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Thread: Any one play monster rancher 2? Here is A help guide

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    Default Any one play monster rancher 2? Here is A help guide

    Please note there are 493 monsters in this game .................... Most monsters can cross breed and compleatly change stat gains than a normal breed



    Offensive Stats- Power, Intelligence, and Skill

    Defensive Stats- Life, Defense, and Speed

    One-Hit Wonder- Strategy where you get really high Power/Intelligence and Skill, and try to take the enemy monster down immediately with a powerhouse attack. Pretty effective...until the enemy lucks out and you miss. And if you haven't raised any defensive stats, you're dead meat.

    Tank- Monster that works alot on Defense and Life.

    Speed Demon- Duh.

    Antagonizer- Strategy where you keep withering an opponent's guts away to keep them from doing anything. Effective against Tanks, but not Speed Demons.

    Guts Miser- Strategy where you build up your guts really high before making any real attack attempts. Falls to Antagonizers really easily.

    Desperation- Strategy where you use moves as soon as you build up guts for them, trying to get in just one hit. Often emphasizes lower-cost moves to keep trying. Downfall is lowered damage and hit rate, but useful against Antagonizers.

    Combo King- Using several weaker moves with lower cost and power, combined with high guts regeneration, to keep on almost constant offense, giving the opponent little time to attack, and tearing through low-defense opponents. The only difficulty it has is against opponents with higher guts regen.




    *Tiger- Although Tiger is a faithful monster in the beginning, it pales in comparison to other critters once you get experienced in the game. Still, a decent Tiger can work wonders if used right...but neither a One-Hit Wonder strategy OR an Antagonizer works well here, so your best bet is to be a Combo King. Although Tiger has no S- or A-rank Force moves, most of its moves are very accurate, have at least moderate power (and Blizzard, with C Force, B Accuracy, D Withering, and S Sharpness, is nothing to laugh at). Paired with its very high Guts Regen, it can load on the damage in drawn-out fight, and as long as it has enough Speed to keep avoiding attacks, it will probably drop an opponent just before the timer runs out. If it's a first-gen monster, you're probably best off just working on Speed, Intelligence, and Skill, but if it comes from a long line of monsters, the Tiger/Golem can be an all-around powerhouse whose actually GOOD Power can cause major damage with Stab and Combination while taking full advantage of its super-accurate Charge and Roll Assault. In fact, all of its moves have better Sharpness than similar moves on other monsters (especially Ice Bomb. Care to name any other creature that can do an attack with S-rank Sharpness for 15 Guts?). Another nice thing about the Tiger as a beginning monster is that no ONE strategy is really needed for it: You can just use standard opponent-specific tactics (Hit Techs against Speedsters, Heavy techs against Tanks, Sharp Techs against high-Life opponents), or no real strategy at all to take down opponents. For dealing with a Tiger as an opponent, on the other hand, it's best to stay at dividing line between Short- and Mid-Range, since most of those moves are kind of unimpressive (all of these moves have poor Force, and poor-to-average accuracy). Unless it has Golem or Monol sub-traits, it probably doesn't have too good of Defense, (and Plant could give it high Life), so just use high-accuracy moves to pound it. Ironically, the best creature to take down a Tiger...is a Tiger (Accuracy that cancels out Speed, and lots of Sharpness to add extra power to its moves).

    *Jill- Although originally underrated (since hardly anyone had raised one to spread the word), Jills have now taken their rightful place in the Monster Rancher community as one of greatest monsters available. It's one of the few creatures that can easily max out both Power AND Intelligence, and it has high Life, and good Defense to help it along (not to mention a big lifespan to build it all up), but its poor Skill and Speed DO bring it down from absolute awesomeness (is that a word?). Its below-average guts regen can be helped with a Tiger or Pixie sub-type (which also helps its Speed and Skill at the cost of some Life and Defense), though, and as for Techniques, it's a real breath of fresh air. It has a well-balanced set of good moves with only two small tech chains (Clap- Slap Combo, and Punch Combo- Jill Combo), so you can easily grab them all on a first-generation monster, and overall, they don't seem to cost as much as similar moves on other characters, due to their more "basic" nature (Jills attend to the basics in order to keep cost down. Ice Wave doesn't have a Withering rating, and just does straight-forward B damage, D Accuracy, and E Sharpness for only 19 Guts). This can really make up for that naturally-low Guts Regen. Plus, Jills also have one of those really powerful Special Techs like Jell Copter (Snowstorm has stats of B/A/B/E for only 45 cost! YEAH!). Again, Jills don't call for any really odd strategies to win with, and their balance of Power and Intelligence make them natural-born Errantry-Monster-Killers (Too bad you have to have one of those to get a Jill in the FIRST place). When facing a rare Jill opponent, look for its weaknesses right off. Did the trainer neglect its Power? If so, hang out in Mid-Range and it won't be able to do much (except Wither you). Did the trainer neglect its Intelligence? If so, keep as far away from it as you can, and you'll probably be fine. If they attended to both, then just hammer it with Heavy Techs or Wither away at it (the second strategy, combined with the Jill's low Skill, will probably keep it from landing any hits).


    Joker- This is one of the most offense-oriented creatures in the game. It gets good boosts in all offensive stats (Power, Skill, Intelligence) with only mediocre defensive stat boosts, which should tell you something right off. The best strategy while facing most opponents is to build up to about 80 guts, and then unleash a killer combination of Death Energy, Death Cutter, and/or Death Slash, using Death Punch/Smash if the opponent is nearly gone and agile enough to dodge most of your attacks (the more times you attack, the better chance of connecting at least once). "Real" helps out alot for this last note, and it should be noted that if you get Real, FINISH THEM. If they manage to wait you out of it, you're in major trouble. As for facing a Joker, try to stay as far away from them as possible if you're a Tank (Unless it has Death Final and enough guts to use it), or at close/mid range for a Speed Demon. Its limited array of moves can be used against it in the matter, forcing to only be able to use a few, non-highly-accurate moves against speedsters, or not very damaging moves against armor freaks. Its other big problem is that aside from Death Punch/Smash, all of its moves have upper mid-level or high Guts cost, making misses expensive.

    Mock- Is similar to the Joker in its offense orientation, and the One-Hit Wonder strategy works well with Twister(s). However, it's Life and Defense DO go up better, and since its moves cost more, you're going to have to have to build them in order to survive. It's advantage over the Joker is its greater variety, especially moves that cost less than the Joker's standard 28/29, which are often perfect for beginning or ending a battle. Twig Gatling works great for withering, and Leaf Cutter can easily finish off a weakened opponent. If the opponent the ratio of Your Skill:Their Speed is highly in your favor, a Life Steal can be perfect for deciding the result of the battle in one swift SUCK, draining out tons of life and about 30 Guts from the opponent. Mostly though, this creature's long life span, debatable stat gains, and lack of total effectiveness (not saying it's not a good monster, just not the best in the game) make it infinitely more suited towards finding items on Expeditions.

