878+ Total Tech Value: -0.5 -> 15.5 (B/E/D/E |>| B/D/D/E) [INT]
879[Pigeon Bomb has been buffed due to being fairly lackluster in every department.]
880
881* Magic Card is now called Mulligan, is a Power-based technique, and has been altered.
882[v0.3: Stat requirement has been changed]
883# Classification: Intelligence Technique -> Power Technique
884# Requirement: 350 INT+SPD -> 500 POW+SPD
885+ Hit: -5 -> -4
886+ Force: 11 -> 16
887- Withering: 10 -> 0
888+ Sharpness: 15 -> 30
889- Guts Cost: 19 -> 20
890+ Total Tech Value: 4.5 -> 7 (D/D/D/C |>| D/C/-/S) [POW]
891[Magic Card has been re-purposed- both to give Pow Ghosts an option in a slot other than close, and because Int Ghosts would rather use Magic Cards instead. It's keeping in the newer theme of Ghost's Power attacks being high on the damaging side for the cost, but much worse at withering. Seems like low value, but has a high damage ratio.]
892
893* Magic Cards has been buffed.
894[v0.3: Stat requirement lessened. Is now standalone, and does not chain from Mulligan. Sharpness increased to 21]
895# Requirement: 650 INT+SPD and 25 Magic Card -> 500 INT+SPD
896+ Hit: -10 -> -2
897+ Withering: 10 -> 18
898+ Sharpness: 18 -> 21
899+ Total Tech Value: 1 -> 18.5 (C/D/D/C |>| C/C/D/B) [INT]
900[Magic Cards has been buffed to not be a waste of guts. Also hey, I found out how to unlink the two, so you don't have to do a chain if you just want this one, though Mulligan still has a higher priority, so you'll have to be careful with your POW/SPD if you only want this one.]
901
902---------------------------------
903-= GOLEM =- v0.3 [B2]
904Golems are a monster that deliver on what their name implies. They move real slow, have slow guts, and hit extremely hard. So hard, in fact, that they have- without argument- the absolute best techniques in the original Monster Rancher 2. Even after boosting a lot of other monsters, Golems are still in the absolute top percentile of raw power, and I think that's fine. That's sort of their thing, very high force and abysmal hit rates. Golems themselves are not a problematic monster, but they have several sub-breeds which are very fast guts monsters, such as Tiger, Pixie, and particularly the Metalner. These subs really de-emphasize their biggest weakness, and in my opinion- Astro is the 2nd strongest monster in the entire game, right behind the Metalner (excluding the Metazorl). There's no real clean way to fix that without directly nerfing the guts rate of either the Golem or Metalner, or making a special exception- but do know that I'm aware of it in the event it becomes a real problem. I consider Golems the 2nd best monster in vanilla MR2, but that doesn't mean I don't have some tweaks for them. Primarily I'll be buffing the Golem a tiny bit, actually- but only on the techs that need to be stronger, while their obscene techs will either be left well-alone, or tuned down a little bit. Hopefully since the competition is becoming much fiercer, a Golem which is only minutely better overall falls more in line with the entire roster.
905
906* General Changes:
907+ Golem/Dragon now starts with Heavy Punch.
908+ Golem/Gali: 18 -> 17 (1.66/sec -> 1.76/sec); Attributes are now correct, instead of being swapped with Pressure. POW Growth increased to 4 due to Gali's bug fix.
909# Golem/Dragon Guts Rate: 18 -> 19 (1.66/sec -> 1.57/sec); 2/4/3/1/0/3 -> 2/4/3/1/0/4 due to Dragon's Guts Rate nerf and DEF buff.
910+ Golem/Monol: 2/3/2/0/0/4 -> 3/3/2/0/0/4, Due to Monol's LIF Buff.
911+ Golem/Mock: 1/3/3/0/0/3 -> 2/3/3/0/0/3, Due to Mock's LIF Buff.
912+ Golem/Zilla: Attributes are now correct, instead of being swapped with Amenhotep.
913+ Golem/Worm Guts Rate: 17 -> 16 (1.76/sec -> 1.87/sec); Lifespan: 430 -> 450 Due to Worm's Lifespan buff
914[Carryover and error corrections.]
915
916* Base Stat Changes:
917+ Golem/Dragon Base Stats: 100/220/130/90/60/150 -> 100/240/120/90/50/160 (750 BST -> 760 BST)
918+ Golem/Henger Base Stats: 100/170/120/80/60/140 -> 120/170/100/90/70/140 (670 BST -> 690 BST)
919+ Golem/Wracky Base Stats: 90/130/100/60/70/120 -> 100/140/90/60/80/130 (570 BST -> 600 BST)
920+ Golem/Zuum Base Stats: 100/140/110/70/90/130 -> 120/150/110/100/70/140 (640 BST -> 690 BST)
921+ Golem/AHead Base Stats: 120/150/110/80/40/200 -> 120/150/110/90/30/210 (700 BST -> 710 BST)
922+ Golem/Gali Base Stats: 100/150/110/60/50/130 -> 120/160/140/90/60/150 (600 BST -> 720 BST)
923# Golem/Zilla Base Stats: 110/150/140/80/60/160 -> 150/200/90/80/50/130 (BST remains as 700)
924+ Golem/Bajarl Base Stats: 110/160/120/90/70/130 -> 120/160/110/100/70/130 (680 BST -> 690 BST)
925- Go/Metalner Base Stats: 90/110/100/120/30/200 -> 100/130/80/120/10/200 (650 BST -> 640 BST)
926+ Golem/Suezo Base Stats: 110/130/140/70/60/150 -> 110/130/180/90/60/140 (660 BST -> 710 BST)
927+ Golem/Joker Base Stats: 100/130/140/110/60/150 -> 110/130/140/120/60/150 (690 BST -> 710 BST)
928+ Golem/Mock Base Stats: 110/140/150/50/60/160 -> 170/150/130/60/30/160 (670 BST -> 700 BST)
929+ Golem/Plant Base Stats: 140/100/110/90/60/130 -> 160/130/100/90/60/110 (630 BST -> 650 BST)
930+ Golem/Monol Base Stats: 130/140/110/40/60/170 -> 160/150/110/60/40/200 (650 BST -> 740 BST)
931+ Golem/Worm Base Stats: 150/160/110/90/20/130 -> 170/160/110/90/20/130 (660 BST -> 680 BST)
932+ Golem/Naga Base Stats: 120/190/60/70/50/150 -> 120/200/60/100/50/140 (640 BST -> 670 BST)
933[Cleaning up the Golem subs with base stats on the lower end for their breed and guts rate.]
934
935* Heavy Punch has been buffed.
936+ Hit: -10 -> -8
937+ Total Tech Value: 7 -> 9 (remains as C/D/E/-) [POW]
938[Just as a reminder, this tech is actually pretty decent, though nobody seems to bother getting it.]
939
940* Kick has been buffed.
941+ Hit: -14 -> -13
942+ Total Tech Value: 0.5 -> 1.5 (remains as C/D/-/E) [POW]
943[A lot of Golem techs have a deceptively low tech value due to their very negative accuracy, but don't be deceived, they're extremely damaging for the price.]
944
945* Heavy Kick has been altered.
946+ Hit: -15 -> -14
947- Sharpness: 6 -> 5
948+ Total Tech Value: 8.5 -> 9 (B/E/E/E |>| B/D/E/E) [POW]
949[For the Golem's basic tech chains, I'm more or less just giving them slightly better odds of actually working.]
950
951* Slap has been buffed.
952+ Force: 22 -> 23
953+ Total Tech Value: 12.5 -> 13.5 (remains as C/C/E/E) [POW]
954[When it comes to hit techs, the Golem still doesn't really hit that much, mostly since they trade having a good hit rate for damage.]
955
956* Thwack is now called Head Crush, is an Intelligence technique, and has been buffed.
957# Classification: Power Technique -> Intelligence Technique
958+ Hit: -12 -> -6
959- Force: 21 -> 20
960+ Withering: 19 -> 20
961+ Guts Cost: 17 -> 16
962+ Total Tech Value: 13.5 -> 20.5 (C/D/D/E |>| C/D/C/E) [INT]
963[Yeah, I know what the animation looks like. It's just them smashing your skull into the ground. But I'll pass it off as requiring smarts to aim for the skull instead of the brow. This gives the mythical intelligence Golem something to work with besides just Earthquake, and it's not like POW Golem laments the loss of losing Thwack or Smash Thwack. I love dumb contrary builds, and Golem is no exception! Besides, this tech requires INT and they have decent INT growths anyways. And yes, I jumped right over Uppercut since it's fine as is.]
964
965* Punch has been altered.
966+ Hit: -9 -> -7
967+ Force: 19 -> 20
968- Guts Cost: 10 -> 11
969+ Total Tech Value: 0 -> 2 (D/D/-/- |>| C/D/-/-) [POW]
970[10% more expensive, but gives a more reliable starting tool to work with. Also, with that, every Golem tech now has a minimum force rating of "C".]
971
972* Brow Hit has been nerfed.
973- Force: 29 -> 27
974- Withering: 10 -> 8
975- Sharpness: 25 -> 20
976- Total Tech Value: 26.5 -> 20 (C/D/D/A |>| C/D/E/B) [POW]
977[Sorry buddy, but you've been too strong for 2 decades now. Still a very strong tech, but not as obscene.]
978
979* Smash Thwack is now called Head Smash, is an Intelligence technique, and has been altered.
980# Classification: Power Technique -> Intelligence Technique
981+ Hit: -13 -> -9
982+ Force: 23 -> 35
983+ Withering: 35 -> 40
984- Guts Cost: 21 -> 30
985+ Total Tech Value: 26.5 -> 38.5 (C/D/B/E |>| B/D/A/E) [INT]
986[Smashing. Basically the same reasoning as the Thwack changes but for a bigger version.]
987
988* Clap Attack has been altered.
989+ Hit: -12 -> -10
990- Force: 33 -> 31
991+ Sharpness: 18 -> 20
992+ Guts Cost: 26 -> 23
993+ Total Tech Value: 17 -> 21 (B/D/D/C |>| B/D/D/B)
994[Nobody ever gets Clap Attack, and I don't blame them since Brow Hit exists. So now it's buffed a bit.]
995
996* Palm Strike has been buffed.
997+ Force: 31 -> 32
998+ Guts Cost: 24 -> 23
999+ Total Tech Value: 16.5 -> 18.5 (remains as B/D/D/E) [POW]
1000[A small and generic, but overall appreciated buff.]
1001
1002* Double Palms has been altered.
1003- Hit: -8 -> -18
1004+ Force: 47 -> 54
1005- Withering: 15 -> 12
1006+ Guts Cost: 33 -> 26
1007+ Total Tech Value: 23.5 -> 24.5 (A/D/D/E |>| S/E/D/E) [POW]
1008[Sort of like a miniature Diving Press. Acts as a callback to MR1 (albeit not as extreme), and gives Golem a last resort tech in every slot.]
1009
1010* Heavy Slap has been buffed.
1011+ Hit: +2 -> +5
1012+ Force: 26 -> 30
1013+ Withering: 9 -> 10
1014- Guts Cost: 23 -> 24
1015+ Total Tech Value: 16.5 -> 23.5 (C/B/E/E |>| B/A/D/E) [POW]
1016[Tremble, and despair. The Golem tech with "A" hit has come. Also Heavy Slap was kinda trash numbers-wise.]
1017
1018* Charge has been altered.
1019+ Force: 30 -> 38
1020- Guts Cost: 26 -> 33
1021+ Total Tech Value: 8.5 -> 9.5 (remains as B/B/D/E) [POW]
1022[With Heavy Slap covering the cheaper hit tech decently now, Charge can be the "big guy" Hit tech... which isn't really that accurate.]
1023
1024* Roll Assault has been altered.
1025+ Hit: -16 -> -14
1026- Force: 64 -> 50
1027- Withering: 38 -> 31
1028- Sharpness: 10 -> 5
1029+ Guts Cost: 50 -> 38
1030- Total Tech Value: 41 -> 31.5 (S/E/B/D |>| S/D/B/E) [POW]
1031[Roll Assault is the first of the super Cyclone bros, which I think are completely stupid techs. RA is being toned down into a less all-in option that still deals severe damage, albeit it probably won't be landing any OHKOs against a 999 LIF enemy without a crit.]
1032
1033* Earthquake has been altered.
1034+ Hit: -11 -> -5
1035- Force: 27 -> 22
1036+ Withering: 39 -> 41
1037+ Guts Cost: 28 -> 21
1038+ Total Tech Value: 29.5 -> 39.5 (C/D/B/E |>| C/D/A/E) [INT]
1039[I'm permitting this to be notably stronger than the other two Withering techs because it is in Slot 4, and Golems traditionally have trouble staying there.]
1040
1041* Giant Clap has been buffed.
1042+ Hit: -15 -> -10
1043+ Force: 35 -> 38
1044- Withering: 30 -> 26
1045+ Sharpness: 19 -> 25
1046+ Total Tech Value: 28.5 -> 35.5 (B/E/B/C |>| B/D/C/A) [POW]
1047[Wow, this tech was complete garbage. Maybe somebody will use it now.]
1048
1049* Fist Shot has been buffed.
1050+ Guts Cost: 50 -> 45
1051+ Total Tech Value: 28.5 -> 33.5 (B/D/B/C |>| B/D/B/C) [POW]
1052[Fist Shot and Fist Missile are kinda just overpriced.]
1053
1054* Fist Missile has been buffed.
1055+ Sharpness: 15 -> 20
1056+ Guts Cost: 55 -> 50
1057+ Total Tech Value: 39.5 -> 47 (A/C/A/D |>| A/C/A/B) [POW]
1058[You get what you pay for.]
1059
1060* Cyclone has been nerfed.
1061- Withering: 21 -> 18
1062- Sharpness: 10 -> 5
1063- Total Tech Value: 38 -> 32.5 (S/E/C/D |>| S/E/D/E) [POW]
1064[Despite my thinking this tech is dumb, I'm leaving the raw 78 force intact- though I did make it crit a bit less often.]
1065
1066---------------------------------
1067-= HARE =- [B3]
1068[v0.3: Tech adjustments]
1069As you'll probably notice if you actually read all the intros, I compare breeds to Hares quite often. This is simply because I feel Hares are the ideal monster to balance everyone else around. They are quite consistently strong in the regular game, and should be average to slightly above even after all the shifts. Since they're my target monster, naturally I don't think they need large changes. So, with that in mind, the only thing happening to Hares is getting some tech cleanups and giving more use to their INT moves. The changes will be for the most part dull and small, but that's what happens when you're already what everyone else is aiming to be on the level on.
1070
1071* General Changes:
1072+ Hare/Worm Lifespan: 400 -> 420; Due to Worm's Lifespan buff.
1073+ Hare/Monol: 2/3/1/2/2/2 -> 3/3/1/2/2/2; Due to Monol's LIF buff.
1074+ Hare/Gali Guts Rate: 16 -> 15 (1.87/sec -> 2.0/sec) due to Gali's guts rate buff. 2/3/2/2/3/1 -> 2/4/2/2/3/1 due to Gali's POW fix.
1075
1076* Base Stat Changes:
1077# Hare/Golem Base Stats: 100/170/80/90/110/120 -> 100/200/50/90/120/110 (BST remains as 670)
1078+ Hare/Zuum Base Stats: 100/130/70/110/140/80 -> 100/140/70/110/150/80 (630 BST -> 650 BST)
1079+ Hare/Hare Base Stats: 50/130/70/100/140/40 -> 90/140/70/110/150/60 (530 BST -> 620 BST)
1080+ Hare/Gali Base Stats: 100/130/90/110/140/50 -> 110/140/100/120/130/80 (620 BST -> 680 BST)
1081+ Hare/Suezo Base Stats: 90/140/100/110/130/70 -> 90/130/110/120/140/60 (640 BST -> 650 BST)
1082+ Hare/Jell Base Stats: 100/140/60/110/130/90 -> 100/140/70/120/130/90 (630 BST -> 650 BST)
1083# Hare/Plant Base Stats: 120/110/90/100/140/70 -> 140/100/90/110/120/70 (BST remains as 630)
1084# Hare/Monol Base Stats: 100/140/90/120/130/110 -> 140/150/80/110/90/130 (690 BST -> 700 BST)
1085+ Hare/Worm Base Stats: 120/140/90/100/110/70 -> 130/140/90/100/120/70 (630 BST -> 650 BST)
1086
1087* Straight has been altered.
1088+ Force: 15 -> 16
1089+ Withering: 5 -> 6
1090- Sharpness: 10 -> 6
1091# Total Tech Value: 25 (D/S/E/D |>| D/S/E/E) [POW]
1092[Straight is great early but sort of falls off as the game goes on. This shift gives it a little more lasting power at the expense of a little bit of crit chance.]
1093
1094* HardStraight has been altered.
1095- Hit: +16 -> +15
1096+ Force: 20 -> 22
1097+ Guts Cost: 27 -> 26
1098+ Total Tech Value: 23 -> 25 (remains as C/S/E/D) [POW]
1099[Same reasoning as Straight changes.]
1100
1101* Kung Fu Fist has been altered.
1102+ Hit: -9 -> -8
1103- Sharpness: 24 -> 20
1104+ Guts Cost: 18 -> 16
1105+ Total Tech Value: 11 -> 12 (remains as D/D/E/B) [POW]
1106[Hares have an oddly high amount of Sharp techs, and most of them aren't very distinct from each other. Fist was a little on the weaker side, so it's been priced accordingly.]
1107
1108* Kung Fu Blow has been buffed.
1109+ Hit: -11 -> -10
1110+ Sharpness: 28 -> 30
1111+ Total Tech Value: 13 -> 15 (C/D/E/A |>| C/D/E/S) [POW]
1112[Below average tech made a little stronger.]
1113
1114* Bang has been altered.
1115+ Force: 32 -> 34
1116- Withering: 22 -> 20
1117- Sharpness: 10 -> 5
1118+ Guts Cost: 45 -> 40
1119+ Total Tech Value: 24 -> 26.5 (B/A/C/D |>| B/A/C/E) [POW]
1120[Let's trade that unnecessary stuff for what Hare's like: damage and an easier tech chain.]
1121
1122* Big Bang has been buffed.
1123+ Force: 44 -> 50
1124- Withering: 29 -> 26
1125+ Total Tech Value: 30.5 -> 33.5 (A/A/C/E |>| S/A/C/E) [POW]
1126[If we're being level, Big Bang is kinda just a less efficient version of Bang. So, now it's the POW version of Jell Copter.]
1127
1128* Smash has been altered.
1129+ Hit: -18 -> -14
1130- Force: 45 -> 38
1131+ Withering: 9 -> 20
1132- Sharpness: 10 -> 8
1133+ Total Tech Value: 15 -> 22 (A/E/E/D |>| B/D/C/E) [POW]
1134[Hare has two Heavy tech chains which are basically the same thing- being Back Blow/Rolling Blow and Smash/Heavy Smash. The Smash chain is instead gaining some utility instead of just being more of the same. They'll be less efficient at dealing damage than the Back Blow chain, but have more auxillary strength in their Withering.]
1135
1136* Heavy Smash has been altered.
1137[v0.3: Guts Cost reverted to 33]
1138+ Hit: -19 -> -16
1139- Force: 56 -> 40
1140+ Withering: 13 -> 31
1141- Sharpness: 12 -> 10
1142+ Total Tech Value: 23 -> 27 (S/E/D/D -> A/E/B/D) [POW]
1143[I guess the closest comparison for this tech would be something like a smaller Death Final. Hard to land, but sets your opponent back a massive amount if they survive.]
1144
1145* High Kick has been altered.
1146[v0.3: Withering reverted to 12. Guts Cost lowered to 28]
1147- Sharpness: 21 -> 20
1148+ Guts Cost: 31 -> 28
1149+ Total Tech Value: 15.5 -> 18 (remains as C/D/D/B) [POW]
1150[Similarly to most of the Kung Fu techs, a little overpriced.]
1151
1152* Spin Kick has been buffed.
1153+ Hit: -7 -> -4
1154+ Guts Cost: 36 -> 35
1155+ Total Tech Value: 18.5 -> 22.5 (B/D/D/A |>| B/C/D/A) [POW]
1156[Same reason as the High Kick changes.]
1157
1158* Foul Gas has been altered.
1159[v0.3: Hit increased to +4. Force increased to 8]
1160- Hit: +9 -> +4
1161+ Force: 0 -> 8
1162- Sharpness: 10 -> 5
1163+ Total Tech Value: 27 (22) -> 27.5 (-/A/C/D |>| E/B/C/E) [INT]
1164[This tech's stats are so dumb. Why does it have 10% crit chance when it does zero damage? Anyways, It's been made into something a Hare might consider using at some point. I get that it was probably intended to do zero damage, but generally techs like that don't really work without being overpowered.]
1165
1166* Kung Fu Kick has is now called Dragon Kick and has been altered.
1167[v0.3: Hit increased to -7. Guts Cost reverted to 44]
1168+ Hit: -12 -> -7
1169- Force: 41 -> 40
1170+ Sharpness: 29 -> 40
1171+ Total Tech Value: 17.5 -> 26 (A/D/D/A |>| A/D/D/S) [POW]
1172[This tech is kind of a hassle to get, yeah? Anyways, it's the Hare's biggest Sharp tech, and they have a lot of Sharp techs. So, Kung Fu Kick now has the Sharpness you'd expect after digging through 4 other techs just to get to it. I know the original devs were, but I'm not adverse to giving techs extreme values if they're priced accordingly. Although, I don't plan on ever giving a tech a higher crit chance than this unless it's a huge gimmick tech. The name is reverting it to the JP name, and to make it clearer that it does not chain directly from any of the Kung Fu techs (It chains from Spin Kick)]
1173
1174* Gas has been buffed.
1175[v0.3: Sharpness increased to 5]
1176+ Withering: 7 -> 10
1177+ Sharpness: 0 -> 5
1178+ Total Tech Value: 11 -> 17 (E/A/E/- |>| E/A/D/E) [INT]
1179[Honestly, Gas isn't bad. It's just an Intelligence tech on a Hare. Having said that, it's not a great use of the Hare's time, and is fine to at least wither for its own cost.]
1180
1181* Stinking Gas is now called Miasma and has been altered.
1182[v0.3: Force increased to 17. Guts Cost increased to 28]
1183+ Force: 5 -> 17
1184- Sharpness: 10 -> 5
1185- Guts Cost: 25 -> 28
1186+ Total Tech Value: 33 -> 39.5 (E/A/B/D |>| D/A/B/E) [INT]
1187[Boy, that's a high tech value. Too bad it's probably still bad- just "less bad." I didn't raise the Withering because that's not really what Hares are supposed to be good at, but the tool is already in the game- so instead of trying to give the Hare a secondary playstyle, I opted to give them a little more offensive prowess which is their entire shtick. This is also before Gas in memory, for some reason.]
1188
1189---------------------------------
1190-= HENGER =- [B4]
1191[v0.3: Tech adjustments. Henger/??? made distinct]
1192I don't mention the Henger much in comparison to other monsters, because I'm usually just bringing up the Hare. The Henger is a few small notches below the Hare but is a very solid monster, albeit one with the issue of having several bad techs to complement their good ones. Since Henger is fundamentally a strong monster, turning the dials on its weaker techs is the only adjustment it needs to bring it up to where it belongs. If some of the changes seem strange, do recall that the Henger is a slow to average (for the /Metalner) guts rate monster. While I can't really perfectly balance a monster's techs that dips between guts rats of 12 and 16, I can at least take some of the dust off their useless ones.
1193
1194* General Changes:
1195# Henger/Metalner is now called "Huey" instead of "Heuy".
1196+ Henger/Golem and Henger/Monol now starts with Kick.
1197+ Henger/Dragon now starts with Heavy Chop.
1198# Henger/Dragon Guts Rate: 17 -> 18 (1.76/sec -> 1.66/sec); 1/3/3/3/2/1 -> 2/3/3/3/2/2 due to Dragon's Guts Rate nerf and LIF/DEF buff.
1199+ Henger/Golem: 1/3/2/2/2/1 -> 1/3/2/2/2/2 fixing a calculation error.
1200+ Henger/Monol: 1/3/2/2/2/2 -> 2/3/2/2/2/2 due to Monol's LIF buff.
1201# Henger/???: Has also received adjustments.
1202[Carryover from other monsters, and some free techs for the weaker subs.]
1203
1204* Base Stat Changes:
1205+ Henger/Dragon Base Stats: 90/140/130/150/110/80 -> 110/140/130/150/120/100 (700 BST -> 750 BST)
1206+ Henger/Golem Base Stats: 90/150/120/110/100/80 -> 80/200/120/110/100/90 (650 BST -> 700 BST)
1207+ Henger/Joker Base Stats: 90/140/130/150/120/80 - > 90/130/160/150/120/70 (710 BST -> 720 BST)
1208# Henger/Monol Base Stats: 90/150/100/120/130/110 -> 130/150/100/110/90/120 (BST remains as 700)
1209# Henger/??? Base Stats: Has also received adjustments.
1210
1211* Punch has been buffed.
1212+ Sharpness: 0 -> 5
1213+ Total Tech Value: 8 -> 10.5 (D/A/-/- |>| D/A/-/E) [POW]
1214[One of the Henger's shticks is being a fairly slow guts rate breed with high crit chances. Punch was the weakest of the basic techs, so it can stand to embrace this too.]
1215
1216* Kick has been buffed.
1217+ Hit: +1 -> +3
1218+ Total Tech Value: 11.5 -> 13.5 (remains as D/B/E/E) [POW]
1219[Comparing Kick to the original Heavy Chop yields that Chop was just better. Pumping the accuracy a bit cleans up this discrepancy, though since I'm changing Chop maybe it can just be considered "on the house."]
1220
1221* Heavy Chop has been altered.
1222- Hit: +3 -> 0
1223+ Force: 18 -> 24
1224+ Sharpness: 0 -> 10
1225- Guts Cost: 15 -> 22
1226+ Total Tech Value: 12 -> 13 (D/B/E/- |>| C/C/E/D) [POW]
1227[To be honest I don't really get why Punch and Low kick both chain into basically the same tech. In the same slot. So instead, Heavy Chop is being made into more of a Heavy tech. As the general changes stated, I'm also giving this for free to the /Dragon because wow is that a bad Henger. And yes I realize the low creativity involved in making a tech with Heavy in the name into a semi-Heavy tech.]
1228
1229* Laser Cutter has been buffed.
1230+ Hit: -15 -> -14
1231+ Total Tech Value: 19 -> 20 (A/E/D/D |>| A/D/D/D) [POW]
1232[That's all.]
1233
1234* Yoyo is now an Intelligence-based technique and has been altered.
1235# Classification: Power Technique -> Intelligence Technique
1236+ Hit: -3 -> -2
1237+ Force: 10 -> 11
1238+ Withering: 24 -> 26
1239- Sharpness: 10 -> 5
1240+ Total Tech Value: 19 -> 19.5 (D/C/C/D |>| D/C/C/E) [INT]
1241[Hengers have very limited slots in which to use their Intelligence stat, and Power Hengers already have big withering options in Laser Sword(s). Since Hengers aren't really a withering Monster, and this tech requires INT to get in the first place, I'm changing its attack type. This makes the tech more useful in almost all circumstances, only being slightly weaker when the 5% crit would matter. You really don't care if your withering tech crits, usually. It does bug me a bit because other media has Yo-Yo as POW, but then again MR1 had Suezo's spit as a POW tech.]
1242
1243* Laser Sword has been buffed.
1244+ Hit: -5 -> -2
1245+ Guts Cost: 50 -> 45
1246+ Total Tech Value: 32.5 -> 39.5 (A/D/A/C |>| A/C/A/C) [POW]
1247[Laser Sword was flashy but not necessarily good. Since Two Swords has been altered heavily, Laser Sword too can stand to be more efficient. I briefly considered making this tech chain Intelligence based, but opted to give that role to the Yo-Yo chain instead.]
1248
1249* Laser Swords is now called Final Blade and has been altered.
1250+ Hit: -10 -> +2
1251- Force: 55 -> 50
1252+ Withering: 40 -> 50
1253- Guts Cost: 55 -> 60
1254+ Total Tech Value: 40 -> 52 (S/D/B/B |>| S/B/S/B) [POW]
1255[Final: "Coming at the end." This harkens to the Henger's tech name from MR1 and the card game. I considered making like a 75 guts cost tech that has S/S/S/S attributes, but decided that's dumb. Instead I made it a good progression from Laser Sword. Also this tech is an INT tech in MR1 and the card game, but I decided against that.]
1256
1257* Two Cutters has been buffed.
1258+ Hit: -18 -> -16
1259+ Guts Cost: 50 -> 36
1260+ Total Tech Value: 3 (lol) -> 19 (remains as S/E/D/D) [POW]
1261[Yikes. This tech was total garbage. How did this make it to release? It was vastly overpriced, which has been handled.]
1262
1263* Two Yoyos is now an Intelligence-based technique and has been buffed.
1264# Classification: Power Technique -> Intelligence Technique
1265+ Hit: -5 -> -4
1266+ Withering: 32 -> 34
1267+ Guts Cost: 29 -> 27
1268+ Total Tech Value: 23 -> 28.5 (C/D/B/D |>| C/C/B/D) [INT]
1269[Slower guts rate monsters get to have better techs in general, but specifically I'm fine with their withering stuff being notably better. Yo-Yo is sorta strange as a POW tech anyways seeing as the Henger doesn't exactly swing it- they just lightly tap you twice. It's a demoralizing kind of thing, getting sandbagged on by a robot. Also these are just called Yoyo ingame, not Yo-Yo, but I guess it's the same thing.]
1270
1271+ Arm Cannon has been buffed.
1272[v0.3: Guts Cost lowered to 17]
1273+ Sharpness: 5 -> 8
1274+ Guts Cost: 18 -> 17
1275+ Total Tech Value: 19.5 -> 22 (remains as D/S/E/E) [INT]
1276[Hengers are Sharp. Must be all those pointy edges. The output of the Henger's Hit techs is consistent, but pretty weak, so a bit more offensive prowess on occasion is good.]
1277
1278+ Napalm Shot has been buffed.
1279[v0.3: Guts Cost lowered to 23. Withering increased to 9]
1280+ Withering: 5 -> 9
1281+ Sharpness: 10 -> 12
1282+ Guts Cost: 24 -> 23
1283+ Total Tech Value: 21 -> 27 (remains as C/S/E/D) [INT]
1284[Same reasoning as Arm Cannon change.]
1285
1286+ Hammer Fall has been buffed.
1287+ Hit: -9 -> -8
1288+ Total Tech Value: 9 -> 10 (remains as C/D/E/D) [POW]
1289[In an odd turn of events, Hammer Fall is less accurate than Sledge Fall. Since I'm tweaking Sledge Fall too, and HF is fine to be a tiny bit more accurate, this gets reversed.]
