Alchius

MR2 Hard Mode v1.0 TEMP VERSION

May 14th, 2019 (edited)
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  1. v1.0 TEMPORARY PASTEBIN
  2.  
  3. Monsters Updated in 1.0: Arrowhead, Bajarl, Baku, Beaclon, Centaur, Ducken, Durahan, Jill, Undine, Wracky, Zilla, Zuum
  4.  
  5. This list is alphabetical and will be formatted further later.
  6. For now if you want to jump for a certain section just control+f this: = BreedName =
  7.  
  8. ---------------------------------
  9. -= APE =-
  10. [v1.0: Minor tech adjustments]
  11. Once 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- strength-wise. 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.
  12.  
  13. These changes may make the Ape/Plant quite the threat!
  14.  
  15. * General Changes:
  16. The following Apes are impacted by changes to other monsters.
  17. + Ape/Gali: Guts Rate: 18 -> 17 (1.66/sec -> 1.76/sec)
  18. # Ape/???: Has recieved alterations for distinction.
  19.  
  20. * Base Stat Changes:
  21. + Ape/Golem Base Stats: 150/160/70/100/90/140 -> 160/180/70/100/80/150 (710 BST -> 740 BST)
  22. + Ape/Gali Base Stats: 120/140/110/100/90/130 -> 130/150/120/110/100/140 (690 BST -> 750 BST)
  23. # Ape/??? Base Stats: Have been altered.
  24. [Nothing too special. /Golem is a bad Ape/Ape, and /Gali had low base stats considering how much lifespan it gives up.]
  25.  
  26. * Slap has been buffed.
  27. + Hit: +8 -> +10
  28. + Force: 15 -> 16
  29. + Sharpness: 0 -> 5
  30. + Guts Cost: 13 -> 12
  31. + Total Tech Value: 15 -> 21.5 (D/A/E/- |>| D/A/E/E) [POW]
  32. [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.]
  33.  
  34. * Sneeze has been buffed.
  35. + Hit: -6 -> 0
  36. + Sharpness: 5 -> 8
  37. + Total Tech Value: 16.5 -> 24 (D/D/C/E |>| D/C/C/E) [INT]
  38. [Sneeze is decent, albeit a bit unreliable. 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.]
  39.  
  40. * Swing-Throw has been buffed.
  41. + Hit: -10 -> -7
  42. + Guts Cost: 50 -> 45
  43. + Total Tech Value: 43 -> 51 (remains as S/D/B/D) [POW]
  44. [A good tech, albeit a bit overpriced. It's pretty strong now, so be wary.]
  45.  
  46. * Thwack has been buffed.
  47. [v1.0: Force increased to 25]
  48. + Force: 20 -> 25
  49. + Withering: 5 -> 8
  50. + Sharpness: 0 -> 5
  51. + Total Tech Value: 12 -> 22.5 (C/B/E/- |>| C/B/E/E) [POW]
  52. [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.]
  53.  
  54. * Blast has been buffed.
  55. + Hit: -8 -> -6
  56. + Force: 21 -> 22
  57. + Withering: 38 -> 40
  58. + Total Tech Value: 29 -> 34 (C/D/B/E |>| C/D/A/E) [INT]
  59. [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.]
  60.  
  61. * Boomerang is now called Bananarang and has been buffed.
  62. [v1.0: Hit increased to +15]
  63. + Hit: +14 -> +15
  64. + Force: 15 -> 16
  65. + Withering: 8 -> 11
  66. + Guts Cost: 18 -> 17
  67. + Total Tech Value: 23 -> 28 (D/A/E/E |>| D/S/D/E) [INT]
  68. [I'm not sorry. Boomerang is decent, but needed a little more damage to keep it afloat later on.]
  69.  
  70. * Grab-Throw has been buffed.
  71. + Hit: -11 -> -10
  72. + Force: 31 -> 32
  73. + Withering: 5 -> 10
  74. + Guts Cost: 18 -> 17
  75. + Total Tech Value: 9.5 -> 17.5 (B/D/E/E |>| B/D/D/E) [POW]
  76. [Passable heavy tech, but could reasonably be more efficient.]
  77.  
  78. * Big Banana has been buffed.
  79. [v1.0: Guts Cost lowered to 27]
  80. + Hit: +18 -> +24
  81. + Force: 19 -> 24
  82. + Withering: 16 -> 24
  83. + Guts Cost: 28 -> 27
  84. + Total Tech Value: 29 -> 49 (D/S/D/E |>| C/S/C/E) [INT]
  85. [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 +40 Hit, but even then it'd just be a timer scam tech. For fun though, this tech is basically "Explosion Banana" in Japanese.]
  86.  
  87. * Roll Assault has been buffed.
  88. + Hit: -9 -> -5
  89. + Total Tech Value: 18.5 -> 22.5 (remains as A/D/D/E) [POW]
  90. [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.]
  91.  
  92. * Bomb has been buffed.
  93. + Hit: -7 -> -4
  94. + Force: 22 -> 24
  95. + Withering: 10 -> 13
  96. + Guts Cost: 19 -> 18
  97. + Total Tech Value: 14 -> 23 (C/D/D/C |>| C/C/D/C) [INT]
  98. [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.]
  99.  
  100. * Big Bomb is now has been buffed.
  101. + Hit: +1 -> +2
  102. + Force: 24 -> 30
  103. + Withering: 12 -> 18
  104. + Sharpness: 18 -> 24
  105. + Total Tech Value: 20 -> 36 (C/B/D/C |>| B/B/D/B) [INT]
  106. [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.]
  107.  
  108. * Tasty Banana is now called Magic Banana and has been buffed.
  109. + Recovery Force: 30 -> 40
  110. + Hit: -25 -> -7
  111. + Total Tech Value: -35 -> -7 ([B]/E/-/- |>| [A]/D/-/-) [INT]
  112. {Warning: Lots of text incoming}
  113. [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". A running theme going forward in this mod is that healing and draining techs are something to covet; not something to laugh at.]
  114.  
  115. ---------------------------------
  116. -= ARROWHEAD =- v1.0
  117. Arrowheads are a breed without much special going for them. They have a large swathe of techniques to use, but in general only use a few since most of them are lousy. They've got no particular niche or special techs/traits to make them stand out. Having said that, Arrowheads are- while disadvantaged, not exactly a bad monster when sticking to their better moves, and having the Swim Bug fixed makes them able to actually gain defense. More than anything, they need more powerful techniques and a little more gas in the tank. Since Arrowheads do not have any particular fast guts rate sub-breeds, their techs do not scale that heavily, and it's fine for them to be a little stronger. Particular when it comes to their POW techniques, they're not working with much fuel- mostly having Long Punch, Hidden Sting, Somersaults, and Roll Assault to work with. With better POW moves across the board, it opens up more space for their INT techs to be more distinct, or at least a bit better in general. So with that said, let's get going.
  118.  
  119. * General Changes:
  120. + Arrowhead/Golem now starts with Long Punch.
  121. + The base Arrowhead guts rate has been buffed from 17 to 16. Pure AH are covered below, and all /AH will be covered in that main monster's section instead:
  122. + AH/AHead Guts Rate: 17 -> 16 (1.76/sec -> 1.87/sec)
  123. + AH/Henger Guts Rate: 17 -> 16 (1.76/sec -> 1.87/sec)
  124. + AH/Durahan Guts Rate: 16 -> 15 (1.87/sec -> 2.0/sec)
  125. + AH/Suezo Guts Rate: 15 -> 14 (2.0/sec -> 2.14/sec)
  126. + AH/Mock Guts Rate: 15 -> 14 (2.0/sec -> 2.14/sec); 1/2/2/2/1/3 -> 2/2/2/2/1/3; Due to the Mock's LIF growth buff.
  127. [Unfortunately due to calculation, Priarocks and Selketo don't catch a speed up- but they can still benefit from the technical buffs.]
  128.  
  129. * Base Stat Changes:
  130. + AH/AHead Base Stats: 120/80/70/30/40/170 -> 130/90/70/80/40/170 (510 BST -> 580 BST)
  131. + AH/Henger Base Stats: 120/100/60/110/90/130 -> 120/110/60/130/70/140 (610 BST -> 630 BST)
  132. + AH/Golem Base Stats: 120/150/70/50/60/190 -> 120/160/60/70/40/200 (640 BST -> 650 BST)
  133. # AH/Mock Base Stats: 90/110/130/100/60/150 -> 140/90/130/110/20/150 (BST remains as 640)
  134. [The pure Arrowhead has a bizarrely low base stat total compared to all the other Arrowheads, but it does live for a long time.]
  135.  
  136. * Claw Pinch has been buffed.=
  137. + Guts Cost: 29 -> 26
  138. + Total Tech Value: 20 -> 23 (remains as B/D/D/E) [POW]
  139. [A little overpriced.]
  140.  
  141. * Bloodsuction is now called Straw Drain and has been buffed.=
  142. + Sharpness: 0 -> 5
  143. + Guts Cost: 50 -> 40
  144. + Total Tech Value: 0 -> 12.5 (B[B]/D/-/- |>| B[B]/D/-/E) [POW]
  145. [Normally I would do more with a tech like this, but after going through a bunch of other breeds, this is the only POW based Life Steal tech in the game. I'll let them keep the small niche that has. Like a lot of the Arrowhead's kit, a bit too expensive. Bloodsuction isn't too bad, really.]
  146.  
  147. * Somersault has been buffed.
  148. + Hit: +3 -> +5
  149. - Sharpness: 21 -> 20
  150. + Guts Cost: 26 -> 23
  151. + Total Tech Value: 19.5 -> 23 (C/B/D/B |>| C/A/D/B) [POW]
  152. [Like many AH techs, Somersault does a bit of everything.]
  153.  
  154. * Somersaults has been buffed.
  155. + Guts Cost: 50 -> 46
  156. + Total Tech Value: 29.5 -> 33.5 (remains as A/B/C/A) [POW]
  157. [You may notice a running theme where the prevailing change to Arrowhead techs is that they're less expensive.]
  158.  
  159. * Sting Slash is now called Tail Blade and has been altered.
  160. + Force: 18 -> 20
  161. - Withering: 15 -> 11
  162. + Sharpness: 25 -> 30
  163. + Guts Cost: 30 -> 21
  164. + Total Tech Value: 25.5 -> 34 (D/A/D/A |>| C/A/D/S) [POW - Arrowhead/Durahan exclusive]
  165. [The absolute audacity to charge 30 guts for a bad crossover technique. Unlike most crossover tech changes, this one is just a straight buff rather than a rescaling.]
  166.  
  167. * Long Punch has been buffed.
  168. + Hit: +8 -> +9
  169. + Sharpness: 3 -> 5
  170. + Total Tech Value: 17.5 -> 19.5 (remains as C/A/E/E) [POW]
  171. [As far as I'm aware, this and Pixie's Bolt were the only techniques in the game to have 3 sharpness. Also known as "Zoom Punch."]
  172.  
  173. * Sting has been buffed.
  174. + Withering: 6 -> 8
  175. + Guts Cost: 16 -> 15
  176. + Total Tech Value: 19.5 -> 22.5 (remains as D/A/E/E) [INT]
  177. [With the breed's guts rate buff in general, lowering guts costs is a double whammy in terms of uptime. Also a little extra withering for the brainy crab.]
  178.  
  179. * TripleStings has been buffed.
  180. + Hit: +15 -> +16
  181. + Withering: 12 -> 13
  182. + Guts Cost: 29 -> 26
  183. + Total Tech Value: 25 -> 30 (remains as C/S/D/E) [INT]
  184. [Same reasoning as the Sting buff.]
  185.  
  186. * Tail Swing has been buffed.
  187. + Hit: -11 -> -9
  188. + Withering: 9 -> 10
  189. + Total Tech Value: 8.5 -> 11.5 (C/D/E/E |>| C/D/D/E) [POW]
  190. [In a somewhat rare instance in vanilla MR2, a tech actually chains into a stronger version rather than a different version. Tail Swing has been made more reliable to make it slightly less outclassed, albeit still less efficient than Tail Swings.]
  191.  
  192. * Death Scythe has been altered.
  193. + Force: 18 -> 33
  194. + Withering: 15 -> 18
  195. + Sharpness: 28 -> 40
  196. - Guts Cost: 30 -> 40
  197. + Total Tech Value: 24 -> 38 (D/A/D/A |>| B/A/D/S) [POW - Arrowhead/Joker exclusive]
  198. [Something to give Selketo some specialization. There are only a few 50/50 critical chance techniques in the game, and Arrowhead now gets one of them. Always crits during Hurry!]
  199.  
  200. * Claw Assault has been buffed.
  201. + Force: 17 -> 18
  202. + Total Tech Value: 10.5 -> 11.5 (remains as D/B/-/E) [POW]
  203. [Rather hard hitting for a starter tech.]
  204.  
  205. * Jumping Claw has been buffed.
  206. + Hit: 0 -> +1
  207. + Force: 15 -> 19
  208. + Total Tech Value: 15.5 -> 20.5 (D/C/E/C |>| D/B/E/C) [POW]
  209. [Here's where the real lousy POW techs start showing up. The Jumping Claw chain is just weak, and has been boosted to be less shoddy.]
  210.  
  211. * Aerial Claw has been buffed.
  212. + Hit: -1 -> 0
  213. + Force: 19 -> 24
  214. + Withering: 11 -> 12
  215. + Sharpness: 19 -> 20
  216. + Total Tech Value: 17.5 -> 25 (D/C/D/C |>| C/C/D/B) [POW]
  217. [Yeah, buffed in basically every area.]
  218.  
  219. * Acrobatics has been buffed.
  220. + Hit: +13 -> +15
  221. + Force: 29 -> 32
  222. + Guts Cost: 45 -> 42
  223. + Total Tech Value: 32.5 -> 40.5 (C/A/B/E |>| B/S/B/E) [POW]
  224. [People complain about Acrobatics doing low damage for the price, which I don't disagree with- but it also does basically everything so I'm not going to push it super hard.]
  225.  
  226. * Meteor has been altered.
  227. + Hit: -13 -> 0
  228. - Force: 61 -> 51
  229. + Withering: 27 -> 28
  230. + Total Tech Value: 31.5 -> 35.5 (S/D/C/E |>| S/C/C/E) [INT]
  231. [Other media refers to this technique as "Final Bomb." That's a good name too, but no other breed has just "Meteor", so I'll leave it as is. As the Arrowhead's INT side is mostly about accuracy, Meteor also embraces this to become a hard-hitting technique with a good hit rate to its name.]
  232.  
  233. * Cyclone has been buffed.
  234. + Force: 62 -> 72
  235. + Total Tech Value: 30 -> 40 (remains as S/E/C/D) [POW - Arrowhead/Golem exclusive]
  236. [I guess if you're raising the worst Arrowhead, you at least deserve Golem-level force on your Cyclone...]
  237.  
  238. * Hidden Sting is now an Intelligence-based technique and has been buffed.
  239. # Classification: Power Technique -> Intelligence Technique
  240. + Hit: +19 -> +20
  241. + Withering: 6 -> 8
  242. + Total Tech Value: 24.5 -> 26.5 (remains as C/S/E/E) [INT]
  243. [You may have seen this coming. With their POW techniques cleaned up, Hidden Sting can go back over to where it's supposed to be as an Intelligence tech. You can lament the loss, but POW Arrowheads still have accurate and buffed moves in Somersault and Acrobatics.]
  244.  
  245. * Energy Shot is now called Light Bullet and has been buffed.
  246. + Hit: +5 -> +10
  247. - Withering: 27 -> 26
  248. + Total Tech Value: 23.5 -> 27.5 (remains as E/A/C/E) [INT]
  249. [A good trade, and I think you'll agree.]
  250.  
  251. * Energy Shots is now called Light Volley and has been buffed.
  252. + Hit: +5 -> +20
  253. - Force: 11 -> 10
  254. + Total Tech Value: 28.5 -> 42.5 (D/A/B/E |>| D/S/B/E) [INT]
  255. [This is partly an experiment on taking something that was horribly overpowered on a fast monster in another time, and giving to over to a slow monster. I'm looking forward to it.]
  256.  
  257. * Javelin has been buffed.
  258. + Hit: -7 -> -2
  259. + Guts Cost: 24 -> 21
  260. + Total Tech Value: 22 -> 29 (C/D/C/B |>| C/C/C/B) [POW]
  261. [The damage efficiency on this technique still isn't great, but it does a lot of withering as well so I'm taking it slow.]
  262.  
  263. * Fist Missile has been buffed.
  264. # Error Correction: No longer falsely has a "Good Nature" icon.
  265. + Hit: +5 -> +6
  266. + Force: 16 -> 21
  267. + Withering: 5 -> 8
  268. + Sharpness: 19 -> 21
  269. + Guts Cost: 19 -> 17
  270. + Total Tech Value: 16.5 -> 27.5 (D/A/E/C |>| C/A/E/B) [POW - Arrowhead/Henger exclusive]
  271. [A little stronger than the Henger's Fist Missile, but it takes much longer. Also, why is this a Special tech?]
  272.  
  273. ---------------------------------
  274. -= BAJARL =- v1.0
  275. In the interest of variety in these overviews, I'm going to ramble for a moment. Bajarl is a breed which very clearly seems to show signs of being a "late-in-development" monster. It has long reaching and varied tech chains, unusual techniques and allocations such as having no Hit/Withering techs and peculiar special techs in the Magic Pot chain, and most telling- it barely even works in the original Japanese version. It has graphical glitches, faulty animations, and can't even learn a good portion of its techs because the chains were not set properly in Monster Farm 2. For the most part these were fixed in the localization. It's plausible that Bajarl was the absolute last monster added to the game. Anyways, I'll get back on topic. For a monster with so many special traits, it doesn't get to showcase them very well. It mostly just ends up being a messy coin-toss monster due to the prevalence of high force and low accuracy techs, sort of like the Golem but not as extreme. As a result, it's a very average monster that is neither particularly strong or weak. I seek variety, and Bajarl is a perfect choice for showing what an "unlockable" monster can be. Like with the Mock, I'll be diversifying the Bajarl's kit a little bit to accommodate styles beyond "spam high force techs."
  276.  
  277. Since Bajarls do not have varying guts rates, all their techniques can be tuned specifically, as they're already at their ceiling. Don't be surprised if two or three good hits from a Bajarl has the opponent down for the count.
  278.  
  279. * General Changes:
  280. + All Bajarl now have the battle special "Fight" by default.
  281. + The base Bajarl Arena Movespeed is now "A". Pure Bajarls are covered below, and all /Bajarl will be covered in that main monster's section instead:
  282. + Bajarl/Bajarl Arena Speed: D -> A
  283. + Bajarl/Joker Arena Speed: D -> B
  284. # Bajarl/???: Have received changes for distinction.
  285. [This is one of the stranger "General Changes" sections. I have no changes to make to Bajarl's growths or guts rate. Instead the Bajarl is fast on their "feet", like a boxer. As the Joker has movespeed C by default, Jaba has only "B" movement speed. Of course, this affects the /??? breeds as well. This makes Bajarl the 5th and last monster to have the highest arena movespeed, alongside the Pixie, Hopper, Metalner, and buffed Ghost- making it the only one with an average guts rate. Also gives it some incentive as a sub-breed. Vigor now doesn't really do much for the pure Bajarl besides having him flex on you at the start of a match, but it still does a little work for Jaba and the /??? subs. That said, nobody really uses Vigor except to mess around, so it's probably fine. Ultrarl is pretty unique- give him a shot if you have the disc.]
  286.  
  287. * Base Stat Changes:
  288. + Bajarl/Bajarl Base Stats: 100/130/90/120/110/80 -> 110/140/80/130/100/90 (630 BST -> 650 BST)
  289. + Bajarl/Joker Base Stats: 100/150/120/140/110/90 -> 100/140/130/160/110/80 (710 BST -> 720 BST)
  290. # Bajarl/??? Base Stats: Have been adjusted.
  291. [This affects both Boxer Bajarl and Ultrarl.]
  292.  
  293. * Hook has been altered.
  294. + Hit: -16 -> 0
  295. - Force: 39 -> 30
  296. + Total Tech Value: 11.5 -> 18.5 (B/E/D/E |>| B/C/D/E) [POW]
  297. [A good portion of fights generally happens up in slot 1. This is all Bajarl has in slot 1. While it's nice to have blowout potential, Bajarl has plenty of that elsewhere, so Hook is instead a more reliable but still hard-hitting technique, albeit a bit less.]
  298.  
  299. * Left Jab has been buffed.
  300. + Hit: +9 -> +15
  301. + Force: 8 -> 10
  302. + Sharpness: 0 -> 5
  303. + Total Tech Value: 7 -> 17.5 (E/A/-/- |>| D/S/-/E) [POW]
  304. [Left Jab is never really used since there's so many other techs to work with, but 8 force is just a bit too paltry for the Bajarl's tastes. Fairly similar to Hare's 1-2 Punch.]
  305.  
  306. * Right Jab has been buffed.
  307. + Hit: +4 -> +5
  308. + Guts Cost: 12 -> 11
  309. + Total Tech Value: 7.5 -> 9.5 (D/B/-/E |>| D/A/-/E) [POW]
  310. [This is where the Bajarl's massive tech chain starts, but the tech itself isn't too bad. It can stand to be a bit cheaper. It has worse "letters", but more damage than Left Jab.]
  311.  
  312. * 1-2-Hook has been altered.
  313. + Hit: -16 -> -8
  314. - Force: 46 -> 41
  315. + Withering: 15 -> 16
  316. + Total Tech Vaue: 17.5 -> 21.5 (A/E/D/E |>| A/D/D/E) [POW]
  317. [Similar reasoning to the "Hook" change. This is still a rather hard hitter.]
  318.  
  319. * Straight has been buffed.
  320. + Hit: -12 -> -8
  321. + Withering: 8 -> 11
  322. + Total Tech Value: 6.5 -> 13.5 (C/D/E/E |>| C/D/D/E) [POW]
  323. [A passable heavy tech, which can be pushed a little. Since this is the start of two tech chains, you'll be using it a lot.]
  324.  
  325. * Uppercut has been buffed.
  326. + Hit: 0 -> +3
  327. + Force: 17 -> 20
  328. - Sharpness: 16 -> 15
  329. + Guts Cost: 21 -> 20
  330. + Total Tech Value: 13 -> 19.5 (D/C/E/C |>| C/B/E/C) [POW]
  331. [As far as the Bajarl's POW techs go, the Uppercut chain is what they have for accuracy. That said, they're still a bit lacking in their base form.]
  332.  
  333. * 1-2-Uppercut has been buffed.
  334. + Hit: +2 -> +5
  335. + Force: 22 -> 26
  336. + Withering: 12 -> 14
  337. + Sharpness: 19 -> 20
  338. + Guts Cost: 29 -> 28
  339. + Total Tech Value: 16.5 -> 27 (C/B/D/C |>| C/A/D/B) [POW]
  340. [1-2 Uppercut sees boosts across the board due to being garbage.]
  341.  
  342. * 1-2-Smash has been buffed.
  343. + Force: 53 -> 57
  344. + Withering: 21 -> 22
  345. + Total Tech Value: 24.5 -> 29.5 (remains as S/E/C/E) [POW]
  346. [Retains its original design of being a huge damage dealer. Now it just deals a bit more. Don't get hit!]
  347.  
  348. * Magic Punch has been buffed.
  349. + Hit: -9 -> -7
  350. + Withering: 9 -> 14
  351. + Guts Cost: 26 -> 25
  352. + Total Tech Value: 10.5 -> 18.5 (B/D/E/E |>| B/D/D/E) [POW]
  353. [Similar to the Straight buff. Is a good pickup by virtue of not being in slot 2.]
  354.  
  355. * Mystic Combo has been buffed.
  356. + Hit: +2 -> +7
  357. + Withering: 12 -> 19
  358. + Sharpness: 15 -> 20
  359. + Guts Cost: 39 -> 36
  360. + Total Tech Value: 15.5 -> 33 (B/B/D/C |>| B/A/D/B) [POW]
  361. [The end of the Uppercut tech chain. If you want a reliable POW tech, this is your man.]
  362.  
  363. * Mystic Punch has been buffed.
  364. + Hit: -11 -> -7
  365. + Force: 43 -> 44
  366. + Withering: 18 -> 21
  367. + Total Tech Value: 18.5 -> 26.5 (A/D/D/E |>| A/D/C/E) [POW]
  368. [Follows through with the boosts to the rest of the Straight chain. These small Hit increases add up when it's to basically every Bajarl tech.]
  369.  
  370. * Magic Pot has been buffed.
  371. + Hit: -5 -> -3
  372. + Guts Cost: 35 -> 30
  373. + Total Tech Value: 0 -> 7 (C[C]/D/-/- |>| C[C]/C/-/-) [INT]
  374. [Oh boy, here we go with the pots. This is the Bajarl's big gimmick tech chain. While I don't think the Bajarl should be a top in class draining monster, it's probably fine for them to be on upper half. Magic Pot is a pretty safe tech- and this makes it more reliable, efficient, and easier to chain. Actually quite strong!]
  375.  
  376. * Mystic Pot has been altered.
  377. + Hit: -10 -> -5
  378. + Force: 0 -> 15
  379. + Withering: 30 -> 35
  380. - Guts Cost: 45 -> 50
  381. + Total Tech Value: 5 -> 30 (-/D/B[B]/- |>| D/D/B[B]/-) [INT]
  382. [Technically you don't have to get this tech to get Miracle Pot, but I thought I'd try and give some incentive to have it anyways. This does NOT steal life, only guts. Much like Magic Pot, it's a pretty efficient guts stealer, but rather lacking in terms of damage output. Try using it when your enemy is in Anger for an easier hit. More or less, this and Miracle Pot exist not necessarily to be used, but instead to pose the following threat: "You cannot let me get to 60-70+ guts while you are at a large guts deficit, or you will immediately lose."]
  383.  
  384. * Miracle Pot has been altered.
  385. + Hit: -15 -> -7
  386. + Force: 30 -> 40
  387. + Withering: 30 -> 40
  388. + Sharpness: 0 -> 10
  389. - Guts Cost: 60 -> 70
  390. + Total Tech Value: 45 -> 88 (lol) (B[B]/E/B[B]/- |>| A[A]/D/A[A]/D) [INT]
  391. [Still steals 100%. If this lands, it's pretty much curtains on the match. If it misses- well, the Bajarl basically just forfeit. If you're gonna have an all-in gimmick, go hard. An utterly obscene technique, but due to its prohibitive guts cost, will rarely see use. Whether it whiffs or connects, it'll decide the outcome single-handedly. An alternative naming scheme I considered but did not use for the Magic Pot chain was First Wish -> Second Wish -> Third Wish. I do like the current name as it shows what comes after "Mystic". Whereas the POW techs only go Magic -> Mystic, this tech shows Miracle is the third and final tier. A shame there's no MiraclePunch or MiracleCombo.]
  392.  
  393. * Bajarl Beam has been buffed.
  394. + Force: 24 -> 30
  395. + Withering: 24 -> 30
  396. + Sharpness: 5 -> 15
  397. + Guts Cost: 40 -> 34
  398. + Total Tech Value: 20.5 -> 43.5 (C/A/C/E |>| B/A/B/C) [INT]
  399. [This is what the Bajarl has for a regular INT tech, so I'm being generous with it. The original version is very lackluster, but now it should pack a good punch/beam. As mentioned prior, this may look like a bit much, but when there is no guts rate scaling due to faster sub-breeds- techs can be stronger.]
  400.  
  401. If you're curious, this is how the Bajarl's tech chains all actually go:
  402. - Right Jab 50x -> Straight
  403. - Right Jab 50x -> 1-2-Smash (Good Nature)
  404. - Straight 50x -> Hook
  405. - Straight 50x -> Magic Punch
  406. - Hook 50x -> 1-2-Hook
  407. - Magic Punch 50x -> Mystic Punch (Good Nature)
  408. - Uppercut 50x -> 1-2-Uppercut
  409. - 1-2 Uppercut 50x -> Mystic Combo (Good Nature)
  410. - Magic Pot 50x -> Mystic Pot (Bad Nature)
  411. - Magic Pot 50x -> Miracle Pot (Worst Nature)
  412. Good luck with that! I left it like that since that's part of the Bajarl's gimmick. If you hate techs chains, this isn't the breed for you.
  413.  
  414. ---------------------------------
  415. -= BAKU =- v1.0
  416. Bakus are a breed that do not have any unifying ideas (though maybe that itself is its theme). They are neither terrible nor particularly good, but mostly just hang in the background as "another slow guts monster with low accuracy POW techs and weak gimmicky INT techs", sort of like the original Ape. The Baku is a lot like the Ape in regards to battles, though with more techniques. Unfortunately this means that unless I redesign one of them, they'll occupy mostly the same space- and thematically both need to be slow guts monsters. So it's a bit of a challenge, but the Baku has some gimmicks that the Ape does not such as Diving Press and a focus on a more diverse toolkit that while perhaps not better, has more options. That said, the first goal in regards to the Baku is their clean up their moveset, since like many vanilla monsters over half of their tech list is not worth having.
  417.  
  418. * General Changes:
  419. + SPD Growth: 0 -> 1
  420. + The base Baku Arena Movespeed is now "C". Pure Bakus are covered below. /Baku will be covered that monster's respective section.
  421. + Baku/Baku: 4/3/0/1/0/2 -> 4/3/0/1/1/2; Arena Speed: E -> C
  422. # Baku/Dragon: 3/3/2/1/0/2 -> 4/3/2/1/1/2; Arena Speed: E -> C; Guts Rate: 17 -> 18 (1.76/sec -> 1.66/sec), Due to Dragon's LIF buff and Guts Rate nerf.
  423. + Baku/Golem: 3/3/1/1/0/3 -> 3/3/1/1/1/3; Arena Speed: E -> D
  424. + Baku/Durahan: 3/3/1/1/0/3 -> 3/3/1/1/1/3; Arena Speed: E -> C
  425. + Baku/Tiger: 3/2/1/2/1/1 -> 3/2/1/2/2/1; Arena Speed: D -> C
  426. + Baku/Hare Arena Speed: D -> C
  427. - Baku/Kato: 3/2/2/1/2/2 -> 2/2/2/1/2/2, Due to Kato's LIF nerf. Arena Speed: E -> C
  428. + Baku/Joker: 3/3/2/2/0/2 -> 3/3/2/2/1/2; Arena Speed: D -> C
  429. + Baku/Jell: 3/2/1/2/0/2 -> 3/2/1/2/1/2; Arena Speed: D -> C
  430. # Baku/???: Has received adjustments for distinction.
  431. [For a monster who has it in their description that they can really move when they need to, the Baku sure is slow. Since the Baku's growth total was a bit subpar, the SPD is what catches a small bump. This makes the Baku one of the faster moving slow guts monsters, up there with Phoenix, so re-positioning isn't as hard. There are a surprising amount of Baku.]
  432.  
  433. * Base Stat Changes:
  434. + Baku/Dragon Base Stats: 150/130/100/80/60/120 -> 180/140/100/90/60/130 (640 BST -> 700 BST)
  435. + Baku/Golem Base Stats: 160/130/70/90/60/150 -> 150/180/60/80/70/140 (660 BST -> 680 BST)
  436. + Baku/Tiger Base Stats: 150/120/50/100/70/90 -> 140/120/70/110/100/80 (580 BST -> 620 BST)
  437. + Baku/Hare Base Stats: 150/130/50/90/100/80 -> 140/160/50/90/130/80 (600 BST -> 650 BST)
  438. + Baku/Baku Base Stats: 180/130/50/70/60/150 -> 180/150/50/60/80/130 (640 BST -> 650 BST)
  439. # Baku/Kato Base Stats: 160/110/120/70/100/130 -> 130/110/120/70/160/100 (BST remains as 690)
  440. # Baku/??? Base Stats: Has also received adjustments.
  441. [Nothing too exciting. Just shuffling base stats upwards a bit for some Bakus to meet their higher SPD growth or to better reflect their sub-breed.]
  442.  
  443. * Dust Cloud is now an Intelligence-based technique and has been buffed.
  444. # Classification: Power Technique -> Intelligence Technique
  445. + Hit: +5 -> +13
  446. + Withering: 0 -> 5
  447. + Total Tech Value: 7 -> 20 (D/A/-/- |>| D/A/E/-) [INT]
  448. [Opening with a swap. Bakus as a breed often run either full INT or full POW, and their basic techs are holding them back in this regard somewhat. POW Bakus don't have a ton of reason to complain since they have 4 techs which can cover up Dust Cloud, but this makes things easier for the INT side. It also gets a large hit chance buff on account of being weak. It's not too dissimilar from 1-2 Punch, albeit not quite as good.]
  449.  
  450. * Bite has been buffed.
  451. + Hit: 0 -> +4
  452. + Force: 15 -> 16
  453. + Sharpness: 5 -> 6
  454. + Guts Cost: 15 -> 14
  455. + Total Tech Value: 11.5 -> 18 (D/C/E/E |>| D/B/E/E) [POW]
  456. [Bite is a "passable" POW tech chain that the Baku uses because they do not have better options for accuracy aside from Gust Breath. Instead they have been made enticing on their own instead of being a compromise. Does an alright bit of withering as well.]
  457.  
  458. * Two Bites has been buffed.
  459. + Hit: +7 -> +8
  460. + Withering: 10 -> 13
  461. + Sharpness: 5 -> 7
  462. + Guts Cost: 25 -> 23
  463. + Total Tech Value: 17.5 -> 24.5 (remains as C/A/D/E) [POW]
  464. [Same reasoning as the "Bite" buff. Two Bites is already somewhat decent, but nothing great.]
  465.  
  466. * Three Bites is now called Dream Eater and has been buffed.
  467. + Hit: -5 -> +16
  468. - Force: 33 -> 30
  469. - Withering: 33 -> 22
  470. + Sharpness: 5 -> 8
  471. + Guts Cost: 33 -> 31
  472. + Total Tech value: 30.5 -> 41 (B/D/B/E |>| B/S/C/E) [POW]
  473. [This one's a little different. Three Bites is a special tech that chain from a hit tech but is suddenly a heavy tech? Bakus aren't exactly hurting for big damage options between Tongue Slap and Diving Press, so Dream Eater is instead a large and accurate move the Baku can use to seal the deal or abuse during Power/Fury. Rather strong. Also, y'know, Bakus eat dreams- that's the point of the myth.]
  474.  
  475. * Tongue Slap has been buffed.
  476. + Withering: 11 -> 13
  477. + Total Tech Value: 15.5 -> 17.5 (remains as A/D/D/E) [POW]
  478. [Minor, but not pointless. Tongue Slap is already fairly good.]
  479.  
  480. * Charge has been buffed.
  481. + Force: 17 -> 20
  482. + Withering: 0 -> 5
  483. - Guts Cost: 13 -> 14
  484. + Total Tech value: 1.5 -> 8.5 (D/D/-/E |>| C/D/E/E) [POW]
  485. [A high damage basic tech similar to Golem's Punch.]
  486.  
  487. * Roar has been buffed.
  488. + Hit: -2 -> +1
  489. + Total Tech Value: 14.5 -> 17.5 (D/C/D/C |>| D/B/D/C) [INT]
  490. [The base Roar is pretty efficient, actually. One of the Baku's best INT tools. The accuracy needs a bump, however.]
  491.  
  492. * Two Roars has been altered.
  493. + Hit: -8 -> -3
  494. + Withering: 8 -> 15
  495. - Sharpness 24 -> 20
  496. + Total Tech Value: 11 -> 21 (C/D/E/B |>| C/C/D/B) [INT]
  497. [Same reasoning mostly. Why was the withering higher on Roar?]
  498.  
  499. * MillionRoars is now called Cacophony and has been altered.
  500. + Hit: -12 -> -6
  501. - Force: 43 -> 34
  502. + Sharpness: 15 -> 25
  503. + Guts Cost: 34 -> 31
  504. + Total Tech Value: 26.5 -> 31.5 (A/D/C/C |>| B/D/C/A) [INT]
  505. [The end of the Roar chain now relies more on its sharpness and less shoddy reliability rather than being an odd heavy tech. Does plenty of damage still, and crits often.]
  506.  
  507. * Diving Press is now called Sleep Tight and has been altered.
  508. - Recoil Force: 20 Recoil on-Miss -> 30 Recoil on-Miss
  509. + Withering: 28 -> 30
  510. - Sharpness: 15 -> 10
  511. - Total Tech Value: 49.5 (or -10) -> 49 (or -15) (S/E/C/C |>| S/E/B/D) [POW]
  512. [Diving Press more or less gets a small knock because it's really all the Baku does in the base game because it's their only overtuned technique. The critical chance has been dampened somewhat since it's basically a guaranteed KO with decent probability for 30 guts. The Baku also pays more for not having any DEF, though not by a massive amount. If you're feeling lucky, this can still end a match right as it starts. Compared to the Golem's version, this has better withering and hit, but harsher recoil and a little less force. While this is usually a downgrade, Baku now has other decent POW tools to use besides Tongue Slap and the force/hit are untouched if your RNG is up to it.]
  513.  
  514. * Sneeze has been altered.
  515. + Hit: -9 -> +6
  516. - Force: 16 -> 8
  517. + Withering: 24 -> 26
  518. + Sharpness: 5 -> 6
  519. + Guts Cost: 20 -> 19
  520. Total Tech Value: 13.5 -> 24 (D/D/C/E |>| E/A/C/E) [INT]
  521. [Shifts the force into all of the other traits. Seeing as damage is not the goal of cheap withering techs, this is a buff. Pretty accurate combined with guts correction.]
  522.  
  523. * Mating Song has been altered.
  524. + Hit: -7 -> +3
  525. + Force: 19 -> 24
  526. + Withering: 33 -> 38
  527. + Sharpness: 6 -> 7
  528. - Guts Cost: 32 -> 36
  529. + Total Tech Value: 16 -> 32.5 (D/D/B/E |>| C/B/B/E) [INT]
  530. [As I make a running theme for slow guts monsters, I don't mind them having powerful withering techs. Mating Song shifts into the Baku's primary INT option when you're focused more on the long withering game than trying for huge damage with MillionRoars or messing around with Nap. Not super damage or withering efficient, but hits both sides decently hard. Baku has pretty cheap techs, and this their most expensive one at 36 guts.]
  531.  
  532. * Foul Wind has been altered.
  533. + Hit: -13 -> -6
  534. - Force: 26 -> 19
  535. + Withering: 40 -> 52
  536. + Sharpness: 7 -> 8
  537. + Total Tech Value: 21.5 -> 34 (C/D/A/E |>| D/D/S/E) [INT]
  538. [Foul Wind is focused primarily on the withering side of things, as you might expect from a bad natured withering tech. The chip damage and accuracy are passable, and the enemy most likely cannot retaliate with much unless you're way behind.]
  539.  
  540. * Gust Breath has been buffed.
  541. + Hit: +5 -> +7
  542. + Withering: 5 -> 10
  543. + Total Tech Value: 14.5 -> 21.5 (C/A/E/E |>| C/A/D/E) [POW]
  544. [More or less is the intermediary between Bite and Two Bites, but sitting in slot 4. One of the Baku's good tools in vanilla.]
  545.  
  546. * Hypnotism has been altered.
  547. + Hit: -4 -> +4
  548. + Force: 16 -> 24
  549. + Withering: 16 -> 18
  550. - Guts Cost: 21 -> 29
  551. + Total Tech Value: 19.5 -> 29.5 (D/C/D/A |>| C/B/D/A) [INT]
  552. [Similar to Gust Breath, acts as the stage between Two Roars and MillionsRoars in slot 4. Fairly reliable and accomplishes some of everything.]
  553.  
  554. * Nap has been buffed.
  555. + Hit: -20 -> -14
  556. + Guts Cost: 30 -> 29
  557. + Total Tech Value: -20 -> -13 ([B]/E/-/- |>| [B]/D/-/-) [INT]
  558. [There's an interesting clause in MR2's AI where recovery techs do not have the same "45 guts minimum" rule that regular attacks have. If the AI is hovering a recovery move and has the guts for it, it can use it. This generally doesn't come up much since most recovery techs are expensive. Nap (and the altered Refreshment) are among the few exceptions to this. Since Nap is pretty cheap and a big heal, I don't think it's wise to push the hit rate too much like I did for Tasty Banana. While this is not exactly the most accurate recovery tech, it's pretty cost effective and guts correction usually means it will hover in the 36%-40% range which is rather decent for 29 guts/30 recovery. Unlike other big recovery moves, the Baku can usually throw this out more than once per round if desired. A good move to use while your enemy has "Anger" active. I do like how something based off the Baku myth is putting itself to sleep, though.]
  559.  
  560. ---------------------------------
  561. -= BEACLON =- v1.0
  562. The Beaclon is a monster which is hard to define. Well, actually- it can be summed up pretty aptly with the term "mediocre," but that's not really what I mean. It's a somewhat convoluted monster to unlock, but itself does not have any special traits. Beaclons are essentially a middle-weight POW monster with average guts, average to below average techniques, and a lot of redundancy in their abilities. Their growths are also rather unimpressive. Overall, the Beaclon is a monster whose claim to uniqueness is that the process to acquire them is obfuscated- and not that the monster itself is unique. That's a bit sad. Combat-wise, Beaclons are extremely average in basically every regard, which is essentially what happens when you take an average guts rate monster and don't give them any techs that have special traits. I'd like to say more, but there's really not much to ramble about when it comes to Beaclons. They need boosts across the board to save them from their dull and ineffectual nature, which I'm happy to provide.The buffs to the Beaclon may not be special or exciting (Well, the breed does have a 0 INT growth afterall), but the value of small number changes should not be overlooked.
  563.  
  564. * General Changes:
  565. + POW Growth: 3 -> 4; Pure Beaclons are covered below. There are no /Beaclon that are altered by this adjustment.
  566. + Beaclon/Beaclon: 3/3/0/1/1/3 -> 3/4/0/1/1/3
  567. - Beaclon/Dragon: 3/3/2/1/1/3 -> 3/4/2/1/1/3; Guts Rate: 15 -> 16 (2.0/sec -> 1.87/sec); Due to Dragon's guts rate nerf.
  568. + Beaclon/Henger: 2/3/1/2/2/2 -> 2/4/1/2/2/2
  569. + Beaclon/Golem: 3/3/1/1/1/3 -> 3/4/1/1/1/3
  570. + Beaclon/Durahan: 3/3/1/1/1/3 -> 3/4/1/1/1/3
  571. + Beaclon/Tiger: 2/2/1/2/2/2 -> 2/3/1/2/2/2
  572. + Beaclon/Bajarl: 3/3/0/2/1/2 -> 3/4/0/2/1/2; Arena Speed: E -> C; Due to Bajarl's Arena Speed buff.
  573. # Beaclon/???: Has received changes for distinction.
  574. [Due to calculation, Ducklon and Jaggernaut (Why isn't it Juggernaut?) do not benefit from the POW growth buff.]
  575.  
  576. * Base Stat Changes:
  577. + Beaclon/Beaclon Base Stats: 120/150/50/70/90/140 -> 130/160/50/70/90/140 (620 BST -> 640 BST)
  578. + Beaclon/Dragon Base Stats: 120/150/110/70/90/140 -> 130/150/110/80/90/140 (680 BST -> 700 BST)
  579. + Beaclon/Golem Base Stats: 120/150/80/70/90/140 -> 120/180/100/80/50/150 (650 BST -> 680 BST)
  580. # Beaclon/Tiger Base Stats: 100/110/70/130/90/120 -> 100/130/70/120/90/110 (BST remains as 620)
  581. + Beaclon/Bajarl Base Stats: 120/150/50/100/90/110 -> 120/160/60/110/90/100 (620 BST -> 640 BST)
  582. # Beaclon/??? Base Stats: Have been adjusted.
  583. [You ever notice Rocklon and Centurion are effectively the same sub-breed with a different guts rate? What's with that?]
  584.  
  585. * Heavy Punch is now called Rotary Punch and has been buffed.
  586. + Hit: +5 -> +8
  587. + Force: 15 -> 16
  588. + Withering: 5 -> 8
  589. + Total Tech Value: 11.5 -> 18.5 (remains as D/A/E/E) [POW]
  590. [The Beaclon's Punch chain is "okay." It's intended to be an accurate basic chain- so instead of getting less accurate as it goes on, it instead gets more.]
  591.  
  592. * Maximal Punch has been buffed.
  593. + Hit: +3 -> +10
  594. + Withering: 10 -> 12
  595. + Total Tech Value: 18 -> 27 (C/B/D/D |>| C/A/D/D) [POW]
  596. [Same reasoning as the Heavy Punch change.]
  597.  
  598. * Horn Strike has been buffed.
  599. + Guts Cost: 13 -> 12
  600. + Total Tech Value: 5.5 -> 6.5 (remains as D/B/-/E) [POW]
  601. [The Horn Strike chain is actually pretty damage efficient, to where I don't think it needs much.]
  602.  
  603. * Horn Attack has been buffed.
  604. + Hit: +1 -> +2
  605. + Withering: 0 -> 5
  606. + Total Tech Value: 10.5 -> 16.5 (C/B/-/E |>| C/B/E/E) [POW]
  607. [One of the best damage-dealing basic techs in the game, if you can believe it.]
  608.  
  609. * SpinningHorn has been altered.
  610. + Hit: -12 -> -6
  611. - Force: 16 -> 14
  612. + Guts Cost: 25 -> 23
  613. + Total Tech Value: 16.5 -> 22.5 (remains as D/D/B/E) [POW]
  614. [Does a lot of withering for the price. Withering isn't really Beaclon's strong suite, and it's still not- but you can try taking it for a spin against slow guys.]
  615.  
  616. * Punch Combo has been buffed.
  617. + Hit: -5 -> -3
  618. + Force: 40 -> 42
  619. + Guts Cost: 42 -> 40
  620. + Total Tech Value: 15.5 -> 21.5 (A/D/D/C |>| A/C/D/C) [POW]
  621. [Punch and Beaclon Combo are the big match closers for the Beaclon. It embraces Beaclon's middle-weight status by having good force and hit, but not being exceptional in either area.]
  622.  
  623. * BeaclonCombo has been buffed.