    Zuum- For those of you who haven't gotten it through your heads yet, this is THE definition of a well-balanced monster. In its purest form, you'll have difficulty maxing out or severely weakening any one stat, and its battle strategy reflects that: It depends entirely on the opponent. Use heavy moves like Bite-Throw and Fireball against Tanks, or withering moves like Dust Cloud and Hypnosis. Against Speedsters, the accuracy of its tail-based attacks will take them down most of the time. The list goes on and on...basically, unless you've gotten sub-breed specific stats (Pixie sub-type means you should concentrate on Intelligence and Speed, Golem means Power and Defense), look at the strategies above, as well as the "weaknesses" section of other monsters to determine how best to take them down. A simple back-up strategy is to combine all strategies: Build up Guts to about 70, then attack with Diving Claw, Fire Ball, Claw Combo, or Bite-Throw. Continue with Tail Combo or Million Claws, and then hit them with some Hypnotism to keep their guts down while you regenerate. With about 600-700 in every stat, a Zuum can be the hardest-to-defeat creature in the game (like Ryu in Street Fighter). When fighting AGAINST one, your best bet is to just focus on what your monster does best- heavy hitting, sure shooting, endurance, evasion, withering, regenerating, whatever, and keep your fingers crossed. A Zuum will usually never stun you with any one stat, so if your Golem gets into a direct competition over who has the better Power, for instance, you'll come away the victor.

    Centaur- If you're raising a pure-bred Centaur, you'll have troubles, but most Centaur sub-breeds are very powerful, and have a great balance of all types of moves, able to take on any strategy depending on what you raise it in, as well as the opponent's style. Yeah, just like Zuum. The big thing to remember here, though, is that almost all breeds of Centaur have very good Skill, meaning this might give you an easier time. However, unlike the Zuum it has no truly powerful intelligence-based moves. Mind Flare has decent damage and hit rate, good withering, but won't be very useful for a One-Hit Wonder strategy. Centaur also has the awesome Cross Slash and Z Smash attacks that have B or A rank in all four categories (Force, Accuracy, Withering, Sharpness), making them absolutely devastating (but it sucks if you miss, so keep that Skill up!).

    Beaclon- Okay, this just isn't one of the most powerful monsters, but it's always seemed very reliable and dependable, coming through in every task I could reasonably expect of it. These things just seem to have good luck. One of their biggest weaknesses is that until they reach B-rank, or get evil, they won't get any mid-range attacks, leaving a gaping hole that a smart trainer/AI can take full advantage of. It doesn't have too many really good moves, but he has plenty of decent attacks, and only one in the bunch (Flying Press) has E-rank accuracy. All of its other moves have at least D-rank, which puts it ahead of other natural Tanks like Golem. Plus it has better Guts Regen, making it sort of like a Golem Redux. Rolling Bomb is probably one of its best moves, but you'll have to be Good-Natured to get it, and Maximal Punch is also a great standard move, its only real downside being that you'll have to use Punch and Heavy Punch 50 times each to get it. This monster works very well with the Guts Miser strategy, but gets defeated nearly every time if forced in Desperation, so clobber Antagonizer opponents quickly, or else build up its speed (Tiger sub-type, anyone?).

    Zilla- Again, the Pure version is unimpressive, but the Gooji (Zilla/Tiger) is easily one of the most powerful monsters in the game, with great/good stat boosts in all areas, and the natural goodness of the Zilla's effective, not-to-expensive, and varied array of techniques combined with the Tiger sub-breed's noticeable Guts Regen boost. Tail Lashes, Zilla Rush, Knocking-Up, Bubbles, and Tidal Wave are all great in terms of balanced stats and lower-than-they-should-be guts cost. Overall, though, a Zilla should try to knock out an opponent rather than trying Antagonizer or Combo King strategies. Brutal Moves like Wave Riding can end the battle quickly, but watch out with Roll Assault or Body Press. If either misses, the Zilla takes a LONG time to get up, during which time your guts are frozen but the opponent is preparing for a major assault, and if Body Press misses, you'll get some backlash damage.

    Wracky- One of the coolest monsters in the game. Super-high guts regen, long life span for getting good stats, and a completely filled-out move list where almost every move is worthwhile make this one a little killer for sure. Early on you might have alot of problems, but even in those times, a simple combination of its high guts regen and inexpensive Weapon attack mean that you could just get in the enemy's face and keep using the slow and weak but accurate and cheap move over and over, giving them hardly any chance to attack. Air Shot and Blast Shot are also useful for the Combo King strategy, and Necromancy and Trick can wither an opponent away to single-digit guts often in one hit (Note: Trick does not seem to hit nearly as often as Necromancy, making it the better choice. And death to the rumor that Nercomancy disables Grit). Spin Slash is also good for the rare NICE Wracky (who also needs high Power), but the real fun comes with Special Techs. Cursed Dance not only rules in terms of looks, but its stats (B/C/B/S) are sure to scare anyone. And who cares about 55 Guts Cost when it can pull off four of those attacks in a single battle? Head Spike and Fire Spike are also well-balanced and effective, and Explosion....just rules. I've never tried it on a Speed Demon, but I use it against Tanks quite frequently, and it's never missed yet. Just make sure to build up the Wracky's Defense to about equal its Power, and the backlash damage will mean nothing, whereas your opponent will probably be killed in one hit (or at least brought so close with all its guts removed that you can easily finish it with a weak attack like Air Shot). If you haven't raised one of these, DO IT.

    Hopper- No, Hoppers don't suck. You just probably don't know how to use them. They are MADE for the Combo King strategy- high guts regen, weak-but-accurate-and-cheap attacks with relatively long animations, it's all there. Remember, it doesn't matter if you don't knock out your opponent, or even that you get that many HITS in on them. If you get one hit in on them, and they hardly ever get a chance to attack YOU (due to you monopolizing the battle and withering their guts bit by bit), and if your Speed is so high that those few oppurtunities fail, you win every time. And then you do the snide little Hopper Laugh ("NYA!") while they swear eternal hatred towards you. And you laugh at them more.

    Phoenix- Yeah, I know, "Why the hell do I need strategies to win with the fenix neway? It kiks @$$!!!!" Well, the answer is that what if your little One-Hit Wonder strategy fails due to a smarter/luckier opponent? If you don't think you have any chance of losing, your chance of failure skyrockets. Here's the deal: No one works on a Phoenix's Power. Not even the computer (The Blue Phoenix only has like 200-something Power). And while its far-ranged, intelligence-based moves can destroy the competition...you may notice that when it's computer-controlled, your Phoenix often doesn't go back into far range, and gets whomped while it tries to do puny short-range physical attacks. That's how you beat that overconfident jerk next door. Get right into the borderline between short-range and mid-range, and don't let them get out of there. Your enemy won't be able to use effective attacks, and they won't be able to back off quickly enough for you to not follow them. Don't get too close, though, or they'll push you back into far range and cream you. Meanwhile, you can trash them with your most-probably-better short and mid-range moves, and unless they've raised all defensive stats up pretty high (and I bet they haven't), you can snuff them out in no time, especially with Power-based moves.