1290
1291+ Burst Cannon has been buffed.
1292[v0.3: Force increased to 30. Withering increased to 16]
1293+ Force: 29 -> 30
1294+ Withering: 14 -> 16
1295+ Sharpness: 10 -> 16
1296+ Total Tech Value: 23 -> 29 (C/A/D/D |>| B/A/D/C) [INT]
1297[Same reasoning as Arm Cannon change.]
1298
1299+ Sledge Fall has been altered.
1300- Hit: -8 -> -9
1301+ Force: 35 -> 37
1302+ Withering: 5 -> 11
1303- Guts Cost: 25 -> 27
1304+ Total Tech Value: 12 -> 17 (B/D/E/D |>| B/D/D/D) [POW]
1305[A more natural chain from Hammer Fall. Efficient for the price.]
1306
1307+ Sound Wave has been buffed.
1308[v0.3: Sharpness reverted to 5]
1309+ Force: 6 -> 9
1310+ Withering: 35 -> 37
1311+ Guts Cost: 25 -> 22
1312+ Total Tech Value: 19.5 -> 27.5 (remains as E/B/B/E) [INT]
1313[This tech was quite bad.]
1314
1315* Drill Shots is now called HeavenPierce and has been altered.
1316[v0.3: Force increased to 32]
1317- Force: 35 -> 32
1318+ Sharpness: 30 -> 40
1319+ Guts Cost: 45 -> 40
1320+ Total Tech Value: 23 -> 30 (remains as B/B/D/S) [POW]
1321[If you went through the hassle to get this tech you atleast deserve ones of the Sharpest techs in the game- that's also not overpriced. No points for getting the name.]
1322
1323+ Eye Beam has been buffed.
1324[v0.3: Hit increased to +1. Guts Cost lowered to 25]
1325+ Hit: -2 -> +1
1326+ Sharpness: 23 -> 24
1327+ Guts Cost: 26 -> 25
1328+ Total Tech Value: 16.5 -> 21 (C/C/E/B |>| C/B/E/B) [INT]
1329[Why does this chain from Punch, exactly? Anyways, like many sharp techs, this just brings the Force and Sharpness to the same value.]
1330
1331---------------------------------
1332-= HOPPER =- [B5]
1333[v0.3: Tech adjustments. Base Stat Changes]
1334Hoppers have a lot of good points. But, like the Ghost, they're paying a hit tax on their techs because they're good at Skill. This is dumb; Golems don't have low force techs just because they gain power by existing. This is a nasty trend in MR2 that troubles many high skill monsters like Pixie, Ghost, Hopper, Suezo, and Metalner. While the worst in this regard was indeed the Ghost which was already addressed, Hoppers could use a little more impact behind their techniques. As Hopper techs are built around monopolizing the clock primarily in tandem with a swift guts rate, their force values won't be changing very much. Instead, their hit, withering, and sharpness are being looked at to bring Hoppers from "irritating but kinda below average" to "irritating". Many Hopper techs are undergoing a "Metalner-esque" shift, and receiving +sharpness. It's a common point of contention that Hoppers are bizarrely "not very good at speed" despite their playstyle. Personally, I don't see this as a real issue, since their speed gains are fairly decent and it gives the Hopper/Kato a reason to exist. Additionally, having a 4 in both speed and accuracy would be severe since those are the two best stats in the entire game. For the time being, I'm leaving their growths alone as I feel Hoppers suffer in the tech value department, rather than on the ranch.
1335
1336Personally, I think Hoppers are decent, but the consensus always seems to be "No, they suck." So, I'll try giving them somewhat light buffs, and see if it works out, but I'm willing to revert them if they become the next coming of the Metalner.
1337
1338* General Changes:
1339- Hopper/Dragon Guts Rate: 12 -> 13 (2.5/sec -> 2.31/sec); 1/3/3/3/2/1 -> 2/3/3/3/1/1 due to Dragon's LIF, SPD, and Guts Rate changes.
1340+ Hopper/Kato: 1/1/3/3/3/0 -> 1/2/3/3/3/0 due to Kato's POW buff.
1341+ Hopper/Mocchi: 1/2/2/4/2/1 -> 1/2/2/4/2/2 due to Mocchi's DEF buff.
1342+ Hopper/Mock: 1/2/3/3/2/0 -> 1/2/3/3/2/1; Due to Mock's DEF buff.
1343
1344* Base Stat Changes: TO DO
1345- Hopper/Pixie Base Stats: 70/90/160/170/130/60 -> 70/80/160/170/130/40 (680 BST -> 650 BST)
1346+ Hopper/Dragon Base Stats: 70/100/140/160/120/90 -> 110/140/120/160/100/70 (680 BST -> 700 BST)
1347+ Hopper/Tiger Base Stats: 60/90/110/180/130/60 -> 80/90/110/180/130/60 (630 BST -> 650 BST)
1348+ Hopper/Kato Base Stats: 70/80/130/150/140/50 -> 70/80/130/150/160/50 (620 BST -> 640 BST)
1349+ Hopper/Bajarl Base Stats: 60/100/110/170/120/50 -> 90/140/110/170/120/50 (610 BST -> 680 BST)
1350+ Hopper/Suezo Base Stats: 60/90/140/160/110/40 -> 60/90/170/180/110/50 (600 BST -> 660 BST)
1351+ Hopper/Jill Base Stats: 70/100/110/150/130/60 -> 100/110/120/150/130/60 (620 BST -> 670 BST)
1352+ Hopper/Mocchi Base Stats: 60/100/110/160/120/70 -> 60/130/110/160/120/80 (620 BST -> 660 BST)
1353+ Hopper/Joker Base Stats: 70/90/110/160/110/60 -> 70/100/120/200/110/60 (600 BST -> 660 BST)
1354
1355* Hook has been buffed
1356+ Hit: 0 -> +2
1357+ Sharpness: 5 -> 10
1358+ Total Tech Value: 2.5 -> 7 (D/C/-/E |>| D/B/-/D) [POW]
1359[Do you use Hook after getting other techs? No, because half the Hopper's moveset is in slot 1 and Hook is bad. It will still be outclassed, but at least a better use of 12 guts.]
1360
1361* Jump Blow has been buffed.
1362+ Withering: 5 -> 12
1363+ Sharpness: 15 -> 18
1364+ Total Tech Value: 6.5 -> 15 (D/B/E/C |>| D/B/D/C) [POW]
1365[Jump Blow is a little on the "unimpactful side" force-wise. Rather than pump force, Jump Blow can instead set the opponent back a bit more on the guts side.]
1366
1367* 2 Jump Blows has been buffed.
1368+ Hit: -3 -> -2
1369+ Withering: 5 -> 14
1370+ Guts Cost: 29 -> 28
1371+ Total Tech Value: 4.5 -> 16.5 (C/C/E/B |>| C/C/D/B) [POW]
1372[This is mostly carryover from the Jump Blow buff.]
1373
1374* 3 Jump Blows is now called Jaw Breaker and has been buffed (really creative tech names here, Tecmo).
1375[v0.3: Now called "Jaw Breaker"]
1376+ Hit: -9 -> -6
1377+ Withering: 14 -> 18
1378+ Total Tech Value: 15 -> 22 (remains as B/D/D/S) [POW]
1379[Same reasoning as other the prior Jump Blow changes.]
1380
1381* 1-2 Jump Blow has been buffed.
1382[v0.3: Force increased to 30. Sharpness lowered to 10]
1383+ Hit: -9 -> -7
1384+ Force: 29 -> 30
1385+ Withering: 18 -> 21
1386+ Sharpness: 7 -> 10
1387+ Total Tech Value: 8.5 -> 16 (C/D/D/E |>| B/D/C/D) [POW]
1388[Despite the name, this tech doesn't have a ton in common with 3 Jump Blows- though it could use a little help.]
1389
1390* Hopper Combo has been buffed.
1391+ Hit: -15 -> -12
1392+ Withering: 21 -> 24
1393+ Sharpness: 8 -> 10
1394+ Total Tech Value: 15 -> 22 (A/E/C/E |>| A/D/C/D) [POW]
1395[This tech is hits surprisingly hard for being on a Hopper, but it wasn't quite worth 44 guts.]
1396
1397* Jab has been buffed.
1398+ Sharpness: 0 -> 8
1399+ Total Tech Value: 6 -> 10 (E/A/-/- |>| E/A/-/E) [POW]
1400[Hoppers have problem regarding slot 2. Namely, Jab is their only tech in slot 2. However, it's a nice timer scam technique, and just could occasionally use a little more impact.]
1401
1402* Flick has been buffed.
1403[v0.3: Sharpness increased to 10. Guts Cost lowered to 16]
1404+ Sharpness: 5 -> 10
1405+ Guts Cost: 17 -> 16
1406+ Total Tech Value: 12.5 -> 15.5 (D/A/E/E |>| D/A/E/D) [POW]
1407[Just a little somethin' somethin' for Flick.]
1408
1409* Phantom Claw has been altered.
1410[v0.3: Guts Cost lowered to 28]
1411+ Force: 15 -> 23
1412+ Withering: 5 -> 12
1413+ Sharpness: 5 -> 12
1414- Guts Cost: 25 -> 28
1415+ Total Tech Value: 12.5 -> 28 (D/S/E/E |>| C/S/D/D) [POW - Hopper/Kato exclusive]
1416[Hey, I get to talk about Crossover technique changes. As an experimental shift, crossover techs are being modified to be have shifted power and usability. This is intended to bring some reason to actually desire a crossover tech rather than them being fodder for your movelist. The bonus that would've gone to hit was instead distributed to withering and sharpness. The modifier in this case was a 50% increase to attributes, rounded up, with a different modifier on the guts rate due to being exclusive to a slow guts Hopper.]
1417
1418* Rapid Flick has been buffed.
1419[v0.3: Guts Cost lowered to 26]
1420- Hit: +17 -> +15
1421+ Withering: 7 -> 12
1422+ Sharpness: 7 -> 12
1423+ Guts Cost: 30 -> 26
1424+ Total Tech Value: 14.5 -> 24 (D/S/E/E |>| D/S/D/D) [POW]
1425[Rapid Flick was mostly Flick but for an extra 13 guts. So, now it's not. Though, it still doesn't do much damage.]
1426
1427* Flick Combo has been buffed.
1428[v0.3: Withering increased to 22. Guts Cost lowered to 35]
1429+ Hit: +7 -> +10
1430+ Withering: 16 -> 22
1431+ Sharpness: 11 -> 15
1432+ Guts Cost: 38 -> 35
1433+ Total Tech Value: 12.5 -> 26.5 (C/A/D/D |>| C/A/C/C) [POW]
1434[I don't think people really use this tech, but it could use a hand anyways.]
1435
1436* Lightning is no longer a crossover technique and has been altered.
1437[v0.3: Lightning is now a universal Hopper tech. Hit increased to -5. Force increased to 10]
1438# Availability: Lightning can now be learned by all Hoppers
1439+ Hit: -10 -> -5
1440- Force: 14 -> 10
1441- Withering: 35 -> 19
1442+ Guts Cost: 30 -> 15
1443# Total Tech Value: 11.5 (D/D/B/E |>| D/D/D/E) [INT]
1444[This tech has been scaled around- though this time to be smaller instead of bigger.]
1445
1446* Flame has been altered.
1447[v0.3: Guts Cost lowered to 43]
1448+ Force: 35 -> 43
1449+ Hit: -16 -> -12
1450+ Withering: 25 -> 31
1451- Guts Cost: 36 -> 43
1452+ Total Tech Value: 10.5 -> 21.5 (B/E/C/E |>| A/D/B/E) [INT - Hopper/Pixie exclusive]
1453[Bad crossover technique turned into a possibly enticing crossover technique.]
1454
1455---------------------------------
1456-= JELL =- [B6]
1457[v0.3: Tech adjustments]
1458Jell is a good monster. For the most part it's a generalist intelligence/power monster with an average guts rate, lifespan, growths, and average to above average techs. What sets the Jell apart is that it simply has a few of the best techs in the game. The key word there is "few"- though. However, it also has many weak techs which drag down its advancement a bit. Without these weak techs, the Jell has a very high average damage potential. Getting to these amazing techs can be troublesome since the Jell's movespeed is fairly average and often in restrictive slots, and missing can be quite catastrophic. Additionally, a good chunk of Jell's POW techs are lackluster aside from their quick animations. The Jell does not need much help beyond some assistance to their weaker techs, and a few small shifts in usability will easily bring them to the desired level of power.
1459
1460* General Changes:
1461+ Jell/Golem now starts with Pierce.
1462+ Jell/Monol now starts with Two Whips.
1463+ Jell/Monol: 2/1/3/2/1/3 -> 3/1/3/2/1/3 due to Monol's LIF buff.
1464+ Jell/Gali Guts Rate: 15 -> 14 (2.0/sec -> 2.14/sec) due to Gali's guts rate buff. 2/1/3/3/1/3 -> 2/2/3/3/1/3 due to Gali's POW fix.
1465+ Jell/Worm Lifespan: 430 -> 450; Due to Worm's lifespan buff.
1466[Put directly, there's no reason to raise these /Golem or /Monol Jells. They're outclassed and have slower guts, so it's fine give them a head start on the tech side of things.]
1467
1468* Base Stat Changes:
1469# Jell/Pixie Base Stats: 80/90/150/160/100/110 -> 90/80/160/150/110/100 (BST remains as 690)
1470+ Jell/Golem Base Stats: 100/110/130/120/90/140 -> 110/130/140/120/30/170 (690 BST -> 700 BST)
1471# Jell/Tiger Base Stats: 90/100/150/140/110/120 -> 100/90/150/140/110/120 (BST remains as 710)
1472# Jell/Hare Base Stats: 100/110/130/150/120/140 -> 110/140/100/150/120/130 (BST remains as 750)
1473+ Jell/Gali Base Stats: 90/80/140/110/100/150 -> 110/100/150/120/80/140 (670 BST -> 700 BST)
1474+ Jell/Suezo Base Stats: 100/90/150/130/80/120 -> 100/90/180/130/80/110 (670 BST -> 690 BST)
1475# Jell/Jell Base Stats: 100/90/130/120/110/140 -> 110/100/130/120/90/140 (BST remains as 690)
1476# Jell/Plant Base Stats: 120/80/150/140/90/110 -> 150/80/120/140/90/110 (BST remains as 690)
1477+ Jell/Monol Base Stats: 100/90/130/120/80/150 -> 160/100/130/120/50/150 (670 BST -> 710 BST)
1478# Jell/Worm Base Stats: 110/90/140/130/110/120 -> 150/100/140/120/80/110 (BST remains as 700)
1479# Jell/Naga Base Stats: 90/110/130/120/110/140 -> 110/120/100/140/90/130 (BST remains as 690)
1480[Primarily adjustments to give sub-breeds incentives and to make them better prospective offspring in combining.]
1481
1482* Pierce has been buffed.
1483+ Force: 20 -> 21
1484+ Withering: 0 -> 5
1485+ Sharpness: 5 -> 10
1486+ Total Tech Value: 5 -> 13.5 (C/C/-/E |>| C/C/E/D) [POW]
1487[Stab is a very powerful basic tech due to its good force and fast animation. Its second stage retains the swift animation, but is a little less valuable otherwise.]
1488
1489* Suffocation is now an Intelligence-based technique and has been buffed.
1490[v0.3: Force increased to 21. Sharpness increased to 21]
1491# Classification: Power Technique -> Intelligence Technique
1492+ Force: 20 -> 21
1493+ Withering: 8 -> 10
1494+ Sharpness: 20 -> 21
1495+ Total Tech Value: 18 -> 23.5 (C/B/E/B |>| C/B/D/B) [INT]
1496[This is a little risky, but I'm changing the classification of two of Jell's techs, with Suffocation being the former- in order to give both types of Jells something to do when in a bad position. It's not the most amazing tech, but this shifts all of Jell's sharp techs into being INT. Having a tech to use up close is a great boon, even if it's not stellar.]
1497
1498* Bloodsuction has been heavily altered.
1499[v0.3: Tech reworked]
1500# Requirement: 600 INT -> 600 POW
1501- Life Drain: 100% -> 0%
1502+ Hit: -20 -> 0
1503+ Force: 30 -> 35
1504+ Withering: 0 -> 50
1505+ Sharpness: 0 -> 5
1506- Guts Cost: 40 -> 45
1507+ Total Tech Value: 0 -> 42.5 (B[B]/E/-/- |>| B/C/S/E) [POW]
1508[Nobody uses Bloodsuction for a good reason. As a rare event, I'm completely removing the life draining from this tech and repurposing it. This makes the tech more appealing, although it takes away from it's "messing around" potential somewhat. Still, it gives the POW Jell a nasty withering tech in both slots 1, 3, and 4. Have some fun with it! Also, I guarantee that sucking somebody's else blood would NOT heal you- whether you're a gelatinous monster or not.]
1509
1510* Two Whips has been buffed.
1511+ Force: 21 -> 22
1512+ Total Tech Value: 16 -> 17 (remains as C/A/D/-) [POW]
1513[Yeah, that's it.]
1514
1515* Jell Press has been buffed.
1516+ Withering: 7 -> 13
1517+ Total Tech Value: 18.5 -> 24.5 (C/A/E/E |>| C/A/D/E) [POW]
1518[A slight compensation for the long animation.]
1519
1520* Jell Cube has been altered.
1521[v0.3: Updated in several areas]
1522+ Hit: -16 -> -8
1523- Force: 29 -> 28
1524- Guts Cost: 16 -> 18
1525+ Total Tech Value: 6.5 -> 11.5 (C/E/E/E |>| C/D/E/E) [POW]
1526[Most people ignore the Cubes and just go Intelligence, but they're pretty efficient heavy techs.]
1527
1528* Three Cubes has been altered.
1529[v0.3: Updated in several areas]
1530+ Hit: -10 -> -5
1531- Force: 39 -> 32
1532+ Withering: 6 -> 12
1533+ Sharpness: 9 -> 10
1534+ Guts Cost: 23 -> 22
1535+ Total Tech Value: 16.5 -> 19.5 (B/D/E/E |>| B/D/D/D) [POW]
1536[3 Cubes is very cost efficient, albeit slightly less than it was before. I don't really have anything to add to that, but it's still a great tech.]
1537
1538* Jell Top has been altered.
1539[v0.3: Guts Cost lowered to 15]
1540- Hit: +15 -> +12
1541+ Force: 14 -> 15
1542+ Guts Cost: 17 -> 15
1543# Total Tech Value: 20.5 (D/S/E/E |>| D/A/E/E) [POW]
1544[A standard attribute trade, and a reason to consider Spiked Top.]
1545
1546* Spiked Top has been buffed.
1547[v0.3: Guts Cost lowered to 26]
1548+ Hit: +13 -> +15
1549+ Withering: 8 -> 10
1550+ Guts Cost: 28 -> 26
1551+ Total Tech Value: 20 -> 26 (C/A/E/D |>| C/S/D/D) [POW]
1552[Spiked Top was a bit under value in proportion to the Jell's other techs. Instead of more force, it becomes the Jell's most accurate POW tech, and gets some auxillary value.]
1553
1554* Fly Swatter has been buffed.
1555[v0.3: Force reverted to 15]
1556+ Hit: -3 -> -1
1557+ Withering: 31 -> 32
1558- Sharpness: 7 -> 5
1559+ Guts Cost: 27 -> 26
1560+ Total Tech Value: 19.5 -> 22.5 (remains as D/C/B/E) [POW]
1561[Due to its long animation in comparison to the Jell's kit, the "Fly" line is a bit weak, so they're getting some boosts overall.]
1562
1563* Fly Smasher has been altered.
1564[v0.3: Force reverted to 26. Withering reduced to 44]
1565+ Hit: -5 -> -3
1566+ Withering: 41 -> 44
1567+ Sharpness: 9 -> 10
1568- Guts Cost: 39 -> 40
1569+ Total Tech Value: 27.5 -> 32 (C/D/A/E |>| C/C/A/D) [POW]
1570[Same reasoning as Fly Swatter changes.]
1571
1572* Beam Gun has been altered.
1573[v0.3: Force increased to 16. Withering increased to 16. Sharpness increased to 20. Guts Cost lowered to 16]
1574+ Hit: -2 -> 0
1575+ Force: 15 -> 16
1576+ Withering: 15 -> 16
1577+ Sharpness: 19 -> 20
1578+ Guts Cost: 18 -> 16
1579+ Total Tech Value: 19.5 -> 26 (D/C/D/C |>| D/C/D/B) [INT]
1580[Another small attribute boost. Generally these seem dull, but provide value which shouldn't be ignored.]
1581
1582* Beam Cannon has been buffed.
1583[v0.3: Sharpness increased to 30. Guts Cost lowered to 33]
1584+ Hit: -2 -> 0
1585+ Force: 25 -> 26
1586+ Withering: 25 -> 26
1587+ Sharpness: 25 -> 30
1588+ Guts Cost: 35 -> 33
1589+ Total Tech Value: 25.5 -> 34 (C/C/C/A |>| C/C/C/S) [INT]
1590[Most of Jell's INT techs do a little bit of everything, and Beam Cannon is no exception.]
1591
1592* Cannon is now called Artillery.
1593[In order to differentiate Cannon from the other Jell tech with Cannon in the name.]
1594
1595* Slingshot is now a Power-based technique and has been altered.
1596# Classification: Intelligence Technique -> Power Technique
1597+ Hit: -8 -> -7
1598+ Force: 9 -> 10
1599- Sharpness: 9 -> 5
1600# Total Tech Value: 18.5 (E/D/B/E |>| D/D/B/E) [POW]
1601[Similarly to Suffocation, this change gives Jell something they can do when not in their primary position. For Power based ones, they were helpless in Slot 3/4, but with this they can at least chip at their foes guts while using their primary offensive stat. And yes, I do agree that it's jank that all of Jell's withering attacks are power-based and come from the intelligence errantry.]
1602
1603* Pyramid has been buffed.
1604[v0.3: Stat requirement changed. Hit increased to -15]
1605# Requirement: 600 POW -> 600 INT
1606+ Hit: -20 -> -15
1607- Recovery Force: 40 -> 30
1608+ Guts Cost: 40 -> 30
1609+ Total Tech Value: -20 -> -15 ([A]/E/-/- |>| [B]/E/-/-) [INT]
1610[As per usual, recovery techs have a hard time competing with Life Steal techs... and regular attacking. In Jell's case, Pyramid has been changed to be specifically a cheaper last second tool, hence the lowered cost and recovery. I didn't give it a stellar boost simply because Jells are not monsters who care about healing, but it's nice to have the option.]
1611
1612* Gatling Gun has been buffed.
1613[v0.3: Guts Cost lowered to 40]
1614+ Guts Cost: 45 -> 40
1615+ Total Tech Value: 22.5 -> 27.5 (remains as B/S/D/C) [INT]
1616[A good tech, albeit somewhat overpriced.]
1617
1618* Jell Copter has been buffed.
1619[v0.3: Withering increased to 20]
1620+ Withering: 15 -> 20
1621+ Total Tech Value: 22.5 -> 27.5 (S/A/D/E |>| S/A/C/E) [INT]
1622[Jell Copter is a very straightforward tech. It hits hard and is fairly accurate. That said, it's a big investment and not as amazing as some would say- so a little more "passive" impact will be useful for widening the gap.]
1623
1624---------------------------------
1625-= JOKER =- v0.3 [B7]
1626Joker is a monster that doesn't need much help. They're the perfect example of what a low lifespan monster can be- only a few powerful techs, decent guts, great stat growths, and a snazzy design. Since they're already quite strong, they won't be receiving many changes- with the biggest being to their most outlier tech "Death Final", which sounds neat but is a bad version of Death Slash. Also, since Jokers barely have any knobs which I plan to tune, I can finish them in roughly half an hour- so that's a bonus.
1627
1628* General Changes:
1629# Joker/Dragon Guts Rate: 15 -> 16 (2.0/sec -> 1.875/sec); 2/3/4/3/1/1 -> 2/3/4/3/1/2 due to Dragon's guts rate nerf and DEF buff.
1630# Joker/???: Has been made distinct.
1631[Carryover from changes to other monsters.]
1632
1633+ Joker/Dragon Base Stats: 120/140/190/160/100/90 -> 130/150/210/160/100/120 (800 BST -> 870 BST)
1634+ Joker/Golem Base Stats: 120/140/150/130/100/90 -> 120/190/150/130/100/110 (730 BST -> 800 BST)
1635# Joker/Tiger Base Stats: 110/100/190/190/110/90 -> 100/110/180/200/120/80 (BST remains as 790)
1636+ Joker/Bajarl Base Stats: 110/120/160/200/90/100 -> 110/130/160/200/90/100 (780 BST -> 790 BST)
1637[Blue Terror is kinda funky where it has so many stats with the same values.]
1638
1639* Death Smash has been buffed.
1640+ Force: 18 -> 20
1641+ Total Tech Value: 11.5 -> 13.5 (D/C/D/E |>| C/C/D/E) [POW]
1642[Death Smash compares poorly with Death Punch, but this evens it up a little bit.]
1643
1644* Death Final has been buffed.
1645+ Hit: -15 -> -10
1646+ Sharpness: 15 -> 20
1647+ Total Tech Value: 42.5 -> 50 (S/E/S/C |>| S/D/S/B) [POW]
1648[Death Final looks cool, but it's pretty shoddy in comparison to Death Slash. Slash still has a better damage ratio, but Final has some nasty auxillary traits for the cost. I tossed around a couple different ideas for Death Final, including one where it cost around 90 guts but always hit- but I settled for a calm and reasonable buff (mostly because the AI will never use a 90 guts tech). It's still risky, but not necessarily throwing away 50 guts anymore.]
1649
1650---------------------------------
1651-= KATO =- [B8]
1652Kato is a decent monster, but one that has obviously squandered potential. Part of this is due to the the English localization butchering their animations, removing their unique battle special, and completely deleting the method to acquire one of their techs locking them out of 2 overall. The other part is that the majority of their kit is Power based, and their Power gains are complete trash. So while I can't undo all the damage, I can bring the Kato up a good spot where it can access all of its techs and have enough power behind their senile claws to cause some problems. In many ways they're similar to Phoenixes, except a bit worse and with slower guts, but I plan to give Katos a niche or two to abuse despite their sluggish steps. Also, yes, I'm sorry to the speedrunners, but I'm going to be altering Twister Claw. If you want to have 80% hit, get more than 350 Skill.
1653
1654
1655* General Changes:
1656[v0.3: Kato Growths have been shuffled somewhat.]
1657+ Kato/Dragon now starts with Slash Claws.
1658- LIF Growth: 1 -> 0
1659+ POW Growth: 0 -> 1
1660# Some Katos have had their base growths fixed. Changes to Kato's growth totals will be covered as well.
1661# Kato/Kato: 1/0/4/2/4/1 -> 0/1/4/2/4/1
1662# Kato/Dragon: 1/2/4/2/3/1 -> 1/2/4/2/2/2
1663# Kato/Tiger: 1/0/4/3/4/1 -> 0/1/4/3/4/1
1664# Kato/Gali: 1/1/4/2/3/1 -> 0/2/4/2/3/1; Guts Rate: 17 -> 16 (1.76/sec -> 1.87/sec), due to Gali's guts rate buff.
1665# Kato/Suezo: 1/1/3/2/4/2 -> 0/1/4/2/3/1 (This was some sort of strange miscalculation in base MR2 where this monster's growths were what Kato/Mocchi is supposed to be.)
1666# Kato/Mocchi: 1/1/4/3/3/1 -> 0/1/3/2/3/2 (Error correctiontion where this monster had Kato/Joker's intended growths), also affected by Mocchi's SPD nerf and DEF buff.
1667# Kato/Joker: 1/1/3/2/4/2 -> 1/1/4/3/3/1 (Same reason as Kato/Suezo.)
1668[A few Katos had the incorrect parameters in the base game, so I cleaned that up. Turns out Pink Kato was great in regular MR2- just really ugly! Also, smoking is bad for your LIF, but apparently not your lifespan. Katos have a lot of POW techs, but lousy gains to use them. Since they live so long, losing some LIF growth isn't a huge deal.]
1669
1670* Base Stat Changes:
1671# Kato/Kato Base Stats: 70/60/170/140/160/100 -> 60/100/170/140/160/70 (BST remains as 700)
1672+ Kato/Dragon Base Stats: 80/120/160/120/150/100 -> 80/130/160/120/150/110 (730 BST -> 750 BST)
1673[Katos have surprisingly high base stats for their lifespan, but I won't knock them for that. If you're wondering: Yes, Kato/Dragon starts with 4 techs overall.]
1674
1675* Slash Claw has been buffed.
1676+ Hit: +7 -> +8
1677+ Total Tech Value: 15 -> 16 (remains as D/A/-/D) [POW]
1678[These kinds of changes may look useless, but I do run the numbers and this puts Slash Claw at a breakpoint it was missing before.]
1679
1680* Slash Claws has been buffed.
1681+ Sharpness: 10 -> 15
1682+ Total Tech Value: 16 -> 18.5 (D/B/E/D |>| D/B/E/C) [POW]
1683[Similar reasoning to the singular Slash Claw buff. As far as niches go, one of Kato's is having high sharpness overall, with both their basics having "D".]
1684
1685* Claw Combo is now called Eviscerate and has been altered.
1686+ Hit: -12 -> 0
1687- Force: 36 -> 30
1688+ Sharpness: 10 -> 15
1689+ Total Tech Value: 16 -> 24.5 (B/D/D/D |>| B/C/D/C) [POW]
1690[A conquest against the thousand techs with "Combo" in the name. I know it's a heavy tech, but it chains from a basic, so I'll treat it as a force-weighted extension thereof.]
1691
1692* Smoke Breath has been buffed.
1693+ Hit: +5 -> +6
1694+ Force: 8 -> 9
1695+ Guts Cost: 18 -> 17
1696+ Total Tech Value: 24 -> 27 (remains as E/A/C/D) [INT]
1697[If you claim the original Smoke Breath was already good, you might've been passing the pipe yourself. Speaking of- they removed Kato's pipe in the localization, but he still does the move, so what was the point?]
1698
1699* Lick has been buffed.
1700+ Hit: -7 -> -6
1701- Force: 13 -> 12
1702+ Withering: 29 -> 30
1703+ Guts Cost: 19 -> 17
1704+ Total Tech Value: 18.5 -> 21.5 (D/D/C/E |>| D/D/B/E) [INT - Kato/Suezo exclusive]
1705[Turns out Kato's lick crossovers are literal 1-to-1 versions of their respective breed's techs, just with a lower cost. I like that idea, so I'm making the same tweak here I did to Suezo's lick, and adjusting the price to be appropriate. It's harder hitting and more withering than Smoke Breath, but a good bit less accurate.]
1706
1707* Licking has been buffed.