  624. + Hit: -7 -> -5
  625. + Withering: 20 -> 22
  626. + Sharpness: 15 -> 20
  627. + Total Tech Value: 25.5 -> 34 (S/D/C/C |>| S/D/C/B) [POW]
  628. [The big finisher on the Beaclon's POW side. The damage output is pretty high, and it's not too unreliable. It can bail the Beaclon out of a bad spot. Fairly good already.]
  629.  
  630. * Triple Stabs has been buffed.
  631. + Force: 21 -> 23
  632. + Total Tech Value: 23.5 -> 25.5 (remains as C/D/B/E) [POW - Beaclon/Ducken exclusive]
  633. [Why the Ducklon has a crossover tech, I have no clue- but it was a bit too low on the damage side for the price.]
  634.  
  635. * Dive Assault has been buffed.
  636. + Withering: 5 -> 10
  637. + Total Tech Value: 4.5 -> 9.5 (C/D/E/E |>| C/D/D/E) [POW]
  638. [Dive Assault is already pretty damage efficient, so it receives a bit of guts damage instead. Not a ton, but it's something.]
  639.  
  640. * Spiral Dive has been buffed.
  641. + Withering: 8 -> 11
  642. + Sharpness: 8 -> 10
  643. + Guts Cost: 26 -> 25
  644. + Total Tech Value: 10 -> 15 (B/D/E/E |>| B/D/D/D) [POW]
  645. [Slightly lacking heavy tech gets slight auxiliary boosts, etc.]
  646.  
  647. * Tremor has been buffed.
  648. + Force: 8 -> 10
  649. + Guts Cost: 20 -> 19
  650. + Total Tech Value: 17.5 -> 20.5 (E/C/C/E |>| D/C/C/E) [INT]
  651. [As mentioned, Withering is not the Beaclon's area of expertise, but tacking on a bit more damage is fitting to how Beaclon's play.]
  652.  
  653. * Horn Combo has been buffed.
  654. + Force: 22 -> 24
  655. + Withering: 12 -> 16
  656. + Sharpness: 25 -> 28
  657. + Total Tech Value: 16.5 -> 24 (remains as C/D/D/A) [POW]
  658. [A tech which was highly lackluster! It's fairly decent now, though the hit is nothing special.]
  659.  
  660. * Horn Smash has been buffed.
  661. + Hit: +10 -> +15
  662. + Force: 30 -> 32
  663. + Withering: 25 -> 28
  664. + Guts Cost: 50 -> 45
  665. + Total Tech Value: 22.5 -> 37.5 (B/A/C/C |>| B/S/C/C) [POW]
  666. [While this does much less damage than Punch or Beaclon Combo, it is much more reliable. Great for when time is running out and your enemy has a middling amount of LIF.]
  667.  
  668. * Earthquake has been buffed.
  669. + Hit: -15 -> +1
  670. - Force: 37 -> 31
  671. + Withering: 45 -> 50
  672. + Guts Cost: 40 -> 38
  673. + Total Tech Value: 29.5 -> 46.5 (B/E/A/E |>| B/B/S/E) [INT - Beaclon/Golem exclusive]
  674. [I'm pushing this tech a bit because it's really all Rocklon has going for it. If I made it universal or more reasonable, that sub-breed would have no reason to exist. It's also a withering dedicated technique on a Golem-sub, which is not really where you generally want to be.]
  675.  
  676. * Top Assault has been buffed.
  677. + Force: 13 -> 15
  678. + Withering: 5 -> 8
  679. + Guts Cost: 17 -> 16
  680. + Total Tech Value: 18.5 -> 24.5 (remains as D/S/E/E) [POW]
  681. [Some small number tweaks to make Top Assault much better.]
  682.  
  683. * Rolling Bomb has been buffed.
  684. + Withering: 9 -> 12
  685. + Guts Cost: 25 -> 24
  686. + Total Tech Value: 21.5 -> 25.5 (C/A/E/E |>| C/A/D/E) [POW]
  687. [The value may seem a bit lacking, but it's rather force-weighted for a hit tech. Rolling Bomb is already one of the Beaclon's best tools.]
  688.  
  689. * Flying Press has been buffed.
  690. + Hit: -18 -> -16
  691. + Withering: 15 -> 19
  692. + Guts Cost: 27 -> 26
  693. + Total Tech Value: 16.5 -> 23.5 (remains as A/E/D/E) [POW]
  694. [Very damage efficient, though it's still pretty unreliable despite the small hit chance boost.]
  695.  
  696. * Horn Cannon has been buffed.
  697. + Hit: -10 -> +1
  698. + Force: 15 -> 16
  699. - Withering: 15 -> 10
  700. + Sharpness: 16 -> 20
  701. + Guts Cost: 17 -> 15
  702. + Total Tech Value: 11 -> 22 (D/D/D/C |>| D/B/D/B) [INT]
  703. [Why exactly does this have -10 hit? I ran the numbers and there's literally no reason for that.]
  704.  
  705. * Frantic Horn is now called Last Resort, has a different requirement, and has been buffed.
  706. # Requirement: 50 Horn Smash -> 50 Horn Cannon
  707. + Hit: +5 -> +8
  708. + Force: 35 -> 40
  709. + Withering: 35 -> 40
  710. + Guts Cost: 55 -> 50
  711. + Total Tech Value: 27.5 -> 45.5 (B/A/B/C |>| A/A/A/C) [INT]
  712. [I sort of get the logic behind the vanilla tech chain, but 50 Horn Smashes is prohibitive and also a completely different attacking type. Also it's decent now! I liked the original JP name for this tech a lot, which is why I changed it. There was nothing wrong with Frantic Horn other than it's yet another Beaclon tech with Horn in the name. If you factor in fame, this tech is effectively A/A/A/A]
  713.  
  714. * Fist Missile has been buffed.
  715. + Hit: -6 -> +5
  716. + Sharpness: 27 -> 30
  717. + Total Tech Value: 14.5 -> 27 (C/D/D/A |>| C/A/D/S) [POW - Beaclon/Henger exclusive]
  718. [Melcarba is a pretty decent Beaclon, though it's outclassed by several others. Like with the others, its exclusive tech also gets a bump.]
  719.  
  720. ---------------------------------
  721. -= CENTAUR =- v1.0
  722. Centaurs are a very solid monster, who clock in handily on the upper half of the power scale in the original game. Their Heavy techs do plenty of damage, their Hit techs are very accurate, and Meteor Drive or Z-Smash can spell the end of a match. Where the Centaur starts to falter is in their sharp, withering, and basic tech chains. Some people complain that the Centaur is better at Intelligence than they are at Power, but I think that's fine- actually. It's more of a symptom of their Intelligence techs beings lousy than that their odd growths are actually problematic. Since the Centaur is already quite solid, a few small boosts to their weaker techs, and a re-evaluation of their Sharp/Withering techs should be enough to bring them up to their full potential. Like many middling guts-rate monsters, Centaurs have lacking withering, which is a natural weakness in regards to guts correction. As far as niches go, Centaur's is that of high hit rates and decent damage, but little in the way of withering to protect themselves. They're strong but vulnerable.
  723.  
  724. * General Changes:
  725. + Centaur/Dragon now starts with Smash Combo.
  726. # Death Thrust is now exclusive the Centaur/Joker.
  727. + Centaur/Centaur Guts Rate: 16 -> 13 (1.87/sec -> 2.31/sec)
  728. # 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.
  729. + Centaur/AHead Guts Rate: 15 -> 14 (2.0/sec -> 2.14/sec); Due to Arrowhead's Guts Rate buff.
  730. + Centaur/Bajarl Arena Speed: C -> B; Due to Bajarl's Arena Speed buff.
  731. # Centaur/??? (Trotter): Has recieved alterations for distinction.
  732. [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. The /??? "Blue Thunder" is unaltered.]
  733.  
  734. * Base Stat Changes:
  735. + Centaur/Dragon Base Stats: 90/130/140/120/150/80 -> 120/150/130/140/90/100 (700 BST -> 730 BST)
  736. # Centaur/Bajarl Base Stats: 90/100/110/160/150/80 -> 100/110/90/160/150/80 (BST remains as 690)
  737. # Centaur/??? (Trotter) Base Stats: Have been adjusted.
  738. [Centaur base stats are actually pretty much fine as they are, so this is just cleaning up a few outliers.]
  739.  
  740. * Smash Combo has been altered.
  741. + Hit: +5 -> +6
  742. + Force: 20 -> 30
  743. - Guts Cost: 20 -> 26
  744. + Total Tech Value: 12.5 -> 17.5 (C/A/E/E |>| B/A/E/E) [POW]
  745. [This sets Smash Combo as a very efficient way to reliably deal damage, carrying over the power level of Smash. A great damage dealing basic tech chain, but with only 5 withering it won't be hindering your opponent's retaliation at all.]
  746.  
  747. * Triple Stabs has been buffed.
  748. + Withering: 5 -> 9
  749. + Total Tech Value: 20.5 -> 24.5 (remains as C/S/E/E) [POW]
  750. [Triple Stabs is very good, but the long animation means it can wither for a tiny bit more.]
  751.  
  752. * Stab-Throw has been buffed.
  753. + Withering: 9 -> 11
  754. + Total Tech Value: 17.5 -> 19.5 (A/E/E/E |>| A/E/D/E) [POW]
  755. [Ditto for Stab-Throw. Due to changes upcoming to Centaur's other Heavy techs, Stab-Throw is staying mostly the same as a risky damage dealer.]
  756.  
  757. * Z Smash is now called Z-Smash and has been buffed.
  758. + Hit: +5 -> +15
  759. + Sharpness: 25 -> 35
  760. + Total Tech Value: 32.5 -> 47.5 (B/A/B/A |>| B/S/B/S) [POW]
  761. [While this does much less damage than Meteor Drive, it has reliability and withering. One of the Centaur's two big Special techs. At 55 Guts, odds are you'll get to use this once or twice a match with a Centaur's average guts rate. A special tech which emphasizes the Centaur's strength as an accurate powerhouse. Not particularly efficient for the price, though.]
  762.  
  763. * Turn Stab is now called Hyper Thrust and has been buffed.
  764. + Force: 16 -> 18
  765. + Total Tech Value: 21.5 -> 23.5 (remains as D/S/E/E) [POW]
  766. [What makes it so hyper? Being one of the best Hit techs in the game! That's one of Centaur's things. Barely does any withering, however.]
  767.  
  768. * Mind Flare has been altered.
  769. + Hit: -4 -> -1
  770. + Force: 16 -> 20
  771. - Withering: 29 -> 24
  772. + Total Tech Value: 20.5 -> 22.5 (D/C/C/E |>| C/C/C/E) [INT]
  773. [Alrighty, time for Centaur's INT techs. These are part of why people complain about the breed- being good at INT with no solid INT techs. To differentiate the Mind Flare and Energy Shot chains, they will be serving slightly different purposes. Mind Flare will be the more damaging and offensive chain, while Energy Shot will be more defensive and withering for the price. If you want to actually do decent withering, Cross Slash/Z-Smash and the INT techs are basically Centaur's only options.]
  774.  
  775. * Mind Blast has been altered.
  776. + Hit: -8 -> +1
  777. + Force: 26 -> 30
  778. + Withering: 34 -> 38
  779. - Guts Cost: 27 -> 36
  780. + Total Tech Value: 27.5 -> 35.5 (C/D/B/E |>| B/B/B/E) [INT]
  781. [A pretty harsh tech, but INT Centaurs have to make do with the few moves they've got- so it's intentionally a strong move.]
  782.  
  783. * Cross Slash is now called Bloody Cross and has been buffed.
  784. + Guts Cost: 45 -> 35
  785. + Total Tech Value: 27.5 -> 37.5 (remains as C/A/C/A) [POW]
  786. [Imagine paying 45 guts for a worse version of Bajarl Beam. Makes it easier to chain to Z-Smash. The name change is just because the original JP name sounds better in my opinion.]
  787.  
  788. * Rearleg Kick has been buffed.
  789. + Hit: +8 -> +13
  790. + Force: 12 -> 13
  791. + Withering: 5 -> 8
  792. + Total Tech Value: 14 -> 23 (remains as D/A/E/-) [POW]
  793. [This basic tech is awful. This might look way too strong, but you have to factor in the dreadful animation time. I assure you it's still one of the Centaur's worst tools.]
  794.  
  795. * Energy Shot has been altered.
  796. + Hit: 0 -> +2
  797. + Withering: 24 -> 25
  798. + Guts Cost: 17 -> 16
  799. + Total Tech Value: 18.5 -> 22.5 (E/C/C/E |>| E/B/C/E) [INT]
  800. [This is so inexpensive that it's practically a basic tech. As mentioned prior, Energy Shot is much more defensive than Mind Flare, and relies mostly on withering rather than damage.]
  801.  
  802. * Javelin has been buffed.
  803. + Hit: -1 -> +3
  804. + Force: 17 -> 20
  805. - Withering: 7 -> 5
  806. + Sharpness: 17 -> 20
  807. + Total Tech Value: 14.5 -> 21 (D/C/E/C |>| C/B/E/B) [POW]
  808. [Javelin sucks. You know it. I know it. It's still not a powerhouse tech, but it's also not throwing away your guts. The animation time is a big problem.]
  809.  
  810. * Death Thrust is now an exclusive technique and has been buffed.
  811. # Availability: Death Thrust can now only be learned by Centaur/Joker
  812. + Hit: -18 -> -16
  813. - Force: 62 -> 60
  814. + Withering: 19 -> 26
  815. + Total Tech Value: 30.5 -> 37.5 (S/E/D/E |>| S/E/C/E) [POW]
  816. [With the Centaur's other Heavy techs cleaned up a little, the Centaur can surive handing over Death Thrust to the Centaur/Joker. It has been given traits similar to Death Scythe.]
  817.  
  818. * Rush Slash has been altered.
  819. + Hit: -14 -> -7
  820. - Force: 31 -> 28
  821. + Total Tech Value: 7.5 -> 11.5 (B/D/E/E |>| C/D/E/E) [POW]
  822. [As the Centaur already has a very damaging Heavy tech in Stab-Throw, Rush Slash has been changed into a more accurate one. The damage output over time is about the same overall.]
  823.  
  824. * Energy Shots has been altered.
  825. + Hit: 0 -> +5
  826. + Force: 11 -> 16
  827. + Withering: 37 -> 40
  828. - Guts Cost: 25 -> 29
  829. + Total Tech Value: 25.5 -> 34.5 (D/C/B/E |>| D/A/A/E) [INT]
  830. [Since I've renamed so many Energy Shots, this might actually be the last one left. If nobody else has it, suddenly it's a unique name again! Try not to get withered too hard. The Centaur only has 4 INT techs, but they cover 3 slots- and I couldn't really make any of their other techs INT and have it make much sense.]
  831.  
  832. * Jump Javelin is now called Spear Launch and has been buffed.
  833. + Hit: -3 -> +1
  834. + Force: 22 -> 24
  835. + Withering: 10 -> 14
  836. + Total Tech Value: 18 -> 28 (C/C/D/S |>| C/B/D/S) [POW]
  837. [Actually the Centaur's most withering POW technique that isn't a special tech or exclusive.]
  838.  
  839. * Meteor Drive has been buffed.
  840. + Withering: 15 -> 24
  841. + Total Tech Value: 22.5 -> 31.5 (S/D/D/C |>| S/D/C/C) [POW]
  842. [A very strong technique, but is lacking in the withering department. While Centaurs do indeed lack there, it can do a bit more on account of how expensive Meteor Drive is.]
  843.  
  844. ---------------------------------
  845. -= COLORPANDORA =-
  846. [v1.0: Small tweak to Triple Shots]
  847. If 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?
  848.  
  849. * General Changes:
  850. + POW Growth: 1 -> 2
  851. - SPD Growth: 2 -> 1
  852. + DEF Growth: 0 -> 1; This has the following effects on Colorpandoras (There are no affected non-CP as no /CP exist):
  853. + CP/CP: 4/1/1/2/2/0 -> 4/2/1/2/1/1
  854. + CP/Pixie: 2/1/2/2/2/0 -> 2/2/2/2/2/1
  855. + CP/Jell: 3/1/2/2/2/1 -> 3/2/2/2/1/2
  856. + CP/???: Have been modified to match the gains of their corresponding derived Colorpandora.
  857. [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 fairly long lifespan, but the sting of the Swim Fix will be felt.]
  858.  
  859. * Base Stat Changes:
  860. + CP/CP Base Stats: 170/50/30/100/110/60 -> 170/80/40/110/70/60 (520 BST -> 530 BST)
  861. + CP/Pixie Base Stats: 90/40/120/100/110/30 -> 120/30/130/110/100/20 (490 BST -> 510 BST)
  862. + CP/Jell Base Stats: 130/50/80/100/110/90 -> 140/70/90/110/50/120 (560 BST -> 580 BST)
  863. [Nothing too special. Just rearranging base stats to fit the Pandora's changed stat growths.]
  864.  
  865. * Face Attack has been buffed.
  866. + Guts Cost: 12 -> 11
  867. + Total Tech Value: 7.5 -> 8.5 (remains as D/A/-/-) [POW]
  868. [Face Attack is a decent basic tech, but a little below the CP's average value for the guts cost.]
  869.  
  870. * Two Swings has been buffed.
  871. # Classification: Basic Technique -> Hit Technique
  872. + Hit: +9 -> +10
  873. + Withering: 5 -> 10
  874. + Sharpness: 0 -> 5
  875. - Guts Cost: 14 -> 15
  876. + Total Tech Value: 15 -> 22.5 (D/A/E/- |>| D/A/D/E) [POW]
  877. [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.]
  878.  
  879. * Kamikaze has been buffed.
  880. + Withering: 18 -> 20
  881. + Total Tech Value: 38 (or -5) -> 40 (or -5) (C/S/D/D |>| C/S/C/D) [POW]
  882. [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.]
  883.  
  884. * Vital Ritual has been altered.
  885. + Hit: -20 -> 0
  886. - Force: 30 -> 20
  887. - Withering: 30 -> 20
  888. + Guts Cost: 50 -> 45
  889. - Total Tech Value: 50 -> 35 (B[B]/E/B[B]/- |>| C[C]/C/C[C]/-) [INT]
  890. [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. You can pull some putrid stuff with this during Anger.]
  891.  
  892. * Cracker has been buffed.
  893. + Force: 5 -> 9
  894. + Total Tech Value: 17.5 -> 21.5 (remains as E/C/C/E) [POW]
  895. [Cracker is decent, albeit a bit too low on the damage side of things.]
  896.  
  897. * Megacracker has been buffed.
  898. + Hit: 0 -> +2
  899. + Force: 11 -> 15
  900. + Total Tech Value: 23.5 -> 29.5 (D/C/A/E |>| D/B/A/E) [POW]
  901. [Same reasoning as the Cracker buff. Why's it called that, anyways? Like a firecracker, I guess?]
  902.  
  903. * Triple Shots is now an Intelligence-based technique and has been buffed.
  904. [v1.0: Requirement changed]
  905. # Classification: Power Technique -> Intelligence Technique
  906. # Requirement: 350 POW+SPD -> 400 INT+SPD
  907. + Hit: -2 -> 0
  908. + Withering: 5 -> 8
  909. + Total Tech Value: 15 -> 20 (remains as C/C/E/B) [INT]
  910. [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.]
  911.  
  912. * Delta Attack has been buffed.
  913. + Hit: +15 -> +30
  914. + Sharpness: 15 -> 20
  915. + Guts Cost: 55 -> 50
  916. + Total Tech Value: 27.5 -> 50 (B/S/B/C |>| B/S/B/B) [INT]
  917. [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.]
  918.  
  919. * Shotgun has been buffed.
  920. + Force: 14 -> 15
  921. + Guts Cost: 18 -> 17
  922. + Total Tech Value: 20.5 -> 22.5 (remains as D/S/E/E) [INT]
  923. [Shotgun is fairly decent- but lacks firepower.]
  924.  
  925. * Megashotgun has been buffed.
  926. + Hit: +10 -> +12
  927. + Withering: 9 -> 14
  928. + Total Tech Value: 19.5 -> 26.5 (C/A/E/E |>| C/A/D/E) [INT]
  929. [Megashotgun has decent damage output, but is similarly a bit on the low end for a hit tech's auxiliary factors.]
  930.  
  931. * Giant Wheel has been altered.
  932. + Hit: -15 -> -13
  933. - Withering: 12 -> 10
  934. # Total Tech Value: 12.5 (A/E/D/E |>| A/D/D/E) [POW]
  935. [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.]
  936.  
  937. * Spiral Rush has been buffed.
  938. + Withering: 10 -> 16
  939. + Total Tech Value: 14 -> 20 (remains as C/D/D/A) [POW]
  940. [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.]
  941.  
  942. * Meteor Dive is now called Triple Comet and has been buffed.
  943. + Hit: -10 -> -9
  944. + Sharpness: 5 -> 10
  945. + Total Tech Value: 42.5 (or -15) -> 46 (or -15) (S/D/A/E |>| S/D/A/D) [POW]
  946. [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.]
  947.  
  948. ---------------------------------
  949. -= DRAGON =-
  950. [v1.0: Tech adjustments]
  951. So, 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).
  952.  
  953. So when it comes to Dragons, there's a lot getting changed!
  954.  
  955. + General Changes:
  956. + Dragon/Dragon now starts with Two Bites.
  957. + Dragon/Monol now starts with Tail Attack.
  958. + LIF Growth: 2 -> 3
  959. + DEF Growth: 2 -> 3
  960. - SPD Growth: 1 -> 0
  961. - 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:
  962. # Dragon/Dragon Guts Rate: 19 -> 20 (1.57/sec -> 1.5/sec); 2/4/4/2/1/2 -> 3/4/4/2/0/3
  963. # Dragon/Pixie Guts Rate: 14 -> 15 (2.14/sec -> 2.0/sec); 1/3/4/2/2/1 -> 2/3/4/2/1/2
  964. # Dragon/Beaclon: 2/4/2/2/1/2 -> 3/4/2/2/0/3
  965. - Dragon/Henger: 2/4/3/2/2/2 -> 2/4/3/2/1/2
  966. # Dragon/Golem: 2/4/3/1/1/3 -> 3/4/3/1/0/3
  967. - Dragon/Durahan Guts Rate: 17 -> 18 (1.76/sec -> 1.66/sec); 2/4/3/2/1/3 -> 3/4/3/2/0/3
  968. - Dragon/ArrHead: 2/3/3/2/1/3 -> 3/3/3/2/0/3
  969. - Dragon/Tiger Guts Rate: 15 -> 16 (2.0/sec -> 1.87/sec); 2/3/4/3/2/1 -> 2/3/4/3/1/2
  970. + Dragon/Gali: 2/3/4/2/1/2 -> 2/4/4/2/0/3; Also affected by Gali's POW bug fix.
  971. # 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.
  972. + Dragon/Bajarl: 2/4/3/2/1/2 -> 3/4/3/2/1/2; Arena Speed: D -> C due to Bajarl's Arena Speed buff.
  973. - 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
  974. # Dragon/Joker: 2/3/4/3/1/2 -> 3/3/4/3/0/2
  975. # Dragon/Monol: 2/3/3/2/1/3 -> 3/3/3/2/0/3, benefits from Monol's LIF buff.
  976. # Dragon/??? (Moo): Has had its growths and attributes altered to make it distinct, and to fix its original bugged growths.
  977. [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.]
  978.  
  979. * Base Stat Changes:
  980. + Dragon/Dragon Base Stats: 100/170/160/120/90/110 -> 140/170/160/120/50/130 (750 BST -> 770 BST)
  981. - Dragon/Pixie Base Stats: 80/130/170/120/100/110 -> 100/120/200/110/80/90 (710 BST -> 700 BST)
  982. + Dragon/Beaclon Base Stats: 100/170/130/120/90/110 -> 140/170/100/130/50/150 (720 BST -> 740 BST)
  983. # Dragon/Henger Base Stats: 100/170/140/120/130/110 -> 120/170/150/130/90/110 (BST remains as 770)
  984. + Dragon/Golem Base Stats: 100/170/140/70/80/130 -> 140/240/130/80/10/150 (710 BST -> 750 BST)
  985. # Dragon/Durahan Base Stats: 100/170/140/120/90/130 -> 130/170/140/120/40/150 (BST remains as 750)
  986. + Dragon/ArrHead Base Stats: 100/150/140/120/90/130 -> 120/150/140/110/50/180 (730 BST -> 750 BST)
  987. + Dragon/Tiger Base Stats: 100/140/160/130/90/80 -> 110/140/160/130/80/100 (700 BST -> 720 BST)
  988. + Dragon/Gali Base Stats: 100/130/160/120/90/110 -> 100/160/170/110/90/130 (710 BST -> 760 BST)
  989. - Dragon/Kato Base Stats: 100/140/160/120/130/110 -> 90/150/170/120/140/80 (760 BST -> 750 BST)
  990. + Dragon/Bajarl Base Stats: 100/170/130/120/90/110 -> 140/180/130/120/80/100 (720 BST -> 750 BST)
  991. + Dragon/Metalner Base Stat: 70/100/110/140/90/150 -> 130/110/90/160/20/170 (660 BST -> 680 BST)
  992. + Dragon/Joker Base Stats: 100/130/160/140/90/110 -> 120/130/210/150/60/80 (730 BST -> 750 BST)
  993. + Dragon/Monol Base Stats: 100/150/140/120/90/130 -> 180/130/140/120/10/190 (730 BST -> 770 BST)
  994. # Dragon/??? Base Stats: Have been made distinct.
  995. [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.]
  996.  
  997. * Tail Attack has been buffed.
  998. + Withering: 0 -> 5
  999. + Sharpness: 0 -> 5
  1000. + Total Tech Value: 12 -> 19.5 (C/A/-/- |>| C/A/E/E) [POW]
  1001. [I left Tail Whip alone since it's already good, even with the slightly worse guts.]
  1002.  
  1003. * Bite has been altered.
  1004. - Hit: +10 -> 0
  1005. + Force: 13 -> 15
  1006. + Sharpness: 0 -> 10
  1007. + Guts Cost: 13 -> 10
  1008. # Total Tech Value: 15 -> 15 (D/A/E/- |>| D/C/E/D) [POW]
  1009. [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.]
  1010.  
  1011. * Two Bites is now called Devour and has been altered.
  1012. - Hit: +7 -> +3
  1013. + Force: 18 -> 24
  1014. + Sharpness: 5 -> 10
  1015. + Guts Cost: 18 -> 17
  1016. + Total Tech Value: 17.5 -> 23 (D/A/E/E |>| C/B/E/D) [POW]
  1017. [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.]
  1018.  
  1019. * Dragon Punch has been buffed.
  1020. - Hit: -1 -> -2
  1021. + Force: 18 -> 21
  1022. + Withering: 7 -> 8
  1023. + Sharpness: 17 -> 20
  1024. + Guts Cost: 17 -> 15
  1025. + Total Tech Value: 15.5 -> 22 (D/C/E/C |>| C/C/E/B) [POW]
  1026. [Dragon Punch kinda sucked, but it looks cool. So now it's decent and also looks cool.]
  1027.  
  1028. * Wing Attack has been buffed.
  1029. [v1.0: Fixed an error which meant Wing Attack had +31 Hit instead of the intended +18]
  1030. + Hit: +14 -> +18
  1031. + Guts Cost: 17 -> 16
  1032. + Total Tech Value: 19.5 -> 24.5 (D/A/E/E |>| D/S/E/E) [POW]
  1033. [Sometimes you need to hit more than you need to hurt.]
  1034.  
  1035. * Wing Combo has been buffed.
  1036. + Hit: +14 -> +15
  1037. + Force: 22 -> 25
  1038. + Withering: 6 -> 8
  1039. + Sharpness: 5 -> 8
  1040. - Guts Cost: 22 -> 23
  1041. + Total Tech Value: 22.5 -> 29 (C/A/E/E |>| C/S/E/E) [POW]
  1042. [A good trade for 1 more guts, I'd argue. Does decent damage and hits the majority of the time.]
  1043.  
  1044. * Claw Combo is now called Ravage and has been buffed.
  1045. + Hit: -10 -> -6
  1046. + Force: 30 -> 31
  1047. + Withering: 9 -> 12
  1048. + Total Tech Value: 12.5 -> 20.5 (B/D/E/E |>| B/D/D/E) [POW]
  1049. [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.]
  1050.  
  1051. * Claw has been buffed.
  1052. + Hit: -5 -> 0
  1053. + Force: 24 -> 26
  1054. + Sharpness: 24 -> 26
  1055. + Total Tech Value: 19 -> 27 (C/D/D/B |>| C/C/D/A) [POW]
  1056. [Bad tech gets buffed, etc.]
  1057.  
  1058. * SpinningClaw is now called Rend and has been buffed.
  1059. + Hit: -7 -> -4
  1060. + Withering: 12 -> 14
  1061. + Sharpness: 24 -> 30
  1062. + Guts Cost: 30 -> 27
  1063. + Total Tech Value: 19 -> 29 (B/D/D/A |>| B/C/D/S) [POW]
  1064. [Really bad tech (or Worst Natured if you prefer) gets buffed, etc.]
  1065.  
  1066. * Flutter has been buffed.
  1067. [v1.0: Withering lowered to 11]
  1068. - Withering: 15 -> 11
  1069. + Guts Cost: 29 -> 23
  1070. + Total Tech Value: 28.5 -> 30.5 (remains as C/S/D/E) [INT]
  1071. [Not a terribly interesting change, but nobody should scoff at a 26% guts cost reduction. It loses a bit of withering but that's not really what you're using a hit tech for.]
  1072.  
  1073. * Flutters is now called Tempest and has been altered.
  1074. [v1.0: Withering lowered to 17]
  1075. - Hit: +14 -> +12
  1076. + Withering: 15 -> 17
  1077. + Sharpness: 5 -> 10
  1078. + Guts Cost: 33 -> 30
  1079. + Total Tech Value: 29.5 -> 35 (B/A/D/E |>| B/A/D/D) [INT]
  1080. [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.]
  1081.  
  1082. * Trample has been altered.
  1083. [v1.0: Hit lowered to +5. Withering lowered to 11]
  1084. + Hit: -16 -> +5
  1085. - Withering: 13 -> 11
  1086. - Guts Cost: 27 -> 40
  1087. + Total Tech Value: 22.5 -> 28.5 (S/E/D/E |>| S/A/D/E) [POW]
  1088. [This is where the influence from MR1 starts to become really evident, but please do enjoy. I ran the numbers- this isn't as incredible as it may look, but it is pretty strong.]
  1089.  
  1090. * Fire Breath has been buffed.
  1091. + Hit: -8 -> -5
  1092. + Guts Cost: 20 -> 18
  1093. + Total Tech Value: 19.5 -> 24.5 (remains as C/D/C/E) [INT]
  1094. [Not much to state here. It was a bit too inaccurate and overpriced.]
  1095.  
  1096. * Dragon Combo is now called Armageddon and has been altered. Despair!
  1097. [v1.0: Hit lowered to -8. Sharpness lowered to 10]
  1098. + Hit: -20 -> -8
  1099. + Force: 65 -> 70
  1100. - Withering: 35 -> 21
  1101. - Sharpness: 15 -> 10
  1102. - Total Tech Value: 37.5 -> 38 (S/E/B/C |>| S/D/C/D) [POW]
  1103. [This tech from MR1 was what inspired me, so much so that I'm directly porting it albeit with a little nerf. Can KO opponents without any DEF/POW outright. After guts correction, will usually hover around 42-45% hit rate assuming equal guts.]
  1104.  
  1105. * Inferno has been buffed.
  1106. [v1.0: Withering lowered to 40]
  1107. + Hit: -8 -> -3
  1108. + Force: 27 -> 30
  1109. + Withering: 39 -> 40
  1110. + Sharpness: 5 -> 8
  1111. + Total Tech Value: 31.5 -> 42 (C/D/B/E |>| B/C/A/E) [INT]
  1112. [Turns out Inferno was pretty bad, even at a 19 guts rate, so naturally it could use a boost. Heyo, Inferno!]
  1113.  
  1114. * Glide Charge has been altered.
  1115. - Hit: +9 -> +5
  1116. + Force: 22 -> 29
  1117. + Withering: 5 -> 10
  1118. + Total Tech Value: 22.5 -> 30.5 (C/A/E/A |>| C/A/D/A) [POW]
  1119. [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.]
  1120.  
  1121. * SlammimgDown has been altered. I know it's still misspelled! It's on purpose!
  1122. - Hit: 0 -> -7
  1123. - Force: 36 -> 33
  1124. + Withering: 36 -> 49
  1125. + Guts Cost: 40 -> 33
  1126. + Total Tech Value: 34.5 -> 45.5 (B/C/B/E |>| B/D/A/E) [POW]
  1127. [Slammim'. 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).]
  1128.  
  1129. ---------------------------------
  1130. -= DUCKEN =- v1.0
  1131. Ducken is an rather slept on breed. Despite having some shortcomings, they are one of the best monsters in the original game- only behind terrors such as Astro, Metalner, and Time Noise (Well, in my opinion, anyways). Some people are unaware of this because the only Ducken you face, Caplan, is very weak. However, like every other monster in the game, they do still suffer from having several totally outclassed techniques, and also from having a very weak set of Power-based techniques. I won't be giving many boosts to Ducken's already very solid techniques, but the rest could use a look so that they're not a waste of guts. If you've never given Ducken a serious try, you should. Their only real weakness is a slow arena speed and rather unreliable heavy techniques (which will still be the case). Ducken seems like it should be an unreliable fighter in some aspects.
  1132.  
  1133. * General Changes:
  1134. # Ducken/???: Have received adjustments for distinction.
  1135. [Ducken is not affected by anything done to their sub-breeds, nor do they need any changes. So, they get by with nothing much happening in this section. The rares are a bit silly.]
  1136.  
  1137. * Base Stat Changes:
  1138. + Ducken/Ducken Base Stats: 70/80/130/140/100/50 -> 70/80/120/130/160/50 (570 BST -> 610 BST)
  1139. + Ducken/Golem Base Stats: 70/150/120/130/100/110 -> 80/160/90/120/110/140 (680 BST -> 700 BST)
  1140. + Ducken/Suezo Base Stats: 80/100/130/150/140/50 -> 70/100/160/130/140/60 (650 BST -> 660 BST)
  1141. # Ducken/??? Base Stats: Have also received adjustments.
  1142. [Pure Ducken's combination stat order can be somewhat confusing due to their odd base stats. Normally I would like this for Duckens, but the system has enough to work out as is. There's a 160 for each segment of the Ducken.]
  1143.  
  1144. * Flutter Slap has been buffed.
  1145. + Hit: +5 -> +8
  1146. + Force: 8 -> 10
  1147. + Total Tech Value: 7 -> 12 (E/A/E/- |>| D/A/E/-) [POW]
  1148. [Flutter Slap is a pretty lacking basic technique, mostly in terms of damage output. This doesn't make it particularly good at it, but less of a joke move.]
  1149.  
  1150. * Explosion has been altered.
  1151. # Recoil Force: 60 Recoil -> 40 Recoil on-Miss, 80 Recoil on-Hit
  1152. + Withering: 55 -> 70
  1153. - Sharpness: 10 -> 5
  1154. Total Tech Value: 20 (or -30) -> 22.5 (or -20) (S/E/S/D |>| S/E/S/E) [POW]
  1155. [There's not really a great way to make Explosion a serious tech, because the whole novelty of the technique is that it's a joke that sometimes works out. It's pretty thematic to the Ducken, and I don't see any reason to take that away. It's now a bit less punishing when you miss (which is most of the time), and usually a full guts reset when the Ducken connects, albeit with higher recoil and lower critical chance to compensate for having a better fail case. Lowers the max recoil on a miss from 900 to 600, but hitting can cost your
  1156. entire life bar if unlucky, so try to follow it with something accurate if it's not a K.O.]
  1157.  
  1158. * Beak Thrust has been buffed.
  1159. + Hit: 0 -> +1
  1160. + Total Tech Value: 1.5 -> 2.5 (D/C/-/E |>| D/B/-/E) [POW]
  1161. [Beak Thrust is pretty good in terms of damage output, actually. Though, I think it could stand be a tiny bit better.]
  1162.  
  1163. * Ducken Dance has been buffed.
  1164. + Hit: -9 -> -6
  1165. + Withering: 23 -> 25
  1166. + Total Tech Value: 5.5 -> 10.5 (remains as E/D/C/E) [INT]
  1167. [Ducken Dance is too inaccurate since it's usually just trading guts with minor damage. This is called Paradance originally, as in- Paradise and Dance.]
  1168.  
  1169. * Surprise has been buffed.
  1170. + Hit: -8 -> -4
  1171. + Force: 7 -> 8
  1172. + Total Tech Value: 13.5 -> 18.5 (E/D/B/E |>| E/C/B/E) [INT]
  1173. [The withering on Surprise is fairly decent, but the other relevant portions of it could use some help. Does the same damage as Ducken Dance, but with better other traits. Duckens aren't great at withering, but they're at least about average at it.]
  1174.  
  1175. * Bound Charge has been buffed.
  1176. + Withering: 8 -> 10
  1177. + Guts Cost: 30 -> 28
  1178. Total Tech Value: 18 -> 22 (C/S/E/D |>| C/S/D/D) [POW]
  1179. [As you might've expected, somewhat overpriced. Hits just as hard as Beam Shower, but trades away worse withering and animation time for a cheaper guts cost.]
  1180.  
  1181. * Bound Stamp has been altered.
  1182. + Hit: +6 -> +17
  1183. + Withering: 8 -> 21
  1184. - Guts Cost: 39 -> 46
  1185. Total Tech Value: 11 -> 28 (B/A/E/D |>| B/S/C/D) [POW]
  1186. [Also known as "The Chaos Dunk." This is a really big move for a hit tech chain. Unlike Maximal Beam, it only gets more accurate, but it pays for this by trading withering and cost for this reliability. Since Ducken has a hit tech chain for each attacking type, you can pick your poison. Bound Stamp for hit chance and Maximal Beam for Withering and cost.]
  1187.  
  1188. * Bound has been buffed.
  1189. + Hit: +12 -> +13
  1190. + Force: 10 -> 11
  1191. + Total Tech Value: 17 -> 19 (remains as D/A/E/D) [POW]
  1192. [Y'know, I think Bound is one of only a couple of 3-step tech chains where both the 2nd and 3rd part are in different slots than the starter. This chain is actually called variants of "Dribble Attack" and "Dribble Shoot" originally, but that's a bit too lengthy to fit so Bound works just fine. Bound is fine aside from being too light of a cherry tap.]
  1193.  
  1194. * Eye Beam has been buffed.
  1195. + Hit: +8 -> +11
  1196. + Guts Cost: 26 -> 25
  1197. + Total Tech Value: 17 -> 21 (remains as D/A/D/D) [INT]
  1198. [A fair inquiry is "If you think Duckens are so good, why has everything so far been a buff?". My retort is that none of the techs which were making them so good were buffed. The Eye Beam chain is where the money is, as it gives a mixture of all technical attributes at a passable price and fast animation. Frantic Beam and Maximal Beam are not quite as impressive, but this and Beam Shower are pretty strong moves- albeit not so amazing I don't think their slightly weaker parts could use a little bump.]
  1199.  
  1200. * Beam Shower has been buffed.
  1201. + Hit: +15 -> +16
  1202. + Withering: 18 -> 20
  1203. + Total Tech Value: 23 -> 26 (C/S/D/D |>| C/S/C/D) [INT]
  1204. [Minor but not unappreciated. Very reliable, but not particularly damaging for the cost.]
  1205.  
  1206. * Maximal Beam has been buffed.
  1207. + Hit: 0 -> +2
  1208. Total Tech Value: 27 -> 29 (B/C/B/D |>| B/B/B/D) [INT]
  1209. [Maximal Beam isn't quite as impressive as its predecessors, but it's still a pretty harsh move when it connects. Normally I'm against a Hit tech chain ending a move that's less accurate than the prior stages, but a break from that convention is just fine for the Ducken. The tech value suffers a bit due to the loss of the chain's hit, but it is strong.]
  1210.  
  1211. * Bombing has been altered.
  1212. + Hit: -18 -> -14
  1213. - Force: 43 -> 40
  1214. + Withering: 10 -> 17
  1215. Total Tech Value: 7 -> 15 (A/E/D/D |>| A/D/D/D) [INT]
  1216. [Bombing has some redundancy due to the existence of the Missile tech chain, so it's being tuned towards being slightly more reliable but still packing a harsh blow. Missile will remain as an extremely risky chain. Bombing still isn't what I'd call "accurate", but 4% is a fairly substantial increase.]
  1217.  
  1218. * Boomerang is now a Power-based technique and has been buffed.
  1219. # Classification: Intelligence Technique -> Power Technique
  1220. - Hit: -3 -> -4
  1221. + Force: 19 -> 24
  1222. + Withering: 11 -> 13
  1223. + Total Tech Value: 12 -> 18 (D/C/D/A |>| C/C/D/A) [POW]
  1224. [For tech dodging reasons, I did not change the requirement. It's still INT+SPD. Boomerang is a blatantly bad technique, lacking in everything but sharpness which is not enough. It's been made less of a total waste of guts, and also transferred over to the POW side to give Ducken a second power option in slot 3, which is already the INT Ducken's strongest slot- meaning they don't need any help there. Boomerang is usually Power-based in the other installments where the Ducken appears, but that didn't influence this decision.]
  1225.  
  1226. * Missile is now called Duck Missile and has been buffed.
  1227. + Force: 29 -> 30
  1228. + Withering: 5 -> 10
  1229. Total Tech Value: -2.5 -> 3.5 (C/E/E/E |>| B/E/D/E) [INT]
  1230. [Usually I would be adverse to leaving a monster with a -20 hit heavy tech unless it's a Golem, especially one that is unfavored by guts correction. That said, Missile is a very efficient move in terms of damage, having the kind of guts-to-force ratio you *would* expect from a Golem. I find this a bit iconic to the goofy duck, so much like with Explosion, this is going to remain a very dicey attack. As for the name: Well, there was some extra room and I think the JP name is funnier.]
  1231.  
  1232. * Two Missiles has been buffed.
  1233. # Requirement: 50 Missile and +20 Nature -> 25 Missile and +30 Nature
  1234. + Withering: 10 -> 18
  1235. + Total Tech Value: 14 -> 22 (remains as C/D/D/S) [INT]
  1236. [Two Missiles is a bit different than the other two types, still being a little bit low on hit chance, but to a much lesser extent while still being pretty painful. The tech is fairly decent as is, but the withering can use a bump due to the animation time and lower end odds of connecting. The requirement shift makes it easier to chain since often if you want Two Missiles, you won't want the other two sharp techs as they are now POW. It still takes keeping your stats pretty low for a bit, but it's manageable.]
  1237.  
  1238. * Big Missile is now called SuperMissile and has been altered.
  1239. # Requirement: 50 Missile and +20 Nature -> 25 Missile and -30 Nature
  1240. - Hit: -22 -> -24
  1241. + Force: 55 -> 60
  1242. + Withering: 19 -> 20
  1243. + Guts Cost: 39 -> 38
  1244. + Total Tech Value: 15.5 -> 20.5 (S/E/D/E |>| S/E/C/E) [INT]
  1245. [With the tweaks to other monsters, this is actually the least accurate move in the game by a decent margin. It sure hurts, though! It's similar to Explosion except without the gigantic withering or recoil. Though, the odds of this connecting are actually worse than Explosion's. Can do around 900 damage to an enemy with no defense, assuming you can hit. This move might be too risky to actually be viable, but that was probably already that case at -22 hit. It's as strong as hitting with the regular Missile twice. The nature shift is mostly just for parity with Two Missiles which has a better reason for it. Give a shot with Will or while the enemy is in Anger.]
  1246.  
  1247. * Falling Beak has been buffed.
  1248. + Hit: -11 -> -6
  1249. + Force: 15 -> 16
  1250. + Withering: 5 -> 8
  1251. - Guts Cost: 17 -> 18
  1252. Total Tech Value: 2.5 -> 10.5 (remains as D/D/E/B) [POW]
  1253. [I was tempted to rename this to DrinkingBird, but maybe that's too cheesy. Falling Beak is rather weak, having both pretty average force and terrible accuracy. While I'm okay with the Ducken being a bit unreliable, the payoff wasn't enough to counteract it in this case.]
  1254.  
  1255. * Frantic Beam has been buffed.
  1256. + Hit: +2 -> +6
  1257. + Force: 25 -> 26
  1258. + Withering: 25 -> 26
  1259. + Sharpness: 25 -> 26
  1260. + Guts Cost: 45 -> 42
  1261. Total Tech Value: 19.5 -> 29 (C/B/C/A |>| C/A/C/A) [INT]
  1262. [Frantic Beam has a similar to problem to Wracky's Beat Dance wherein it tries to do everything decently and does not succeed. This makes is a good generalist move but overshadowed by other moves in the Ducken's arsenal for doing anything special. Still, there's value in being a move that just does everything even if it doesn't do anything super well.]
  1263.  
  1264. ---------------------------------
  1265. -= DURAHAN =- v1.0
  1266. Durahans, like many vanilla monsters, is a breed that ignores the majority of its moveset. This is due to many of its techniques being overshadowed by better options the Durahan has, and also a few outlier techniques which are stronger than expected on a Durahan's guts rate. Many will agree that Durahans are a powerful monster, albeit one that only uses about 1/3rd of their tech list. If you ignore the techniques which get ignored, their only bad aspect is they're very poor at withering, which I don't intend to change (okay, with one exception). My aim with them is to leave them as a fairly generalist POW monster, with a more specialist INT set of techs, but to reign in both ends of the tech spectrum so the Durahan has a more varied set of tools to use and doesn't only have Slash Combo, Rush Slash, and maybe a Punch Combo to rely on. Since Durahan is already one of the better breeds, much like Golems, don't expect any huge buffs to their strong tools. Durahans are pretty high on the damage scale, but their withering is total trash so they have to trade blows.
  1267.  
  1268. * General Changes:
  1269. + Durahan/Golem now starts with Swing.
  1270. # V Slash is now exclusive to the Durahan/Dragon.
  1271. # DeathBringer is now exclusive to the Durahan/Phoenix.
  1272. + Durahan/Dragon: 2/3/3/2/0/3 -> 2/3/3/2/0/4; Due to Dragon's DEF buff.
  1273. - 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 tweaks.