    *Durahan- This monster seems to have dethroned the Phoenix as everyone's favorite monster, so it's about time an in-depth examination was given. This can be a VERY powerful monster if used right, with its only potential weakness being the lack of Withering moves (which are not likely to be missed). Its other problem is that in order to get a well-balanced line of attacks, the Durahan will have to float up and down through Good, Bad, and Neutral natures, and it seems like every species of it has a few techs that are very difficult to learn. Still, when combined with a good sub-type like Tiger or Phoenix (yep, it's the only monster that can get Phoenix sub- traits!), this creature's natural weakness of poor speed disappears, and its Guts Regen goes up alongside its Skill and Intelligence. The Ruby Knight (Durahan/???) is also super-powerful. ANYWAY, as far as its moves go, there's a definate tendency towards Heavy techs. Twister Slash, Triple Slash, and Rolling Slash all have about the same stats, so only one is really needed (and since Twister Slash is the least expensive by far, it gets my vote). Lightning (for those Intelligence-oriented armors out there) is also very effective, and even Power-based Durahans may want to use it alot to gain Thunderbolt (S-rank damage at only 32 guts cost, and it seems to have better accuracy than the "E" accredited it). Slash Combo is powerful and cool-looking, but it rarely connects, and Kick Combo is near-useless except to get the mighty Punch Combo (B/A/C/E, 45 cost! But it requires a Bad Nature). V Slash, Flash Slash, Dash Slash, and Swing are all well-balanced moves useful in any situation. The Durahan also tends to have Hit Techs that can do some real damage, like Blast Shot and Million Stabs. Charge and Gust Slash are useful for minor but very-accurate damage, but Air Shot is too expensive to be very useful. Out of the Sharp Techs Jumping Stab is useful and easy to get, but Sword Throw really sucks. Finally, we have Death Bringer...true, it can deal obscene damage, and wither away an opponent's guts like no other move in the Durahan's repertoire, but the VERY poor accuracy combined with the unavoidable backlash damage (that comes BEFORE the move is executed, not after, like most backlash attacks) and the 50 cost don't make for an overall good attack. The Durahan doesn't require a great deal of strategy overall, (other than using Hit Techs against Speed Demons and Heavy Techs on Tanks), which is great for inexperienced players, but being a muscle- head has its drawbacks. An Antagonizer can eat Durahans for lunch simply by zapping their guts right off the bat, and then remaining in Short-Range (for speedsters) or Long-Range (for the Defense-oriented) until its time for another dose of Withering, which the Durahan's naturally-low Speed and Guts Regen will have a great deal of difficulty dealing with. Also, if the enemy Durahan is totally centered around Power at the cost of Intelligence, keep as far away from them as you can, where their only good move will be Rolling Slash. If they concentrated on Intelligence at the cost of Power, keep in the border between Short- and Mid-Range, where they won't be able to do much of anything.
    Gali- By now, most people are acquainted with the relationship between Joker and Gali. The two even have similar stat gains, and are overall offense-oriented. However, the Gali comes out on top in the equation due to its vastly superior variety of moves, with which you can choose to concentrate on either Power or Intelligence and leave the other behind, unlike Joker, which needs to be able to use both types of moves in order to be a good contender. And what moves the Gali HAS! If you can develop Fire Wall and Blaze Wall into Napalm (B damage, A accuracy, only 38 cost!), you'll have a powerful short-range magic move. Red Wisp can compete with the best Withering moves, and Whirlwind-Typhoon-Hurricane can dish out big damage with comparitively little cost and decent accuracy. On the other hand, Gali's Power-based moves can also work very well. Spirit Blow, Heavy Blow, and Hashing Mask are all very useful, but relatively expensive. Giant Blow is the virtually the same as Napalm, but Power- based. Ultimately, the Gali does tend to work the same as a Joker, though- potent moves that require lots of Guts to use, so you better have the Skill to make sure that they hit. Unlike the Joker, though, if the Gali is faced with an Antagonizer, he can "scale down" his attacks back to their basic forms (Fire Wall, Back Blow, Whirlwind) and counterattack before the next round of Withering comes in. Plus, there is no real range where a Gali is at a disadvantage, as long as its move list is filled out...which is itself the disadvantage. While the Joker requires very little work to get all (6) of its powerful moves, the Gali needs extensive practice to get its most powerful attacks. Plus, it shares one of the Joker's weaknesses: No real natively good defensive stats. While it does have overall higher defensive stat gains (and more time to get them) than the Joker, you'll still need to find a good sub-type and concentrate on its strengths (fortunately, you have many more to choose from than the Joker, as well). Still, against most Galis, you should use the same strategy as against the Joker- hit them hard, fast, and often. Try to KO THEM before they kill YOU.

    *Jill- I agree with many that the Jill is one of the most underrated monsters in the game, possibly because it's so hard to obtain. It has pretty long lifespan, the ability to easily max out either Power or Intelligence and then get far in the other, and VERY easy-to-get moves (Its only Tech Chains are Clap Attack: Slap Combo and Punch Combo: Jill Combo). Furthermore, all of its moves have a lower Guts Cost than comparitive moves on other monsters, which makes up for its naturally low Guts Regen quite well (plus, if you give it a Pixie or Tiger sub-type, that weakness tends to dissapear). Snowstorm is one of the best moves in the game, too (B Force, A Accuracy, B Withering, but only E Sharpness with 45, not 50, Guts Cost). Basically, a Jill can just aim for its enemies' weaknesses (Cold Breath and Ice Spikes against speedsters, Punch Combo and Ice Wave against Tanks) with a Combo King strategy and its naturally even split between Power and Intelligence, and have several easy victories. Its main problems, however, are Speed and Skill (Unless you have Tiger or Pixie sub- types, then it becomes Defense and Life), so a Speed Demon Antagonizer can take a Jill down HARD. Fortunately for the Jill, it's one of the few monsters that doesn't seem to suffer much during a Desperation strategy, which you'll need to get out of these battles with your Win-Loss record intact.

    *Metalner- Think Ghost with actually GOOD abilities. Yeah, it's that powerful...except that it's NOT Power-ful, which is a severe problem as all but one of its moves (more on that one later) are Power- Based. With its near-obscene Guts Regen, high Skill, and weak Power/Intelligence, it's a naturally-born Antagonizer. In addition to most of its moves having C-rank Withering, they also almost all have C-rank Sharpness, which can help out its poor Power immensely. In fact, if you can just create a Metalner with decent Power, you will practically OWN every tournament. And unlike other Antagonizers like Plant, it has a few very potent moves like UFO Attack and Burning Palms to occasionally make up for that Power deficit. It has the additional distinction of being a Defense-based (rather than Speed or Life-based) Antagonizer, which, combined with its Skill, screws over just about any combination of monster if that Power is good (Tanks can do damage, but they can't ever get enough will to do so, and Speed Demons can get the Guts, but can't dish out too good of damage, often. You'll need something like a Kato or Phoenix to be able to take down this thing in the "good Power" scenario). Fortunately, there ARE no Metalner computer opponents in the game, and only a master trainer can get its Power up to the point where it becomes devastating. Final Note: While Metalner Ray requires about 300+ Intelligence to stand a good chance of getting, and is therefore probably not worth it in a serious Metalner, it IS worth getting just once so you can witness the trippy-awesome animation. Plus, an A- rank Withering move on this creature is NASTY.