1708+ Withering: 24 -> 31
1709+ Total Tech Value: 13.5 -> 20.5 (D/D/C/E |>| D/D/B/E) [INT - Kato/Mocchi exclusive]
1710[This leaves Licking as harder hitting, more withering, and cheaper than Lick- but also a good bit less accurate. Pick your poison, I suppose. Same idea as the Lick change.]
1711
1712* Oil Spray is now called Drunken Mist and has been buffed.
1713+ Hit: -11 -> -9
1714+ Sharpness: 5 -> 10
1715+ Total Tech Value: 30.5 -> 35 (C/D/A/E |>| C/D/A/D) [INT]
1716[You can call it oil, but the cat is hammered- let's be honest. This is a fairly nasty withering tech, but the accuracy leaves a bit to be desired. The sharpness is free.]
1717
1718* Turn Claw has been buffed.
1719+ Hit: -7 -> -5
1720+ Force: 19 -> 20
1721+ Total Tech Value: 19 -> 22 (D/D/D/B |>| C/D/D/B) [POW]
1722[Most of Kato's POW techs have a similar theme of pretty good damage rates but lousy accuracy. It doesn't quite even out like it does for the Golem.]
1723
1724* Turn Claws is now called Whirlwind and has been buffed.
1725+ Hit: -10 -> -7
1726+ Guts Cost: 28 -> 24
1727+ Total Tech Value: 22.5 -> 29.5 (remains as C/D/D/A) [POW]
1728[Yeah, yeah, overpriced inaccurate tech gets buffed- you know the gist.]
1729
1730* Rolling Claw is now called Great Storm and has been buffed.
1731+ Hit: -13 -> -10
1732+ Force: 30 -> 35
1733+ Sharpness: 30 -> 35
1734+ Total Tech Value: 32 -> 42.5 (remains as B/D/B/S) [POW]
1735[I counted, there are 14 Kato techs with "Claw" in the name. Come on Tecmo. Also this tech was pretty lackluster originally. Pretty dangerous if it connects.]
1736
1737* Oil Fire is now called Sake Fire and has been altered.
1738[v0.3: Now called Sake Fire. Hit lowered to -5. Force increased to 24]
1739# Classification: Heavy Technique -> Basic Technique
1740+ Hit: -6 -> -5
1741- Force 28 -> 24
1742+ Guts Cost: 17 -> 15
1743- Total Tech Value: 14.5 -> 13.5 (remains as C/D/E/E) [INT]
1744[Time for a tale: I trekked through the Kato's errantry data, curious to find what issue prevented Oil Fire from being learnable. After a few hours of confirmation and testing, I confirmed the bizarre- It's not there. No, really. In the localization, Oil Fire was completely removed from the Kato's possible errantry techs. Cue my disappointment. Imagine the audacity to claim this was a "glitch." SO, let's just say they couldn't set down the bottle long enough to exclude it from their base techs. This affects combining as well, and it's treated as a Basic Tech there too, so it can't be used to get easy Heavy techs on other breeds. It's a little unfair to start with 3 techs- but he's a dirty old man, what do you expect? After iterating, it's close to where it started, just shifted around a little.]
1745
1746* Oil Flame is now called Immolation and has been altered.
1747+ Hit: -15 -> -14
1748+ Force: 46 -> 50
1749+ Withering: 14 -> 16
1750- Guts Cost: 30 -> 32
1751+ Total Tech Value: 20 -> 25 (A/E/D/D |>| S/D/D/D) [INT]
1752[Define the difference between "Fire" and "Flame"- really, try to. With Oil Fire as a starter, this can now actually be obtained. Turns out it's actually a pretty good tech!]
1753
1754* Drill Claw is now called Corkscrew and has been altered.
1755+ Hit: 0 -> +2
1756- Withering: 5 -> 0
1757- Total Tech Value: 22.5 -> 19.5 (C/C/E/A |>| C/B/-/A) [POW]
1758[This isn't a nerf. There's a surprising amount of merit in having a powerful tech with no withering when you get into the mechanics. Drill Claw is very strong.]
1759
1760* Twister Claw has been altered.
1761[v0.3: Withering increased to 12. Stat requirement lowered by 50]
1762+ Requirement: 650 Combined SKI+INT -> 600 Combined SKI+INT
1763- Hit: +20 -> +10
1764+ Withering: 7 -> 12
1765+ Guts Cost: 25 -> 21
1766- Total Tech Value: 27 -> 26 (C/S/E/D |>| C/A/D/D) [INT]
1767[Twister Claw is a fairly polarizing tech. It both overcarries the Kato and is simultaneously not amazing. In the early game this is simply because you don't need any skill to land an attack with +20 hit, but in the end game it becomes much less useful as it is damage inefficient for the price. I'd like there to be a reason to try for Tornado Claw and to try and normalize Twister Claw's disregard for the skill stat. This makes the tech less useful as a crutch, but better when you have decent skill to go with it. The requirement shift is to make getting your choice of Phantom Claw or Twister Claw a little less dicey.]
1768
1769* Tornado Claw has been buffed.
1770[v0.3: Withering increased to 14]
1771+ Force: 25 -> 28
1772+ Withering: 10 -> 14
1773+ Total Tech Value: 27.5 -> 34.5 (remains as C/S/D/C) [INT]
1774[Compare vanilla Tornado Claw to Twister Claw. You may note that Tornado is just worse in almost every regard. Why is that? I have no idea, but now it has a niche as being less spammable but an okay burst choice with a great hit chance, although its damage efficiency falls short in comparison to a good portion of the Kato's kit.]
1775
1776* Phantom Claw has been buffed.
1777+ Sharpness: 10 -> 15
1778+ Total Tech Value: 25 -> 27.5 (D/S/E/D |>| D/S/E/C) [POW]
1779[Despite how lame Hyoue is, Phantom Claw isn't a bad tech at all. Cheaper, sharper, and more accurate than Twister Claw, but less damage & withering efficient for the price.]
1780
1781* Jumping Claw has been altered.
1782+ Hit: -18 -> -10
1783- Force: 36 -> 34
1784- Withering: 17 -> 14
1785+ Sharpness: 10 -> 15
1786+ Total Tech Value: 18 -> 23.5 (B/E/D/D |>| B/D/D/C) [POW]
1787[A bit too inaccurate and low force for the price. It's a Kato, not a Golem.]
1788
1789* Aerial Claw is now called "To The Stars" and has been altered.
1790+ Hit -> -19 -> -15
1791+ Force: 43 -> 48
1792- Withering: 27 -> 21
1793+ Sharpness: 19 -> 20
1794- Guts Cost: 30 -> 31
1795+ Total Tech Value: 30.5 -> 33 (A/E/C/C |>| A/E/C/B) [POW]
1796[Inaccurate but extremely threatening attack. With 20 sharpness, it can deal 999 pretty easily to squishy foes, though not with a great hit%. Doesn't quite reach the stars.]
1797
1798* Oil Drinking is now called Sake Break and has been buffed.
1799+ Hit: -15 -> 0
1800+ Guts Cost: 50 -> 45
1801+ Total Tech Value: -15 -> 5 (-[S]/E/-/- |>| -[S]/C/-/-) [INT]
1802[Take a load off and have a drink. This may seem bizarre, but I'm actually pretty okay with Katos having the best pure healing move in the game. If you compare this to even the buffed Tasty Banana, this is way better- but they're completely different monsters overall. When evaluated all together, this drags down the Kato's average damage a lot because it has 0, but when treated as "50 Force", which is sort of is, they put out a lot of hurt in general. This can lead to some extremely cheesy wins with a last second spot of drinking, though I'm okay with the dirty old man/cat pulling that sort of thing. Give it a try- it's the top of its technique class!]
1803
1804* Bolt has been buffed.
1805+ Hit: -2 -> +1
1806+ Total Tech Value: 15 -> 18 (E/C/D/D |>| E/B/D/D) [INT - Kato/Tiger exclusive]
1807[Bolt isn't a great tech, but it's already on the strongest Kato sub- so I'm not super invested in making it a bigger incentive.]
1808
1809---------------------------------
1810-= METALNER =- [B9]
1811[v0.3: Cleaned up an error regarding the Love Seeker's lifespan; Metalner/Suezo tweaks? /??? distinction. Tech adjustments]
1812Hooh, boy. Metalners. These guys are nutty, and by that, I mean they're the best monster in Monster Rancher 2. They have consistent withering, high sharpness, and the fastest guts rate in the game. That isn't to say they don't have downsides, because they do. Their base stats are almost as bad as Wrackies, guts correction is really not on their side, and they're bad at Power, Intelligence, and Speed. Since their guts rate is their defining feature, I'm not touching it- they still get 5 guts/sec. Instead, I'm reshuffling the power on their techniques, because it all seems to be concentrated in 3 or 4 techs while the rest are worthless. Metalners may be the only monster where a header says "nerfed". Since almost every other breed will be getting better, Metalners don't necessarily need a heavy hand smashing them right out of the gate, but they will be getting improvements only on their bad techs, and getting their best tools weakened to try and bring them in line.
1813
1814If this is an unsuccessful tweak to bring them in line, there are many alternative plans in the works for Metalners- though I hope better foes, tech changes, and their harsh guts correction will bring them down from S+ viability. But, and I think this is relevant, there is one very important thing to know about Metalners: They do not have any subs which make them "more powerful" like almost every other breed does, so their numbers don't scale like how a Golem's techs have to scale with everything that makes them have faster guts.
1815
1816* General Changes
1817+ Metalner/Suezo now starts with Metalner Ray.
1818- Metalner/Pixie Lifespan: 460 -> 430 (Error Fix)
1819[Metazorl gets a bonus for being the worst Metalner by far.]
1820
1821* Base Stat Changes:
1822+ Metalner/Metalner Base Stats: 50/20/10/160/30/170 -> 80/40/30/160/50/170 (440 BST -> 530 BST)
1823+ Metalner/Suezo Base Stats: 70/90/100/170/60/160 -> 90/70/120/170/60/160 (650 BST -> 670 BST)
1824[Their growths aren't changing, but Pure Metalners don't have the lifespan to warrant such abysmal base stats. Having such dreadful bases and growths makes combining them rather ineffective, and it's not a big enough boost to be that important. Metalner/Pixie and Metalner/Suezo have passable bases and are not being buffed. This still leaves the purebreed with one of the lowest starting stat totals.]
1825
1826* Back Charge has been nerfed.
1827[v0.3: Guts Cost increased to 30]
1828+ Hit: -8 -> -6
1829- Force: 26 -> 23
1830- Withering: 26 -> 23
1831- Sharpness: 35 -> 30
1832- Guts Cost: 29 -> 30
1833- Total Tech Value: 32.5 -> 25 (remains as C/D/C/S) [POW]
1834[You may note it's not a gigantic downgrade, but it's not supposed to be. It's just supposed to make it less worth using every moment you're in slot 1; Lowers the critical damage ceiling from 585 to 517 before defense. I love this move's animation and SFX, but it's too good in its original state.]
1835
1836* Right Slap has been altered.
1837- Hit: +8 -> +1
1838+ Force: 10 -> 14
1839+ Withering: 5 -> 8
1840# Total Tech Value: 13.5 (D/A/E/E |>| D/B/E/E) [POW]
1841[So, Right Slap sucks (and yes, there are crappy Metalner techs). In the "even with 950 power you don't want the AI using it" kind of way. This is deceptive because it seems good for a basic tech, but it takes 5 seconds and is up against way better techs everywhere. Instead, it has had its hit shuffled into other attributes to make it less lousy on average.]
1842
1843* Straight has been nerfed.
1844- Withering: 10 -> 5
1845- Sharpness: 15 -> 10
1846- Total Tech Value: 24.5 -> 17 (D/A/D/C |>| D/A/E/D) [POW]
1847[This tech is odd. It's really good but hard to nerf because most of its values aren't really that high. So the auxillary effects are being stifled a bit. This change should make it so that the Metalner cannot just mash Straight to wither slow monsters out the match completely.]
1848
1849* High Kick has been altered.
1850+ Force: 15 -> 16
1851- Sharpness: 25 -> 20
1852- Total Tech Value: 19.5 -> 18 (D/B/D/A |>| D/B/D/B) [POW]
1853[Okay, so we're at one the techs that you don't use because why wouldn't you use their better techs instead? But again, Metalners have numbers in every category so changes may look smaller than they really are. It might look minor but it's a decent buff on average.]
1854
1855* Double Kicks has been altered.
1856[v0.3: Hit increased to +2. Withering increased to 16. Sharpness reverted to 30]
1857+ Hit: 0 -> +2
1858+ Force: 19 -> 27
1859+ Withering: 10 -> 16
1860- Guts Cost: 25 -> 40
1861+ Total Tech Value: 19 -> 21 (D/C/D/S |>| C/B/D/S) [POW]
1862[This tech is a bad version of Back Charge. Even post-nerf that would be the case. Instead it's being shifted into a higher cost move which is stronger relative to the cost bump. This makes it instead a more damage invested version of Back Charge, trading away a lower cost for raw punch (Or kick in this instance).]
1863
1864* Elbow Strike has been buffed.
1865- Hit: +16 -> +15
1866+ Force: 15 -> 20
1867- Sharpness: 15 -> 10
1868+ Total Tech Value: 20.5 -> 22 (D/S/D/C |>| C/S/D/D) [POW]
1869[This is the worst Metalner tech in the game. It's Straight, but really bad. The tech value is misleading because it's mostly +Hit which has diminishing returns, but it's a complete waste of 30 guts. Instead, it has been made more competitive and not a "probably shouldn't put that on my movelist" technique. This makes it quite good, but not amazing. Overall this is a more accurate- but less efficient version of Dash Straight now.]
1870
1871* Double Palms has been buffed.
1872[v0.3: Hit lowered to -9]
1873+ Hit: -13 -> -9
1874+ Total Tech Value: 4.5 -> 8.5 (remains as C/D/D/C) [POW]
1875[Good at skill, techs with atrocious hit strikes again. It was pretty shoddy, especially when Back Charge and UFO Attack exist, so now it's a little less bad.]
1876
1877* Palm Strike has been altered.
1878+ Hit: -8 -> -5
1879+ Withering: 25 -> 31
1880- Sharpness: 15 -> 5
1881- Guts Cost: 22 -> 24
1882+ Total Tech Value: 16.5 -> 18.5 (D/D/C/C |>| D/D/B/E) [POW]
1883[Metalner + Withering Tech sounds like a good combination, but their entire kit already does a bit of withering, so it's redundant when you could be pumping damage too. In addition it has poor force and hit. So, it has been shuffled to be less of a move you get because you want something besides UFO attack in Slot 4. If you really can't get enough of the withering, this is the most efficient withering-to-guts ratio on the Metalner post change.]
1884
1885* Metalner Ray has been buffed.
1886+ Hit: -6 -> 0
1887+ Total Tech Value: 21.5 -> 27.5 (B/D/A/C |>| B/C/A/C) [INT]
1888[This is mostly a novelty move, but it could stand to be more reliable. I'm ok with it being strong considering the investment, and that 50 guts is a bit costly even for a Metalner.]
1889
1890* Burning Palm has been buffed.
1891[v0.3: Hit lowered to -10]
1892+ Total Tech Value: 16.5 -> 17.5 (remains as A/D/C/C) [POW]
1893[Burning Palm was generally not where a Metalner wanted 50 guts going. It might still not be, but a little more reliability never hurts an outclassed technique. I don't plan to change it beyond hit at the moment, as Metalner + High Force is a dangerous proposition- and speaking of:]
1894
1895* UFO Attack has been nerfed (surprise).
1896[v0.3: Sharpness reduced to 10]
1897+ Hit: -22 -> -16
1898- Force: 50 -> 40
1899- Withering: 17 -> 13
1900- Sharpness: 15 -> 10
1901- Total Tech Value: 22.5 -> 12 (S/E/D/C |>| A/E/D/D) [POW]
1902[This is the Metalner tech people talk about if Back Charge/Straight isn't in the sights, and for decent reason. 50 Force for 30 guts, which a Metalner generates in six seconds. I feel that's there a slight misconception about this tech since most AI opponents have lackluster speed, and that's the -22 hit modifier. This is extremely low. Combined with guts correction, the odds of actually landing this against a decently statted foe is a massive gamble. That said, it is a bit too good, and can stand to be reigned in a little bit on both extremes to be closer to CP's Giant Wheel. This lowers the non-crit damage ceiling by 150, but it will still be devastating to be slammed by. It's a heavy tech, after all.]
1903
1904---------------------------------
1905-= MEW =- [C1]
1906[v0.3: Tech adjustments]
1907Mews are a fairly good breed. I personally place them pretty highly, although I know many people do not agree with me on that. Mews only really have one huge flaw, being that half of their techs are total garbage while the other half are good. Many monsters have this problem, but Mew demonstrates it quite well. As that's their only issue, a couple of patch-ups to their lackluster to garbage techs will bring them to at least as good I think they are. A more obvious issue right away is that their INT attacks are quite poor, and also all stacked in slot 4. While I can't be of much help in the positioning department (right now, at least), I can at least make their intelligence techs not lousy. These shifts make Mew better at being an overall irritant and semi-witherer.
1908
1909* Punch has been buffed.
1910[v0.3: Hit increased to +9]
1911+ Hit: +5 -> +9
1912+ Force: 9 -> 10
1913+ Withering: 0 -> 5
1914+ Total Tech Value: 4 -> 15 (E/A/-/- |>| D/A/E/-) [POW]
1915[Mew's basic techs are quite bad. They shouldn't be great, but they can stand to suck a bit less. Higher "value", but less valuable than Leaping Kick still.]
1916
1917* Head Assault has been buffed.
1918+ Force: 20 -> 24
1919+ Total Tech Value: 19.5 -> 23.5 (remains as C/B/D/A) [POW]
1920[Head Assault is worse than Headbutt, for no reason- as far as I can tell. So it has been brought up to par.]
1921
1922* Leaping Kick has been buffed.
1923[v0.3: Guts Cost lowered to 11]
1924+ Force: 12 -> 14
1925+ Sharpness: 5 -> 8
1926+ Guts Cost: 12 -> 11
1927+ Total Tech Value: 2.5 -> 7 (remains as D/C/-/E) [POW]
1928[Same reasoning as Punch change.]
1929
1930* Stab has been buffed.
1931[v0.3: Guts Cost lowered to 18]
1932+ Hit: -2 -> 0
1933+ Force: 13 -> 14
1934+ Withering: 21 -> 26
1935- Sharpness: 10 -> 5
1936+ Guts Cost: 19 -> 18
1937+ Total Tech Value: 18 -> 24.5 (D/C/C/D |>| D/C/C/E) [POW]
1938[One of Mew's weaker POW techs which should at least be more effective at its prime directive. I know getting stabbed is sharp, but withering techs just don't work that way.]
1939
1940* Diving Press has been buffed.
1941+ Hit: -9 -> -7
1942+ Total Tech Value: 9 -> 11 (remains as C/D/E/D) [POW]
1943[Simple stuff.]
1944
1945* HundredBlows has been altered.
1946[v0.3: Withering increased to 20]
1947- Hit: +11 -> +10
1948- Force: 39 -> 38
1949+ withering: 19 -> 20
1950+ Guts Cost: 50 -> 45
1951+ Total Tech Value: 24 -> 28 (B/A/D/D |>| B/A/C/D) [POW]
1952[HundredBlows is a fairly good tech, albeit a bit overpriced.]
1953
1954* MillionBlows has been buffed.
1955+ Hit: +10 -> +11
1956+ Force: 43 -> 45
1957+ Guts Cost: 55 -> 50
1958+ Total Tech Value: 26.5 -> 34.5 (remains as A/A/C/C) [POW]
1959[Similarly to HundredBlows, just a not worth its original price- though it could still be quite deadly. It gets a boost in the relevant parameters to bring it up to speed.]
1960
1961* Twiddling has been buffed.
1962[v0.3: Force increased to 23]
1963+ Hit: -4 -> -3
1964+ Force: 22 -> 23
1965+ Guts Cost: 23 -> 21
1966+ Total Tech Value: 12.5 -> 16.5 (remains as C/C/E/C) [POW]
1967[Since the Mew is pretty close to where they should be, little tweaks like this add up quickly towards that end.]
1968
1969+ Twiddling-2 has been buffed.
1970+ Hit: -7 -> -6
1971+ Withering: 8 -> 13
1972+ Total Tech Value: 17 -> 23 (B/D/E/A |>| B/D/D/A) [POW]
1973[This gives a more natural progression of the hit modifier throughout the Twiddling Tech chain.]
1974
1975* Twiddling-Z is now called Circular and has been buffed.
1976[v0.3: Guts Cost lowered to 37]
1977+ Hit: -10 -> -9
1978+ Force: 37 -> 40
1979+ Guts Cost: 39 -> 37
1980+ Total Tech Value: 21 -> 27 (B/D/D/S |>| A/D/D/S) [POW]
1981[To bring Twiddling-Z from the worst of the Twiddling line to the logical end of the chain. Though, be honest, have you ever actually seen this tech used? As some trivia, internally, this tech is the last in the Mew's section. I have no idea why, but I've seen worse orderings.]
1982
1983* Miaow has been buffed.
1984[v0.3: Force increased to 6. Guts Cost lowered to 25]
1985+ Force: 2 -> 6
1986- Sharpness: 5 -> 0
1987+ Guts Cost: 30 -> 25
1988+ Total Tech Value: 23.5 -> 30 (E/S/B/E |>| E/S/B/-) [INT]
1989[Alright, here we go with the INT techs. Miaow was both overpriced and was paying for sharpness for no real reason. With this alteration is can both do a bit of chip damage and be more efficient at its only use case.]
1990
1991* Song of Mew has been buffed.
1992[v0.3: Hit increased to +10. Force reverted to 15]
1993+ Hit: +6 -> +10
1994+ Withering: 39 -> 40
1995+ Guts Cost: 36 -> 31
1996+ Total Tech Value: 24 -> 34 (D/A/B/E |>| D/A/A/E) [INT]
1997[Similar reasoning to Miaow changes, but more comprehensive shifts.]
1998
1999* Recital has been buffed.
2000[v0.3: Hit increased to +5]
2001+ Hit: -2 -> +5
2002+ Withering: 45 -> 50
2003+ Total Tech Value: 33 -> 45 (C/C/A/D |>| C/A/S/D) [INT]
2004[Recital was lackluster. Based off all the other MR media, THIS is supposed to be the Mew's defining trait. Somebody probably should have done some consultation on that seeing as a base 15 guts rate breed is not a match made in heaven for Withering techs, but we are where we are.]
2005
2006* Zap has been altered.
2007+ Hit: -12 -> -10
2008- Force: 41 -> 37
2009- Withering: 41 -> 37
2010+ Guts Cost: 40 -> 32
2011+ Total Tech Value: 35 -> 39 (A/D/A/D |>| B/D/B/D) [INT]
2012[Would it have killed Tecmo to put this in slot 2? Oh well... The Zap chain is being slightly repurposed to be akin to two different versions of the original Death Final.]
2013
2014* Maximal Zap is now called Eradicate and has been altered.
2015+ Hit: -17 -> -9
2016- Force: 59 -> 50
2017+ Withering: 45 -> 50
2018- Sharpness: 20 -> 15
2019+ Guts Cost: 50 -> 46
2020+ Total Tech Value: 48 -> 53.5 (S/E/A/B |>| S/D/S/C) [INT]
2021[Again, have you ever seen this tech? It makes a neat sound- and should be in slot 2, but we are where we are.]
2022
2023---------------------------------
2024-= MOCCHI =- v0.3 [C2]
2025The Mocchi is a monster which I consider an important lesson in Monster Rancher's mechanics. Namely, having extremely high stat growths does not make a monster good. Mocchi is about on par with Dragons growth-wise, with a much higher lifespan, but their technical values are so poor that this is irrelevant. Their techs are consistently decent at withering, but with very disappointing force, hit rates, sharpness, and guts costs- overall being pretty much the worst overall set of techs in the game. So I'm proposing a trade- I'm completely revamping the Mocchi's stat growths to be in line with their lifespan, and I'll let them have good techs. Mocchis are a decent hybrid offense monster conceptually, but they don't pay out in practice. The Mocchi is very rounded and does not really have any niche due to having such a massive number of techs at their disposal- most of which suck. They've got a good guts rate of 11, although nothing amazing. I have no plans to add a specific specialty to the Mocchi aside from maybe certain special techs being very specific, but more than a niche they just need to have techs the vanilla Pixie doesn't laugh at.
2026
2027Personally, I dislike Mocchis- but that's because their techs (and SFX) suck, so it's a circular problem. I may come to enjoy them when they've got decent tools to use.
2028
2029* General Changes:
2030+ Mocchi/Dragon now starts with Mocchi Ray.
2031- SPD Growth: 3 -> 1
2032- LIF Growth: 2 -> 1
2033+ DEF Growth: 3 -> 4; Pure Mocchi are covered below, and all /Mocchi will be covered in that main monster's section instead:
2034- Mocchi/Mocchi: 2/2/2/3/3/3 -> 1/2/2/3/1/4
2035- Mocchi/Pixie: 1/2/2/3/3/2 -> 1/2/3/3/2/2; Also a bug fix for Manna's INT Growth.
2036# Mocchi/Dragon: 2/3/3/3/2/3 -> 2/3/3/3/1/4, Guts Rate: 14 -> 15 (2.14/sec -> 2.0/sec); Benefits from Dragon's higher LIF/DEF growths.
2037- Mocchi/Durahan: 2/2/2/3/2/3 -> 1/2/2/3/1/4
2038- Mocchi/Tiger: 2/2/2/3/3/2 -> 1/2/2/3/2/2
2039# Mocchi/Kato: 2/1/3/3/3/2 -> 1/2/3/3/2/3, Nature: -65 -> -30 (Error Fix); Also benefits from Kato's higher POW growth.
2040- Mocchi/Joker: 2/2/3/3/2/2 -> 1/2/3/3/1/3
2041- Mocchi/Jell: 2/2/2/3/2/3 -> 1/2/2/3/1/4
2042[Naturally, I'm putting a pretty harsh knock on Mocchi's stat growths because they're way above the curve. Overall this is a trade to be happy with, since they're getting a good moveset in return. With Swim fixed, getting higher defense isn't useless either. Lower LIF and SPD blows, but the LIF is made up a little with the higher incentive to use Swim.]
2043
2044* Base Stat Changes:
2045- Mocchi/Mocchi Base Stats: 110/100/120/140/150/130 -> 100/110/120/130/90/160 (750 BST -> 710 BST)
2046- Mocchi/Pixie Base Stats: 100/110/120/140/150/130 -> 90/100/140/130/120/110 (750 BST -> 690 BST)
2047# Mocchi/Dragon Base Stats: 100/110/140/150/120/160 -> 110/130/150/140/70/180 (BST remains as 780)
2048- Mocchi/Durahan Base Stats: 100/110/120/150/130/140 -> 100/120/110/140/80/180 (750 BST -> 730 BST)
2049- Mocchi/Tiger Base Stats: 110/100/120/140/150/130 -> 90/100/120/150/110/130 (750 BST -> 700 BST)
2050+ Mocchi/Kato Base Stats: 100/80/150/140/130/120 -> 80/100/170/140/120/130 (720 BST -> 740 BST)
2051# Mocchi/Joker Base Stats: 100/110/140/150/130/110 -> 80/110/150/160/100/140 (BST remains as 740)
2052- Mocchi/Jell Base Stats: 110/100/130/140/120/150 -> 100/110/130/140/90/160 (750 BST -> 730 BST)
2053[This changes the base stat order for all of the Mocchis, so please keep that in mind while combining.]
2054
2055* Slap has been buffed.
2056+ Hit: +2 -> +4
2057+ Force: 9 -> 10
2058+ Total Tech Value: 6 -> 9 (E/B/E/- |>| D/B/E/-) [POW]
2059[One trait the Mocchi does having go for it is that basically their entire kit withers. Slap is kinda okay, I guess- but the force is a bit too lacking.]
2060
2061* Thrust has been buffed.
2062+ Hit: +6 -> +7
2063+ Force: 10 -> 12
2064+ Withering: 9 -> 10
2065+ Total Tech Value: 13 -> 17 (D/A/E/E |>| D/A/D/E) [POW]
2066[The thrust chain is "okay" aside from the fact that they barely do any damage. So now it does a bit more.]
2067
2068* 1-2 Thrust has been buffed.
2069+ Force: 15 -> 16
2070+ Withering: 14 -> 16
2071+ Guts Cost: 27 -> 23
2072+ Total Tech Value: 18.5 -> 25.5 (remains as D/A/D/E)
2073[A good lesson in how a tech with the same letter values can still be stronger. 1-2 Thrust is still no powerhouse tech, but it now gets a good amount of stuff done for 23 guts.]
2074
2075* Thrusts is now called GatlingBlows and has been altered.
2076+ Hit: -10 -> +16
2077- Force: 38 -> 28
2078- Withering: 22 -> 20
2079+ Guts Cost: 38 -> 36
2080+ Total Tech Value: 17 -> 33 (B/D/C/D |>| C/S/C/D) [POW]
2081[In a strange turn, Mocchi's thrusts suddenly becomes a Heavy tech in the third stage. This is really odd- and the Mocchi needs a big hit tech, so I'm altering it heavily.]
2082
2083* Headbutt has been buffed.
2084+ Hit: -5 -> -3
2085+ Force: 12 -> 13
2086+ Guts Cost: 12 -> 11
2087+ Total Tech Value: 2.5 -> 6.5 (D/D/E/E |>| D/C/E/E) [POW]
2088[Mocchi's most recurring issue is that either their hit rates are terrible, or when they're not- the force is terrible. This bumps Headbutt up to being decent for the price.]
2089
2090* Licking has been buffed.
2091+ Withering: 24 -> 31
2092+ Total Tech Value: 9.5 -> 16.5 (D/D/C/E |>| D/D/B/E) [INT]
2093[Instead of being more accurate, I'm going to let Licking be more painful when it lands.]
2094
2095* Press has been buffed.
2096+ Hit: -9 -> -8
2097+ Sharpness: 9 -> 10
2098+ Total Tech Value: 7.5 -> 9 (C/D/D/E |>| C/D/D/D) [POW]
2099[The press chain is actually not a terrible heavy line, and is probably the vanilla Mocchi's best POW chain. Having said that, I'll still give it a little bump.]
2100
2101* Diving Press has been buffed.
2102+ Hit: -14 -> -12
2103+ Withering: 19 -> 20
2104+ Total Tech Value: 15 -> 18 (B/D/D/D |>| B/D/C/D) [POW]
2105[Same reasoning as Press buff.]
2106
2107* Giant Press is now called Pulverize and has been buffed.
2108+ Hit: -16 -> -15
2109+ Force: 49 -> 50
2110+ Withering: 20 -> 24
2111- Guts Cost: 39 -> 40
2112+ Total Tech Value: 19 -> 24 (A/E/C/D |>| S/E/C/D) [POW]
2113[Naturally as a heavy tech, the value isn't that high- but it's hard to argue with 50 force. Not very reliable, as heavy techs usually are, but a good last resort.]