  1274. + Durahan/Mock: 1/2/3/2/0/3 -> 2/2/3/2/0/3; Due to Mock's LIF buff.
  1275. # Durahan/???: Have received adjustments for distinction (Shogun is unchanged).
  1276. [Primarily just carryover from changes to other monsters. I do apologize to Garuda since the Phoenixes changes are unkind to it, but I give it a little something special later on with the altered DeathBringer. Vesuvius is now the owner of V-Slash, which seems like it was always supposed to be the case? Despite saying V Slash is exclusive, I do let Ruby Knight keep it, though I don't really count rares for this kind of designation.]
  1277.  
  1278. * Base Stat Changes:
  1279. + Durahan/Dragon Base Stats: 100/130/150/110/70/140 -> 100/130/150/110/70/170 (700 BST -> 730 BST)
  1280. + Durahan/Beaclon Base Stats: 100/150/80/110/30/180 -> 120/160/70/110/60/160 (650 BST -> 690 BST)
  1281. + Durahan/Golem Base Stats: 120/150/100/90/60/170 -> 120/180/100/90/40/190 (690 BST -> 720 BST)
  1282. # Durahan/Phoenix Base Stats: 100/120/130/110/90/150 -> 110/70/190/130/60/150 (700 BST -> 710 BST)
  1283. # Durahan/Mock Base Stats: 90/120/130/110/70/150 -> 120/100/150/110/60/130 (BST remains as 670)
  1284. # Durahan/??? Base Stats: Have been altered (Shogun is unchanged).
  1285. [Cleaning up the stat orders a bit. Why is Durahan the only one to get a Phoenix sub, anyways?]
  1286.  
  1287. * Swing is now called Homerun and has been buffed.
  1288. + Force: 22 -> 23
  1289. + Withering: 5 -> 8
  1290. + Sharpness: 8 -> 10
  1291. + Total Tech Value: 9 -> 14 (C/C/E/E |>| C/C/E/D) [POW]
  1292. [Run with Belief.]
  1293.  
  1294. * Twister Slash has been buffed.
  1295. + Withering: 5 -> 9
  1296. + Total Tech Value: 6.5 -> 10.5 (remains as B/D/E/E) [POW]
  1297. [Twister Slash is okay. This is just to compensate for the animation time a little bit.]
  1298.  
  1299. * Thunderbolt is now an Intelligence-based technique and has been altered.
  1300. # Classification: Power Technique -> Intelligence Technique
  1301. + Hit: -17 -> -14
  1302. - Force: 57 -> 52
  1303. + Withering: 15 -> 17
  1304. - Guts Cost: 32 -> 33
  1305. - Total Tech Value: 25.5 -> 24.5 (S/E/D/E |>| S/D/D/E) [INT]
  1306. [Much like with another Durahan tech, Thunderbolt is just the wrong classification. Trades a little damage for reliablity, but still has enough force to deal quick knockouts.]
  1307.  
  1308. * Flash Slash has been buffed.
  1309. + Hit: -1 -> 0
  1310. + Force: 18 -> 21
  1311. + Sharpness: 15 -> 20
  1312. + Total Tech Value: 11.5 -> 18 (D/C/E/C |>| C/C/E/B) [POW]
  1313. [Flash Slash blows. It's underwhelming when all factors are considered, so it has been brought up to a more sensible level for the price. It's really good in the card game though.]
  1314.  
  1315. * Triple Slash has been buffed.
  1316. + Hit: -5 -> -2
  1317. + Force: 39 -> 40
  1318. + Total Tech Value: 19.5 -> 23.5 (B/D/D/C |>| A/C/D/C) [POW]
  1319. [Much like Flash Slash, Triple Slash doesn't quite pay out what you put in.]
  1320.  
  1321. * Slash Combo has been altered.
  1322. - Hit: -15 -> -17
  1323. + Withering: 15 -> 16
  1324. + Guts Cost: 35 -> 34
  1325. # Total Tech Value: 27.5 (remains as S/E/D/E) [POW]
  1326. [Slash Combo is an irksome tech because it's not immediately apparent why it's so good. Mostly it's an animation time thing. Most techniques have fairly similar animation times on hit or miss, which means their efficiency is normalized. If you judge this only by its "When hitting" animation, it's sort of fair. However, when the Durahan misses with Slash Combo, it just does a quick swipe and stops, cutting 5 seconds off the move. If you judge it by this only, the tech is absurd. Obviously the truth is somewhere more in the middle, but due to how low cost and brutal Slash Combo is- it's getting a little knock in the hit chance department. The expected damage is about the same over time, but more reasonable when accounting for a higher miss chance.]
  1327.  
  1328. * Cut-in-Two has been buffed.
  1329. + Force: 16 -> 17
  1330. + Withering: 0 -> 5
  1331. + Guts Cost: 12 -> 11
  1332. + Total Tech Value: 4.5 -> 11.5 (D/C/-/E |>| D/C/E/E) [POW]
  1333. [It was bad.]
  1334.  
  1335. * MillionStabs has been altered.
  1336. + Hit: +10 -> +20
  1337. - Withering: 12 -> 8
  1338. + Total Tech Value: 19.5 -> 25.5 (C/A/D/E |>| C/S/E/E) [POW]
  1339. [This tech was a bit lackluster. You've probably used it yourself and thought "this seems a bit low on damage and hit chance for the price," and math agrees with you! Still pretty low on the damage side of things, but quite reliable. The withering dock is to counteract the buff somewhat, and since it's one of Durahan's weaknesses.]
  1340.  
  1341. * Punch Combo has been buffed.
  1342. + Guts Cost: 45 -> 40
  1343. + Total Tech Value: 23.5 -> 28.5 (remains as B/A/C/E) [POW]
  1344. [Overpriced, as you might've expected.]
  1345.  
  1346. * DeathBringer is now an called Legend Pulse, is Intelligence-based technique, is an exclusive technique, and has been altered.
  1347. # Classification: Power Technique -> Intelligence Technique
  1348. # Availability: Deathbringer can now only be learned by Durahan/Phoenix
  1349. # Requirement: 800 POW+DEF -> 800 INT+DEF and +60 Nature
  1350. - Recoil Force: 20 Recoil -> 20 Recoil on-Miss, 45 Recoil on-Hit
  1351. + Hit: -18 -> +6
  1352. - Force: 69 -> 35
  1353. + Withering: 41 -> 80
  1354. + Guts Cost: 50 -> 40
  1355. + Total Tech Value: 34.5 (or -10) -> 61 (or -10) (S/E/A/E |>| B/A/S/E) [INT - Durahan/Phoenix exclusive]
  1356. [I think that's the most complicated set of changes to any tech in the entire list. Naturally that means I'm gonna ramble for a bit in this section. There were two primary drives behind this change. The first is that the Durahan has a ton of Heavy techs already- even the slightly weaker Slash Combo is still far and away better than the original Deathbringer. The second is that with the changes to the Phoenix, Garuda got bopped pretty hard. As the only Phoenix sub-breed, it gets something special going for it. As another small thing, I really like taking inspiration from the card game when it comes to small scale reworks, which is partially where the Phoenix tweaks stem from. Obviously nothing works 1-to-1, but I'd like to give Garuda some of the same crushing power that the Phoenix holds- albeit a little redirected. Not a hard hitter considering the price and recoil, but it's unlikely your enemy will be able to retaliate with much- if anything- for a little while. The only recoil attack to focus on withering. No need to dip to a bad nature to get Anger for this one. Obviously doesn't make Durahan a good witherer, but gives Garuda a blowout tech. Since the recoil values are different, and the Durahan takes the damage before actually swinging, you can usually tell if it's going to hit or not if you're paying attention. Generally recoil techs have a huge range, and aren't that damaging to yourself if you have good defense- which Durahans often do. This is why the "on-hit" recoil is quite high. If your DEF is low, maybe just stick to Blast Shot. Please remember the nature requirement! For some reason I made a Durahan tech complicated...]
  1357.  
  1358. * Kick Combo has been buffed.
  1359. + Force: 25 -> 26
  1360. + Guts Cost: 19 -> 18
  1361. + Total Tech Value: 8.5 -> 10.5 (remains as C/D/E/E) [POW]
  1362. [Another one of the Durahan's "unused" techniques. It's not really that bad.]
  1363.  
  1364. * V Slash is now called V-Slash and has been altered.
  1365. # Availability: V-Slash can now only be learned by Durahan/Dragon
  1366. - Hit: -3 -> -5
  1367. + Force: 25 -> 50
  1368. - Sharpness: 15 -> 10
  1369. - Guts Cost: 21 -> 37
  1370. + Total Tech Value: 18.5 -> 23 (C/C/D/C |>| S/D/D/D) [POW - Durahan/Dragon exclusive]
  1371. [Garuda and Vesuvius are the weakest Durahans, so they each get a little something. Ruby Knight now just starts with this, so he's no worse off. Also, why is there a tech called V-Slash, but the Durahan that starts with "V" could not learn it?]
  1372.  
  1373. * Dash Slash has been buffed.
  1374. + Force: 20 -> 21
  1375. + Withering: 0 -> 5
  1376. + Total Tech Value: 11 -> 17 (C/A/-/E |>| C/A/E/E) [POW]
  1377. [A basic tech chain which was completely outclassed by its predecessor.]
  1378.  
  1379. * Charge is now called Shield Bash and has been altered.
  1380. + Hit: +15 -> +18
  1381. + Force: 13 -> 14
  1382. - Withering: 5 -> 0
  1383. + Guts Cost: 16 -> 15
  1384. # Total Tech Value: 19.5 (D/S/E/E |>| D/S/-/E) [POW]
  1385. [Charge is a nice plink away hit tech, but fairly weak otherwise. So now it's even better at that! Very accurate, but won't be knocking down any walls with 14 force. Overall buff.]
  1386.  
  1387. * Air Shot has been altered.
  1388. + Force: 17 -> 20
  1389. - Withering: 17 -> 14
  1390. + Guts Cost: 30 -> 26
  1391. + Total Tech Value: 23.5 -> 27.5 (D/S/D/E |>| C/S/D/E) [INT]
  1392. [Has a pretty high value, though it's spread out across force, hit, and withering. Pretty accurate, but not damage efficient for the Guts Cost.]
  1393.  
  1394. * Jumping Stab has been altered.
  1395. + Hit: 0 -> +5
  1396. + Force: 22 -> 34
  1397. + Withering: 8 -> 11
  1398. + Sharpness: 22 -> 25
  1399. - Guts Cost: 26 -> 40
  1400. + Total Tech Value: 15 -> 22.5 (C/C/E/B |>| B/A/D/A) [POW]
  1401. [My goal with Jumping Stab is to make it "the big option" when it comes to Durahans and sharpness. They've already got Flash Slash and Sword Throw (which needed buffs) for sharp techs, but JS is just another middling sharp tech which is wholly unimpressive in practice.]
  1402.  
  1403. * RollingSlash has been buffed.
  1404. + Force: 37 -> 38
  1405. + Withering: 12 -> 18
  1406. + Guts Cost: 28 -> 27
  1407. + Total Tech Value: 14.5 -> 22.5 (remains as B/D/D/E) [POW]
  1408. [Rolling Slash catches a few boosts to compensate for its long animation.]
  1409.  
  1410. * Lightning has been altered.
  1411. + Hit: -11 -> 0
  1412. - Force: 43 -> 33
  1413. + Withering: 11 -> 13
  1414. + Total Tech Value: 19.5 -> 22.5 (A/D/D/E |>| B/C/D/E) [INT]
  1415. [With Thunderbolt turning into an Intelligence tech, Lightning can be made more reliable to give INT Durahan a fairly reliable but reasonably hard-hitting technique while still retaining their blowout power with the latter part of the tech chain.]
  1416.  
  1417. * Blast Shot is now called WindGodSword and has been altered.
  1418. + Hit: +14 -> +15
  1419. + Force: 25 -> 30
  1420. - Withering: 25 -> 20
  1421. + Sharpness: 5 -> 10
  1422. + Total Tech Value: 26.5 -> 30 (C/A/C/E |>| B/S/C/D) [INT]
  1423. [If you're wondering, yes- that's what the tech was originally called. I'm a huge chump so I'm changing it back. Blast Shot itself was lacking. This and Punch Combo are Durahan's most withering attacks outside of DeathBringer, so you can tell they're intentionally not very good at it.]
  1424.  
  1425. * Sword Throw is now a Power-based technique and has been altered.
  1426. # Classification: Intelligence Technique -> Power Technique
  1427. + Hit: -13 -> +1
  1428. - Force: 27 -> 25
  1429. - Withering: 12 -> 8
  1430. + Total Tech Value: 13.5 -> 21.5 (C/D/D/A |>| C/B/E/A) [POW]
  1431. [Sword Throw is a mystifyingly bad tech- which is Intelligence based for some reason. This mainly falls to having reasonable force (though good sharpness) for the cost, but then also oddly having abhorrent hit. As such, I'm deducting a little force/withering, but giving Sword Throw a sensible hit rate.]
  1432.  
  1433. * Gust Slash has been buffed.
  1434. + Withering: 5 -> 7
  1435. + Guts Cost: 19 -> 18
  1436. + Total Tech Value: 24.5 -> 27.5 (remains as D/S/E/E) [INT - Exclusive to /Pixie, /Joker, and /??? {Shogun}]
  1437. [Minor, but not irrelevant increases. That closes out the Durahan changes, and you've probably noted they still suck really hard at withering. Much like the Centaur, Durahan is just a damage-focused monster. That's not a bad thing, but it means that foes will eventually be bringing out the strong techs if Durahan can't end it quickly.]
  1438.  
  1439. ---------------------------------
  1440. -= GABOO =-
  1441. [v1.0: Tech adjustments. Pure Gaboo life type adjustment. Minor base stat adjustment to /Jell]
  1442. Unfortunately 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.
  1443.  
  1444. * General Changes:
  1445. + The Life Type for the Gaboo/Gaboo is now type 4 instead of type 3.
  1446. + POW Growth: 3 -> 4
  1447. + SKI Growth: 0 -> 1; This has the following effects on Gaboos (There are no affected non-Gaboos as no /Gaboo exist):
  1448. + Gaboo/Gaboo: 4/3/0/0/3/0 -> 4/4/0/1/3/0
  1449. + Gaboo/Jell: 3/2/1/1/2/1 -> 3/3/1/2/2/1
  1450. + Gaboo/Tiger: 3/2/1/2/3/0 -> 3/3/1/2/3/0
  1451. + Gaboo/???: Have been modified to match the attributes of their corresponding derived Gaboo.
  1452. [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. If you don't understand the life type thing, don't worry about it.]
  1453.  
  1454. * Base Stat Changes:
  1455. + Gaboo/Gaboo Base Stats: 190/120/30/40/150/70 -> 190/130/30/80/150/50 (600 BST -> 630 BST)
  1456. # Gaboo/Jell Base Stats: 140/130/80/70/120/90 -> 140/130/70/110/120/80 (630 BST -> 650 BST)
  1457. [The pure Gaboo has the lowest BST- but the best life type, lifespan, and a fairly optimal base stat spread.]
  1458.  
  1459. * Slap has been buffed.
  1460. + Withering: 0 -> 5
  1461. + Total Tech Value: 12 -> 17 (D/A/-/- |>| D/A/E/-) [POW]
  1462. [Since Chop is being made the more damage efficient of the Gaboo's basic techs, Slap is staying the reliable but pesky one. It's not as valuable as it may look.]
  1463.  
  1464. * Acid Spit has been altered.
  1465. + Hit: -15 -> -10
  1466. - Force: 35 -> 32
  1467. + Withering: 48 -> 50
  1468. + Total Tech Value: 35.5 -> 39.5 (B/E/A/E |>| B/D/S/E) [INT]
  1469. [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.]
  1470.  
  1471. * Diving Press has been buffed.
  1472. [v1.0: Hit increased to -1]
  1473. + Hit: -3 -> -1
  1474. + Force: 16 -> 20
  1475. + Sharpness: 16 -> 20
  1476. + Total Tech Value: 12 -> 20 (D/C/E/C |>| C/C/E/B) [POW]
  1477. [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.]
  1478.  
  1479. * Chop Combo has been buffed.
  1480. [v1.0: Withering increased to 20]
  1481. + Hit: +1 -> +4
  1482. + Force: 44 -> 45
  1483. + Withering: 10 -> 20
  1484. + Total Tech Value: 17.5 -> 31.5 (A/B/D/E |>| A/B/C/E) [POW]
  1485. [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.]
  1486.  
  1487. * Samurai Kick has been buffed.
  1488. + Force: 25 -> 26
  1489. + Withering: 25 -> 26
  1490. + Total Tech Value: 35 - > 37 (remains as C/A/C/D) [POW]
  1491. [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.]
  1492.  
  1493. * Chop has been buffed.
  1494. [v1.0: Hit increased to -2]
  1495. + Hit: -4 -> -2
  1496. + Sharpness: 5 -> 10
  1497. + Guts Cost: 11 -> 10
  1498. + Total Tech Value: 4.5 -> 10 (D/C/-/E |>| D/C/-/D) [POW]
  1499. [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.]
  1500.  
  1501. * Rolling Chop has been altered.
  1502. [v1.0: Hit increased to +1]
  1503. + Hit: -4 -> +1
  1504. + Force: 20 -> 22
  1505. + Total Tech Value: 14 -> 21 (C/C/D/D |>| C/B/D/D) [POW]
  1506. [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.]
  1507.  
  1508. * Shock Wave is now an Intelligence-based technique and has been buffed.
  1509. [v1.0: Force increased to 16. Withering increased to 8]
  1510. # Classification: Power Technique -> Intelligence Technique
  1511. + Force: 14 -> 16
  1512. + Withering: 7 -> 8
  1513. + Guts Cost: 17 -> 15
  1514. + Total Tech Value: 19.5 -> 23.5 (remains as D/A/E/E) [POW]
  1515. [Power based Gaboos really have no need for this move. It's in-practice just a slightly bigger slap, but Gaboo is starved for INT moves and this one makes the most sense to convert. The requirement has been raised slightly since it's still easy to attain via Meditate and loyalty reduction (lowers it to about 300 INT+SKI at max loyalty) without making sidestepping it for Long Punch on a POW build needlessly difficult. You'll still have to wait a little on SKI to get Long Punch first, but it's not too hard with Gaboo's high POW growth.]
  1516.  
  1517. * Back Blow has been buffed.
  1518. [v1.0: Hit increased to -10]
  1519. + Hit: -13 -> -10
  1520. + Force: 19 -> 21
  1521. + Guts Cost: 14 -> 13
  1522. + Total Tech Value: 4.5 -> 10.5 (D/D/D/E |>| C/D/D/E) [POW]
  1523. [A nice cheap heavy tech, but not great even when it connects. This adds a bit more oomph without giving it too much reliability.]
  1524.  
  1525. * Electric Blow has been buffed.
  1526. + Hit: -16 -> -15
  1527. + Force: 41 -> 43
  1528. + Total Tech Value: 18 -> 21 (remains as A/E/D/D) [POW]
  1529. [Powerful and inaccurate, as you'd expect.]
  1530.  
  1531. * Ninja Kick has been buffed.
  1532. [v1.0: Guts Cost lowered to 50]
  1533. + Hit: -5 -> 0
  1534. + Guts Cost: 55 -> 50
  1535. + Total Tech Value: 30 -> 40 (S/D/B/D |>| S/C/B/D) [POW]
  1536. [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.]
  1537.  
  1538. * Straight is now called Mach Punch and has been buffed.
  1539. [v1.0: Force increased to 27. Withering increased to 11]
  1540. + Force: 26 -> 27
  1541. + Withering: 7 -> 11
  1542. + Guts Cost: 20 -> 18
  1543. + Total Tech Value: 9 -> 16 (C/D/E/D |>| C/D/D/D) [POW]
  1544. [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.]
  1545.  
  1546. * Cyclone has been buffed.
  1547. + Hit: -7 -> -4
  1548. + Force: 39 -> 40
  1549. + Guts Cost: 39 -> 37
  1550. - Sharpness: 13 -> 10
  1551. + Total Tech Value: 21.5 -> 26 (B/D/C/D -> A/C/C/D) [INT]
  1552. [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. 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. I considered other names but none of them were that great.]
  1553.  
  1554. * Kiss has been buffed.
  1555. + Hit: 0 -> +3
  1556. + Force: 5 -> 8
  1557. + Total Tech Value: 16.5 -> 22.5 (E/C/C/E |>| E/B/C/E) [INT]
  1558. [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.]
  1559.  
  1560. * Long Punch has been buffed.
  1561. [v1.0: Guts Cost lowered to 26]
  1562. + Hit: +15 -> +18
  1563. + Force: 19 -> 22
  1564. - Withering: 13 -> 12
  1565. + Guts Cost: 27 -> 26
  1566. + Total Tech Value: 22.5 -> 28.5 (D/S/D/E |>| C/S/D/E) [POW]
  1567. [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.]
  1568.  
  1569. * Spit has been altered.
  1570. + Hit: -5 -> -4
  1571. + Guts Cost: 24 -> 22
  1572. + Total Tech Value: 22.5 -> 25.5 (D/D/B/E |>| D/C/B/E) [INT]
  1573. [Again, I don't really see why a Gaboo would WANT to be withering, but hey, the option's a little more open now.]
  1574.  
  1575. * Jumping Chop (That's what, 4 different Chops?) has been altered.
  1576. + Hit: -6 -> -2
  1577. + Force: 24 -> 30
  1578. + Sharpness: 23 -> 30
  1579. - Guts Cost: 28 -> 33
  1580. + Total Tech Value: 17.5 -> 26 (C/D/D/B |>| B/C/D/S) [POW]
  1581. [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.]
  1582.  
  1583. ---------------------------------
  1584. -= GALI =-
  1585. [v1.0: Minor tech adjustments]
  1586. Galis 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.
  1587.  
  1588. Warning: There's a lot of text in the Gali section! They have many "under the hood" tweaks.
  1589.  
  1590. * General Changes:
  1591. + Gali/Golem and Gali/Monol now start with Spirit Blow.
  1592. # Gali/Pixie is now called "Pixel" instead of "Pink Mask".
  1593. # Gali/Golem is now called "Warrior" instead of "Stone Mask".
  1594. # Gali/Zuum is now called "Lexus" instead of "Scaled Mask".
  1595. # Gali/Tiger is now called "Inugami" instead of "Fanged Mask".
  1596. # Gali/Hare is now called "Galion" instead of "Furred Mask".
  1597. # Gali/Suezo is now called "Omen" instead of "Suezo Mask".
  1598. # Gali/Jell is now called "Aquarius" instead of "Aqua Mask".
  1599. # Gali/Worm is now called "Tsuchinoko" instead of "Brown Mask".
  1600. # Gali/Naga is now called "Shinkamen" instead of "Purple Mask".
  1601. + (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
  1602. + 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:
  1603. + Gali/Gali: 17 -> 15 (1.76/sec -> 2.0/sec)
  1604. + Gali/Pixie: 13 -> 12 (2.31/sec -> 2.5/sec)
  1605. + Gali/Golem: 17 -> 16 (1.76/sec -> 1.87/sec)
  1606. + Gali/Zuum: 15 -> 14 (2.0/sec -> 2.14/sec); 1/2/3/2/1/2 -> 1/3/3/2/1/2
  1607. + Gali/Tiger: 14 -> 13 (2.14/sec -> 2.31/sec)
  1608. + Gali/Hare: 16 -> 15 (1.87/sec -> 2.0/sec)
  1609. + Gali/Suezo: 15 -> 14 (2.0/sec -> 2.14/sec); 1/2/4/2/1/2 -> 1/3/4/2/1/2
  1610. + Gali/Jell: 16 -> 15 (1.87/sec -> 2.0/sec)
  1611. + Gali/Plant: 13 -> 12 (2.31/sec -> 2.5/sec); 2/1/3/2/1/1 -> 2/2/3/2/1/1
  1612. + 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.
  1613. + 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.
  1614. + Gali/Naga: 15 -> 13 (2.0/sec -> 2.31/sec); 1/2/2/2/1/2 -> 1/3/2/2/1/2
  1615. + Gali/???: Have been modified to match the gains of their corresponding derived Gali.
  1616. [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?]
  1617.  
  1618. * Base Stat Changes:
  1619. + Gali/Gali Base Stats: 110/130/160/120/90/100 -> 100/150/160/120/90/130 (710 BST -> 750 BST)
  1620. - Gali/Pixie Base Stats: 100/130/170/120/110/90 -> 90/110/170/120/140/80 (720 BST -> 710 BST)
  1621. + Gali/Golem Base Stats: 90/160/120/110/100/150 -> 100/190/120/110/90/150 (730 BST -> 760 BST)
  1622. + Gali/Zuum Base Stats: 100/130/140/110/90/100 -> 100/150/140/130/90/110 (670 BST -> 720 BST)
  1623. # Gali/Tiger Base Stats: 90/120/160/130/110/100 -> 100/110/160/140/120/80 (BST remains as 710)
  1624. + Gali/Hare Base Stats: 100/150/110/130/120/90 -> 100/170/110/120/130/90 (700 BST -> 720 BST)
  1625. + Gali/Suezo Base Stats: 90/130/160/120/100/110 -> 80/120/200/140/90/110 (710 BST -> 740 BST)
  1626. + Gali/Jell Base Stats: 90/120/150/110/80/100 -> 100/120/160/130/80/150 (650 BST -> 740 BST)
  1627. + Gali/Plant Base Stats: 110/100/140/120/80/90 -> 140/100/150/120/90/80 (640 BST -> 680 BST)
  1628. + Gali/Monol Base Stats: 90/110/130/120/100/140 -> 120/130/150/110/70/180 (690 BST -> 760 BST)
  1629. + Gali/Worm Base Stats: 100/110/140/120/80/90 -> 130/150/140/120/90/100 (640 BST -> 730 BST)
  1630. + Gali/Naga Base Stats: 90/130/140/120/100/110 -> 90/160/120/140/100/110 (690 BTS -> 720 BST)
  1631. [Rearranging base stats to meet their new orderings, and a little few buffs thrown in for good measure.]
  1632.  
  1633. * Overarching Gali Tech Chain Mercy:
  1634. + All Gali Techs have been lowered from 50 to 30 uses required to chain to the next stage.
  1635.  
  1636. * Back Blow has been buffed.
  1637. + Force: 19 -> 21
  1638. + Guts Cost: 25 -> 24
  1639. + Total Tech Value: 22.5 -> 24.5 (D/A/D/E |>| C/A/D/E) [POW]
  1640. [Back Blow was very slightly lackluster for the cost. While 2 force is not a massive increase, a damage boost is always useful.]
  1641.  
  1642. * Fire Wall has been buffed.
  1643. + Withering: 5 -> 8
  1644. + Guts Cost: 15 -> 14
  1645. + Total Tech Value: 17.5 -> 21.5 (remains as D/A/E/E) [INT]
  1646. [A small boost to Fire Wall which trailed behind its successors in the withering department.]
  1647.  
  1648. * Blaze Wall has been buffed.
  1649. + Guts Cost: 27 -> 25
  1650. + Total Tech Value: 25.5 -> 27.5 (remains as C/S/D/E) [INT]
  1651. [Boosts Blaze Wall to be slightly better than it was before- where it was the weakest of the Fire Wall chain.]
  1652.  
  1653. * Napalm has been buffed.
  1654. + Hit: +12 -> +15
  1655. + Withering: 14 -> 21
  1656. + Total Tech Value: 24.5 -> 30.5 (B/A/D/E |>| B/S/C/E) [INT]
  1657. [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.]
  1658.  
  1659. * Heavy Blow has been buffed.
  1660. + Force: 26 -> 28
  1661. + Guts Cost: 35 -> 32
  1662. + Total Tech Value: 26 -> 31 (remains as C/S/D/E) [POW]
  1663. [Same reasoning as the Back Blow buff.]
  1664.  
  1665. * Thwack has been buffed.
  1666. + Hit: -11 -> -9
  1667. + Guts Cost: 17 -> 16
  1668. + Total Tech Value: 8.5 -> 11.5 (remains as C/D/E/E) [POW]
  1669. [Thwack was pretty much just worse in every aspect than Whirlwind, and this places them closer to on par.]
  1670.  
  1671. * Typhoon has been buffed.
  1672. + Hit: -12 -> -10
  1673. + Guts Cost: 34 -> 33
  1674. + Total Tech Value: 27 -> 30 (remains as A/D/C/D)
  1675. [The weakest of the Whirlwind line gets a little stronger. Just as a reminder, Whirlwind requires 400 INT, not 400 POW!]
  1676.  
  1677. * Spirit Blow has been altered.
  1678. - Force: 36 -> 33
  1679. - Withering: 25 -> 22
  1680. - Sharpness: 8 -> 5
  1681. + Guts Cost: 38 -> 32
  1682. - Total Tech Value: 27 -> 25.5 (remains as B/C/C/E) [POW]
  1683. [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.]
  1684.  
  1685. * Straight has been altered.
  1686. [v1.0: Withering increased to 5]
  1687. - Hit: +6 -> +1
  1688. + Force: 13 -> 20
  1689. + Withering: 0 -> 5
  1690. - Guts Cost: 10 -> 15
  1691. + Total Tech Value: 9 -> 11 (D/A/-/- |>| C/B/E/-) [POW]
  1692. [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.]
  1693.  
  1694. * Smash Thwack has been altered.
  1695. + Hit: -13 -> -11
  1696. - Sharpness: 10 -> 5
  1697. - Total Tech Value: 25 -> 24.5 (A/D/D/D |>| A/D/D/E) [POW]
  1698. [Nothing to complain about here. Can't crit if you don't hit.]
  1699.  
  1700. * Red Wisp has been buffed.
  1701. + Hit: -2 -> +1
  1702. + Force: 10 -> 12
  1703. + Guts Cost: 18 -> 16
  1704. + Total Tech Value: 9.5 -> 16.5 (D/C/C/E |>| D/B/C/E) [INT]
  1705. [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.]
  1706.  
  1707. * Blue Wisp is now called Holy Flash and has been buffed.
  1708. + Hit: -4 -> +2
  1709. + Force: 18 -> 20
  1710. + Total Tech Value: 30.5 -> 38.5 (D/C/A/E |>| C/B/A/E) [INT]
  1711. [This tech takes way too long to also have a negative accuracy.]
  1712.  
  1713. * Flying Mask has been buffed.
  1714. + Force: 15 -> 17
  1715. + Withering: 7 -> 10
  1716. + Sharpness: 19 -> 20
  1717. + Total Tech Value: 15.5 -> 21 (D/B/E/C |>| D/B/D/B) [POW]
  1718. [We'll buff out those scratches.]
  1719.  
  1720. * Spirit Punch is now called Judgment and has been altered.
  1721. + Hit: -5 -> -4
  1722. + Force: 45 -> 50
  1723. - Withering: 29 -> 22
  1724. - Sharpness: 9 -> 5
  1725. + Guts Cost: 43 -> 40
  1726. # Total Tech Value: 30.5 (A/D/C/E |>| S/C/C/E) [POW]
  1727. [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. This is pretty strong! Judgment can be spelled with or without the "e", but I think the briefer version seems more official for an avatar of God.]
  1728.  
  1729. * Thunderbolt is now called Thunder and has been buffed.
  1730. [v1.0: Now just called "Thunder". Withering increased to 10]
  1731. + Hit: +3 -> +5
  1732. + Force: 14 -> 15
  1733. + Withering: 5 -> 10
  1734. + Sharpness: 0 -> 5
  1735. + Total Tech Value: 9 -> 19.5 (D/B/E/- |>| D/A/D/E) [INT]
  1736. [It's nice to have a slot 4 basic tech, but Thunderbolt is a little weak for the price considering its animation length. As with Judgment, brevity seems more "serious".]
  1737.  
  1738. * Giant Blow has been buffed.
  1739. + Hit: +14 -> +17
  1740. + Withering: 17 -> 21
  1741. + Sharpness: 6 -> 10
  1742. + Guts Cost: 41 -> 40
  1743. + Total Tech Value: 26 -> 36 (B/A/D/E |>| B/S/C/D) [POW]
  1744. [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.]
  1745.  
  1746. * Giant Thwack is now called God Bless and has been buffed.
  1747. + Hit: -10 -> -9
  1748. + Sharpness: 5 -> 10
  1749. + Total Tech Value: 30.5 -> 34 (S/D/C/E |>| S/D/C/D) [POW]
  1750. [And God Bless you too. Due to the lower hit rate, this is a little weaker than Judgment overall.]
  1751.  
  1752. * Cutting Mask has been buffed.
  1753. + Hit: -1 -> 0
  1754. + Force: 19 -> 24
  1755. + Withering: 9 -> 14
  1756. + Sharpness: 23 -> 25
  1757. + Total Tech Value: 14.5 -> 26.5 (D/C/E/B -> C/C/D/A) [POW]
  1758. [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.]
  1759.  
  1760. * Hashing Mask is now called Seraphic Law and has been buffed.
  1761. [v1.0: Guts Cost lowered to 35]
  1762. + Hit: -3 -> -1
  1763. + Force: 28 -> 30
  1764. + Withering: 28 -> 30
  1765. + Sharpness: 28 -> 30
  1766. + Guts Cost: 38 -> 35
  1767. + Total Tech Value: 29 -> 39 (C/C/C/A |>| B/C/B/S) [POW]
  1768. [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.]
  1769.  
  1770. * Spirit Smash is now called Wrath of God, is an Intelligence-based Technique, and has been buffed.
  1771. # Classification: Power Technique -> Intelligence Technique
  1772. + Hit: -5 -> 0
  1773. + Withering: 45 -> 50
  1774. + Total Tech Value: 35.5 -> 45.5 (B/D/A/E |>| B/C/S/E) [INT]
  1775. [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. My backup name for this was Evil
  1776. Dance, but I went with this.]
  1777.  
  1778. ---------------------------------
  1779. -= GHOST =-
  1780. [v1.0: Tech adjustments. Ghost/??? has been altered]
  1781. Most 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.
  1782.  
  1783. * General Changes:
  1784. + The base Ghost Arena Movespeed is now "A"
  1785. + POW Growth: 0 -> 2; This has the following effects on Ghosts (There are no affected non-Ghosts as no /Ghost exist):
  1786. + Ghost/Ghost: 0/0/3/3/3/0 -> 0/2/3/3/3/0; Arena Speed: B -> A
  1787. + Ghost/???: Has received adjustments for distinction.
  1788. [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 difficult life stage pattern. Though with the increased incentive to do "Pull" drills, Ghosts will pick up a little extra LIF as a result. Similarly, the loss of SPD from Pull is less relevant as Ghosts get +1 on Dodge and are just good at SPD in general.]
  1789.  
  1790. * Base Stat Changes:
  1791. # Ghost/Ghost Base Stats: 100/90/120/140/150/80 -> 100/110/120/140/150/60 (BST remains as 680)
  1792. [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.]
  1793.  
  1794. * Toy Hammer has been buffed.
  1795. [v1.0: Force increased to 11]
  1796. + Hit: -5 -> +3
  1797. - Force: 12 -> 11
  1798. + Withering: 0 -> 6
  1799. + Guts Cost: 11 -> 10
  1800. + Total Tech Value: -4 -> 10 (D/D/-/- |>| D/B/E/-) [POW]
  1801. [Toy Hammer is one of the victims of "Ghost accuracy". This has been shifted to a weak, but cheap and accurate Power tech.]
  1802.  
  1803. * Charge is now called Ghost Rush (to differentiate from the 50 other "Charge"s in the game) and has been altered.
  1804. [v1.0: Sharpness increased to 5]
  1805. - Hit: +3 -> -6
  1806. + Force: 9 -> 18
  1807. + Sharpness: 0 -> 5
  1808. - Guts Cost: 10 -> 15
  1809. - Total Tech Value: 2 -> -0.5 (E/B/-/- |>| D/D/-/E) [POW]
  1810. [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.]
  1811.  
  1812. * Uppercut has been altered.
  1813. [v1.0: Hit reverted to +1]
  1814. - Withering: 25 -> 9
  1815. + Guts Cost: 50 -> 35
  1816. - Total Tech Value: 8.5 -> 7.5 (B/B/C/E |->| B/B/E/E) [POW]
  1817. [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.]
  1818.  
  1819. * Combination is now called Tombstoner, to differentiate it and make it easier to edit, and has been altered.
  1820. [v1.0: Sharpness lowered to 15]
  1821. + Hit: +1 -> +10
  1822. + Force: 35 -> 40
  1823. - Withering: 30 -> 18
  1824. + Sharpness: 5 -> 15
  1825. - Guts Cost: 55 -> 60
  1826. + Total Tech Value: 13.5 -> 15.5 (B/B/B/E |->| A/A/D/C) [POW]
  1827. [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.]
  1828.  
  1829. * Energy Shot is now called Soul Beam (To differentiate it and as a reference to MR1) and has been buffed.
  1830. [v1.0: Hit increased to +16. Force increased to 9]
  1831. + Hit: +15 -> +16
  1832. + Force: 8 -> 9
  1833. + Withering: 5 -> 10
  1834. + Total Tech Value: 14.5 -> 21.5 (E/S/E/E |>| E/S/D/E) [INT]
  1835. [A minor parameter boost to make Intelligence Ghosts better. Compared to Pixie's Bolt, this has somewhat better hit and withering, but it has an animation 2.5x longer.]
  1836.  
  1837. * Surprise has been buffed.
  1838. [v1.0: Hit increased to -2. Guts Cost reverted 17]
  1839. + Hit: -10 -> -2
  1840. + Withering: 20 -> 26
  1841. + Total Tech Value: 4.5 -> 18.5 (E/D/C/E |>| E/C/C/E) [INT]
  1842. [Surprise has been made more accurate, and a more dedicated withering tool. Surprise/Astonishment are honestly the Ghost's best techs, but since the whole breed is bad...]
  1843.  
  1844. * Astonishment has been buffed.
  1845. [v1.0: Hit increased to -4. Guts Cost lowered to 31]
  1846. + Hit: -7 -> -4
  1847. + Force: 11 -> 13
  1848. + Withering: 36 -> 40
  1849. + Guts Cost: 32 -> 31
  1850. + Total Tech Value: 10.5 -> 19.5 (D/D/B/E |>| D/C/A/E) [INT]
  1851. [Same reasoning as the "Surprise" buff. Compared the MR1 Ghost's withering tech, this is relatively weak. I love Ghosts, but I have enough of a heart to not bring that back.]
  1852.  
  1853. * Necromancy is now called Skull Beam (For the same reasons as Soul Beam) and has been buffed.
  1854. [v1.0: Hit increased to +25. Force increased to 12]
  1855. - Hit: +29 -> +25
  1856. + Force: 8 -> 12
  1857. + Withering: 10 -> 16
  1858. + Guts Cost: 25 -> 23
  1859. + Total Tech Value: 24.5 -> 32.5 (E/S/D/E |>| D/S/D/E) [INT]
  1860. [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, and it is quite the lengthy move for being a chip away hit tech.]
  1861.  
  1862. * Dove Bomb has been buffed.
  1863. + Hit: -17 -> -8
  1864. + Withering: 10 -> 14
  1865. + Total Tech Value: -2.5 -> 10.5 (C/E/D/E |>| C/D/D/E) [INT]
  1866. [Another Ghost tech which has had its tremendously poor accuracy patched up, and to further specialize Ghost into a semi-witherer.]
  1867.  
  1868. * Pigeon Bomb has been buffed.
  1869. [v1.0: Force increased to 36]
  1870. + Hit: -17 -> -10
  1871. + Force: 34 -> 36
  1872. + Withering: 10 -> 18
  1873. + Total Tech Value: -0.5 -> 16.5 (B/E/D/E |>| B/D/D/E) [INT]
  1874. [Pigeon Bomb has been buffed due to being fairly lackluster in every department.]
  1875.  
  1876. * Magic Card is now called Mulligan, is a Power-based technique, and has been altered.
  1877. # Classification: Intelligence Technique -> Power Technique
  1878. # Requirement: 350 INT+SPD -> 500 POW+SPD
  1879. + Hit: -5 -> -4
  1880. + Force: 11 -> 16
  1881. - Withering: 10 -> 0
  1882. + Sharpness: 15 -> 30
  1883. - Guts Cost: 19 -> 20
  1884. + Total Tech Value: 4.5 -> 7 (D/D/D/C |>| D/C/-/S) [POW]
  1885. [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.]
  1886.  
  1887. * Magic Cards has been buffed.
  1888. # Requirement: 650 INT+SPD and 25 Magic Card -> 500 INT+SPD
  1889. + Hit: -10 -> -2
  1890. + Withering: 10 -> 18
  1891. + Sharpness: 18 -> 21
  1892. + Total Tech Value: 1 -> 18.5 (C/D/D/C |>| C/C/D/B) [INT]
  1893. [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.]
  1894.  
  1895. ---------------------------------
  1896. -= GOLEM =-
  1897. [v1.0: Tech adjustments]
  1898. Golems 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 about the same effectiveness overall will fall more in line.
  1899.  
  1900. * General Changes:
  1901. + Golem/Dragon now starts with Heavy Punch.
  1902. + Golem/Wracky Guts Rate: 14 -> 13 (2.14/sec -> 2.31/sec); due to Wracky's Guts Rate buff.
  1903. + Golem/AHead Guts Rate: 18 -> 17 (1.66/sec -> 1.76/sec); due to Arrowhead's Guts Rate buff.
  1904. + Golem/Baku Arena Speed: E -> D, Due to Baku's Arena Speed buff.
  1905. + Golem/Gali Guts Rate: 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.
  1906. # 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.
  1907. + Golem/Bajarl Arena Speed: E -> C; Due to Bajarl's Arena Speed buff.
  1908. + Golem/Monol: 2/3/2/0/0/4 -> 3/3/2/0/0/4, Due to Monol's LIF Buff.
  1909. + Golem/Mock: 1/3/3/0/0/3 -> 2/3/3/0/0/3, Due to Mock's LIF Buff.
  1910. + Golem/Zilla: Attributes are now correct, instead of being swapped with Amenhotep. 2/4/2/0/0/3 -> 3/4/2/0/0/3; Due to Zilla's LIF buff.
  1911. + Golem/Worm Guts Rate: 17 -> 16 (1.76/sec -> 1.87/sec); Lifespan: 430 -> 450 Due to Worm's Lifespan and Guts Rate buff.
  1912. [Carryover and error corrections.]
  1913.  
  1914. * Base Stat Changes:
  1915. + Golem/Dragon Base Stats: 100/220/130/90/60/150 -> 100/240/120/90/50/160 (750 BST -> 760 BST)
  1916. + Golem/Henger Base Stats: 100/170/120/80/60/140 -> 120/170/100/90/70/140 (670 BST -> 690 BST)
  1917. + Golem/Wracky Base Stats: 90/130/100/60/70/120 -> 100/140/90/60/80/130 (570 BST -> 600 BST)
  1918. + Golem/Zuum Base Stats: 100/140/110/70/90/130 -> 120/150/110/100/70/140 (640 BST -> 690 BST)
  1919. + Golem/AHead Base Stats: 120/150/110/80/40/200 -> 120/150/110/90/30/210 (700 BST -> 710 BST)
  1920. + Golem/Gali Base Stats: 100/150/110/60/50/130 -> 120/160/140/90/60/150 (600 BST -> 720 BST)
  1921. # Golem/Zilla Base Stats: 110/150/140/80/60/160 -> 150/200/90/80/50/130 (BST remains as 700)
  1922. + Golem/Bajarl Base Stats: 110/160/120/90/70/130 -> 120/160/110/100/70/130 (680 BST -> 690 BST)
  1923. - Go/Metalner Base Stats: 90/110/100/120/30/200 -> 100/130/80/120/10/200 (650 BST -> 640 BST)
  1924. + Golem/Suezo Base Stats: 110/130/140/70/60/150 -> 110/130/180/90/60/140 (660 BST -> 710 BST)
  1925. + Golem/Joker Base Stats: 100/130/140/110/60/150 -> 110/130/140/120/60/150 (690 BST -> 710 BST)
  1926. + Golem/Mock Base Stats: 110/140/150/50/60/160 -> 170/150/130/60/30/160 (670 BST -> 700 BST)
  1927. + Golem/Plant Base Stats: 140/100/110/90/60/130 -> 160/130/100/90/60/110 (630 BST -> 650 BST)
  1928. + Golem/Monol Base Stats: 130/140/110/40/60/170 -> 160/150/110/60/40/200 (650 BST -> 740 BST)
  1929. + Golem/Worm Base Stats: 150/160/110/90/20/130 -> 170/160/110/90/20/130 (660 BST -> 680 BST)
  1930. + Golem/Naga Base Stats: 120/190/60/70/50/150 -> 120/200/60/100/50/140 (640 BST -> 670 BST)
  1931. [Cleaning up the Golem subs with base stats on the lower end for their breed and guts rate.]
  1932.  
  1933. * Heavy Punch has been buffed.
  1934. [v1.0: Hit lowered to -9]
  1935. + Hit: -10 -> -9
  1936. + Total Tech Value: 7 -> 8 (remains as C/D/E/-) [POW]
  1937. [Just as a reminder, this tech is actually pretty decent, though nobody seems to bother getting it.]
  1938.  
  1939. * Kick has been buffed.
  1940. + Hit: -14 -> -13
  1941. + Total Tech Value: 0.5 -> 1.5 (remains as C/D/-/E) [POW]
  1942. [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.]
  1943.  
  1944. * Heavy Kick has been altered.
  1945. + Hit: -15 -> -14
  1946. - Sharpness: 6 -> 5
  1947. + Total Tech Value: 8.5 -> 9 (B/E/E/E |>| B/D/E/E) [POW]
  1948. [For the Golem's basic tech chains, I'm more or less just giving them slightly better odds of actually working.]
  1949.  
  1950. * Slap has been buffed.
  1951. + Force: 22 -> 23
  1952. + Total Tech Value: 12.5 -> 13.5 (remains as C/C/E/E) [POW]
  1953. [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.]
  1954.  
  1955. * Thwack is now called Head Crush, is an Intelligence technique, and has been buffed.
  1956. [v1.0: Hit increased to -5. Withering increased to 22]
  1957. # Classification: Power Technique -> Intelligence Technique
  1958. + Hit: -12 -> -5
  1959. - Force: 21 -> 20
  1960. + Withering: 19 -> 22
  1961. + Guts Cost: 17 -> 16
  1962. + Total Tech Value: 13.5 -> 23.5 (C/D/D/E |>| C/D/C/E) [INT]
  1963. [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.]