    *Plant- This is the very definition of an Antagonizer strategist. In fact, in MR1, my Plant/Monol was my first monster to move beyond a one-dimensional fighting style: None of my other monsters could beat Gabarn (a nasty Magic/Naga), but my little Metallica managed to pull it off by blasting it with Toxic Pollen and Toxic Nectar constantly to keep it from getting up the guts to do anything, and keeping Gabarn distracted with a Steady Hook (called "Root Combo" in MR2) here and there whenever it had spare guts, just to eat up time. I'll say this right now: Root Combo deserves and accuracy rating of S+++, and if you somehow miss with this attack, your Plant REALLY needs more Skill. Plus, as I said before, its lengthy animation can help run out the clock on a withered opponent, and if you actually have good Power, it can be your best weapon against Speed Demons. The biggest problem a Plant can have is when it's facing a monster that it can't wither effectively, which is when you fall back on Face Drill or Plant Combo (for the Power-oriented), or Seed Gatling (for the Intelligence-oriented). Possibly its most awesome attack is Life Steal. It may have only C-rank force, but you can make up for that with high Intelligence...the main thing here is that it's a C- accuracy DRAIN move!! That's right, you can guzzle out an enemy's HP with ease with this thing, thereby easily making up for a lack of any move packing B-rank or higher force! In fact, it's worth the trouble to have a Plant be Bad long enough to get this, and then reform to Good for Seed Gatling, thereby giving you one of the handiest monsters in the game! As for beating a Plant, though, your strategy is to basically try to nail it as soon as the match starts with a good move (Plants always have high Life, and sometimes either good Defense or Speed, but never both, so take that into consideration).
    *Tiger- Although Tiger is a faithful monster in the beginning, it pales in comparison to other critters once you get experienced in the game. Still, a decent Tiger can work wonders if used right...but neither a One-Hit Wonder strategy OR an Antagonizer works well here, so your best bet is to be a Combo King. Although Tiger has no S- or A-rank Force moves, most of its moves are very accurate, have at least moderate power (and Blizzard, with C Force, B Accuracy, D Withering, and S Sharpness, is nothing to laugh at). Paired with its very high Guts Regen, it can load on the damage in drawn-out fight, and as long as it has enough Speed to keep avoiding attacks, it will probably drop an opponent just before the timer runs out. If it's a first-gen monster, you're probably best off just working on Speed, Intelligence, and Skill, but if it comes from a long line of monsters, the Tiger/Golem can be an all-around powerhouse whose actually GOOD Power can cause major damage with Stab and Combination while taking full advantage of its super-accurate Charge and Roll Assault. In fact, all of its moves have better Sharpness than similar moves on other monsters (especially Ice Bomb. Care to name any other creature that can do an attack with S-rank Sharpness for 15 Guts?). Another nice thing about the Tiger as a beginning monster is that no ONE strategy is really needed for it: You can just use standard opponent-specific tactics (Hit Techs against Speedsters, Heavy techs against Tanks, Sharp Techs against high-Life opponents), or no real strategy at all to take down opponents. For dealing with a Tiger as an opponent, on the other hand, it's best to stay at dividing line between Short- and Mid-Range, since most of those moves are kind of unimpressive (all of these moves have poor Force, and poor-to-average accuracy). Unless it has Golem or Monol sub-traits, it probably doesn't have too good of Defense, (and Plant could give it high Life), so just use high-accuracy moves to pound it. Ironically, the best creature to take down a Tiger...is a Tiger (Accuracy that cancels out Speed, and lots of Sharpness to add extra power to its moves).

    *Pixie- Who hasn't raised a Pixie yet? With their high Intelligence, Skill, Speed, and Guts Regen, most new players will find themselves strongly attracted to the Pixie (*Beats off all the perverts misinterpreting that last sentence*). These little things are extremely versatile, too, having good representations of the different kinds of techs (except for Basic, and to an extent, Heavy, but I'll get into that in a moment). They even have a healing move and a drain move! There are a few difficulties with crowning this the queen of the monsters, though. First off, Pixies have NO short-range Int-based moves, and their only mid-range Int-based ones are relatively inneffective against fleet-footed foes. Kiss is a great withering move, but unfortunately it does no actual HP damage (and yet it still has a sharpness rating!?), so if you go that route it's best to throw in a Bolt or Pat somewhere. The Pixie's Heavy Techs leave a lot to be desired, too: they have neither the force nor the accuracy to be truly worthwhile by themselves, and will need to be chained together or outright replaced by Bang/Big Bang. And of course, while Refreshment and Life Steal sound great, if you're one of those people who maxes out three stats while ignoring the rest, you probably won't be able to survive the damage before you can heal it. Still, for those tough little Pixies out there, Life Steal is second only to the Plant's ability of the same name among the drain attacks in the game, since is has D-rank accuracy (instead of E) and only costs 40 guts (instead of 50+). The best overall strategy for the standard Pixie to stay the hell away from your opponent and continuously rain Lightning, Ray/Megaray/Gigaray, and the occasional Kiss down upon them. If you're wielding a Pixie/Dragon, you can also use the cross-over tech Fire Breath, which makes a great replacement for her Heavy techs (this move may also be available on other breeds, but I'm not sure). Special tip: Don't try to collect all of a Pixie's moves, as it is impossible without a gameshark. She has way too many cross-over techs, two of which are Specials learned only on different species, meaning that they can't be carried on to the offspring. Find the ones that work the best for you and stick with them. As a final note, it can be fun to raise a Power-based Pixie just for the hell of it, in which case Slap, One-Two Punch (need a Hare sub-type), and Phantom Claw (need a Kato sub-type) are for Hit techs, while Heel Raid and Death Final (need a Joker sub-type) are for Heavy/Withering purposes.