2114
2115* Roll Attack has been buffed.
2116+ Hit: -6 -> 0
2117+ Force: 19 -> 20
2118+ Sharpness: 19 -> 20
2119+ Total Tech Value: 14.5 -> 22 (D/D/D/C |>| C/C/D/B) [POW]
2120[A very balanced parameter technique. Sharpness techs often embody this kind of trait.]
2121
2122* DazzlingRoll has been buffed.
2123+ Hit: -9 -> -4
2124+ Withering: 20 -> 24
2125+ Sharpness: 25 -> 28
2126+ Total Tech Value: 15.5 -> 26 (C/D/C/A |>| C/C/C/A) [POW]
2127[I don't see what's so dazzling about it.]
2128
2129* Petal Swirl has been buffed.
2130+ Hit: -10 -> -3
2131+ Force: 14 -> 15
2132+ Total Tech Value: 9 -> 17 (D/D/D/C |>| D/C/D/C) [INT]
2133[Why does this have -10 hit? It doesn't make any sense.]
2134
2135* Petal Vortex is now called Yaesakura and has been buffed.
2136+ Hit: -15 -> -10
2137+ Total Tech Value: -20 -> -15 ([A]/E/-/- |>| [A]/D/-/-) [INT]
2138[The name is a weeb thing- don't worry about it. As with most lousy recovery techs, I plan to make this one at least work occasionally. Petal Storm will probably still be better, but recovery techs do have the advantage of skipping all damage reduction when they do work.]
2139
2140* Petal Storm is now called Yamisakura and has been buffed.
2141+ Hit: -15 -> -12
2142+ Total Tech Value: -2.5 -> 0.5 (B[D]/E/-/- |>| B[D]/D/-/-] [INT]
2143[Having said that, Petal Storm is an unfortunately Draining tech which only steals 50% of the damage dealt. I could tweak that to 100%, but Mocchi doesn't really need to be a premiere life stealing monster like the Plant is.]
2144
2145* Mocchi Ray has been buffed.
2146+ Guts Cost: 35 -> 30
2147+ Total Tech Value: 20 -> 25 (remains as C/A/C/D) [INT]
2148[The Mocchi Ray tech is the best stuff the Mocchi has on the INT side of things- and possibly their best techs overall- but they're a bit overpriced for their effect. Also as some trivia, this tech has a longer animation time if it crits. Pretty odd.]
2149
2150* Mocchi Beam has been buffed.
2151+ Hit: +3 -> +6
2152+ Guts Cost: 40 -> 35
2153+ Total Tech Value: 20.5 -> 28.5 (C/B/C/C |>| C/A/C/C) [INT]
2154[Mocchi Beam is worse than Mocchi Ray due to its animation and cost- that's just how it works out. I'll rescind that a bit to where it's just a bigger version.]
2155
2156* MocchiCannon has been altered.
2157+ Hit: -5 -> +2
2158- Force: 45 -> 30
2159+ Withering: 25 -> 30
2160+ Guts Cost: 50 -> 40
2161+ Total Tech Value: 25 -> 32 (A/D/C/B |>| B/B/B/B) [INT]
2162[The big finisher for the INT Mocchi. You ever notice all the Mocchi's special techs are Intelligence-based except for Thrusts?]
2163
2164* Flame is now called Fire Lance and has been buffed.
2165+ Hit: -13 -> -7
2166+ Withering: 16 -> 27
2167+ Total Tech Value: 14 -> 31 (A/D/D/D |>| A/D/C/D) [INT - Mocchi/Dragon exclusive]
2168[If you're actually raising a Draco Mocchi, it's for this tech, right? Nobody subjects themselves to that otherwise. The strongest Mocchi tech, but restricted to the worst Mocchi.]
2169
2170* Roll Assault has been altered.
2171+ Hit: -12 -> -4
2172- Force: 25 -> 21
2173+ Withering: 7 -> 9
2174+ Guts Cost: 19 -> 18
2175+ Total Tech Value: 3.5 -> 10.5 (C/D/E/E |>| C/C/E/E) [POW]
2176[I found myself questioning why Mocchi needs to have 2 heavy chains which are more or less the same thing in different slots. Ultimately there's no good reason- so I'm leaving Press as the "big damage, lower accuracy" heavy chain while the Roll Assault chain is instead somewhat reliable but less powerful.]
2177
2178* Petal Roll has been altered.
2179+ Hit: -13 -> -9
2180+ Force: 29 -> 30
2181+ Withering: 15 -> 18
2182- Sharpness: 7 -> 5
2183- Guts Cost: 25 -> 26
2184+ Total Tech Value: 9.5 -> 15.5 (C/D/D/E |>| B/D/D/E) [POW]
2185[Just a small guts trade.]
2186
2187---------------------------------
2188-= MOCK =- v0.3 [C3]
2189My opening statement on Mocks is that I don't think sucking at everything but intelligence is a real niche. On that note, Mocks aren't so good. Not just because their stats gains are shoddy and their premiere use is "expeditions" (which is code for "lives a long time but sucks at fighting"), but because they're lackluster in the arena as well. While Mocks have a decent guts rate, they have nothing of note when it comes to fighting. Their techniques are lackluster, and do not synergize. Ultimately they end up relying on going for one-hit KOs with Twister(s), like a discount version of the Phoenix. Mocks fill no niche and their only unique tech "Energy Drain" is so inaccurate it's basically unusable (well, they do ALMOST have the gimmick of having zero POW techs, but Headbutt had to ruin that). So, to wrap up, they're a breed that needs some help. To this end, they'll be getting some assistance on the defensive side of growths, and their techs. In addition, Mocks are going to be serving as a bit of an experiment of a monster based around their nature (yes, that's a pun too). If you're wondering why Errow is telling you "Nope, can't learn that" so often, make sure you confirm the requirements. Each Nature will be weighted towards either Withering and Reliability, or Sharpness and Damage. If you want a full tech list, you'll have to either do some combining or dance around with your Mock's nature- though Ebony may have trouble getting one particular tech.
2190
2191Not a monster for the beginner!
2192
2193* General Changes:
2194+ LIF Growth: 0 -> 1
2195+ DEF Growth: 1 -> 2; Pure Mocks are covered below, and all /Mock will be covered in that main monster's section instead:
2196+ Mock/Mock: 0/1/4/1/1/1 -> 1/1/4/1/1/2
2197+ Mock/Joker: 1/1/4/2/1/1 -> 1/1/4/2/1/2
2198+ Mock/???: Have been modified to match the gains of their corresponding derived Mock.
2199[I decided to boost Mock's defensive growths rather than skill, as skill is not particularly hard to raise for an intelligence monster. Especially one that lives for so long. This should save weeks when it comes to getting Life/Defense, and give more time to get that speed above 50.]
2200
2201* Base Stat Changes:
2202# Mock/Mock Base Stats: 200/70/140/50/60/40 -> 160/20/200/60/50/70 (BST remains as 560)
2203# Mock/Joker Base Stats: 200/80/170/120/90/60 -> 180/40/210/120/80/90 (BST remains as 720)
2204[If the change in the base stats doesn't make sense to you, don't worry, because it's mostly for the benefit of combining- as Mocks had the worst stat ordering for combining in the whole game. As fun as high base LIF is, it's a hinderance in the long run. It's still a bit tricky due to the defense growth being higher than life, but not as much a hassle.]
2205
2206* Head Butt has been buffed.
2207+ Hit: +3 -> +5
2208+ Force: 16 -> 17
2209+ Sharpness: 0 -> 5
2210+ Guts Cost: 15 -> 14
2211+ Total Tech Value: 10 -> 16.5 (D/B/E/- |>| D/A/E/E) [POW]
2212[This is the Mock's only POW tech, and its only tech in slot 1, so I'm going to make it a bit stronger than a regular basic tech to compensate. It's actually pretty good now, though
2213
2214not enough to make POW Mock a thing- sorry. None of their other techs make sense as POW either.]
2215
2216* Leaf Cutter has been buffed.
2217# Requirement: 400 INT+SKI -> 400 INT+SKI and +20 Nature
2218+ Force: 14 -> 16
2219+ Withering: 5 -> 13
2220- Guts Cost: 18 -> 19
2221+ Total Tech Value: 18.5 -> 27.5 (D/S/E/E |>| D/S/D/E) [INT]
2222[A more efficient and overall draining move, though you have to be a good tree to get it. Also the Mock's only tech in slot 2.]
2223
2224* Leaf Gun has been buffed.
2225+ Hit: 0 -> +1
2226+ Withering: 0 -> 8
2227+ Guts Cost: 12 -> 10
2228+ Total Tech Value: 1 -> 12 (D/C/-/- |>| D/B/E/-) [INT]
2229[Leaf Gun is a fairly weak basic tech with a moderate animation time, so it's been given some boosts to it's spammability and attrition.]
2230
2231* Leaf Gatling is now a stand-alone tech and has been altered.
2232# Requirement: 400 POW+INT and 50 Leaf Gun -> 400 POW+INT and -20 Nature
2233+ Hit: -14 -> -12
2234- Force: 34 -> 30
2235+ Sharpness: 5 -> 15
2236+ Guts Cost: 23 -> 21
2237+ Total Tech Value: 7.5 -> 12.5 (B/D/E/E |>| B/D/E/C) [INT]
2238[In a shift, Mock's Evil techs will be sharp and dangerous, but not terribly accurate. For comparison, this and the next "Good" tech are the same price.]
2239
2240* Twig Gun is now called Toxic Needle and has been buffed.
2241# Requirement: 250 INT -> 250 INT and +20 Nature
2242+ Hit: -6 -> -5
2243+ Force: 10 -> 18
2244+ Withering: 25 -> 31
2245- Guts Cost: 18 -> 21
2246+ Total Tech Value: 13.5 -> 25.5 (D/D/C/E |>| D/D/B/E) [INT]
2247[Surprise, the withering techs are the good natured ones. There's a swerve. Anyways, Mock's withering techs have always been a bit weak, so I'd like to boost them up to share at least a little in relation to the other monster based on nature. The longtime fan may recognize this tech from another time and place.]
2248
2249* Twig Gatling now chains from Twig Gun, is called Toxic Arrows, and has been buffed.
2250# Requirement: None -> 30 Twig Gun and +50 Nature
2251+ Hit: -8 -> 0
2252+ Withering: 35 -> 42
2253+ Total Tech Value: 20.5 -> 35.5 (C/D/B/E |>| C/C/A/E) [INT]
2254[The name change is indeed because a monster whose almost entire kit is basically the same thing restated gets repetitive. Also, this is a powerful withering tech. It's intentional that to get the most out of the buffed withering techs, you have to become a good nature Mock, then plummet back to Bad/Worst Nature in order to get Anger.]
2255
2256* Energy Steal has been altered.
2257# Requirement: 600 INT and -50 Nature -> 600 INT and -60 Nature
2258+ Hit: -20 -> -15
2259- Force: 40 -> 30
2260- Withering: 40 -> 35
2261+ Sharpness: 0 -> 10
2262+ Guts Cost: 50 -> 40
2263- Total Tech Value: 50 -> 47.5 (A/E/A/- |>| B/E/B/D) [INT]
2264[Only for the baddest of trees. You're in for a nasty time if it lands a critical, which is now much more likely with 5 higher hit and +10% crit. Steal% is still only 50%]
2265
2266* Twister has been altered.
2267+ Hit: -10 -> -4
2268- Force: 44 -> 31
2269- Withering: 33 -> 25
2270+ Sharpness: 5 -> 10
2271+ Guts Cost: 45 -> 30
2272+ Total Tech Value: 24.5 -> 27 (A/D/B/E |>| B/C/C/D) [INT]
2273[You may note there's no nature requirement on Twister, and you'd be right. Any Mock can grab it- and it's a bit of a middling tech between the specialties of the two sides. This also makes the tech chain to Twisters much easier while giving Mocks a tech in the back that isn't "All-In".]
2274
2275* Twisters is now called Gale Frenzy and has been altered.
2276# Requirement: 50 Twister -> 50 Twister and -50 Nature
2277- Withering: 44 -> 30
2278+ Sharpness: 5 -> 20
2279Total Tech Value: 38.5 -> 32 (S/D/A/E |>| S/D/B/B) [INT]
2280[Has fairly high odds to be an instant KO.]
2281
2282So to summarize:
2283Neutral - Basics, Twister
2284Good - Leaf Cutter, Toxic Needle, Toxic Arrows (Withering and Reliable, but less Damaging)
2285Evil - Leaf Gatling, Energy Steal, Gale Frenzy (Sharp and Damaging, but Unreliable)
2286
2287---------------------------------
2288-= MONOL =- [C4]
2289[v0.3: Tech adjustments. Tech chain adjustments. These rectangles seem to get buffed in every patch, huh?]
2290There's no getting around it- in base Monster Rancher 2, Monols are bad, and not just figuratively. They're almost without question the worst monster even if you're experienced at the game. This is for a variety of reasons: a short lifespan, long tech chains, poor stat growths, and slow guts. However, it does pay to recall that due to guts correction, having faster guts is not all upside, and slow guys can be very strong. Rather than completely redo them, I plan to play to what Monols are supposed to be good at: Being resilient and having good techs. Being the third side of the Gali/Joker/Monol triangle, they are the ones which should take the most effort to K.O. To this end, they are receiving much greater LIF growths and tech tweaks, but will still suffer from their original shortcomings. Since their original techs are good in places, I'm just looking at the ones which are redundant or outclassed in comparison to their other tools. As of version 0.2, after testing myself and with other's efforts, I've concluded that Monols still are bad despite the large initial buff, and need more to compete in Hard Mode.
2291
2292When it comes to the 18 guts rate breeds, I view Monol as having somewhat lower damage than the others, but having notably higher hit chances and decent withering.
2293
2294* General Changes:
2295+ Monol/Monol and Monol/Golem now start with Flattening-L.
2296+ LIF Growth: 1 -> 4; Pure Monols are covered below, and all /Monol will be covered in that main monster's section instead:
2297+ Monol/Monol: 1/2/2/1/0/4 -> 4/2/2/1/0/4
2298+ Monol/Pixie: 1/2/3/2/1/2 -> 2/2/3/2/1/2
2299+ Monol/Golem: 1/3/2/1/0/4 -> 3/3/2/1/0/4
2300+ Monol/Zuum: 1/2/2/2/1/3 -> 3/2/2/2/1/3
2301+ Monol/Tiger: 1/2/2/2/1/2 -> 3/2/2/2/1/2
2302+ Monol/Hare: 1/3/1/1/2/2 -> 3/3/1/1/2/2
2303+ Monol/Gali: 1/2/3/1/0/3 -> 3/2/3/1/0/3; Guts Rate: 18 -> 17 (1.66/sec -> 1.76/sec) from Gali's guts rate buff.
2304+ Monol/Suezo: 1/2/3/2/0/3 -> 3/2/3/2/0/3
2305+ Monol/Jell: 1/2/2/2/0/4 -> 3/2/2/2/0/4
2306+ Monol/Plant: 2/1/2/1/0/2 -> 4/1/2/2/0/2; Also benefits from Plant's SKI buff.
2307+ Monol/Worm: 2/2/2/1/0/3 -> 4/2/2/1/0/3; Guts Rate: 17 -> 16 and Lifespan: 370 -> 390 due to Worm's guts rate and lifespan buffs.
2308+ Monol/Naga: 1/2/1/2/0/3 -> 3/3/1/2/0/3; Also benefits from Naga's POW buff.
2309+ Monol/???: Have been modified to match the gains of their corresponding derived Monol.
2310[Giving Monols more life to play with makes them better at being a wall, which is strange that it was not already the case in MR2. Considering all the other crap they put up with, Monols have no reason to have one of the lowest growth totals too. This affects the LIF gains from Pull and Swim as well, so it adds up quickly over a Monol's lifespan. Alongside the Swim Glitch fix, Monols will gain Life and Defense at a vastly faster rate. It is a gigantic buff, but I'm inclined to say it's a deserved one. This also puts them at the same growth total as Galis at 13. The free basic tech for /Monol and /Golem is simply because they're the most outclassed Monols, and could use a little extra somewhere.]
2311
2312* Base Stat Changes:
2313+ Monol/Monol Base Stats: 110/130/140/100/10/220 -> 160/130/140/100/10/200 (710 BST -> 740 BST)
2314+ Monol/Pixie Base Stats: 90/130/150/100/50/120 -> 110/100/150/120/50/120 (640 BST -> 650 BST)
2315+ Monol/Golem Base Stats: 90/130/120/100/10/200 -> 140/180/110/90/10/200 (650 BST -> 730 BST)
2316+ Monol/Zuum Base Stats: 90/110/120/100/30/150 -> 140/110/120/100/30/160 (600 BST -> 660 BST)
2317+ Monol/Tiger Base Stats: 100/110/120/100/40/130 -> 140/100/120/110/40/130 (600 BST -> 640 BST)
2318+ Monol/Hare Base Stats: 80/140/100/90/110/120 -> 130/140/70/90/110/120 (640 BST -> 660 BST)
2319+ Monol/Gali Base Stats: 90/110/130/100/30/150 -> 140/120/150/100/20/160 (610 BST -> 690 BST)
2320# Monol/Suezo Base Stats: 100/110/150/120/60/140 -> 130/100/160/120/30/140 (BST remains as 680)
2321+ Monol/Jell Base Stats: 80/110/120/100/40/220 -> 140/100/120/110/10/200 (670 BST -> 680 BST)
2322+ Monol/Plant Base Stats: 100/100/130/90/40/120 -> 180/70/120/130/20/110 (580 BST -> 630 BST)
2323+ Monol/Worm Base Stats: 100/120/130/90/50/160 -> 170/120/110/100/20/140 (650 BST -> 660 BST)
2324+ Monol/Naga Base Stats: 90/120/100/130/60/160 -> 150/140/70/130/30/160 (660 BST -> 680 BST
2325[These changes align Monol's base stats with their updated growths, making effective combining less of an improbable task due to the large shift in its LIF growths overall.]
2326
2327* Overarching Monol Tech Chain Mercy:
2328+ All Monol Techs that require 50 uses have been lowered to 30 uses required to chain to the next stage.
2329
2330* Charge has been buffed.
2331+ Sharpness: 0 -> 5
2332+ Total Tech Value: 12 -> 14.5 (D/A/-/- |>| D/A/-/E) [POW]
2333[Also known as the "Animated table which is forcibly stubbing your toe" maneuver.]
2334
2335* Spike Stabs has been buffed.
2336+ Hit: -4 -> -3
2337+ Force: 34 -> 35
2338+ Total Tech Value: 18 -> 20 (remains as B/C/D/E) [POW]
2339[Spike Stabs was outclassed by its predecessor and was less efficient, so it has received little boosts across the board to level the field.]
2340
2341* Ray has been buffed.
2342+ Guts Cost: 35 -> 30
2343+ Total Tech Value: 31.5 -> 36.5 (remains as C/B/B/E) [INT]
2344[Ray was overpriced. Instead of bumping it up somewhere else, it's fine to make it cheaper; this also makes the tech chain easier.]
2345
2346* Double Rays has been buffed.
2347+ Hit: +1 -> +3
2348+ Guts Cost: 40 -> 35
2349+ Total Tech Value: 33.5 -> 40.5 (remains as B/B/A/E) [INT]
2350[Approximately the same reason as the Ray change.]
2351
2352* Triple Rays is now called Stonehenge and has been buffed.
2353+ Hit: 0 -> +2
2354+ Withering: 45 -> 50
2355+ Guts Cost: 45 -> 40
2356+ Total Tech Value: 40 -> 52 (B/C/A/D |>| B/B/S/D) [INT]
2357[This move is actually a bit under the radar in MR2, being a contender for the strongest withering tech in the game. I am going to to modify it since it's very expensive and primarily based around withering for a Monol, which isn't exactly the strong suit for an 18 guts rate breed. Its premiere use is being boosted, which is dunking the opposition's guts. I'd call it an instance of not being the strongest technique in the kit despite having the highest overall numbers. It does break the linear progression of +5 Force/+5 Wither per Ray tech, which I did appreciate, but Sharpness and Hit weren't linear either. I renamed it just because I like dumb wordplay, and the original name is rather repetitive.]
2358
2359* Flattening has been buffed.
2360[v0.3: Withering increased to 10. Guts Cost lowered to 11]
2361+ Withering: 0 -> 10
2362+ Guts Cost: 12 -> 11
2363+ Total Tech Value: 9 -> 20 (D/A/-/- |>| D/A/D/-) [POW]
2364[The Monol's "Flattening" tech chain is deceptive. On the surface, they're not bad for the price. When you factor in the animation time, you're just wasting guts. There's no point in a match where you would want to use the Flattening tech chain over something else, including the other basic tech, Charge. Ten withering isn't a lot, but it offsets a small part of the weakness of the long animation, and starting techs shouldn't be too stellar anyhow.]
2365
2366* Spike Bite has been buffed.
2367+ Force: 39 -> 40
2368+ Guts Cost: 29 -> 28
2369+ Total Tech Value: 23 -> 25 (B/D/C/D |>| A/D/C/D) [POW]
2370[This change was made to bring Spike Bite more in line with Needle and Spike Stabs. It remains unreliable, but the best burst option on the "cheap" for a Monol.]
2371
2372* Scratch has been buffed.
2373+ Withering: 24 -> 29
2374+ Total Tech Value: 20.5 -> 25.5 (remains as D/C/C/E) [POW]
2375[Scratch sucks, this is evident to everyone who has used it. Withering isn't really Monol's thing outside of the Ray line, but Scratch can stand to be better at its job.]
2376
2377* Knock has been buffed.
2378+ Withering: 10 -> 14
2379+ Total Tech Value: 22.5 -> 26.5 (remains as B/A/D/E) [POW]
2380[Small boost to Knock's passive strength.]
2381
2382* Two Knocks has been buffed.
2383[v0.3: Withering increased to 18]
2384+ Withering: 15 -> 18
2385+ Guts Cost: 45 -> 40
2386+ Total Tech Value: 27.5 -> 35.5 (remains as A/S/D/E) [POW]
2387[A lot of the Monol's stuff is overpriced, alright?]
2388
2389* Three Knocks is now called Knockalypse and has been buffed.
2390[v0.3: Withering increased to 22]
2391+ Force: 42 -> 45
2392+ Withering: 21 -> 22
2393+ Sharpness: 5 -> 10
2394+ Guts Cost: 50 -> 45
2395+ Total Tech Value: 30.5 -> 41 (A/S/C/E |>| A/S/C/D) [POW]
2396[There's really no reason to get this tech in regular MR2. It's Double Knocks but pays 5 more guts for 7 withering- which is offset by the Monol's guts rate to get the extra five guts. Instead, it's making an identical leap in attributes that Knock-> Double Knocks makes, but trading in the extra +5 hit for some sharpness.]
2397
2398* Flattening-L has been buffed.
2399[v0.3: Withering increased to 12]
2400+ Force: 19 -> 23
2401+ Withering: 5 -> 12
2402- Guts Cost: 15 -> 16
2403+ Total Tech Value: 14 -> 24 (D/A/E/- |>| C/A/D/-) [POW]
2404[Flattening-L is the least bad of the Flattening line, but it's still outclassed. Interestingly it manages to take less time than regular Flattening.]
2405
2406* Screech has been altered.
2407[v0.3: Tech parameters updated]
2408+ Hit: +24 -> +29
2409+ Force: 16 -> 17
2410- Withering: 14 -> 8
2411+ Guts Cost: 25 -> 21
2412+ Total Tech Value: 31.5 -> 35.5 (D/S/D/E |>| D/S/E/E) [INT]
2413[Screech is fast and accurate, but low impact. Since it's pretty quick as far as Monol techs go, it's preferable to do a little more damage than withering. Very accurate.]
2414
2415* StrangeLight has been buffed.
2416[v0.3: Withering lowered to 8. Sharpness increased to 20. Guts Cost lowered to 16]
2417+ Hit: -7 -> -5
2418+ Withering: 6 -> 8
2419+ Sharpness: 15 -> 20
2420+ Guts Cost: 18 -> 16
2421+ Total Tech Value: 11.5 -> 20 (C/D/E/C |>| C/D/E/B) [INT]
2422[My first rendition for StrangeLight was actually a version with 25% lifesteal. I eventually decided that was really gimmicky and had no way to convey to the player that it was an aspect of the tech, so instead a traditional buff was given. It's more efficient, easier to connect with, and a bit more of a damper on your opponents guts. Though I may have a different version for this in a later version where it's "Stranger."]
2423
2424* Flattening-X has been buffed.
2425[v0.3: Hit increased to +5. Withering increased to 21]
2426+ Hit: +2 -> +5
2427+ Force: 24 -> 30
2428+ Withering: 5 -> 21
2429- Guts Cost: 20 -> 22
2430+ Total Tech Value: 13.5 -> 36.5 (C/B/E/E |>| B/A/C/E) [POW]
2431[This move takes a healthy 8 seconds to complete, which is the Monol's longest animation time. That's nice for running the clock at the end, but bad the rest of the time.]
2432
2433* Sound Wave has been buffed.
2434+ Guts Cost: 17 -> 16
2435+ Total Tech Value: 23.5 -> 24.5 (remains as D/S/E/E) [INT]
2436[Sound Wave is pretty decent, but falls a tiny bit behind the Monol's new value standard- so it gets a little efficiency bump.]
2437
2438+ Tentacles has been buffed.
2439+ Hit: 0 -> +1
2440+ Force: 27 -> 30
2441+ Total Tech Value: 33.5 -> 37.5 (C/C/A/E |>| B/B/A/E) [POW]
2442[Tentacles can be a pain to get, but it's an alright tech. That said, it's not a good tech, and is basically just so you can have 2 POW techs in slot 4- so it could use a boost.]
2443
2444* Beam has been buffed.
2445+ Hit: -3 -> -2
2446+ Total Tech Value: 14.5 -> 15.5 (remains as C/C/E/C) [INT]
2447[Minor stuff, but it meets a new efficiency breakpoint due to the very slightly higher reliability.]
2448
2449* Double Beams has been buffed.
2450[v0.3: Hit increased to -3. Sharpness increased to 24]
2451+ Hit: -6 -> -3
2452+ Force: 31 -> 32
2453+ Sharpness: 19 -> 24
2454+ Total Tech Value: 19.5 -> 26 (B/D/D/C |>| B/C/D/B) [INT]
2455[This tech is, well, okay-ish. It's outclassed and not really worth 5 more guts than regular Beam. It loses hit and gains a little withering and negligible force/sharpness. Unless
2456
2457you're fighting another really slow guts rate dude, the withering is mostly irrelevant since the animation is longer. Hence, it gets small tweaks across the board.]
2458
2459* Triple Beams is now called Odyssey and has been buffed.
2460[v0.3: Hit increased to -4. Force increased to 43]
2461+ Hit: -6 -> -4
2462+ Force: 38 -> 43
2463+ Sharpness: 25 -> 30
2464+ Total Tech Value: 26.5 -> 36 (B/D/C/A |>| A/C/C/S) [INT]
2465[When you're working with a Monol's guts rate, techniques worth 40 guts need to pay out. Similar to Double Beams, this adds reliability to what the tech wants to happen. It can be a pretty crushing opening against squishy POW based foes.]
2466
2467---------------------------------
2468-= NAGA =- [C5]
2469[v0.3: Tech adjustments. Adjustments to the Naga/???]
2470Nagas are a pretty strong monster, but simultaneously underrated. They have a low lifespan, good offensive growths, average defense growths, above average guts (A nice middling rate where it's not too unfavored by guts correction no matter the foe), and fairly decent techs. The area where Nagas particularly excel is comboing several cheap techs together right after another. Unfortunately, this is not a great niche in its current state as the Naga is left in a very poor position if this combo does not result in a KO, as the Naga is left with basically no guts while their enemy uses guts correction to annihilate them. Supplementing their "meh" defensive growths, Nagas lack passive defense due to their unimpressive withering. Additionally, Nagas have a somewhat low growth total when compared to almost anything that lives less than 550 weeks. The result is a monster that has nothing special of note, but is good regardless. Given that particular tone, you can probably tell I have a few buffs in mind, and indeed, I do. Both a minor one in the growth department to assist the Naga and make it less of a negative sub, and a slight defensive boost in the direction of their techs to give them some protection by doing what they like to do- chain several particular techs in a row.
2471
2472Nagas are sporting one of the highest DPS potentials in the game, but their face usually gets blown off before they can use it. Their damage-over-time might go down a little, but their auxillary strengths will be compensated in turn.
2473
2474* General Changes:
2475+ POW Growth: 3 -> 4; Pure Nagas are covered below, and all /Naga will be covered in that main monster's section instead:
2476+ Naga/Naga: 2/3/0/3/1/2 -> 2/4/0/3/1/2
2477+ Naga/Pixie: 1/2/2/3/2/1 -> 1/3/2/3/2/1
2478+ Naga/Golem: 2/3/1/2/1/3 -> 2/4/1/2/1/3
2479# Naga/Zuum: No Change
2480+ Naga/Tiger: 2/2/1/3/2/1 -> 2/3/1/3/2/1
2481+ Naga/Hare: 2/3/0/3/2/1 -> 2/4/0/3/2/1
2482+ Naga/Gali: 2/3/2/3/1/2 -> 2/4/2/3/1/2
2483# Naga/Suezo: 2/3/2/3/1/2; Guts Rate: 13 -> 11; (2.31/sec -> 2.73/sec; Error fix where Naga/Suezo was a copy of Naga/Gali); Base Nature: +50 -> -70; Lifespan: 350 -> 390
2484+ Naga/Jell: 2/2/1/3/1/2 -> 2/3/1/3/1/2
2485+ Naga/Monol: 2/3/1/2/1/3 -> 3/3/1/2/1/3; Benefits from Monol's LIF buff, but no POW change.
2486# Naga/Worm Guts Rate: 13 -> 12 and Lifespan: 370 -> 390; Due to Worm's buffs.
2487+ Naga/???: Has been made distinct. No longer has an illegitimate Guts Rate.
2488[I considered whether or not I wanted to boost the Naga's power or skill, ultimately I decided Nagas would benefit more due to the way a power monster's heavy drills are set up, and many Naga-subtypes can do more with 4 Pow than with 4 Ski. Nagas are still average in the defense department, but that's intended. Nagas are still a skill and power monster, but generally "Shoot" is easier to weave in than more Pulls. Though, with full disclosure, this is mostly a benefit for /Naga sub-breeds. Nagas were very rarely a good choice of sub, but this adds a bit more incentive.]
2489
2490* Base Stat Changes:
2491# Naga/???: Have been adjusted to match its altered growths.
2492
2493* Thwack has been buffed.
2494+ Hit: -5 -> -3
2495+ Withering: 0 -> 5
2496+ Total Tech Value: -3 -> 4 (D/D/-/- |>| D/C/E/-) [POW]
2497[Thwack isn't bad but there's not really any reason to use it. Now it's a little more reliable and withers a little, but it's still not great.]