  1964.  
  1965. * Punch has been altered.
  1966. + Hit: -9 -> -7
  1967. + Force: 19 -> 20
  1968. - Guts Cost: 10 -> 11
  1969. + Total Tech Value: 0 -> 2 (D/D/-/- |>| C/D/-/-) [POW]
  1970. [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".]
  1971.  
  1972. * Brow Hit has been nerfed.
  1973. [v1.0: Hit increased to -6. Withering lowered to 8]
  1974. + Hit: -7 -> -6
  1975. - Force: 29 -> 27
  1976. - Withering: 10 -> 8
  1977. - Sharpness: 25 -> 20
  1978. - Total Tech Value: 26.5 -> 21 (C/D/D/A |>| C/D/E/B) [POW]
  1979. [Sorry buddy, but you've been too strong for 2 decades now. Still a very strong tech, but not as obscene.]
  1980.  
  1981. * Smash Thwack is now called Head Smash, is an Intelligence technique, and has been altered.
  1982. [v1.0: Hit increased to -6]
  1983. # Classification: Power Technique -> Intelligence Technique
  1984. + Hit: -13 -> -6
  1985. + Force: 23 -> 35
  1986. + Withering: 35 -> 40
  1987. - Guts Cost: 21 -> 30
  1988. + Total Tech Value: 26.5 -> 41.5 (C/D/B/E |>| B/D/A/E) [INT]
  1989. [Smashing. Basically the same reasoning as the Thwack changes but for a bigger version.]
  1990.  
  1991. * Clap Attack has been altered.
  1992. [v1.0: Hit increased to -7. Force lowered to 30. Withering increased to 15]
  1993. + Hit: -12 -> -7
  1994. - Force: 33 -> 30
  1995. + Withering: 13 -> 15
  1996. + Sharpness: 18 -> 20
  1997. + Guts Cost: 26 -> 23
  1998. + Total Tech Value: 17 -> 25 (B/D/D/C |>| B/D/D/B)
  1999. [Nobody ever gets Clap Attack, and I don't blame them since Brow Hit exists. So now it's buffed a bit.]
  2000.  
  2001. * Palm Strike has been buffed.
  2002. [v1.0: Hit increased to -4]
  2003. + Force: 31 -> 32
  2004. + Hit: -5 -> -4
  2005. + Guts Cost: 24 -> 23
  2006. + Total Tech Value: 16.5 -> 19.5 (B/D/D/E |>| B/C/D/E) [POW]
  2007. [A small and generic, but overall appreciated buff.]
  2008.  
  2009. * Double Palms has been altered.
  2010. - Hit: -8 -> -19
  2011. + Force: 47 -> 54
  2012. - Withering: 15 -> 12
  2013. + Guts Cost: 33 -> 26
  2014. # Total Tech Value: 23.5 (A/D/D/E |>| S/E/D/E) [POW]
  2015. [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.]
  2016.  
  2017. * Heavy Slap has been altered.
  2018. + Hit: +2 -> +5
  2019. + Force: 26 -> 30
  2020. - Guts Cost: 23 -> 25
  2021. + Total Tech Value: 16.5 -> 21.5 (C/B/E/E |>| B/A/E/E) [POW]
  2022. [Tremble, and despair. The Golem tech with "A" hit has come. Also Heavy Slap was kinda trash numbers-wise.]
  2023.  
  2024. * Diving Press has been nerfed.
  2025. [v1.0: Withering increased to 16]
  2026. - Withering: 17 -> 16
  2027. - Sharpness: 15 -> 10
  2028. - Total Tech Value: 44.5 (or -10) -> 41 (or -10) (S/E/D/C |>| S/E/D/D) [POW]
  2029. [Despite having terrible hit. This is very often "30 guts, 35% to instantly win the match." The recoil is pretty minor, and unlike with some other breeds, I'm going to leave it as pretty minor, but the sharpness is completely unnecessary when the tech is already packing 65 force. Makes it a bit less likely to instantly K.O. at a guts deficit.]
  2030.  
  2031. * Charge has been altered.
  2032. + Force: 30 -> 38
  2033. - Guts Cost: 26 -> 33
  2034. + Total Tech Value: 8.5 -> 9.5 (remains as B/B/D/E) [POW]
  2035. [With Heavy Slap covering the cheaper hit tech decently now, Charge can be the "big guy" Hit tech... which isn't really that accurate. Better if it lands- more of an issue on a miss.]
  2036.  
  2037. * Roll Assault has been altered.
  2038. [v1.0: Guts Cost increased to 39]
  2039. + Hit: -16 -> -14
  2040. - Force: 64 -> 50
  2041. - Withering: 38 -> 31
  2042. - Sharpness: 10 -> 5
  2043. + Guts Cost: 50 -> 39
  2044. - Total Tech Value: 41 -> 30.5 (S/E/B/D |>| S/D/B/E) [POW]
  2045. [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.]
  2046.  
  2047. * Earthquake has been altered.
  2048. + Hit: -11 -> -5
  2049. - Force: 27 -> 22
  2050. + Withering: 39 -> 41
  2051. + Guts Cost: 28 -> 21
  2052. + Total Tech Value: 29.5 -> 39.5 (C/D/B/E |>| C/D/A/E) [INT]
  2053. [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.]
  2054.  
  2055. * Giant Clap has been buffed.
  2056. [v1.0: Hit increased to -9]
  2057. + Hit: -15 -> -9
  2058. + Force: 35 -> 38
  2059. - Withering: 30 -> 26
  2060. + Sharpness: 19 -> 25
  2061. + Total Tech Value: 28.5 -> 36.5 (B/E/B/C |>| B/D/C/A) [POW]
  2062. [Wow, this tech was complete garbage. Maybe somebody will use it now.]
  2063.  
  2064. * Fist Shot has been buffed.
  2065. [v1.0: Guts Cost lowered to 40]
  2066. + Guts Cost: 50 -> 40
  2067. + Total Tech Value: 28.5 -> 38.5 (B/D/B/C |>| B/D/B/C) [POW]
  2068. [Fist Shot and Fist Missile are kinda just overpriced.]
  2069.  
  2070. * Fist Missile is now called Rocket Fist and has been buffed.
  2071. [v1.0: Name altered. Sharpness reverted to 15. Guts Cost lowered to 45]
  2072. + Guts Cost: 55 -> 45
  2073. + Total Tech Value: 39.5 -> 49.5 (remains as A/C/A/C) [POW]
  2074. [You get what you pay for. Can now be used immediately when a match starts, which is a much bigger deal than it might seem like.]
  2075.  
  2076. * Cyclone has been nerfed.
  2077. [v1.0: Force lowered to 72. Withering increased to 23]
  2078. - Force: 78 -> 72
  2079. + Withering: 21 -> 23
  2080. - Sharpness: 10 -> 5
  2081. - Total Tech Value: 38 -> 31.5 (S/E/C/D |>| S/E/C/E) [POW]
  2082. [Despite my thinking this tech is dumb- which it is- I'm leaving enough force to one shot no DEF foes, but siphoning away some critical hit chance. You might say "but Dragon Combo is just better than this now", and you'd be mostly right (if we ignore animation times). However, Astro exists and makes it messy for everyone while Gidras doesn't to the same extent.]
  2083.  
  2084. ---------------------------------
  2085. -= HARE =-
  2086. [v1.0: Tech adjustments]
  2087. As 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.
  2088.  
  2089. * General Changes:
  2090. + Hare/Worm Lifespan: 400 -> 420; Due to Worm's Lifespan buff.
  2091. + Hare/Monol: 2/3/1/2/2/2 -> 3/3/1/2/2/2; Due to Monol's LIF buff.
  2092. + 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 bug fix.
  2093.  
  2094. * Base Stat Changes:
  2095. # Hare/Golem Base Stats: 100/170/80/90/110/120 -> 100/200/50/90/120/110 (BST remains as 670)
  2096. + Hare/Zuum Base Stats: 100/130/70/110/140/80 -> 100/140/70/110/150/80 (630 BST -> 650 BST)
  2097. + Hare/Hare Base Stats: 50/130/70/100/140/40 -> 90/140/70/110/150/60 (530 BST -> 620 BST)
  2098. + Hare/Gali Base Stats: 100/130/90/110/140/50 -> 110/140/100/120/130/80 (620 BST -> 680 BST)
  2099. + Hare/Suezo Base Stats: 90/140/100/110/130/70 -> 90/130/110/120/140/60 (640 BST -> 650 BST)
  2100. + Hare/Jell Base Stats: 100/140/60/110/130/90 -> 100/140/70/120/130/90 (630 BST -> 650 BST)
  2101. # Hare/Plant Base Stats: 120/110/90/100/140/70 -> 140/100/90/110/120/70 (BST remains as 630)
  2102. # Hare/Monol Base Stats: 100/140/90/120/130/110 -> 140/150/80/110/90/130 (690 BST -> 700 BST)
  2103. + Hare/Worm Base Stats: 120/140/90/100/110/70 -> 130/140/90/100/120/70 (630 BST -> 650 BST)
  2104.  
  2105. * Straight has been altered.
  2106. + Force: 15 -> 16
  2107. + Withering: 5 -> 6
  2108. - Sharpness: 10 -> 6
  2109. # Total Tech Value: 25 (D/S/E/D |>| D/S/E/E) [POW]
  2110. [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.]
  2111.  
  2112. * HardStraight has been altered.
  2113. - Hit: +16 -> +15
  2114. + Force: 20 -> 22
  2115. + Guts Cost: 27 -> 26
  2116. + Total Tech Value: 23 -> 25 (remains as C/S/E/D) [POW]
  2117. [Same reasoning as Straight changes.]
  2118.  
  2119. * Kung Fu Fist has been altered.
  2120. [v1.0: Hit increased to -6. Sharpness increased to 21]
  2121. + Hit: -9 -> -6
  2122. - Sharpness: 24 -> 21
  2123. + Guts Cost: 18 -> 16
  2124. + Total Tech Value: 11 -> 14.5 (remains as D/D/E/B) [POW]
  2125. [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.]
  2126.  
  2127. * Kung Fu Blow has been buffed.
  2128. [v1.0: Hit increased to -9. Withering increased to 11]
  2129. + Hit: -11 -> -9
  2130. + Withering: 8 -> 11
  2131. + Sharpness: 28 -> 30
  2132. + Total Tech Value: 13 -> 19 (C/D/E/A |>| C/D/D/S) [POW]
  2133. [Below average tech made a little stronger.]
  2134.  
  2135. * Bang has been altered.
  2136. [v1.0: Force increased to 36. Guts Cost lowered to 38]
  2137. + Force: 32 -> 36
  2138. - Withering: 22 -> 20
  2139. - Sharpness: 10 -> 5
  2140. + Guts Cost: 45 -> 38
  2141. + Total Tech Value: 24 -> 30.5 (B/A/C/D |>| B/A/C/E) [POW]
  2142. [Let's trade that unnecessary stuff for what Hare's like: damage and an easier tech chain.]
  2143.  
  2144. * Big Bang has been buffed.
  2145. [v1.0: Sharpness increased to 8]
  2146. + Force: 44 -> 50
  2147. - Withering: 29 -> 26
  2148. + Sharpness: 5 -> 8
  2149. + Total Tech Value: 30.5 -> 35 (A/A/C/E |>| S/A/C/E) [POW]
  2150. [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.]
  2151.  
  2152. * Smash has been altered.
  2153. + Hit: -18 -> -14
  2154. - Force: 45 -> 38
  2155. + Withering: 9 -> 20
  2156. - Sharpness: 10 -> 8
  2157. + Total Tech Value: 15 -> 22 (A/E/E/D |>| B/D/C/E) [POW]
  2158. [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 auxiliary strength in their Withering.]
  2159.  
  2160. * Heavy Smash has been altered.
  2161. [v1.0: Hit increased to -15. Withering increased to 32]
  2162. + Hit: -19 -> -15
  2163. - Force: 56 -> 40
  2164. + Withering: 13 -> 32
  2165. - Sharpness: 12 -> 10
  2166. + Total Tech Value: 23 -> 29 (S/E/D/D -> A/E/B/D) [POW]
  2167. [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.]
  2168.  
  2169. * High Kick has been altered.
  2170. [v1.0: Force increased to 30. Sharpness reverted to 21]
  2171. + Force: 29 -> 30
  2172. + Guts Cost: 31 -> 28
  2173. + Total Tech Value: 15.5 -> 19.5 (C/D/D/B |>| B/D/D/B) [POW]
  2174. [Similarly to most of the Kung Fu techs, a little overpriced.]
  2175.  
  2176. * Spin Kick has been buffed.
  2177. [v1.0: Sharpness increased to 28]
  2178. + Hit: -7 -> -4
  2179. + Sharpness: 25 -> 28
  2180. + Guts Cost: 36 -> 35
  2181. + Total Tech Value: 18.5 -> 24 (B/D/D/A |>| B/C/D/A) [POW]
  2182. [Same reason as the High Kick changes.]
  2183.  
  2184. * Foul Gas has been altered.
  2185. - Hit: +9 -> +4
  2186. + Force: 0 -> 8
  2187. - Sharpness: 10 -> 5
  2188. + Total Tech Value: 27 (22) -> 27.5 (-/A/C/D |>| E/B/C/E) [INT]
  2189. [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.]
  2190.  
  2191. * Kung Fu Kick has is now called Dragon Kick and has been altered.
  2192. [v1.0: Hit increased to -6]
  2193. + Hit: -12 -> -6
  2194. - Force: 41 -> 40
  2195. + Sharpness: 29 -> 40
  2196. + Total Tech Value: 17.5 -> 27 (A/D/D/A |>| A/D/D/S) [POW]
  2197. [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)]
  2198.  
  2199. * Gas has been buffed.
  2200. + Withering: 7 -> 10
  2201. + Sharpness: 0 -> 5
  2202. + Total Tech Value: 11 -> 17 (E/A/E/- |>| E/A/D/E) [INT]
  2203. [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.]
  2204.  
  2205. * Stinking Gas is now called Miasma and has been altered.
  2206. [v1.0: Withering increased to 36]
  2207. + Force: 5 -> 17
  2208. + Withering: 35 -> 36
  2209. - Sharpness: 10 -> 5
  2210. - Guts Cost: 25 -> 28
  2211. + Total Tech Value: 33 -> 39.5 (E/A/B/D |>| D/A/B/E) [INT]
  2212. [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 play-style, 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.]
  2213.  
  2214. ---------------------------------
  2215. -= HENGER =-
  2216. [v1.0: Very minor tech adjustments. Henger/Mock Base Stats updated]
  2217. I 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.
  2218.  
  2219. * General Changes:
  2220. # Henger/Metalner is now called "Huey" instead of "Heuy" (Typo).
  2221. + Henger/Golem and Henger/Monol now start with Kick.
  2222. + Henger/Dragon now starts with Heavy Chop.
  2223. # 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.
  2224. + Henger/Golem: 1/3/2/2/2/1 -> 1/3/2/2/2/2 fixing a calculation error.
  2225. + Henger/Monol: 1/3/2/2/2/2 -> 2/3/2/2/2/2 due to Monol's LIF buff.
  2226. # Henger/???: Has received adjustments for distinction.
  2227. [Carryover from other monsters, and some free techs for the weaker subs.]
  2228.  
  2229. * Base Stat Changes:
  2230. + Henger/Dragon Base Stats: 90/140/130/150/110/80 -> 110/140/130/150/120/100 (700 BST -> 750 BST)
  2231. + Henger/Golem Base Stats: 90/150/120/110/100/80 -> 80/200/120/110/100/90 (650 BST -> 700 BST)
  2232. + Henger/Joker Base Stats: 90/140/130/150/120/80 -> 90/130/160/150/120/70 (710 BST -> 720 BST)
  2233. + Henger/Mock Base Stats: 90/100/150/110/120/80 -> 120/80/150/110/130/70 (650 BST -> 660 BST)
  2234. # Henger/Monol Base Stats: 90/150/100/120/130/110 -> 130/150/100/110/90/120 (BST remains as 700)
  2235. # Henger/??? Base Stats: Has also received adjustments.
  2236. [At a glance Henger/Monol may actually just look like an upgrade to the Golem in terms of BST and growths, but the Golem variant has a better lifespan.]
  2237.  
  2238. * Punch has been buffed.
  2239. + Sharpness: 0 -> 5
  2240. + Total Tech Value: 8 -> 10.5 (D/A/-/- |>| D/A/-/E) [POW]
  2241. [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.]
  2242.  
  2243. * Kick has been buffed.
  2244. + Hit: +1 -> +3
  2245. + Total Tech Value: 11.5 -> 13.5 (remains as D/B/E/E) [POW]
  2246. [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."]
  2247.  
  2248. * Heavy Chop has been altered.
  2249. - Hit: +3 -> 0
  2250. + Force: 18 -> 24
  2251. + Sharpness: 0 -> 10
  2252. - Guts Cost: 15 -> 22
  2253. + Total Tech Value: 12 -> 13 (D/B/E/- |>| C/C/E/D) [POW]
  2254. [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.]
  2255.  
  2256. * Laser Cutter has been buffed.
  2257. + Hit: -15 -> -14
  2258. + Total Tech Value: 19 -> 20 (A/E/D/D |>| A/D/D/D) [POW]
  2259. [That's all.]
  2260.  
  2261. * Yoyo is now an Intelligence-based technique and has been altered.
  2262. # Classification: Power Technique -> Intelligence Technique
  2263. + Hit: -3 -> -2
  2264. + Force: 10 -> 11
  2265. + Withering: 24 -> 26
  2266. - Sharpness: 10 -> 5
  2267. + Total Tech Value: 19 -> 19.5 (D/C/C/D |>| D/C/C/E) [INT]
  2268. [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
  2269. MR1 had Suezo's spit as a POW tech.]
  2270.  
  2271. * Laser Sword has been buffed.
  2272. [v1.0: Hit lowered to -3]
  2273. + Hit: -5 -> -3
  2274. + Guts Cost: 50 -> 45
  2275. + Total Tech Value: 32.5 -> 38.5 (A/D/A/C |>| A/C/A/C) [POW]
  2276. [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.]
  2277.  
  2278. * Laser Swords is now called Final Blade and has been altered.
  2279. [V1.0: Hit increased to +3]
  2280. + Hit: -10 -> +3
  2281. - Force: 55 -> 50
  2282. + Withering: 40 -> 50
  2283. - Guts Cost: 55 -> 60
  2284. + Total Tech Value: 40 -> 53 (S/D/B/B |>| S/B/S/B) [POW]
  2285. [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.]
  2286.  
  2287. * Two Cutters has been buffed.
  2288. + Hit: -18 -> -16
  2289. + Guts Cost: 50 -> 36
  2290. + Total Tech Value: 3 (lol) -> 19 (remains as S/E/D/D) [POW]
  2291. [Yikes. This tech was total garbage. How did this make it to release? It was vastly overpriced, which has been handled.]
  2292.  
  2293. * Two Yoyos is now an Intelligence-based technique and has been buffed.
  2294. [v1.0: Hit increased to -3]
  2295. # Classification: Power Technique -> Intelligence Technique
  2296. + Hit: -5 -> -3
  2297. + Withering: 32 -> 34
  2298. + Guts Cost: 29 -> 27
  2299. + Total Tech Value: 23 -> 29 (C/D/B/D |>| C/C/B/D) [INT]
  2300. [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.]
  2301.  
  2302. + Arm Cannon has been buffed.
  2303. + Sharpness: 5 -> 8
  2304. + Guts Cost: 18 -> 17
  2305. + Total Tech Value: 19.5 -> 22 (remains as D/S/E/E) [INT]
  2306. [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.]
  2307.  
  2308. + Napalm Shot has been buffed.
  2309. + Withering: 5 -> 9
  2310. + Sharpness: 10 -> 12
  2311. + Guts Cost: 24 -> 23
  2312. + Total Tech Value: 21 -> 27 (remains as C/S/E/D) [INT]
  2313. [Same reasoning as Arm Cannon change.]
  2314.  
  2315. + Hammer Fall has been buffed.
  2316. + Hit: -9 -> -8
  2317. + Total Tech Value: 9 -> 10 (remains as C/D/E/D) [POW]
  2318. [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.]
  2319.  
  2320. + Burst Cannon has been buffed.
  2321. + Force: 29 -> 30
  2322. + Withering: 14 -> 16
  2323. + Sharpness: 10 -> 16
  2324. + Total Tech Value: 23 -> 29 (C/A/D/D |>| B/A/D/C) [INT]
  2325. [Same reasoning as Arm Cannon change.]
  2326.  
  2327. + Sledge Fall has been altered.
  2328. - Hit: -8 -> -9
  2329. + Force: 35 -> 37
  2330. + Withering: 5 -> 11
  2331. - Guts Cost: 25 -> 27
  2332. + Total Tech Value: 12 -> 17 (B/D/E/D |>| B/D/D/D) [POW]
  2333. [A more natural chain from Hammer Fall. Efficient for the price.]
  2334.  
  2335. + Sound Wave has been buffed.
  2336. + Force: 6 -> 9
  2337. + Withering: 35 -> 37
  2338. + Guts Cost: 25 -> 22
  2339. + Total Tech Value: 19.5 -> 27.5 (remains as E/B/B/E) [INT]
  2340. [This tech was quite bad. There's only so many ways to phrase that and I'll be going through a lot of them.]
  2341.  
  2342. * Drill Shots is now called HeavenPierce and has been altered.
  2343. - Force: 35 -> 32
  2344. + Sharpness: 30 -> 40
  2345. + Guts Cost: 45 -> 40
  2346. + Total Tech Value: 23 -> 30 (remains as B/B/D/S) [POW]
  2347. [If you went through the hassle to get this tech you at least deserve ones of the Sharpest techs in the game- that's also not overpriced. No points for getting the name.]
  2348.  
  2349. + Eye Beam has been buffed.
  2350. + Hit: -2 -> +1
  2351. + Sharpness: 23 -> 24
  2352. + Guts Cost: 26 -> 25
  2353. + Total Tech Value: 16.5 -> 21 (C/C/E/B |>| C/B/E/B) [INT]
  2354. [Why does this chain from Punch, exactly? Anyways, like many sharp techs, this just brings the Force and Sharpness to the same value.]
  2355.  
  2356. ---------------------------------
  2357. -= HOPPER =-
  2358. [v1.0: Tech adjustments.]
  2359. Hoppers 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.
  2360.  
  2361. Personally, I think Hoppers are decent, but the consensus always seems to be "No, they suck." So, I'll try giving them somewhat medium level buffs, and see if it works out, but I'm willing to revert them if they become the next coming of the Metalner.
  2362.  
  2363. * General Changes:
  2364. # Lightning is no longer exclusive to the Hopper/Pixie.
  2365. - 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.
  2366. + Hopper/Kato: 1/1/3/3/3/0 -> 1/2/3/3/3/0 due to Kato's POW buff.
  2367. + Hopper/Bajarl Arena Speed: B -> A; Due to Bajarl's Arena Speed buff.
  2368. + Hopper/Mocchi: 1/2/2/4/2/1 -> 1/2/2/4/2/2 due to Mocchi's DEF buff.
  2369. + Hopper/Mock:
  2370.  
  2371. * Base Stat Changes:
  2372. - Hopper/Pixie Base Stats: 70/90/160/170/130/60 -> 70/80/160/170/130/40 (680 BST -> 650 BST)
  2373. + Hopper/Dragon Base Stats: 70/100/140/160/120/90 -> 110/140/120/160/100/70 (680 BST -> 700 BST)
  2374. + Hopper/Tiger Base Stats: 60/90/110/180/130/60 -> 80/90/110/180/130/60 (630 BST -> 650 BST)
  2375. + Hopper/Kato Base Stats: 70/80/130/150/140/50 -> 70/80/130/150/160/50 (620 BST -> 640 BST)
  2376. + Hopper/Bajarl Base Stats: 60/100/110/170/120/50 -> 90/140/110/170/120/50 (610 BST -> 680 BST)
  2377. + Hopper/Suezo Base Stats: 60/90/140/160/110/40 -> 60/90/170/180/110/50 (600 BST -> 660 BST)
  2378. + Hopper/Jill Base Stats: 70/100/110/150/130/60 -> 100/110/120/150/130/60 (620 BST -> 670 BST)
  2379. + Hopper/Mocchi Base Stats: 60/100/110/160/120/70 -> 60/130/110/160/120/80 (620 BST -> 660 BST)
  2380. + Hopper/Joker Base Stats: 70/90/110/160/110/60 -> 70/100/120/200/110/60 (600 BST -> 660 BST)
  2381. [There's not really anything which needs saying here.]
  2382.  
  2383. * Hook has been buffed.
  2384. + Hit: 0 -> +2
  2385. + Sharpness: 5 -> 10
  2386. + Total Tech Value: 2.5 -> 7 (D/C/-/E |>| D/B/-/D) [POW]
  2387. [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.]
  2388.  
  2389. * Jump Blow has been buffed.
  2390. [v1.0: Guts Cost lowered to 21]
  2391. + Withering: 5 -> 12
  2392. + Sharpness: 15 -> 18
  2393. + Guts Cost: 22 -> 21
  2394. + Total Tech Value: 6.5 -> 16 (D/B/E/C |>| D/B/D/C) [POW]
  2395. [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.]
  2396.  
  2397. * 2 Jump Blows has been buffed.
  2398. [v1.0: Withering increased to 16]
  2399. + Hit: -3 -> -2
  2400. + Withering: 5 -> 16
  2401. + Guts Cost: 29 -> 28
  2402. + Total Tech Value: 4.5 -> 18.5 (C/C/E/B |>| C/C/D/B) [POW]
  2403. [This is mostly carryover from the Jump Blow buff.]
  2404.  
  2405. * 3 Jump Blows is now called Jaw Breaker and has been buffed (really creative tech names here, Tecmo).
  2406. [v1.0: Withering increased to 19]
  2407. + Hit: -9 -> -6
  2408. + Withering: 14 -> 19
  2409. + Total Tech Value: 15 -> 23 (remains as B/D/D/S) [POW]
  2410. [Same reasoning as other the prior Jump Blow changes.]
  2411.  
  2412. * 1-2 Jump Blow has been buffed.
  2413. + Hit: -9 -> -7
  2414. + Force: 29 -> 30
  2415. + Withering: 18 -> 21
  2416. + Sharpness: 7 -> 10
  2417. + Total Tech Value: 8.5 -> 16 (C/D/D/E |>| B/D/C/D) [POW]
  2418. [Despite the name, this tech doesn't have a ton in common with 3 Jump Blows- though it could use a little help.]
  2419.  
  2420. * Hopper Combo has been buffed.
  2421. + Hit: -15 -> -12
  2422. + Withering: 21 -> 24
  2423. + Sharpness: 8 -> 10
  2424. + Total Tech Value: 15 -> 22 (A/E/C/E |>| A/D/C/D) [POW]
  2425. [This tech is hits surprisingly hard for being on a Hopper, but it wasn't quite worth 44 guts.]
  2426.  
  2427. * Jab has been buffed.
  2428. + Sharpness: 0 -> 8
  2429. + Total Tech Value: 6 -> 10 (E/A/-/- |>| E/A/-/E) [POW]
  2430. [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.]
  2431.  
  2432. * Flick has been buffed.
  2433. [v1.0: Withering increased to 6]
  2434. + Withering: 5 -> 6
  2435. + Sharpness: 5 -> 10
  2436. + Guts Cost: 17 -> 16
  2437. + Total Tech Value: 12.5 -> 16.5 (D/A/E/E |>| D/A/E/D) [POW]
  2438. [Just a little somethin' somethin' for Flick.]
  2439.  
  2440. * Phantom Claw has been altered.
  2441. [v1.0: Guts Cost lowered to 26]
  2442. + Force: 15 -> 23
  2443. + Withering: 5 -> 12
  2444. + Sharpness: 5 -> 12
  2445. - Guts Cost: 25 -> 26
  2446. + Total Tech Value: 12.5 -> 30 (D/S/E/E |>| C/S/D/D) [POW - Hopper/Kato exclusive]
  2447. [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 very low modifier on the guts rate due to being exclusive to a slow guts Hopper.]
  2448.  
  2449. * Rapid Flick has been buffed.
  2450. [v1.0: Hit reverted to +17]
  2451. + Withering: 7 -> 12
  2452. + Sharpness: 7 -> 12
  2453. + Guts Cost: 30 -> 26
  2454. + Total Tech Value: 14.5 -> 26 (D/S/E/E |>| D/S/D/D) [POW]
  2455. [Rapid Flick was mostly Flick but for an extra 13 guts. So, now it's not. Though, it still doesn't do much damage.]
  2456.  
  2457. * Flick Combo has been buffed.
  2458. [v1.0: Hit increased to +11. Guts Cost lowered to 34]
  2459. + Hit: +7 -> +11
  2460. + Withering: 16 -> 22
  2461. + Sharpness: 11 -> 15
  2462. + Guts Cost: 38 -> 34
  2463. + Total Tech Value: 12.5 -> 28.5 (C/A/D/D |>| C/A/C/C) [POW]
  2464. [I don't think people really use this tech, but it could use a hand anyways.]
  2465.  
  2466. * Lightning is no longer a crossover technique and has been altered.
  2467. # Availability: Lightning can now be learned by all Hoppers
  2468. + Hit: -10 -> -5
  2469. - Force: 14 -> 10
  2470. - Withering: 35 -> 19
  2471. + Guts Cost: 30 -> 15
  2472. # Total Tech Value: 11.5 (D/D/B/E |>| D/D/D/E) [INT]
  2473. [This tech has been scaled around- though this time to be smaller instead of bigger.]
  2474.  
  2475. * Flame has been altered.
  2476. + Force: 35 -> 43
  2477. + Hit: -16 -> -12
  2478. + Withering: 25 -> 31
  2479. - Guts Cost: 36 -> 43
  2480. + Total Tech Value: 10.5 -> 21.5 (B/E/C/E |>| A/D/B/E) [INT - Hopper/Pixie exclusive]
  2481. [Bad crossover technique turned into a possibly enticing crossover technique.]
  2482.  
  2483. ---------------------------------
  2484. -= JELL =-
  2485. [v1.0: Tech adjustments]
  2486. Jell 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.
  2487.  
  2488. * General Changes:
  2489. + Jell/Golem now starts with Pierce.
  2490. + Jell/Monol now starts with Two Whips.
  2491. + Jell/Monol: 2/1/3/2/1/3 -> 3/1/3/2/1/3 due to Monol's LIF buff.
  2492. + 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 bug fix.
  2493. + Jell/Worm Lifespan: 430 -> 450; Due to Worm's lifespan buff.
  2494. [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.]
  2495.  
  2496. * Base Stat Changes:
  2497. # Jell/Pixie Base Stats: 80/90/150/160/100/110 -> 90/80/160/150/110/100 (BST remains as 690)
  2498. + Jell/Golem Base Stats: 100/110/130/120/90/140 -> 110/130/140/120/30/170 (690 BST -> 700 BST)
  2499. # Jell/Tiger Base Stats: 90/100/150/140/110/120 -> 100/90/150/140/110/120 (BST remains as 710)
  2500. # Jell/Hare Base Stats: 100/110/130/150/120/140 -> 110/140/100/150/120/130 (BST remains as 750)
  2501. + Jell/Gali Base Stats: 90/80/140/110/100/150 -> 110/100/150/120/80/140 (670 BST -> 700 BST)
  2502. + Jell/Suezo Base Stats: 100/90/150/130/80/120 -> 100/90/180/130/80/110 (670 BST -> 690 BST)
  2503. # Jell/Jell Base Stats: 100/90/130/120/110/140 -> 110/100/130/120/90/140 (BST remains as 690)
  2504. # Jell/Plant Base Stats: 120/80/150/140/90/110 -> 150/80/120/140/90/110 (BST remains as 690)
  2505. + Jell/Monol Base Stats: 100/90/130/120/80/150 -> 160/100/130/120/50/150 (670 BST -> 710 BST)
  2506. # Jell/Worm Base Stats: 110/90/140/130/110/120 -> 150/100/140/120/80/110 (BST remains as 700)
  2507. # Jell/Naga Base Stats: 90/110/130/120/110/140 -> 110/120/100/140/90/130 (BST remains as 690)
  2508. [Primarily adjustments to give sub-breeds incentives and to make them better prospective offspring in combining.]
  2509.  
  2510. * Pierce has been buffed.
  2511. [v1.0: Guts Cost lowered to 20]
  2512. + Force: 20 -> 21
  2513. + Withering: 0 -> 5
  2514. + Sharpness: 5 -> 10
  2515. + Guts Cost: 21 -> 20
  2516. + Total Tech Value: 5 -> 14.5 (C/C/-/E |>| C/C/E/D) [POW]
  2517. [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.]
  2518.  
  2519. * Suffocation is now an Intelligence-based technique and has been buffed.
  2520. # Classification: Power Technique -> Intelligence Technique
  2521. + Force: 20 -> 21
  2522. + Withering: 8 -> 10
  2523. + Sharpness: 20 -> 21
  2524. + Total Tech Value: 18 -> 23.5 (C/B/E/B |>| C/B/D/B) [INT]
  2525. [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.]
  2526.  
  2527. * Bloodsuction has been heavily altered.
  2528. # Requirement: 600 INT and -50 Nature -> 600 POW and -50 Nature
  2529. - Life Drain: 100% -> 0%
  2530. + Hit: -20 -> 0
  2531. + Force: 30 -> 35
  2532. + Withering: 0 -> 50
  2533. + Sharpness: 0 -> 5
  2534. - Guts Cost: 40 -> 45
  2535. + Total Tech Value: 0 -> 42.5 (B[B]/E/-/- |>| B/C/S/E) [POW]
  2536. [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.]
  2537.  
  2538. * Two Whips has been buffed.
  2539. + Force: 21 -> 22
  2540. + Total Tech Value: 16 -> 17 (remains as C/A/D/-) [POW]
  2541. [Yeah, that's it.]
  2542.  
  2543. * Jell Press has been buffed.
  2544. + Withering: 7 -> 13
  2545. + Total Tech Value: 18.5 -> 24.5 (C/A/E/E |>| C/A/D/E) [POW]
  2546. [A slight compensation for the long animation.]
  2547.  
  2548. * Jell Cube has been altered.
  2549. [v1.0: Withering increased to 8. Guts Cost lowered to 17]
  2550. + Hit: -16 -> -8
  2551. - Force: 29 -> 28
  2552. + Withering: 5 -> 8
  2553. - Guts Cost: 16 -> 17
  2554. + Total Tech Value: 6.5 -> 15.5 (C/E/E/E |>| C/D/E/E) [POW]
  2555. [Most people ignore the Cubes and just go Intelligence, but they're pretty efficient heavy techs.]
  2556.  
  2557. * Three Cubes has been altered.
  2558. [v1.0: Force increased to 33]
  2559. + Hit: -10 -> -5
  2560. - Force: 39 -> 33
  2561. + Withering: 6 -> 12
  2562. + Sharpness: 9 -> 10
  2563. + Guts Cost: 23 -> 22
  2564. + Total Tech Value: 16.5 -> 23 (B/D/E/E |>| B/D/D/D) [POW]
  2565. [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.]
  2566.  
  2567. * Jell Top has been altered.
  2568. - Hit: +15 -> +12
  2569. + Force: 14 -> 15
  2570. + Guts Cost: 17 -> 15
  2571. # Total Tech Value: 20.5 (D/S/E/E |>| D/A/E/E) [POW]
  2572. [A standard attribute trade, and a reason to consider Spiked Top.]
  2573.  
  2574. * Spiked Top has been buffed.
  2575. + Hit: +13 -> +15
  2576. + Withering: 8 -> 10
  2577. + Guts Cost: 28 -> 26
  2578. + Total Tech Value: 20 -> 26 (C/A/E/D |>| C/S/D/D) [POW]
  2579. [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.]
  2580.  
  2581. * Fly Swatter has been buffed.
  2582. [v1.0: Guts Cost lowered to 23]
  2583. + Hit: -3 -> -1
  2584. + Withering: 31 -> 32
  2585. - Sharpness: 7 -> 5
  2586. + Guts Cost: 27 -> 23
  2587. + Total Tech Value: 19.5 -> 25.5 (remains as D/C/B/E) [POW]
  2588. [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.]
  2589.  
  2590. * Fly Smasher has been buffed.
  2591. [v1.0: Guts Cost lowered to 37]
  2592. + Hit: -5 -> -3
  2593. + Withering: 41 -> 44
  2594. + Sharpness: 9 -> 10
  2595. + Guts Cost: 39 -> 37
  2596. + Total Tech Value: 27.5 -> 35 (C/D/A/E |>| C/C/A/D) [POW]
  2597. [Same reasoning as Fly Swatter changes.]
  2598.  
  2599. * Beam Gun has been buffed.
  2600. + Hit: -2 -> 0
  2601. + Force: 15 -> 16
  2602. + Withering: 15 -> 16
  2603. + Sharpness: 19 -> 20
  2604. + Guts Cost: 18 -> 16
  2605. + Total Tech Value: 19.5 -> 26 (D/C/D/C |>| D/C/D/B) [INT]
  2606. [Another small attribute boost. Generally these seem dull, but provide value which shouldn't be ignored.]
  2607.  
  2608. * Beam Cannon has been buffed.
  2609. + Hit: -2 -> 0
  2610. + Force: 25 -> 26
  2611. + Withering: 25 -> 26
  2612. + Sharpness: 25 -> 30
  2613. + Guts Cost: 35 -> 33
  2614. + Total Tech Value: 25.5 -> 34 (C/C/C/A |>| C/C/C/S) [INT]
  2615. [Most of Jell's INT techs do a little bit of everything, and Beam Cannon is no exception.]
  2616.  
  2617. * Cannon is now called Artillery.
  2618. [In order to differentiate Cannon from the other Jell tech with Cannon in the name.]
  2619.  
  2620. * Slingshot is now a Power-based technique and has been altered.
  2621. [v1.0: Hit increased to -6. Guts Cost lowered to 17]
  2622. # Classification: Intelligence Technique -> Power Technique
  2623. + Hit: -8 -> -6
  2624. + Force: 9 -> 10
  2625. - Sharpness: 9 -> 5
  2626. + Guts Cost: 18 -> 17
  2627. + Total Tech Value: 18.5 -> 20.5 (E/D/B/E |>| D/D/B/E) [POW]
  2628. [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. Has above average withering for the cost, but the accuracy is a bit lackluster.]
  2629.  
  2630. * Pyramid has been buffed.
  2631. # Requirement: 600 POW and +50 Nature -> 600 INT and +50 Nature
  2632. + Hit: -20 -> -15
  2633. - Recovery Force: 40 -> 30
  2634. + Guts Cost: 40 -> 30
  2635. + Total Tech Value: -20 -> -15 ([A]/E/-/- |>| [B]/E/-/-) [INT]
  2636. [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.]
  2637.  
  2638. * Gatling Gun has been buffed.
  2639. [v1.0: Withering increased to 20]
  2640. + Withering: 15 -> 20
  2641. + Guts Cost: 45 -> 40
  2642. + Total Tech Value: 22.5 -> 32.5 (B/S/D/C |>| B/S/C/C) [INT]
  2643. [A good tech, albeit somewhat overpriced.]
  2644.  
  2645. * Jell Copter has been buffed.
  2646. [v1.0: Withering increased to 26]
  2647. + Withering: 15 -> 26
  2648. + Total Tech Value: 22.5 -> 33.5 (S/A/D/E |>| S/A/C/E) [INT]
  2649. [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. Obviously still crushing to get hit by.]
  2650.  
  2651. ---------------------------------
  2652. -= JILL =- 1.0
  2653. Jill is a somewhat disappointing monster. One of the main reasons for that is that it's boring *and* weak. You can get away with being weak if the design is a least interesting enough to show promise if refined (like Ghost or Dragon), but Jill has no specialty beyond "use Jill Combo and hope it works" and is another somewhat slow guts monster with mediocre techniques and no defining traits. Sort of like the Arrowhead and Zilla. Jill strikes me as a monster that was made first and foremost as something to be unlocked, and not because they actually had enough ideas to fill a tech list with interesting attacks. Part of the reason Jill was pushed back until the last monster update patch is because I did not have any great ideas on how to make the Jill distinct that were not completely ridiculous (I've scrapped many really dumb ideas for monster niches) or already done by another monster. Turns out when you have 30+ monsters, the niches get snatched up pretty quickly and what's left are fragmented movesets that are trying not to be better versions of other breeds. Anyways, with that rambling out the way, Jill is being looked at pretty coldly. I do have some slightly special things for them, but for the most part their kit is just going to be made less lousy as they are quite a below-average breed in terms of combat ability.
  2654.  
  2655. * General Changes:
  2656. + Jill/Jill now starts with Jill Combo.
  2657. + Jill/Kato now starts with Snowstorm.
  2658. # Jill/???: Has received adjustments for distinction.
  2659. [In terms of arena speed and guts rate, I think the Jill is pretty much where it should be- on the lower end but with pretty strong moves. Since the pure-breed and /Kato are some of the worst Jills in terms of competitive potential, I let them have a headstart. If you'd rather have a pure Jill without this starting move, Jill/Hare is mostly the same thing but easier to train since it has SPD.]
  2660.  
  2661. * Base Stat Changes:
  2662. - Jill/Pixie Base Stats: 90/130/150/120/110/100 -> 100/110/160/120/130/50 (700 BST -> 670 BST)
  2663. - Jill/Tiger Base Stats: 120/130/150/110/100/90 -> 110/120/150/140/100/60 (700 BST -> 680 BST)
  2664. + Jill/Hare Base Stats: 130/140/110/100/120/90 -> 120/180/110/100/130/90 (690 BST -> 730 BST)
  2665. - Jill/Kato Base Stats: 110/130/150/90/100/120 -> 80/110/180/90/130/100 (700 BST -> 690 BST)
  2666. # Jill/Suezo Base Stats: 130/150/140/110/80/100 -> 110/140/150/130/80/100 (BST remains as 710)
  2667. # Jill/Joker Base Stats: 110/160/150/130/110/120 -> 120/150/160/130/100/110 (BST remains as 770)
  2668. # Jill/??? Base Stats: Have also been adjusted.
  2669. [The Jill in general has a pretty decent set of base stats, with the purebreed actually beating out everything but the /??? {and even then only by 1 point}. It's arguable if any of the changes denoted with a "-" are actually nerfs since most of them make combining a better prospect and reallocates stats into what they're stronger at.]
  2670.  
  2671. * Double Slaps is now just called Double Slap and has been buffed.
  2672. + Hit: 0 -> +4
  2673. + Force: 13 -> 14
  2674. + Total Tech Value: 8 -> 13 (D/C/E/- |>| D/B/E/-) [POW]
  2675. [This is the cheapest move the Jill has, which is still going to be true. It compared pretty poorly to the likes of Arrowhead's Punch or Henger's Low Kick.]
  2676.  
  2677. * Ice Spikes has been altered.
  2678. + Hit: +9 -> +10
  2679. + Force: 20 -> 22
  2680. + Withering: 0 -> 8
  2681. - Guts Cost: 17 -> 20
  2682. + Total Tech Value: 14.5 -> 22.5 (C/A/-/E |>| C/A/E/E) [INT]
  2683. [To give the Jill some distinct properties, their moves are mostly being shifted towards being more powerful and more expensive, going in stages. In a sense this means they will have few small options and instead will mostly be higher impact attacks with notable costs. So while Ice Spikes is the "small" hit tech, Cold Breath will be the "big" one. Ice Spikes is a fairly decent move that is now slightly more efficient at the price of paying more for failure.]
  2684.  
  2685. * Clap Attack is now called Hand Press and has been altered.
  2686. + Hit: +1 -> +2
  2687. + Force: 15 -> 18
  2688. + Withering: 16 -> 22
  2689. - Guts Cost: 18 -> 20
  2690. + Total Tech Value: 16.5 -> 24.5 (D/B/D/E |>| D/B/C/E) [POW]
  2691. [Clap Attack is weak. Anybody who tries it can easily tell as such. As mentioned before, it's being shifted up in price and also compensated in impact. While the damage output is still unimpressive, it is rather high for a withering technique. A pretty jack-of-all-trades move, though that's not always good.]
  2692.  
  2693. * 1-2 Straight has been altered.
  2694. - Hit: +6 -> 0
  2695. + Force: 15 -> 25
  2696. + Withering: 0 -> 5
  2697. - Guts Cost: 12 -> 19
  2698. + Total Tech Value: 11.5 -> 13.5 (D/A/-/E |>| C/C/E/E) [POW]
  2699. [Clocking in at the most expensive basic tech, 1-2 Straight brings a pretty harsh hit for a starting move. Since Jills aren't the most accurate of monsters, and since Double Slaps was given a decent hit rate, 1-2 has been made the damage counterpart. Much like the Ape's Thwack, this can get the Jill through a good portion of the game. Can do around 500 damage on a critical hit with 950 POW, though the odds of that aren't great with 5 sharpness.]
  2700.  
  2701. * Punch Combo has been altered.
  2702. + Hit: -12 -> -10
  2703. + Force: 42 -> 55
  2704. + Withering: 16 -> 18
  2705. + Sharpness: 6 -> 7
  2706. - Guts Cost: 29 -> 40
  2707. + Total Tech Value: 20 -> 26.5 (A/D/D/E |>| S/D/D/E) [POW]
  2708. [More pricey, but with bigger impact. The big version of 1-2 Straight and Ice Wave. It's a pretty pricey investment, but 55 force is quite a lot.]
  2709.  
  2710. * Slap Combo has been altered.
  2711. + Hit: +1 -> +2
  2712. + Force: 21 -> 25
  2713. + Withering: 25 -> 43
  2714. - Sharpness: 6 -> 5
  2715. - Guts Cost: 27 -> 37
  2716. + Total Tech Value: 23 -> 34.5 (C/B/C/E |>| C/B/A/E) [POW]
  2717. [Slap Combo is, well, bad. The animation is too long and the impact is not high enough. This doesn't make it an amazing attack, but also not a detriment even when it connects.]
  2718.  
  2719. * Cold Breath is now called Frost Breath and has been altered.