    *Golem- The definitive Tank. Power, Defense, and Life are your best friends here, as well as all the luck you can get, because Skill is not their forte (unless you go with a Plant or Tiger sub-type). Their Guts Regen is also quite low, so this is the best place to utilize the Guts Miser strategy (see Battle Strategies #1 for an explanation if you don't know what I mean). This can be helped a great deal if you raise a Bad monster, as their battle skill "Anger" gives them a short-term Guts Regen boost. Although it comes with lowered accuracy, simply wait out the rage and then whallop 'em (Good monsters can't get Anger, only Power, a battle skill which a Golem has very little use for). When it comes to attacking, the battle strategy is only as complicated as choosing the most powerful move that has a chance in hell of connecting, crossing your fingers, and then throwing it. If it connects, the fight is over (or the opponent is so devastated that you can literally knock them over with one finger). If you strongly suspect that an opponent can survive multiple hits, make absolutely certain to try to land a hit tech early in the match (Slap, Heavy Slap, Charge, or even the Special move Fist Missile). This way, you'll ensure that you've inflicted a good deal of damage that the opponent is unlikely to match considering your Defense and Life. Charge is probably the absolute best fall-back move for the Golem, with its B-rank force and accuracy at a reasonable cost of 26 Guts. Tech Collectors will find themselves frustrated with this monster, however, due to its low Guts Regen, huge list of moves, tons of tech chains, and generally low pay-off (with the exception of Slap -> Heavy Slap and Fist Shot -> Fist Missile, of course). I mean, you really don't need Roll Assault, Cyclone, AND Diving Press (particularly not that last one, as it has a high chance of backfiring painfully), since they all have about the same stats (and yes, I know that Diving Press costs way less, but that's because of the gamble involved. Would you like to spend 50 guts missing, or 30 guts hurting yourself?). Its big moves are a real pain, overall, because all but Fist Missile have a poor hit rate, and unlike the Pixie, a Golem can't just afford to throw off a 50-guts attack with no pay-off. This is especially true because of the long animations that the Golem has, during which time the enemy is quickly building for their next move while you're stuck in limbo. And on a sidenote, while a Golem doesn't get bad Intelligence, it has very little use for it, what with having only one Int-based move that's more for show than actual usefulness. However, don't let your rock man's brain shrink too low, or his stoney skin will suffer a big Achilles' Heel to Int-based moves. This, by the way, is how you beat a Golem. All of the enemy Golems (except for Shing, who you won't see too often) have pitiful Intelligence, meaning that even if you're not using a terribly powerful tech you can still inflict good damage with Int-based moves. And an Int-based Heavy Tech (Oil Flame, Typhoon, Gigaflame, etc.) can send 'em packing. Speedsters should try to stay as far away as possible, where the Golem's only hope is Fist Missile (which I bet it doesn't have), and you may trick it into using one of its big-cost, low-accuracy moves. A fellow Tank doesn't really have any good places to hide, unless you know that the opponent doesn't have Double Palms (if so, hang out in mid-range). If he DOES, then your best bet is to stay in long-range (AKA Range 3), and hope for an unsuccessful Roll Assault or Diving Press. If that doesn't work, there's always the reset button...

    *Mocchi- Just like Pikachu, this monster game's mascot is more powerful on the show than in the actual game, but don't count 'em out, either. Mocchis are gifted with incredible luck (which, unlike in most cases, actually applies to PLAYER Mocchis rather than just computer-controlled ones), and tend to dodge your attacks and connect with their own way more than their Speed and Skill should allow. They have a nice set of techs, too, but no single one really stands out as a dominating move. A Mocchi SHOULD work great a Combo King, but unfortunately its moves seem to be more expensive in terms of Guts than other, similar techniques are on other creatures. For instance, 1-2-Thrust, its best Hit Tech, has about the same stats as many monsters' Basic techs. The Press line of moves are probably its best ones, but the Mocchi Ray/Beam/Cannon work well, too. It has obligatory drain and heal moves which aren't too bad when compared to others, but not the best in the game, either. Dazzling Roll and Flame (for those Draco Mocchis out there) also make pretty nice moves, but overall...the majority of the Mocchi's moves suck. I don't use that word very freely, but it really is the truth. They just don't work well for any one purpose, making it very hard to customize your assault for the enemy's weaknesses. Hence, you're really forced to raise all the parameters of a Mocchi evenly to stand a chance. A Mocchi was my first monster in this game, and it had me thinking this thing was going to be a LOT harder than it actually turned out to be. If Most was a Zuum, Centaur, or any other monster but a Mocchi, he/she/it would be truly frightening. As it stands, you may have a chance even if it outranks you 100 stat points in each area

    *Baku- Although statistically similar, Golem and Baku are actually very different monsters. In terms of stats, a Baku has lower Intelligence and better Life, while possessing the same high lifespan and low Guts Regen of its stone compadre. In terms of techs, however, a Baku is definately its own kind of creature. For one thing, Intelligence is actually useful for more than augmenting its Defense- the Roar series of moves are a good all-around batch of techs, as well as Hypnotism (although that last one seems to have lower accuracy than advertised, in my experience). Also unlike the Golem, the Baku has three moves with A-rank accuracy (Dust Cloud, Gust Breath, and Two Bites)! In fact, Gust Breath is probably its best overall move, able to deliver C-rank damage with great accuracy for only 19 Guts, and many uninformed people could be caught off-guard by a Tank monster having such a good back-row attack. A Baku definately can't work as an Antagonizer, though, considering the low accuracy and high cost of its withering moves (not to mention its slow Guts Regen). If you really need to knock the opponent's Guts down a few notches, use Three Bites, since it can deliver some painful damage along while taking down you and your opponent down about by about the same number of Guts. If you just need outright damage, however, Tongue Slap is that way to go (A/D/D/E for 25). Diving Press, while possessing better stats than the Golem's move of the same name, is still an extremely risky attack, and should only be attempted against a very slow-moving, high-defense monster (like Loveless), or else you'll end up dealing about 100 damage to yourself. But perhaps the biggest-potential technique a Baku has is its ability to Nap during battle. It's the cheapest healing move in the game, and if you have a really high-Skill Baku (Tiger sub-breed, definately), you can combine this move with the big dog's high Defense and Life to create a monster that's nearly impossible to KO. Deliver one good Gust Breath and then go defensive for the rest of the battle, and infuriate your opponents! Of course, if your friend tries to do this with HIS Baku, smack it around with highly withering attacks. Speed Demons can easily hide out between mid-range and long-range to make themselves harder to hit, while Tanks should stay as far back as possible, using a hit-and-run strategy against the mammoth canines. Unlike some monsters, the Baku seems to be far easier as a computer-controlled opponent than a human-controlled one, and you shouldn't have any problem with the rarely-sighted ones in the game.

