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1Covers the various monster breeds in the ''VideoGame/MonsterRancher'' games and [[Anime/MonsterRancher anime adaptation]]. Characters/MonsterRancher covers game characters, while Characters/MonsterRancherAnime covers the anime cast.
2
3[[foldercontrol]]
4
5[[folder:Debuted in ''Monster Rancher'']]
6!!Ape
7* {{Acrofatic}}
8* DiscOneNuke: Ape in ''2'' is this between solid base stats, long lifespan, well rounded growth with Intelligence as only weak stats, and notably a high quality basic techs. Ape's Thwack are one of few basic moves with C damage rating while retaining a good hit rate. Unlike in ''1'' it was alvailable from the start.
9* DumbMuscle
10* {{Fartillery}}: Much like Hares, they can weaponise flatulence, and happen to do so even more than they do. It's particularly prevalent in the first game's work and training cutscenes, where they propel themselves on water by farting or knock out intruders with a horrendous anal cloud.
11* HealThyself: They can produce bananas from {{Hammerspace}} to recover in battle.
12* HyperactiveMetabolism: Tasty Banana will recover a good amount of health if successfully executed.
13* LazyBum: They have a reputation from being some of the laziest monsters out there.
14* LightningBruiser: Bulky, but not slow enough to be considered a MightyGlacier.
15* MagicallyIneptFighter: Strong, durable, fairly accurate, and average speed. The Ape's only weak points is their extremely low Intelligence. Ironically, Ape's intelligence-based techs are far more extensive than their power techs in most installments.
16* SpoiledBrat: On top of their sloth, several kinds of Ape like Bossy are known to be rather self-centered and in the first game you'll need to combine two spoiled monsters when you use the Magic Banana to get an Ape.
17* WhenAllYouHaveIsAHammer: Apes only have a few moves on the power side. In ''2'', they have 3 power moves excluding basic moves; 2 of them are heavy, and all three of them are essentially varying flavors of strong, inaccurate attacks.
18
19!!Dino
20* TheBusCameBack: After 25 long years since their ''only'' appearance as a full-blown breed (and nearly twenty altogether), Dinos finally made a return in LINE Monster Rancher.
21* DemotedToExtra: After the original game, they were replaced with the Zuum breed. Occasionally in the later games, they show up as a rare Zuum/??? sub-breed, and were common {{mook}}s in the anime.
22* JackOfAllStats: Decent power and skill but average stats otherwise.
23* PlayingWithFire: Capable of breathing fire, and Fire Tackle involves spewing a massive fireball before charging through it and into the enemy.
24* StarterMon: One of the monsters available in the market in the first game, and in the later games beginning with ''2'', the Zuum breed took over their role.
25
26!!Disk
27* AnimateInanimateObject: It's a living Disc Stone, or possibly the lizard-like pattern seen on Disc Stones. While the two can separate, it isn't clear which part is the monster's main body.
28* CameBackWrong: If the villagers in MR1 are to be believed, then a Disk is what happens when a Disc Stone's unlocking is botched and only the monster's soul is produced.
29* CombatTentacles: They can spawn several sticklike limbs from their top to grab things, usually used for slamming opponents into the ground.
30* ChuckCunninghamSyndrome: Nitons replaced them in ''2''.
31* DiedStandingUp: A Disk's disc remains stationary when it dies, only collapsing shortly after the lizard falls to the ground.
32* PrehensileTail: One that's strong enough to grab the several foot tall disc that comprises the rest of its body, spin it around with ease and fling it as a weapon.
33* SiliconBasedLife
34
35!!Doodle
36* BlessedWithSuck: As if it wasn't already bad enough that most of their techniques have subpar accuracy on average, Doodles are prone to developing the Failure trait in [=MRA2=], hindering their Skill greatly. It doesn't help that several of their moves are Suicidal, meaning that they'll take damage if they fail to strike the opponent.
37* TheCameo: One ??? Zan breed in ''4'' called the Fake Graffiti is said to be a Doodle that took on a new form.
38* CaptainErsatz: Nearly everything about this breed is copy-pasted from Tecmo's earlier game Ganbare Ginkun. Doodle looks exactly like the protagonist Gin and Sketch is just the antagonist Gatsugatsu.
39* CarFu: Or more accurately, Motorcycle Fu. Chicken and Chicken Roll happen to be a Doodle's strongest attacks in terms of sheer damage.
40* CheatedAngle: Some of their sprites ignore the fact that they are supposed to be flat stick figure beings.
41* {{Cloudcuckoolander}}: Just try to watch how they handle their daily lives in the first game, especially during jobs.
42* CombatStilettos: One of Doodle's attacks is to spawn a giant high heel from thin air to step on opponents.
43* DeathOrGloryAttack: Known for sacrificing accuracy for power, especially in ''MRA2'' where several moves are given the Suicidal trait and thus cost life regardless of success. But if those attacks hit, especially Chicken or Chicken Roll, they ''will'' wipe a significant chunk of the enemy's health off.
44* DetachmentCombat: Stomp and Slam Stomp involve a Doodle firing its head like a missile.
45* EveryCarIsAPinto: Chicken and Chicken Roll tend to end in massive explosions when they hit their targets.
46* FightingClown: It may look silly, and it may have a movepool derived from a ''very'' trippy arcade game from the mid-90s, but that chicken motorcycle is going to hurt if it hits.
47* GiantFootOfStomping: The aforementioned Stiletto/Heel and its upgraded equivalent Big Stiletto.
48* HumanoidAbomination: The white lines on a Doodle's body are their only physical parts. To top it off, they are a byproduct of combining a vandalised Monol, many of which are disguised Magics.
49* HyperspaceArsenal
50* JackOfAllStats: Their Intelligence is a bit lower than their other stats and won't grow as fast, but generally speaking they're all around the same level at birth.
51* LethalJokeCharacter: One of the silliest monsters in the series (and in [=MRA2=] the very last breed capable of being unlocked)...that happens to be the size of a Golem, has one of the higher guts regen rates and gifted with an array of weapons that are just as capable of inflicting horrendous damage as those of most other monsters.
52* LineBoil: If you look closely, you can see that the geometry of their body is constantly in slight motion and very reminiscent of this effect.
53* LivingDrawing: Doodles are physical masses of white lines given life through the supernatural nature of the Monol.
54* NoNeckChump
55* PaperPeople: It's possible that their outlines are the only physical part of their bodies.
56* DarthWiki/RuinedForever: In-universe, a Monol's fans will '''not''' take a drastic decrease (about 50 or so) in fame [[FaceDoodling very well]] in the first game.
57* SecretCharacter: Both in ''[=MR=]'' and ''[=MRA2=]'', but what makes it so special in the latter is the fact that you need to unlock every single other breed in the game prior to starting its sidequest.
58* UseYourHead: Doodles can perform a standard headbutt...or fire off their own heads like a missile to smash into an opponent [[MundaneUtility or deliver mail]].
59* VandalismBackfire: A living and breathing example.
60
61!!Dragon
62* BlowYouAway: Flutter techs are both strong and accurate.
63* BreakoutCharacter: Moo was a ??? species of Dragon in ''2''. After being used as the BigBad of the anime, he appeared in several other games, including ''Battle Card Episode II'' as a secret card and ''EVO'' and ''Lagoon'' as the final boss.
64* BreathWeapon: Fire.
65* BraggingRightsReward: In ''Advance'', while the Dragon species are not necessarily this, the unique Dragon Diva is definitely this since its only acquired after winning the Emperor Cup with it as the FinalBoss. On the brightside, it comes with 255 in every stats at birth, and Fairy Know trait but the game have basically ended at this point. Diva is still unlocked through the same means in ''Advance 2'' although with the way its presented this time around, its closer to a TrueFinalBoss. Regardless ''Advance 2'' have a lot of post game content to use Diva on and it was subsequently nerfed.
66* DifficultButAwesome: In any game featuring them, they are usually one of the most difficult breeds to unlock and their poor Guts/Will generation and short lifespans make them suited for advanced players to start out with.
67* GeniusBruiser: Very high power and intelligence.
68* MightyGlacier: Can hit hard and breathe scorching flames, but has sub-par speed and one of the worst guts regeneration rates.
69* PlayingWithFire: As with most dragons in media, these ones have the ability to breathe fire. Some of their other attacks are associated with fire, and Dragons tend to have the fire element in games with an elemental system.
70* OlympusMons: In-universe, they're regarded as one of the strongest and rarest breeds of monsters. In the majority of games they appear in, unlocking Dragons can be a difficult task that usually requires the player to reach a high rank and raising them can be even more of a hassle due to their short lifespans and tendency to ask for big meals.
71* OurDragonsAreDifferent: And that's not even anywhere close to describing the breeds of monsters who are part-Dragon, assuming draconic appearances in a large variety of ways. Dragons' body structures tend to vary from game to game as well, with some games depicting them with more animalistic builds while some depict them as more humanoid. In the first game, the Dragon Tusk needed to be used with a Dino/Naga and a Naga/Dino in order to successfully create and unlock the breed.