  2720. + Hit: +17 -> +26
  2721. + Force: 19 -> 30
  2722. + Withering: 13 -> 17
  2723. - Guts Cost: 26 -> 40
  2724. + Total Tech Value: 25.5 -> 35.5 (D/S/D/E |>| B/S/D/E) [INT]
  2725. [Cold Breath? As mentioned in the Ice Spikes comment, Cold Breath is being made the "big" hit tech for the Jill, which I plan to deliver on. Averages around 75% hit rate.]
  2726.  
  2727. * Ice Wave has been altered.
  2728. + Hit: -10 -> -8
  2729. + Withering: 0 -> 5
  2730. + Sharpness: 5 -> 7
  2731. - Guts Cost: 19 -> 20
  2732. + Total Tech Value: 6.5 -> 13.5 (B/D/-/E |>| B/D/E/E) [INT]
  2733. [Ice Wave is probably the Jill's best move in the regular version of the game. It's not enough to carry them into being good, however. I think the extra hit and slight critical chance are worth 1 extra guts. Both the heavy techs share the 7 sharpness trait, even though it's not really much better than 5- I thought I'd keep it consistent.]
  2734.  
  2735. * Frantic Rush has been buffed.
  2736. + Hit: -2 -> -1
  2737. + Force: 20 -> 21
  2738. + Withering: 6 -> 10
  2739. + Sharpness: 16 -> 21
  2740. + Total Tech Value: 13 -> 21.5 (C/C/E/C |>| C/C/E/B) [POW]
  2741. [Frantic Rush is just a bit too shoddy in every department.
  2742.  
  2743. * Jill Combo is now called Quiet Snow and has been altered.
  2744. # Requirement: 600 POW and 50 Punch Combo -> 600 POW and -40 Nature
  2745. + Hit: -10 -> +4
  2746. - Force: 61 -> 38
  2747. + Withering: 20 -> 56
  2748. - Sharpness: 8 -> 5
  2749. + Total Tech Value: 30 -> 55.5 (S/D/C/E |>| B/B/S/E) [POW]
  2750. [Most monsters have one move where I'm willing to do something unusual or break from the usual value or style that a technique like it would normally have. Jills are primarily a damage-dealing monster, and the vanilla Jill Combo is basically just the climax to that, being similar to Ape's Swing-Throw. However, since the other tweaks to the Jill have notably improved their expected damage output, having a big finishing move which is more of the same is perhaps a bit redundant. So as mentioned, I'm breaking away from the Jill's usual style for this move, and giving them an alternative method of playing and stealing matches. Namely, Jill is a monster with above average animation lengths, meaning they eat up a lot of time. This is usually pretty detrimental. For Jill Combo, I'm instead embracing the idea of stealing matches via time outs rather than knockouts, making it the one of only a few attempts on the roster at having a slower monster that considers running out the clock to be a non-panic option. If you just want to blow people up, Punch Combo is your man. Don't be too surprised if this tech gets reverted in the future. It's experimental.]
  2751.  
  2752. * Ice Meteor has been altered.
  2753. + Hit: -5 -> -3
  2754. + Force: 29 -> 35
  2755. + Withering: 13 -> 19
  2756. + Sharpness: 19 -> 29
  2757. - Guts Cost: 29 -> 38
  2758. + Total Tech Value: 17.5 -> 26.5 (C/D/D/C |>| B/C/D/A) [INT]
  2759. [Ice Meteor isn't bad, but it's too small of a leap between in and the prior sharp tech. I'm aware they're different attacking types, but Jill is a hybrid attacker anyways. This is quite large for a sharp tech, and can nab a huge burst of damage immediately before moving in for the kill with Ice Spikes or Frost Breath.]
  2760.  
  2761. * Snowstorm has been buffed.
  2762. + Hit: +5 -> +10
  2763. + Guts Cost: 45 -> 40
  2764. + Total Tech Value: 32.5 -> 42.5 (remains as B/A/B/E) [INT]
  2765. [Unlike Jill combo, Snowstorm is already occupying a non-redundant spot in the Jill's arsenal. That being that of the big INT tech which hits both LIF and guts equally and reliably. This is a move type used on several monsters, such as Bajarl Beam and Cursed Dance, but the Jill has no other attacks like it so it's not overshadowed in their kit. This is a pretty annoying attack when used immediately, since it has a good chance of hitting and chunking the enemy on both ends. Good stuff.]
  2766.  
  2767. ---------------------------------
  2768. -= JOKER =-
  2769. [v1.0: Minor tech adjustments.]
  2770. Joker 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 substantial 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.
  2771.  
  2772. * General Changes:
  2773. # 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.
  2774. + Joker/Bajarl Arena Speed: C -> B; Due to Bajarl's Arena Speed buff.
  2775. # Joker/???: Has been made distinct.
  2776. [Carryover from changes to other monsters.]
  2777.  
  2778. + Joker/Dragon Base Stats: 120/140/190/160/100/90 -> 130/150/210/160/100/120 (800 BST -> 870 BST)
  2779. + Joker/Golem Base Stats: 120/140/150/130/100/90 -> 120/190/150/130/100/110 (730 BST -> 800 BST)
  2780. # Joker/Tiger Base Stats: 110/100/190/190/110/90 -> 100/110/180/200/120/80 (BST remains as 790)
  2781. + Joker/Bajarl Base Stats: 110/120/160/200/90/100 -> 110/130/160/200/90/100 (780 BST -> 790 BST)
  2782. [Blue Terror is kinda funky where it has so many stats with the same values.]
  2783.  
  2784. * Death Smash has been buffed.
  2785. [v1.0: Hit increased to -3]
  2786. + Hit: -4 -> -3
  2787. + Force: 18 -> 20
  2788. + Total Tech Value: 11.5 -> 13.5 (D/C/D/E |>| C/C/D/E) [POW]
  2789. [Death Smash compares poorly with Death Punch, but this evens it up a little bit.]
  2790.  
  2791. * Death Cutter has been buffed.
  2792. + Hit: -5 -> -4
  2793. + Total Tech Value: 27 -> 28 (C/D/C/A |>| C/C/C/A) [INT]
  2794. [This ensures that Death Cutter is always more damage effective than Death Energy, albeit with 21 lower hit. This is similar to Metalner's Back Charge, though Joker is much slower.]
  2795.  
  2796. * Death Energy has been buffed.
  2797. + Hit: +16 -> +17
  2798. + Total Tech Value: 29 -> 30 (remains as C/S/D/D) [INT]
  2799. [A tiny bump for a notorious tech. That said, just because Carmine and Thanatos are annoying when you're a kid doesn't make the tech incredible. Very minor but not irrelevant. A +1 hit increase is much less important than force, withering, or guts cost on a move that already has good accuracy.]
  2800.  
  2801. * Death Final has been buffed.
  2802. [v1.0: Sharpness increased to 30]
  2803. + Hit: -15 -> -10
  2804. + Sharpness: 15 -> 30
  2805. + Total Tech Value: 42.5 -> 55 (S/E/S/C |>| S/D/S/S) [POW]
  2806. [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 auxiliary 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 slightly more 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. I'm letting it be a bit better than I normally would both for thematic reasons, and because it's still an extremely risky move at 50 guts.]
  2807.  
  2808. ---------------------------------
  2809. -= KATO =-
  2810. [v1.0: Minor tech adjustments]
  2811. Kato 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.
  2812.  
  2813. * General Changes:
  2814. + Kato/Dragon now starts with Slash Claws.
  2815. + All Katos now start with Oil Fire.
  2816. - LIF Growth: 1 -> 0
  2817. + POW Growth: 0 -> 1
  2818. # Some Katos have had their base growths fixed. Changes to Kato's growth totals will be covered as well.
  2819. # Kato/Kato: 1/0/4/2/4/1 -> 0/1/4/2/4/1
  2820. # Kato/Dragon: 1/2/4/2/3/1 -> 1/2/4/2/2/2
  2821. # Kato/Tiger: 1/0/4/3/4/1 -> 0/1/4/3/4/1
  2822. # 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.
  2823. # 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.)
  2824. # 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.
  2825. # Kato/Joker: 1/1/3/2/4/2 -> 1/1/4/3/3/1 (Same reason as Kato/Suezo.)
  2826. [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.]
  2827.  
  2828. * Base Stat Changes:
  2829. # Kato/Kato Base Stats: 70/60/170/140/160/100 -> 60/100/170/140/160/70 (BST remains as 700)
  2830. + Kato/Dragon Base Stats: 80/120/160/120/150/100 -> 80/130/160/120/150/110 (730 BST -> 750 BST)
  2831. [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.]
  2832.  
  2833. * Slash Claw has been buffed.
  2834. + Hit: +7 -> +8
  2835. + Total Tech Value: 15 -> 16 (remains as D/A/-/D) [POW]
  2836. [These kinds of changes may look useless, but I do run the numbers and this puts Slash Claw at a break point it was missing before.]
  2837.  
  2838. * Slash Claws has been buffed.
  2839. + Sharpness: 10 -> 15
  2840. + Total Tech Value: 16 -> 18.5 (D/B/E/D |>| D/B/E/C) [POW]
  2841. [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".]
  2842.  
  2843. * Claw Combo is now called Eviscerate and has been altered.
  2844. + Hit: -12 -> 0
  2845. - Force: 36 -> 30
  2846. + Sharpness: 10 -> 15
  2847. + Total Tech Value: 16 -> 24.5 (B/D/D/D |>| B/C/D/C) [POW]
  2848. [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.]
  2849.  
  2850. * Smoke Breath has been buffed.
  2851. [v1.0: Force increased to 10]
  2852. + Hit: +5 -> +6
  2853. + Force: 8 -> 10
  2854. + Guts Cost: 18 -> 17
  2855. + Total Tech Value: 24 -> 28 (E/A/C/D |>| D/A/C/D) [INT]
  2856. [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?]
  2857.  
  2858. * Lick has been buffed.
  2859. + Hit: -7 -> -6
  2860. - Force: 13 -> 12
  2861. + Withering: 29 -> 30
  2862. + Guts Cost: 19 -> 17
  2863. + Total Tech Value: 18.5 -> 21.5 (D/D/C/E |>| D/D/B/E) [INT - Kato/Suezo exclusive]
  2864. [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.]
  2865.  
  2866. * Licking has been buffed.
  2867. + Withering: 24 -> 31
  2868. + Total Tech Value: 13.5 -> 20.5 (D/D/C/E |>| D/D/B/E) [INT - Kato/Mocchi exclusive]
  2869. [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.]
  2870.  
  2871. * Oil Spray is now called Drunken Mist and has been buffed.
  2872. + Hit: -11 -> -9
  2873. + Sharpness: 5 -> 10
  2874. + Total Tech Value: 30.5 -> 35 (C/D/A/E |>| C/D/A/D) [INT]
  2875. [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.]
  2876.  
  2877. * Turn Claw has been buffed.
  2878. + Hit: -7 -> -5
  2879. + Force: 19 -> 20
  2880. + Total Tech Value: 19 -> 22 (D/D/D/B |>| C/D/D/B) [POW]
  2881. [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.]
  2882.  
  2883. * Turn Claws is now called Whirlwind and has been buffed.
  2884. + Hit: -10 -> -7
  2885. + Guts Cost: 28 -> 24
  2886. + Total Tech Value: 22.5 -> 29.5 (remains as C/D/D/A) [POW]
  2887. [Yeah, yeah, overpriced inaccurate tech gets buffed- you know the gist.]
  2888.  
  2889. * Rolling Claw is now called Great Storm and has been buffed.
  2890. + Hit: -13 -> -10
  2891. + Force: 30 -> 35
  2892. + Sharpness: 30 -> 35
  2893. + Total Tech Value: 32 -> 42.5 (remains as B/D/B/S) [POW]
  2894. [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.]
  2895.  
  2896. * Oil Fire is now called Sake Fire and has been altered.
  2897. # Classification: Heavy Technique -> Basic Technique
  2898. + Hit: -6 -> -5
  2899. - Force 28 -> 24
  2900. + Guts Cost: 17 -> 15
  2901. - Total Tech Value: 14.5 -> 13.5 (remains as C/D/E/E) [INT]
  2902. [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 bit 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.]
  2903.  
  2904. * Oil Flame is now called Immolation and has been altered.
  2905. + Hit: -15 -> -14
  2906. + Force: 46 -> 50
  2907. + Withering: 14 -> 16
  2908. - Guts Cost: 30 -> 32
  2909. + Total Tech Value: 20 -> 25 (A/E/D/D |>| S/D/D/D) [INT]
  2910. [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!]
  2911.  
  2912. * Drill Claw is now called Corkscrew and has been altered.
  2913. + Hit: 0 -> +2
  2914. - Withering: 5 -> 0
  2915. - Total Tech Value: 22.5 -> 19.5 (C/C/E/A |>| C/B/-/A) [POW]
  2916. [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.]
  2917.  
  2918. * Twister Claw has been altered.
  2919. + Requirement: 650 Combined SKI+INT -> 600 Combined SKI+INT
  2920. - Hit: +20 -> +10
  2921. + Withering: 7 -> 12
  2922. + Guts Cost: 25 -> 21
  2923. - Total Tech Value: 27 -> 26 (C/S/E/D |>| C/A/D/D) [INT]
  2924. [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.]
  2925.  
  2926. * Tornado Claw has been buffed.
  2927. + Force: 25 -> 28
  2928. + Withering: 10 -> 14
  2929. + Total Tech Value: 27.5 -> 34.5 (remains as C/S/D/C) [INT]
  2930. [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.]
  2931.  
  2932. * Phantom Claw has been buffed.
  2933. + Sharpness: 10 -> 15
  2934. + Total Tech Value: 25 -> 27.5 (D/S/E/D |>| D/S/E/C) [POW]
  2935. [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.]
  2936.  
  2937. * Jumping Claw has been altered.
  2938. + Hit: -18 -> -10
  2939. - Force: 36 -> 34
  2940. - Withering: 17 -> 14
  2941. + Sharpness: 10 -> 15
  2942. + Total Tech Value: 18 -> 23.5 (B/E/D/D |>| B/D/D/C) [POW]
  2943. [A bit too inaccurate for the price. It's a Kato, not a Golem.]
  2944.  
  2945. * Aerial Claw is now called "To The Stars" and has been altered.
  2946. + Hit: -19 -> -15
  2947. + Force: 43 -> 48
  2948. - Withering: 27 -> 21
  2949. + Sharpness: 19 -> 20
  2950. - Guts Cost: 30 -> 31
  2951. + Total Tech Value: 30.5 -> 33 (A/E/C/C |>| A/E/C/B) [POW]
  2952. [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.]
  2953.  
  2954. * Oil Drinking is now called Sake Break and has been buffed.
  2955. [v1.0: Hit increased to +1]
  2956. + Hit: -15 -> +1
  2957. + Guts Cost: 50 -> 45
  2958. + Total Tech Value: -15 -> 5 ([S]/E/-/- |>| [S]/B/-/-) [INT]
  2959. [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!]
  2960.  
  2961. * Bolt has been buffed.
  2962. + Hit: -2 -> +1
  2963. + Total Tech Value: 15 -> 18 (E/C/D/D |>| E/B/D/D) [INT - Kato/Tiger exclusive]
  2964. [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.]
  2965.  
  2966. ---------------------------------
  2967. -= METALNER =-
  2968. [v1.0: Tech adjustments]
  2969. Hooh, 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 one of the few monsters 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. My goal is not to make the Metalner bad, nor will it ever- only to make them more or less on par with the rest of the roster which may take some iterating.
  2970.  
  2971. There are alternative plans in the works for Metalners if this fails- though I hope better foes, tech changes, and their harsh guts correction will bring them down from S+ viability. Metalners 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.
  2972.  
  2973. * General Changes
  2974. + Metalner/Suezo now starts with Metalner Ray.
  2975. - Metalner/Pixie Lifespan: 460 -> 430 (Error Fix)
  2976. [Metazorl gets a bonus for being the worst Metalner by far. If you wanted to do an exclusive POW Metalzorl- well you can cover it with 3 POW techs.]
  2977.  
  2978. * Base Stat Changes:
  2979. [v1.0: Metalner/Metalner BST updated]
  2980. + Metalner/Metalner Base Stats: 50/20/10/160/30/170 -> 80/50/20/160/30/200 (440 BST -> 540 BST)
  2981. + Metalner/Suezo Base Stats: 70/90/100/170/60/160 -> 90/70/120/170/60/160 (650 BST -> 670 BST)
  2982. [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 into them rather ineffective, and it's not a big enough boost to be that important. Metalner/Pixie and Metalner/Suezo have passable bases. This still leaves the purebreed with one of the lowest starting stat totals.]
  2983.  
  2984. * Left Slap has been buffed.
  2985. + Sharpness: 0 -> 5
  2986. + Total Tech Value: 12 -> 14.5 (E/A/E/- |>| E/A/E/E) [POW]
  2987. [Yep, starting with a buff. A boost keeping in the Metalner's quick and sharp theme. Since the force is pretty low, 5% higher crit chance isn't really that substantial. The AI often finds itself spamming this since it's quick and inexpensive- albeit not very effective.]
  2988.  
  2989. * Back Charge has been nerfed.
  2990. [v1.0: Hit increased to -5]
  2991. + Hit: -8 -> -5
  2992. - Force: 26 -> 23
  2993. - Withering: 26 -> 23
  2994. - Sharpness: 35 -> 30
  2995. - Guts Cost: 29 -> 30
  2996. - Total Tech Value: 32.5 -> 26 (remains as C/D/C/S) [POW]
  2997. [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 by 12% before including DEF. I love this move's animation and SFX, but it's too good in its original state. Metalner actually has some pretty cool tech names in the Japanese version, but they translate rather poorly so I'll leave them be. You may notice throughout the Metalner tech changes that I rarely lower their hit rates, as they're not great as is.]
  2998.  
  2999. * Right Slap has been altered.
  3000. [v1.0: Hit increased to +3]
  3001. - Hit: +8 -> +3
  3002. + Force: 10 -> 14
  3003. + Withering: 5 -> 8
  3004. # Total Tech Value: 13.5 -> 15.5 (D/A/E/E |>| D/B/E/E) [POW]
  3005. [So, Right Slap sucks (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.]
  3006.  
  3007. * Straight has been nerfed.
  3008. [v1.0: Sharpness reverted to 15. Guts Cost increased to 20]
  3009. - Withering: 10 -> 5
  3010. - Guts Cost: 18 -> 20
  3011. - Total Tech Value: 24.5 -> 17.5 (D/A/D/C |>| D/A/E/C) [POW]
  3012. [This tech is odd. It's really good but hard to cleanly nerf because most of its values aren't that high. So the auxiliary strength is being stifled a bit. This change should make it so that the Metalner cannot just mash Straight to wither slower monsters out the match completely. There's not a big difference between 18 and 20 guts to a Metalner, but there is a difference. Although mostly, the 10 withering was the problem on Straight combined with the animation time. This may need nerfed again later, but I'll see how it pans out first. Pay respects to what was the best move in the game!]
  3013.  
  3014. * High Kick has been altered.
  3015. [v1.0: Withering increased to 11]
  3016. + Force: 15 -> 16
  3017. + Withering: 10 -> 11
  3018. - Sharpness: 25 -> 20
  3019. - Total Tech Value: 19.5 -> 19 (D/B/D/A |>| D/B/D/B) [POW]
  3020. [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.]
  3021.  
  3022. * Double Kicks has been altered.
  3023. [v1.0: Hit increased to +3. Withering increased to 19]
  3024. + Hit: 0 -> +3
  3025. + Force: 19 -> 27
  3026. + Withering: 10 -> 19
  3027. - Guts Cost: 25 -> 40
  3028. + Total Tech Value: 19 -> 24 (D/C/D/S |>| C/B/D/S) [POW]
  3029. [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 and reliable version of Back Charge, trading away a lower cost for raw punch (Or kick in this instance).]
  3030.  
  3031. * Elbow Strike has been buffed.
  3032. [v1.0: Hit reverted to +16]
  3033. + Force: 15 -> 20
  3034. - Sharpness: 15 -> 10
  3035. + Total Tech Value: 20.5 -> 23 (D/S/D/C |>| C/S/D/D) [POW]
  3036. [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 damage efficient version of Dash Straight now. Slightly tangential, but this puts every Metalner slot 3 tech at the same force.]
  3037.  
  3038. * Double Palms has been buffed.
  3039. [v1.0: Hit increased to -6]
  3040. + Hit: -13 -> -6
  3041. + Total Tech Value: 4.5 -> 11.5 (remains as C/D/D/C) [POW]
  3042. [Good at skill, techs with atrocious hit strikes again. It was pretty shoddy, especially when Back Charge and UFO Attack exist. Still not the greatest use of 20 guts, but decent. This is a pointless side note, but I'm a big fan of Metalner's Tai Chi with exaggerated motions fighting style. Some of their tech names are pretty obscure or have wordplay though like Tetsuzanko, Chochu, or Daikyoku Charge which I'm not converting over for obvious reasons.]
  3043.  
  3044. * Palm Strike has been altered.
  3045. [v1.0: Sharpness increased to 10. Guts Cost lowered to 23]
  3046. + Hit: -8 -> -5
  3047. + Withering: 25 -> 31
  3048. - Sharpness: 15 -> 10
  3049. - Guts Cost: 22 -> 23
  3050. + Total Tech Value: 16.5 -> 22 (D/D/C/C |>| D/D/B/D) [POW]
  3051. [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. Unsurprisingly, you can stay on top of almost any monster's regen if you never miss this.]
  3052.  
  3053. * Metalner Ray has been buffed.
  3054. + Hit: -6 -> 0
  3055. + Total Tech Value: 21.5 -> 27.5 (B/D/A/C |>| B/C/A/C) [INT]
  3056. [This is mostly a novelty move, but it can 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.]
  3057.  
  3058. * Burning Palm has been buffed.
  3059. + Hit: -11 -> -10
  3060. + Total Tech Value: 16.5 -> 17.5 (remains as A/D/C/C) [POW]
  3061. [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:]
  3062.  
  3063. * UFO Attack has been nerfed.
  3064. + Hit: -22 -> -16
  3065. - Force: 50 -> 40
  3066. - Withering: 17 -> 13
  3067. - Sharpness: 15 -> 10
  3068. - Total Tech Value: 22.5 -> 12 (S/E/D/C |>| A/E/D/D) [POW]
  3069. [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 dialed back 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. The hit% goes from an approximate 25%-28% to 31%-34% in most cases.]
  3070.  
  3071. You may note I didn't exactly crush the Metalner. They're still supposed to be good, just like every other monster is supposed to be. Mostly I was just hitting the outliers.
  3072.  
  3073. ---------------------------------
  3074. -= MEW =-
  3075. [v1.0: Base stat changes. Mew/??? adjustments. Tech adjustments]
  3076. Mews 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. I can at least make their intelligence techs not lousy, if nothing else. These shifts make Mew better at being an overall irritant and semi-witherer. Most of the changes may look unimpressive, but Mews are a very underrated monster considering several of their techniques are rather powerful.
  3077.  
  3078. * General Changes:
  3079. # Mew/???: Has received adjustments.
  3080. [None of the sub-breeds recieved any changes which would affect the Mew as well.]
  3081.  
  3082. * Base Stat Changes:
  3083. - Mew/Pixie Base Stats: 110/80/100/130/140/90 -> 110/90/100/130/140/70 (650 BST -> 640 BST)
  3084. + Mew/Mew Base Stats: 130/80/70/120/140/90 -> 140/90/70/130/150/80 (630 BST -> 660 BST)
  3085. + Mew/Jell Base Stats: 130/80/100/140/110/90 -> 130/80/100/150/120/90 (650 BST -> 670 BST)
  3086. # Mew/??? Base Stats: Have been adjusted.
  3087. [While Mew/Pixie is still the best Mew numerically, this make starting a bit easier and brings the weaker Mews up to par on base stats. Despite the "-", Mum Mew isn't any worse.]
  3088.  
  3089. * Punch has been buffed.
  3090. [v1.0: Force increased to 11]
  3091. + Hit: +5 -> +9
  3092. + Force: 9 -> 11
  3093. + Withering: 0 -> 5
  3094. + Total Tech Value: 4 -> 16 (E/A/-/- |>| D/A/E/-) [POW]
  3095. [Mew's basic techs are quite bad. They shouldn't be too great, but they can stand to suck a bit less. Gives a little more "bap" to that plush stub. If this looks a bit off for a basic tech, do recall that Mew are on the lower half of the guts rate scale and are only slightly faster than the Henger.]
  3096.  
  3097. * Head Butt has been buffed.
  3098. + Force: 15 -> 16
  3099. + Total Tech Value: 17.5 -> 18.5 (remains as D/B/E/B) [POW]
  3100. [A small bump for an okay tech. It was slightly lackluster but not bad.]
  3101.  
  3102. * Head Assault has been buffed.
  3103. [v1.0: Hit increased to +4. Force increased to 25]
  3104. + Hit: +2 -> +4
  3105. + Force: 20 -> 25
  3106. + Total Tech Value: 19.5 -> 24.5 (remains as C/B/D/A) [POW]
  3107. [Head Assault is worse than Headbutt, for no reason- as far as I can tell. So it has been brought up to par. A very consistent tech that does decently in all areas.]
  3108.  
  3109. * Leaping Kick has been buffed.
  3110. [v1.0: Guts Cost lowered to 10]
  3111. + Force: 12 -> 14
  3112. + Sharpness: 5 -> 8
  3113. + Guts Cost: 12 -> 10
  3114. + Total Tech Value: 2.5 -> 8 (remains as D/C/-/E) [POW]
  3115. [Same reasoning as Punch change. Tech value is a lot lower than Punch, but the damage efficiency is much higher.]
  3116.  
  3117. * Scratch has been buffed.
  3118. + Withering: 6 -> 8
  3119. + Guts Cost: 19 -> 18
  3120. + Total Tech Value: 27.5 -> 30.5 (remains as D/S/E/C) [POW]
  3121. [Another small boost since Mews are already pretty close to their target.]
  3122.  
  3123. * Stab is now called Perforate, is an Intelligence-based technique, and has been buffed.
  3124. [v1.0: Name altered. Is now an INT technique. Hit increased to +1]
  3125. # Classification: Power Technique -> Intelligence Technique
  3126. + Hit: -2 -> +1
  3127. + Force: 13 -> 14
  3128. + Withering: 21 -> 26
  3129. - Sharpness: 10 -> 5
  3130. + Guts Cost: 19 -> 18
  3131. + Total Tech Value: 18 -> 25.5 (D/C/C/D |>| D/B/C/E) [POW]
  3132. [One of Mew's weaker techs which should at least be more effective at its prime directive. To slightly address the INT Mew's "one-slot syndrome", Stab is swapping sides. Why is it INT visually? I'll say they're piercing their enemy in the perfect spot to make it suck the most. Sometimes I have to prioritize variety over how the animation looks. I know getting stabbed is sharp, but withering techs just don't work that way. This does mean POW Mew doesn't really have much in the way of withering, but they didn't exactly use this tech before either- so that was always the case. A bit strong to compensate for the large lack of tools on the Mew's Intelligence side.]
  3133.  
  3134. * RushingPunch has been buffed.
  3135. + Hit: -3 -> -1
  3136. + Withering: 11 -> 16
  3137. + Total Tech Value: 18 -> 25 (remains as B/C/D/D) [POW]
  3138. [Pretty accurate for a heavy tech, though the force-to-guts ratio isn't amazing.]
  3139.  
  3140. * Diving Press has been altered.
  3141. [v1.0: Force increased to 26. Withering increased to 10. Guts Cost lowered to 18]
  3142. + Hit: -9 -> -7
  3143. + Force: 25 -> 26
  3144. + Withering: 7 -> 10
  3145. + Guts Cost: 19 -> 18
  3146. + Total Tech Value: 9 -> 16 (C/D/E/D |>| C/D/D/D) [POW]
  3147. [Simple stuff.]
  3148.  
  3149. * HundredBlows has been altered.
  3150. [v1.0: Tech attributes revised]
  3151. - Hit: +11 -> +10
  3152. - Force: 39 -> 37
  3153. + Withering: 19 -> 20
  3154. - Sharpness: 10 -> 5
  3155. + Guts Cost: 50 -> 40
  3156. + Total Tech Value: 24 -> 30.5 (B/A/D/D |>| B/A/C/E) [POW]
  3157. [HundredBlows is a fairly good tech, albeit rather overpriced. It's been tuned around a bit.]
  3158.  
  3159. * MillionBlows is now called Flail and has been buffed.
  3160. [v1.0: Name altered. Hit increased to +12. Withering increased to 22]
  3161. + Hit: +10 -> +12
  3162. + Force: 43 -> 45
  3163. + Withering: 21 -> 22
  3164. + Guts Cost: 55 -> 50
  3165. + Total Tech Value: 26.5 -> 36.5 (remains as A/A/C/C) [POW]
  3166. [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. Doesn't quite have the stopping power of Big Bang, but has better accuracy and sharpness. Unfortunately the joke behind this tech's name just doesn't really work in English.]
  3167.  
  3168. * Twiddling has been buffed.
  3169. [v1.0: Sharpness increased to 20]
  3170. + Hit: -4 -> -3
  3171. + Force: 22 -> 23
  3172. + Sharpness: 19 -> 20
  3173. + Guts Cost: 23 -> 21
  3174. + Total Tech Value: 12.5 -> 17 (C/C/E/C |>| C/C/E/B) [POW]
  3175. [Since the Mew is pretty close to where they should be, little tweaks like this add up quickly towards that end.]
  3176.  
  3177. + Twiddling-2 has been buffed.
  3178. + Hit: -7 -> -6
  3179. + Withering: 8 -> 13
  3180. + Total Tech Value: 17 -> 23 (B/D/E/A |>| B/D/D/A) [POW]
  3181. [This gives a more natural progression of the hit modifier throughout the Twiddling Tech chain.]
  3182.  
  3183. * Twiddling-Z is now called Circular and has been buffed.
  3184. + Hit: -10 -> -9
  3185. + Force: 37 -> 40
  3186. + Guts Cost: 39 -> 37
  3187. + Total Tech Value: 21 -> 27 (B/D/D/S |>| A/D/D/S) [POW]
  3188. [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.]
  3189.  
  3190. * Miaow has been buffed.
  3191. [v1.0: Force increased to 8]
  3192. + Force: 2 -> 8
  3193. - Sharpness: 5 -> 0
  3194. + Guts Cost: 30 -> 25
  3195. + Total Tech Value: 23.5 -> 32 (E/S/B/E |>| E/S/B/-) [INT]
  3196. [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. 8 Force isn't a lot, but it's also not irrelevant.]
  3197.  
  3198. * Song of Mew has been buffed.
  3199. [v1.0: Force increased to 16. Withering increased to 41]
  3200. + Hit: +6 -> +10
  3201. + Force: 15 -> 16
  3202. + Withering: 39 -> 41
  3203. + Guts Cost: 36 -> 31
  3204. + Total Tech Value: 24 -> 38.5 (D/A/B/E |>| D/A/A/E) [INT]
  3205. [Similar reasoning to Miaow changes, but more comprehensive shifts.]
  3206.  
  3207. * Recital has been buffed.
  3208. [v1.0: Force increased to 26. Withering increased to 52]
  3209. + Hit: -2 -> +5
  3210. + Force: 25 -> 26
  3211. + Withering: 45 -> 52
  3212. + Total Tech Value: 33 -> 48 (C/C/A/D |>| C/A/S/D) [INT]
  3213. [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. Can be a crushing opener.]
  3214.  
  3215. * Zap has been altered.
  3216. + Hit: -12 -> -10
  3217. - Force: 41 -> 37
  3218. - Withering: 41 -> 37
  3219. + Guts Cost: 40 -> 32
  3220. + Total Tech Value: 35 -> 39 (A/D/A/D |>| B/D/B/D) [INT]
  3221. [Would it have killed Tecmo to put this in slot 3? Oh well... The Zap chain is being slightly re-purposed to be akin to two different versions of the original Death Final.]
  3222.  
  3223. * Maximal Zap is now called Eradicate and has been altered.
  3224. + Hit: -17 -> -9
  3225. - Force: 59 -> 50
  3226. + Withering: 45 -> 50
  3227. - Sharpness: 20 -> 15
  3228. + Guts Cost: 50 -> 46
  3229. + Total Tech Value: 48 -> 53.5 (S/E/A/B |>| S/D/S/C) [INT]
  3230. [Have you ever seen this tech? It makes a neat sound- and should be in slot 3, but we are where we are.]
  3231.  
  3232. ---------------------------------
  3233. -= MOCCHI =-
  3234. [v1.0: Minor tech adjustments]
  3235. The 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 gimmick they just need to have techs the vanilla Pixie doesn't laugh at.
  3236.  
  3237. Personally, 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.
  3238.  
  3239. * General Changes:
  3240. + Mocchi/Dragon now starts with Mocchi Ray.
  3241. - SPD Growth: 3 -> 1
  3242. - LIF Growth: 2 -> 1
  3243. + DEF Growth: 3 -> 4; Pure Mocchi are covered below, and all /Mocchi will be covered in that main monster's section instead:
  3244. - Mocchi/Mocchi: 2/2/2/3/3/3 -> 1/2/2/3/1/4
  3245. - Mocchi/Pixie: 1/2/2/3/3/2 -> 1/2/3/3/2/2; Also a bug fix for Manna's INT Growth.
  3246. # Mocchi/Dragon: 2/3/3/3/2/3 -> 2/3/3/3/1/4, Guts Rate: 14 -> 15 (2.14/sec -> 2.0/sec); Also benefits from Dragon's higher LIF and DEF growths.
  3247. - Mocchi/Durahan: 2/2/2/3/2/3 -> 1/2/2/3/1/4
  3248. - Mocchi/Tiger: 2/2/2/3/3/2 -> 1/2/2/3/2/2
  3249. # 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.
  3250. - Mocchi/Joker: 2/2/3/3/2/2 -> 1/2/3/3/1/3
  3251. - Mocchi/Jell: 2/2/2/3/2/3 -> 1/2/2/3/1/4
  3252. [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.]
  3253.  
  3254. * Base Stat Changes:
  3255. - Mocchi/Mocchi Base Stats: 110/100/120/140/150/130 -> 100/110/120/130/90/160 (750 BST -> 710 BST)
  3256. - Mocchi/Pixie Base Stats: 100/110/120/140/150/130 -> 90/100/140/130/120/110 (750 BST -> 690 BST)
  3257. # Mocchi/Dragon Base Stats: 100/110/140/150/120/160 -> 110/130/150/140/70/180 (BST remains as 780)
  3258. - Mocchi/Durahan Base Stats: 100/110/120/150/130/140 -> 100/120/110/140/80/180 (750 BST -> 730 BST)
  3259. - Mocchi/Tiger Base Stats: 110/100/120/140/150/130 -> 90/100/120/150/110/130 (750 BST -> 700 BST)
  3260. + Mocchi/Kato Base Stats: 100/80/150/140/130/120 -> 80/100/170/140/120/130 (720 BST -> 740 BST)
  3261. # Mocchi/Joker Base Stats: 100/110/140/150/130/110 -> 80/110/150/160/100/140 (BST remains as 740
  3262. - Mocchi/Jell Base Stats: 110/100/130/140/120/150 -> 100/110/130/140/90/160 (750 BST -> 730 BST)
  3263. [This changes the base stat order for all of the Mocchis, so please keep that in mind while combining.]
  3264.  
  3265. * Slap has been buffed.
  3266. [v1.0: Hit increased to +5]
  3267. + Hit: +2 -> +5
  3268. + Force: 9 -> 10
  3269. + Total Tech Value: 6 -> 10 (E/B/E/- |>| D/A/E/-) [POW]
  3270. [One trait the Mocchi does having go for it is that basically their entire kit withers. Slap is kinda alright, I guess- but the force is a bit too lacking.]
  3271.  
  3272. * Thrust has been buffed.
  3273. [v1.0: Hit increased to +9]
  3274. + Hit: +6 -> +9
  3275. + Force: 10 -> 12
  3276. + Withering: 9 -> 10
  3277. + Total Tech Value: 13 -> 19 (D/A/E/E |>| D/A/D/E) [POW]
  3278. [The thrust chain is "okay" aside from the fact that they barely do any damage. So now it does a bit more.]
  3279.  
  3280. * 1-2 Thrust has been buffed.
  3281. + Force: 15 -> 16
  3282. + Withering: 14 -> 16
  3283. + Guts Cost: 27 -> 23
  3284. + Total Tech Value: 18.5 -> 25.5 (remains as D/A/D/E)
  3285. [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.]
  3286.  
  3287. * Thrusts is now called GatlingBlows and has been altered.
  3288. [v1.0: Hit increased to +17. Sharpness lowered to 8. Guts Cost reverted to 38]
  3289. + Hit: -10 -> +17
  3290. - Force: 38 -> 28
  3291. - Withering: 22 -> 20
  3292. - Sharpness: 10 -> 8
  3293. + Total Tech Value: 17 -> 31 (B/D/C/D |>| C/S/C/E) [POW]
  3294. [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 switching it entirely.]
  3295.  
  3296. * Headbutt has been buffed.
  3297. + Hit: -5 -> -3
  3298. + Force: 12 -> 13
  3299. + Guts Cost: 12 -> 11
  3300. + Total Tech Value: 2.5 -> 6.5 (D/D/E/E |>| D/C/E/E) [POW]
  3301. [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.]
  3302.  
  3303. * Licking has been buffed.
  3304. + Withering: 24 -> 31
  3305. + Total Tech Value: 9.5 -> 16.5 (D/D/C/E |>| D/D/B/E) [INT]
  3306. [Instead of being more accurate, I'm going to let Licking be more painful when it lands.]
  3307.  
  3308. * Press has been buffed.
  3309. [v1.0: Hit increased to -7]
  3310. + Hit: -9 -> -7
  3311. + Sharpness: 9 -> 10
  3312. + Total Tech Value: 7.5 -> 10 (C/D/D/E |>| C/D/D/D) [POW]
  3313. [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.]
  3314.  
  3315. * Diving Press has been buffed.
  3316. + Hit: -14 -> -12
  3317. + Withering: 19 -> 20
  3318. + Total Tech Value: 15 -> 18 (B/D/D/D |>| B/D/C/D) [POW]
  3319. [Same reasoning as Press buff.]
  3320.  
  3321. * Giant Press is now called Pulverize and has been buffed.
  3322. + Hit: -16 -> -15
  3323. + Force: 49 -> 50
  3324. + Withering: 20 -> 24
  3325. - Guts Cost: 39 -> 40
  3326. + Total Tech Value: 19 -> 24 (A/E/C/D |>| S/E/C/D) [POW]
  3327. [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.]
  3328.  
  3329. * Roll Attack has been buffed.
  3330. [v1.0: Guts Cost lowered to 26]
  3331. + Hit: -6 -> 0
  3332. + Force: 19 -> 20
  3333. + Sharpness: 19 -> 20
  3334. + Guts Cost: 27 -> 26
  3335. + Total Tech Value: 14.5 -> 23 (D/D/D/C |>| C/C/D/B) [POW]
  3336. [A very balanced parameter technique. Sharpness techs often embody this kind of trait.]
  3337.  
  3338. * DazzlingRoll has been buffed.
  3339. + Hit: -9 -> -4
  3340. + Withering: 20 -> 24
  3341. + Sharpness: 25 -> 28
  3342. + Total Tech Value: 15.5 -> 26 (C/D/C/A |>| C/C/C/A) [POW]
  3343. [I don't see what's so dazzling about it.]
  3344.  
  3345. * Petal Swirl has been buffed.
  3346. + Hit: -10 -> -3
  3347. + Force: 14 -> 15
  3348. + Total Tech Value: 9 -> 17 (D/D/D/C |>| D/C/D/C) [INT]
  3349. [Why does this have -10 hit? It doesn't make any sense.]
  3350.  
  3351. * Petal Vortex is now called Yaesakura and has been buffed.
  3352. [v1.0: Hit lowered to -12]
  3353. + Hit: -15 -> -12
  3354. + Total Tech Value: -20 -> -17 ([A]/E/-/- |>| [A]/D/-/-) [INT]
  3355. [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.]
  3356.  
  3357. * Petal Storm is now called Yamisakura and has been buffed.
  3358. + Hit: -15 -> -12
  3359. + Total Tech Value: -2.5 -> 0.5 (B[D]/E/-/- |>| B[D]/D/-/-] [INT]
  3360. [Having said that, Petal Storm is an unfortunate 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.]
  3361.  
  3362. * Mocchi Ray has been buffed.
  3363. + Guts Cost: 35 -> 30
  3364. + Total Tech Value: 20 -> 25 (remains as C/A/C/D) [INT]
  3365. [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.]
  3366.  
  3367. * Mocchi Beam has been buffed.
  3368. [v1.0: Hit increased to +7]
  3369. + Hit: +3 -> +7
  3370. + Guts Cost: 40 -> 35
  3371. + Total Tech Value: 20.5 -> 29.5 (C/B/C/C |>| C/A/C/C) [INT]
  3372. [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.]
  3373.  
  3374. * MocchiCannon has been altered.
  3375. [v1.0: Hit increased to +3]
  3376. + Hit: -5 -> +3
  3377. - Force: 45 -> 30
  3378. + Withering: 25 -> 30
  3379. + Guts Cost: 50 -> 40
  3380. + Total Tech Value: 25 -> 33 (A/D/C/B |>| B/B/B/B) [INT]
  3381. [The big finisher for the INT Mocchi. You ever notice all the Mocchi's special techs are Intelligence-based except for Thrusts?]
  3382.  
  3383. * Flame is now called Fire Lance and has been buffed.
  3384. [v1.0: Hit increased to -6. Guts Cost lowered to 34]
  3385. + Hit: -13 -> -6
  3386. + Withering: 16 -> 27
  3387. + Guts Cost: 38 -> 34
  3388. + Total Tech Value: 14 -> 36 (A/D/D/D |>| A/D/C/D) [INT - Mocchi/Dragon exclusive]
  3389. [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.]
  3390.  
  3391. * Roll Assault has been altered.
  3392. [v1.0: Guts Cost lowered to 17]
  3393. + Hit: -12 -> -4
  3394. - Force: 25 -> 21
  3395. + Withering: 7 -> 9
  3396. + Guts Cost: 19 -> 17
  3397. + Total Tech Value: 3.5 -> 11.5 (C/D/E/E |>| C/C/E/E) [POW]
  3398. [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.]
  3399.  
  3400. * Petal Roll has been altered.
  3401. + Hit: -13 -> -9
  3402. + Force: 29 -> 30
  3403. + Withering: 15 -> 18
  3404. - Sharpness: 7 -> 5
  3405. - Guts Cost: 25 -> 26
  3406. + Total Tech Value: 9.5 -> 15.5 (C/D/D/E |>| B/D/D/E) [POW]
  3407. [Just a small guts trade.]
  3408.  
  3409. ---------------------------------
  3410. -= MOCK =-
  3411. [v1.0: Minor tech adjustments]
  3412. My 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.
  3413.  
  3414. 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. Not a monster for the beginner!
  3415.  
  3416. * General Changes:
  3417. + LIF Growth: 0 -> 1
  3418. + DEF Growth: 1 -> 2; Pure Mocks are covered below, and all /Mock will be covered in that main monster's section instead:
  3419. + Mock/Mock: 0/1/4/1/1/1 -> 1/1/4/1/1/2
  3420. + Mock/Joker: 1/1/4/2/1/1 -> 1/1/4/2/1/2
  3421. + Mock/???: Have been modified to match the gains of their corresponding derived Mock.
  3422. [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.]
  3423.  
  3424. * Base Stat Changes:
  3425. # Mock/Mock Base Stats: 200/70/140/50/60/40 -> 160/20/200/60/50/70 (BST remains as 560)
  3426. # Mock/Joker Base Stats: 200/80/170/120/90/60 -> 180/40/210/120/80/90 (BST remains as 720)
  3427. [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 hindrance 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.]
  3428.  
  3429. * Head Butt has been buffed.
  3430. [v1.0: Guts Cost lowered to 13]
  3431. + Hit: +3 -> +5
  3432. + Force: 16 -> 17
  3433. + Sharpness: 0 -> 5
  3434. + Guts Cost: 15 -> 13
  3435. + Total Tech Value: 10 -> 17.5 (D/B/E/- |>| D/A/E/E) [POW]
  3436. [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 not enough to make POW Mock a thing- sorry. None of their other techs make sense as POW either.]
  3437.  
  3438. * Leaf Cutter has been buffed.
  3439. # Requirement: 400 INT+SKI -> 400 INT+SKI and +20 Nature
  3440. + Force: 14 -> 16
  3441. + Withering: 5 -> 13
  3442. - Guts Cost: 18 -> 19
  3443. + Total Tech Value: 18.5 -> 27.5 (D/S/E/E |>| D/S/D/E) [INT]
  3444. [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.]
  3445.  
  3446. * Leaf Gun has been buffed.
  3447. [v1.0: Hit increased to +3. Withering increased to 9]
  3448. + Hit: 0 -> +3
  3449. + Withering: 0 -> 9
  3450. + Guts Cost: 12 -> 10
  3451. + Total Tech Value: 1 -> 15 (D/C/-/- |>| D/B/E/-) [INT]
  3452. [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.]
  3453.  
  3454. * Leaf Gatling is now a stand-alone tech and has been altered.
  3455. # Requirement: 400 POW+INT and 50 Leaf Gun -> 400 POW+INT and -20 Nature
  3456. + Hit: -14 -> -12
  3457. - Force: 34 -> 30
  3458. + Sharpness: 5 -> 15
  3459. + Guts Cost: 23 -> 21
  3460. + Total Tech Value: 7.5 -> 12.5 (B/D/E/E |>| B/D/E/C) [INT]
  3461. [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.]
  3462.  
  3463. * Twig Gun is now called Toxic Needle and has been buffed.
  3464. # Requirement: 250 INT -> 250 INT and +20 Nature
  3465. + Hit: -6 -> -5
  3466. + Force: 10 -> 18
  3467. + Withering: 25 -> 31
  3468. - Guts Cost: 18 -> 21
  3469. + Total Tech Value: 13.5 -> 25.5 (D/D/C/E |>| D/D/B/E) [INT]
  3470. [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.]
  3471.  