2498
2499* Belly Punch has been altered.
2500+ Withering: 5 -> 8
2501+ Sharpness: 0 -> 5
2502- Guts Cost: 10 -> 11
2503+ Total Tech Value: 1 -> 5.5 (D/D/E/- |> D/D/E/E) [POW]
2504[Belly Punch is decent but somewhat inaccurate for a basic tech. Nagas are good enough at skill for it to probably not matter, though.]
2505
2506* Pierce has been altered.
2507[v0.3: Sharpness increased to 8]
2508- Hit: +8 -> +4
2509+ Withering: 10 -> 16
2510+ Sharpness: 5 -> 8
2511+ Total Tech Value: 19.5 -> 23 (D/A/D/E |>| D/B/D/E) [POW]
2512[Nagas have two hit techs which are fairly similar, with Pierce just being a bigger and less efficient version. You may have noticed I did nothing to Stab, because it's already good at what it's for. So instead of being redundant, Pierce is now a bit more oriented towards withering compared to Stab's high +hit. Still, +4 hit isn't bad.]
2513
2514* Tail Assault has been nerfed.
2515- Guts Cost: 15 -> 16
2516- Total Tech Value: 6.5 -> 5.5 (remains as C/D/E/E) [POW]
2517[Yeah, nerfed. Tail Assault is too damage-to-cost efficient, by a notable margin. This tech was in MR1 as Evil Bomb, but was overbuffed in MR2 (gained +3 force for free). This leaves Tail Assault as still extremely cost effective, but makes it slightly less of a massive outlier for the Naga's kit. Off with just a ticket today, Tail Assault.]
2518
2519* Life Steal has been buffed.
2520+ Hit: -19 -> -10
2521+ Total Tech Value: -9 -> 0 (B[B]/E/-/- |>| B[B]/D/-/-) [INT]
2522[While this still pales in comparison to Plant's version, the Naga's variant could at least stand to connect now and then. Some incentive to give /Suezo, /Gali or /Pixie a try.]
2523
2524* Poison Gas has been altered.
2525[v0.3: Guts Cost lowered to 19]
2526+ Hit: -4 -> -2
2527+ Withering: 19 -> 26
2528- Sharpness: 8 -> 5
2529- Guts Cost: 15 -> 19
2530+ Total Tech Value: 16 -> 19.5 (D/C/D/E |>| D/C/C/E) [INT]
2531[People don't really raise Intelligence Nagas, but that's no reason for their INT techs to be lousy. Poison Gas is a little more dedicated to its use case now.]
2532
2533* Energy Shot is now called Magic Bullet and has been altered.
2534[v0.3: Hit increased to -7]
2535+ Hit: -13 -> -7
2536- Force: 21 -> 19
2537+ Sharpness: 15 -> 18
2538+ Total Tech Value: 13.5 -> 19 (C/D/D/C |>| D/D/D/C) [INT]
2539[It's a good trade, I promise. The name is for differentiation purposes, and as a more direct translation of the tech's original JP name.]
2540
2541* Turn Assault has been altered.
2542[v0.3: Sharpness lowered to 5]
2543+ Withering: 29 -> 30
2544- Sharpness: 7 -> 5
2545# Total Tech Value: 31.5 (B/A/C/E |>| B/A/B/E) [POW]
2546[It's a small alteration- but one nonetheless.]
2547
2548* Drill Attack has been altered.
2549- Hit: -13 -> -15
2550+ Withering: 12 -> 18
2551+ Total Tech Value: 16.5 -> 20.5 (B/D/D/E |>| B/E/D/E) [POW]
2552[Drill Attack is a little too damage efficient, if you feel me. It's having a bit of reliability turned into auxillary damage in a hit-to-withering exchange.]
2553
2554* Energy Shots is now called Magic Volley and has been buffed.
2555[v0.3: Hit increased to -8]
2556+ Hit: -9 -> -8
2557- Force: 27 -> 26
2558+ Withering: 15 -> 19
2559+ Sharpness: 19 -> 20
2560+ Total Tech Value: 18.5 -> 23 (C/D/D/C |>| C/D/D/B) [INT]
2561[Similar reasoning to Energy Shot change.]
2562
2563---------------------------------
2564-= NITON =- [C6]
2565[v0.3: Base attributes for many Nitons updated. Tech adjustments]
2566Nitons are underrated. They get a bad look because the ones you fight in MR2 (Pirrateu and Mahoroty) are total jobbers who couldn't beat any other opponent in their respective rank. They're actually fairly similar to Metalners with consistent withering and sharpness, but with less extremes. That said, even if they're not trash like the game implies, they could stand to be a bit more effective. Their gains are a little lackluster, and some of their techs lack usefulness, so they're getting a few buffs. It won't be a huge increase, but it should make it more concerning that the Niton's opponent could actually get knocked out. Since defense is the worst stat in the game, and it's the only stat they're good at, I'm willing to give them a little more offensive power than usual on the growth side- though it's a hybrid boost and not as powerful as just increasing one offensive stat.
2567
2568* General Changes:
2569+ Niton/Golem now starts with Numbing Stab.
2570+ POW Growth: 1 -> 2
2571+ INT Growth: 1 -> 2
2572+ Niton/Niton: 2/1/1/1/1/4 -> 2/2/2/1/1/4
2573+ Niton/Golem: 2/2/1/1/1/4 -> 2/3/2/1/1/4
2574+ Niton/Durahan: 2/2/1/1/1/4 -> 2/2/2/1/1/4
2575+ Niton/Kato: 2/1/2/1/2/3 -> 1/2/3/1/2/3, Affected by Kato's LIF nerf and POW buff.
2576+ Niton/Bajarl: 2/2/1/2/1/3 -> 2/2/2/2/1/3
2577+ Niton/Metalner: 2/1/1/2/1/4 -> 2/2/1/2/1/4
2578+ Niton/Jell: 2/1/2/2/1/4 -> 2/2/2/2/1/4
2579+ Niton/Mock: 2/1/2/1/1/3 -> 2/2/3/1/1/3
2580(Trivia: Niton/Mock should be LIF Growth 1 by calculation, but it's 2 in base MR2. After my Mock LIF buff, it's accurate again!)
2581+ Niton/???: Have been modified to match the gains of their corresponding derived Niton.
2582(Disk doesn't seem to be present, it may just run right off the regular Niton/Niton instead?)
2583[This should make Niton's feeble tentacles pack a little more force. The Swim fix also is heavily in Niton's favor. They're also getting a few tech tweaks, but they'll be on the smaller side of changes. Nitons originally had the worst growth total of all 450 breeds, but now they're tied with Gaboos- though they still struggle on speed/skill. The difference between growth 1 and growth 2 is decent, and adds up to about a 20% increase in stat gains during prime, shifting slightly up or down based on stage.]
2584
2585* Base Stat Changes:
2586[v0.3: Updated]
2587+ Niton/Niton Base Stats: 90/40/30/70/50/160 -> 110/80/70/60/40/190 (440 BST -> 550 BST)
2588+ Niton/Golem Base Stats: 100/120/50/60/140/80 -> 100/160/70/50/30/200 (550 BST -> 610 BST)
2589- Niton/Durahan Base Stats: 90/130/80/70/140/100 -> 110/130/80/70/60/150 (610 BST -> 600 BST)
2590+ Niton/Kato Base Stats: 90/60/110/80/120/130 -> 70/90/150/80/110/130 (590 BST -> 630 BST)
2591+ Niton/Bajarl Base Stats: 80/120/60/130/90/110 -> 90/120/70/130/50/140 (590 BST -> 600 BST)
2592- Niton/Metalner Base Stat: 80/50/90/120/70/150 -> 100/50/40/140/30/160 (560 BST -> 520 BST)
2593+ Niton/Jell Base Stats: 70/60/120/110/90/140 -> 90/60/120/110/50/170 (590 BST -> 600 BST)
2594+ Niton/Mock Base Stats: 80/60/120/70/40/130 -> 150/30/130/70/40/140 (500 BST -> 560 BST)
2595[I feel like these changes don't need much justification. Also what the heck was up with the Niton/Golem's base stats?]
2596
2597* Whip has been buffed.
2598+ Force: 9 -> 10
2599+ Sharpness: 0 -> 5
2600+ Total Tech Value: 7 -> 10.5 (E/A/-/- |>| D/A/-/E) [POW]
2601[On the whole this is a very minor change, but it ties in with the Niton's niche of having sharpness everywhere. Overall Whip still isn't good, but it's an okay basic tech.]
2602
2603* Stab has been buffed.
2604+ Hit: -1 -> +1
2605+ Force: 12 -> 14
2606+ Sharpness: 0 -> 5
2607+ Total Tech Value: -1 -> 6.5 (D/C/-/- |>| D/B/-/E) [POW]
2608[As stated, the tech changes are going to be fairly minor. Nitons are on the brink of being very good, but their outclassed techs could use a little love in most areas.]
2609
2610* Numbing Stab has been buffed.
2611[v0.3: Force increased to 18. Sharpness increased to 10. Guts Cost increased to 16]
2612+ Hit: -1 -> +1
2613+ Force: 15 -> 18
2614+ Withering: 0 -> 6
2615+ Sharpness: 5 -> 10
2616- Guts Cost: 15 -> 16
2617+ Total Tech Value: 1.5 -> 14 (D/C/-/E |>| D/B/E/D) [POW]
2618[Same reasoning as Stab changes.]
2619
2620* Electric Stab has been altered.
2621[v0.3: Tech reworked]
2622+ Hit: -6 -> +11
2623+ Force: 22 -> 31
2624+ Withering: 6 -> 22
2625- Guts Cost: 21 -> 45
2626+ Total Tech Value: 6 -> 24 (C/D/E/D |>| (B/A/C/D) [POW]
2627[There's no precedent for a basic tech chain ending in a huge 45 guts basic finisher, but there's also no rule against it. Harkens back to when the Niton was merely a Disk.]
2628
2629* Sound Wave has been buffed.
2630+ Sharpness: 9 -> 10
2631+ Guts Cost: 16 -> 15
2632+ Total Tech Value: 24.5 -> 26 (D/S/D/E |>| D/S/D/D) [INT]
2633[Minor, but relevant.]
2634
2635* Sound Wave-L has been buffed.
2636+ Withering: 12 -> 16
2637+ Total Tech Value: 25.5 -> 29.5 (remains as D/A/D/C) [INT]
2638[This tech chain is actually pretty good, if you didn't know. I'm being generous since INT Nitons have lacking slot coverage and due to the animation time.]
2639
2640* Sound Wave X has been buffed.
2641[v0.3: Force increased to 23. Withering increased to 23. Guts Cost lowered to 33]
2642- Hit: +15 -> +12
2643+ Force: 19 -> 23
2644+ Withering: 18 -> 23
2645+ Guts Cost: 35 -> 33
2646+ Total Tech Value: 24.5 -> 32.5 (D/S/D/C |>| C/A/C/C) [INT]
2647[While this tech does little damage for the price, it's consistent. However, the animation is quite long and this hinders the tech somewhat. This is being offset slightly by more withering. The reshuffling of Hit/Force is to make the changes from Sound Wave -> Sound Wave L carry over more consistently, and because 4 force is usually more useful than 3 hit.]
2648
2649* Numbing Whip has been buffed.
2650[v0.3: Hit increased to -2]
2651+ Hit: -7 -> -2
2652+ Total Tech Value: 10.5 -> 15.5 (D/D/E/A |>| D/C/E/A) [POW]
2653[A little reliability never hurts. Speaking of, Nitons have pretty negative hit modifiers on average.]
2654
2655* Electric Whip has been buffed.
2656[v0.3: Hit increased to -4]
2657+ Hit: -10 -> -4
2658+ Total Tech Value: 12.5 -> 18.5 (C/D/D/A |>| C/C/D/A) [POW]
2659[Same reason as Numbing Whip buff.]
2660
2661* Million Whips has been buffed.
2662[v0.3: Hit increased to -6]
2663+ Hit: -10 -> -6
2664+ Total Tech Value: 18.5 -> 22.5 (remains as B/D/D/S) [POW]
2665[Deja Vu.]
2666
2667* Shock is now called Electrify and has been buffed.
2668+ Hit: -10 -> -7
2669+ Force: 18 -> 22
2670+ Total Tech Value: 8 -> 15 (D/D/D/D |>| C/D/D/D) [INT]
2671[Shock was a bit weak for the cost, so it's been patched up a little in the important areas. The name was changed to make distinct the Niton's "Shock" among other "Shock" techs.]
2672
2673* Severe Shock has been buffed.
2674+ Hit: -12 -> -8
2675+ Force: 28 -> 33
2676+ Sharpness: 10 -> 15
2677- Guts Cost: 26 -> 28
2678+ Total Tech Value: 10 -> 19.5 (C/D/D/D |>| B/D/D/C) [INT]
2679[This is a buff alongside a minor cost increase. Shock and Severe Shock were low impact heavy techs, and are being made a bit heftier.]
2680
2681* Maximal Shock is now called Electrocute and has been altered.
2682+ Hit: -12 -> -9
2683+ Force: 38 -> 44
2684+ Withering: 19 -> 23
2685+ Sharpness: 10 -> 15
2686- Guts Cost: 35 -> 40
2687+ Total Tech Value: 15 -> 25.5 (B/D/D/D |>| A/D/C/C) [INT]
2688[This makes Maximal Shock similar to an INT Niton's version of Violent Shell (albeit with worse hit/withering for less guts).]
2689
2690* Niton Ink has been altered.
2691[v0.3: Hit lowered to +1]
2692- Hit: +2 -> +1
2693+ Force: 2 -> 7
2694- Sharpness: 10 -> 5
2695+ Total Tech Value: 21 -> 22.5 (E/B/B/D |>| E/B/B/E) [INT]
2696[Why is there 10 sharpness for a tech that does a maximum of 30 damage? Anyways, Niton Ink is trading for some force, which should make it worth using on occasion.]
2697
2698* Shell Attack has been buffed.
2699[v0.3: Sharpness increased to 15]
2700+ Withering: 5 -> 15
2701+ Sharpness: 10 -> 15
2702+ Total Tech Value: 5 -> 17.5 (B/C/E/D |>| B/C/D/C) [POW]
2703[While Violent Shell is pretty effective, the prerequisites could use a little help.]
2704
2705* Spiked Shell has been buffed.
2706+ Withering: 5 -> 20
2707+ Total Tech Value: 8 -> 23 (B/C/E/B |>| B/C/C/B) [POW]
2708[Same reasoning as Shell Attack buff. As an aside, have you ever actually seen Violent Shell? It's a pretty good tech, but quite hard to get.]
2709
2710* Violent Shell has been buffed.
2711+ Sharpness: 20 -> 25
2712+ Total Tech Value: 35 -> 37.5 (A/D/B/B |>| A/D/B/A) [POW]
2713[The big finish.]
2714
2715---------------------------------
2716-= PHOENIX =- [C7]
2717[v0.3: Tech adjustments. Phoenix/??? made distinct]
2718Since Phoenixes are already, for the most part, fine and mostly balanced (If actually a bit underwhelming) in base Monster Rancher 2, what is there to talk about for them? Well, the issue with Phoenix is that of a thematic one- namely that, despite getting preferential treatment when it comes to base stats and stat distribution, Phoenixes don't really have a theme going. The current strategy is "Use Fire Wave/Lava Stream at the start and hope that KO's the opponent, if not spam Fire Twister or wait to use Fire Wave again." Additionally, Golems lack a Intelligence-based counterpart (I don't count Katos as that), which seems like an obvious gap in the monster lineup. So while this may not be a wholly necessary change, I'm going to embrace the concept of a "Legendary" Monster and give them attributes to match. To this end, their guts rate is being slowed- which is a nerf, but their techs are becoming brutal to endure. Not just for Fire Stream and Fire Wave, but every tech is becoming harsh to take. If this rework doesn't work out, I can just revert Phoenixes back to how they were before- but I think it's overall a buff.
2719
2720* General Changes:
2721+ LIF Growth: 2 -> 3
2722- SPD Growth: 2 -> 1
2723- The base Phoenix guts rate has been lowered from 14 to 18. Phoenixes are covered below, and all /Phoenix will be covered in that main monster's section instead:
2724- Phoenix/Phoenix: 2/0/4/2/2/2 -> 3/0/4/2/1/2; Guts Rate: 14 -> 18 (2.14/sec -> 1.66/sec)
2725- Phoenix/???: 2/0/4/2/2/2 -> 3/0/4/2/1/2; Guts Rate: 14 -> 18 (2.14/sec -> 1.66/sec)
2726[As mentioned in the overview, this is not a buff. It's a pretty harsh nerf; slowing their guts rate by 22.4%. However, a blow like this comes with compensation in the form of technique buffs. MR2 is saturated with high speed monsters, but not enough monsters with freight-train attacks. Though, I do apologize to Garuda, as this is bad news for him. However, keep in mind through the rest of the tech changes that Guts-Based hit correction will now give the Phoenix higher hit% and damage against anything with faster guts.]
2727(Aside: These guys have stupid base stats, but I don't want to nerf any monster's bases.)
2728
2729* Beak has been buffed.
2730+ Force: 19 -> 22
2731+ Sharpness: 0 -> 5
2732+ Total Tech Value: 6 -> 11.5 (D/C/-/- |>| C/C/-/E) [POW]
2733[I know people don't really use Phoenix's Power-based moves, but they're not that bad. Does pretty high damage for the price.]
2734
2735* Talons has been buffed.
2736[v0.3: Withering increased to 10]
2737+ Withering: 0 -> 10
2738+ Total Tech Value: 9 -> 19 (D/A/-/- |>| D/A/D/-) [POW]
2739[Boosting up another Phoenix Power tech, with an added bonus of not being a total waste when a regular Phoenix uses it on accident.]
2740
2741* Rapid Beaks has been buffed.
2742[v0.3: Sharpness increased to 15]
2743+ Force: 25 -> 31
2744+ Sharpness: 5 -> 15
2745- Guts Cost: 23 -> 26
2746+ Total Tech Value: 19.5 -> 28.5 (C/A/E/E |>| B/A/E/C) [POW]
2747[I was willing to make Rapid Beaks a little over the top since it's the only high-end Power-based tool a Phoenix has. Hence, now it's pretty dangerous.]
2748(Aside: Curiously, this tech is last in the Phoenixes' tech data, after Fire Wave. I assume it was made last as well.)
2749
2750* Flame Shot has been altered.
2751[v0.3: Hit increased to -6. Withering increased to 31]
2752- Hit: -3 -> -6
2753+ Force: 15 -> 19
2754+ Withering: 19 -> 31
2755+ Total Tech Value: 14.5 -> 27.5 (D/C/D/E |>| D/D/B/E) [INT]
2756[The overview said something like "Intelligence version of Golem", which is something I plan to deliver on. Flame Shot is less accurate, but much more dangerous.]
2757
2758* Flame Cannon has been altered.
2759[v0.3: Hit increased to -6. Withering increased to 44]
2760- Hit: -4 -> -6
2761+ Force: 18 -> 27
2762+ Withering: 40 -> 44
2763+ Total Tech Value: 26.5 -> 33.5 (D/C/A/E |>| C/D/A/E) [INT]
2764[I don't blame you if you didn't know this was a tech that existed. It requires a Bad Natured Phoenix which takes some effort. Speaking of effort, Flame Cannon places the enemy on the
2765
2766backfoot for quite a while unless they have extremely fast guts regeneration.]
2767
2768* Fire Twister has been buffed.
2769[v0.3: Guts Cost lowered to 19]
2770+ Force: 22 -> 24
2771+ Sharpness: 16 -> 20
2772+ Guts Cost: 20 -> 19
2773+ Total Tech Value: 14 -> 19 (C/C/E/C |>| C/C/E/B) [INT]
2774[Fire Twister was kind of underwhelming in the base game, but the DPS on it doesn't need to ramp too much since the crit percentage gets pretty high with fame's boost to it.]
2775
2776* Fire Tornado has been buffed.
2777[v0.3: Force increased to 35. Withering increased to 18. Guts Cost lowered to 28]
2778+ Force: 31 -> 35
2779+ Withering: 9 -> 18
2780+ Sharpness: 22 -> 30
2781- Guts Cost: 26 -> 28
2782+ Total Tech Value: 15 -> 30 (B/D/E/B |>| B/D/D/S) [INT]
2783[Fire Tornado has mostly had values moved around to make it worth the price. Nothing can shake off a crit from this tech- as it should be.]
2784
2785* Heat Beam has been altered.
2786[v0.3: Hit reverted to -13. Guts Cost lowered to 36]
2787+ Force: 46 -> 57
2788+ Withering: 8 -> 17
2789- Guts Cost: 29 -> 36
2790+ Total Tech Value: 14.5 -> 27.5 (A/D/E/E |>| S/D/D/E) [INT]
2791[This tech is now most similar to "Roll Assault" on Golems. Sometimes a last ditch effort is all a Firebird needs. The Phoenix is docking itself 22 seconds of guts, however.]
2792
2793* Fire Stream has been altered.
2794[v0.3: Force reverted to 39. Withering increased to 19. Guts Cost lowered to 34]
2795- Hit: +3 -> 0
2796+ Withering: 16 -> 19
2797+ Guts Cost: 45 -> 34
2798+ Total Tech Value: 18 -> 29 (B/B/D/D |>| B/C/D/D) [INT]
2799[This may look strange, and I agree. This may not come up much, but Fire Stream is part of a tech chain. The hit has been cut a bit, but otherwise the changes compensate for the lower guts rate, while making it a bit easier to chain into Fire Wave.]
2800
2801* Fire Wave is now called Eruption and has been altered.
2802[v0.3: Hit increased to -4. Force increased to 60. Withering increased to 38. Now called "Eruption"]
2803- Hit: -1 -> -4
2804+ Force: 50 -> 60
2805+ Withering: 18 -> 38
2806+ Total Tech Value: 24.5 -> 51.5 (S/C/D/C |>| S/C/B/C) [INT]
2807[As intended, this places Fire Wave as one of the most powerful techniques in the game. Not much to say here- if the opposition gets hit, they're hard pressed to come back.]
2808
2809---------------------------------
2810-= PIXIE =- [C8]
2811[v0.3: Tech adjustments. Pixie/Centaur base stats updated]
2812Pixies are a breed which tell a story- the kind with a slightly surprising ending. In Monster Rancher 1, Pixies were debatably the best breed and definitely the best sub-breed, to where you wanted to be /Pixie if possible (Unless the main is Pixie- then you wanted Pixie/Tiger). In MR2, Pixies got nerfed a lot. The end conclusion is that Pixies are still pretty okay monsters in MR2, but have many techs which are mostly worthless. A Pixie using its entire kit is lousy, but one using only 2 or 3 techs is fairly good. Obviously I'm not looking for a return to MR1's Pixie, but Pixies can stand to get a little help with their tech-list fillers. I'm also going to do a minor revision regarding Pixie/Hare.
2813
2814Also, this isn't really relevant to anyone but myself really, but Pixie techs are the worst organized in the internal data of any monster. Every single Pixie has a copy of their tech list. As for why, I have no idea, maybe padding the disk space. There's literally 50 copies of every Pixie tech. I can replace them all at once so it's not more work, though. They were probably the first monster done, but come on. They also have three unused techs, the most of any monster.
2815
2816* General Changes:
2817+ Pixie/Hare now starts with 1-2 Punch.
2818+ Pixie/Golem now starts with High Kick.
2819+ Pixie/Monol now starts with Slap.
2820+ Pixie/Worm Lifespan: 400 -> 420; Due to Worm's lifespan buff.
2821+ Pixie/Gali: 0/1/4/3/2/0 -> 0/2/4/3/2/1 and Guts Rate 11 -> 10, due to Gali Guts Rate buff and growth bug fix, and a defense calculation error.
2822+ Pixie/Monol: 0/1/3/2/2/2 -> 2/1/3/2/2/2; Due to Monol's LIF buff.
2823+ Pixie/Mock: 0/1/4/2/2/0 -> 0/1/4/2/2/1; Due to Mock's DEF buff.
2824[After becoming more familiar and doing testing with MF2, I discovered that Pixie/Hare is just supposed to have 1-2 Punch by default. That's actually not just laziness on my part, that's just how it is in the Japanese version. It was never supposed to be learnable by errantry, because it's flagged as an initial tech and a crossover tech. With that revelation out the way, I've reverted the sloppy localization on this issue and given Lepus her punch back. The other changes are just to make bad sub-breeds initially better or changes due to other monster's changes. I didn't give /Dragon a free basic tech since it gets an exclusive tech, which I buffed.]
2825
2826* Base Stat Changes:
2827# Pixie/Pixie Base Stats: 50/80/170/150/140/60 -> 60/80/170/150/140/50 (BST remains as 650)
2828+ Pixie/Centaur B. Stats: 70/80/170/150/100/60 -> 80/70/170/150/120/60 (630 BST -> 650 BST)
2829# Pixie/Golem Base Stats: 80/110/150/120/100/130 -> 80/140/150/110/90/120 (BST remains as 690)
2830+ Pixie/Tiger Base Stats: 50/80/170/150/140/60 -> 70/80/150/180/140/50 (650 BST -> 670 BST)
2831+ Pixie/Hare Base Stats: 70/100/110/150/140/60 -> 80/130/100/150/140/50 (630 BST -> 650 BST)
2832+ Pixie/Gali Base Stats: 50/80/170/150/110/60 -> 70/100/170/150/110/80 (620 BST -> 680 BST)
2833+ Pixie/Monol Base Stats: 50/80/140/120/110/130 -> 110/70/150/120/100/140 (630 BST -> 690 BST)
2834# Pixie/Mock Base Stats: 150/80/170/100/110/60 -> 150/60/170/100/110/80 (BST remains as 670)
2835+ Pixie/Worm Base Stats: 100/70/140/150/110/60 -> 120/70/140/150/110/60 (640 BST -> 660 BST)
2836
2837* Pat has been altered.
2838[v0.3: Hit lowered to +7. Force increased to 7]
2839- Hit: +10 -> +7
2840+ Force: 6 -> 7
2841+ Guts Cost: 12 -> 9
2842+ Total Tech Value: 4 -> 5 (remains as E/A/-/-) [POW]
2843[So, yeah, Pat is really bad. This gives it some timerscam potential and makes the chain to Slap faster, but Pixie's basic techs are bad on purpose, I'm pretty sure.]
2844
2845* Slap has been altered.
2846+ Hit: +9 -> +10
2847+ Force: 15 -> 16
2848+ Withering: 5 -> 10
2849- Guts Cost: 18 -> 20
2850+ Total Tech Value: 11 -> 16 (D/A/E/- |>| D/A/D/-) [POW]
2851[Pixie's POW techs are intentionally bad, I get that. I just don't think it's good design, so I'm changing it.]
2852
2853* Kick has been buffed.
2854+ Force: 7 -> 9
2855+ Sharpness: 0 -> 8
2856+ Total Tech Value: 1 -> 6 (E/B/-/- |>| E/B/-/E) [POW]
2857[Right in the nads.]
2858
2859* High Kick has been buffed.
2860- Hit: +3 -> -3
2861+ Force: 15 -> 18
2862+ Withering: 5 -> 10
2863+ Sharpness: 5 -> 10
2864+ Total Tech Value: 6.5 -> 9.5 (D/B/E/E |>| D/C/D/D) [POW]
2865[Right in the loins and the face.]
2866
2867* Heel Raid has been buffed.
2868[v0.3: Guts Cost reverted to 30]
2869+ Hit: -10 -> -6
2870+ Force: 28 -> 30
2871+ Sharpness: 5 -> 10
2872+ Total Tech Value: 10.5 -> 19 (C/D/C/E |>| B/D/C/D) [POW]
2873[Right in the... Well, anyways- this gives a Power-based Pixie some decent tools to work with between Slap, High Kick, and Heel Raid.]
2874
2875* Bang has been buffed.
2876[v0.3: Withering increased to 20]
2877+ Hit: -11 -> -9
2878+ Withering: 16 -> 20
2879+ Guts Cost: 42 -> 38
2880+ Total Tech Value: 4.5 -> 14.5 (B/D/D/C |>| B/D/C/C) [INT]
2881[Bang is overpriced, but what if it wasn't? I'm wary of raising the tech's attributes further as it is effectively a high crit chance heavy tech.]
2882
2883* Big Bang is now called Supernova, has been altered.
2884[v0.3: Withering increased to 30]
2885+ Hit: -17 -> -14
2886+ Force: 41 -> 44
2887+ Withering: 23 -> 30
2888- Guts Cost: 46 -> 50
2889+ Total Tech Value: 12 -> 21 (A/E/C/B |>| A/D/B/B) [INT]
2890[Bigger Bang for your buck- except that pun doesn't work great because I changed the name. Anyways, I feel like special tech-chain enders should have distinct names, so I let the Hare keep Big Bang while Pixie gets a more "astral" theme.]
2891
2892* 1-2 Punch has been buffed.
2893+ Guts Cost: 15 -> 10
2894Total Tech Value: 14.5 -> 19.5 (remains as D/S/-/E) [POW - Pixie/Hare Exclusive]
2895[I do get the reasoning why the tech is like this, because Lepus's guts rate is 50% faster than a pure Hare's, their version of 1-2 Punch is the same thing for 50% more guts. But I'm of the opinion that crossover techniques should be an incentive, and the Pixie's has a much longer animation anyways, so I'm fine with it being the Hare's version.]
2896
2897* Phantom Claw has been altered.
2898[v0.3: Guts Cost lowered to 28]
2899+ Hit: +15 -> +23
2900+ Force: 15 -> 23
2901+ Withering: 5 -> 8
2902+ Sharpness: 5 -> 8
2903- Guts Cost: 25 -> 28
2904+ Total Tech Value: 12.5 -> 30 (D/S/E/E |>| C/S/E/E) [POW - Pixie/Kato Exclusive]
2905[Very similar to what I did to the Hopper's Phantom Claw, except not trading the +Hit for other attributes. Since I only have to balance this around the Pixie/Kato's guts rate and can make it an incentive tech, the value may look a bit high for a Pixie but works out since it's only normally available to a particular guts rate.]
2906
2907* Death Final has been buffed.
2908[v0.3: Sharpness increased to 20]
2909+ Hit: -18 -> -15
2910+ Sharpness: 5 -> 20
2911+ Guts Cost: 52 -> 50
2912+ Total Tech Value: 20.5 -> 33 (A/E/A/E |>| A/E/A/B) [POW - Pixie/Joker Exclusive]
2913[Use at your own peril.]
2914
2915* Bolt has been buffed.
2916+ Sharpness: 3 -> 8
2917+ Total Tech Value: 12.5 -> 15 (remains as E/A/E/E) [INT]
2918[You probably don't care about 5% crit on something with 9 force, but I do. Lightning is sharp.]
2919
2920+ Lightning has been buffed.
