September 15, 2009

Monster Rancher Advance (GBA)

TRAINING

Each monster has six vital attributes that determine how it performs in combat.

Pow: Your monster's physical attacking strength. Pow-type moves base their
damage on this stat.
Int: Cousin to Pow, but it works for Int-type moves.
Acc: Your monster's accuracy. This stat does battle with your opponent's Speed
to figure out what your chance of hitting it is. (The characteristic Act. View
does not directly influence accuracy but makes you more likely to hit your
opponent.)
Spd: Your monster's combat agility. The higher this is, the better your chances
of making the enemy whiff when he attacks.
Def: Your monster's overall toughness and resilience. If you're hit by an
attack of either type, this number is what softens the blow.
Lif: Your monster's life force. This is exactly like HP in any other RPG.

...and in general, there are three ways of raising these statistics:
1) Training, which was discussed above,
2) Special training, which was also discussed above, and
3) Combat experience. When you win a tournament (and maybe a fight against a
stray monster - not sure) your monster gains combat experience and has a large
gain in one stat and a more modest gain in another.

It's also important to note the factors that affect how much of a statistic you
gain.

1) Monster age. Monsters follow a bell-shaped curve in their growth. When they
are very young, they don't benefit very much from training. Eventually Aroma
will give you a warning that your monster is at a time when it "grows in body
and spirit"; this is the start of Monster Puberty (if you will), a period where
growth is much faster. As your monster continues to age, its growth slows down
and eventually stops, at which time it must be combined, deleted, or brought
into coaching.
2) Monster diet - to a lesser degree than monster age. Underfed monsters don't
perform as well in combat and don't gain as much from training.
3) Type of monster. Different kinds of monsters have different 'curves' that
make it easier for them to develop their abilities in certain statistics.
Typically you can deduce these curves just by looking at the starting stats for
a monster; for example, Golems are clearly going to be good at building their
strength, while Suezo are likely to have good intelligence.
4) Coach (for regular training only). The ability of a coach in the attribute
that it is training directly affects the benefit you'll receive from the
training. (I am, as yet, not sure about heavy training; it seems to me that a
high number in all 3 statistics is good to maximize gain and minimize loss.
Must check on this...)

Now then...what attributes should you train to get maximum benefit?

The answer to this question is a little different from what you would expect.
Instead of trying to balance out your monster, train it as far as it can go in
one particular statistic - Intelligence for Suezo, for example. There is a
method to this madness...

Your problem early in the game is that while AGIMA provides coaches for you
they are not particularly stunning at their jobs. Trying to train a balanced
monster will mean you'll get less-than-maximum gains across all of your stats
and will find yourself with no advantage to speak of in the higher classes.

Instead, train a monster up to one 999 stat, and then get him to a high enough
rank to be a Coach. (You may find that you get incredible combat effectiveness
from this monster - like a certain Suezo I had [yes, I'm a fanatic, I know]
that had 999 Intelligence, 400 Accuracy, and Suezo Beam...he was
mean...anyway...be sure that the monster gets as much money for you as
possible.) Then turn him into a Coach for his 999 attribute, and repeat...this
takes patience, but you'll soon be able to train (more-) balanced monsters than
you were before.

Special training should be undertaken frequently, but not all the time (mostly
because it's expensive). Try to get in there whenever Ayase hands you a
discount. Special training is the ONLY way to get new moves, and it's important
to get your monster's best skills for the upper-crust tournaments.

Contrary to what I said about balance above, you SHOULD train your lower stats
some of the time in special training, again because this seems to give you the
best chance of getting a new skill. (It's okay to train that one super-stat
that you're going for, though, and I recommend doing that up to two-thirds of
the time. It may also be advantageous to check the other skills to see which
one affords the highest chance of learning a new skill; sometimes "it is
likely" is all you're going to get for any skills. It helps to know these
things so you can effectively make selections :)

This method has produced some strong monsters for me so far, but I have not
tried the other method of training I have heard about - freezer training.

The theory behind freezer training is that there is a certain period of time in
your monster's life where your monster gets maximum effectiveness from stat
gains. Combat experience is probably the best way of gaining experience,
because when you win a tournament, you also get money, and the tournament was
free to begin with. It also only takes one week...the advantages of combat exp.
over special training are clear.

The problem is that between tournaments you aren't gaining combat experience
and your monster is still aging. Therefore, monsters should be frozen and
'prop' monsters should be put in for them when there are no tournaments to
fight.

There are people on the GameFAQs BB who have gotten monsters up to 999 in every
stat. I envy them. I will be in their class soon...more on raising monsters to
that level in a later version.

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