  3472. * Twig Gatling now chains from Twig Gun, is called Toxic Arrows, and has been buffed.
  3473. # Requirement: None -> 30 Twig Gun and +50 Nature
  3474. + Hit: -8 -> 0
  3475. + Withering: 35 -> 42
  3476. + Total Tech Value: 20.5 -> 35.5 (C/D/B/E |>| C/C/A/E) [INT]
  3477. [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.]
  3478.  
  3479. * Energy Steal has been altered.
  3480. [v1.0: Guts Drain increased to 75%]
  3481. # Requirement: 600 INT and -50 Nature -> 600 INT and -60 Nature
  3482. + Drain Type: 50% Life and 50% Guts -> 50% Life and 75% Guts
  3483. + Hit: -20 -> -15
  3484. - Force: 40 -> 30
  3485. - Withering: 40 -> 35
  3486. + Sharpness: 0 -> 10
  3487. + Guts Cost: 50 -> 40
  3488. + Total Tech Value: 50 -> 56.25 (A[C]/E/A[C]/- |>| B[D]/E/B[C]/D) [INT]
  3489. [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. Guts Steal is higher but not 100%. It's pretty dumb if you manage to chain these during Anger, but the hit rate makes that pretty unlikely.]
  3490.  
  3491. * Twister has been altered.
  3492. [v1.0: Hit increased to -3]
  3493. + Hit: -10 -> -3
  3494. - Force: 44 -> 31
  3495. - Withering: 33 -> 25
  3496. + Sharpness: 5 -> 10
  3497. + Guts Cost: 45 -> 30
  3498. + Total Tech Value: 24.5 -> 28 (A/D/B/E |>| B/C/C/D) [INT]
  3499. [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". It's pretty good.]
  3500.  
  3501. * Twisters is now called Gale Frenzy and has been altered.
  3502. [v1.0: Withering increased to 36]
  3503. # Requirement: 50 Twister -> 50 Twister and -50 Nature
  3504. - Withering: 44 -> 36
  3505. + Sharpness: 5 -> 20
  3506. Total Tech Value: 38.5 -> 38 (S/D/A/E |>| S/D/B/B) [INT]
  3507. [Has fairly high odds to be an instant KO.]
  3508.  
  3509. So to summarize:
  3510. Neutral - Basics, Twister
  3511. Good - Leaf Cutter, Toxic Needle, Toxic Arrows (Withering and Reliable, but less Damaging)
  3512. Evil - Leaf Gatling, Energy Steal, Gale Frenzy (Sharp and Damaging, but Unreliable)
  3513.  
  3514. ---------------------------------
  3515. -= MONOL =-
  3516. [v1.0: Tech adjustments (yes, again). Rare Monols have been adjusted]
  3517. There'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 areas which are redundant or outclassed in comparison to their other tools. After re-evaluating the Monol's numbers several times and altering them in every version, I feel Monols are decent enough to be considered a viable contender.
  3518.  
  3519. When 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 good withering. I'll also mention here that I did not at all attempt to balance around cocooning into Soboros as I pretty much can't. If it's fair at a Worm/Pixie's guts rate, then the rest of the Monols would be garbage. So cocooning into Soboros results in a pretty overpowered monster!
  3520.  
  3521. * General Changes:
  3522. + Monol/Monol and Monol/Golem now start with Flattening-L.
  3523. + LIF Growth: 1 -> 4; Pure Monols are covered below, and all /Monol will be covered in that main monster's section instead:
  3524. + Monol/Monol: 1/2/2/1/0/4 -> 4/2/2/1/0/4
  3525. + Monol/Pixie: 1/2/3/2/1/2 -> 2/2/3/2/1/2
  3526. + Monol/Golem: 1/3/2/1/0/4 -> 3/3/2/1/0/4
  3527. + Monol/Zuum: 1/2/2/2/1/3 -> 3/2/2/2/1/3
  3528. + Monol/Tiger: 1/2/2/2/1/2 -> 3/2/2/2/1/2
  3529. + Monol/Hare: 1/3/1/1/2/2 -> 3/3/1/1/2/2
  3530. + 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.
  3531. + Monol/Suezo: 1/2/3/2/0/3 -> 3/2/3/2/0/3
  3532. + Monol/Jell: 1/2/2/2/0/4 -> 3/2/2/2/0/4
  3533. + Monol/Plant: 2/1/2/1/0/2 -> 4/1/2/2/0/2; Also benefits from Plant's SKI buff.
  3534. + 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.
  3535. + Monol/Naga: 1/2/1/2/0/3 -> 3/3/1/2/0/3; Also benefits from Naga's POW buff.
  3536. + Monol/???: Have received adjustments for distinction.
  3537. [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.]
  3538.  
  3539. * Base Stat Changes:
  3540. [v1.0: Monol/Gali SKI increased by 10]
  3541. + Monol/Monol Base Stats: 110/130/140/100/10/220 -> 160/130/140/100/10/200 (710 BST -> 740 BST)
  3542. + Monol/Pixie Base Stats: 90/130/150/100/50/120 -> 110/100/150/120/50/120 (640 BST -> 650 BST)
  3543. + Monol/Golem Base Stats: 90/130/120/100/10/200 -> 140/180/110/90/10/200 (650 BST -> 730 BST)
  3544. + Monol/Zuum Base Stats: 90/110/120/100/30/150 -> 140/110/120/100/30/160 (600 BST -> 660 BST)
  3545. + Monol/Tiger Base Stats: 100/110/120/100/40/130 -> 140/100/120/110/40/130 (600 BST -> 640 BST)
  3546. + Monol/Hare Base Stats: 80/140/100/90/110/120 -> 130/140/70/90/110/120 (640 BST -> 660 BST)
  3547. + Monol/Gali Base Stats: 90/110/130/100/30/150 -> 140/120/150/110/20/160 (610 BST -> 700 BST)
  3548. # Monol/Suezo Base Stats: 100/110/150/120/60/140 -> 130/100/160/120/30/140 (BST remains as 680)
  3549. + Monol/Jell Base Stats: 80/110/120/100/40/220 -> 140/100/120/110/10/200 (670 BST -> 680 BST)
  3550. + Monol/Plant Base Stats: 100/100/130/90/40/120 -> 180/70/120/130/20/110 (580 BST -> 630 BST)
  3551. + Monol/Worm Base Stats: 100/120/130/90/50/160 -> 170/120/110/100/20/140 (650 BST -> 660 BST)
  3552. + Monol/Naga Base Stats: 90/120/100/130/60/160 -> 150/140/70/130/30/160 (660 BST -> 680 BST)
  3553. + Monol/??? Base Stats: Have also been modified.
  3554. [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.]
  3555.  
  3556. * Overarching Monol Tech Chain Mercy:
  3557. + All Monol Techs that require 50 uses have been lowered to 30 uses required to chain to the next stage.
  3558. [I do have some heart.]
  3559.  
  3560. * Charge has been buffed.
  3561. [v1.0: Force increased to 13]
  3562. + Force: 12 -> 13
  3563. + Sharpness: 0 -> 5
  3564. + Total Tech Value: 12 -> 15.5 (D/A/-/- |>| D/A/-/E) [POW]
  3565. [Also known as the "Animated table which is forcibly stubbing your toe" maneuver.]
  3566.  
  3567. * Spike Stabs has been buffed.
  3568. [v1.0: Hit increased to -2. Withering increased to 13]
  3569. + Hit: -4 -> -2
  3570. + Force: 34 -> 35
  3571. + Withering: 11 -> 13
  3572. + Total Tech Value: 18 -> 23 (remains as B/C/D/E) [POW]
  3573. [Spike Stabs was outclassed by its predecessor and was less efficient, so it has received little boosts across the board to level the field.]
  3574.  
  3575. * Ray is now called Form Alpha and has been buffed.
  3576. [v1.0: Name altered. Withering increased to 40]
  3577. + Withering: 35 -> 40
  3578. + Guts Cost: 35 -> 30
  3579. + Total Tech Value: 31.5 -> 41.5 (C/B/B/E |>| C/B/A/E) [INT]
  3580. [Ray was overpriced. Instead of bumping it up somewhere else, it's fine to make it cheaper and better at its main use; this also makes the tech chain easier.]
  3581.  
  3582. * Double Rays is now called Form Beta and has been buffed.
  3583. [v1.0: Name altered. Withering increased to 45]
  3584. + Hit: +1 -> +3
  3585. + Withering: 40 -> 45
  3586. + Guts Cost: 40 -> 35
  3587. + Total Tech Value: 33.5 -> 45.5 (remains as B/B/A/E) [INT]
  3588. [Approximately the same reason as the Ray change.]
  3589.  
  3590. * Triple Rays is now called Stonehenge and has been buffed.
  3591. [v1.0: Withering increased to 55]
  3592. + Hit: 0 -> +2
  3593. + Withering: 45 -> 55
  3594. + Guts Cost: 45 -> 40
  3595. + Total Tech Value: 40 -> 57 (B/C/A/D |>| B/B/S/D) [INT]
  3596. [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. Most other MR media calls this chain things like "Formation" or something similar.]
  3597.  
  3598. * Flattening has been buffed.
  3599. [v1.0: Force increased to 17. Withering increased to 12. Guts Cost lowered to 10]
  3600. + Force: 16 -> 17
  3601. + Withering: 0 -> 12
  3602. + Guts Cost: 12 -> 10
  3603. + Total Tech Value: 9 -> 24 (D/A/-/- |>| D/A/D/-) [POW]
  3604. [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. 12 withering isn't a ton, but it offsets a small part of the weakness of the long animation, and starting techs shouldn't be too stellar anyhow.]
  3605.  
  3606. * Spike Bite has been buffed.
  3607. [v1.0: Guts Cost lowered to 27]
  3608. + Force: 39 -> 40
  3609. + Guts Cost: 29 -> 27
  3610. + Total Tech Value: 23 -> 26 (B/D/C/D |>| A/D/C/D) [POW]
  3611. [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.]
  3612.  
  3613. * Scratch has been buffed.
  3614. [v1.0: Force increased to 17]
  3615. + Force: 16 -> 17
  3616. + Withering: 24 -> 29
  3617. + Total Tech Value: 20.5 -> 26.5 (remains as D/C/C/E) [POW]
  3618. [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.]
  3619.  
  3620. * Knock has been buffed.
  3621. [v1.0: Hit increased to +14]
  3622. + Hit: +10 -> +14
  3623. + Withering: 10 -> 14
  3624. + Total Tech Value: 22.5 -> 30.5 (remains as B/A/D/E) [POW]
  3625. [Boosts to Knock's passive strength.]
  3626.  
  3627. * Two Knocks has been buffed.
  3628. [v1.0: Withering increased to 19]
  3629. + Withering: 15 -> 19
  3630. + Guts Cost: 45 -> 40
  3631. + Total Tech Value: 27.5 -> 36.5 (remains as A/S/D/E) [POW]
  3632. [A lot of the Monol's stuff is overpriced, alright?]
  3633.  
  3634. * Three Knocks is now called Knockalypse and has been buffed.
  3635. [v1.0: Withering increased to 24]
  3636. + Force: 42 -> 45
  3637. + Withering: 21 -> 24
  3638. + Sharpness: 5 -> 10
  3639. + Guts Cost: 50 -> 45
  3640. + Total Tech Value: 30.5 -> 43 (A/S/C/E |>| A/S/C/D) [POW]
  3641. [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.]
  3642.  
  3643. * Flattening-L has been buffed.
  3644. [v1.0: Withering increased to 16]
  3645. + Force: 19 -> 23
  3646. + Withering: 5 -> 16
  3647. - Guts Cost: 15 -> 16
  3648. + Total Tech Value: 14 -> 28 (D/A/E/- |>| C/A/D/-) [POW]
  3649. [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.]
  3650.  
  3651. * Screech has been altered.
  3652. [v1.0: Force increased to 18]
  3653. + Hit: +24 -> +29
  3654. + Force: 16 -> 18
  3655. - Withering: 14 -> 8
  3656. + Guts Cost: 25 -> 21
  3657. + Total Tech Value: 31.5 -> 36.5 (D/S/D/E |>| D/S/E/E) [INT]
  3658. [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.]
  3659.  
  3660. * StrangeLight has been buffed.
  3661. [v1.0: Hit increased to -4]
  3662. + Hit: -7 -> -4
  3663. + Withering: 6 -> 8
  3664. + Sharpness: 15 -> 20
  3665. + Guts Cost: 18 -> 16
  3666. + Total Tech Value: 11.5 -> 21 (C/D/E/C |>| C/C/E/B) [INT]
  3667. [My first rendition for StrangeLight was actually a version with 25% life steal. 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. It's not that strange.]
  3668.  
  3669. * Flattening-X has been buffed.
  3670. [v1.0: Withering increased to 24. Guts Cost lowered to 21]
  3671. + Hit: +2 -> +5
  3672. + Force: 24 -> 30
  3673. + Withering: 5 -> 24
  3674. - Guts Cost: 20 -> 21
  3675. + Total Tech Value: 13.5 -> 40.5 (C/B/E/E |>| B/A/C/E) [POW]
  3676. [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. If the value seems bizarrely high, it is because I am taking this into account in tandem with the Monol's less than stellar guts rate.]
  3677.  
  3678. * Sound Wave has been buffed.
  3679. [v1.0: Force increased to 16]
  3680. + Force: 15 -> 16
  3681. + Guts Cost: 17 -> 16
  3682. + Total Tech Value: 23.5 -> 25.5 (remains as D/S/E/E) [INT]
  3683. [Sound Wave is pretty decent, but falls a tiny bit behind the Monol's new value standard- so it gets a little efficiency bump.]
  3684.  
  3685. + Tentacles has been buffed.
  3686. [v1.0: Guts Cost lowered to 33]
  3687. + Hit: 0 -> +1
  3688. + Force: 27 -> 30
  3689. + Guts Cost: 37 -> 33
  3690. + Total Tech Value: 33.5 -> 41.5 (C/C/A/E |>| B/B/A/E) [POW]
  3691. [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 bump. This makes Tentacles about as strong as Warawara from MR1- which as an aside amuses me as they didn't even try to localize it. Warawara is what it's called in Monster Farm too.]
  3692.  
  3693. * Beam has been buffed.
  3694. [v1.0: Withering increased to 10]
  3695. + Hit: -3 -> -2
  3696. + Withering: 5 -> 10
  3697. + Total Tech Value: 14.5 -> 20.5 (C/C/E/C |>| C/C/D/C) [INT]
  3698. [Minor stuff, but it meets a new efficiency breakpoint due to the very slightly higher reliability. One of the Vanilla Monol's decent techs.]
  3699.  
  3700. * Double Beams has been buffed.
  3701. [v1.0: Withering increased to 16. Guts Cost lowered to 28]
  3702. + Hit: -6 -> -3
  3703. + Force: 31 -> 32
  3704. + Withering: 14 -> 16
  3705. + Sharpness: 19 -> 24
  3706. + Guts Cost: 29 -> 28
  3707. + Total Tech Value: 19.5 -> 29 (B/D/D/C |>| B/C/D/B) [INT]
  3708. [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 you'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.]
  3709.  
  3710. * Triple Beams is now called Odyssey and has been buffed.
  3711. [v1.0: Force increased to 44. Withering increased to 24]
  3712. + Hit: -6 -> -4
  3713. + Force: 38 -> 44
  3714. + Withering: 22 -> 24
  3715. + Sharpness: 25 -> 30
  3716. + Total Tech Value: 26.5 -> 39 (B/D/C/A |>| A/C/C/S) [INT]
  3717. [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.]
  3718.  
  3719. ---------------------------------
  3720. -= NAGA =-
  3721. [v1.0: Tech adjustments]
  3722. Nagas 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.
  3723.  
  3724. Nagas 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 efficiency is going down a little, but their auxiliary strengths will be compensated in turn. Additionally, Naga's intelligence techniques are very rarely made use of. They aren't amazing techs, but neither are they horrible. However, I see untapped potential to give the Naga a new playstyle, being that of a ferocious critical-based witherer who focuses on getting a lead and never letting you come back- which makes sense to me as something a Naga would do.
  3725.  
  3726. * General Changes:
  3727. + POW Growth: 3 -> 4; Pure Nagas are covered below, and all /Naga will be covered in that main monster's section instead:
  3728. + Naga/Naga: 2/3/0/3/1/2 -> 2/4/0/3/1/2
  3729. + Naga/Pixie: 1/2/2/3/2/1 -> 1/3/2/3/2/1
  3730. + Naga/Golem: 2/3/1/2/1/3 -> 2/4/1/2/1/3
  3731. + Naga/Tiger: 2/2/1/3/2/1 -> 2/3/1/3/2/1
  3732. + Naga/Hare: 2/3/0/3/2/1 -> 2/4/0/3/2/1
  3733. + Naga/Gali: 2/3/2/3/1/2 -> 2/4/2/3/1/2
  3734. # 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
  3735. + Naga/Jell: 2/2/1/3/1/2 -> 2/3/1/3/1/2
  3736. + Naga/Monol: 2/3/1/2/1/3 -> 3/3/1/2/1/3; Benefits from Monol's LIF buff, but no POW change.
  3737. # Naga/Worm Guts Rate: 13 -> 12 and Lifespan: 370 -> 390; Due to Worm's buffs.
  3738. + Naga/???: Has been made distinct. No longer has an illegitimate Guts Rate.
  3739. [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.]
  3740.  
  3741. * Base Stat Changes:
  3742. # Naga/???: Have been adjusted to match its altered growths.
  3743.  
  3744. * Thwack has been buffed.
  3745. + Hit: -5 -> -3
  3746. + Withering: 0 -> 5
  3747. + Total Tech Value: -3 -> 4 (D/D/-/- |>| D/C/E/-) [POW]
  3748. [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.]
  3749.  
  3750. * Stab has been nerfed.
  3751. - Guts Cost: 14 -> 15
  3752. - Total Tech Value: 16.5 -> 15.5 (remains as D/A/E/E) [POW]
  3753. [Too efficient for the price and animation time, etc.]
  3754.  
  3755. * Belly Punch has been altered.
  3756. + Withering: 5 -> 8
  3757. + Sharpness: 0 -> 5
  3758. - Guts Cost: 10 -> 11
  3759. + Total Tech Value: 1 -> 5.5 (D/D/E/- |> D/D/E/E) [POW]
  3760. [Belly Punch is decent but somewhat inaccurate for a basic tech. Nagas are good enough at skill for it to probably not matter, though.]
  3761.  
  3762. * Pierce is now called Lacerate and has been altered.
  3763. [v1.0 Name altered. Guts Cost increased to 20]
  3764. - Hit: +8 -> +4
  3765. + Withering: 10 -> 16
  3766. + Sharpness: 5 -> 8
  3767. - Guts Cost: 19 -> 20
  3768. + Total Tech Value: 19.5 -> 22 (D/A/D/E |>| D/B/D/E) [POW]
  3769. [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.]
  3770.  
  3771. * Tail Assault has been nerfed.
  3772. [v1.0: Withering increased to 8. Guts Cost increased to 18]
  3773. + Withering: 5 -> 8
  3774. - Guts Cost: 15 -> 18
  3775. # Total Tech Value: 6.5 (remains as C/D/E/E) [POW]
  3776. [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. 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.]
  3777.  
  3778. * Life Steal is now called Death Trap and has been altered.
  3779. [v1.0: Tech reworked. Name altered]
  3780. # Drain Type: 100% Life -> 50% Life and 100% Guts
  3781. + Hit: -19 -> 0
  3782. - Force: 30 -> 10
  3783. + Withering: 0 -> 30
  3784. + Sharpness: 0 -> 5
  3785. + Total Tech Value: -9 -> 27.5 (B[B]/E/-/- |>| D[E]/C/B[B]/E) [INT]
  3786. [So at a glance, this probably looks really odd, and I wouldn't disagree. This doesn't serve the same purpose as most "Life Steal" techs since it doesn't really steal much life. It's more a variant of Vital Ritual, except on the Naga and not the CPandora. Instead of winning at the last second, Death Trap instead is supposed to be used mid-match to both recoup a little life and "wither" your opponent. Effectively being a "20 Guts, 10 Force Life Steal" when it hits. Though it's more complicated as it is stealing and not just actually lowering the cost. I think this is quite strong. It may seem unexciting at first, but if it were pushed any further it could be a total nightmare to play against. Feels thematic to the Naga. Generally stealing guts is not quite as strong as stealing life since LIF is how you win matches. If your fingers are quick, you can use this near at the end and then immediately swap your slot 2 tech and use Stab or Tail Assault at the last moment. It seems like my longest comments always seemed to be attached to Recovery and Stealing techs...]
  3787.  
  3788. * Poison Gas has been altered.
  3789. [v1.0: Sharpness reverted to 8]
  3790. + Hit: -4 -> -2
  3791. + Withering: 19 -> 26
  3792. - Guts Cost: 15 -> 18
  3793. + Total Tech Value: 16 -> 22 (D/C/D/E |>| D/C/C/E) [INT]
  3794. [People don't really raise Intelligence Nagas, but that's no reason for their INT techs to be lousy.]
  3795.  
  3796. * Energy Shot is now called Evil Shot and has been altered.
  3797. [v1.0: Tech reworked]
  3798. + Hit: -13 -> -3
  3799. - Force: 21 -> 15
  3800. + Withering: 15 -> 27
  3801. - Guts Cost: 17 -> 22
  3802. + Total Tech Value: 13.5 -> 24.5 (C/D/D/C |>| D/C/C/C) [INT]
  3803. [As mentioned prior, the Naga's intelligence techs mostly go unused, and I think it's a missed opportunity. So for this one I'm pulling inspiration from both MR1 and the card game to give the Naga a possible playstyle besides "do a bunch of damage." Basically, when nobody uses a monster's other side, I get to do dumb stuff like this with it. Having a Sharp tech be more about withering than damage is unintuitive, but I'll assume if you're playing the mod you can figure it out.]
  3804.  
  3805. * Turn Assault has been nerfed.
  3806. [v1.0: Force lowered to 38. Withering lowered to 22]
  3807. - Withering: 29 -> 22
  3808. - Force: 39 -> 38
  3809. - Sharpness: 7 -> 5
  3810. - Total Tech Value: 31.5 -> 22.5 (remains as B/A/C/E) [POW]
  3811. [Turn Assault is both rather accurate and high damage on a fast guts rate monster. It doesn't need to also make it so hard to retaliate. Compensated for slightly with higher withering in the rest of the Naga's kit. The parts you actually care about when using this tech are mostly the same.]
  3812.  
  3813. * Drill Attack has been nerfed.
  3814. [v1.0: Withering lowered to 16. Guts Cost increased to 24]
  3815. - Hit: -13 -> -15
  3816. + Withering: 12 -> 16
  3817. - Guts Cost: 23 -> 24
  3818. + Total Tech Value: 16.5 -> 17.5 (B/D/D/E |>| B/E/D/E) [POW]
  3819. [Drill Attack is a bit too damage efficient. It's being tuned down a little bit in the knockout dealing department.]
  3820.  
  3821. * Energy Shots is now called Karma Shot and has been altered.
  3822. [v1.0: Tech reworked]
  3823. + Hit: -9 -> +2
  3824. - Force: 27 -> 20
  3825. + Withering: 15 -> 37
  3826. + Sharpness: 19 -> 20
  3827. - Guts Cost: 24 -> 35
  3828. + Total Tech Value: 18.5 -> 34 (C/D/D/C |>| C/B/B/B) [INT]
  3829. [Similar reasoning to Energy Shot change. A pretty nasty swing tech, but probably won't be netting any quick knockouts. Part of the reason it's strong is it's in Slot 4, and the Naga is not the fastest of monsters. I think the Naga's INT package now might be pretty devastating, but not overbearing.]
  3830.  
  3831. ---------------------------------
  3832. -= NITON =-
  3833. [v1.0: Minor tech adjustments]
  3834. Nitons 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.
  3835.  
  3836. * General Changes:
  3837. + Niton/Golem now starts with Numbing Stab.
  3838. + POW Growth: 1 -> 2
  3839. + INT Growth: 1 -> 2
  3840. + Niton/Niton: 2/1/1/1/1/4 -> 2/2/2/1/1/4
  3841. + Niton/Golem: 2/2/1/1/1/4 -> 2/3/2/1/1/4
  3842. + Niton/Durahan: 2/2/1/1/1/4 -> 2/2/2/1/1/4
  3843. + Niton/Kato: 2/1/2/1/2/3 -> 1/2/3/1/2/3, Affected by Kato's LIF nerf and POW buff.
  3844. + Niton/Bajarl: 2/2/1/2/1/3 -> 2/2/2/2/1/3; Arena Speed: D -> C; Due to Bajarl's Arena Speed buff.
  3845. + Niton/Metalner: 2/1/1/2/1/4 -> 2/2/1/2/1/4
  3846. + Niton/Jell: 2/1/2/2/1/4 -> 2/2/2/2/1/4
  3847. + Niton/Mock: 2/1/2/1/1/3 -> 2/2/3/1/1/3
  3848. (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!)
  3849. + Niton/???: Have been modified to match the gains of their corresponding derived Niton.
  3850. [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.]
  3851.  
  3852. * Base Stat Changes:
  3853. + Niton/Niton Base Stats: 90/40/30/70/50/160 -> 110/80/70/60/40/190 (440 BST -> 550 BST)
  3854. + Niton/Golem Base Stats: 100/120/50/60/140/80 -> 100/160/70/50/30/200 (550 BST -> 610 BST)
  3855. - Niton/Durahan Base Stats: 90/130/80/70/140/100 -> 110/130/80/70/60/150 (610 BST -> 600 BST)
  3856. + Niton/Kato Base Stats: 90/60/110/80/120/130 -> 70/90/150/80/110/130 (590 BST -> 630 BST)
  3857. + Niton/Bajarl Base Stats: 80/120/60/130/90/110 -> 90/120/70/130/50/140 (590 BST -> 600 BST)
  3858. - Niton/Metalner Base Stat: 80/50/90/120/70/150 -> 100/50/40/140/30/160 (560 BST -> 520 BST)
  3859. + Niton/Jell Base Stats: 70/60/120/110/90/140 -> 90/60/120/110/50/170 (590 BST -> 600 BST)
  3860. + Niton/Mock Base Stats: 80/60/120/70/40/130 -> 150/30/130/70/40/140 (500 BST -> 560 BST)
  3861. [I feel like these changes don't need much justification. Also what the heck was up with the Niton/Golem's base stats?]
  3862.  
  3863. * Whip has been buffed.
  3864. + Force: 9 -> 10
  3865. + Sharpness: 0 -> 5
  3866. + Total Tech Value: 7 -> 10.5 (E/A/-/- |>| D/A/-/E) [POW]
  3867. [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.]
  3868.  
  3869. * Stab has been buffed.
  3870. + Hit: -1 -> +1
  3871. + Force: 12 -> 14
  3872. + Sharpness: 0 -> 5
  3873. + Total Tech Value: -1 -> 6.5 (D/C/-/- |>| D/B/-/E) [POW]
  3874. [As stated, most tech changes are going to be fairly minor. Nitons are on the brink of being good, but their outclassed techs could use a little love in most areas.]
  3875.  
  3876. * Numbing Stab has been buffed.
  3877. + Hit: -1 -> +1
  3878. + Force: 15 -> 18
  3879. + Withering: 0 -> 6
  3880. + Sharpness: 5 -> 10
  3881. - Guts Cost: 15 -> 16
  3882. + Total Tech Value: 1.5 -> 14 (D/C/-/E |>| D/B/E/D) [POW]
  3883. [Same reasoning as Stab changes.]
  3884.  
  3885. * Electric Stab has been altered.
  3886. + Hit: -6 -> +11
  3887. + Force: 22 -> 31
  3888. + Withering: 6 -> 22
  3889. - Guts Cost: 21 -> 45
  3890. + Total Tech Value: 6 -> 24 (C/D/E/D |>| (B/A/C/D) [POW]
  3891. [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. Hearkens back to when the Niton was merely a Disk.]
  3892.  
  3893. * Sound Wave has been buffed.
  3894. + Sharpness: 9 -> 10
  3895. + Guts Cost: 16 -> 15
  3896. + Total Tech Value: 24.5 -> 26 (D/S/D/E |>| D/S/D/D) [INT]
  3897. [Minor, but relevant.]
  3898.  
  3899. * Sound Wave-L has been buffed.
  3900. + Withering: 12 -> 16
  3901. + Total Tech Value: 25.5 -> 29.5 (remains as D/A/D/C) [INT]
  3902. [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.]
  3903.  
  3904. * Sound Wave X has been buffed.
  3905. - Hit: +15 -> +12
  3906. + Force: 19 -> 23
  3907. + Withering: 18 -> 23
  3908. + Guts Cost: 35 -> 33
  3909. + Total Tech Value: 24.5 -> 32.5 (D/S/D/C |>| C/A/C/C) [INT]
  3910. [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.]
  3911.  
  3912. * Numbing Whip has been buffed.
  3913. + Hit: -7 -> -2
  3914. + Total Tech Value: 10.5 -> 15.5 (D/D/E/A |>| D/C/E/A) [POW]
  3915. [A little reliability never hurts. Speaking of, Nitons have pretty negative hit modifiers on average.]
  3916.  
  3917. * Electric Whip has been buffed.
  3918. + Hit: -10 -> -4
  3919. + Total Tech Value: 12.5 -> 18.5 (C/D/D/A |>| C/C/D/A) [POW]
  3920. [Same reason as Numbing Whip buff.]
  3921.  
  3922. * Million Whips has been buffed.
  3923. + Hit: -10 -> -6
  3924. + Total Tech Value: 18.5 -> 22.5 (remains as B/D/D/S) [POW]
  3925. [Deja Vu.]
  3926.  
  3927. * Shock is now called Electrify and has been buffed.
  3928. + Hit: -10 -> -7
  3929. + Force: 18 -> 22
  3930. + Total Tech Value: 8 -> 15 (D/D/D/D |>| C/D/D/D) [INT]
  3931. [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.]
  3932.  
  3933. * Severe Shock has been buffed.
  3934. [v1.0: Guts Cost increased to 29]
  3935. + Hit: -12 -> -8
  3936. + Force: 28 -> 33
  3937. + Sharpness: 10 -> 15
  3938. - Guts Cost: 26 -> 29
  3939. + Total Tech Value: 10 -> 18.5 (C/D/D/D |>| B/D/D/C) [INT]
  3940. [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.]
  3941.  
  3942. * Maximal Shock is now called Electrocute and has been altered.
  3943. + Hit: -12 -> -9
  3944. + Force: 38 -> 44
  3945. + Withering: 19 -> 23
  3946. + Sharpness: 10 -> 15
  3947. - Guts Cost: 35 -> 40
  3948. + Total Tech Value: 15 -> 25.5 (B/D/D/D |>| A/D/C/C) [INT]
  3949. [This makes Maximal Shock similar to an INT Niton's version of Violent Shell (albeit with worse hit/withering for less guts).]
  3950.  
  3951. * Niton Ink has been buffed.
  3952. [v1.0: Hit reverted to +2. Sharpness reverted to 10]
  3953. + Force: 2 -> 7
  3954. + Total Tech Value: 21 -> 26 (remains as E/B/B/D) [INT]
  3955. [Why is there 10 sharpness for a tech that does a maximum of 30 damage? Anyways, Niton Ink gaining a bit of force, which should make it worth using on occasion.]
  3956.  
  3957. * Shell Attack has been buffed.
  3958. + Withering: 5 -> 15
  3959. + Sharpness: 10 -> 15
  3960. + Total Tech Value: 5 -> 17.5 (B/C/E/D |>| B/C/D/C) [POW]
  3961. [While Violent Shell is pretty effective, the prerequisites could use a little help.]
  3962.  
  3963. * Spiked Shell has been buffed.
  3964. + Withering: 5 -> 20
  3965. + Total Tech Value: 8 -> 23 (B/C/E/B |>| B/C/C/B) [POW]
  3966. [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.]
  3967.  
  3968. * Violent Shell has been buffed.
  3969. + Sharpness: 20 -> 25
  3970. + Total Tech Value: 35 -> 37.5 (A/D/B/B |>| A/D/B/A) [POW]
  3971. [The big finish.]
  3972.  
  3973. ---------------------------------
  3974. -= PHOENIX =-
  3975. [v1.0: Tech adjustments. Phoenix/??? adjustments]
  3976. Since 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.
  3977.  
  3978. 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.
  3979.  
  3980. * General Changes:
  3981. + LIF Growth: 2 -> 3
  3982. - SPD Growth: 2 -> 1
  3983. - 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:
  3984. - Phoenix/Phoenix: 2/0/4/2/2/2 -> 3/0/4/2/1/2; Guts Rate: 14 -> 18 (2.14/sec -> 1.66/sec)
  3985. - Phoenix/???: Has received adjustments for distinction
  3986. [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.]
  3987. (Aside: These guys have stupid base stats, but I'm willing to let them have it.)
  3988.  
  3989. * Beak has been buffed.
  3990. [v1.0: Withering increased to 5]
  3991. + Force: 19 -> 22
  3992. + Withering: 0 -> 5
  3993. + Sharpness: 0 -> 5
  3994. + Total Tech Value: 6 -> 16.5 (D/C/-/- |>| C/C/E/E) [POW]
  3995. [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.]
  3996.  
  3997. * Talons has been buffed.
  3998. [v1.0: Hit increased to +10. Guts Cost lowered to 10]
  3999. + Hit: +5 -> +10
  4000. + Withering: 0 -> 10
  4001. + Guts Cost: 11 -> 10
  4002. + Total Tech Value: 9 -> 25 (D/A/-/- |>| D/A/D/-) [POW]
  4003. [Boosting up another Phoenix Power tech, with an added bonus of not being a total waste when a regular Phoenix uses it on accident.]
  4004.  
  4005. * Rapid Beaks has been buffed.
  4006. [v1.0: Hit increased to +11. Force increased to 32. Guts Cost lowered to 25]
  4007. + Hit: +10 -> +11
  4008. + Force: 25 -> 32
  4009. + Sharpness: 5 -> 15
  4010. - Guts Cost: 23 -> 25
  4011. + Total Tech Value: 19.5 -> 30.5 (C/A/E/E |>| B/A/E/C) [POW]
  4012. [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.]
  4013. (Aside: Curiously, this tech is last in the Phoenixes' tech data, after Fire Wave. I assume it was made last as well.)
  4014.  
  4015. * Flame Shot has been altered.
  4016. [v1.0: Force increased to 21. Guts Cost lowered to 18]
  4017. - Hit: -3 -> -6
  4018. + Force: 15 -> 21
  4019. + Withering: 19 -> 31
  4020. + Guts Cost: 19 -> 18
  4021. + Total Tech Value: 14.5 -> 30.5 (D/C/D/E |>| C/D/B/E) [INT]
  4022. [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.]
  4023.  
  4024. * Flame Cannon has been altered.
  4025. [v1.0: Hit reverted to -4. Force increased to 30. Withering increased to 64]
  4026. + Force: 18 -> 30
  4027. + Withering: 40 -> 64
  4028. + Total Tech Value: 26.5 -> 62.5 (D/C/A/E |>| B/C/S/E) [INT]
  4029. [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 is given a power level way above most other moves. This is due to it being a withering tech on a monster that only ever has an 18 guts rate (and maybe a tiny bit for the challenge of getting it).]
  4030.  
  4031. * Fire Twister has been buffed.
  4032. [v1.0: Guts Cost lowered to 18]
  4033. + Force: 22 -> 24
  4034. + Sharpness: 16 -> 20
  4035. + Guts Cost: 20 -> 18
  4036. + Total Tech Value: 14 -> 20 (C/C/E/C |>| C/C/E/B) [INT]
  4037. [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.]
  4038.  
  4039. * Fire Tornado has been buffed.
  4040. [v1.0: Guts Cost lowered to 25]
  4041. + Force: 31 -> 35
  4042. + Withering: 9 -> 18
  4043. + Sharpness: 22 -> 30
  4044. + Guts Cost: 26 -> 25
  4045. + Total Tech Value: 15 -> 33 (B/D/E/B |>| B/D/D/S) [INT]
  4046. [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.]
  4047.  
  4048. * Heat Beam has been altered.
  4049. + Force: 46 -> 57
  4050. + Withering: 8 -> 17
  4051. - Guts Cost: 29 -> 36
  4052. + Total Tech Value: 14.5 -> 27.5 (A/D/E/E |>| S/D/D/E) [INT]
  4053. [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.]
  4054.  
  4055. * Fire Stream has been altered.
  4056. [v1.0: Guts Cost lowered to 30]
  4057. - Hit: +3 -> 0
  4058. + Withering: 16 -> 19
  4059. + Guts Cost: 45 -> 30
  4060. + Total Tech Value: 18 -> 33 (B/B/D/D |>| B/C/D/D) [INT]
  4061. [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 more than compensate for the lower guts rate, while making it a little bit easier to chain into Fire Wave.]
  4062.  
  4063. * Fire Wave is now called Eruption and has been altered.
  4064. [v1.0: Hit increased to -3. Withering increased to 40]
  4065. - Hit: -1 -> -3
  4066. + Force: 50 -> 60
  4067. + Withering: 18 -> 40
  4068. + Total Tech Value: 24.5 -> 54.5 (S/C/D/C |>| S/C/A/C) [INT]
  4069. [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. While I can't totally get away from the "Instantly use Fire Wave when a match starts", the Phoenix is out of commission for quite some time if it misses or doesn't K.O. Like a volcano, y'know.]
  4070.  
  4071. ---------------------------------
  4072. -= PIXIE =-
  4073. [v1.0: Tech adjustments. Tweaks to base stats]
  4074. Pixies 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. After testing, it turns out the Pixie is pretty strong when 90% of their entire kit isn't trash! Also, 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.
  4075.  
  4076. * General Changes:
  4077. + Pixie/Hare now starts with 1-2 Punch.
  4078. + Pixie/Golem now starts with High Kick.
  4079. + Pixie/Monol now starts with Slap.
  4080. + Pixie/Wracky Guts Rate: 8 -> 7 (3.75/sec -> 4.28/sec) due to Wracky's Guts Rate buff.
  4081. + Pixie/Gali: 0/1/4/3/2/0 -> 0/2/4/3/2/1 and Guts Rate 11 -> 10 (2.72/sec -> 3.0/sec), due to Gali Guts Rate buff and growth bug fix, and a defense calculation error.
  4082. + Pixie/Bajarl Arena Speed: B -> A; Due to Bajarl's Arena Speed buff.
  4083. - Pixie/Metalner Lifespan: 440 -> 420 (Error Fix).
  4084. + Pixie/Monol: 0/1/3/2/2/2 -> 2/1/3/2/2/2; Due to Monol's LIF buff.
  4085. + Pixie/Mock: 0/1/4/2/2/0 -> 0/1/4/2/2/1; Due to Mock's DEF buff.
  4086. + Pixie/Worm Lifespan: 400 -> 420; Due to Worm's lifespan buff.
  4087. [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.]
  4088.  
  4089. * Base Stat Changes:
  4090. # Pixie/Pixie Base Stats: 50/80/170/150/140/60 -> 60/80/170/150/140/50 (BST remains as 650)
  4091. + Pixie/Centaur B. Stats: 70/80/170/150/100/60 -> 80/70/170/150/120/60 (630 BST -> 650 BST)
  4092. + Pixie/Wracky B. Stats: 50/80/170/100/140/60 -> 80/60/170/100/150/50 (600 BST -> 610 BST)
  4093. # Pixie/Golem Base Stats: 80/110/150/120/100/130 -> 80/140/150/110/90/120 (BST remains as 690)
  4094. + Pixie/Tiger Base Stats: 50/80/170/150/140/60 -> 70/80/150/180/140/50 (650 BST -> 670 BST)
  4095. + Pixie/Hare Base Stats: 70/100/110/150/140/60 -> 80/130/100/150/140/50 (630 BST -> 650 BST)
  4096. + Pixie/Gali Base Stats: 50/80/170/150/110/60 -> 70/100/170/150/110/80 (620 BST -> 680 BST)
  4097. + Pixie/Metalnr B. Stats: 50/80/100/150/110/130 -> 90/50/100/170/120/130 (620 BST -> 660 BST)
  4098. + Pixie/Suezo Base Stats: 50/80/170/150/110/60 -> 60/80/200/150/110/50 (620 BST -> 650 BST)
  4099. + Pixie/Jill Base Stats: 70/110/170/100/120/80 -> 90/120/160/110/130/70 (650 BST -> 680 BST)
  4100. + Pixie/Joker Base Stats: 70/80/170/150/110/60 -> 70/100/170/160/120/60 (640 BST -> 680 BST)
  4101. + Pixie/Jell Base Stats: 50/80/170/150/110/60 -> 80/60/160/150/110/100 (620 BST -> 660 BST)
  4102. + Pixie/Monol Base Stats: 50/80/140/120/110/130 -> 110/70/150/120/100/140 (630 BST -> 690 BST)
  4103. # Pixie/Mock Base Stats: 150/80/170/100/110/60 -> 150/60/170/100/110/80 (BST remains as 670)
  4104. + Pixie/Worm Base Stats: 100/70/140/150/110/60 -> 120/70/140/150/110/60 (640 BST -> 660 BST)
  4105. [Boy there are a lot of Pixies...]
  4106.  
  4107. * Pat has been altered.
  4108. [v1.0: Hit increased to +8. Force increased to 8]
  4109. - Hit: +10 -> +8
  4110. + Force: 6 -> 8
  4111. + Guts Cost: 12 -> 9
  4112. + Total Tech Value: 4 -> 7 (remains as E/A/-/-) [POW]
  4113. [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. This also makes Pat the least expensive tech in the game. It's still pretty bad, honestly.]
  4114.  
  4115. * Slap has been altered.
  4116. + Hit: +9 -> +10
  4117. + Force: 15 -> 16
  4118. + Withering: 5 -> 10
  4119. - Guts Cost: 18 -> 20
  4120. + Total Tech Value: 11 -> 16 (D/A/E/- |>| D/A/D/-) [POW]
  4121. [Pixie's POW techs are intentionally lacking, I get that. I just don't think it's good design, so I'm changing it.]
  4122.  
  4123. * Kick has been buffed.
  4124. [v1.0: Force increased to 9. Sharpness increased to 9]
  4125. + Force: 7 -> 9
  4126. + Sharpness: 0 -> 9
  4127. + Total Tech Value: 1 -> 7.5 (E/B/-/- |>| E/B/-/E) [POW]
  4128. [Right in the nads.]
  4129.  
  4130. * High Kick has been altered.
  4131. - Hit: +3 -> -3
  4132. + Force: 15 -> 18
  4133. + Withering: 5 -> 10
  4134. + Sharpness: 5 -> 10
  4135. + Total Tech Value: 6.5 -> 9.5 (D/B/E/E |>| D/C/D/D) [POW]
  4136. [Right in the loins and/or the face.]
  4137.  
  4138. * Heel Raid has been buffed.
  4139. + Hit: -10 -> -6
  4140. + Force: 28 -> 30
  4141. + Sharpness: 5 -> 10
  4142. + Total Tech Value: 10.5 -> 19 (C/D/C/E |>| B/D/C/D) [POW]
  4143. [Right in the... Well, anyways- this gives a Power-based Pixie some decent tools to work with between Slap, High Kick, and Heel Raid.]
  4144.  
  4145. * Bang has been buffed.
  4146. + Hit: -11 -> -9
  4147. + Withering: 16 -> 20
  4148. + Guts Cost: 42 -> 38
  4149. + Total Tech Value: 4.5 -> 14.5 (B/D/D/C |>| B/D/C/C) [INT]
  4150. [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.]
  4151.  
  4152. * Big Bang is now called Supernova, has been altered.
  4153. + Hit: -17 -> -14
  4154. + Force: 41 -> 44
  4155. + Withering: 23 -> 30
  4156. - Guts Cost: 46 -> 50
  4157. + Total Tech Value: 12 -> 21 (A/E/C/B |>| A/D/B/B) [INT]
  4158. [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.]
  4159.  
  4160. * 1-2 Punch has been buffed.
  4161. [v1.0: Force increased to 13]
  4162. + Force: 12 -> 13
  4163. + Guts Cost: 15 -> 10
  4164. Total Tech Value: 14.5 -> 20.5 (remains as D/S/-/E) [POW - Pixie/Hare Exclusive]
  4165. [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 as good as the Hare's version.]
  4166.  
  4167. * Phantom Claw has been altered.
  4168. [v1.0: Guts Cost lowered to 27]
  4169. + Hit: +15 -> +23
  4170. + Force: 15 -> 23
  4171. + Withering: 5 -> 8
  4172. + Sharpness: 5 -> 8
  4173. - Guts Cost: 25 -> 27
  4174. + Total Tech Value: 12.5 -> 31 (D/S/E/E |>| C/S/E/E) [POW - Pixie/Kato Exclusive]
  4175. [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.]
  4176.  
  4177. * Death Final has been buffed.
  4178. [v1.0: Sharpness increased to 25]
  4179. + Hit: -18 -> -15
  4180. + Sharpness: 5 -> 25
  4181. + Guts Cost: 52 -> 50
  4182. + Total Tech Value: 20.5 -> 35.5 (A/E/A/E |>| A/E/A/A) [POW - Pixie/Joker Exclusive]
  4183. [Use at your own peril.]
  4184.  
  4185. * Bolt has been buffed.
  4186. [v1.0: Hit increased to +14]
  4187. + Hit: +13 -> +14
  4188. + Sharpness: 3 -> 8
  4189. + Total Tech Value: 12.5 -> 16 (remains as E/A/E/E) [INT]
  4190. [You probably don't care about 5% crit on something with 9 force, but I do. Bolt is one of the Pixie's better vanilla tools.]
  4191.  
  4192. + Lightning has been buffed.
  4193. [v1.0: Hit increased to +15. Withering increased to 7]
  4194. + Hit: +12 -> +15
  4195. + Withering: 5 -> 7
  4196. + Sharpness: 5 -> 16
  4197. + Total Tech Value: 10.5 -> 21 (D/A/E/E |>| D/S/E/C) [INT]
  4198. [Zap.]
  4199.  
  4200. * Kiss has been altered.