72* PowerUpLetdown: Despite them being extra unlockable content in most games and being regarded in-universe as one of the strongest breeds, in some games, unless you find the right sub-breed, their poor Guts/Will generation and short lifespans can be drawbacks so large that they end up as one of the weakest. In ''2'', for instance, they’re considered to be about as powerful as a ''Mocchi'' in competitive play.
73
74!!Gali
75* AchievementsInIgnorance: Should a Gali screw up the farmwork job in ''1'', it will transmute the carrots it is attempting to magically dig up into kitchenware.
76* AFormYouAreComfortableWith: A Gali's cloak and mask are just parts of a puppet - their true form is a draconian spirit. Even then, many Galis are Magics in disguise, although said disguise is mainly for the benefit of the shy Magic.
77* DeadlyDisc: Galis can use their masks to slash their foes or conjure [[BlowYouAway hurricanes]].
78* DifficultButAwesome: While unlocking Gali is usually not a difficult feat to do in most of the games it's featured in, their extensive movepool consisting of technique chains results in the many amount of times required to spam a certain move outside of its basic techniques to unlock a new one. Combined with a very short lifespan, Gali is certainly not a monster for inexperienced players to start out with. Unlocking Gali's true potential might require breeding several generations of it with some of the learnable moves unlocked after combining with a similar monster to lessen its dependency on Errantries.
79* EvolvingAttack: In ''2'' Galis Technique chains are some of the most extensive in the game, with all but 4 of its moves being a part of 3 move tech chains and its primary special move being a 2 stage tech chains depending on Nature.
80* GoldAndWhiteAreDivine: The purebreed Gali and other breeds with the Gali subtype are of a white and yellow color scheme. They're generally seen as heavenly beings, good counterparts to breeds like Jokers.
81* JackOfAllStats: In ''2'', Gali's techniques are extremely well rounded. With one heavy hitting and accurate move for Power and Intelligence each, a basic for Intelligence and Power, and an option on every technique category with a 3 stage tech chains on most of them. A well raised Gali effectively have an option for fighting on either Power or Intelligence side against tanky or speedy monsters with the ability to adjust their technique cost on the fly to match the situation.
82* LightIsGood: Has a gold and white color scheme, is good natured, and is implied to be a god incarnate, much like a Xenon. Likewise, its sub-breeds have their dispositions lean toward good. Despite this, they actually do have one evil-natured tech in their arsenal for those looking for a challenge to turn their Galis bad-natured.
83* MagicKnight: Notable in that while monsters that have extensive Power and Intelligence techniques are not rare, Galis are one of the few who combine that with a naturally good level of Power and Intelligence stats.
84* OurDragonsAreDifferent: Most Galis are actually ethereal, dragon-like spirits. They tend to conceal themselves within the cloak and mask, usually only materialising when performing attacks. Ironically, it does not have an actual Dragon sub-breed, despite Dragon having its own Gali sub-breed itself.
85* PlayingWithFire: Capable of spewing out flames from their masks or a manifested limb.
86* ShockAndAwe: Wielded generally in the context of divine lightning.
87
88!!Ghost
89* DeaderThanDead: It's already a dead monster in the first place, but for some odd reason it'll die again when the time comes.
90* DeathDealer: To go with its magician motif, it can send cards flying at an opponent.
91* ElementalPowers: They aren't utilised in any attacks, but Ghosts have the ability to conjure flames and water with their wands. The only time they're seen doing this is during work, training and travelling to expedition sites in the first game.
92* OurGhostsAreDifferent: Are they ever. Some Ghosts are the souls of deceased monsters, others aren't; the breed utilises stereotypical stage magician tricks in order to attack, are somewhat akin to balloons in that they can inflate or pop themselves, and their greatest mystery being that they're souls capable of shedding their mortal coils. In the first game, they're described as being undead.
93* PutOnABus: They haven't been seen since ''2'', likely due to the death mechanic not being in any games after ''3'' (which already utilised it in a radically different manner to the first two games) with the exception of the DS duology.
94* RubberMan: They're constantly stretching or inflating parts of their bodies.
95* SquishyWizard: While they are known for their good intelligence and very fast guts regen rate in battle, Ghosts tend to lack prowess in life and defense.
96* StageMagician: Most of their attacks are derived from stereotypical magic tricks, with their arsenal being pulled out from their hat - things like cards, doves and a magic wand. Some of their attacks however cross over into MagiciansAreWizards territory, particularly Necromancy.
97* YourHeadAsplode: Ghosts do this to voice their displeasure.
98
99!!Golem
100* ArtEvolution: As the games went on, Golems lost their pharaoh-like features and became more simplistic in design. The rocks that compose their bodies don't even connect most of the time as they once did.
101* CriticalHitClass: Golems in ''2'' had the Brow Hit into Brow Smash move chains that both hit fairly hard with a really high critical hit rate.
102* DeathOrGloryAttack: Diving Press.
103* GentleGiant: Despite their size and imposing appearances, most Golems are placid in nature.
104* {{Golem}}: [[ExactlyWhatItSaysOnTheTin ...duh.]]
105* MagicallyIneptFighter: Golems' stat-spreads favor their power and defense, and with subpar intelligence they start off as being bad at dealing ''and'' taking non-physical attacks. The first game had Golems sport a slightly decent number of Intelligence-based techs, but in ''2'', they were severely nerfed to have only one Intelligence-based tech in their arsenal, which, while strong enough to be respectable, is considered nothing more than a novelty.
106* MightyGlacier: They have massive amounts of strength and defense at the cost of accuracy and agility, and their guts regeneration rates tend to be awful.
107* OneHitKill: Essentially specializes in this. Golem's attacks rarely hits, and even its accurate moves usually had low accuracy for their class. On the flip side, almost all of Golem's moves hit ridiculously hard. Golems have far and away the highest amount of raw power of any breed in the series, and their guts cost are criminally cheap relative to how hard it hits. This ended up working out nicely as Golem sub-breeds with higher Guts rate tend to be considered some of the strongest monsters in the games.
108* PullingThemselvesTogether: Golems have several attacks that [[DetachmentCombat involve the rocks that compose their body separating]], most prominently Cyclone. They might break apart and reform when they get hit in battle, but they won't when they die.
109* PowerfulButInaccurate: Golem's claim to fame is having obscene damage output at cost of accuracy, which is also reflected in their stats growth.
110* ReluctantWarrior: Most Golem breeds tend to be good-natured and are rather averse to participating in battles, thus they receive a penalty to their stat gains after concluding a battle whether victorious or not. A certain few of its other sub-breeds, such as Naga, tend to avert this.
111* SeriesMascot: One of the six mascots with the franchise.
112* SiliconBasedLife: They're all humanoid piles of rocks.
113* TornadoMove: Cyclone. Notably Cyclone is classically the Golem's most powerful attack, and in earlier games it was far and away the most powerful attack in the game.
114
115!!Hare
116* {{Acrofatic}} Many Hares are a little on the chubby side (careful inspection can reveal how jiggly their torsos are), but they're incredibly agile and can quite literally pack a punch.
117* BareFistedMonk: The majority of a Hare's moveset revolves around martial arts.
118* BunniesForCuteness: Especially in the first several games.
119* ChuckCunninghamSyndrome: Sure, quite a few monsters have been completely forgotten by Tecmo nowadays, but nobody really expected them to leave one of the mascots out of [=MRA=].
120* DubNameChange: Known as Hams in the original Japanese.
121* {{Fartillery}}: Hares can use their flatulence as a technique. It doesn't do much damage, but it can knock off quite a large amount of an opponent's guts.
122* GlassCannon: Hits hard and is quite fast but can't take a hit himself.
123* LastChanceHitPoint: Hares usually have the Grit ability, which allows them to survive a fatal blow occasionally.
124* SeriesMascot: One of the six mascots with the franchise.
125* TuftOfHeadFur: Seen on the purebred version and the majority (though not all) of its sub-types.
126
127!!Henger
128%%* ArmCannon
129* GlassCannon: Extremely proficient in the offenses, skill and speed, but not so much in terms of life and defence.
130* HenshinHero: Hence the name. In some games, Hengers only exit their UFO form in combat.
131* LaserBlade: Their hands are able to project beams of energy that act as swords.
132* MeaningfulName: "Henge" means "to change".
133* MechanicalLifeforms: Despite being robotic, they need food and love just like any other monster - this applies to most monster that are part-Henger. They even have souls, visible when they die.
134* OlympusMons: They're considered to be one of the most powerful monsters in the first game, befitting the complex process of unlocking them.
135* RocketPunch: Sometimes with ThisIsADrill.
136
137!!Jell
138* BlobMonster: Jells are amorphous, gooey creatures that generally assume a somewhat humanoid appearance. In ''MR3'', a prequel, their true forms are more like a stereotypical slime creature.
139* GatlingGood: Capable of transforming into a gatling gun to attack foes.
140* MagicKnight: In ''1'' and ''2'' Jell's movepool leans more towards this, with lethal Intelligence techs to attack from the far range, fantastic basic tech and a well rounded set of Power moves to aid it in close range combat.
141* MakingASplash: While generally associated with water, they don't generally have a means to weaponise it. The first game does however showcase that they can produce it if desired, and it's safe enough to drink.