2921+ Hit: +12 -> +13
2922+ Sharpness: 5 -> 16
2923+ Total Tech Value: 10.5 -> 17 (D/A/E/E |>| D/A/E/C) [INT]
2924[Zap.]
2925
2926* Kiss has been altered.
2927[v0.3: Updated in several areas]
2928+ Force: 0 -> 9
2929+ Withering: 29 -> 40
2930- Sharpness: 8 -> 5
2931- Guts Cost: 18 -> 28
2932+ Total Tech Value: 17 -> 25.5 (-/B/C/E |>| E/B/A/E) [INT]
2933[Why does the original version of Kiss have 8 sharpness but 0 force...? Whatever. Kiss was the Pixie's defining tech in MR1, though it was kinda overpowered there. This is intended to return the position of "premiere kisser" back to the Pixie, because the original was pretty lousy. One of Pixie's strongest techs- so be wary of it.]
2934
2935* Refreshment has been buffed.
2936[v0.3: Hit increased to -8. Guts Cost lowered to 16]
2937+ Hit: -20 -> -8
2938- Recovery Force: 30 -> 10
2939+ Guts Cost: 50 -> 16
2940+ Total Tech Value: -40 -> -14 ([B]/E/-/- |>| [D]/D/-/-) [INT]
2941[As part of my ongoing crusade against worthless recovery techs, Refreshment gets a turn- sorta. It's now a much smaller heal, but vastly cheaper and more consistent. Maybe good for timer scams, or just to patch up to guard against hit techs. Either way, it's better in almost every situation except with less than 5 seconds on the clock. Life Drain is actually fairly decent considering the rest of the Pixie, so I'll leave it alone for now.]
2942
2943* Fire Breath has been buffed.
2944[v0.3: Withering increased to 28. Guts Cost lowered to 48]
2945+ Force: 45 -> 59
2946+ Withering: 19 -> 28
2947+ Guts Cost: 49 -> 48
2948+ Total Tech Value: 5 -> 29 (A/D/D/E |>| S/D/C/E) [INT - Pixie/Dragon Exclusive]
2949[After slogging through a short-lived Pixie with a relatively slow guts rate, your pay off is a worse version of Big Bang. That's dumb. Now your pay-off is a harder hitting version of Big Bang, albeit with a lower crit chance.]
2950
2951* Flame has been buffed.
2952+ Hit: -15 -> -14
2953+ Total Tech Value: 3.5 -> 4.5 (C/E/D/E |>| C/D/D/E) [INT]
2954[Flame is good, but not so good that I thought it couldn't stand be slightly more accurate after comparing it to the rest of the Pixie's tweaked techs. The value is misleading just on account of the large -hit modifier on a cheap tech.]
2955
2956* Gigaflame has been buffed.
2957+ Hit: -18 -> -16
2958+ Withering: 15 -> 21
2959+ Total Tech Value: 7.5 -> 15.5 (B/E/D/E |>| B/E/C/E) [INT]
2960[Whereas Flame is the most efficient damage-to-guts-to-animation time ratio the Pixie has, Gigaflame is kinda just worse. So, I'm assisting its accuracy and guts damage a bit.]
2961
2962* Ray has been buffed.
2963+ Total Tech Value: 5 -> 8 (remains as D/C/E/C) [INT]
2964[A simple reliablity increase.]
2965
2966* Megaray has been buffed.
2967[v0.3: Withering increased to 13]
2968+ Hit: -4 -> -3
2969+ Force: 19 -> 20
2970+ Withering: 5 -> 13
2971+ Guts Cost: 29 -> 28
2972+ Total Tech Value: 1.5 -> 12.5 (D/C/E/B |>| C/C/D/B) [INT]
2973[Megaray is the worst of the Ray techs, and one of the worst Pixie techs overall (which is a low bar to miss), so it naturally needed a little aid.]
2974
2975* Gigaray has been altered.
2976[v0.3: Withering increased to 16]
2977+ Hit: -8 -> -6
2978+ Force: 25 -> 28
2979+ Withering: 5 -> 16
2980- Guts Cost: 34 -> 38
2981+ Total Tech Value: 4 -> 16 (C/D/E/S |>| C/D/D/S) [INT]
2982[Wanted to call this "Omegaray," but decided against it. This makes Gigaray a more natural progression from the previous two techs and a higher end sharp tech for the Pixie. That wraps up all of the Pixie changes, and I believe these tweaks will take them from "lower end" straight to the middle of the pack of the altered monsters, if not a tiny bit higher.]
2983
2984---------------------------------
2985-= PLANT =- [C9]
2986[v0.3: Tech adjustments. Bonuses for weak sub-breeds]
2987So, Plants are interesting. They're probably one of the most unique monsters in the game, gameplay-wise. Similar to Pixies and Ghosts, they were heavily nerfed in the transition from MR1 to MR2 for being too strong. They're almost built to be misleading when the AI fights you with one, since they're really bad unless a person is operating them. When played perfectly, they're probably a top 12 breed. My balance target is Hares, who I consider the 5th best in the game, so Plants get a few buffs. The Swim Bug being fixed is also quite harsh on the Plant, since it leaves their growth total down there with Wrackies and Mocks (Who I also will be paying some attention to). So, they could use a little hand in the growth department due to that. Since Plants are based around being total jerks who mess with your guts and win at the last second by time out, I'm gonna embrace that. Additionally, since Plant techs are so weak in the force department, I'll let them do a little more chip damage as well (although still lowest damage overall in the game). Most of the tech buffs are quite small, or are just reshuffling a bit- but I am giving special treatment to Toxic Nectar and Toxic Pollen as those are the defining techs of the monster. You still don't have to worry about Plants bringing the fat damage, as their highest force rating is still "C".
2988
2989The Plant is very much a monster of matchups, but a Plant who fights a Pixie or Ghost shouldn't be so unfavored they have almost no chance.
2990
2991* General Changes:
2992+ Plant/Golem now starts with Face Drill.
2993+ Plant/Monol now starts with Life Steal.
2994+ SKI Growth: 2 -> 3; Plants are covered below, and all /Plant will be covered in that main monster's section instead:
2995+ Plant/Plant: 4/0/2/2/1/0 -> 4/0/2/3/1/0
2996+ Plant/Pixie: 2/0/3/2/2/0 -> 2/0/3/3/2/0
2997+ Plant/Golem: 3/2/2/1/1/2 -> 3/2/2/2/1/2
2998+ Plant/Zuum: 3/1/2/2/1/1 -> 3/1/2/3/1/1
2999# Plant/Tiger: 3/1/2/2/1/1 -> 3/0/2/3/2/0 (Fixed an error where Plant/Tiger had the same growths as the Plant/Zuum. No change in SKI from Plant's buff.)
3000+ Plant/Hare: 3/2/1/2/2/0 -> 3/2/1/3/2/0
3001+ Plant/Gali: 3/1/3/2/1/1 -> 3/1/3/3/1/1; Guts Rate: 12 -> 11 from Gali's guts buff.
3002+ Plant/Suezo: 3/1/3/2/1/0 -> 3/1/3/3/1/0
3003+ Plant/Jell: 3/0/2/2/1/1 -> 3/0/2/3/1/1
3004+ Plant/Monol: 3/1/2/2/1/2 -> 4/1/2/2/1/2; Due to Monol's LIF buff.
3005+ Plant/Worm: 4/1/2/2/1/0 -> 4/1/2/3/1/0; Guts Rate: 11 -> 10 (2.72/sec -> 3.0/sec) and Lifespan: 490 -> 510 due to Worm's buffs.
3006+ Plant/Naga: 3/1/1/2/1/1 -> 3/2/1/3/1/1; Also benefits from Naga's POW buff.
3007+ Plant/???: Have been modified to match the gains of their corresponding derived Plant.
3008[This leaves Plants with a Growth total of 10- Which is on the lower end, but they have the lifespan to handle it. Mostly this is compensation for the loss of their great defense, but it's fine for Plants to be bad in that regard, I think. Looking at their techs, they have the +Hit% of a skill monster, and since there's no heavy SKI drill it makes sense to me. As with Hoppers, their main offensive stat doesn't raise that quickly without paying the price be /Pixie, /Suezo, or /Gali.]
3009
3010* Base Stat Changes:
3011[v0.3: Plant/Monol and Plant/Gali base stats adjusted]
3012# Plant/Plant Base Stats: 160/40/120/110/100/70 -> 160/40/110/120/100/70 (BST remains as 600)
3013+ Plant/Pixie Base Stats: 120/40/140/110/100/60 -> 120/30/140/130/100/60 (570 BST -> 580 BST)
3014+ Plant/Golem Base Stats: 160/120/110/80/70/130 -> 160/140/110/80/70/130 (670 BST -> 690 BST)
3015# Plant/Zuum Base Stats: 150/80/120/110/100/90 -> 150/80/110/120/100/80 (BST remains as 650)
3016# Plant/Tiger Base Stats: 140/70/120/110/90/50 -> 140/70/110/120/90/50 (BST remains as 580)
3017# Plant/Hare Base Stats: 160/130/100/120/110/60 -> 160/120/100/130/110/60 (BST remains as 680)
3018+ Plant/Gali Bases Stats: 150/60/140/110/100/70 -> 150/70/160/130/100/80 (630 BST -> 690 BST)
3019# Plant/Jell Base Stats: 140/50/120/110/100/80 -> 140/50/110/120/100/80 (BST remains as 600)
3020+ Plant/Monol Base Stats: 150/90/130/120/100/110 -> 180/70/130/120/100/110 (700 BST -> 710 BST)
3021# Plant/Naga Base Stats: 130/70/120/110/100/90 -> 130/110/90/120/100/70 (BST remains as 620)
3022# Plant/Worm Base Stats: 170/80/110/100/90/50 -> 170/80/100/110/90/50 (BST remains at 600)
3023[The start of a very long process of rearranging base stats on sub-breeds to be better offspring choices for combining. Nothing too substantial if you don't care about that.]
3024
3025* Slap has been altered.
3026- Hit: +8 -> +5
3027+ Force: 7 -> 9
3028+ Withering: 0 -> 8
3029# Total Tech Value: 4 -> 11 (E/A/-/- |>| E/A/E/-) [POW]
3030[If you actually compare Slap to Jab, Slap is just worse. So now it trades a bit of hit% for Force and Withering, which the Plant appreciates.]
3031
3032* Root Attack has been altered.
3033- Hit: +22 -> +16
3034+ Force: 6 -> 10
3035+ Withering: 5 -> 8
3036- Guts Cost: 13 -> 14
3037# Total Tech Value: 22.5 (E/S/E/E |>| D/S/E/E) [POW]
3038[I know people basically go out of their way NOT to use the Power techniques on a Plant (because they suck), so I think it's okay for them to be more optimized. I still don't think their power techs will be great, but maybe worth some investment on the side. This is probably a bit too good, but it can be knocked down later if it's overbearing.]
3039
3040* Root Combo has been buffed.
3041[v0.3: Hit reverted to +21. Guts Cost lowered to 22]
3042+ Force: 12 -> 15
3043+ Withering: 5 -> 14
3044- Guts Cost: 21 -> 22
3045+ Total Tech Value: 19.5 -> 30.5 (D/S/E/E |>| D/S/D/E) [POW]
3046[Anyways, since Plants are the quintessential "antagonist" monster since MR1, I'm going to push them a bit more in that direction- Even the POW ones. The Tech value is pretty high, but that's usually the case for "hit" techs.]
3047
3048* Life Steal has been buffed.
3049[v0.3: Hit increased to +1]
3050+ Hit: 0 -> +1
3051+ Force: 25 -> 27
3052+ Total Tech Value: 0 -> 5 (C[C]/C/-/- |>| C[C]/B/-/-) [INT]
3053[That's all. Just a bit better at what it does. Did you know this tech had "B" force, "B" hit, and "S" withering in MR1? Wacky. This intentionally remains the best Life Steal tech in the game. That's the Plant's gimmick. Drain your guts and drain your life. Similarly I've left Kato with the best Recovery tech in the game since they had it to begin with.]
3054
3055* Jab has been altered.
3056[v0.3: Hit reverted to +11. Sharpness increased to 5]
3057+ Force: 6 -> 7
3058+ Sharpness: 0 -> 5
3059+ Total Tech Value: 7 -> 10.5 (E/A/-/- |>| E/A/-/E) [POW]
3060[Just a minor boost in damage. Basically unnoticable, but it will occasionally help out.]
3061
3062* Jab Combo is now called Steady Jab and has been buffed.
3063[v0.3: Name altered. Hit reverted to -1. Force increased to 17. Guts Cost lowered to 17]
3064+ Force: 15 -> 17
3065+ Withering: 5 -> 10
3066+ Guts Cost: 18 -> 17
3067+ Total Tech Value: 3.5 -> 11.5 (D/C/E/E |>| D/C/D/E) [POW]
3068[I don't have much to say here. I made it better. The name alteration is to cut down on the number of "combo"s and to make it clearer that this and Plant Combo are not a tech chain.]
3069
3070* Plant Combo has been buffed.
3071[v0.3: Withering lowered to 17. Sharpness increased to 10]
3072+ Hit: -11 -> -6
3073+ Withering: 10 -> 17
3074+ Sharpness: 5 -> 10
3075+ Total Tech Value: 1.5 -> 16 (C/D/D/E |>| C/D/D/D) [POW]
3076[Similarly, there's not much to explain here. Makes standing in slot 2 against a Plant the whole fight a little riskier.]
3077
3078* Toxic Nectar has been buffed.
3079[v0.3: Hit increased to +10. Withering increased to 24. Guts Cost lowered to 21]
3080+ Hit: +9 -> +10
3081+ Force: 4 -> 7
3082+ Withering: 23 -> 24
3083- Sharpness: 5 -> 0
3084+ Guts Cost: 26 -> 21
3085+ Total Tech Value: 11.5 -> 19 (E/A/C/E |>| E/A/C/-) [INT]
3086[I hope that header didn't worry you too much. Toxic Nectar and Toxic Pollen are THE Plant techs, and define the breed pretty much by themselves. So they should be pretty the best in class. This does make the Plant better at what it already does, but niches give players a reason to want to raise a breed. Additionally, Plants have a below average arena speed, so keeping them out of slot 3 is not hard for most breeds (notably the Plant/Pixie and Plant/Tiger have the best arena speed of all Plants, giving incentive) Due to the variance on withering, this tech can still often wither for less than 20, which is somewhat lackluster.]
3087
3088* Toxic Pollen has been buffed.
3089[v0.3: Hit increased to +4. Force increased to 12. Guts Cost lowered to 34]
3090+ Hit: -1 -> +4
3091+ Force: 8 -> 12
3092+ Withering: 33 -> 42
3093+ Guts Cost: 35 -> 34
3094+ Total Tech Value: 7.5 -> 26.5 (E/C/B/E |>| D/B/A/E) [INT]
3095[Same reason as Toxic Nectar change. Cements Plant as the witherer of choice throughout the entire monster roster. This is extremely strong, but it's also the big reason to raise a Plant in the first place. I accept that this will be irritating to face. Though, this is still vastly worse than the Toxic Pollen from MR1 (it had +18 hit and was 24 guts). Much like with many other monsters, there's a slot you really don't want them standing in, and for Plants- that's slot 3.]
3096
3097* Face Drill has been buffed.
3098[v0.3: Force increased to 22. Withering increased to 22. Sharpness increased to 10. Guts Cost lowered to 34.]
3099+ Force: 21 -> 22
3100+ Withering: 17 -> 22
3101+ Sharpness: 5 -> 10
3102+ Guts Cost: 35 -> 34
3103+ Total Tech Value: 15.5 -> 25 (C/A/D/E |>| C/A/C/D) [POW]
3104[Guest Starring: Not your guts. As the more lackluster of the Plant's Special techs, it's been brought up a bit in strength.]
3105
3106* Seed Gun has been altered.
3107+ Force: 12 -> 14
3108- Sharpness: 19 -> 15
3109# Total Tech Value: 11.5 (remains as D/B/D/C) [INT]
3110[Yeah, that's it.]
3111
3112* Seed Gatling has been buffed.
3113[v0.3: Hit increased to -3]
3114+ Hit: -4 -> -3
3115+ Force: 20 -> 24
3116+ Withering: 10 -> 13
3117- Guts Cost: 27 -> 30
3118# Total Tech Value: 11.5 -> 16.5 (remains as C/C/D/A) [INT]
3119[Just a little bigger all around.]
3120
3121---------------------------------
3122-= SUEZO =- [D1]
3123[v0.3: Tech adjustments. Base stat changes. Bonus for the Suezo/Monol]
3124There's not really a ton to say about Suezos. They're a pretty middling monster that has strong points and shortcomings, but manages to be mostly average in the end. I don't have anything drastic in mind for them, and their stat growths, lifespan, and guts rate are all totally fine. So, that leaves their techs, which could stand to be made a bit better. They do have a neat theme for being half witherer-half nuker, which is an effective combo- but they don't quite pull it off enough to be great. Thus, they have some tech buffs coming, as the new average in this mod is "pretty good". Suezos are a decent soft-counter to slower guys like Golems and Zillas, and that's not changing. The changes will be relatively light compared to many other monsters, as Suezos are packing one of the most dangerous propositions in the game with a Damage+Withering specialty.
3125
3126* General Changes:
3127+ Suezo/Monol now starts with Yodel.
3128+ Suezo/Gali Guts Rate: 14 -> 13 (2.14/sec -> 2.31/sec) due to Gali's Guts Rate buff.
3129+ Suezo/Golem: 1/2/4/3/1/1 -> 1/3/3/2/1/2; Due to fixing a calculation error.
3130+ Suezo/Monol: 1/2/3/2/1/2 -> 2/2/3/2/1/2; Due to Monol's LIF Growth buff.
3131+ Suezo/Naga: 1/2/2/3/1/1 -> 1/3/2/3/1/1; Due to Naga's POW Growth buff.
3132+ Suezo/Worm Lifespan: 430 -> 450; Due to Worm's Lifespan buff. 01 01 00 00 01 00 00 00 0D 00 00 00 83 00 00 00 09 00 00 00 00 00 00 00 17 00 00 00 25 00 00 00
3133
3134* Base Stat Changes:
3135[v0.3: Adjustments to /Golem, /Pixie, /Zuum]
3136- Suezo/Pixie Base Stats: 80/120/170/130/90/100 -> 80/120/170/140/110/60 (690 BST -> 680 BST)
3137# Suezo/Golem Base Stats: 80/120/170/130/90/100 -> 100/150/140/130/70/110 (690 BST -> 700 BST)
3138+ Suezo/Zuum Base Stats: 80/120/150/130/90/100 -> 90/120/140/150/80/100 (670 BST -> 680 BST)
3139+ Suezo/Gali Base Stats: 80/120/150/130/90/100 -> 100/110/190/130/80/90 (670 BST -> 700 BST)
3140+ Suezo/Monol Base Stats: 80/120/140/100/90/110 -> 140/120/150/110/60/130 (640 BST -> 710 BST)
3141+ Suezo/Naga Base Stats: 100/130/110/150/80/90 -> 100/140/110/160/90/80 (660 BST -> 680 BST)
3142
3143* Tail Assault has been buffed.
3144+ Hit: -4 -> 0
3145+ Total Tech Value: 3 -> 7 (remains as D/C/E/-) [POW]
3146[Of the Suezo's two starting techs, Tail Assault is the worse one. Spit is a great starting tech, but its power equivalent needs a helping hand. On that note, I have no changes for
3147
3148Spit, as it's a rather ideal basic tech as is.]
3149
3150* Tongue Slap has been buffed.
3151[v0.3: Sharpness increased to 8]
3152+ Hit: -16 -> -13
3153- Force: 42 -> 40
3154+ Sharpness: 5 -> 8
3155+ Total Tech Value: 20.5 -> 23 (A/E/C/E |>| A/D/C/E) [POW]
3156[This is just a consistency buff. It still hits plenty hard, but now a little more often.]
3157
3158* Kiss has been buffed.
3159[v0.3: Hit raised to -6. Withering lowered to 41. Guts Cost lowered to 28]
3160+ Hit: -8 -> -6
3161+ Withering: 39 -> 41
3162+ Guts Cost: 29 -> 28
3163+ Total Tech Value: 20.5 -> 25.5 (D/D/B/E |>| D/D/A/E) [INT]
3164[Kiss is kinda lousy on pretty much every front except withering- so now it does that more consistently.]
3165
3166* Bite has been buffed.
3167+ Hit: -12 -> -10
3168+ Force: 25 -> 26
3169Total Tech Value: 8.5 -> 11.5 (remains as C/D/D/E) [POW]
3170[Just a little better in general.]
3171
3172* Lick has been altered.
3173[v0.3: Hit increased to -5]
3174+ Hit: -7 -> -5
3175- Force: 13 -> 12
3176+ Withering: 29 -> 30
3177+ Total Tech Value: 15.5 -> 16.5 (remains as D/D/C/E |>| D/D/B/E) [INT]
3178[Mostly just a reshuffling of Lick's stats to make it do more of what you'd want out of a withering tech.]
3179
3180* Chewing has been buffed.
3181[v0.3: Hit increased to +6. Force increased to 38. Sharpness increased to 10]
3182+ Hit: +4 -> +6
3183+ Force: 36 -> 38
3184+ Withering: 22 -> 30
3185+ Sharpness: 5 -> 10
3186+ Total Tech Value: 19.5 -> 34 (B/B/C/E |>| B/A/B/D) [POW]
3187[Fairly self explanatory as Chewing is not very good for 45 guts.]
3188
3189* Teleport has been altered.
3190+ Force: 12 -> 13
3191+ Withering: 10 -> 12
3192- Guts Cost: 16 -> 17
3193+ Total Tech Value: 18.5 -> 20.5 (remains as D/A/D/E) [POW]
3194[Equalizing the Suezo's niche of dual-purpose offense. Teleport wasn't too bad, but was generally not worth using. A little more impact might make a difference.]
3195
3196* Telekinesis has been buffed.
3197[v0.3: Hit reverted to +21. Force increased to 15. Withering increased to 14]
3198+ Force: 14 -> 15
3199+ Withering: 10 -> 14
3200# Total Tech Value: 24.5 -> 29.5 (remains as D/S/D/E) [INT]
3201[Telekinesis gets a little bump. It's an alright tech but nothing great.]
3202
3203* Telepathy has been buffed.
3204[v0.3: Hit increased to -4. Guts Cost lowered to 18]
3205+ Hit: -5 -> -4
3206+ Sharpness: 15 -> 18
3207+ Guts Cost: 21 -> 18
3208+ Total Tech Value: 10.5 -> 16 (D/D/D/C |>| D/C/D/C) [INT]
3209[Telepathy generally doesn't see use after the Suezo gets Eye Beam. So having it crit a little more often might give it more utility as a dialed down version when the need arises.]
3210
3211* Eye Beam has been buffed.
3212[v0.3: Hit increased to -6. Guts Cost reverted to 31]
3213+ Hit: -7 -> -6
3214+ Force: 28 -> 30
3215+ Withering: 10 -> 14
3216+ Sharpness: 22 -> 25
3217+ Total Tech Value: 11 -> 19.5 (C/D/D/B |>| B/D/D/A) [INT]
3218[Eye Beam isn't as stellar as some think, but it can sure shear squishy opponents. 30 force isn't much more than 28, but every point counts. Minor boosts across the board.]
3219
3220* Yodel has been buffed.
3221[v0.3: Hit increased to -3. Force lowered to 22. Guts Cost lowered to 33]
3222+ Hit: -5 -> -3
3223- Force: 25 -> 22
3224+ Guts Cost: 40 -> 33
3225+ Total Tech Value: 27.5 -> 33.5 (C/D/A/E |>| C/C/A/E) [INT]
3226[I mused on Yodel for a bit, as it's one of the premiere techs of the Suezo. I looked at the technical values for it in MR1 and thought "Yeah, that looks about right."]
3227
3228---------------------------------
3229-= TIGER =- v0.3 [D2]
3230Tigers are a breed that, while not having any big weakness, doesn't pull off their strong suite that well. I suspect this is partially because they are a monster introduced in MR1, but their gimmick of "high sharpness" wasn't a thing back then as critical rate was solely dependent on Fame in MR1. However it had techs carry over (sometimes poorly) and then high sharpness tacked onto them. Overall the Tiger is a fairly decent monster, but it lags behind several other breeds since it's mostly carried by having a good guts rate and move speed rather than worthwhile techniques or a sensible niche. That said, I'm going to embrace this sharpness idea- more than Metalners, more than Katos, and more than Hengers, Tigers are going to be critting a lot. Rather than retool the Tiger, I'll mostly be taking the best of their MR1 techniques and MR2 techniques, and then improving on them till they're fit to compete on the Hard Mode scale.
3231
3232* General Changes:
3233+ Tiger/Golem now starts with Stab.
3234+ Tiger/Monol now starts with Roar.
3235+ Tiger/Gali: 1/1/3/3/2/1 -> 1/2/3/3/2/1; Guts Rate: 12 -> 11 (2.5/sec -> 2.72/sec) Due to Gali's Guts Rate buff and POW bug fix.
3236+ Tiger/Monol: 1/1/3/3/2/2 -> 2/1/3/3/2/2 Due to Monol's LIF Buff.
3237+ Tiger/Worm: 1/1/3/3/2/0 -> 2/1/3/3/2/0 Due to fixing a calculation error; Lifespan: 400 -> 420; Arena Movespeed: B -> C
3238+ Tiger/Suezo Arena Speed: E -> C (Error Fix)
3239+ Tiger/Plant: 2/1/3/3/2/0 -> 2/1/3/4/2/0 Due to Plant's SKI buff.
3240# Tiger/???: Has received adjustments to make it distinct.
3241[Majority of this section is just from changes to other monsters. The free Specials are because I'm not really concerned about those Tigers having a leg up due to their weak points.]
3242
3243* Base Stat Changes:
3244+ Tiger/Golem Base Stats: 80/100/140/110/130/120 -> 90/130/140/110/100/120 (680 BST -> 690 BST)
3245+ Tiger/Gali Base Stats: 80/90/130/150/140/70 -> 80/120/130/150/140/70 (660 BST -> 690 BST)
3246+ Tiger/Suezo Base Stats: 90/80/130/170/100/60 -> 90/80/160/170/110/60 (630 BST -> 670 BST)
3247# Tiger/Monol Base Stats: 100/90/140/150/130/120 -> 110/90/140/150/130/120 (730 BST -> 740 BST)
3248+ Tiger/Worm Base Stats: 80/90/150/120/110/50 -> 120/90/150/130/110/50 (600 BST -> 650 BST)
3249# Tiger/??? Base Stats: Has received adjustments.
3250
3251* Bite has been buffed.
3252+ Sharpness: 5 -> 10
3253+ Total Tech Value: 6.5 -> 9 (D/B/-/E |>| D/B/-/D) [POW]
3254[Bite is actually a pretty good basic tech, but generally it's never used later on. Scratch is generally more efficient, and I'll leave that be, but Bite gets a tiny bit stronger.]
3255
3256* Bolt is now called Shock and has been buffed.
3257+ Hit: -2 -> 0
3258+ Withering: 16 -> 18
3259+ Total Tech Value: 12.5 -> 16.5 (remains as E/C/D/C) [INT]
3260[This game has a LOT of Bolts. It has just been made a bit more efficient and withers for its own cost.]
3261
3262* One-Two has been buffed.
3263+ Sharpness: 20 -> 25
3264+ Total Tech Value: 7 -> 9.5 (D/D/E/B |>| D/D/E/A) [POW]
3265[The MR2 version of One-Two is the better one, being fairly good overall. People don't raise POW Tigers, but they're not that bad.]
3266
3267* Lightning is now called Paralyze and has been buffed.
3268+ Hit: -5 -> +3
3269+ Force: 12 -> 13
3270+ Guts Cost: 29 -> 26
3271+ Total Tech Value: 9.5 -> 21.5 (D/D/B/C |>| D/B/B/C) [INT]
3272[This pulls mostly from MR1's Deep Shock, though is not quite as powerful as it was debatably overpowered. It is still a big improvement, however.]
3273
3274* Charge is now called Body Blow and has been buffed.
3275+ Hit: +15 -> +20
3276+ Force: 9 -> 10
3277+ Sharpness: 15 -> 20
3278+ Total Tech Value: 21.5 -> 30 (E/S/E/C |>| D/S/E/B) [POW]
3279[Tiger seems to get the short end of the stick on tech names since they're generic and used often across many monsters. The tech value is misleading since it's mostly the +Hit and sharpness on a low force tech. Still, a big improvement on what's usually a "I didn't mean to get that" tech, which is a running theme for the Tiger's Hit techniques.]
3280
3281* Combination is now called Maul and has been buffed.
3282+ Hit: -13 -> -12
3283+ Withering: 5 -> 11
3284+ Total Tech Value: 7 -> 14 (B/D/E/B |>| B/D/D/B) [POW]
3285[Actually a very efficient POW tech, but not to the extent where I'm not willing to push it a little further. Unfortunately the MR1 version is legitimately too strong to put in here.]
3286
3287* Stab has been buffed.
3288+ Withering: 17 -> 21
3289+ Guts Cost: 45 -> 42
3290+ Total Tech Value: 18.5 -> 25.5 (B/C/D/A |>| B/C/C/A) [POW]
3291[You might've noticed I jumped right over Ice Bomb. You'd be right, because it's very good already. Stab just gets a little boost.]
3292
3293* Roll Assault has been buffed.
3294+ Hit: +21 -> +28
3295+ Force: 10 -> 13
3296+ Sharpness: 20 -> 25
3297+ Total Tech Value: 28 -> 40.5 (D/S/D/B |>| D/S/D/A) [POW]
3298[This was called Splash in MR1... for some reason. I'll just keep calling it Roll Assault. Anyways, this tech sucked, and everyone who has used it knows it. It's still not amazing, but it's certainly accurate and way better than before. If you just need that last tap, Roll Assault's your man. Once again, the tech value is very misleading- don't worry.]
3299
3300* Blizzard has been buffed.
3301+ Sharpness: 35 -> 45
3302+ Total Tech Value: 18.5 -> 23.5 (remains as C/B/D/S) [INT]
3303[As the Tiger's big Sharp tech, and as the "sharpness monster", I'm breaking something I said earlier for Hare and making this have above 40 sharpness. Reaches a disgusting 55% critical rate at max fame. Don't tell anyone, but Ice Bomb is still stronger overall. Guaranteed to always be the highest critical chance tech in the game!]
3304
3305* Roar has been altered.
3306+ Hit: -15 -> -8
3307- Force: 31 -> 20
3308+ Withering: 40 -> 55
3309Total Tech Value: 23.5 -> 34.5 (B/E/A/C |>| C/D/S/C) [INT]
3310[This is almost a port from MR1. Except that tech cost 30 guts and has 22 force, which it's a bit too wack for me to put in. Runs with the very minor theme of all the Tiger's withering techs having force equal to half their guts cost. Careful with this one, it's pretty nasty when it connects. Leaves the INT Tiger without a big damage "nuke", and sort of leaves them to rely on Ice Bomb/Blizzard crits and withering, which seems more thematic to the Tiger, in my opinion. Strong!- Just not at dealing damage.]