    *Jell- Once everyone clues in to these guys, Jell will ascend to the ranks inhabited by Phoenix, Undine, and Durahan (although thankfully there'll be more variety of Jells to choose from). Two words: Jell Copter. S-rank damage, A-rank accuracy, 50 Guts cost, and it's an unchained tech (although you might have to get Gatling Gun and Pyramid/Bloodsuction out of the way, first). Gatling Gun isn't bad itself, either (B/S/D/E, 45 cost), and both are Int-based moves, which should be just fine for the average Jell. In its pure form, it gets as high of gains as a pure Pixie in Intelligence and Skill, although unfortunately the similarities include Power as well. Life is pretty good, but Speed and Defense are surprisingly average (I expected it to be a low-Speed, high-Defense monster like in the last game). The Jell is far from dependant on these moves alone, however. For Intelligence-oriented ones, Cannon, Beam Gun, and Beam Cannon all make good additions to your list of moves, and Pyramid is a nice healing skill. Power-based ones (Golem and Naga sub-types work best) have a plethora of high-accuracy attacks like Two Whips, Jell Press, and Jell/Spiked Top. Suffocation also makes for a nasty short-range manuever (C/B/E/B for only 24!), Pierce is a good all-around attack, and Jell/Three Cubes are cheap but reasonably-damaging anti-Tank attacks. Fly Swatter is also a funny, quality Withering Tech, but Fly Smasher is perhaps a little too expensive and innacurate for my tastes. A Power-based Jell should definately turn to the Dark Side long enough for Bloodsuction, too (power-based drain move!). Really, the Jell's only useless attack is Slingshot, but no one's forcing you to use it. When dealing with an enemy Jell, however, you're not in too much danger unless it's about equal in Power and Intelligence (then you're just screwed unless you can strike first with a one-hit KO). Defending against a Jell is much more based around its stats than yours, because it has both heavy and hit techs in each range. All the Jell's Int-based moves are in the two back rows, and it has no Pow-based ones at farthest range, so I shouldn't have to tell you how to handle it from there. One other strategy that you might be able to use (depending on the breed of Jell you're facing) is to wither it so that it can't use its great moves, as a pure Jell has slightly below-average Guts Regen. Fortunately, any combination that would give it good Guts Regen would also reduce its Power down to pitiful levels, meaning that the role of Absolutely Almighty Monster remains unfilled.

    *Suezo- Leading the pack is one of the series' mascot monsters, which might have the dangerous potential to turn people off from the game before they even get into it. Don't get me wrong, these things RULE in Intelligence, and have some pretty nice Skill and good Power. However, Life, Defense, and Speed are all below-average (and Guts Regen is dead-average), meaning that you either need a good sub-breed or a very offense-oriented strategy to win. Right off the bat, you have to realize that no one move is going to get you through fights by itself. Suezos have very easy-to-collect moves (only one tech chain, no breed-specific or nature-specific moves), so take advantage of this and be sure to load up, as most of them make valuable additions to your arsenal, and the ones that don't (Telepathy) will stand in the way of others until you get them. The odd thing here is that while the Suezo's Withering moves are sub-par (D-rank accuracy on both), all of the Suezo's attacks have at least D-rank Withering (except for its Basic moves, which at least have "E" in that stat). That being the case, you can chip at your opponent's Guts at the same time you slash at their HP, making a well-used Suezo a nightmare for Durahans, Dragons, and other Tanks that miss with their opening bid. However, unless you choose certain sub-types, your Guts Regen won't be high enough to rattle of several attacks with ease, so it's all the more important to select which moves to use in which occasions. Unfortunately, Suezo's Hit Techs don't do much damage for all their hyper-accuracy, and Heavy and Sharpness techs don't have much accuracy for their relatively low force. If you've chosen a more Power-oriented eyeball, you CAN have a lot of fun with Chewing, and combining it with almost any low-cost most will ensure a quick victory. Still, even for a master rancher, using a Suezo is often a gamble, and facing an enemy Suezo is a pretty easy win. Those generally-low defensive stats say it all- if a Suezo's opponent gets first strike, the effects can be devastating, and may end the fight before it even really begins. If you're attacking one, just assault it immediately with some harsh moves (although be careful against Speed-based ones), and you'll have no problem. Let them linger on the battlefield, and they could Antagonize you into a slow, bitter defeat.

    *Dragon- Another big favorite gets its due, and is actually oddly similar to the Suezo in its own way. How? They're both offense-oriented monsters. Sure, the Dragon may get a good chunk of Defense to ward off attacks, and when it's supported by its high Power and Intelligence (and maybe a little extra layer of Fat), it can certainly take attacks better than the little one-eyed freaks. However, its Defense and Life pale in comparison to Baku, Golem, and the like, so can't sit back with as safe of prospects. Its Speed is a little better to make up for this, though, and Skill is at least average, but they're counterbalanced by a very low lifespan and the WORST GUTS REGEN IN THE GAME. Maybe this isn't technically true, and maybe something else is actually slower than it, but nothing FEELS as achingly snail-paced as watching your Dragon try to come back from missing with a high-powered attack. Finding the right sub-breed can help a lot, though, and something like a Gidras (Dragon/Metalner) can be incredibly powerful (and cool-looking) by virtue of its improved Guts Regen and GREAT list of moves. In general, you can't go wrong, but you should probably avoid working for Two Bites unless you're a tech perfectionist. Every single other move the wyrms can wield make great weapons, and the additional good news is that only 2 of them are Special Techs, meaning that several generations of Dragons can easily pass on their technique lists from one generation to the next virtually intact! As for the moves themselves...where (or should) I begin? Flutter is a killer Hit Tech, and its improved version can work as a surprisingly inexpensive One-Hit Wonder technique. The Tail and Wing attacks make good Power substitutes for them, while Glide Charge, Slamming Down, Dragon Punch, and Inferno make nice all-around moves. Fire Breath is good for scorching slow-moving targets, but not much else, and Claw Combo seems to never connect even against the dopiest foes, though, so watch out. Of course, Trample, Flying Combo, and Dragon Combo can finish off slowpokes in a single smash. Getting the idea here? The key to winning with a Dragon is SKILL. It's not their best trait, but it's their most important one. If you need to, slack off on Power and Intelligence a little to get Skill up to descent levels, because trust me, the Dragons' attack have enough raw force to make up for it. If a Dragon uses up all his Guts with misses, however, it's all over for the beast. A smart opponent (or Most) can constantly pound you with lightly-withering moves to keep your guts down, while chipping away just enough HP to win easily. If you're facing a Dragon, this is also the best way to go- try to goad them into blowing off an unsuccessful assault as their opening move, and then never let them come back from it. Even the badboys like Lagirus (is that his name?) and Zelandia won't be able to beat you if you play on their own hot-headedness. Watch out for delivering too brutal of attacks, though- if you make fools out of them, you're bound to drive them into a full-blown Rage, and god help you if you incite a Dragon's ire.