142* MightyGlacier: They can soak up hits with their amazing defense and have good intelligence, but are physically weak and sluggish.
143* MoreDakka: After morphing into a Jellcopter, a Jell will prepare to unload a machine gun into their opponent.
144* VoluntaryShapeshifting: The Jell's modus operandi.
145* YouDontLookLikeYou: According to the lore, Jell's cute, cuddly ''3'' form is actually its true self instead of the more familiar humanoid form.
146
147!!Magic
148* BareFistedMonk: If they aren't using their make-believe weapons, Magics have a range of hand-to-hand techniques available.
149* {{Bowdlerise}}: In the original game their skin tone was dark brown and had oversized feet and hands. In the anniversary rerelease they were recolored to vivid violet, presumably to attempt to erase any slavery implications.
150* ChuckCunninghamSyndrome: Magics probably have the worst case of this of any of the original species bar Disks, only being raisable in the first game and making few appearances in the anime.
151* DubNameChange: Originally called Majin.
152* {{Expy}}: They look suspiciously like Piccolo Jr. and King Piccolo from [[Franchise/DragonBall Dragon Ball]], albeit with no antennae and brown (later purple) skin. Their 2D sprite forms look like Saibamen and replacements in Monster Rancher 2 resembles Buu.
153* HuMons: These guys look even more human than Pixies, the only telltale sign being the pointed ears.
154** Subverted by its official art however which depicts it as a [[OurGoblinsAreDifferent goblinoid]] as seen in the [[https://www.youtube.com/watch?v=CWaA2jHxlR8 official trailer of the original game's port for Nintendo Switch]]
155* JackOfAllStats: They have even and decent statgrowth in each of their six stats.
156* ShrinkingViolet: Magics tend to disguise themselves as Monols or Galis due to their shyness around humans.
157* YourMimeMakesItReal: Many of the Magic's attacks involve miming weapons into existence, even uzis for example.
158
159!!Mew (Nya)
160* ArtEvolution: Mews became more artificial-looking as the series went on, such as their eyes becoming buttons and their fabric beginning to lose resemblance to cat fur and receiving a more patterned look.
161* AbsurdlySharpClaws: They are cats, after all. Twiddling and its variants in particular have a high Sharpness, meaning they'll cause critical hits more often than not.
162* CuteKitten
163* DubNameChange: Originally named 'Nya', same as in Japan; this didn't kick in until ''2''.
164* EyeBeams
165* LivingToys: In the Mew's case, a living cat plush. As the series went on, [[{{Flanderization}} their plushiness did as well]].
166* MagicMusic: Mews are known for their love of singing, and many of their attacks involve it in some way. However, they're better at reducing guts than causing much damage.
167* PokemonSpeak: Since the Japanese equivalent of "meow" is "nya", and Mews are called Nya over there...
168* RidiculouslyCuteCritter
169* ShockAndAwe: Somehow, these guys are ''incredibly'' potent with electrokinesis - in terms of brute force Zap and Maximal Zap are their strongest techniques.
170* SpectacularSpinning: The Twiddling techniques, in which a Mew generously deals out a tornado of sharp claws.
171
172!!Monol
173* AFormYouAreComfortableWith: Or a form the Monol's comfortable with - some Monols are actually Magics in disguise. Every now and then, usually during battle, you'll get to see a Monol reveal its face or produce some limbs to attack.
174* BrownNote: Screech and Sound Wave.
175* CombatTentacles
176* DifficultButAwesome: While they are usually unlocked from the start depending on which game they're featured in, their very short lifespans, bad temperaments, extensive move pool, and the many amount of times required to spam their unlockable moves in order to unlock their related ones make them unsuitable for beginners to start out with. Like Gali, Monol requires several bred generations of it to reach its full potential as a truly capable monster to field in battle.
177* DubNameChange: Monolith was shortened to Monol when the series went international.
178* EnergyWeapon: The moves Beam and Ray have Monol project energy beams from its center, and its more advanced versions can duplicate two to three copies of itself for increased damage.
179* LiterallyShatteredLives: Apart from [[PullingThemselvesTogether constantly breaking and reforming in battle]] due to getting attacked, Monols will break apart when they die.
180* LoonyFan: Holly suspects that one of these might be the culprit behind a Monol's defacing and subsequent evolution into a Scribble.
181* MesACrowd: For the advanced equivalents of their attacks, they will usually make copies of themselves to execute them.
182* ShoutOut: They're based on the monoliths in Film/TwoThousandOneASpaceOdyssey.
183* SquashedFlat: The move Flattening and its advanced forms have Monol propel itself against its opponent and squash them into a brief, paper-thin state if the attack succeeds.
184* StarterMon: They are available from the start of the game depending on which game they're featured in. Subverted, however, in that their raising patterns can put off beginning players unless they utilize the right methods to train them (in other words, they are DifficultButAwesome to raise).
185* StoneWall: Figuratively and literally. Defense is its best stat but is as fast as you'd expect a wall to be. In fact, the purebred Monol starts off with the worst speed stats in ''2'', at a measly 20+.
186* VoluntaryShapeshifting: Many of their techniques involve forming weapons such as spikes or tentacles. Their faces are usually hidden in their bodies and are usually only revealed when they wish to express emotion or eat. The first game also shows that they have the ability to form text on their bodies in order to serve as a telegram.
187
188!!Naga
189* BewareMyStingerTail: The attacks that make use of a Naga's stinger tend to be the most painful of its repetoire.
190* BloodKnight: The lore claims that Nagas are some of the most violent monsters. This is reflected by their natural affinity of participating in battles, giving them higher stats growth after entering a tournament, regardless of the outcome.
191* BoringButPractical: Naga in ''2'' is this. Nagas moves are relatively small, with none of them having higher than B force rating. Most of Naga's power comes from the combination of its cheap technique costs with great guts to power ratio, fast animation time, and fast guts rate. Its consideried one of the strongest breed in competitive play, utterly dominating tournaments without Metalner in sight.
192* DumbMuscle: Typically this, but it can be subverted by turning it into a GeniusBruiser if mixed with an intelligent monster like Gali or Suezo.
193* LifeDrain: Life Steal is tied with four other moves as being a Naga's strongest attack, but it works off their miserable Int, costs a hefty amount of guts and has a terrible hit rate.
194* MagicallyIneptFighter: Brilliant power and decent life and defense, but known for having some of the worst intelligence gains of all monsters.
195* ReptilesAreAbhorrent: Nagas tend to start off with bad personalities, on top of their vicious reputations in battle.
196* RubberMan: Their arms have a large degree of elasticity, best seen when performing work in the first game.
197* SnakePeople: Much like the creature they're named after, Nagas have a humanoid upper body but the lower body of a snake. In this series, Nagas are depicted as having somewhat reptilian facial features as well.
198* ThisIsADrill: Drill Attack features a Naga utilising their stingers in such a way.
199
200!!Pixie
201* AbsurdlySharpClaws: Their Scratch move in 1 made use of their claws.
202* BarrierWarrior: Not utilised as a technique, but Pixies will form an orb of energy to protect themselves, Holly and Karnab from the elements on the way to an expedition site. The part-Monol Silhouette is also perpetually surrounded by a crystal-shaped barrier in the first game.
203* BlatantLies: The Pixie's card entry states that it is powerless in defiance to its popularity.
204* CuteMonsterGirl: Take away the horns and wings, and most Pixies would be almost indistinguishable from young human women save some unique hair colors.
205* DressedLikeADominatrix: ''2'' had a special Pixie named Poison who dressed in black latex and high boots, had opera gloves, and wore a choker. The [[Anime/MonsterRancher anime]] removed the more overt dominatrix themes but still kept her basic look.
206* EnergyWeapon: The Ray and Megaray techniques consist of lasers fired from Pixies' hands.
207* TheFairFolk: Most Pixies are described as mischievous, spoiled, and fickle.
208* FragileSpeedster: High Intelligence, Skill and Speed, a marvelous guts regeneration rate, but lacking in the Health and Defense departments. It also has one of the lowest lifespans amongst monsters.
209* HealThyself: Life Steal and Refreshment. While Life Steal is an Evil technique and true to its name saps some life from the opponent, Refreshment is a Good technique and restores more health than Life Steal, but doesn't cause damage, costs more guts and has a higher chance of failing.
210* AnIcePerson: ''EVO'' gives them icicle-themed magic.
211* KickChick: Some Pixies skew towards POW moves, with their final kicking move, Heel Raid, being quite strong.
212* OneGenderRace: Pixies are female-only, although the Farn species from the third game appears masculine, [[{{Bifauxnen}} but it's possible they're still female]].
213* PinkMeansFeminine: Most Pixies and Pixie sub-types follow a red and pink color scheme.
214* PlayingWithFire: Pixies have got a couple of moves involving spewing flames, but Gigaflame is an Evil technique and Flame Breath is notorious for being difficult to learn if the Pixie in question isn't a [[OurDragonsAreDifferent Daina]].
215* PsychicPowers: The extents of which vary from game to game, and more often than not just manifest as energy manipulation. In the first game, they're capable of some degree of telekinesis as shown when working on a farm.