  4201. [v1.0: Hit increased to +3]
  4202. + Hit: +2 -> +3
  4203. + Force: 0 -> 9
  4204. + Withering: 29 -> 40
  4205. - Sharpness: 8 -> 5
  4206. - Guts Cost: 18 -> 28
  4207. + Total Tech Value: 17 -> 26.5 (-/B/C/E |>| E/B/A/E) [INT]
  4208. [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 stronger techs- so be wary of it.]
  4209.  
  4210. * Life Steal has been buffed.
  4211. + Hit: -10 -> -8
  4212. + Withering: 0 -> 5
  4213. + Total Tech Value: -10 -> -3 (C[C]/D/-/- |>| C[C]/D/E/-) [INT]
  4214. [Pixie's Life Steal is decent, though it can have a little better hit without issue. The minor amount of withering allows it to interact with Anger both positively and negatively.]
  4215.  
  4216. * Refreshment has been buffed.
  4217. [v1.0: Hit increased to -7. Guts Cost lowered to 14]
  4218. + Hit: -20 -> -7
  4219. - Recovery Force: 30 -> 10
  4220. + Guts Cost: 50 -> 14
  4221. + Total Tech Value: -40 -> -11 ([B]/E/-/- |>| [D]/D/-/-) [INT]
  4222. [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.]
  4223.  
  4224. * Fire Breath has been buffed.
  4225. [v1.0: Hit increased to -13. Guts Cost lowered to 47]
  4226. + Hit: -14 -> -13
  4227. + Force: 45 -> 59
  4228. + Withering: 19 -> 28
  4229. + Guts Cost: 49 -> 47
  4230. + Total Tech Value: 5 -> 30 (A/D/D/E |>| S/D/C/E) [INT - Pixie/Dragon Exclusive]
  4231. [After slogging through a short-lived Pixie with a relatively slow guts rate, your payoff is a worse version of Big Bang. That's dumb. Now your payoff is a harder hitting version of Big Bang, albeit with a lower crit chance.]
  4232.  
  4233. * Flame has been buffed.
  4234. + Hit: -15 -> -14
  4235. + Total Tech Value: 3.5 -> 4.5 (C/E/D/E |>| C/D/D/E) [INT]
  4236. [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. Did you know Snowy can't learn this via errantry?]
  4237.  
  4238. * Gigaflame has been buffed.
  4239. [v1.0: Hit increased to -15]
  4240. + Hit: -18 -> -15
  4241. + Withering: 15 -> 21
  4242. + Total Tech Value: 7.5 -> 16.5 (B/E/D/E |>| B/E/C/E) [INT]
  4243. [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.]
  4244.  
  4245. * Ray has been buffed.
  4246. [v1.0: Withering increased to 6]
  4247. + Hit: -3 -> 0
  4248. + Withering: 5 -> 6
  4249. + Total Tech Value: 5 -> 9 (remains as D/C/E/C) [INT]
  4250. [A simple reliablity increase.]
  4251.  
  4252. * Megaray has been buffed.
  4253. [v1.0: Force increased to 21. Withering lowered to 12. Guts Cost lowered to 26]
  4254. + Hit: -4 -> -3
  4255. + Force: 19 -> 21
  4256. + Withering: 5 -> 12
  4257. + Guts Cost: 29 -> 26
  4258. + Total Tech Value: 1.5 -> 14.5 (D/C/E/B |>| C/C/D/B) [INT]
  4259. [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.]
  4260.  
  4261. * Gigaray has been altered.
  4262. [v1.0: Withering increased to 17. Guts Cost lowered to 36]
  4263. + Hit: -8 -> -6
  4264. + Force: 25 -> 28
  4265. + Withering: 5 -> 17
  4266. - Guts Cost: 34 -> 36
  4267. + Total Tech Value: 4 -> 19 (C/D/E/S |>| C/D/D/S) [INT]
  4268. [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.]
  4269.  
  4270. ---------------------------------
  4271. -= PLANT =-
  4272. [v1.0: Tech adjustments]
  4273. So, 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 around 20th or so (decent but not great). My balance target is Hares, who I consider the 5th best in the game, so Plants get some 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 just bringing them up to par power-wise, but I am giving special treatment to Toxic Nectar, Toxic Pollen, and Life Steal as those are the defining techs of the monster. Plant is a bit of a monster of extremes, being both the monster with the overall lowest damage output and the highest withering, given the right circumstances.
  4274.  
  4275. The 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. Also, in terms of fairness and full disclosure, I'm obligated to say that the Plant is my favorite monster in the series, and as a result I was focused on cementing their niche rather than being more generalist.
  4276.  
  4277. * General Changes:
  4278. + Plant/Golem now starts with Face Drill.
  4279. + Plant/Monol now starts with Life Steal.
  4280. + SKI Growth: 2 -> 3; Plants are covered below, and all /Plant will be covered in that main monster's section instead:
  4281. + Plant/Plant: 4/0/2/2/1/0 -> 4/0/2/3/1/0
  4282. + Plant/Pixie: 2/0/3/2/2/0 -> 2/0/3/3/2/0
  4283. + Plant/Golem: 3/2/2/1/1/2 -> 3/2/2/2/1/2
  4284. + Plant/Zuum: 3/1/2/2/1/1 -> 3/1/2/3/1/1
  4285. # 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.)
  4286. + Plant/Hare: 3/2/1/2/2/0 -> 3/2/1/3/2/0
  4287. + Plant/Gali: 3/1/3/2/1/1 -> 3/1/3/3/1/1; Guts Rate: 12 -> 11 from Gali's guts buff.
  4288. + Plant/Suezo: 3/1/3/2/1/0 -> 3/1/3/3/1/0
  4289. + Plant/Jell: 3/0/2/2/1/1 -> 3/0/2/3/1/1
  4290. + Plant/Monol: 3/1/2/2/1/2 -> 4/1/2/2/1/2; Due to Monol's LIF buff.
  4291. + 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.
  4292. + Plant/Naga: 3/1/1/2/1/1 -> 3/2/1/3/1/1; Also benefits from Naga's POW buff.
  4293. + Plant/???: Have been modified to match the gains of their corresponding derived Plant.
  4294. [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.]
  4295.  
  4296. * Base Stat Changes:
  4297. # Plant/Plant Base Stats: 160/40/120/110/100/70 -> 160/40/110/120/100/70 (BST remains as 600)
  4298. + Plant/Pixie Base Stats: 120/40/140/110/100/60 -> 120/30/140/130/100/60 (570 BST -> 580 BST)
  4299. + Plant/Golem Base Stats: 160/120/110/80/70/130 -> 160/140/110/80/70/130 (670 BST -> 690 BST)
  4300. # Plant/Zuum Base Stats: 150/80/120/110/100/90 -> 150/80/110/120/100/80 (BST remains as 650)
  4301. # Plant/Tiger Base Stats: 140/70/120/110/90/50 -> 140/70/110/120/90/50 (BST remains as 580)
  4302. # Plant/Hare Base Stats: 160/130/100/120/110/60 -> 160/120/100/130/110/60 (BST remains as 680)
  4303. + Plant/Gali Bases Stats: 150/60/140/110/100/70 -> 150/70/160/130/100/80 (630 BST -> 690 BST)
  4304. # Plant/Jell Base Stats: 140/50/120/110/100/80 -> 140/50/110/120/100/80 (BST remains as 600)
  4305. + Plant/Monol Base Stats: 150/90/130/120/100/110 -> 180/70/130/120/100/110 (700 BST -> 710 BST)
  4306. # Plant/Naga Base Stats: 130/70/120/110/100/90 -> 130/110/90/120/100/70 (BST remains as 620)
  4307. # Plant/Worm Base Stats: 170/80/110/100/90/50 -> 170/80/100/110/90/50 (BST remains at 600)
  4308. [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.]
  4309.  
  4310. * Slap has been buffed.
  4311. [v1.0: Hit raised to +6. Withering increased to 9. Guts Cost lowered to 10]
  4312. - Hit: +8 -> +6
  4313. + Force: 7 -> 9
  4314. + Withering: 0 -> 9
  4315. + Guts Cost: 11 -> 10
  4316. + Total Tech Value: 4 -> 14 (E/A/-/- |>| E/A/E/-) [POW]
  4317. [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. Still kinda sucks, but less. When you hand your Plant over to the AI and it starts spamming Slap, at least it's almost accomplishing something now.]
  4318.  
  4319. * Root Attack has been altered.
  4320. - Hit: +22 -> +16
  4321. + Force: 6 -> 10
  4322. + Withering: 5 -> 8
  4323. - Guts Cost: 13 -> 14
  4324. # Total Tech Value: 22.5 (E/S/E/E |>| D/S/E/E) [POW]
  4325. [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.]
  4326.  
  4327. * Root Combo has been buffed.
  4328. [v1.0: Hit increased to +24. Guts Cost reverted to 21]
  4329. + Hit: +21 -> +24
  4330. + Force: 12 -> 15
  4331. + Withering: 5 -> 14
  4332. + Total Tech Value: 19.5 -> 34.5 (D/S/E/E |>| D/S/D/E) [POW]
  4333. [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. The more recent buffs are to make it overall stronger than Root Attack, which it should be.]
  4334.  
  4335. * Life Steal is now called Drain Life and has been buffed.
  4336. [v1.0: Hit increased to +5. Force increased to 28. Withering increased to 10]
  4337. + Hit: 0 -> +5
  4338. + Force: 25 -> 28
  4339. + Withering: 0 -> 14
  4340. + Total Tech Value: 0 -> 25 (C[C]/C/-/- |>| C[C]/A/D/-) [INT]
  4341. [Better at what it does. This tech worked pretty differently in MR1. This intentionally remains the best Life Steal tech in the game by a healthy amount. 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. The extra hit circumvents part of the downside of guts correction and gives the Plant almost always at least about a 50~% chance to have Life Steal go their way. Completes the Plant's signature tech trio of Toxic Nectar, Toxic Pollen, and Life Steal. If a Plant uses this while it has a big guts lead, it can be a really disgusting life swing. Does not steal any guts, but can trigger or benefit from Anger. Drain is a tier up from Steal! (and also more consistent with how the tech is named in the rest of the series)]
  4342.  
  4343. * Jab has been altered.
  4344. [v1.0: Hit increased to +14]
  4345. + Hit: +11 -> +14
  4346. + Force: 6 -> 7
  4347. + Sharpness: 0 -> 5
  4348. + Total Tech Value: 7 -> 13.5 (E/A/-/- |>| E/A/-/E) [POW]
  4349. [Just a minor boost in damage. Basically unnoticeable, but it will occasionally help out. Much like Slap, still a pretty weak tech overall. You can't cover it up either, sorry.]
  4350.  
  4351. * Jab Combo is now called Steady Jab and has been buffed.
  4352. [v1.0: Hit increased to +1]
  4353. + Hit: -1 -> +1
  4354. + Force: 15 -> 17
  4355. + Withering: 5 -> 10
  4356. + Guts Cost: 18 -> 17
  4357. + Total Tech Value: 3.5 -> 13.5 (D/C/E/E |>| D/B/D/E) [POW]
  4358. [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.]
  4359.  
  4360. * Plant Combo has been buffed.
  4361. [v1.0: Hit increased to -4]
  4362. + Hit: -11 -> -4
  4363. + Withering: 10 -> 17
  4364. + Sharpness: 5 -> 10
  4365. + Total Tech Value: 1.5 -> 18 (C/D/D/E |>| C/C/D/D) [POW]
  4366. [Similarly, there's not much to explain here. Makes standing in slot 2 against a Plant the whole fight a little riskier. Has the highest damage efficiency of the Plant's kit.]
  4367.  
  4368. * Toxic Nectar has been buffed.
  4369. [v1.0: Hit increased to +18. Force increased to 8. Withering increased to 26. Sharpness reverted to 5]
  4370. + Hit: +9 -> +18
  4371. + Force: 4 -> 8
  4372. + Withering: 23 -> 26
  4373. + Guts Cost: 26 -> 21
  4374. + Total Tech Value: 11.5 -> 33.5 (E/A/C/E |>| E/S/C/E) [INT]
  4375. [Toxic Nectar and Toxic Pollen are THE Plant techs, and define the breed pretty much by themselves. So they should be the best in class. This does make the Plant better at what it already does, but niches give players reasons 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. Lastly, Plants are- well- not very good. Even in optimal conditions they simply are lackluster in MR2 as focusing heavily on withering over damage is not a super powerful strategy unless it's a Player vs. AI situation or unless the tech is insanely accurate, withering, and on an extremely fast monster (this was the case in MR1). Due to having twice the animation time of the original Toxic Nectar, the Withering has been increased somewhat so that the Plant is not putting itself at a deficit in the majority of matchups. While I do agree with the consensus that the Toxic Pollen from MR1 was overpowered, that assertion was also being propped up by Queen Plant being as fast as a Metalner in MR1, which is no longer the case.]
  4376.  
  4377. * Toxic Pollen has been buffed.
  4378. [v1.0: Hit increased to +9. Force increased to 13. Withering increased to 44. Guts Cost lowered to 32]
  4379. + Hit: -1 -> +9
  4380. + Force: 8 -> 13
  4381. + Withering: 33 -> 44
  4382. + Guts Cost: 35 -> 32
  4383. + Total Tech Value: 7.5 -> 36.5 (E/C/B/E |>| D/A/A/E) [INT]
  4384. [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. These two techs are blatantly better than the withering techs of all other breeds when accounting for guts rate, and that's intended. I take the "best at this one specific thing" seriously since this breed doesn't really do other stuff. This is about as strong as I think this tech can really be without crossing over into blatantly broken. Still a very disgusting tech that you'll want to steer clear of if you can.]
  4385.  
  4386. * Face Drill has been buffed.
  4387. [v1.0: Force increased to 24. Withering increased to 24. Guts Cost lowered to 33]
  4388. + Force: 21 -> 24
  4389. + Withering: 17 -> 24
  4390. + Sharpness: 5 -> 10
  4391. + Guts Cost: 35 -> 33
  4392. + Total Tech Value: 15.5 -> 30 (C/A/D/E |>| C/A/C/D) [POW]
  4393. [Guest Starring: Not your guts. As the more lackluster of the Plant's Special techs, it's been brought up in strength.]
  4394.  
  4395. * Seed Gun has been altered.
  4396. [v1.0: Hit increased to +4]
  4397. + Hit: +1 -> +4
  4398. + Force: 12 -> 14
  4399. - Sharpness: 19 -> 15
  4400. + Total Tech Value: 11.5 -> 14.5 (remains as D/B/D/C) [INT]
  4401. [Yeah, that's it. It's a bigger buff than it may look like.]
  4402.  
  4403. * Seed Gatling has been buffed.
  4404. [v1.0: Hit increased to +2. Withering increased to 14. Guts Cost lowered to 29]
  4405. + Hit: -4 -> +2
  4406. + Force: 20 -> 24
  4407. + Withering: 10 -> 14
  4408. - Guts Cost: 27 -> 29
  4409. + Total Tech Value: 11.5 -> 23.5 (C/C/D/A |>| C/B/D/A) [INT]
  4410. [A little bigger all around. Less efficient over time than Seed Gun, but better burst. Notably this makes the Plant's hit% pretty close to at least 50% aside from Plant Combo. They're a rather consistent, albeit not damaging breed.]
  4411.  
  4412. ---------------------------------
  4413. -= SUEZO =-
  4414. [v1.0: Tech adjustments]
  4415. There'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 Dragons, and that's not changing. The changes will be relatively light compared to some other middling monsters, as Suezos are packing one of the most dangerous propositions in the game with a Damage+Withering specialty.
  4416.  
  4417. * General Changes:
  4418. + Suezo/Monol now starts with Yodel.
  4419. + Suezo/Gali Guts Rate: 14 -> 13 (2.14/sec -> 2.31/sec) due to Gali's Guts Rate buff.
  4420. + Suezo/Golem: 1/2/4/3/1/1 -> 1/3/3/2/1/2; Due to fixing a calculation error.
  4421. + Suezo/Monol: 1/2/3/2/1/2 -> 2/2/3/2/1/2; Due to Monol's LIF Growth buff.
  4422. + Suezo/Naga: 1/2/2/3/1/1 -> 1/3/2/3/1/1; Due to Naga's POW Growth buff.
  4423. + Suezo/Worm Lifespan: 430 -> 450; Due to Worm's Lifespan buff.
  4424.  
  4425. * Base Stat Changes:
  4426. - Suezo/Pixie Base Stats: 80/120/170/130/90/100 -> 80/120/170/140/110/60 (690 BST -> 680 BST)
  4427. + Suezo/Golem Base Stats: 80/120/170/130/90/100 -> 100/150/140/130/70/110 (690 BST -> 700 BST)
  4428. + Suezo/Zuum Base Stats: 80/120/150/130/90/100 -> 90/120/140/150/80/100 (670 BST -> 680 BST)
  4429. + Suezo/Gali Base Stats: 80/120/150/130/90/100 -> 100/110/190/130/80/90 (670 BST -> 700 BST)
  4430. + Suezo/Monol Base Stats: 80/120/140/100/90/110 -> 140/120/150/110/60/130 (640 BST -> 710 BST)
  4431. + Suezo/Naga Base Stats: 100/130/110/150/80/90 -> 100/140/110/160/90/80 (660 BST -> 680 BST)
  4432.  
  4433. * Tail Assault has been buffed.
  4434. + Hit: -4 -> 0
  4435. + Total Tech Value: 3 -> 7 (remains as D/C/E/-) [POW]
  4436. [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 Spit, as it's a rather ideal basic tech compared to guts rate as is.]
  4437.  
  4438. * Tongue Slap has been buffed.
  4439. [v1.0: Hit increased to -12. Force increased to 41]
  4440. + Hit: -16 -> -12
  4441. - Force: 42 -> 41
  4442. + Sharpness: 5 -> 8
  4443. + Total Tech Value: 20.5 -> 25 (A/E/C/E |>| A/D/C/E) [POW]
  4444. [This is just a consistency buff. It still hits plenty hard, but now a little more often. It's a pretty good boost, I'd say.]
  4445.  
  4446. * Kiss has been buffed.
  4447. [v1.0: Hit increased to -4. Withering increased to 42]
  4448. + Hit: -8 -> -4
  4449. + Withering: 39 -> 42
  4450. + Guts Cost: 29 -> 28
  4451. + Total Tech Value: 20.5 -> 28.5 (D/D/B/E |>| D/C/A/E) [INT]
  4452. [Kiss is kinda lousy on pretty much every front except withering- so now it does that more consistently.]
  4453.  
  4454. * Bite has been buffed.
  4455. [v1.0: Hit increased to -9]
  4456. + Hit: -12 -> -9
  4457. + Force: 25 -> 26
  4458. Total Tech Value: 8.5 -> 12.5 (remains as C/D/D/E) [POW]
  4459. [Just a little better in general.]
  4460.  
  4461. * Lick has been altered.
  4462. [v1.0: Hit increased to -3. Withering increased to 31]
  4463. + Hit: -7 -> -3
  4464. - Force: 13 -> 12
  4465. + Withering: 29 -> 31
  4466. + Total Tech Value: 15.5 -> 20.5 (D/D/C/E |>| D/C/B/E) [INT]
  4467. [Mostly just a reshuffling of Lick's stats to make it do more of what you'd want out of a withering tech, but it's mostly a buff.]
  4468.  
  4469. * Chewing has been buffed.
  4470. [v1.0: Hit increased to +7. Force increased to 39. Withering increased to 31]
  4471. + Hit: +4 -> +7
  4472. + Force: 36 -> 39
  4473. + Withering: 22 -> 31
  4474. + Sharpness: 5 -> 10
  4475. + Total Tech Value: 19.5 -> 37 (B/B/C/E |>| B/A/B/D) [POW]
  4476. [Fairly self explanatory as Chewing is not very good for 45 guts. Now it is.]
  4477.  
  4478. * Teleport has been altered.
  4479. [v1.0: Hit increased to +12]
  4480. + Hit: +10 -> +12
  4481. + Force: 12 -> 13
  4482. + Withering: 10 -> 12
  4483. - Guts Cost: 16 -> 17
  4484. + Total Tech Value: 18.5 -> 22.5 (remains as D/A/D/E) [POW]
  4485. [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.]
  4486.  
  4487. * Telekinesis has been buffed.
  4488. [v1.0: Force increased to 16. Guts Cost lowered to 22]
  4489. + Force: 14 -> 16
  4490. + Withering: 10 -> 14
  4491. + Guts Cost: 23 -> 22
  4492. # Total Tech Value: 24.5 -> 31.5 (remains as D/S/D/E) [INT]
  4493. [Telekinesis gets a little bump. It's an alright tech but nothing great.]
  4494.  
  4495. * Telepathy has been buffed.
  4496. [v1.0: Hit increased to -2. Guts Cost lowered to 17]
  4497. + Hit: -5 -> -2
  4498. + Sharpness: 15 -> 18
  4499. + Guts Cost: 21 -> 17
  4500. + Total Tech Value: 10.5 -> 19 (D/D/D/C |>| D/C/D/C) [INT]
  4501. [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.]
  4502.  
  4503. * Eye Beam has been buffed.
  4504. [v1.0: Hit increased to -5. Withering increased to 18]
  4505. + Hit: -7 -> -5
  4506. + Force: 28 -> 30
  4507. + Withering: 10 -> 18
  4508. + Sharpness: 22 -> 25
  4509. + Total Tech Value: 11 -> 24.5 (C/D/D/B |>| B/D/D/A) [INT]
  4510. [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. Small boosts across the board.]
  4511.  
  4512. * Yodel has been buffed.
  4513. [v1.0: Guts Cost lowered to 30]
  4514. + Hit: -5 -> -3
  4515. - Force: 25 -> 22
  4516. + Guts Cost: 40 -> 30
  4517. + Total Tech Value: 27.5 -> 36.5 (C/D/A/E |>| C/C/A/E) [INT]
  4518. [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." Very strong! Though outside of the very start of the match, the Suezo has some trouble staying in slot 4.]
  4519.  
  4520. ---------------------------------
  4521. -= TIGER =-
  4522. [v1.0: Minor tech adjustments]
  4523. Tigers 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.
  4524.  
  4525. * General Changes:
  4526. + Tiger/Golem now starts with Stab.
  4527. + Tiger/Monol now starts with Roar.
  4528. + 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.
  4529. + Tiger/Monol: 1/1/3/3/2/2 -> 2/1/3/3/2/2 Due to Monol's LIF Buff.
  4530. + Tiger/Worm: 1/1/3/3/2/0 -> 2/1/3/3/2/0 Due to fixing a calculation error; Lifespan: 400 -> 420; Arena Speed: B -> C (Error Fix)
  4531. + Tiger/Suezo Arena Speed: E -> C (Error Fix)
  4532. + Tiger/Plant: 2/1/3/3/2/0 -> 2/1/3/4/2/0 Due to Plant's SKI buff.
  4533. # Tiger/???: Has received adjustments to make it distinct.
  4534. [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.]
  4535.  
  4536. * Base Stat Changes:
  4537. + Tiger/Golem Base Stats: 80/100/140/110/130/120 -> 90/130/140/110/100/120 (680 BST -> 690 BST)
  4538. + Tiger/Gali Base Stats: 80/90/130/150/140/70 -> 80/120/130/150/140/70 (660 BST -> 690 BST)
  4539. + Tiger/Suezo Base Stats: 90/80/130/170/100/60 -> 90/80/160/170/110/60 (630 BST -> 670 BST)
  4540. # Tiger/Monol Base Stats: 100/90/140/150/130/120 -> 110/90/140/150/130/120 (730 BST -> 740 BST)
  4541. + Tiger/Worm Base Stats: 80/90/150/120/110/50 -> 120/90/150/130/110/50 (600 BST -> 650 BST)
  4542. # Tiger/??? Base Stats: Has received adjustments.
  4543.  
  4544. * Bite has been buffed.
  4545. + Sharpness: 5 -> 10
  4546. + Total Tech Value: 6.5 -> 9 (D/B/-/E |>| D/B/-/D) [POW]
  4547. [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.]
  4548.  
  4549. * Bolt is now called Shock and has been buffed.
  4550. + Hit: -2 -> 0
  4551. + Withering: 16 -> 18
  4552. + Total Tech Value: 12.5 -> 16.5 (remains as E/C/D/C) [INT]
  4553. [This game has a LOT of Bolts. It has just been made a bit more efficient and withers for its own cost.]
  4554.  
  4555. * Scratch has been buffed.
  4556. + Hit: -4 -> -2
  4557. + Total Tech Value: 0.5 -> 2.5 (remains as D/C/-/E) [POW]
  4558. [This is slightly more damage efficient than Bite, but is a bit worse in terms of accuracy.]
  4559.  
  4560. * One-Two has been buffed.
  4561. [v1.0: Hit increased to -8. Force increased to 20]
  4562. + Hit: -9 -> -8
  4563. + Force: 19 -> 20
  4564. + Sharpness: 20 -> 25
  4565. + Total Tech Value: 7 -> 11.5 (D/D/E/B |>| C/D/E/A) [POW]
  4566. [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.]
  4567.  
  4568. * Lightning is now called Paralyze and has been buffed.
  4569. + Hit: -5 -> +3
  4570. + Force: 12 -> 13
  4571. + Guts Cost: 29 -> 26
  4572. + Total Tech Value: 9.5 -> 21.5 (D/D/B/C |>| D/B/B/C) [INT]
  4573. [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.]
  4574.  
  4575. * Charge is now called Body Blow and has been buffed.
  4576. + Hit: +15 -> +20
  4577. + Force: 9 -> 10
  4578. + Sharpness: 15 -> 20
  4579. + Total Tech Value: 21.5 -> 30 (E/S/E/C |>| D/S/E/B) [POW]
  4580. [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.]
  4581.  
  4582. * Combination is now called Maul and has been buffed.
  4583. [v1.0: Sharpness increased to 25]
  4584. + Hit: -13 -> -12
  4585. + Withering: 5 -> 11
  4586. + Sharpness: 20 -> 25
  4587. + Total Tech Value: 7 -> 16.5 (B/D/E/B |>| B/D/D/A) [POW]
  4588. [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.]
  4589.  
  4590. * Stab has been buffed.
  4591. + Withering: 17 -> 21
  4592. + Guts Cost: 45 -> 42
  4593. + Total Tech Value: 18.5 -> 25.5 (B/C/D/A |>| B/C/C/A) [POW]
  4594. [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.]
  4595.  
  4596. * Roll Assault has been buffed.
  4597. + Hit: +21 -> +28
  4598. + Force: 10 -> 13
  4599. + Sharpness: 20 -> 25
  4600. + Total Tech Value: 28 -> 40.5 (D/S/D/B |>| D/S/D/A) [POW]
  4601. [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.]
  4602.  
  4603. * Blizzard has been buffed.
  4604. [v1.0: Sharpness increased to 50]
  4605. + Sharpness: 35 -> 50
  4606. + Total Tech Value: 18.5 -> 26 (remains as C/B/D/S) [INT]
  4607. [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 60% 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!]
  4608.  
  4609. * Roar has been altered.
  4610. + Hit: -15 -> -8
  4611. - Force: 31 -> 20
  4612. + Withering: 40 -> 55
  4613. Total Tech Value: 23.5 -> 34.5 (B/E/A/C |>| C/D/S/C) [INT]
  4614. [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.]
  4615.  
  4616. ---------------------------------
  4617. -= UNDINE =- 1.0
  4618. Undines are a monster that perhaps were given a specialty on accident. They have a pretty wide moveset, but due to balance choices by the devs, are mostly known as the "Icicle Arrow tech chain" monster. I'm not opposed to that, since it's better that a monster is at least known for something that isn't being lousy. Undines originally serve primarily as a better version of Pixies, trading away a bit of guts regeneration for much better techniques, and being a solid but not amazing breed. Despite all the clamor about faster guts being so incredible, almost every breed would take this trade aside from more niche monsters like Plant. Since the Pixie is also being made good, what's the Undine's new claim to fame? Well, I'm going to retain their current focus on strong Sharp techs, making them a bit of a swingy monster, but the Undine is a bit of a generalist on account of its large tech list. That aside, Undine is mostly receiving aid to be less of a one-trick monster that just uses Icicle Arrow and Ice Coffin- and given more options that aren't blatantly inferior.
  4619.  
  4620. Hey, maybe even a POW Undine could be a decent build?
  4621.  
  4622. * General Changes:
  4623. # Undine/???: Has recieved adjustments for distinction.
  4624. [Much like Ducken, Undine doesn't need any primary tweaks. Their arena speed is high, their guts rate is good, their growths are great, and their life type is the best in the game. Despite all those things, Undine is still mostly average initially- and I thus see no reason to change any of it. So just the /??? gets some meddling.]
  4625.  
  4626. * Base Stat Changes:
  4627. + Undine/Undine Base Stats: 50/10/150/110/100/60 -> 70/40/130/150/120/50 (480 BST -> 560 BST)
  4628. + Undine/Joker Base Stats: 70/90/150/170/120/60 -> 90/80/160/180/120/60 (660 BST -> 690 BST)
  4629. # Undine/??? Base Stats: Has also been adjusted.
  4630. [Also like Ducken, Undine's original stat order is unintuitive and makes combining a bit confusing. It's also sort of oddly low. Both matters have been cleaned up somewhat. Siren is a bit of an unlucky monster guts-wise since it just barely rounds up to 11, so I gave it a little more from the get go.]
  4631.  
  4632. * Ice Sword has been altered.
  4633. - Hit: +10 -> +9
  4634. + Force: 8 -> 10
  4635. + Total Tech Value: 10.5 -> 11.5 (E/A/-/E |>| D/A/-/E) [POW]
  4636. [This is actually a decent buff. Obviously if you have 1 POW this still won't do anything, but when you don't it's a notable increase.]
  4637.  
  4638. * Ice Swords has been altered.
  4639. + Hit: +10 -> +16
  4640. + Force: 14 -> 20
  4641. - Sharpness: 9 -> 5
  4642. - Guts Cost: 14 -> 22
  4643. + Total Tech Value: 15.5 -> 16.5 (D/A/-/E |>| C/S/-/E) [POW]
  4644. [It's as big as two Ice Swords, unsurprisingly. Normally I charge more for bundling effects like this, but this is a pretty niche build and they need something to push them towards being decent. There's no withering, so the Undine is usually putting itself at a decent guts deficit- though it also can't trigger Anger.]
  4645.  
  4646. * Dolphin Blow has been altered.
  4647. + Force: 23 -> 30
  4648. + Withering: 5 -> 8
  4649. - Guts Cost: 18 -> 23
  4650. + Total Tech Value: 7.5 -> 13.5 (C/D/E/E |>| B/D/E/E) [POW]
  4651. [The most efficient of the Undine's POW repertoire, albeit not the most reliable. It has the same force ratio as before, just scaled up a bit- which is a buff except when missing.]
  4652.  
  4653. * Splash has been buffed.
  4654. + Hit: -8 -> -6
  4655. + Force: 8 -> 10
  4656. + Guts Cost: 27 -> 26
  4657. + Total Tech Value: 15.5 -> 20.5 (E/D/A/E |>| D/D/A/E) [INT]
  4658. [Splash is a risky proposition to shift too much upwards. It has a great withering to guts ratio and could easily become oppressive on a breed which is already good at putting out damage. It's not great. However, it's also on almost every Undine since it covers up Ice Sword. For this reason I wasn't super generous with it, but this is still a notable buff.]
  4659.  
  4660. * Aqua Whip has been altered.
  4661. + Hit: -9 -> -6
  4662. + Force: 6 -> 9
  4663. + Total Tech Value: 9.5 -> 15.5 (remains as E/D/C/E) [POW]
  4664. [The Aqua Whip chain is both bad and annoying to acquire; This is a poor combination. While the withering on this move is pretty good, the rest is lacking. It's a simple tweak, but more damage and more reliable are all the cornerstones of a good attack.]
  4665.  
  4666. * Two Whips is now called Punishment and has been buffed.
  4667. + Hit: -12 -> -6
  4668. + Force: 11 -> 15
  4669. - Withering: 39 -> 37
  4670. + Sharpness: 5 -> 10
  4671. + Total Tech Value: 11.5 -> 22 (D/D/B/E |>| D/D/B/D) [POW]
  4672. [Somehow this manages to be even worse than its predecessor, mostly due to the hit rate. Compared to Splash, this does a good bit more damage, but with worse cost and withering. It's harder to get and on a weaker build, so I think that's fine.]
  4673.  
  4674. * Kiss has been buffed.
  4675. + Withering: 14 -> 15
  4676. + Guts Cost: 30 -> 22
  4677. + Total Tech Value: 16.5 -> 25.5 (remains as D/S/D/E) [INT]
  4678. [I don't see how this could possibly be costed at 30 at its current stats. Instead of scaling up the power of it, the cost has been reined in.]
  4679.  
  4680. * Cold Fog has been buffed.
  4681. - Hit: +12 -> +11
  4682. + Force: 10 -> 11
  4683. + Withering: 0 -> 5
  4684. + Total Tech Value: 10 -> 15 (D/A/-/- |>| D/A/E/-) [INT]
  4685. [Cold Fog is unimpressive but not particularly bad. Trading 1 hit for 1 force is almost always a preferable exchange, and it gains withering to mirror Ice Sword's sharpness.]
  4686.  
  4687. * Arrow has been buffed.
  4688. + Hit: +2 -> +4
  4689. + Withering: 6 -> 9
  4690. + Total Tech Value: 15 -> 20 (remains as D/B/E/B) [INT]
  4691. [As mentioned in the opening, this is Undine's best known niche- though it may have be unintended. That said, I have no problem with that being the case, and am glad to make the Arrow chain one of their defining abilities. The base Arrow is pretty strong, but it can be pushed a small amount.]
  4692.  
  4693. * Aqua Wave has been buffed.
  4694. + Withering: 5 -> 8
  4695. + Total Tech Value: 20.5 -> 23.5 (remains as D/S/E/E) [INT]
  4696. [Aqua Wave is a good but underutilized technique. It's tough to argue with +20 hit when you just need to tap somebody or abuse Power/Fury. This leaves it more or less the same in most cases, but ensures that it always at least withers for some amount.]
  4697.  
  4698. * Aqua Waves is now called Deluge and has been buffed.
  4699. + Hit: +15 -> +20
  4700. + Withering: 7 -> 12
  4701. + Total Tech Value: 16.5 -> 26.5 (C/S/E/E |>| C/S/D/E) [INT]
  4702. [Similarly, Aqua Waves is good but was a bit outclassed by the smaller version, mostly because it loses hit%.]
  4703.  
  4704. * Ice Arrow has been buffed.
  4705. + Hit: 0 -> +2
  4706. + Force: 20 -> 25
  4707. + Withering: 12 -> 14
  4708. + Total Tech Value: 16.5 -> 25.5 (C/C/D/A |>| C/B/D/A) [INT]
  4709. [Ice Arrow is the least impressive of the Arrow chain due to its relatively poor force to guts ratio. This is no longer the case. Also- yes, I did nothing to Ice Coffin.]
  4710.  
  4711. * Cold Whirl...
  4712. PENDING
  4713.  
  4714. * Water Gun has been buffed.
  4715. + Sharpness: 5 -> 10
  4716. + Guts Cost: 45 -> 40
  4717. + Total Tech Value: 22.5 -> 30 (C/S/B/E |>| C/S/B/D) [INT]
  4718. [Decent but overpriced. Often this is the case for techs which bundle effects, but usually it's a bit too expensive to be anything but tech list padding.]
  4719.  
  4720. * Icicle Arrow has been buffed.
  4721. + Hit: -4 -> 0
  4722. + Force: 30 -> 31
  4723. + Withering: 15 -> 18
  4724. + Sharpness: 30 -> 31
  4725. + Total Tech Value: 21 -> 29.5 (remains as B/C/D/S) [INT]
  4726. [I guess the naming scheme for Undines goes X -> Ice X -> Icicle X. A bit repetitive near the end, isn't it? Also, yes, I'm buffing Icicle Arrow to make good on the promise made to Undine earlier. It's a very strong move, but still loses in terms of damage-to-price efficiency to the likes of Ice Coffin and Dolphin Blow. There's almost no difference between 30 and 31 sharpness, but there is *a* difference in terms of efficacy calculations. I'd stay out of an opposing Undine's slot 4, if you can.]
  4727.  
  4728. * Hailstorm has been buffed.
  4729. + Hit: +4 -> +7
  4730. + Withering: 5 -> 11
  4731. + Sharpness: 20 -> 23
  4732. + Guts Cost: 34 -> 33
  4733. + Total Tech Value: 8 -> 19.5 (C/B/E/B |>| C/A/D/B) [INT]
  4734. [Hailstorm was bad. It traded the raw damage output of Icicle Arrow for better accuracy, but it was not enough compensation in its original rendition.]
  4735.  
  4736. * Cold Storm is now called Cold Damsel...
  4737. PENDING
  4738.  
  4739. * Vitalization has been buffed.
  4740. + Hit: -20 -> -15
  4741. + Total Tech Value: -30 -> -25 (remains as [B]/E/-/-) [INT]
  4742. [I don't think it's a stellar idea to give the Undine a particularly good recovery tech, but it can at least be better than -20 hit. They already have good damage, decent withering, and are pretty passable at everything else, so they don't need a great heal on top. Also the animation for this move looks... unfinished? There's something off about it. Then again, have you ever seen it?]
  4743.  
  4744. * Cold Geyser has been buffed.
  4745. + Hit: -2 -> 0
  4746. + Force: 11 -> 13
  4747. + Total Tech Value: 15 -> 19 (remains as D/C/E/S) [INT]
  4748. [Also known as "Why you need more than sharpness to make a move good". Critical rate is almost always the least important stat an attack can have (though not in all cases). S rank Sharpness is good, but not when it's not backing up anything. A tech can have 100 sharpness, but it's irrelevant if the force is so low that dealing 1.5x damage is still weak.]
  4749.  
  4750. * Water Cannon has been buffed.
  4751. + Hit: +5 -> +10
  4752. + Total Tech Value: 32.5 -> 37.5 (remains as B/A/A/C) [INT]
  4753. [As per usual, I prefer when 50 guts moves are worth their price. Water Cannon was neat but there are were better uses of the Undine's time. There still are, but if you just need to do everything at least decently, here's the option.]
  4754.  
  4755. ---------------------------------
  4756. -= WORM =-
  4757. Worms 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.
  4758.  
  4759. All-in-all, a very reliable monster with consistently high accuracy!
  4760.  
  4761. * General Changes:
  4762. + The base Worm guts rate has been buffed from 15 to 14.
  4763. + 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:
  4764. + Worm/Worm: 15 -> 14 (2.0/sec -> 2.14/sec); Lifespan: 400 -> 450
  4765. + Worm/Pixie: 12 -> 11 (2.5/sec -> 2.72/sec); Lifespan: 400 -> 430
  4766. + Worm/Golem Lifespan: 420 -> 450
  4767. + Worm/Zuum Lifespan: 420 -> 450
  4768. + Worm/Tiger: 13 -> 12 (2.31/sec -> 2.5/sec); Lifespan: 400 -> 430
  4769. + Worm/Hare: 15 -> 14 (2.0/sec -> 2.14/sec); Lifespan: 400 -> 430
  4770. + Worm/Gali: 16 -> 14 (1.87/sec -> 2.14/sec); Lifespan: 380 -> 410, also benefits from Gali's guts rate buff.
  4771. + Worm/Suezo: 14 -> 13 (2.14/sec -> 2.31/sec); Lifespan: 420 -> 450
  4772. + 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)
  4773. + Worm/Plant Lifespan: 460 -> 490
  4774. + Worm/Monol: 3/2/2/2/0/2 -> 4/2/2/2/0/2; Due to Monol's LIF buff. Lifespan: 380 -> 410
  4775. + Worm/Naga: 3/2/1/2/0/1 -> 3/3/1/2/0/1; Due to Naga's POW buff. Lifespan: 380 -> 410
  4776. + Worm/???: Have been turned into "new" sub-breeds with altered attributes.
  4777. [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.]
  4778.  
  4779. * Base Stat Changes:
  4780. # Worm/Worm Base Stats: 180/100/110/120/60/90 -> 180/110/100/120/60/90 (BST remains as 660)
  4781. # Worm/Pixie Base Stats: 130/110/140/120/80/90 -> 130/100/160/120/90/70 (BST remains as 670)
  4782. + Worm/Golem Base Stats: 140/150/120/100/40/110 -> 140/190/110/100/30/120 (660 BST -> 690 BST)
  4783. + Worm/Zuum Base Stats: 140/100/120/110/90/80 -> 150/110/100/130/90/70 (640 BST -> 650 BST)
  4784. # Worm/Tiger Base Stats: 150/100/110/130/90/80 -> 130/100/110/150/90/80 (BST remains as 660)
  4785. + Worm/Gali Base Stats: 150/100/130/110/60/80 -> 150/110/140/130/70/80 (630 BST -> 680 BST)
  4786. # Worm/Suezo Base Stats: 150/120/130/110/60/90 -> 150/110/130/120/60/90 (BST remains as 660)
  4787. + Worm/Jell Base Stats: 140/110/120/130/40/100 -> 140/100/110/120/50/130 (640 BST -> 650 BST)
  4788. # Worm/Plant Base Stats: 170/100/120/130/60/90 -> 180/90/120/130/50/100 (BST remains as 670)
  4789. + Worm/Monol Base Stats: 150/120/110/130/70/90 -> 200/120/110/130/30/100 (670 BST -> 690 BST)
  4790. + Worm/Naga Base Stats: 160/120/100/110/50/90 -> 150/140/90/130/50/100 (630 BTS -> 660 BST)
  4791. # Worm/??? Base Stats: Have been altered.
  4792. [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!]
  4793.  
  4794. * Bite has been buffed.
  4795. + Sharpness: 0 -> 5
  4796. + Guts Cost: 13 -> 12
  4797. + Total Tech Value: 6 -> 9.5 (D/A/-/- |>| D/A/-/E) [POW]
  4798. [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.]
  4799.  
  4800. * Somersault has been altered.
  4801. - Hit: +18 -> +16
  4802. + Guts Cost: 26 -> 24
  4803. # Total Tech Value: 25.5 (remains as C/S/E/E) [POW]
  4804. [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.]
  4805.  
  4806. * Somersaults is now called Gymnastics and has been buffed.
  4807. + Hit: +18 -> +25
  4808. + Force: 24 -> 25
  4809. - Guts Cost: 30 -> 31
  4810. + Total Tech Value: 25.5 -> 32.5 (remains as C/S/D/E) [POW]
  4811. [As mentioned in the Worm's opener, they're receiving 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.]
  4812.  
  4813. * Sting is now an Intelligence-based technique and has been buffed.
  4814. # Classification: Power Technique -> Intelligence Technique
  4815. + Hit: +7 -> +9
  4816. + Force: 10 -> 12
  4817. # Total Tech Value: 9.5 -> 13.5 (remains as D/A/-/E) [INT]
  4818. ["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.]
  4819.  
  4820. * Tail Lash is now called Leg Sweep has been altered.
  4821. - Hit: +20 -> +3
  4822. + Force: 15 -> 22
  4823. + Withering: 5 -> 8
  4824. - Total Tech Value: 23.5 -> 16.5 (D/S/E/E |>| C/B/E/E) [POW]
  4825. [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.]
  4826.  
  4827. * Two Lashes is now called Soul Sweep and has been altered.
  4828. - Hit: +16 -> +6
  4829. + Force: 19 -> 27
  4830. - Withering: 13 -> 11
  4831. + Sharpness: 5 -> 7
  4832. - Total Tech Value: 22.5 -> 20.5 (D/S/D/E |>| C/A/D/E) [POW]
  4833. [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.]
  4834.  
  4835. * Three Lashes is now called Worm Spiral and has been altered.
  4836. - Hit: +13 -> +9
  4837. + Force: 26 -> 32
  4838. - Withering: 15 -> 14
  4839. + Sharpness: 5 -> 10
  4840. - Guts Cost: 34 -> 35
  4841. + Total Tech Value: 22.5 -> 25 (C/A/D/E |>| B/A/D/D) [POW]
  4842. [Same reasoning as Tail Lash changes.]
  4843.  
  4844. * Roll Assault has been buffed.
  4845. + Hit: -10 -> 0
  4846. + Sharpness: 5 -> 10
  4847. + Total Tech Value: 17.5 -> 30 (S/D/C/E |>| S/C/C/D) [POW]
  4848. [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.]
  4849.  
  4850. * Pierce-Throw has been altered.
  4851. + Hit: -8 -> -6
  4852. + Force: 28 -> 30
  4853. - Guts Cost: 20 -> 21
  4854. - Total Tech Value: 9.5 -> 12.5 (C/D/E/E |>| B/D/E/E) [POW]
  4855. [The Worm is happy to make these kinds of trades when their guts rate is slightly faster.]
  4856.  
  4857. * Pinch-Throw has been altered.
  4858. - Hit: -8 -> -9
  4859. + Force: 40 -> 42
  4860. + Withering: 10 -> 13
  4861. - Guts Cost: 29 -> 30
  4862. + Total Tech Value: 15.5 -> 18.5 (remains as A/D/D/E) [POW]
  4863. [To exemplify Pinch-Throw as a heavier version of Pierce-Throw.]
  4864.  
  4865. * Pierce is now called Impale, is an Intelligence-based technique, and has been buffed.
  4866. # Classification: Power Technique -> Intelligence Technique
  4867. + Hit: -5 -> 0
  4868. + Withering: 23 -> 26
  4869. + Total Tech Value: 14.5 -> 22.5 (D/D/C/E |>| D/C/C/E) [INT]
  4870. [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.]
  4871.  
  4872. * Tusk Slash has been buffed.
  4873. + Sharpness: 17 -> 20
  4874. + Guts Cost: 17 -> 16
  4875. + Total Tech Value: 16.5 -> 19 (D/B/E/C |>| D/B/E/B) [POW]
  4876. [Sharpen up those tusks a little.]
  4877.  
  4878. * Injection has been buffed.
  4879. + Hit: -11 -> -4
  4880. - Withering: 23 -> 22
  4881. + Sharpness: 25 -> 30
  4882. + Total Tech Value: 21.5 -> 30 (C/D/C/A |>| C/C/C/S) [INT]
  4883. [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.]
  4884.  
  4885. * Poison Gas has been buffed.