    *Henger- Another monster with an offense-oriented attack strategy and tons of moves to choose from. Unfortunately, it carries the low natural defensive stats of Suezo, so you'll need a proper sub-breed to succeed (not the Joker one, no matter how cool it looks- it's just not worth the trouble in this case). The Henger also doesn't have any one super stat like the Suezo's smarts or the Dragon's strength, but it does pretty well in all offensive areas and has some slightly-above-average Guts Regen to go with it. Since most of its moves are Pow-based, many people elect to make a heavily Pow-based Henger, but doing so denies you the full potential of some of its great Int-based moves like Napalm Shot, Eye Beam, and the debiliating Sound Wave (B accuracy, B withering, 25 cost. Woo-hoo! For evil robots only, though). Napalm Shot is especially a good deal in that it has the C-Force and S-Accuracy of some of your favorite moves (Kato's Twister Claw, Dragon's Flutter, etc.), but it only costs 24 Guts instead of 30! You can ignore Burst Cannon, though, as well as Arm Cannon once you have Napalm capabilities. Still, the robots' Power attacks are nothing to be dismissed, either. Yoyo makes a nice, solid Withering move (D/C/C/D for 17). Fist Missile is a great Speedster-slammer (D/A/E/B for 19), the Drill Shot series make good overall attacks. Sledge Fall and Laser Cutter are good for cutting through tough-skinned opponents (although Hammer Fall and Two Cutters leave something to be desired). Of course, perhaps nothing except Death Final can match the pure slowpoke-shredding terror that is Laser Swords. You'll have to work harder than for the Joker's super move, but the Henger's top attack does pack better accuracy and sharpness, along with the Henger's own naturally-high Skill. Don't worry about its Basic Tech chains- there's no real point. Anyway, with all these great choices, it's hard to give good advice on how best to handle a Henger- it really varies from model to model, trainer to trainer. The one constant, though, is be aggressive. In general, these robo-soldiers can't hold out forever on the battlefield, so you have to take down the enemy first. And if you're battling a Henger, the same thing applies. Once again, be aggressive and you can probably drop them without too much trouble (none of the computer-controlled ones have any defensive stats over 500). Hang back, and even a superior monster of yours could be comboed into submission by precision attacks.

    *Arrowhead- NO! Not ANOTHER monster boasting a huge move list! Particularly not one with lots of Cross-over attacks and Nature-specific moves! *Groan* Well, at least it has more lifespan to handle them...as well as some truly solid Defense and Life, which is something I really missed on the last three. Of course, it counters this with low natural Power, and mediocre Intelligence. Skill is pretty good, though, and Speed isn't as low as expected. Neither is Guts Regen. So maybe there's hope after all. Where to begin? Well, first off, unlike Henger and Dragon, this monster's stat make-up really only allows for high Power or Intelligence, but not both. The first path, once again, boasts the majority of moves, while the second path has several hard-to-deny attacks like Triple Stings, Meteor, and Energy Shot. The last is particularly useful, knocking off C-rank Guts for A-rank accuracy at the cost of only 18 of your own Guts, and its bigger version is actually useful, too! However, the Arrowhead might not a high enough Guts Regen rate to make full use of these, and if you chose a Durahan or Golem sub-type, it's pretty much out of the question. Out of its Power techniques, your best bets are Somersault, Somersaults, Long Punch, Claw Pinch, Tail Swings, Aerobatics, and Hidden Sting. The rest have only debateable usefulness, whether because of no real strong points (Jumping Claw, Javelin), being able to find a cheaper move with the same stats easier (Tail Swing, Fist Missle), or just plain costing too much for too little (Death Scythe, Sting Slash). Of course, it's often fun to see what these moves look like, at least (Death Scythe, being a Joker Cross-Over tech, is particularly eerie, and Fist Missile is kind of cool as a Henger crossover move). When it comes down to battling, a well-equipped Arrowhead should be lucky enough to take advantage of almost any attack strategy, and it shouldn't be too hard to take down the right monsters with the right moves: You know the drill, Heavy techs for Tanks, Hit Techs for Speedsters, etc. Dealing with enemy Arrowheads can be difficult, though. Sure, the first one you meet isn't too tough, but your A-class and S-class computer opponents can be difficult by virtue of their unusually well-balanced, high stats. You'll probably be forced to play into your weaknesses to beat them- Tanks will have to use Hit Techs, Speedsters will have to use Heavy Techs. Antagonizers can use their normal strategies for battle, though, and Combo Kings won't have hardly any trouble at all, as long as they don't drop too low in Guts.

    *Worm- Good ol' dependable Worm. My Nightmare (Worm/Monol) in MR1 was a great cash cow, and in MR2 a Worm unlocks Beaclon for me, and another one helps to create a solid base for a line of Monols (see my post "The Hidden Power of Worm"). They have a great lifespan that is very hard to bring down with stress or fatigue (they seem much more resilient in these areas than most other monsters in the game), an easy-to-learn list of moves, and a pretty fair statistical set-up. Good Power, excellent Life, average Skill and Intelligence, below-average Speed, and as for the Defense...well, the same bug that applies to Gaboo and Undine makes a welcome return appearance here (Swim drills give three times the gains as Endurance drills). And while they make great Expedition monsters, they can put up a good fight in the ring, as well. Only three tech chains are required to max out its move list, and for that matter, the chained techs are pretty worthless, so even a Worm with barely any battles under its belt can work at full efficiency (provided you learn all the unchained moves). Of these moves, Wheel Attack, Somersault, Pinch-Throw, Injection, and Tusk Slash are your best bets. Plus, anyone who's ever had Robeneal open a match with a successful Poison Gas spray knows how nasty that attack can be. Strategically, a Worm is natural-born tank. However, it doesn't suffer the same hideously-low Guts Regen and expensive moves as Dragon, Golem, Baku, or Monol, so you can afford to miss a few times and still come out on top. If all else fails, just get in the enemy's face and use a steady stream of Sting and Bite until the time runs out- that Speedster can't dodge forever. Oddly enough, this is exactly the kind of strategy you want an enemy Worm to use on you. The computer-controlled ones (like Robeneal) don't have Somersault or its sequel, so all they can do in short-range is Bite. They don't seem to realize their disadvantage at this position (none of them have too terrifyingly high Power or Skill), and will be happy to chomp at you over and over. Tanks will just laugh off the hits, and even a Speed-oriented monster should be able to take a few Bites before submitting. If you're fighting a human-controlled opponent, however, it's much more likely that they have Somersault, so Speed Demons should back off into far range or beyond where the Worm keeps its more potent but less-accurate moves. Tanks can remain in the same spot before delivering the death blow. Heck, unless you're facing a fellow trainer's Worm, you probably won't even have to bide your time. One or two good hits with your favorite move should probably send you on to the next match without a scratch.