216* SeriesMascot: It's one of the six mascots of the franchise, but doesn't usually get as much spotlight as the others.
217* ShockAndAwe: Several of their attacks involve lightning, and in games with elements Pixies are usually associated with electricity almost as much as they are with fire.
218* SpoiledBrat: Their in-game memos frequently mention their selfish reputations.
219* StarPower: 3, 4, and DS have them use magical fairy dust and starlight to attack, leaving out the fire and lightning moves.
220* StuffBlowingUp: The Pixie's strongest techniques, Bang and Big Bang. They form a pink orb of explosive energy in their hands, and given their high [[CriticalHitClass Sharpness]], it can easily become a OneHitKO.
221* TheOneGuy: Assuming they're not just {{Bifauxnen}}, Farn appears to be the only male pixie species.
222* WingedHumanoid: Unlike what their name suggests, Pixies rarely have insectoid wings like most depictions of the fey. In most cases they have demonic wings or feathered ones.
223
224!!Plant
225* BreathWeapon: Can spew clouds of toxin pollen that are really good at reducing an enemy's guts and generally have high accuracy.
226* BulletSeed
227* GreenThumb: Plants usually produce forms of floral life in order to attack.
228* HealThyself: Several of the Plant breed's techniques allow them to recover health or steal it from an enemy.
229* LongLived: Plants are tied with Katos and Mocks for having the second-highest lifespans in the series.
230* MightyGlacier[=/=]StoneWall: Huge Life pool, and despite low physical strength can still do some damage in coordination of its presentable intelligence, CherryTapping and a surprisingly fast guts regeneration rate.
231* MultipleHeadCase: While they only have one mouth on their abdomens, the original depictions of Plants have their triad of flowers act as heads and imitating facial expressions much like eyes do at time. Nowadays, it's just one cartoonish flower with massive petals in contrast to the more intricate design of the older flowers.
232* {{Planimal}}
233* WorldsStrongestMan[=/=]WorldsBestWarrior: The card entry of Queen Plant in Monster Rancher 2 touted it as the strongest monster in FIMBA. This is a reference to Queen Plant's status as a GameBreaker in the first game making it a notable example of a retroactive example of a lore developed from a GameplayAndStoryIntegration. Ironically it suffers a heavy {{nerf}} in 2.
234
235!!Suezo
236* DifficultButAwesome: Amongst the Market starting monster in ''2'' Suezo are this. Suezos are naturally slow and frail, having the stats growth of a specialist instead of being well rounded, and have a naturally bad nature. On the flipside Suezos are strong in Intelligence and Skill, lining up perfectly with the Meditate Hard Drill allowing it to quickly grows its offensive stats and unlike most breed that performs well in the intelligence side, Suezo started with Spit, a fantastic Basic tech that does damage based on the Intelligence stats. With the right combination, Suezos are commonly considered one of the easiest breed to start with.
237* EarlyInstallmentWeirdness: Baby Suezos in the first game had fins that shrunk as they grew older.
238* EyeBeams
239* EyesAreUnbreakable: Given that they're basically a giant eyeball on a single leg, they'd [[EyeScream be in real trouble]] if this wasn't in effect.
240* KissOfDeath
241* MultipurposeTongue
242* {{Oculothorax}}: Just an eye on a tail.
243* ThePrankster: Suezos are infamous for being prank-loving hellions early on in their lives.
244* ParodySue: Sueki Suezo, obtained by using the [=MR=] disc in [=MR2=]. Said to be an artificial monster, it has 999 Life and Defense, over 300 in every other stat sans Speed which is a measly 1, and has a lifespan of a '''single week'''. Its sole purposes are to partake in a tournament for quick cash, especially one of the free-for-all tournaments; [[VideoGameCrueltyPotential or just to use as a lab rat for getting a Ghost, Mock or Wracky]]. You could even kill two birds with one stone by waiting for the tournament to roll around after the other requirements for the latter two monsters have been met. They can't be fed items either, so peaches can't be used to make them live longer.
245* PrehensileTail: It's safe to say that their tails act more like limbs than they do actual tails given how often they use them to hold things.
246* PsychicPowers: The Suezo's specialty - most of their Intelligence-based techniques involve some form of psionics and they are very skilled with telekinesis.
247* PsychicTeleportation: Suezos have the ability to teleport as one of their attacks and have PsychicPowers.
248* RubberMan: Their tongues are long and stretchy like a frog's and are quite good at grasping objects or people.
249* SeriesMascot: The first of many.
250* StarterMon: The best example the series has to offer, practically being available in the market or encyclopedia in every game. They are however only available during the spring in ''2''.
251* SuperSpit: They can hock huge globs of spit at enemies, which focus more on reducing guts rather than causing damage.
252* TailSlap: Tail Assault delivers one in the form of a roundhouse.
253
254!!Tiger
255* AnIcePerson: Ice Bomb and Blizzard. They're also heavily associated with frigid regions and tend to have the ice element when present in games with an elemental system.
256* BreathWeapon: See above.
257* CallASmeerpARabbit: The Tiger isn't a tiger - it's a wolf. And even then, it's not even a normal wolf — it has blue fur, a fluffy mane, and horns. Cue much confusion for the players. For the record, the name is a translation error. The original name sounded a great deal like "tiger" and so it stuck. If translated right, the name (Taiga) would even reference his ice abilities.
258* CriticalHitClass: In ''2'' and most games after ''2'' Tiger's most well known feature are their critical hit rate. In particular Ice Bomb and Blizzard are some of the most efficient sharp based moves in the game.
259* DubNameChange: One of the most prolific examples in the series. Originally, they were named Rygars in reference to [[VideoGame/{{Rygar}} one of Tecmo's older games]], but for some ungodly reason were renamed Tigers when the game released overseas.
260* GlassCannon: Tigers tend to hit hard and fast, adept in both power and intelligence. However, they are rather fragile as their life and defense stats aren't high, and they can easily go down in a few hits or so, let alone taking one hit from a sufficiently powerful attack.
261* MightyRoar: Their Roar attack tends to wipe out quite a chunk of the opponent's guts, along with being pretty painful.
262* NobleWolf
263* PreciousPuppies: In-universe, they're one of the more popular breeds of monsters. The Tiger/Hare mix Rover/Hare Hound is described as being [[CutenessProximity soothingly adorable]] and is known for invoking ImTakingHerHomeWithMe.
264* SeriesMascot: One of the six mascots with the franchise.
265* ShockAndAwe: Tigers can shoot lightning from their horns, and somehow, so can the breeds that haven't got any.
266* StarterMon: Available from the market in the first game. However, in the second game, they are only available from obtaining them as Disc Stones in the local Shrine.
267
268!!Worm
269* BewareMyStingerTail: Much like their legs, Worms can extend their stingers, the only different being that the latter body part makes an effective weapon.
270* BigCreepyCrawlies
271* EvolutionPowerup: Worms are notable for being the only monster in the series that has the potential to evolve into another, Monols and Scribbles aside. It usually occurs around the end of June. The Worm needs to be four years old, and a high loyalty is required, amongst several other factors such as minimal fatigue and stress, a balanced nuturing method and not being any higher than B-Rank. It should cocoon and emerge as a random monster with a Worm sub-breed, or if it's been fed several dozen Cup Jellies, into a Beaclon.
272* MightyGlacier: Massive Life pool and their fangs hurt, but they are slow.
273* PutOnABus: Despite their popularity, Worms have only been featured in one game post-[=MR2=], and that was in the now defunct Online/Lagoon.
274[[/folder]]
275
276[[folder:Debuted in ''Monster Rancher 2'']]
277!!Arrowhead
278* BewareMyStingerTail: Arrowheads have various techs involving their stings. Some sub-breeds like Joker-subbed and Durahan-subbed Arrowheads can use their tails as scythes or swords respectively.
279* ChuckCunninghamSyndrome: As with many of the breeds introduced in [=MR2=], they did not appear in future installments other than the Advance games.
280* DeathFromAbove: Arrowheads can shoot stingers from their tails that grow into meteors which cause ''massive'' damage.
281* GiantEnemyCrab
282* MightyGlacier: Arrowheads are great in the power and defense departments.
283* StarterMon: One of the several monsters available at the market, and in its case it's one of the seasonal ones.
284
285!!Bajarl
286* AWizardDidIt: During your final ranch upgrade in [=MR2=], Colt will begin to wonder how the local carpenter manages to do his job so quickly and discovers that his Bajarl has a major part in it.
287* BareFistedMonk: Bajarl's techs involve various punches and combos.
288* BegoneBribe: Once his secret is discovered, Binto will give you a Bajarl jar in exchange for keeping quiet and leaving ASAP. It can be used in combining to create a Bajarl.
289* OurGeniesAreDifferent: They resemble cartoonish looking genies living from pots instead of the typical GenieInABottle from other works.
290* PintSizedPowerhouse: Bajarls are tied with Wrackies for being some of the smallest monsters in the game (although this is only true when outside of battle). However, they are one of the most powerful monsters when trained properly thanks to their varied move pool.
291* {{Sizeshifter}}: Bajarls have a tendency to remain at their natural small size outside of battle, only assuming a more muscular form once they are drawn into action.