3311
3312---------------------------------
3313-= WORM =- [D3]
3314[v0.3: Tech adjustments]
3315Worms have a similar idea to Zuum's "Jack of All trades" niche, except trading speed for high LIF. While high LIF is a great attribute, you need more than that to succeed. Worm's card claims "Its abilities are all in balance and it has no weak points," which is a terrible lie. They blow at speed, which is a very important stat, their growth total is below average for 400 or even 450 breeds, and their techs are not reflective of their guts rate. So, much like almost every monster I'm tweaking, they get buffs. While I'm making the Zuum a little more specialized when I get to them, for Worms I'll give them more varied options so they can play as a slightly more "all trades" monster and suit their offense to their opponent's weakness. Being too general is generally (heh) a downside in Monster Rancher, but having several potential routes to specialize in gives a breed a little variety. You could give the criticism where that just still leaves the Worm without a niche (though given their initial design I could argue that's sorta the point of the monster), but I instead view it as the Worm getting to pick a niche- and at very high stats, having plenty of decent options without being amazing in every aspect or particularly weak to any strategy. Many of the Worm's generalist techs will have very similar expected damaged outputs over time, just in different use cases- So Worms will always have a good option.
3316
3317All-in-all, a very reliable monster with consistently high accuracy!
3318
3319* General Changes:
3320+ The base Worm guts rate has been buffed from 15 to 14.
3321+ The base Worm lifespan has been raised from 400 to 450 weeks. Pure Worms are covered below, and all /Worm will be covered in that main monster's section instead:
3322+ Worm/Worm: 15 -> 14 (2.0/sec -> 2.14/sec); Lifespan: 400 -> 450
3323+ Worm/Pixie: 12 -> 11 (2.5/sec -> 2.72/sec); Lifespan: 400 -> 430
3324+ Worm/Golem Lifespan: 420 -> 450
3325+ Worm/Zuum Lifespan: 420 -> 450
3326+ Worm/Tiger: 13 -> 12 (2.31/sec -> 2.5/sec); Lifespan: 400 -> 430
3327+ Worm/Hare: 15 -> 14 (2.0/sec -> 2.14/sec); Lifespan: 400 -> 430
3328+ Worm/Gali: 16 -> 14 (1.87/sec -> 2.14/sec); Lifespan: 380 -> 410, also benefits from Gali's guts rate buff.
3329+ Worm/Suezo: 14 -> 13 (2.14/sec -> 2.31/sec); Lifespan: 420 -> 450
3330+ Worm/Jell: 15 -> 14 (2.0/sec -> 2.14/sec); Lifespan: 400 -> 450 (An error in the base game means Jelly Worm has 400 weeks instead of the intended 420)
3331+ Worm/Plant Lifespan: 460 -> 490
3332+ Worm/Monol: 3/2/2/2/0/2 -> 4/2/2/2/0/2; Due to Monol's LIF buff. Lifespan: 380 -> 410
3333+ Worm/Naga: 3/2/1/2/0/1 -> 3/3/1/2/0/1; Due to Naga's POW buff. Lifespan: 380 -> 410
3334+ Worm/???: Have been turned into "new" sub-breeds with altered attributes.
3335[For the Worms with no guts rate change, their guts rate didn't change after calculation despite the buff. The guts rate change was to simply give the Worm a little more gas to work with, and bring their guts rate a little closer to their "evolution", the Beaclon. This doesn't bump the Worm into a lower guts correction tier, so it's wholly a benefit. Additionally, these changes also benefit cocooning- which can now create some truly fearsome Monols and Galis.]
3336
3337* Base Stat Changes:
3338# Worm/Worm Base Stats: 180/100/110/120/60/90 -> 180/110/100/120/60/90 (BST remains as 660)
3339# Worm/Pixie Base Stats: 130/110/140/120/80/90 -> 130/100/160/120/90/70 (BST remains as 670)
3340+ Worm/Golem Base Stats: 140/150/120/100/40/110 -> 140/190/110/100/30/120 (660 BST -> 690 BST)
3341+ Worm/Zuum Base Stats: 140/100/120/110/90/80 -> 150/110/100/130/90/70 (640 BST -> 650 BST)
3342# Worm/Tiger Base Stats: 150/100/110/130/90/80 -> 130/100/110/150/90/80 (BST remains as 660)
3343# Worm/Hare Base Stats: No Change
3344+ Worm/Gali Base Stats: 150/100/130/110/60/80 -> 150/110/140/130/70/80 (630 BST -> 680 BST)
3345# Worm/Suezo Base Stats: 150/120/130/110/60/90 -> 150/110/130/120/60/90 (BST remains as 660)
3346+ Worm/Jell Base Stats: 140/110/120/130/40/100 -> 140/100/110/120/50/130 (640 BST -> 650 BST)
3347# Worm/Plant Base Stats: 170/100/120/130/60/90 -> 180/90/120/130/50/100 (BST remains as 670)
3348+ Worm/Monol Base Stats: 150/120/110/130/70/90 -> 200/120/110/130/30/100 (670 BST -> 690 BST)
3349+ Worm/Naga Base Stats: 160/120/100/110/50/90 -> 150/140/90/130/50/100 (630 BTS -> 660 BST)
3350# Worm/??? Base Stats: Have been altered.
3351[These are mostly tweaks to weaker subs, or just altering base stat orders to making combining more efficient/specialized. If you care about combining into a Worm, remember these!]
3352
3353* Bite has been buffed.
3354[v0.3: Guts Cost lowered to 12]
3355+ Sharpness: 0 -> 5
3356+ Guts Cost: 13 -> 12
3357+ Total Tech Value: 6 -> 9.5 (D/A/-/- |>| D/A/-/E) [POW]
3358[Bite is fairly decent, but a little lackluster as the game goes on. Since it's a basic tech that's pretty much the point, but a little more oomph now and then will help.]
3359
3360* Somersault has been altered.
3361[v0.25: Hit increased to +16]
3362- Hit: +18 -> +16
3363+ Guts Cost: 26 -> 24
3364# Total Tech Value: 25.5 (remains as C/S/E/E) [POW]
3365[A bit overpriced. Worm has the issue of having two hit chain POW techs which ultimately serve the same purpose, so I'll try to make each one a bit more niche.]
3366
3367* Somersaults is now called Gymnastics and has been buffed.
3368[v0.3: Withering reverted to 11. Guts Cost lowered to 31]
3369+ Hit: +18 -> +25
3370+ Force: 24 -> 25
3371- Guts Cost: 30 -> 31
3372+ Total Tech Value: 25.5 -> 32.5 (remains as C/S/D/E) [POW]
3373[As mentioned in the Worm's opener, they're recieving tech changes to make them an attempt at an actually good "Generalist" Monster which has (while never the best) an answer to any type of opponent. Somersaults is an extremely reliable technique with this, which if you just need one last hit or to nail that speedy bastard, it's your man. This tech is so extremely accurate that it's more powerful than its force rating lets on.]
3374
3375* Sting is now an Intelligence-based technique and has been buffed.
3376[v0.3: Hit increased to +9. Force increased to 12]
3377# Classification: Power Technique -> Intelligence Technique
3378+ Hit: +7 -> +9
3379+ Force: 10 -> 12
3380# Total Tech Value: 9.5 -> 13.5 (remains as D/A/-/E) [INT]
3381["Its abilities are all in balance," claims the card for a monster with only two Intelligence techniques. This means the Worm starts with both a Power and Intelligence technique and has some support for both sides, so take your pick (or pick both). The small force buff is mostly due to its long animation time compared to Bite.]
3382
3383* Tail Lash is now called Leg Sweep has been altered.
3384- Hit: +20 -> +3
3385+ Force: 15 -> 22
3386+ Withering: 5 -> 8
3387- Total Tech Value: 23.5 -> 16.5 (D/S/E/E |>| C/B/E/E) [POW]
3388[Since the Somersault chain already serves the purpose of the extremely accurate techs, the Tail Lash chain can instead be a more middling hit tech with less severe accuracy but more power behind it. This leaves it as a good "don't need to specialize" tech that has decent power and hit chance. The name change is because techs which go "1-2-3" are dull.]
3389
3390* Two Lashes is now called Soul Sweep and has been altered.
3391[v0.3: Hit increased to +6]
3392- Hit: +16 -> +6
3393+ Force: 19 -> 27
3394- Withering: 13 -> 11
3395+ Sharpness: 5 -> 7
3396- Total Tech Value: 22.5 -> 20.5 (D/S/D/E |>| C/A/D/E) [POW]
3397[Same reasoning as Tail Lash changes. Yes, I know not all monsters have legs, and debatably not all of them have souls- but don't sweat the details.]
3398
3399* Three Lashes is now called Worm Spiral and has been altered.
3400[v0.3: Hit increased to +9. Force increased to 33]
3401- Hit: +13 -> +9
3402+ Force: 26 -> 32
3403- Withering: 15 -> 14
3404+ Sharpness: 5 -> 10
3405- Guts Cost: 34 -> 35
3406+ Total Tech Value: 22.5 -> 25 (C/A/D/E |>| B/A/D/D) [POW]
3407[Same reasoning as Tail Lash changes.]
3408
3409* Roll Assault has been buffed.
3410[v0.3: Hit increased to 0. Sharpness increased to 10. Guts Cost reverted to 50]
3411+ Hit: -10 -> 0
3412+ Sharpness: 5 -> 10
3413+ Total Tech Value: 17.5 -> 30 (S/D/C/E |>| S/C/C/D) [POW]
3414[The wonderful world of hard hitting techs that actually have a good chance to hit. Less efficient than Pinch-Throw, but something you can fall back on.]
3415
3416* Pierce-Throw has been altered.
3417[v0.3: Hit increased to -6]
3418+ Hit: -8 -> -6
3419+ Force: 28 -> 30
3420- Guts Cost: 20 -> 21
3421- Total Tech Value: 9.5 -> 12.5 (C/D/E/E |>| B/D/E/E) [POW]
3422[The Worm is happy to make these kinds of trades when their guts rate is slightly faster.]
3423
3424* Pinch-Throw has been altered.
3425[v0.3: Hit increased to -9]
3426- Hit: -8 -> -9
3427+ Force: 40 -> 42
3428+ Withering: 10 -> 13
3429- Guts Cost: 29 -> 30
3430+ Total Tech Value: 15.5 -> 18.5 (remains as A/D/D/E) [POW]
3431[To exemplify Pinch-Throw as a heavier version of Pierce-Throw.]
3432
3433* Pierce is now called Impale, is an Intelligence-based technique, and has been buffed.
3434[v0.3: Hit increased to 0. Force reverted to 12]
3435# Classification: Power Technique -> Intelligence Technique
3436+ Hit: -5 -> 0
3437+ Withering: 23 -> 26
3438+ Total Tech Value: 14.5 -> 22.5 (D/D/C/E |>| D/C/C/E) [INT]
3439[Much like Sting, this gives Worms a way to use their intelligence a little. While the damage is low, the withering to guts cost is quite good for being a cheap tech. The name alteration is just because Worm already has an unrelated tech that starts with "Pierce". This tech already has an intelligence requirement to get at Parepare, anyways.]
3440
3441* Tusk Slash has been buffed.
3442[v0.3: Guts Cost lowered to 16]
3443+ Sharpness: 17 -> 20
3444+ Guts Cost: 17 -> 16
3445+ Total Tech Value: 16.5 -> 19 (D/B/E/C |>| D/B/E/B) [POW]
3446[Sharpen up those tusks a little.]
3447
3448* Injection has been buffed.
3449[v0.3: Hit increased to -4. Withering lowered to 22. Guts Cost reverted to 28]
3450+ Hit: -11 -> -4
3451- Withering: 23 -> 22
3452+ Sharpness: 25 -> 30
3453+ Total Tech Value: 21.5 -> 30 (C/D/C/A |>| C/C/C/S) [INT]
3454[This is the biggest nuke that Intelligence Worms have. It's still not massive, but the crit chance is nothing to scoff at with passable force and decent withering tacked on.]
3455
3456* Poison Gas has been buffed.
3457[v0.3: Withering increased to 41. Sharpness reverted to 5]
3458+ Hit: -7 -> -6
3459+ Withering: 37 -> 41
3460+ Total Tech Value: 24.5 -> 29.5 (C/D/B/E |>| C/D/A/E) [INT]
3461[The big version of Pierce. It's a pretty strong Withering tech, but generally Worms have difficulty getting to Slot 4, and can't really go for a withering strategy. So instead, it's a better opener, which while irritating, shouldn't be overbearing.]
3462
3463* Wheel Attack has been buffed.
3464+ Sharpness: 15 -> 20
3465+ Guts Cost: 44 -> 40
3466+ Total Tech Value: 29.5 -> 36 (B/C/B/D |>| B/C/B/B) [POW]
3467[Nice tech, but pricy for the effects.]
3468
3469---------------------------------
3470-= ZUUM =- [D4]
3471Overview pending until changes are determined.
3472
3473* General Changes
3474# Zuum/Dragon Guts Rate: 15 -> 16 (2.0/sec -> 1.87/sec); 1/2/2/3/2/1 -> 2/3/3/3/1/2,
3475+ Zuum/Gali Guts Rate: 15 -> 14 (2/sec -> 2.14/sec); Due to Gali's Guts Rate buff.
3476+ Zuum/Monol: 2/2/1/2/1/3 -> 3/2/1/2/1/3; Due to Monol's LIF Growth buff.
3477+ Zuum/Mock: 1/2/2/2/2/2 -> 2/2/2/2/2/2; Due to Mock's LIF Growth buff.
3478+ Zuum/Naga: 2/2/1/3/2/2 -> 2/3/1/3/2/2; Due to Naga's POW Growth buff.
3479+ Zuum/Worm Guts Rate: 14 -> 13 (2.14/sec -> 2.31/sec) and Lifespan: 430 -> 450; Due to Worm's buffs.
3480[Carryover from changes to other breeds.]
3481
3482* Base Stat Changes:
3483+ Zuum/Pixie Base Stats: 70/110/120/140/100/90 -> 80/90/160/170/120/50 (630 BST -> 670 BST)
3484+ Zuum/Dragon Base Stats: 90/120/110/140/100/80 -> 120/130/110/140/90/100 (640 BST -> 690 BST)
3485
3486---------------------------------
3487= UNSORTED =- [D5]
3488Currently Unsorted Changes for monsters without their own section yet
3489If a monster's sub was changed/buffed but it has no changes here, it was due to their numbers after calculation not changing.
3490
3491The following monsters have also received recalculated stat growths due to Mock's LIF/DEF buffs.
3492+ Wracky/Mock: 2/0/3/0/2/0 -> 2/0/3/0/2/1;
3493+ Wracky/Mock Base Stats: 60/50/150/40/120/30 -> 70/40/150/50/120/60 (450 BST -> 490 BST)
3494+ ArrHead/Mock: 1/2/2/2/1/3 -> 2/2/2/2/1/3;
3495
3496Error Corrections:
3497+ Wracky/Golem Guts Rate: 13 -> 12 (2.31/sec -> 2.5/sec)
3498- Wracky/Dragon Guts Rate: 12 -> 13 (2.5/sec -> 2.31/sec)
3499
3500The following monsters have also received recalculated stat growths and/or guts rates due to the Dragon's changes.
3501- Beaclon/Dragon Guts Rate: 15 -> 16 (2.0/sec -> 1.87/sec)
3502+ Beaclon/Dragon Base Stats: 120/150/110/70/90/140 -> 130/150/110/80/90/140 (680 BST -> 700 BST)
3503# Baku/Dragon Guts Rate: 17 -> 18 (1.76/sec -> 1.66/sec); 3/3/2/1/0/2 -> 4/3/2/1/0/2
3504+ Baku/Dragon Base Stats: 150/130/100/80/60/120 -> 180/140/100/90/60/130 (640 BST -> 700 BST) H
3505
3506---------------------------------
3507-= TOURNAMENTS =- [D6]
3508 -! SPOILERS !-
3509Just for fun, each rank (E-S) will have an "EX" opponent, which is just a harder version of that original foe. I'll either choose the most irritating foe in the base game for that in each rank, or a random one if none of them stick out. There's also a running theme in the base game, where a lot of the AI opponents have lackluster Skill and Speed- which I'm cleaning up as those stats are the most important ones. For gimmick opponents, or just in some special cases, I'm going to let the AI "cheat" and have an illegal moveset, to make them actually pose some threat rather than "stand in slot 1 and let them lightly tap you." Lastly, for particular foes, I'm going to let them cheat on their arena movespeed, but generally I won't. Let's just say, some of the opponents figured out how to get their monster to forget techniques?
3510
3511* General Changes:
3512# All Tournament opponents now have 5 higher loyalty.
3513+ E Rank: 20-30 Loyalty -> 25-35 Loyalty
3514+ D Rank: 30-40 Loyalty -> 35-45 Loyalty
3515+ C Rank: 50 Loyalty -> 55 Loyalty
3516+ B Rank: 50-70 Loyalty -> 75 Loyalty (Special case for Lagirus who had 50)
3517+ A Rank: 25-80 Loyalty -> 85 Loyalty (Special cases for invitionals and Phoenix Cup)
3518+ S Rank: 90 Loyalty -> 95 Loyalty (Also applies to the Major 4)
3519+ F Rank: 70-80 Loyalty -> 75-85 Loyalty
3520[This change is twofold. It gives enemies a lower chance to do foolery on average, and a higher chance of activating their battle specials.]
3521
3522-= CLASS E =-
3523E Rank is the least affected rank in this patch. It's intended to remain as an area where the player can still earn some cash if they're struggling, without being too punishing. That said, the monsters will likely require you to train a little rather than bring a monster right off the disc and standing a good chance. Rank E may retroactively become harder in the future as some of the participating breeds are slated for changes in future patches.
3524
3525E Rank is now composed of the following monsters:
3526Mock/Joker
3527Hare/Tiger
3528Zuum/Jell
3529Ape/Ape
3530Gaboo/Gaboo
3531Arrowhead/Mock
3532
3533Spoilers for altered opponents:
3534* Lontar - Now a Mock/Joker "Zosral" with the stats 196/101/200/152/108/88 (677 BST -> 845 BST) [Techs: Headbutt / Leaf Gun / Toxic Needle]
3535[There are no Mock opponents in base MR2. Actually, there are a lot of breeds with that problem in MR2.]
3536
3537* Leone - Now an Arrowhead/Mock "Buzzsaw" with the stats: 157/188/48/152/66/252 (691 BST -> 863 BST) [Techs: Punch / Long Punch / Claw Assault]
3538[v0.3: Now has "Long Punch"]
3539[Hey, it's Hailfall but for E rank.]
3540
3541* Nats - Now a Hare/Tiger "Mondo" with the stats 88/255/52/252/164/43 (525 BST -> 854 BST) [Only has 1-2 Punch]
3542[Here's to you, Tubular.]
3543
3544* Harikicks- Now a Zuum/Jell "Malphiel" with the stats 156/157/154/152/161/133 (777 BST -> 913 BST) [Techs: Claw / Tail / Tail Combo]
3545[v0.3: Now has "Jumping Claw"]
3546[Harikicks, but better!]
3547
3548* Junomoule - Now an Ape/Ape "Jangmou" with the stats 149/127/208/211/122/157 (871 BST -> 974 BST) [Techs: Slap / Sneeze / Blast]
3549[An Ape who never learned to Thwack, but instead to Sneeze.]
3550
3551* Oakleyman - Buffed to "Oakleyman EX". Stats buffed to 212/208/13/154/154/66 (663 BST -> 807 BST) [No tech changes]
3552[Back with a vengeance. Lowest stats in E Rank, but has the traditional Gaboo combo of high LIF/POW/SPD with some SKI now.]
3553
3554# Average BST: 700.2 -> 876 (+ 116.7)
3555---------------------------------
3556-= CLASS D =-
3557D Rank is where things step up a bit compared to the base game. While E is still no trouble, D sees the opponents start pulling out specific strategies and stat totals that monsters fresh off disks just can't compete with (not even you, Phoenix). While still not particularly difficult, Rank D can pose some threat to young monsters with no central strategy. None of the monsters in D really stand out as particularly strong in the base game, so I just chose one on a whim for this rank's EX.
3558
3559D Rank is now composed of the following monsters:
3560Henger/Zuum
3561Golem/Arrowhead
3562Suezo/Gali
3563Mew/Pixie
3564Hopper/Hopper
3565Plant/Golem
3566Monol/Tiger
3567Naga/Worm
3568
3569Spoilers for altered opponents:
3570
3571* Winston - Now a Henger/Zuum "Gamma-316" with the stats 168/262/79/255/316/127 (966 BST -> 1207 BST) [Techs: Punch / Kick / Laser Cutter / Hammer Fall / Fist Missile]
3572
3573* Capella - Now a Suezo/Gali "Antares" with the stats 248/154/264/327/105/102 (969 BST -> 1200 BST) [Techs: Tail Assault / Spit / Telekinesis / Telepathy / Eye Beam]
3574* Sakura Art - Now a Golem/Arrowhead "Shumahoth" with the stats 264/358/55/128/72/259 (1127 BST -> 1156 BST) [Techs: Kick / Slap / Punch / Palm Strike / Heavy Slap]
3575
3576* Sleetbomb - Now a Monol/Tiger "Yawarakai" with the stats 178/251/278/266/173/205 (875 BST -> 1351 BST) [Techs: Charge / Flattening / Scratch / Sound Wave / Beam]
3577[High stats for D, but too rounded to be that threatening.]
3578
3579* Harrimaoh - Buffed to "Harrimaoh EX". Stats buffed to 146/324/103/272/274/109 (958 BST -> 1228 BST) [Techs: Hook / Jump Blow / 2 Jump Blows / 3 Jump Blows / Jab]
3580[Harrimaoh is EX, so I let him cheat on his moveset a little, and get 3 Jump Blows even though it's a special tech.]
3581
3582* Palmer - Now a Plant/Golem "Dedan" with the stats 344/315/77/213/62/203 (736 BST -> 1215 BST) [Techs: Slap / Root Attack / Root Combo / Jab / Steady Jab / Plant Combo]
3583[The first of an obscure quartet.]
3584
3585* Hailfall - Now a Naga/Worm "Eurikadus" with the stats 192/274/43/378/176/162 (839 BST -> 1216 BST) [Techs: Thwack / Stab / Belly Punch / Tail Assault]
3586
3587* Milliam - Now a Mew/Pixie "Marianne" with the stats 194/102/303/304/305/32 (968 BST -> 1240 BST) [Techs: Stab / Miaow / Song of Mew / Recital]
3588[Marianne is an utter novelty monster. I let her cheat on her moveset extremely hard because it's an INT Mew, and they're not working with much. Not so much an opponent as an idea.
3589
3590Your monster should never really lose unless it's too weak for D rank, or you get lucksacked really hard.]
3591
3592# Average BST: 929.8 -> 1226.625 (+ 296.825)
3593---------------------------------
3594-= CLASS C =-
3595C Rank is one of the "odd man out" ranks, like E and A- since experienced players and speedrunners usually just skip it in favor of B rank. Which is understandable, since there's never any particular NEED to actually fight in C Rank whereas B is where the cash is. That said, I'm not just going to leave it alone. So, in fitting with its rarely visited nature, I'll use a few rarely raised monsters in this rank and some specialist stat allocations to at least leave the rank a bit memorable the one or two times it is fought near the beginning. Similar to D, there's not really any standout monsters in C (Unless you count Ofrey for being extremely bad), so I chose the EX on a whim.
3596
3597C Rank is now composed of the following monsters:
3598Niton/Kato
3599Colorpandora/Colorpandora
3600Kato/Tiger
3601Pixie/Wracky
3602Joker/Bajarl
3603Worm/Naga
3604Tiger/Suezo
3605Jell/Hare
3606Baku/Dragon
3607Centaur/Durahan
3608
3609Spoilers for altered opponents:
3610
3611* Ofrey - Now a Worm/Naga "Jorgumand" with the stats 389/425/112/234/229/233 (1213 BST -> 1622 BST)
3612[Techs: Bite / Somersault / Leg Sweep / Pierce-Throw / Pinch-Throw / Tusk Slash]
3613
3614* Gunburn - Now a Jell/Hare "Cimmi" with the stats 319/354/86/327/168/362 (1436 BST -> 1616 BST)
3615[Techs: Stab / Pierce / Whip / Two Whips / Jell Press / Jell Cube / Three Cubes / Jell Top / Spiked Top / Fly Swatter / Fly Smasher]
3616
3617* Susvain - Now a Niton/Kato "Shalezane" with the stats 246/157/418/275/124/569 (1195 BST -> 1789 BST) [Techs: Sound Wave / Sound Wave-L / Electrify / Severe Shock / Niton Ink]
3618[This is basically Pirrateau a rank earlier with shuffled stats, but Pirrateau sucks in B so it's fine. He found the move deleter and dropped those chump slot 1 tech.]
3619
3620* Zamber - Now a Joker/Bajarl "Marx" with the stats 233/372/418/366/211/104 (1486 BST -> 1704 BST) [Techs: Death Punch / Death Smash / Death Cutter / Death Energy]
3621
3622* Nicolle - Now a Tiger/Suezo "Azaka" with the stats 246/172/354/481/309/134 (1370 BST -> 1696 BST) [Techs: Bite / Shock / Paralyze / Ice Bomb / Blizzard]
3623
3624* Pivorus - Buffed to "Pivorus EX". Stats buffed to 528/216/258/354/255/3 (1234 BST -> 1614 BST)
3625[v0.3: LIF increased to 528]
3626[Techs: Face Attack / Tail Swing / Giant Whip / Vital Ritual / Cracker / Megacracker / Triple Shots / Shotgun / Megashotgun]
3627[I have plans to make Vital Ritual suck less later, but for now I'll go ahead and put it on Pivorus here.]
3628
3629* Hyoue - Now a Kato/Tiger "Desperado" with the stats 234/19/562/276/486/53 (1268 BST -> 1630 BST) [Techs: Twister Claw / Tornado Claw]
3630[I think there's maybe 3 or 4 people on the planet who might get this. All unneccesary techs have been eliminated.]
3631
3632* Recknen - Now a Baku/Dragon "Magmerit" with the stats 443/377/102/211/184/338 (1247 BST -> 1615 BST) [Techs: Bite / Two Bites / Charge / Gust Breath]
3633[v0.3: No longer has "Dust Cloud"]
3634[Unrelated: Have you heard the high-pitched screech Bakus make during Diving Press? It's unpleasant, in my opinion.]
3635
3636* Rockgeiger - Now a Centaur/Durahan "Ivan" with the stats 316/300/167/374/233/217 (1203 BST -> 1607 BST)
3637[v0.3: No longer has "RearLeg Kick" or "Javelin"]
3638[Techs: Smash / Smash Combo / Triple Stabs / Stab Throw / Turn Thrust / Death Thrust]
3639
3640* Waranmo - Now a Pixie/Wracky "Kokono" with the stats 183/176/339/356/484/72 (1370 BST -> 1610 BST) [Techs: Slap / Bang / Kiss / Bolt / Lightning / Flame / Gigaflame]
3641[v0.3: No longer has "Pat". Now has "Kiss"]
3642[Waranmo cheats in MR2 by having a special tech. Turns out, his replacement does too.]
3643
3644# Average BST: 1302.2 -> 1649.3 (+ 347.1)
3645
3646---------------------------------
3647-= CLASS B =-
3648B Rank is another one of those "mandatory" ranks. Though in the original game, this rank varies a lot- as it has many weak contenders in Pirrataeu, Dewless, Tiravail, and Aspin. Then on other side, stuff like Epsilon and Liquel which can do you in pretty quickly (but seriously- why is Tiravail here, it wouldn't be good in the original C rank). This is when Special Techs open up, and the competition is going to be aware of this as well. Only a few cheaters like EX Enemies and Marianne had them before, but here they'll be around. B Rank might only be a little harder than Epsilon & Co., but that applies to every enemy in the rank. Naturally, the EX will be the monster responsible for the most KOs in the original game.
3649
3650B Rank is now composed of the following monsters:
3651Jill/Tiger
3652Gali/Plant
3653Undine/Undine
3654Dragon/Metalner
3655Arrowhead/Suezo
3656Hare/Gali
3657Ghost/Ghost
3658Beaclon/Henger
3659Naga/???
3660Durahan/Mock
3661
3662Spoilers for altered opponents:
3663
3664* Aspin - now a Ghost/Ghost "Ezzy" with the stats 317/428/473/464/456/22 (1877 BST -> 2160 BST) [Techs: All Ghost Techs]
3665
3666* Epsilon - now a Beaclon/Henger "Dirge" with the stats 443/634/141/318/222/353 (1944 BST -> 2111 BST)
3667[Techs: Punch / Heavy Punch / Maximal Punch / Horn Strike / Horn Attack / Beaclon Combo / Dive Assault / Horn Combo / Horn Smash / Rolling Bomb / Fist Missile]
3668
3669* Ghoulshine - now an Undine/Undine "Lenneth" with the stats 290/168/532/471/555/108 (1942 -> 2124 BST)
3670[Techs: Ice Sword / Splash / Cold Fog / Arrow / Aqua Wave / Ice Coffin / Ice Arrow / Water Gun / Icicle Arrow / Cold Geyser / Water Cannon]
3671
3672* Sanjuras - now a Gali/Plant "Faelanx" with the stats 395/358/421/356/318/307 (1827 -> 2155 BST)
3673[Techs: Back Blow / Fire Wall / Blaze Wall / Napalm / Heavy Blow / Whirlwind / Spirit Blow / Straight / Red Wisp / Spirit Punch / Thunderbolt / Giant Blow / Spirit Smash]
3674
3675* Dewless - now a Dragon/Metalner "Novaheart" with the stats 462/468/213/503/234/309 (1635 BST -> 2189 BST)
3676[Techs: Tail Whip / Tail Attack / Bite / Dragon Punch / Wing Attack / Wing Combo / Claw Combo / Trample / Glide Charge / Slamming Down / Flying Combo]
3677
3678* Tiravail - now an Arrowhead/Suezo "Zasz" with the stats 372/408/168/360/218/673 (1332 [Dude, why is it so bad] -> 2199 BST)
3679[Techs: Punch / Claw Pinch / Somersault / Long Punch / Tail Swing / Claw Assault / Acrobatics / Hidden Sting]
3680
3681* Baluum - now a Jill/Tiger "Pierre" with the stats 666/368/377/254/328/153 (1846 BST -> 2146 BST)
3682[Techs: Double Slaps / Ice Spikes / 1-2 Straight / Slap Combo / Ice Wave / Cold Breath / Snowstorm]
3683
3684* Pirrateau - now a Durahan/Mock "Curtis" with the stats 418/37/632/477/266/400 (1499 BST -> 2230 BST) [Techs: Air Shot / Lightning / Blast Shot / Gust Slash]
3685[Another gimmick monster. But hey, every rank could use one. Also, I gave him Grit just because I find it amusing. I skipped Sword Throw since Curtis's Skill isn't that high.]