    *Monol- Although their reported suckiness is legendary in many circles, a few brave souls have ventured forth to try to discover their hidden power. Lo, and behold the might of Messiah (Monol/Gali). In terms of stat-acquisition, it rivals the greats (Hound Knight, Undine, Phoenix), with an obedient temperment, as well. But woe be those who raise many of its other forms (Naga, Pixie, or pure), for they shall be met with a bratty pain-in-the-@$$. In its pure form, the Monol boasts very high Defense and Intelligence, with good Power, average Skill and Life, and sluggish Speed. Its Guts Regen leaves much be desired, as well, and in order to have a truly butt-kicking wall, one must work through several Tech Chains. Perfectionists be warned, though- there's no point in getting all of a Monol's moves other than to just look at them. While Double Ray and Two Knocks are certainly worthwhile (Two Knocks is one of the Instant Death attacks like Fire Wave or Water Cannon), Triple Ray and Three Knocks are not really much of an improvement. The full Beam series is a good investment, but you can forget the Flattening line- they're just too overpriced to be worthwhile. Power-based Monols should definately pick up all the Heavy techs, though, and a high-Power, high-Skill, evil wall can wreck havoc with Tentacles (this attack screwed me up SO many times in MR1). Heck, pretty much every non-chained attack makes for a good find here, and if you collect 'em all, your opponents will have no safespots to hide in. The trick is going to be executing those attacks. With a Guts Regen as slow as a Dragon's, Monols share the same need to work on their mediocre Skill ratings to stand a chance. Two Knocks and Double Beams can earn you several instant victories, but if you miss you can be in big trouble. A smart opponent (or a Mocchi) will never let your Guts recover by hitting you with a string of minor withering moves,. And while the Monol does have great Defense, its Life rating is nowhere near as high as other Tanks, so it can't just shrug off attacks forever. Obviously, this is all thinly-veiled advice on how to beat down the wall monsters- they have lots of great moves, but if you never let them USE those moves (either by an Antagonizer strategy or good ol' rock'em sock'em aggression), they won't mean anything.

    Your second strongest opponet is Next to Akirel, Hammed(Hare/Plant) is the next most powerful computer opponent in the game. Holly will randomly choose it to battle you in the Class S Ima-Fimba tourney. (Hammed is green in color)

    Stats: LIF-777, POW-723, INT-991, SKI-740, SPD-782, DEF-801, TOT-4814.

    Akirel(Gali/Zuum) is the most powerful computer monster in the game. Holly will randomly choose it to battle you in the Class S IMA-FIMBA meet. (Akirel is green in color)

    Stats: LIF-855, POW-839, INT-827, SKI-731, SPD-940, DEF-822, TOT-5014.

    ---------- Post added at 05:28 PM ---------- Previous post was at 05:13 PM ----------

    Okay, it's time to get some things straightened out about cross-over techniques, so let's start listing off any that seem to come up, shall we? I should get things out of the way now by saying that Fire Breath is NOT a Dragon-Sub-Breed-only crossover move for Zuums. I got it while using a Zuum/Gali combination, so it just can't be. On the other hand, crossover moves CAN be inherited by creatures of the the "wrong" subbreed, as long as a parent of the "right" subbreed had them. I have a KautRoarKaut (Beaclon/Bajarl) descended from a Melcarba (Beaclon/Henger) who knows Fist Missile, because his parent knew it. I also have an Antares (I don't know why I love these specific kinds of Centaurs, I just do. Arrowhead sub-breed for the ignorant) that has Death Thrust, which from the icon alone will tell you should only be used by a Reaper (Centaur/Joker). I could never get my first few Antares monsters to learn it, but as soon as I threw in a Reaper who had learned it...BANG! The coolest-looking Centaur move is mine to plant wherever I please. Keep in mind that this would only apply to Heavy, Withering, Hit, and Sharp Techs, because Special Techs CAN'T be passed on to a new generation. So Death Finale (I THINK that's a Special Tech) can't be passed on from a Lilim to a new breed of Pixie. Sorry.

    Anyway, let's start listing the crossover moves we see, hmmm?

    *Kato- Gains Lick & Licking from Suezo or Mocchi, and Bolt from Tiger.

    *Pixie- Gains Phantom Claw from Kato, and Death Finale from Joker.

    *Hopper- Gains Phantom Claw from Kato, and Lightning from Tiger.

    *Arrowhead- Gains Cyclone from Golem and Fist Missile from Henger.

    *Beaclon- Gains Fist Missile from Henger.

    *Golem- Gains Fist Missile from Henger(?).

    *Centaur- Gains Death Thrust from Joker (Joker does not have this).

    APE: Swing Throw, POW 50, S/D/B/D=14
    ARROWHEAD: Somersaults, POW 50 A/B/C/A=17
    BAJARL: Mystic Combo, POW 39 B/B/D/C=13
    BAKU: Diving Press, POW 30 S/E/C/C=13
    BEACLON: Frantic Horn, POW 50 B/A/B/C=16
    CENTAUR: Z Smash, POW 55 B/A/B/A=18
    COLOR PANDORA: Delta Attack, INT 55 B/S/B/C=17
    DRAGON: Glide Charge, POW 27 C/A/E/A=14
    DUCKEN: Frantic Beam, INT 45 C/B/C/A=15
    DURAHAN: Punch Combo, POW 45 B/A/C/E=13
    GABOO: Ninja Kick, POW 55 S/D/B/D=14
    GALI: Hashing Mask, POW 38 C/C/C/A=14
    GHOST: Combination POW 55 B/B/B/E=13
    GOLEM: Fist Missile, POW 55 A/C/A/C=16
    HARE: Kung Fu Kick, POW 44 A/D/D/A=14
    HENGER: Laser Swords, POW 55 S/D/A/B=17
    HOPPER: 3 Jump Blows, POW 35 B/D/D/S=14
    JELL: Gatling Gun, INT 45 B/S/D/C=15
    JILL: Snowstorm, INT 45 B/A/B/E=14
    JOKER: Death Final, POW 50 S/E/S/C=16
    KATO: Rolling Claw, POW 30 B/D/B/S=16
    METALNER: Back Charge, POW 29 C/D/C/S=14
    MEW: Maximal Zap, INT 50 S/E/A/B=16
    MOCCHI: Mocchi Cannon, INT 50 A/D/C/B=14
    MOCK: Twisters, INT 50 S/D/E/A=14
    MONOL: 3 Knocks, POW 50 A/S/C/E=15
    NAGA: Eye Beam, INT 29 B/D/C/B=13
    NITON: Violent Shell, POW 50 A/D/B/B=15
    PHOENIX: Fire Wave, INT 50 S/C/D/C=14
    PIXIE: Big Bang, INT 46 A/E/C/B=13
    PLANT: Seed Gatling, INT 27 C/C/D/A=13
    SUEZO: Chewing, POW 45 B/B/C/E=12
    TIGER: Blizzard, INT 32 C/B/D/S=15
    UNDINE: Water Cannon, INT 50 B/A/A/C=17
    WORM: Wheel Attack, POW 44 B/C/B/C=14
    WRACKY: Cursed Dance, POW 55 B/C/B/S=17
    ZILLA: Wave Riding, POW 45 S/D/A/C=16
    ZUUM: Fire Bomb, INT 50 S/E/B/A=16

    Overall, the best move appears to be the Z Smash by the CENTAUR. I'm sure that most of you have your own opinions on what the best move is for each monster, but I thought this was an interesting way of trying to decide what was the best move for each monster.

    More to come
    Last edited by Executioner; 07-06-2012 at 05:26 PM.

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    Default Re: Any one play monster rancher 2? Here is A help guide

    Really very nice information. I play this game rarely, so this information is very useful for me. This is the game which is very interesting and used a lot of animations for more attracting the players and also there are several unlimited characters. Monchester2 will definitely please the new players.

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