292
293!!Baku
294* BigFriendlyDog: Big, fluffy, gentle, and their attacks include things like licking, barking, and falling asleep.
295* BlowYouAway: Gust Breath is basically this.
296* CanisMajor: Bakus have some canid traits in their body shape, and are one of the largest monsters in the series along with Golems.
297* GentleGiant: In spite of being one of the largest monsters in the series, they're still just as affectionate as puppies. Even the genetics of naturally-abhorrent breeds such as Jokers can't do much to corrupt their temperaments.
298* HealThyself: Nap is a tech that allows Baku to rest temporarily in battle and recover lost hit points after getting hit.
299* MightyGlacier: As can be expected from their appearances, speed is not their strong suit.
300
301!!Beaclon/Beaklon
302* BigCreepyCrawlies
303* EvolutionPowerup: They were originally introduced as one for the Worm breed. While Beaclons can be unlocked from disc stones in [=MR2=], in order to become eligble to raise them you'll need to evolve one from a Worm.
304* InconsistentSpelling: In the Japanese version it is called Bea'''k'''lon, while the North American version calls it Bea'''c'''lon.
305* JapaneseBeetleBrothers: Based on the Rhinoceros beetle.
306* MightyGlacier
307* SpotlightStealingSquad: Tecmo just about forgot about Worms after these guys were introduced.
308
309!!Centaur
310* GeniusBruiser: Centaur's moveset and statistical growth largely turns it into a frighteningly accurate physical attacker, but its best stats after Skill is Intelligence.
311* GlassCannon: One of the closest direct example to this trope in the series. Centaurs have average life, average power, high intelligence, and very high skill but it was lacking at both defense and, ironically speed. Centaurs are capable of hitting hard, but it's likely fairly fragile and not the best at dodging.
312* MightyGlacier: Closer to this with the Swim Bug, as it now have average defense backed up by their stellar offensive stats.
313
314!!Color Pandora
315* BigCreepyCrawlies
316* ColorCodedForYourConvenience: After their introduction, Color Pandoras were redesigned so that each of the three units have their own nose color.
317* InconsistentSpelling: Localisations after ''2'' tend to transliterate the kana of their name, with Koropendora being the most common.
318* SingleMindedTwins: One Color Pandora entity consists of the three units.
319* WonderTwinPowers: Their unique Unity attribute raises your arena speed to A and lowers your guts regen, but was supposed to raise the regen.
320* TheWormThatWalks: Downplayed, as only three Color Pandora make up a single entity.
321
322!!Ducken
323* ActionBomb: Explosion allows them to turn their torsos into bombs, and they're also capable of spitting out missiles or dropping their lower bodies like bombs.
324* BlindIdiotTranslation: Mistakenly called Dakkung in some games.
325* CastFromHitPoints: Regardless of whether or not it hits, Explosion is going to cost a lot of a Ducken's health.
326* CompetitionCouponMadness: You need to get five specially-marked Cup Jelly lids in order to get the DIY doll needed to create a Ducken. However, you also need the Strong Glue found in Torles to create one capable of being used as a combination seasoning, which is only available [[HereWeGoAgain after you make your first doll]].
327* DetachmentCombat: They make good use of their segmented bodies.
328%% Administrivia/ZeroContextExample * EnergyWeapon
329* FragileSpeedster: In ''2'' they are naturally this, albeit only partially. Really high speed, frighteningly accurate, average Life, Power, and Intelligence, and very low defense. Since Intelligence and Power contributes towards damage reduction, it is partially a JackOfAllStats.
330* LethalJokeCharacter: Ducken looks like a string connected toy duck that easilly falls apart, is acquired from a monthly food contest and just generally look ridiculous. Gameplay wise, though they are some of the strongest breed in the game, excelling in Skill and Speed, while also maintaining good offense and acceptable durability thanks to their Life stats. Ducken also features one of the fastest Guts regeneration rates in the game and it's capable of sniping you with pinpoint laser beams, blowing you up with variety of missiles, or just explode in your face for massive damage.
331* LightningBruiser: With Swim Bug in ''2'' they fully become this trope, with extremely high speed and accuracy while staying average on everything else.
332* LivingToys: A living, wooden duck doll. They look a little bit more lifelike in the anime, though.
333* LuckBasedMission: Getting Ducken in ''2'' is essentially a long string of luck
334* VideoGameCrueltyPotential: Enforced - you can't allow your monster to play with the Ducken doll if you want to use it to create the eponymous monster.
335
336!!Durahan
337* AnimatedArmor: They are ethereal spirits taking the form of animated medieval armored knights.
338* CoolSword: It comes with one and all of its sub-breeds have wildly different variations of it.
339* InconsistentSpelling: The name Durahan resulted from an incorrect transliteration of Dullahan into Japanese, and then back into English.
340* MagicKnight: Literally, as despite its name being based on the Irish Dullahan, it takes on the form of an animated armored knight and utilizes both physical and magical attacks at its opponents.
341* MightyGlacier: Great defense and power gains, with the latter stat receiving a bonus boost in one of the training exercises in ''2''. Pathetic speed is its only real weakness.
342* NonIndicativeName: They might be named after the mythical headless horsemen, but are more or less just spirits wearing full-body human armor.
343* ShieldBash: Some of its moves involve bashing its opponents with its shield.
344* ShockAndAwe: Some of Durahans' techs involve electrically-charged swords.
345* StrongAndSkilled: Unlike most Mighty Glaciers, Durahan has decent stat gains in Skill. A few of its sub-breeds subvert this, however, turning them into UnskilledButStrong instead.
346
347!!Gaboo
348* {{Acrofatic}}: This breed of mud blob monster just so happens to pack a pair of muscular arms in its sludge pile of a body and the reflexes to make good use out of them.
349* BareFistedMonk
350* BicepPolishingGesture: Very prone to pulling these, even in the most [[FaceDeathWithDignity inappropriate of times]].
351* BlobMonster: Like Jells, they're a breed of amorphous monsters. However, they tend to be opaque and made of a clay or mud-like substance.
352* DemotedToExtra: They wreen't able to be raised between their debut game and LINE Monster Rancher. In [=MR4=], one Gaboo is seen in the story as a boss.
353* FaceOfAThug: In spite of their gruff faces and affinity for posing, Gaboos are actually quite mild-mannered.
354* LightningBruiser: Massive Life (sort of balanced by low defense), Power, and Speed make them a nightmare to fight. They have low Skill but will '''still''' find a way to hit you. The swim bug allows them to receive obscene boosts to defense, making them even harder to defeat.
355* ShrinkingViolet: Well-known for their bombastic poses and extroverted aura, but in reality they're quite shy monsters.
356* TopHeavyGuy: Not that they even have legs. A Gaboo will occasionally take a stride around the ranch on their arms.
357
358!!Hopper
359* BrattyHalfPint: Many Hoppers are noted to be hyperactive and/or major pranksters.
360* FragileSpeedster: A Hopper's only good stat at first is its speed. With some training, they'll be able to get their power up almost as easily. Their guts regeneration rate in battle is also very fast, up to par with that of Pixie.
361* LeanAndMean: While a certain few of its sub-breeds subvert the 'Mean' part, Hopper is depicted as having a skinny frame and prefers being skinny. In fact, it is a bad idea to make a Hopper gain weight and become obese as this can prove to be detrimental to its Speed stats.
362* LethalJokeCharacter: Sure, it's fragile as all hell, but a B-Rank Hopper is needed if you want to unlock Niton, Undine and Zilla and the series' MagikarpPower mechanics that even they can prove to be powerhouses when trained correctly.
363* RapidFireFisticuffs: Many of a Hopper's techniques involve rapidly flinging punches and kicks.
364* RidiculouslyCuteCritter: Hoppers resemble lemurs mixed in with several other mammals.
365* WeakButSkilled: Hopper itself isn't naturally gifted with strength and several of its techniques don't pack as much power when compared to other monsters such as Golem, but it makes up for its deficiencies by being very accurate in its attacks; all thanks to its naturally high Skill parameter.
366
367!!Jill
368* AnIcePerson: Since Jills are yetis and associated with snow and northern regions, ice techs are to be expected.
369* BareFistedMonk: The techniques that don't rely on cryokinesis usually involve hand-to-hand combat.
370* BigfootSasquatchAndYeti
371* DeathFromAbove: Ice Meteor.
372* GeniusBruiser: Jills have high power and intelligence.
373
374!!Joker
375* AlwaysChaoticEvil: Every Joker breed or sub-breed mentions how evil and destructive it is, and all of its attacks are death-themed.
376* BeingGoodSucks: You ''can'' get a Joker's nature to improve, but in [=MR2=] this comes at the cost of it losing the ability to learn new techniques as long as it remains at or above neutral.
377* BloodKnight: Generally regarded as one of, if not '''the''' cruel and violent monsters.
378* BoringButPractical: Jokers only have one move each on each category, and doesn't even have a single withering move, but all of its individual moves serves a nice purpose: good damage, acceptable hit rate, and it more than compensates its lack of withering move by having a sizable guts down effect on all of its move allowing Jokers to keep attacking.