3686
3687* Liquel - Buffed to "Liquel EX". Stats buffed to 336/555/114/427/416/271 (1663 BST -> 2119 BST)
3688Techs: Straight / Hard Straight / Kung Fu Fist / Kung Fu Blow / Bang / Back Blow / Rolling Blow / Smash / Spin Kick / 1-2 Punch / Kung Fu Kick]
3689[Liquel's Guts rate is also hastened from 16 to 15 due to the changes to Gali earlier in the changelist. Interestingly, Liquel doesn't have Gas in the base game either. Also, Bang!]
3690
3691* Robeneal - now a Naga/??? "Vasuki" with the stats 334/473/175/562/269/314 (1789 BST -> 2127 BST) [Techs: Thwack / Stab / Belly Punch / Tail Assault / Roll Assault / Drill Attack]
3692
3693# Average BST: 1735.1 -> 2156 (+ 420.9)
3694
3695
3696* Lagirus - Altered to "Lagirus EX". Stats changed to 426/563/454/570/410/302 (BST remains as 2725). Sub-breed changed.
3697[Lagirus is already pretty strong for B Rank, so I'm just rearranging his stats to be more efficient instead of buffing him entirely.]
3698
3699---------------------------------
3700-= CLASS A =-
3701Technically the player never has to visit A Rank. Though in practice, cash cows usually bounce between farming B and A, so it's not nearly as desolate as C or E Rank. Interestingly, it also only has 8 opponents, rather than the 10 of C and B Rank (S Rank shares this 8 member trait, though technically the Major 4 opponents are S rank too). The only real chumps here initially are Caplan (Who gives Duckens a bad look even though they're great) and Goatrek- who is now worse than Dirge in B Rank and is in general the Tiravail of A Rank. I decided I would go ahead and make the weak duck the EX to show that Duckens don't suck. A Rank will be substantially harder now, but it was honestly really easy before so that's probably ok.
3702
3703A Rank is now composed of the following monsters:
3704Golem/Metalner
3705Plant/Pixie
3706Ducken/Ducken
3707Ape/Gali
3708Metalner/Suezo
3709Wracky/Wracky
3710Monol/Worm
3711Joker/Tiger
3712
3713Spoilers for altered opponents:
3714
3715* Arculon - now a Wracky/Wracky "Janteloven" with the stats 377/656/166/554/679/325 (2429 BST -> 2757 BST)
3716[Techs: Weapon / Weapon Combo / Twister Kick / Punch / Heavy Punch / Wracky Combo / Spin Slash / Twister Slash / Beat Dance / Cursed Dance]
3717[I considered making Arculon the EX, but there was an Arrowhead in B Rank as well so it seemed a bit soon for another. So now it's power Wracky.]
3718
3719* Catalina - now a Plant/Pixie "Okakiyo" with the stats 778/157/573/516/428/277 (2132 -> 2729 BST) [Techs: Life Steal / Toxic Pollen / Toxic Nectar / Seed Gun / Seed Gatling]
3720
3721* Caplan - Buffed to "Caplan EX". Stats buffed to 389/414/567/571/688/161 (2217 BST -> 2790 BST)
3722[Techs: Ducken Dance / Surprise / Bound / Eye Beam / Beam Shower / Maximal Beam / Bound Charge / Bound Stamp / Missile / Two Missiles / Frantic Beam]
3723[You know, the Caplan who is total garbage? Yeah, I buffed that one because I didn't want to do Kitty EX either.]
3724
3725* Kitty - now an Ape/Gali "Aurum" with the stats 502/558/502/513/301/476 (2436 BST -> 2852 BST)
3726[Techs: Slap / Sneeze / Thwack / Blast / Boomerang / Grab-Throw / Roll Assault / Bomb / Magic Banana]
3727[Fell for the "balanced stats" meme. You can pull the same trick as Kitty in the base game and let him Roll Assault your monster in the New Year Cup to trigger death unlocks.]
3728
3729* Goatrek - now a Metalner/Suezo "Lee" with the stats 448/612/33/759/316/560 (2016 BST {nice job Goatrek} -> 2728 BST)
3730[v0.3: LIF increased to 448. INT lowered to 33]
3731[Techs: Left Slap / Back Charge / Right Slap / Straight / High Kick / Double Kicks / Dash Straight / Elbow Strike / Double Palms / Palm Strike / Burning Palm / UFO Attack]
3732[Hey, a Metalner. It's the worst sub-breed of a Metalner, but one nonetheless.]
3733
3734* Siva - now a Golem/Metalner "Hissatsu" with the stats 582/615/101/774/212/464 (2493 BST -> 2748 BST)
3735[Techs: Heavy Punch / Slap / Uppercut / Punch / Brow Hit / Palm Strike / Double Palms / Heavy Slap / Charge / Brow Smash / Fist Shot]0D 00 00 43 00 00 00 00 00
3736[I'm counting this as the gimmick monster for this rank. Forget POW, it's all about the SKILL for Golems.]
3737
3738* Sharkin - now a Joker/Tiger "Azrael" with the stats 328/568/718/660/357/173 (2441 -> 2804 BST) [Techs: All Joker Techs]
3739[Stat Check: Does your monster get OHKO'd by Death Energy or no?]
3740
3741* Lamsweet - now a Monol/Worm "Ourodooros" with the stats 577/516/152/571/366/659 (2732 BST -> 2841 BST)
3742[Techs: Charge / Spike Stabs / Needle Stabs / Flattening / Spike Bite / Knock / Two Knocks / Knockalypse / Flattening-L / Flattening-X / Tentacles]
3743[A cocooned Monol, with a guts rate to match.]
3744
3745# Average BST: 2362 -> 2781.125 (+ 419.125)
3746
3747
3748* Leo - buffed to "Leo EX". Stats buffed to 632/688/216/712/327/504 (1966 BST -> 3079 BST). Sub-breed changed.
3749[Techs: Swing / Twister Slash / Flash Slash / Triple Slash / Million Stabs / Punch Combo / Rush Slash / Kick Combo / Jumping Stab / Rolling Slash / Charge / V-Slash]
3750[Leo is weaker than Lagirus, and I don't really get why. So now he's somewhere between A Rank and S rank in strength.]
3751
3752* Volcane - now a Phoenix/Phoenix "Aslethal" with the stats 518/888/14/716/667/52 (2043 BST -> 2855 BST) [Techs: Beak / Talons / Rapid Beak]
3753[I don't like the Phoenix Cup because it's redundant, but it's gonna be there anyways so I may as well try for distinctness. It's pronounced "Az-leh-thal", if you're curious. An "extremely" creative combination of ashes and lethal. These guys are min-maxed, so be wary of fighting them before you can handle A Rank without much trouble.]
3754
3755* Bernerd - now a Phoenix/??? (Blue Phoenix) "Lemnos" with the stats 673/22/720/688/426/319 (2043 BST -> 2848 BST)
3756[Techs: Flame Shot / Fire Twister / Fire Tornado / Heat Beam / Fire Stream]
3757[Not to be confused with the other Blue Phoenix. Or the other Lemnos? I always thought this was "Bernard", but apparently I was mistaken.]
3758
3759* Bigfoot - now a Durahan/Phoenix "Suzaku" with the stats 812/416/105/533/400/679 (2237 BST -> 2945 BST)
3760[Not to be confused with the other Suzaku. Why is a Jill here anyways?]
3761
3762---------------------------------
3763-= CLASS S =-
3764S Rank isn't bad in the base game, but the heat could stand to be higher. Foes like Goliath, Mahoroty, and Aqualine don't really pose much threat (I find my thoughts drifting towards Tiravail once more). I give the distinction of the EX to Ordorf, because, I mean, the only other one who might deserve it is Thanatos. I'm not shy about giving monsters really high stats like the base Monster Rancher 2 was. S Rank will be quite difficult now- but not unsurmountable, hopefully.
3765
3766S Rank is now composed of the following monsters:
3767Hopper/Pixie
3768Gaboo/Joker
3769Phoenix/???
3770Tiger/Worm
3771Bajarl/Joker
3772Pixie/Gali
3773Henger/Metalner
3774Niton/Bajarl
3775
3776Spoilers for altered opponents:
3777
3778* Aqualine - now a Hopper/Pixie "Burgundy" with the stats 512/567/801/973/660/169 (3015 BST -> 3682 BST)
3779[v0.3: No longer has Lightning]
3780[Techs: Jump Blow / 2 Jump Blows / 3 Jump Blows / 1-2 Jump Blow / Hopper Combo / Jab / Flick / Flame]
3781[Surely I can fit one last gimmick monster in here somewhere. Though at stats this high, big gimmicks sorta stop working.]
3782
3783* Ordorf - buffed to "Ordorf EX". Stats buffed to 914/823/201/614/752/279 (3069 BST -> 3583 BST)
3784[Techs: Slap / Diving Press / Samurai Kick / Chop Combo / Chop / Shockwave / Back Blow / ElectricBlow / Ninja Kick / Straight / Long Punch / Jumping Chop]
3785[The EX absolutely nobody but myself wanted to face.]
3786
3787* Goliath - now a Phoenix/??? (Cinder Bird) "Japhet" with the stats 598/412/802/789/418/567 (2726 BST -> 3586 BST)
3788[Techs: Beak / Talons / Rapid Beaks / Flame Shot / Flame Cannon / Fire Twister / Fire Tornado / Fire Stream / Eruption]
3789[The second of an obscure quartet.]
3790
3791* Zagref - now a Tiger/Worm "Houtenjin" with the stats 628/856/313/833/577/451 (3026 BST -> 3658 BST)
3792[Techs: Bite / Scratch / One-Two / Maul / Body Blow / Stab / Roll Assault]
3793[Yeah, a POW Tiger. Should be a bit better now that Tigers have gotten a passover on their rather lackluster POW hit techs.]
3794
3795* Thanatos - now a Bajarl/Joker "Apollo" with the stats with the stats 677/716/278/879/503/544 (3048 BST -> 3597 BST)
3796[Techs: Hook / Right Jab / Straight / Uppercut / 1-2 Uppercut / 1-2 Smash / Magic Punch / Mystic Combo / Mystic Punch]
3797
3798* Daphiel - now a Pixie/Gali "Providence" with the stats 480/96/964/858/843/312 (3096 BST -> 3553 BST)
3799[Techs: Bang / Supernova / Bolt / Lightning / Life Steal / Kiss / Flame / Gigaflame / Ray]
3800[She's holy, and she blatantly cheats on her tech list.]
3801
3802* Prometheus - now a Henger/Metalner "Nelson" with the stats 404/614/601/762/986/218 (3160 BST -> 3585 BST)
3803[Techs: Kick / Heavy Chop / Yo-yo / Two Yo-Yos / Laser Sword / Napalm Cannon / Burst Cannon / Hammer Fall / Sound Wave / Fist Missile / Drill Shot]
3804[I wonder how many people actually played all the way through MRBC2? Anyways, Nelson is fast. In fact, the fastest a monster can be. Modified to max efficiency.]
3805
3806* Mahoroty - now a Niton/Bajarl "Ul-Shazir" with the stats 614/669/302/678/504/902 (2912 BST -> 3669 BST)
3807[Techs: Whip / Stab / Numbing Stab / Electric Stab / Whip / Numbing Whip / Millions Whips / Niton Ink / Shell Attack / Spiked Shell / Violent Shell]
3808[Mahoroty, 'not garbage' edition.]
3809
3810# Average BST: 3006.5 -> 3614.125 (+ 607.625, which is a lot, but S rank IS supposed to be about the end of the game)
3811[S Rank is now as strong as the old Major 4. Which I think is fine since the original Major 4 was mostly pushovers aside from Loveless and Carmine.]
3812
3813---------------------------------
3814-= MAJOR 4 =-
3815Part of me was always disappointed that you can pump your stats high enough that the Major 4 isn't any threat. Now even a monster with one or two maxed stats has cause to be concerned. Since it's not really a rank, there's no EX, and all the competitors are new. There's not much to say, but none of the monsters in the original Major 4 can compete with the new opponents. You may even have to wait for a second generation monster now. At this point stat allocations are made under the assumption that the player will need to both manipulate the AI and have good stats of their own to win. Or rather, every M4 enemy is at least about as threatening as Loveless now. There's a very light theming based on the seasons the tournaments occur in, but I'm sure you can figure that out without me saying explicity who fits where.
3816
3817 The Major 4 is now composed of the following monsters:
3818 February May August November
3819Baku/Joker Worm/Gali Baku/Joker Worm/Gali
3820Zilla/Tiger Gali/??? Gali/??? Zilla/Tiger
3821Mock/??? Jell/Plant Durahan/Metalner Suezo/???
3822
3823Spoilers for altered opponents:
3824
3825* Astound - now a Jell/Plant "Groovy" with the stats 732/256/850/801/519/988 (3367 BST -> 4146 BST)
3826[v0.3: No longer has Two Whips. POW lowered to 256. INT increased to 850]
3827[Techs: Suffocation / Beam Gun / Beam Cannon / Artillery / Gatling Gun / Jell Copter]
3828[I don't take naming opponents very seriously. But hey, you don't want to get dunked by a dude named 'Groovy', do you?]
3829
3830* Carmine - now a Baku/Joker "Xervah" with the stats 692/569/914/963/503/517 (3523 BST -> 4158 BST)
3831[Techs: Dust Cloud / Bite / Two Bites / Roar / Two Roars / Million Roars / Sneeze / Mating Song / Foul Wind / Hypnotism / Nap]
3832[Xervah is kind of a gimmick, but the kind with high stats. As with most monsters like this, Xervah will get stronger after my passover on Bakus.]
3833
3834* Siarra - now a Suezo/??? (White Suezo) "Poritoka" with the stats 615/552/999/866/608/503 (3591 BST -> 4143 BST)
3835[Techs: Tongue Slap / Kiss / Spit / Lick / Chewing / Telekinesis / Telepathy / Eye Beam / Yodel]
3836[Yeah, Poritoka got demoted- but he'll show the Major 4 what he can do! He's got the highest intelligence of any opponent in the game, that's for sure!]
3837
3838* Zelandia - now a Zilla/Tiger "Ordrum" with the stats 873/902/318/826/589/632 (3428 BST -> 4140 BST)
3839[Techs: Belly Attack / Headbutt / Knocking-Up / Scratch / Tail Lashes / Body Press / Earthquake / Charge / Zilla Rush]
3840[If you're wondering why I opted to replace Zelandia rather than Drewguard with the Zilla, the answer is that it really doesn't take any more work, and it helps with the seasonal theming. Ordrum is putting that Tiger subbreed to work and pumped his skill. Also, he doesn't have Roll Assault because that move is trash and I haven't fixed Zillas yet.]
3841
3842* Drewguard - now a Worm/Gali "Amenti" with the stats 927/804/666/720/418/665 (3282 BST -> 4200 BST)
3843[v0.3: SKI increased to 760]
3844[Techs: All of them except "Bite" and "Sting"]
3845[She's a good Worm.]
3846
3847* Brigandy - now a Durahan/Metalner "Einhander" with the stats 685/810/432/914/465/813 (3586 BST -> 4119 BST)
3848[Techs: Swing / Twister Slash / Slash Combo / Flash Slash / Triple Slash / Million Stabs / Punch Combo / Rush Slash / Dash Slash / Kick Combo / Charge / Rolling Slash]
3849[Haha! I'm making dumb references and nobody can stop me! You can consider this "Loveless EX" if you'd like.]
3850
3851* Loveless - now a Mock/??? (White Birch) "Antagonis" with the stats 908/49/906/883/612/664 (3883 BST -> 4022 BST)
3852[Techs: Leaf Cutter / Leaf Gun / Leaf Gatling / Toxic Needle / Toxic Arrows / Energy Steal / Twister / Gale Frenzy]
3853[Probably the laziest name so far. Naturally as Loveless' replacement he has to be a pain the ass.]
3854
3855* Rouge - now a Gali/??? (Happy Mask) "Jubilee" with the stats 414/916/931/912/900/68 (3089 BST -> 4141 BST)
3856[v0.3: Tech list revised]
3857[Seriously though, why does every Plant in the game have really bad stats? Every single Plant is the Tiravail of their rank. Anyhow, now there's a chipper Gali here instead. Jubilee has probably the strangest stat allocation of anyone in the Major 4, but you'll be feeling the hurt if you lose the race.]
3858
3859# Average BST: 3468.6 -> 4134.33 (+ 665.73, no comment)
3860
3861#---= LEGEND CUP =---#
3862I don't really think this needs its own section since it's basically just an extension of the Major 4. These are intended as the strongest opponents in the IMa circuit (though not the strongest in the game). Seeing as this is a "hard mode" mod, your monster has to be pretty top notch to win.
3863
3864Spoilers for altered opponents:
3865
3866* Most - stats buffed to 818/874/850/867/852/925 (4612 BST -> 5186 BST) [Techs: Most of them]
3867[Hey, it's Most. If you kept up with the rest of the ranks, you'll notice it's the only Mocchi in E-S rank. But they were a scourge in the base game so that's probably fine. Anyways, Most has pretty decent stats. For thematic reasons, I left the name alone. Most got some tips from his alien buddies about cranking up his guts rate even further.]
3868
3869* Poritoka - has been demoted to the Major 4. Replaced with a new Legend Cup strength opponent with the stats 937/982/918/871/703/756 (3856 BST -> 5167 BST)
3870[v0.3: Name updated to what it should be translated as]
3871[I mean, it's not really a surprise if you think of all the Monster Rancher characters that could fit in this spot.]
3872
3873# Average BST: 4234 -> 5176.5 (+ 942.5)
3874[This is mostly Poritoka's fault for being a chump in the base game.]
3875
3876---------------------------------
3877-= CLASS F =-
3878The game doesn't convey very well that the F means "Free For All", but I'll assume you already know that. Anyways, a lot of the monsters exclusive to F are bizarrely weak- particularly the Elder's Cup monsters. Which you have to be 6y 3m old to fight, but they're like, A rank monsters strength-wise? I don't get it. Regardless, the F Rank Cups are getting looked at both thematically and power-level-wise. The Hero and Heel Cup are decently somewhere between B and A, but they vary too much and some monsters in those tournaments are just vastly weaker than others present. After adjustments the Badge tournaments will be approximately between A and S.
3879
3880* Gadoc - now a Wracky/Pixie "Sumire" with the stats 537/316/878/878/891/315 (2605 BST -> 3815 BST)
3881[Techs: All the Wracky INT techs and Punch]
3882[Boy, that's an obscure reference. The obvious thematic for the Elder Cup is that all the monsters in it have long lifespans.]
3883
3884* Lucky - now a Mew/Tiger "Reikah" with the stats 483/672/551/788/804/513 (2891 BST -> 3811 BST)
3885[Techs: Headbutt / Head Assault / Scratch / Rushing Punch / Diving Press / HundredBlows / MillionBlows / Twiddling / Twiddling-2 / Circular / Zap / Eradicate]
3886[Mews have a long lifespan in case you weren't aware. Also, coming up with this many names is hard!]
3887
3888* Nostal - now a Kato/Gali "Makyo" with the stats 814/230/777/929/736/318 (2524 BST -> 3804 BST)
3889[v0.3: LIF increased to 814]
3890[Techs: Smoke Breath / Lick / Oil Spray / Sake Fire / Twister Claw / Tornado Claw / Sake Break]
3891[I sorta got the thematics because the other two have decently long lived subs, but neither Worms nor Zuums have long lifespans? Anyways, Makyo has an annoying healing gimmick and you have to fight him. Also, I'm just sorta noticing now, but everyone in the Elder's Cup now has really high speed. Good.]
3892
3893
3894* Otto - now a Henger/??? (Skeleton) "Mr. Bones" with the stats 710/768/289/676/553/109 (1829 BST -> 3105 BST)
3895[v0.3: LIF increased to 710]
3896[So, you might've seen it coming, but the Heel Cup is literally just going to be full of monsters with psuedo-bad wrestling titles or otherwise moronic names. Also they all have Anger. The Hero/Heel Cup will be somewhere between A and S rank, statwise. They cheat a bit, as you'd expect.]
3897
3898* Donovan - now a Pixie/Durahan "Iron Maiden" with the stats 500/890/138/774/712/101 (1592 BST -> 3115 BST)
3899[Techs: Slap / High Kick / Heel Raid / 1-2 Punch / Phantom Claw / Death Final]
3900[A pun and a bad wrestling name! Also a Power Pixie.]
3901
3902* Patio - now a Hopper/Joker "Vince" with the stats 588/707/119/734/725/244 (2453 BST -> 3117 BST)
3903[v0.3 LIF increased to 588. DEF lowered to 244]
3904[Techs: Jump Blow / 2 Jump Blows / 3 Jump Blows / 1-2 Jump Blow / Hopper Combo / Jab / Flick / Phantom Claw / Rapid Flick / Flick Combo]
3905[Yes, that Vince.]
3906
3907* Boreas - now a Hare/Pixie "Guts N Glory" with the stats 513/328/929/666/510/303 (1464 BST -> 3249 BST) [Techs: Bang / Gas / Foul Gas / Miasma]
3908[v0.3: Guts Rate altered]
3909[This name makes more sense if you're up to date with the bugs fixed during Monster Rancher's localization. Technically this is more of a team's name, but oh well... The higher BST
3910
3911compared to others is because of this monster's gimmick.]
3912
3913* Lagamaan - now a Joker/Dragon "CM Redux" with the stats 446/521/822/700/309/325 (2233 BST -> 3123 BST) [Techs: All Joker Techs]
3914[Not to be confused with the other CM. Basically everyone opponent in this tournament is trying to cheese you hard.]
3915
3916
3917* Carahan - now a Zuum/Gali "Chartreuse" with the stats 783/611/295/620/504/276 (2435 BST -> 3089 BST)
3918[Techs: MillionClaws / Bite / MillionBites / Tail / Tail Lash / Tail Lashes / Claw Combo / Tail Combo / Burning Roll / Roll Assault / Jumping+Diving+Aerial Claw / Fire Charge]
3919[Get it? A color between yellow and green? ...Nevermind. The Heroes' Cup is less gimmicky than the Heels' Cup, and has a lot of high health blokes with good natures in it.]
3920
3921* Satya - now an Arrowhead/??? (Sumopion) "Kyuseishu" with the stats 808/714/51/722/310/639 (1923 BST -> 3234 BST)
3922[Techs: Punch / Claw Punch / Somersault / Somersaults / Long Punch / Tail Swing / Tail Swings / Claw Assault / Jumping Claw / Acrobatics / Hidden Sting / Cyclone / Roll Assault / Fist Missile]
3923[Iron Maiden sorta already took the "Power Pixie" thing for herself, so Satya got changed completely. All hail, I guess?]
3924
3925* Tsumuji - now a Colorpandora/Pixie "Tomomo" with the stats 932/16/770/866/634/1 (2214 BST -> 3219 BST)
3926[Techs: Vital Ritual / Triple Shots / Delta Attack / Shotgun / Megashotgun]
3927[One "O" for each head. I'm playing cheap with "Grit" in the Heroes' Cup, because a hero doesn't give up. She'll get a lot better when Vital Ritual sucks less.]
3928
3929* Minutes - now a Beaclon/Durahan "Haleview" 714/834/162/720/383/361 (1753 BST -> 3174 BST)
3930[Techs: Heavy Punch / Maximal Punch / Horn Attack / Punch Combo / Horn Smash / Rolling Bomb / Flying Bomb / Fist Missile]
3931[I look forward to "Hours" in the next Monster Rancher (Spoilers: There isn't one). Also here's another Beaclon. Buncha WEEB names up in this tournament.]
3932
3933* Regretti - now an Undine/Joker "Hakurei" with the stats 513/21/923/876/830/24 (3187 BST)
3934[Techs: Arrow / Aqua Waves / Ice Coffin / Ice Arrow / Cold Whirl / Water Gun / Icicle Arrow / Hailstorm / Coldstorm / Water Cannon]
3935[Never forgetti this Regretti. I know the name is sort of amiss but I already set it aside to use before I even started changing monsters, and there's way too many Pixies already. Turns out making a Siren best-natured isn't really very hard at all due to how good-natured Undines are.]
3936
3937---------------------------------
3938---= IMa vs. FIMBA =--- (Partial)
3939{! Big Spoilers !}
3940
3941( S RANK )
3942[v0.3: Five new S rank FIMBA monsters to fight. No slots left! Attributes of some participants altered]
3943The way the S Rank FIMBA meet worked is that I allowed anybody who has beaten the mod (including myself because I obviously have done that as well) to give me their request for a MR1 main-breed, and yes- it has to be from MR1 (or at least the obvious spiritual successor to the breed), which will become a superboss. Also Akirel, because he's not going anywhere. When the slots fill up, nobody will be replaced from then on. I will not be showing the techs or stats of these monsters here as I'd like them to be a surprise.
3944
3945* Akirel - buffed to "Akirel DX". Stats buffed to 990/961/999/962/969/958 (5014 BST -> 5839 BST)
3946[v0.3: LIF increased to 990. DEF increased to 958. Tech list revised]
3947[Akirel is the original superboss of MR2, and he's going to stay there- just accompanied by seven friends. He has the absolute highest abilities of any enemy I was willing to put in the mod. Needless to say, he's a pain in the ass to beat. Congratulations if you defeat him without savestate scumming mid-match, you beat the hardest enemy I was willing to design. Obviously I could just make some 999-in-everything Golem with a guts rate of 1, but I have some standards.]
3948
3949* Abarel - now a Ghost/Ghost "Celedaen" with the stats 928/999/990/949/924/874 (3220 BST -> 5664 BST)
3950[Courtesy of Tsmuji. Tsmuji chose the spread and other details, which is the the SKI and SPD hurt me personally! That said, Ghosts are a threat with their buffs in Hard Mode!]
3951
3952* Arngra - now a Naga/Golem "Enoch" with the stats 969/887/994/983/872/985 (3187 -> 5690 BST)
3953[Courtesy of IronHammer. The third of an obscure quartet. With its newly buffed Intelligence techs, this Naga has the possibility of being quite the pain! Thanks for playing along with my dumb naming scheme, IH!]
3954
3955* Shing - now a Suezo/??? (Gold Suezo) "JackOfHearts" with the stats 896/994/997/992/943/844 (3220 BST -> 5666 BST)
3956[Courtesy of JackOfHearts- one of my best testers. There was no Gold Suezo in MR1, but there were Suezoes..., so we'll say they figured it out! A bit squishy, but a hard hitter.]
3957
3958* Soketsu - now a Monol/??? (Galaxy) "Alchius" with the stats 999/984/903/971/940/999 (3187 BST -> 5796 BST)
3959[Courtesy of me. I'll show what Monols can do now that they're buffed! This would be the "Sky" Monol from MR1, but it's not in 2, so it migrated to its MR2 cousin "Galaxy".]
3960
3961* Hammed - now a Henger/Monol "Painkiller" with the stats 943/991/919/997/876/974 (4814 BST -> 5700 BST)
3962[Courtesy of Stardust. Hengers have always been fairly powerful (especially in MR1)- so here's a really strong one! It only has one real weak point.]
3963
3964* Roog - now a Niton/??? (Radial) "Riehlvelt" with the stats 979/912/898/932/995/973 (4563 BST -> 5689 BST)
3965[Courtesy of Ian. Radial was actually a monster in MR1. It was a Disk, yeah, but Nitons are basically just Disks. Similarly to how Zuums are basically just Dinos. I'll allow it.]
3966
3967* Lightning - now a Pixie/Tiger "MR1 BestGirl" with the stats 902/878/998/986/999/914 (3147 BST -> 5677 BST)
3968[Courtesy of Mr. Pickles. Harkens back to one of the strongest monsters in MR1. She's carrying over a certain trait from Monster Rancher 1 too!]
3969
3970---------------------------------
3971-= ERRANTRIES =- (Partial / Unfinished) [D7]
3972The majority of errantry monsters will be revamped to provide a somewhat greater challenge, similar to the tournaments. However, due to the nature of Errantry battles and being unable to control your monster, the stats of these monsters are generally not as severe as the tournament opponents. Although I reserve the right to make the S rank opponents rather hard. For monsters which do not have a portrait which can be used for errantry posters, and yes- that's a bizarre limitation to have but I guess that's what the devs decided, a placeholder image of "Bighand" is instead displayed (If you're wondering why Bighands seems to appear constantly in the bounty list, that's why). I assume this restriction exists because only certain portraits are loaded in on the ranch, even if they're all in the data and usable in tournaments/on the cards.Currently only a strange typo and one monster is changed, as I de-prioritized it to work on other matters for now.
3973
3974-= TORBLE SEA ERRANTRY =-
3975
3976* Zilla King's errantry poster no longer refers to it as "Whaley King".
3977[How did this slip by me for 20 years? I didn't know until I started doing this.]
3978
3979-= KAWREA ERRANTRY =-
3980This errantry always sort of bothered me as a kid because it's just your monster getting its teeth kicked in for a month straight. Anyways, Kawrea is funky as it requires beating C rank to visit, but has E and D Rank foes. I never really got this- just free money?
3981
3982* Blue Sludge (B Rank) - now an A Rank Gali/Pixie "King In Red".
3983[He's finished this time!]
3984
3985* Cold Blood (B Rank) - now an A Rank Joker/Pixie "Queen In Red".
3986
3987* Terry (B Rank) - now an S Rank Metalner/??? "Giegue"
3988
3989* Magma Heart - Now is listed as an S class opponent. Stats increased.
3990
3991* Punisher - Now is listed as an S class opponent. Stats increased.
3992
3993* Blue Phoenix - Stats greatly increased.
3994[The big boss of Kawrea now lives up to its name.]
3995
3996----------------------------------------------------------------------------------
3997
3998Changelog History:
3999
4000v0.1
4001Ape (Unfinished), Colorpandora (Unfinished), Gaboo (Unfinished), Gali, Ghost, Hopper, Metalner, Monol, Niton, Phoenix, Kato (Temporary Change), Pixie (Unfinished)
4002E Rank, D Rank, C Rank, B Rank, A Rank (S Rank/M4/Other cups not modified yet), Swim Bug
4003
4004v0.11
4005S Rank, all modified tournament opponents made slightly more difficult
4006
4007v0.15
4008Plant, Naga, Suezo, Mock (Unfinished), Pixie again (Unfinished), Some rebalancing, Arena movespeed and Battle Specials corrected for all currently redone tourney opponents
4009Bug Fix for Gali's POW Growths, Minor Centaur error correction
4010Major 4, Legend Cup
4011
4012v0.21
4013Ape, Some rebalancing, Error corrections, Errantry testing