  4886. + Hit: -7 -> -6
  4887. + Withering: 37 -> 41
  4888. + Total Tech Value: 24.5 -> 29.5 (C/D/B/E |>| C/D/A/E) [INT]
  4889. [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.]
  4890.  
  4891. * Wheel Attack has been buffed.
  4892. + Sharpness: 15 -> 20
  4893. + Guts Cost: 44 -> 40
  4894. + Total Tech Value: 29.5 -> 36 (B/C/B/D |>| B/C/B/B) [POW]
  4895. [Nice tech, but pricy for the effects.]
  4896.  
  4897. ---------------------------------
  4898. -= WRACKY =- v1.0
  4899. Wrackies are a very peculiar monster. They've got an extremely long lifespan, decently fast guts, good movement, and workable moves. Like many vanilla breeds, they skip out on using a good portion of their massive tech list (full 24 tech list- though Fire Juggler is exclusive), but either way they manage to be pretty powerful. A top 15 breed, for sure. Having said that, for the most part people just use them to mess around with Explosion.. Anyways, while for most breeds I work pretty conservatively with their original material, just making them better at what they initially did- for Wracky I'm going to diverge a little like I did with the Phoenix. It's not because Wracky is too weak or too strong, but simply because they are not a very interesting breed to use and have no niche aside from "generically good" and "Explosion." Wrackies are changing gears from an unfocused toolbox, which is carried by their guts rate, to a very focused toolbox- which is carried by their guts rate. It'll look very odd at first, but I do encourage you to give them a try.
  4900.  
  4901. The comments section will be a bit cluttered for the Wracky's changes, since they are quite large. In general, this isn't the kind of rework I would employ on a monster that you could start with or was not already somewhat strange like the Wracky is. This is very experimental, and in the future if there are balance changes they will likely affect the Wracky. They may also be reverted and started over on if it doesn't pan out well. As for why I'm going with a design that's inherently harder to balance than the original Wracky- well, I just think it'll be more interesting and I can iterate on it repeatedly.
  4902.  
  4903. * General Changes
  4904. # Explosion is now available for all Wrackies.
  4905. + Wracky/Golem now starts with Weapon Combo instead of Weapon Throw.
  4906. # Wracky/Dragon no longer starts with Weapon.
  4907. + The base Wracky guts rate has been buffed from 9 to 6. Pure Wrackies are covered below, and both /Wracky will be covered in that main monster's section instead:
  4908. + Wracky/Wracky Guts Rate: 9 -> 6 (3.33/sec -> 5.0/sec)
  4909. + Wracky/Pixie Guts Rate: 8 -> 6 (3.75/sec -> 5.0/sec)
  4910. + Wracky/Dragon Guts Rate: 13 -> 12 (2.31/sec -> 2.5/sec)
  4911. + Wracky/Henger Guts Rate: 12 -> 10 (2.50/sec -> 3.0/sec)
  4912. + Wracky/Golem Guts Rate: 12 -> 11 (2.50/sec -> 2.72/sec)
  4913. + Wracky/Durahan Guts Rate: 11 -> 9 (2.72/sec -> 3.33/sec)
  4914. + Wracky/Bajarl Guts Rate: 11 -> 9 (2.72/sec -> 3.33/sec); Arena Speed: C -> B due to Bajarl's Arena Speed buff.
  4915. + Wracky/Metalnr Guts Rate: 8 -> 6 (3.75/sec -> 5.0/sec)
  4916. + Wracky/Joker Guts Rate: 11 -> 9 (2.72/sec -> 3.33/sec)
  4917. + Wracky/Mock Guts Rate: 10 -> 8 (3.00/sec -> 3.75/sec) 2/0/3/0/2/0 -> 2/0/3/0/2/1 due to Mock's DEF growth buff.
  4918. # Wracky/???: Has received adjustments for distinction.
  4919. [That's probably the big bomb which is the precedent for the huge shift in Wracky techs. Wracky joins the "unlockable monsters with extremely high guts rates" grouping alongside the Metalner. However, the focus for Wrackies is going to be a little different. Much like in the base game- /Wracky, /Pixie, and /Metalner are the Wrackies of choice- though there's no real fixing that without making a lot of exceptions. This does dilute the Metalner's niche a little bit, but since their techs are totally different, I think it's fine. Every other breed is already sharing a guts rate too except the pure Dragon which nobody ever uses. If you want give a "tamer" version a go, Wracky/Mock is about the equivalent of Metazorl. The strange tech starts for the /Golem and /Dragon are a bit unique, but I think those two sub-breeds definitely need a little more assistance than usual in this case.]
  4920.  
  4921. * Base Stat Changes:
  4922. + Wracky/Wracky Base Stats: 20/10/150/40/160/30 -> 40/20/150/30/180/10 (410 BST -> 430 BST)
  4923. - Wracky/Pixie Base Stats: 60/30/140/90/150/50 -> 50/40/140/70/180/20 (520 BST -> 500 BST)
  4924. + Wracky/Dragon Base Stats: 90/100/150/80/110/70 -> 110/100/170/80/90/70 (600 BST -> 620 BST)
  4925. + Wracky/Henger Base Stats: 40/70/140/90/150/50 -> 70/60/130/110/160/40 (540 BST -> 570 BST)
  4926. - Wracky/Golem Base Stats: 80/120/150/60/100/110 -> 80/140/150/60/70/110 (620 BST -> 610 BST)
  4927. + Wracky/Durahan Base Stats: 50/40/140/60/120/100 -> 100/60/140/50/70/120 (510 BST- > 540 BST)
  4928. # Wracky/Bajarl Base Stats: 80/70/120/90/150/50 -> 120/80/90/70/170/30 (BST remains as 560)
  4929. - Wracky/Metalnr Base Stats: 60/50/120/100/130/110 -> 80/10/20/160/50/180 (570 BST -> 500 BST)
  4930. + Wracky/Joker Base Stats: 80/70/130/100/120/50 -> 70/40/190/160/100/30 (550 BST -> 590 BST)
  4931. + Wracky/Mock Base Stats: 60/50/150/40/120/30 -> 140/10/150/40/110/50 (450 BST -> 500 BST)
  4932. # Wracky/???: Has also received adjustments.
  4933. [Their base stats are still bottom rung. That's part of the price of the best lifespan in the game and tying for the best guts rate in the game.]
  4934.  
  4935. * Weapon has been altered.
  4936. + Hit: +10 -> +14
  4937. - Force: 8 -> 7
  4938. + Total Tech Value: 13 -> 16 (remains as E/A/E/-) [POW]
  4939. [I can tip my hand right out of the gate and say that the Wracky's technical changes are focused around being a very fast monster that focuses on high accuracy chip damage techs that is great at maintaining a lead but struggles a lot to come back from a bad start. As such, their techniques will look pretty strange numerically as the majority of them use this focus and are not bothered by having values that would just not work on other breeds. Similar to the Plant, their force ratings will not be very high on average. This is in
  4940. contrast to Metalner's more generalist and damaging approach that can focus on risky high damage techs or a standard plan. Weapon gets only a tap on force since it's pretty weak to begin with. This is basically just Left Slap with +4 hit, but a much longer animation.]
  4941.  
  4942. * Weapon Combo has been altered.
  4943. + Hit: +5 -> +18
  4944. - Force: 16 -> 13
  4945. + Sharpness: 0 -> 5
  4946. + Total Tech Value: 11 -> 23.5 (D/A/D/- |>| D/S/D/E) [POW]
  4947. [Refer to the "Weapon" commentary. Same reasoning here. I'll get this out of the way and say that focusing heavily on accuracy over force generally leads to higher technical values, even though a guts rate boost would normally mean going downwards.]
  4948.  
  4949. * Kick has been altered.
  4950. # Requirement: 650 POW+SKI -> 500 POW+SKI
  4951. + Hit: +17 -> +18
  4952. - Force: 17 -> 9
  4953. + Guts Cost: 28 -> 13
  4954. + Total Tech Value: 15.5 -> 23.5 (D/S/E/E |>| E/S/E/E) [POW]
  4955. [A hit tech chain on a monster with extremely high hit rates? I guess it's okay to double-down occasionally. If you're raising one of the slower Wracky sub-breeds, I highly recommend avoiding this chain. Your guts rate can't handle the low force even if you almost never miss. The requirement being lowered is to make dodging Air Shot more feasible.]
  4956.  
  4957. * Spin Kick has been altered.
  4958. + Hit: +15 -> +23
  4959. - Force: 22 -> 12
  4960. - Withering: 11 -> 10
  4961. + Guts Cost: 33 -> 23
  4962. + Total Tech Value: 17.5 -> 24.5 (C/S/D/E |>| D/S/D/E) [POW]
  4963. [Take it for a spin. Though the value is "going up", the damage is going way down. If you compare to Metalner's Straight, it has better hit and withering, but much worse force and damage-to-animation time efficacy. This is the running difference between them- the Metalner is a better at dealing knockouts, the Wracky is better at being a reliable pest that never lets you breathe.]
  4964.  
  4965. * Twister Kick has been altered.
  4966. + Hit: +15 -> +28
  4967. - Force: 35 -> 22
  4968. + Withering: 15 -> 18
  4969. + Total Tech Value: 22.5 -> 25.5 (B/S/D/E |>| C/S/D/E) [POW]
  4970. [Still pretty damage efficient when guts rate is accounted for.]
  4971.  
  4972. * Punch has been altered.
  4973. + Hit: -10 -> 0
  4974. - Withering: 10 -> 8
  4975. - Guts Cost: 18 -> 24
  4976. + Total Tech Value: 4.5 -> 6.5 (C/D/D/E |>| C/C/E/E) [POW]
  4977. [Punch was bad. In the "6 guts rate and still not very good" kind of way. Passable damage output, but not great at the other aspects.]
  4978.  
  4979. * Heavy Punch is now called Windup Punch and has been altered.
  4980. + Hit: -7 -> +1
  4981. - Force: 27 -> 24
  4982. + Withering: 15 -> 16
  4983. - Guts Cost: 25 -> 33
  4984. - Total Tech Value: 12.5 -> 10.5 (C/D/D/E |>| C/B/D/E) [POW]
  4985. [Actually this whole tech chain is kinda lousy. Due to guts correction, this entire chain will generally hover around 47%-50% chance to hit. Get used to seeing C force.]
  4986.  
  4987. * Wracky Combo has been altered.
  4988. + Hit: -15 -> +2
  4989. - Force: 45 -> 30
  4990. - Withering: 45 -> 30
  4991. - Total Tech Value: 27.5 -> 14.5 (A/E/A/E |>| B/B/B/E) [POW]
  4992. [Now one of the POW Wracky's better tools rather than another Death Final knockoff. Don't let the value deceive you, it's very strong.]
  4993.  
  4994. * Necromancy has been altered.
  4995. + Hit: 0 -> +9
  4996. + Force: 4 -> 6
  4997. - Withering: 28 -> 21
  4998. + Total Tech Value: 14.5 -> 18.5 (E/C/C/E |>| E/A/C/E) [INT]
  4999. [Necromancy blows. Since strong inexpensive withering on this guts rate would be rather degenerate, it's catching the Wracky "catch-all" and becoming reliable. Even the scratch damage is upped a little since Necromancy is just that lousy in its original form. Fun Fact: This can crash the Japanese version of MF2 if it gets a KO due the the odd damage timing in the attack's animation. It has so little force that it's a bit of a mystery how this was found out.]
  5000.  
  5001. * Sneak Attack has been buffed.
  5002. + Hit: +3 -> +8
  5003. + Force: 11 -> 12
  5004. + Total Tech Value: 16.5 -> 22.5 (D/B/E/C |>| D/A/E/C) [POW]
  5005. [Like a few other Wracky techs which don't see use, Sneak Attack would be pretty lackluster even with the blazing guts rate and thus gets a boost. I assure you still not amazing.]
  5006.  
  5007. * Sneak Combo is now called Shank and has been buffed.
  5008. + Hit: +2 -> +16
  5009. + Withering: 10 -> 17
  5010. + Sharpness: 25 -> 30
  5011. + Guts Cost: 42 -> 40
  5012. + Total Tech value: 2.5 -> 28 (C/B/D/A |>| C/S/D/S)
  5013. [I think Sneak Combo is possibly the worst tech in the game that's isn't a vanilla recovery move. That's a *really* low bar to swing and miss at. Pat and Kick laugh at Sneak Combo. With this, it's made to not be utter garbage. Acts as a variant on Beat Dance that trades some of the supplemental stuff for a higher critical chance.]
  5014.  
  5015. * Fire Juggler has been altered.
  5016. + Hit: -14 -> +3
  5017. - Force: 55 -> 53
  5018. + Withering: 25 -> 36
  5019. + Total Tech Value: 18.5 -> 44.5 (S/D/C/E |>| S/B/B/E) [INT - Wracky/Dragon exclusive]
  5020. [Since this tech is exclusive to Draco Doll, it's treated as tech from an entirely different monster due to guts rate differences- hence why it's way above the Wracky's powerlevel. Due to how the Wracky's new techs are, this is pretty much all the Draco Doll has going for it. If you do end up giving the Draco Doll a try- it's pretty gimped much like a 12 guts rate Metalner would be, so I'd rely pretty heavily on Fire Juggler and Flame to get the job done.]
  5021.  
  5022. * Weapon Throw has been altered.
  5023. + Hit: +6 -> +8
  5024. - Force: 11 -> 8
  5025. - Total Tech Value: 10 -> 9 (D/A/E/- |>| E/A/E/-) [INT]
  5026. [Guts rate tax. Hurts more than the POW basic but the hit isn't as great.]
  5027.  
  5028. * Spin Slash has been altered.
  5029. + Hit: -12 -> -4
  5030. - Force: 32 -> 21
  5031. + Withering: 5 -> 8
  5032. # Total Tech Value: 2 (B/D/E/D |>| C/C/E/D) [POW]
  5033. [Spin and Twister Slash are the Wracky's most damage efficient techniques, not counting Explosion. They don't have quite the obscene accuracy of the rest of the monster, though.]
  5034.  
  5035. * Trick has been altered.
  5036. + Hit: 0 -> +8
  5037. + Force: 5 -> 8
  5038. - Withering: 45 -> 30
  5039. + Guts Cost: 32 -> 30
  5040. - Total Tech Value: 20.5 -> 18.5 (E/C/A/E |>| E/A/B/E) [INT]
  5041. [Obviously the damage is still lousy, but the withering can be foul against slow monsters who keep losing the coin toss repeatedly.]
  5042.  
  5043. * Explosion has been altered.
  5044. # Availability: Explosion can now be learned by all Wrackies
  5045. # Recoil Force: 70 Recoil -> 40 Recoil on-Miss, 255 Recoil on-Hit
  5046. + Hit: -25 -> -20
  5047. + Withering: 50 -> 70
  5048. - Sharpness: 10 -> 5
  5049. # Total Tech Value: 15 (or -35) -> ??? (or -20) (S/E/S/D |>| S/E/S/E) [POW]
  5050. [This is about as dumb in practice as it looks in text. While the damage output is completely ridiculous for this guts rate, the recoil has been tuned to work varying ways. On a whiff, it still sucks but you can recover. The tech value is completely irrelevant and would provide no indicating information whatsoever to a tech like this. The only Wracky tech below "C" Hit. Due to the way recoil works, this tech isn't guaranteed to cost you your whole lifebar, but it can. Even at 999 DEF you can deal up to 998 to yourself, or just like 60. Recoil is inconsistent. If your opponent has max DEF, this tech may end up dealing more damage to you than them, so I'd save it as a last resort for that kind of matchup. Farewell, Tien!]
  5051.  
  5052. * Head Spike has been altered.
  5053. + Hit: -1 -> +8
  5054. - Force: 25 -> 13
  5055. - Withering: 37 -> 31
  5056. + Guts Cost: 45 -> 32
  5057. Total Tech Value: 18.5 -> 22.5 (C/C/B/E |>| D/A/B/E) [INT]
  5058. [Similar to Trick, but has a worse animation time in exchange for better Force. Slightly.]
  5059.  
  5060. * Fire Spike has been altered.
  5061. + Hit: -5 -> +16
  5062. - Force: 33 -> 20
  5063. - Withering: 43 -> 40
  5064. Total Tech Value: 23.5 -> 28.5 (B/D/A/E |>| C/S/A/E) [INT]
  5065. [A strong and irritating opener, though fairly low on the force side of things as expected.]
  5066.  
  5067. * Air Shot has been altered.
  5068. + Hit: +22 -> +24
  5069. - Force: 9 -> 8
  5070. - Guts Cost: 17 -> 19
  5071. - Total Tech Value: 24.5 -> 23.5 (remains as E/S/E/E) [INT]
  5072. [About the exchange you'd expect. This has a requirement of 400 INT+SKI, which is pretty easy. It has priority over Kick, so wait on SKI a bit if you want the Kick chain instead.]
  5073.  
  5074. * Blast Shot is now called Sonic Boom and has been altered.
  5075. + Hit: +22 -> +32
  5076. - Force: 20 -> 14
  5077. + Withering: 12 -> 14
  5078. - Guts Cost: 28 -> 29
  5079. + Total Tech Value: 28.5 -> 33.5 (C/S/D/E |>| D/S/D/E) [INT]
  5080. [It's pretty unlikely that a Wracky will miss with this. Acts as the INT version of Spin Kick.]
  5081.  
  5082. * TwisterSlash has been altered.
  5083. + Hit: -13 -> -4
  5084. - Force: 46 -> 31
  5085. + Withering: 6 -> 11
  5086. + Sharpness: 10 -> 15
  5087. - Guts Cost: 39 -> 41
  5088. - Total Tech Value: 5 -> 4.5 (A/D/E/D |>| B/C/D/C) [POW]
  5089. [Same reasoning as the Spin Slash change. If you want to actually try and deal damage, this is your best "not-Explosion" option.]
  5090.  
  5091. * Beat Dance has been altered.
  5092. + Hit: 0 -> +20
  5093. - Force: 25 -> 20
  5094. - Withering: 25 -> 20
  5095. - Sharpness: 20 -> 10
  5096. + Guts Cost: 50 -> 40
  5097. + Total Tech Value: 12.5 -> 25 (C/C/C/A |>| C/S/C/D) [POW]
  5098. [Let's talk about Beat Dance. It sucks. On the vanilla Wracky this tech is only used because it chains into Cursed Dance which doesn't suck (Like vanilla Cross Slash -> Z Smash on Centaur). Instead its chain will be used as an pure version of the Wracky's new methodology. Irritating, accurate, and not very strong. This is a pretty good immediate move to throw out, since odds are it will work, still being about 65% to hit in slow guts matchups. However, it'll only do about 290 damage damage at best and the withering isn't amazing since the move itself takes 6 seconds. In the majority of matchups- the enemy's guts will be around the same place they started at, just with a little less LIF. Since the Wracky can quickly recover from the cost, they don't lose much by trying it right away. Though if it whiffs (yes, +20 Hit at this low correction tier can easily miss) and is retaliated against, the Wracky will often lose a ton of life and have a hard time coming back.]
  5099.  
  5100. * Cursed Dance has been altered.
  5101. + Hit: 0 -> +40
  5102. - Force: 35 -> 30
  5103. - Withering: 35 -> 30
  5104. - Sharpness: 35 -> 20
  5105. - Guts Cost: 55 -> 80
  5106. - Total Tech Value: 32.5 -> 30 (B/C/B/S |>| B/S/B/B) [POW]
  5107. [The most expensive technique in the game. Though when accounting for guts rates, Bajarl's Miracle Pot is still "in-practice" the most costly move by a good margin. Cursed Dance is a tech you'll probably only see in AI battles if the Wracky procs Anger. Though I think it's a legitimate strategy to leave it up front so the Wracky just doesn't use anything for a bit to stock some guts. While 30 force isn't massive, combined with a 30% chance to crit and an almost guaranteed chance to hit, it's no joke. Obviously far and away the most accurate technique in the game with an average of around 87% to hit.]
  5108.  
  5109. * Flame has been altered.
  5110. + Hit: -14 -> +14
  5111. - Force: 44 -> 23
  5112. - Withering: 44 -> 23
  5113. + Sharpness: 5 -> 8
  5114. + Guts Cost: 50 -> 40
  5115. - Total Tech Value: 26.5 -> 24 (A/D/A/E |>| C/A/C/E) [INT]
  5116. [Works as the INT Wracky's version of Beat Dance. Does a bit more damage and withering at the cost of some hit and sharpness.]
  5117.  
  5118. ---------------------------------
  5119. -= ZILLA =- v1.0
  5120. Zillas are a monster where, much like Beaclons, there is not really a ton to talk about. They are a slightly below average monster- not necessarily due to their slows guts and arena speed, but because their techs are just somewhat underpowered for their guts rate. Even Pink Zilla and Gooji can't totally salvage it with their 14 guts rate. Since the game has several fast and middling guts rate monsters, Zilla will be staying where they are as a pretty slow behemoth- but getting the kind of damage you'd expect from the biggest monster in the game. While Golems will remain the King of no frills Force-to-Guts efficiency, Zilla will be receiving some tricks of its own. Additionally, since it has been their niche in other media- and it gives some differentiation between slow breeds, Zilla's recoil techs in Body Press and Wave Riding will get some special treatment, much like the withering techs for Plant did. The goal with this idea is to give Zillas the most cost-effective recoil techniques in the game. Don't relax around the new Zilla- it can end matches very quickly.
  5121.  
  5122. Kujira!
  5123.  
  5124. * General Changes:
  5125. + LIF Growth: 3 -> 4; Pure Zilla are covered below. The only /Zilla will be covered in the Golem section.
  5126. + Zilla/Zilla: 3/4/1/0/1/2 -> 4/4/1/0/1/2
  5127. + Zilla/Tiger: 2/3/2/2/2/1 -> 3/3/2/2/2/1
  5128. [With such a big body and more emphasis on their recoil moves, Zilla's growth total can stand to be brought up to par for their life total. It'd probably make it easier to raise them if this went into SKI instead, but- oh well. Pink Zilla doesn't benefit due to Pixie's 0 in LIF, but it retains the highest movespeed of all Zilla.]
  5129.  
  5130. * Base Stat Changes:
  5131. + Zilla/Zilla Base Stats: 150/180/80/50/60/100 -> 220/200/60/50/80/130 (620 BST -> 740 BST)
  5132. + Zilla/Pixie Base Stats: 120/150/110/70/100/90 -> 120/140/110/90/130/80 (640 BST -> 670 BST)
  5133. - Zilla/Tiger Base Stats: 140/160/130/110/120/100 -> 130/140/100/120/110/80 (760 BST -> 680 BST)
  5134. + Zilla/Jell Base Stats: 100/150/120/80/90/110 -> 140/160/130/80/70/120 (650 BST -> 700 BST)
  5135. [Gooji's base stats were overshadowing basically all the other Zillas by a decent amount. Naturally as the weakest, the pure Zilla gets the highest BST. With a perfect combination, you can get a purebreed with extremely high LIF and POW.]
  5136.  
  5137. * Belly Attack has been buffed.
  5138. + Hit: +2 -> +6
  5139. + Force: 16 -> 17
  5140. + Withering: 0 -> 5
  5141. + Guts Cost: 12 -> 11
  5142. + Total Tech Value: 6 -> 17 (D/B/-/- |>| D/A/E/-) [POW]
  5143. [A fairly reliable basic tech which the Zilla can use either as a smaller form of Headbutt or just when they're getting started.]
  5144.  
  5145. * Head Butt has been buffed.
  5146. + Hit: +8 -> +10
  5147. + Force: 17 -> 19
  5148. + Guts Cost: 16 -> 15
  5149. + Total Tech Value: 16.5 -> 21.5 (remains as D/A/E/E) [POW]
  5150. [Speaking of Headbutt, it's better in all the areas that matter for a hit tech. Pretty inexpensive, too.]
  5151.  
  5152. * Knocking-Up has been buffed.
  5153. + Force: 20 -> 24
  5154. + Withering: 5 -> 8
  5155. + Guts Cost: 19 -> 18
  5156. + Total Tech Value: 15 -> 23 (remains as C/B/E/C) [POW]
  5157. [Also known as Fried Eggs, Knocking-Up follows a trend you'll see much of in the Zilla changes where they get overall effectiveness boosts due to their lackluster nature.]
  5158.  
  5159. * Scratch has been altered.
  5160. + Hit: -3 -> -2
  5161. + Force: 14 -> 20
  5162. + Sharpness: 5 -> 10
  5163. - Guts Cost: 10 -> 14
  5164. + Total Tech Value: 3.5 -> 9 (D/C/-/E |>| C/C/-/D) [POW]
  5165. [The damage-focused basic counterpart to Belly Attack's accuracy.]
  5166.  
  5167. * Tail Lashes has been buffed.
  5168. + Hit: +13 -> +22
  5169. + Withering: 8 -> 10
  5170. + Total Tech Value: 21.5 -> 32.5 (C/A/E/E |>| C/S/D/E) [POW]
  5171. [If all you need it to hit, here's the Zilla's biggest option.]
  5172.  
  5173. * Sneeze has been buffed.
  5174. + Hit: -4 -> -2
  5175. + Force: 11 -> 12
  5176. + Guts Cost: 17 -> 15
  5177. + Total Tech Value: 17.5 -> 22.5 (remains as D/C/C/E) [INT]
  5178. [Zillas aren't particularly good at Withering, but Sneeze is fairly efficient at doing so. I'd skip it unless you're fighting another slow monster.]
  5179.  
  5180. * Body Press has been altered.
  5181. - Recoil Force: 15 Recoil on-Miss -> 30 Recoil on-Miss
  5182. + Hit: -10 -> -4
  5183. - Force: 60 -> 40
  5184. - Withering: 33 -> 24
  5185. + Guts Cost: 40 -> 20
  5186. - Total Tech Value: 45.5 (or -7.5) -> 42.5 (or -15) (S/D/B/E |>| A/C/C/E) [POW]
  5187. [As mentioned in the overview, I'm pushing the Zilla's recoil tech chain- though for Body Press I am making it a smaller version which is easier to chain, and also not as much of a guts investment. The recoil is a bit harsh if you don't have much DEF, around 450 damage at worst, but is otherwise manageable even if you botch the hit. Rather reliable, but retains its original problem of the animation being so long that if it doesn't knockout you're generally going to get nailed pretty hard in retaliation.]
  5188.  
  5189. * Wave Riding has been altered.
  5190. - Recoil Force: 25 Recoil on-Miss -> 50 Recoil on-Miss
  5191. + Hit: -12 -> -5
  5192. + Guts Cost: 45 -> 40
  5193. + Total Tech Value: 60.5 (or -12.5) -> 72.5 (or -25) (remains as S/D/A/C) [POW]
  5194. [Don't botch it, or you're the one taking the loss. A tech which has been pushed quite hard, leading to a very devastating attack. Can land instant knock-outs a good portion of a time, but if they lose the coin toss the Zilla will generally lose at least 375 life. A glass cannon Zilla can lose its whole lifebar on a whiff. The recoil is very harsh, but this is one of the techs that is generally the last tech to really matter in a match- like Explosion or Cyclone. Since this tech is such a powerhouse with the increased hit rate, it may actually be some incentive to pick a slower Zilla for the higher guts correction to drag it closer to 50% Hit. Generally this tech is just a meme in the regular game, but it may not be such a joke anymore.]
  5195.  
  5196. * Earthquake is now an Intelligence-based technique and has been altered.
  5197. # Classification: Power Technique -> Intelligence Technique
  5198. # Requirement: 450 POW -> 400 INT
  5199. + Hit: -21 -> -16
  5200. - Force: 58 -> 52
  5201. + Guts Cost: 29 -> 28
  5202. # Total Tech Value: 31.5 (remains as S/E/C/E) [INT]
  5203. [While this is a very slight nerf in expected damage output, it makes Earthquake less risky while still having severe power. With all the Zilla's POW techs cleaned up, they can hand Earthquake over to the INT side without too much lamentation. This has second priority, so you don't have to worry about getting it as a POW Zilla. If you're INT, try to keep your POW low to get this over Roll Assault.]
  5204.  
  5205. * Bubbles has been buffed.
  5206. + Hit: -5 -> -4
  5207. + Force: 19 -> 20
  5208. + Withering: 37 -> 39
  5209. + Guts Cost: 30 -> 27
  5210. + Total Tech Value: 23.5 -> 30.5 (D/D/B/E |>| C/C/B/E) [INT]
  5211. [Fairly similar to the Sneeze buff.]
  5212.  
  5213. + Charge has been buffed.
  5214. + Hit: -1 -> 0
  5215. + Force: 24 -> 25
  5216. - Withering: 14 -> 10
  5217. + Guts Cost: 27 -> 20
  5218. + Total Tech Value: 19.5 -> 24.5 (remains as C/C/D/C) [POW]
  5219. [Charge is a wholly unimpressive attack which was only gotten because it gives the Zilla something to do in slot 3. This has been cleaned up.]
  5220.  
  5221. * Zilla Rush has been buffed.
  5222. + Hit: 0 -> +2
  5223. + Force: 27 -> 33
  5224. - Withering: 16 -> 14
  5225. + Guts Cost: 32 -> 31
  5226. + Total Tech Value: 22 -> 29 (C/C/D/B |>| B/B/D/B) [POW]
  5227. [Same reasoning as the Charge buff.]
  5228.  
  5229. * Roll Assault is now called RollingPress and has been buffed.
  5230. # Requirement: 250 POW -> 400 POW
  5231. + Hit: -12 -> -8
  5232. + Withering: 7 -> 31
  5233. + Guts Cost: 21 -> 19
  5234. + Total Tech Value: 11.5 -> 41.5 (B/D/E/E |>| B/D/B/E) [POW]
  5235. [This is far and away the biggest example of "balancing being affected by animation time" on probably the entire changelist (either this or Flattening-X). Roll Assault is well known for being bad, and this is almost entirely because the move takes, without exaggeration, a sixth of the entire match to do. What happens during this entire time is the Zilla generates no guts whatsoever, while the enemy generates them non-stop. It doesn't do enough damage to deal an instant knock-out, nor should it- but since the damage happens at the later half of the animation, so too does the withering. This means that you get a big burst of withering to go along with your stupidly long animation to try and negate some of huge guts deficit the Zilla is likely to be at in most matchups. I do not list raising the stat requirement as a nerf, as Zillas gain POW extremely easily and it will not impact POW builds as EQ now has an INT requirement. Hey, it's a long description for a move that doesn't have draining, recovery, or recoil!]
  5236.  
  5237. * Tidal Wave is now called Tsunami and has been buffed.
  5238. + Hit: -9 -> -2
  5239. + Total Tech Value: 27.5 -> 34.5 (A/D/C/C |>| A/C/C/C) [INT]
  5240. [Intelligence Zillas mostly have this as their damage option. It's in Slot 4, which is convenient for nabbing quick KOs against squishy opponents, but the accuracy is lacking.]
  5241.  
  5242. ---------------------------------
  5243. -= ZUUM =- v1.0
  5244. Zuum is Monster Rancher's quintessential "Jack of All Trades, Master of None" monster. This is reflected in their growths where they are average to slightly above average in every aspect, except Intelligence (where sub-breeds patch that up for an INT Zuum). They are a very, very average monster, who some might consider a good balance target. The thing is though, being a master of none simply doesn't work very well in Monster Rancher. Matches only last 60 seconds, and having well balanced stats doesn't work unless they're all very
  5245. high, at which point the Zuum's supposed niche is already gone since other monsters can do that too. Zuum's techs range from fairly good to worthless. So I thought, how can I make Zuums a more interesting monster without making them busted or tossing their original design idea? I went through a few iterations and arrived at this: Rather than specialize their growths or take the cheap method of just increasing their guts to artifically fix their design, I will instead give more specialization and scaling to the Zuum's techs while cleaning up the worthless ones. 13 is a plenty workable base guts rate to allow a range of niche techs within a single match. Personally, I liked Dino better even if it looked dumb.
  5246.  
  5247. Also, it may be a bit late to mention this seeing as Zuum is the last monster, but for the most part I balance breeds around their fastest sub-breed (some exceptions), not their normal one. So much like I have been, I will alter Zuum with the Fairy Saurian in mind and not the plain Zuum. Since for the most part these are the breeds people actually use in a tournament setting, it makes the most sense to work around them right from the get go. If monsters are fair at their strongest, then there is no balance concern regarding the slower ones since this dynamic is unfixable without totally altering the game.
  5248.  
  5249. * General Changes
  5250. + Zuum/Golem now starts with MillionClaws
  5251. + Zuum/Monol now starts with Tail Lash.
  5252. # Fire Breath is now exclusive to the Zuum/Dragon. TO TEST
  5253. # Zuum/Dragon Guts Rate: 15 -> 16 (2.0/sec -> 1.87/sec); 1/2/2/3/2/1 -> 2/3/2/3/1/2, Due to Dragon's Guts Rate nerf and LIF/DEF buff. Lifespan 430 -> 410 (Bug Fix)
  5254. + Zuum/AHead Guts Rate: 15 -> 14 (2.0/sec -> 2.14/sec); Due to Arrowhead's Guts Rate buff.
  5255. + Zuum/Baku: 3/2/1/2/1/2 -> 3/2/1/2/2/2; Arena Speed: D -> C, due to Baku's SPD and Arena Speed buffs.
  5256. + Zuum/Gali Guts Rate: 15 -> 14 (2.0/sec -> 2.14/sec); Due to Gali's Guts Rate buff.
  5257. + Zuum/Bajarl Arena Speed: C -> B; Due to Bajarl's Arena Speed buff.
  5258. + Zuum/Monol: 2/2/1/2/1/3 -> 3/2/1/2/1/3; Due to Monol's LIF Growth buff.
  5259. + Zuum/Mock: 1/2/2/2/2/2 -> 2/2/2/2/2/2; Due to Mock's LIF Growth buff.
  5260. + Zuum/Naga: 2/2/1/3/2/2 -> 2/3/1/3/2/2; Due to Naga's POW Growth buff.
  5261. + Zuum/Worm Guts Rate: 14 -> 13 (2.14/sec -> 2.31/sec) and Lifespan: 430 -> 450; Due to Worm's buffs.
  5262. [Since there are many Zuum subs, they get a lot of small general tweaks due to carryover from other monsters.]
  5263.  
  5264. * Base Stat Changes:
  5265. + Zuum/Pixie Base Stats: 70/110/120/140/100/90 -> 70/80/160/170/120/50 (630 BST -> 650 BST)
  5266. + Zuum/Dragon Base Stats: 90/120/110/140/100/80 -> 120/140/110/160/90/100 (640 BST -> 720 BST)
  5267. + Zuum/Golem Base Stats: 110/140/80/120/100/130 -> 110/180/80/120/70/130 (680 BST -> 690 BST)
  5268. + Zuum/Baku Base Stats: 130/120/80/110/90/100 -> 140/130/70/120/90/110 (630 BST -> 660 BST)
  5269. # Zuum/Mock Base Stats: 90/130/100/120/140/110 -> 140/90/130/120/100/110 (BST remains as 690)
  5270. + Zuum/Monol Base Stats: 110/100/80/120/90/150 -> 160/110/80/120/50/180 (650 BST -> 700 BST)
  5271. [Nothing too special. Some of the Zuums like /Golem and /Monol receive slightly outlier stats for such a "balanced" breed. Wood Saurian's BST is a little high given its lifespan and normal guts rate, but I didn't really see any reason to lower it.]
  5272.  
  5273. * Claw has been buffed.
  5274. + Hit: 0 -> +2
  5275. + Force: 10 -> 11
  5276. + Sharpness: 0 -> 10
  5277. + Total Tech Value: 0 -> 8 (D/C/-/- |>| D/B/-/D) [POW]
  5278. [Claw is an oddly bad basic tech. It is a nerfed version of one of Dino's basic techs which was also not very good. Quite the peculiar choice. Pretty sharp for a basic tech.]
  5279.  
  5280. * MillionClaws is now called Triple Claw has been altered.
  5281. + Withering: 5 -> 7
  5282. + Sharpness: 0 -> 10
  5283. - Guts Cost: 15 -> 16
  5284. + Total Tech Value: 11 -> 17 (D/A/E/- |>| D/A/E/D) [POW]
  5285. [Follows through with the sharpness change to Claw, and gains a small amount of withering to partially offset the animation time. Three is NOT a million.]
  5286.  
  5287. * Bite-Throw has been altered.
  5288. - Hit: -12 -> -15
  5289. + Force: 41 -> 51
  5290. + Withering: 19 -> 21
  5291. - Guts Cost: 32 -> 39
  5292. + Total Tech Value: 18.5 -> 20.5 (A/D/D/E |>| S/E/C/E) [POW]
  5293. [The regular Bite is actually really cost effective as is. This tech was not, however. Acts as a possible finisher or just general high force heavy tech.]
  5294.  
  5295. * Claw Combo is now called Wild Claw and has been altered.
  5296. + Hit: +4 -> +6
  5297. + Force: 22 -> 32
  5298. + Sharpness: 5 -> 10
  5299. - Guts Cost: 23 -> 35
  5300. # Total Tech Value: 18 (C/B/D/E |>| B/A/D/D) [POW]
  5301. [Part of the push to give Zuum techniques which scale better and aren't slightly more expensive versions of their predecessor. Though the value is the same, the efficiency is better.]
  5302.  
  5303. * MillionBites has been buffed
  5304. + Hit: -10 -> -9
  5305. + Withering: 10 -> 13
  5306. + Guts Cost: 26 -> 25
  5307. + Total Tech Value: 10.5 -> 15.5 (remains as B/D/D/E) [POW]
  5308. [Small increases, but the tech itself is already fairly decent. I'll leave the name since it at least has the courtesy to be like ten bites.]
  5309.  
  5310. * Tail has been altered.
  5311. - Hit: +9 -> +8
  5312. + Withering: 0 -> 5
  5313. - Sharpness: 5 -> 0
  5314. + Guts Cost: 12 -> 11
  5315. + Total Tech Value: 12.5 -> 15 (D/A/-/E |>| D/A/E/-) [POW]
  5316. [While not quite as damage efficient as the new Claw, Tail has a bit more accuracy and a little withering.]
  5317.  
  5318. * Tail Lash is now called Tail Slap and has been buffed.
  5319. + Force: 18 -> 19
  5320. + Withering: 5 -> 7
  5321. + Total Tech Value: 13.5 -> 16.5 (remains as D/A/E/E) [POW]
  5322. [The Tail Lash chain is rather good in the base game.]
  5323.  
  5324. * Tail Lashes has been altered.
  5325. + Hit: +7 -> +8
  5326. + Force: 24 -> 30
  5327. + Withering: 5 -> 13
  5328. - Guts Cost: 25 -> 37
  5329. + Total Tech Value: 16 -> 19 (C/A/E/D |>| B/A/D/D) [POW]
  5330. [Part of the effort to give Zuums more scaling tech chains and not just slight variations on each other. Fairly accurate and damaging.]
  5331.  
  5332. * Dust Cloud has been altered.
  5333. - Hit: -5 -> -6
  5334. + Force: 8 -> 17
  5335. - Withering: 39 -> 31
  5336. # Total Tech Value: 17.5 (E/D/B/E |>| D/D/B/E) [INT]
  5337. [Zuum's Withering techs are gaining a bit more of damage focus since they're primarily a "damage" breed. Since Dust Cloud and Hypnotism suck, I'm being generous on the force increase]
  5338.  
  5339. * Hypnotism has been altered.
  5340. - Hit: 0 -> -3
  5341. + Force: 7 -> 10
  5342. - Withering: 22 -> 19
  5343. + Guts Cost: 16 -> 14
  5344. - Total Tech Value: 15.5 -> 14.5 (E/C/C/E |>| D/C/D/E) [INT]
  5345. [MR2 shies away a bit from having really inexpensive techs that come from errantries. I don't however. Cheaper and better on most fronts compared to the cost.]
  5346.  
  5347. * Tail Combo is now called Kao Loi Tail and has been altered.
  5348. + Hit: +10 -> +18
  5349. + Force: 19 -> 20
  5350. + Withering: 5 -> 8
  5351. - Guts Cost: 19 -> 24
  5352. + Total Tech Value: 17.5 -> 24.5 (D/A/E/E |>| C/S/E/E) [POW]
  5353. [This tech's animation is hitting them with a tail followed by a double knee strike- hence the name. Zuum's version of MillionStabs which trades some force/hit for a cheaper cost.]
  5354.  
  5355. * Jumping Claw is now called Zephyr and has been buffed.
  5356. + Hit: -1 -> +3
  5357. + Force: 13 -> 16
  5358. - Sharpness: 18 -> 15
  5359. + Guts Cost: 16 -> 14
  5360. + Total Tech Value: 13 -> 20.5 (D/C/E/C |>| D/B/E/C) [POW]
  5361. [The Jumping Claw chain is pretty lousy. The numbers are just too low on the whole series, so they're getting mostly universal boosts. The name is for distinction and to give the Zuum a tech chain that is not literally just "X" + "Claw/Bite/Tail/Fire". Now it's in reference to winds and storms, which is in-line with its original 'Sky Claw' theme.]
  5362.  
  5363. * Diving Glaw is now called Gale and has been buffed.
  5364. + Hit: -3 -> +1
  5365. + Force: 19 -> 22
  5366. + Withering: 10 -> 12
  5367. + Sharpness: 18 -> 20
  5368. + Total Tech Value: 13 -> 23 (D/C/D/C |>| C/B/D/B) [POW]
  5369. [Same reasoning as the Jumping Claw changes.]
  5370.  
  5371. * Aerial Claw is now called Squall and has been buffed.
  5372. + Hit: -5 -> -1
  5373. + Sharpness: 20 -> 30
  5374. + Guts Cost: 36 -> 34
  5375. + Total Tech Value: 17 -> 28 (B/D/D/B |>| B/C/D/S) [POW]
  5376. [Same reasoning as the Jumping Claw changes. A fairly decent chain now.]
  5377.  
  5378. * Fire Ball has been altered.
  5379. + Hit: -9 -> +1
  5380. - Force: 35 -> 20
  5381. - Withering: 12 -> 8
  5382. + Guts Cost: 28 -> 17
  5383. + Total Tech Value: 12.5 -> 14.5 (B/D/D/E |>| C/B/E/E) [INT]
  5384. [Fireball is scaled down and prioritizes accuracy somewhat as it is the INT Zuum's smallest damage-oriented tech. This makes it easier to chain and gives a small option to deal moderate damage. Five Balls, Fire Bomb, and the Jumping Fire chain still have plenty of force if you're looking for a big INT nuke.]
  5385.  
  5386. * Fire Breath is now an exclusive technique, is called Ifrit Caress, and has been altered.
  5387. # Requirement: 50 Jumping Fire -> 30 Jumping Fire
  5388. # Availability: Fire Breath can now only be learned by Zuum/Dragon
  5389. + Hit: -13 -> -6
  5390. + Force: 49 -> 50
  5391. + Withering: 19 -> 29
  5392. - Guts Cost: 37 -> 38
  5393. + Total Tech Value: 23 -> 38 (A/D/D/D |>| S/D/C/D) [INT - Zuum/Dragon exclusive]
  5394. [A very damage efficient Zuum technique, but it's stuck on the slowest sub-breed. Might give a reason to give Salamander a try instead of being stuck in the trash bin.]
  5395.  
  5396. * Jumping Fire has been altered.
  5397. + Hit: -13 -> -10
  5398. - Force: 43 -> 33
  5399. + Guts Cost: 32 -> 25
  5400. # Total Tech Value: 16.5 (A/D/D/E |>| B/D/D/E) [INT]
  5401. [Jumping Fire is scaled down while Fire Breath is not. This give the INT Zuum a second smaller option to couple with Fireball instead of having only large options.]
  5402.  
  5403. * Charge has been buffed.
  5404. + Hit: -6 -> -3
  5405. + Guts Cost: 24 -> 20
  5406. + Total Tech Value: 13 -> 20 (C/D/D/B |>| C/C/D/B) [POW]
  5407. [Overpriced.]
  5408.  
  5409. * Fire Charge has been altered.
  5410. + Hit: -8 -> -5
  5411. + Force: 25 -> 41
  5412. + Withering: 25 -> 28
  5413. - Guts Cost: 30 -> 50
  5414. + Total Tech Value: 24.5 -> 26.5 (C/D/C/A |>| A/D/C/A) [POW]
  5415. [A little closer to the Fire Charge some may recall from the Dino.]
  5416.  
  5417. * Roll Assault has been altered.
  5418. + Hit: +2 -> +3
  5419. - Force: 37 -> 36
  5420. - Withering: 26 -> 22
  5421. - Sharpness: 10 -> 5
  5422. + Guts Cost: 50 -> 40
  5423. + Total Tech Value: 20 -> 23.5 (B/B/C/D |>| B/B/C/E) [POW]
  5424. [Packs more or less the same punch but for a notably lower price.]
  5425.  
  5426. * Five Balls has been altered.
  5427. + Hit: -10 -> -6
  5428. - Force: 45 -> 40
  5429. + Guts Cost: 45 -> 40
  5430. + Total Tech Value: 22.5 -> 26.5 (remains as A/D/C/C) [INT]
  5431. [It's a buff overall. Loses about 75 damage but is notably more reliable and a decent bit cheaper.]
  5432.  
  5433. * Fire Bomb has been altered.
  5434. - Recoil Force: 15 Recoil -> 40 Recoil
  5435. + Hit: -15 -> -12
  5436. - Force: 59 -> 53
  5437. + Withering: 33 -> 53
  5438. + Sharpness: 25 -> 30
  5439. Total Tech Value: 32 (or -7.5) -> 39 (or -20) (S/E/B/A |>| S/D/S/S) [INT]
  5440. [It's pretty much curtains on the match if this connects, but the Zuum is in a pretty terrible spot when it doesn't. That's a lot of "S". It's not an amazing recoil tech, since that's not really the Zuum's area, but you can still instantly end a fight with it. At a 40% chance to instantly win or lose, it's no joke as a hail mary.]
  5441.  
  5442. * Burning Roll has been altered.
  5443. # Requirement: 50 Roll Assault and 450 INT -> 30 Roll Assault and 600 POW
  5444. - Hit: -2 -> -3
  5445. + Guts Cost: 55 -> 50
  5446. + Total Tech Value: 27 -> 31 (remains as A/C/B/D) [POW]
  5447. [Being able to use a technique right when a match starts is a relevant buff.]
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