379** One of the most powerful competitive build in ''2DX'' is a Joker with only its Basic moves. Death Punch and Death Smash are cheap and efficient for its cost, hits hard enough to contend with errantry acquired moves, with Death Smash being one of few C Rated basic moves in the game, and have really high withering while being relatively accurate for a tech with negative accuracy modifier.
380* DarkIsEvil: Has a dark color scheme and is outright wicked [[BeingGoodSucks (they won't learn anything if their nature's any more benevolent than "Worst".]])
381* EvilCounterpart: To the Gali.
382* GigglingVillain: Most of the noises they make tend to contain laughs.
383* TheGrimReaper
384* {{Irony}}: Jokers have an affinity with death in almost every aspect... including being a member of the lowest lifespan rung.
385* LoopholeAbuse: Joker in ''2'' only have a grand total of 4 moves with one being a special type and as noted, [[BeingGoodSucks it can't learn them with better nature]], and normally it can't easilly work around it with combine as combine move inheritance is based on the parent's learnt move. This can be worked around through doing a combine with a parent with different main breed to the result. While move inheritance on same breed to the result is based on the parent's learnt move, different main breed is instead based on the move classification that the parent have learned. By creating a main parent with heavy, sharp, and hit move its possible to creat a newborn Joker that comes with all of its non special moves learned straight off the bat, bypassing any sort of nature requirement in the process. This would also comes with a bonus of much higher starting stats since combined monsters stats results are heavilly influenced by their success rate and different main breed combine generally have abysmal rates.
386* MagicKnight: Death Final may be its strongest attack, and it may have a lot of physical moves, but Jokers tend to rise in Intelligence very easily compared to their other stats.
387* MonsterClown: The first few games in the series showed their masks as having clown makeup-like markings on them. Regardless, in all of their appearances across the games and the anime these guys are generally depicted as being bloodthirsty, psychopathic and evil.
388* ObviouslyEvil
389* SecretArt: The Real ability is exclusive to monsters who are at least a Joker in one way or another. It functions as a DeathOrGloryAttack since it activates after they manage to cause heavy damage to an opponent, boosting their guts recovery rate, speed and strength, but once it wears off, the inverse occurs for the rest of the battle.
390* SinisterScythe: And it's '''massive'''.
391
392!!Kato
393* AbsurdlySharpClaws: Many Kato techniques involve hacking away with their retractable claws.
394* TheAlcoholic: Or the oilholic, depending on your region. Nonetheless, every other technique in the breed's movepool involved weaponised drinking.
395* ChuckCunninghamSyndrome: Katos haven't been seen since ''2''.
396* FireBreathingDiner: Oil Fire and Oil Flame both involve a Kato taking a nice swig of whatever flammable liquid is in that bottle and spewing out a massive fireball.
397* LongLived: You'd think a monster that thrives on detrimental substances would have the lifespan of a Dragon, but somehow, Katos are tied with Mocks and Plants for the second highest lifespans in the game.
398* NoBodyLeftBehind: A dying Kato jumps into the air and disappears, with a puddle of oil/booze dropping along with a bottle.
399* SecretAIMoves: As a result of the international versions being censored, Oil Fire and Oil Flame. You can't learn it, but enemy Katos can.
400* SmokingIsCool: Naturally, this was censored for the international releases as well.
401* WolverineClaws: A Kato's claws aren't normally visible, but they can be extended when attacking is necessary.
402
403!!Metalner
404* ApologyGift: A history book Pabs shows Colt claims that the crystal that they leave behind on their third visit is an apology gift for wrecking the ground where their UFO lands. However, it can't be used as a secret seasoning - in order to unlock Metalners you'll need to take the crystal to the shrine in town. The Metalner that visits you explains that this crystal is a tool designed to allow their artificial Disc Stones to be unlocked.
405* ButNowIMustGo: Metalners are one of two monsters who fly off into the horizon when they reach the end of their lifespan. It would be nice if they didn't ruin the moment with their haste and silly dance beforehand.
406* CameFromTheSky
407* CloneDegeneration: The Metalner that visits the ranch is able to telepathically communicate with humans, but its clones don't have that ability to do so after obtaining them from the Shrine. This can be Handwaved as an excuse to why their Intelligence stats are terrible and have only one Intelligence-based tech in battle.
408* DifficultButAwesome: Metalners are the best monsters competitively in ''2'', but raising one is not easy, as they have bad stat gains outside of Skill and Defense, an average lifespan, and start with very low stats. However, they have the absolute fastest Guts regeneration in the entire game and great techs, meaning if trained well they can defeat almost any other monster.
409* {{Hypocrite}}: The visiting Metalner claims that humans were less intelligent than they thought, to Colt's chagrin. Keep in mind that this is coming from a monster with one of the worst Intelligence stats in the series.
410* MagicallyIneptFighter: Almost all of Metalner's techs are Power-based and their gains in Intelligence are terrible, unless you mix them with a Suezo or Pixie breed or obtain its unique variant, Chinois, in which their Intelligence gains get bumped up to decent levels at the consequential expense of their Defense gains being reduced to average levels (although its Suezo cross-breed still has above average Defense gains). It is somewhat subverted that all of its techs have some varying amounts of withering damage to drain the opponent's guts in battle. Its lone Intelligence tech, Metalner Ray, however, is a rather potent tech that deals some nasty withering damage to its opponent. Unfortunately, it is counter-balanced by the fact that you must train your Metalner to achieve up to 350 points in Intelligence and have it go bad/worst natured to unlock it, a feat that is strenuous to undergo with a purebred Metalner.
411* MechanicalLifeforms: Their appearance resembles whimsical-looking toy robots with Kachina-style faces and extendable appendages.
412* OpeningACanOfClones: The Metalner that visits the ranch explains that a thousand years prior to the game, their race made clones of themselves and sealed them in Disc Stones, which they then left on our world.
413* PsychicPowers: The Metalner that visits the ranch in its third visit projects a psychic aura to communicate with humans, [[{{Irony}} which is funny because the breed itself has one of the worst Intelligence stat gains in the game]]. Their psychokinetic powers are not featured in battle, however. It could be justified, [[CloneDegeneration as their clones were born without the ability to project such powers, hence their low Intelligence stat gains and their near-lack of Intelligence based techs]].
414* RuleOfThree: The Metalners will visit three times before leaving a crystal behind as repentance for wrecking the field in your ranch.
415* ShoutOut: Their name is probably a mistranslation of [[Film/ThisIslandEarth Metaluna]].
416* StoneWall: Though not too inept offensively as well as possessing massive gains in skill, a purebred Metalner has great gains in defense. Its sub-breeds, however, trade its defense for marginally more intelligence while keeping its high skill parameter, subverting this trope instead.
417* {{Sizeshifter}}: They can extend and retract their appendages both in and out of battles.
418* TwinkleInTheSky: Although they won't do this as they fly off into the wild blue yonder at the 'end' of their life like Phoenixes do, the UFO that they visit in will.
419* WeakButSkilled: Though it is not too deficient in power, most of Metalner's techniques aren't particularly strong compared to other monsters but, like Hopper, it makes up for it by being highly accurate with its attacks when they connect.
420
421!!Mocchi
422* AnthropomorphicFood: In a way. They resemble a combonation of a duck and a piece of sakuramochi. They can even tuck their head and limbs into their body, which helps with many of their attacks.
423* CherryBlossoms: Several of their attacks such as Petal Swirl involve cherry blossom petals, and they're based on sakuramochi.
424* EnergyWeapon: Mocchi Ray, Mocchi Beam and Mocchi Cannon. These techinques take the form of vivid pink BreathWeapon{s}, with the stronger variants causing the attacking Mocchi to gain a BalloonBelly as it charges.
425* {{Gonk}}: Mocchis themselves tend to be adorable, but the same can't be said for many other monsters who are part-Mocchi.
426* HealThyself: Petal Vortex, while its evil equivalent Petal Storm is a LifeDrain.
427* HyperDestructiveBouncingBall: Mocchis can use their sticky skin to curl up into a ball. This is weaponised through the Press and Roll techniques.
428* IncorruptiblePurePureness: Mocchis are just ''that' sweet and friendly - even Hell Pierrots are stated to be unable to become complete fiends in spite of the Joker heritage.
429* JackOfAllStats: A purebreed Mocchi tends to have equal stats all around when born, and without the influence of another breed in their biology they'll continue to grow just as equally. Their guts regen rate in battle is also above average, making them a good choice for beginners.
430* LightningBruiser: Statistically Mocchi in ''2'' is naturally this. Being strong in 3 separate stats and not weak in any area, Mocchis have the highest raw stats growth in the game tied with Dragons. Tournament Mocchi enemies in the game tend to have the highest stats total of their respective ranks.
431* NoNeckChump
432* PetalPower: Many of their techniques are accompanied by or utilise cherry blossom petals.
433* SeriesMascot: One of the six in the series, and the most prevalent out of them. Ironically enough, [[SixthRanger they're the only one out of the lot not to be introduced in the first game]].
434* SkillGateCharacters: In their introduction in ''2''. Mocchis had average lifespan and obscene stats growth. Being average at everything, and good at Skill (the most important stats in the game affecting attacks accuracy), speed, and defense which means they are fairly resilient to boot. The Mocchi/Dragon combination in particular had the best stats growth total in the entire game, being good at strength, intelligence, skill, and defense while being average in everything else making it easy to turn it into a tanky offensive monster that is still fairly fast. They are also an always available Market monster. This is offset by their horrendous technique pool giving them mediocre performance in battle. All in all Mocchis are some of the most beginner friendly breed in the game, perfectly capable of using their obscene stats to make finishing the main game a breeze, but they are largely considered really bad for competitive fights and once players figured out how to properly raise a monster, there are vastly better choices of breed in the game.
435* StarterMon: One of the three primary monsters available in the market or encyclopedia ever since their introduction, much like Zuums.
436* StickySituation: Similar to their namesake, Mocchis have rather sticky skin. Sometimes they'll find enjoyment in tucking their head and arms into their body and blindly running around the ranch.
437* RapidFireFisticuffs: Thrusts.
438* RidiculouslyCuteCritter: An adorable pink, sticky duck creature that makes noises akin to babies, and is noted to be beloved by many in-universe for their appearances and friendliness.
439
440!!Mock
441* BackFromTheDead: Regardless of whether or not it's the reincarnation of the monster that died to trigger its unlocking, your first Mock is highly implied to have been born from a tree that grows and dies in a decade-long sidequest.
442* ButThouMust: In a similar situation to Wrackies, when you obtain your first Mock, you don't have a choice as to whether or not to keep it, or what to name it. Colt gives it the name Gonzales.
443* GreenThumb: A twisted version as they are reincarnations of dead trees and attack with nature-based moves.
444* LongLived: Mocks have some of the best lifespans in the series.
445* PutOnABus: Like many of the species that debuted in ''2'', they haven't been raisable since.
446* SquishyWizard: Their moveset is heavily based on Intelligence and they have a decent number of withering techs that drain the opponent's guts in battle. Unfortunately, they have very few Power techs and their power, life, and defense gains are below par.
447* WhenTreesAttack: Their moveset is typically based on mutated forms of nature.
448
449!!Niton
450* CombatTentacles: It uses its tentacles to strike at its opponents.
451* FlyingSeafoodSpecial: It is based on the real life extinct species of Ammonoids, though in-game, it is somehow capable of floating in the air.
452* OldSaveBonus: The only way to get the hidden Niton breeds is to transfer a Disk via slating at the shrine. Good luck getting one of them if you [[NoExportForYou live in the PAL region]].
453* ShockAndAwe: For a sea-based creature, it can dish out some painful electric attacks like Shock.
454* SonicStunner: The Sound Wave techs project a sonic wave of varying intensity that drains the opponent's guts in addition to dealing damage.
455* StoneWall: Nitons have high defense, while their other stats aren't great.
456
457!!Phoenix
458* BreakTheCutie: Colt will not react well to a Phoenix's departure, especially because she knows that they're flying off to die alone.
459* ButNowIMustGo: Phoenixes fly off into the horizon when the end of their life approaches, and it's pretty obvious that they're struggling to do so beforehand.
460* DyingAlone: And completely on their own volition.
461* LightIsGood: They are inherently good natured and so are rather easy to raise even for beginning players. They do have one bad/evil-natured tech in their repertoire, though, and it usually isn't worth the effort to turn them bad-natured to learn it.
462* OlympusMons: Sure, the game works on MagikarpPower, but it's still seen like this in-universe. Ironically, it's one of the easiest monsters to unlock in ''2''.
463* PlayingWithFire: Most of a Phoenix's attacks revolve around flames and lava. Their plumage is usually depicted as constantly being alight with faint flames as well.
464* ResurrectiveImmortality: It is believed in-universe that akin with the actual phoenix mythos these monsters will be reborn shortly after dying, but how exactly they do so is left undescribed.
465
466!!Undine
467* AnIcePerson: Ice Arrow involves them forming a bow and arrow out of ice, while Ice Coffin encases the opponent in a painfully-strong cage of ice.
468* DifficultButAwesome: Undine has a vast arsenal of powerful techs (with most of her moves being Intelligence based), a good guts regeneration rate, and can be one of the best monsters if raised properly, but she starts off with frighteningly low stat numbers, and her lifespan is relatively low compared to other monsters.
469* GlassCannon: Most of Undine's moves, especially her Intelligence-based ones, are powerful enough to bamboozle most opponents in a few hits or so, but she is rather fragile as her life, power, and defense stats aren't high.
470* HealThyself: The tech Vitalization allows Undine to heal herself in battle, thwarting efforts to defeat her in a match.
471* MakingASplash: As befitting of a creature made from water, her attacks are water-based. She also combines this with AnIcePerson by adding ice-based techs in her repertoire.
472* OurMermaidsAreDifferent: Undines assume the shape of a traditional western mermaid with the human body and fishlike tail. Additionally, one of the unknown crossbreeds of Undine is called a Mermaid.
473* OurSirensAreDifferent: Her appearance is based on one, but the Undine/Joker crossbreed makes her even more spot-on with her looks and, appropriately, her sub-breed is even called a Siren.
474* {{Retcon}}: Undines were reclassed as the Pixie/Lesione mix in [=MR4=].
475* SquishyWizard: All of her powerful techs are Intelligence-based and are her main focus in raising her to be a proper battling monster. On the other hand, her Power-based techs are rather weak and do ScratchDamage to opponents unless you're dedicated enough to raise her Power stats to a respectable level, which isn't recommended as Power is her weakest link and the gains for it are terribly low.
476* VoluntaryShapeshifting: Not quite to the extent of Jells, however. An Undine can briefly liquefy themselves or change the tip of their tails into a puddle so they can stand.
477
478!!Wracky
479* ActionBomb: Their heads are capable of exploding.
480* AxCrazy: One of the most violent and sociopathic monsters that is on par with Joker. This is reflected in their disposition in which they start out ''very'' bad-natured.
481* BadassInANiceSuit: Upon with bestowing their godly lifespans upon them, most crossbreeds with a Wracky subtype will also gain formal clothing.
482* ButThouMust: Upon being unlocked, Colt will name the Wracky found in the barn Charles without your say in the matter and not allow you the opportunity to surrender it to [=iMA=] beforehand.
483* CreepyDoll: Colt tries to ditch the Wracky doll you receive in the mail, [[TheCatCameBack to little success]].
484* EvilRedhead: Wrackies are regarded as one of the most sociopathic monsters in the series, born from the grudges of slain monsters.
485* LivingToys: Wrackies have the appearance of small wooden dolls and their cards depict them as coming in packaging like action figures. In fact, they are the smallest breed of monster of them all.
486* LoonyFan: The only guess as to why a so-called fan would send you a haunted doll as a legitimate gift.
487* LongLived: Has the longest lifespan in ''2''.
488* MagikarpPower: Even for most monsters, a Wracky's stats are absolutely godawful at birth. However, this may be to make up for the fact that it has the longest lifespan of any monster, capping off at around ''13 years''.
489* PlayingWithFire: And those techs '''[[KillItWithFire hurt]]'''.
490* PintSizedPowerhouse: Despite being one of, if not, the smallest monsters in the game, Wrackies have a very numerous and powerful set of techs for their size, and they boast one of the fastest guts regeneration rates in the game, on par with that of Ducken and Hopper.
491* ShoutOut: These guys appear to be based on Chucky from Film/ChildsPlay. Even better, after your monster dies when you have the doll, the first Wracky you get when it comes to life is named "Charles" by Colt.
492* UncannyValley: They're seen as such in-universe. Most breeds of Wrackies are known to be highly aggressive and resemble wooden dolls. Colt immediately wants to discard a Wracky doll given to the player as a gift due to how disturbing it looks and proceeds to become even more distressed when it comes back.
493* YourHeadAsplode: Wrackies can use their heads as makeshift bombs.
494
495!!Zilla
496* TheBusCameBack: Like many breeds introduced in ''2'', Zillas all but disappeared from the series following their debut. ''Unlike'' many of them, they eventually came back in LINE Monster Rancher.
497* DeathOrGloryAttack: Body Press and Wave Riding.
498* {{Kaiju}}: As their name implies, these guys are based on Godzilla. Gojira is also a portmanteau of the Japanese spelling of gorilla and the word for whale, which may be the inspiration behind the breed's design.
499* MakingASplash: Can spew bubbles and cause tidal waves.
500* MightyGlacier: Massive amounts of Power, good Life gains, and average Defense. Poor in Intelligence, Skill (though they gain a small bonus in the Torble Sea errantry, which somewhat alleviates this drawback), and Speed. Their guts regen rate in battle is slow as molasses, making them vulnerable to any opponent with faster guts regen rates and withering techs. Also, if some of their hard-hitting techs miss, they take a very long time to regain their bearings, which can be detrimental to them when facing smarter or fast-paced opponents.
501* OneHitKill: Surprisingly, Zilla doesn't have as much of these when compared to Golem despite the former being even bigger and taller than its stoneman counterpart, but it still has a few moves that can KO opponents in a single hit, such as Body Press and Earthquake.
502* PowerfulButInaccurate: Like Golem, Zilla has a good number of extremely powerful attacks but they're offset by being badly inaccurate, meaning they rarely connect unless its Skill stats are high enough to counter their disadvantage.
503
504!!Zuum
505* BreathWeapon: Fire.
506* DubNameChange: Originally called Roadrunners.
507* JackOfAllStats: A purebreed Zuum starts off with well balanced stats, only skimping a bit in Intelligence gains. Its moveset is also highly balanced with a good number of both Power and Intelligence techs that do equally powerful damage based on how much Power and Intelligence stat numbers it gains after training. Further helping matters is that its guts regen rate is of average speed, making it a truly well balanced monster to raise.
508* LightningBruiser: Their statspreads tend to favor their speed compared to those of most Dinos.
509* PlayingWithFire: Zuums' Int techs mostly involve fire.
510* StarterMon: Together with Suezos and Mocchis, they form the triad of monsters available from the market or encyclopedia from the get go in most games.
511* SuspiciouslySimilarSubstitute: Zuums practically replaced Dinos ever since they debuted. They make the same sounds and [=MR4=] even lists Dino as being a rare sub-breed of Zuum.
512[[/folder]]
513
514[[folder:Debuted in ''Monster Rancher 3'']]
515!!Gitan
516* CantGetInTroubleForNuthin: Gitans struggle to pull off bad deeds, with most of their efforts ending up being seen as helpful.
517* FaceOfAThug: Zigzagged - some Gitan breeds are friendly and affectionate, while others are desperately trying to be seen as a serious threat, and most of the ones that are genuinely kindhearted are distrusted.
518* IneffectualSympatheticVillain
519* RidiculouslyCuteCritter: Many Gitans ''loathe'' their status as this in-universe and are desperate to defy it.
520
521!!Lesione
522* FriendlyPlayfulDolphin: Although they don't look like dolphins, their behavior, voice, and attacks are clearly modeled after this trope.
523* JackOfAllStats: Like Mocchi and Zuum, its stats are almost perfectly even.
524* StockNessMonster
525
526!!Mogi
527* DrillMole: It has some canine features mixed in, though.
528* ThisIsADrill: It has a giant drill on its head, often using it as a weapon.
529
530!!Momo
531* DoesThisRemindYouOfAnything: There is a reason as to why these tanuki monsters are always holding a giant nut.
532* EyesAlwaysShut
533* SuspiciouslySimilarSubstitute: For the Kato breed. Unsuprisingly, they disappeared nearly as quickly.
534
535!!Ogyo
536* FlyingSeafoodSpecial
537
538!!Octopee
539* MissingSecret: Thanks to a glitch in the ''[=MRA2=]'' passcode system, Octochrome is unobtainable.
540* RidiculouslyCuteCritter: Octopee's long ears kind of make it look like a dog, and their large eyes contribute to their adorable looks.
541
542!!Pancho
543* RidiculouslyCuteCritter: They're a breed of small fairy-like things that live in objects like pumpkins.
544
545!!Psiroller/Rhinoroller
546* GlassCannon: High power and speed gains, TERRIBLE intelligence and defense gains.
547* SpellMyNameWithAnS: Psiroller was a mistransliteration of Sairoller, with whoever translating it forgetting to take into account the Japanese word for rhinoceros.
548* TopHeavyGuy: Massive forelegs for pushing the wheels they wield, but absolutely tiny feet.
549
550!!Raiden
551* BareFistedMonk
552* BirdPeople
553* OneGenderRace: Save a couple of female-only crossbreeds, Raidens are strictly male.
554
555!!Suzurin
556* DeathOrGloryAttack: Suzurins favor risky attack moves with low hit rates, but one hit is all they need.
557* IncorruptiblePurePureness: Its Joker sub-breed is one of the ''very'' few that isn't evil or vicious.
558* LuckilyMyShieldWillProtectMe: As a species they tend to have high DEF, and when blocking attacks they tuck their bodies under their hat as a shield.
559* MagicKnight: Suzurins have several POW moves, but their strongest attacks are INT.
560* TooLongDidntDub: The Suzurin species' name is a Japanese pun that doesn't particularly translate well into English, so it stays despite not meaning anything in particular in English. The Suzurin is a monster made out of bells, which also happen to make it look like it's wearing a robe. Its overall outfit resembles a Japanese feudal ''suzeran'' lord. That's the first part. The second part is that "suzu" is Japanese for "bell," while "rin" is the onomotopoeia for a bell ringing.
561
562!!Zan
563* DarkIsEvil: Most Zans are evil in nature, and have dark colorations.
564[[/folder]]
565
566[[folder:Debuted in ''Monster Rancher Advance'']]
567!!Antlan
568* HighlyVisibleNinja: Most Antlans are brightly colored and have very eye-catching mandibles.
569* IncorruptiblePurePureness: Its Joker sub-breed is one of the ''very'' few that isn't evil or vicious, and it feels bad for looking scary.
570* JapaneseBeetleBrothers: Modeled after the stag beetle, with a Tokusatsu theme.
571* KidAppealCharacter: An amalgamation of many common tropes in Japanese children's media, in a KidHero sized body. This is even acknowledged in universe in the fourth game's encyclopedia.
572* {{Ninja}}: Most of their attacks are clearly ninja-inspired. One of the subspecies in Advance is even named "ninja".
573* PermanentlyMissableContent: ''4''[='s=] disc acts as a Pandora Disc, one that produces different kinds of monsters depending on the progress made in the game, and as such some of the rare Antlans it produces will no longer be available after a certain point.
574* ScarfOfAsskicking: The Antlan Rangers in ''4'' have them.
575* ShoutOut: Very heavily inspired by tokusatsu series like Franchise/SuperSentai and Franchise/Kamen Rider, and especially prevalent in their rare breeds.
576[[/folder]]
577
578[[folder:Debuted in ''Monster Rancher Advance 2'']]
579!!Garu
580* BigOlEyebrows
581* CharacterSelectForcing: In ''4'', [[PlayerCharacter Phayne]] always starts with a Saucer Stone that unlocks into a purebred Garu. While you can retire and replace them with another monster, the tutorial for explorations was designed with one of Garu's abilities in mind, meaning the player could wind up stuck if they don't have a monster with that ability on hand.
582* ChekhovsGunman: A D-Rank Garu is needed to get the chalk in ''[=MRA2=]'' to become the Odd Chalk that can be used to create and unlock Doodle via combining... by allowing it to draw on the Monol statue on an expedition.
583* {{Keet}}: Garus are known for being quite energetic and acrobatic.
584* {{Mascot}}: For ''MR4'', where it acts as the StarterMon.
585* PantheraAwesome
586* RewardingVandalism: Taking a D-Rank Garu to the Monol statue while you have chalk will tempt it to deface the statue and turn the chalk into Doodle's combination seasoning.
587* ShoutOut: A number of rare Garus in ''4'' are [[Videogame/ApeEscape Pipo Apes]].
588[[/folder]]
589
590[[folder:Debuted in ''Monster Rancher 4'']]
591
592!!Garp
593A wise turtle-like monster with an elephant trunk. It first appeared as a statue in ''2'' before becoming a boss monster in ''4''.
594* CulturalTranslation: In Japan, Garp was named Genbu and had a black shell. Overseas, Garp has a spiky green shell.
595
596!!Madillo
597* MightyGlacier
598
599!!Ripper
600* AbsurdlySharpClaws
601* AnIcePerson
602* {{Kamaitachi}}
603* LightningBruiser
604* MythologyGag: The purebreed Ripper has Moo's color scheme.
605* RazorWind: Apart from being able to pull this off, these guys are based off the kamaitachi, or sickle-weasel in Japanese mythology.
606[[/folder]]
607
608[[folder: Debuted in ''Monster Rancher EVO'']]
609!!Mao Mao
610A giant bird-like monster you fight as a boss. It formed the basis for the Shigue species in Online.
611* CulturalTranslation: In Japan, Mao Mao looked like a giant chicken. Overseas, Mao Mao was given a tropical bird design, like a parrot.
612
613!!Maya
614* PantheraAwesome
615
616!!Piroro
617* AnIcePerson: They can spawn and throw massive chunks of ice.
618* CharacterSelectForcing: As with Garu in ''4'', a purebred Piroro is automatically foisted onto players as their first monster in ''EVO''.
619* DanceBattler
620* GlowingEyes
621* MagicalClown
622* {{Mascot}}: For ''EVO'', where it debuted.
623[[/folder]]
624
625[[folder: Debuted in ''Monster Rancher DS'']]
626
627!!Abyss
628* EvilCounterpart: To Xenons.
629
630!!Falco
631* GentleGiant
632
633!!Xenon
634* GoldAndWhiteAreDivine
635* LightEmUp: The Radius line of techniques has them fire green light at their opponents.
636* LightIsGood
637* OlympusMons: They are described as being one of the strongest monsters in existence, supposedly having the power of a god.
638[[/folder]]
639
640[[folder: Debuted in ''Monster Rancher Online/Lagoon'']]
641* PutOnABus: None of these guys have been seen since ''Lagoon'' shut down.
642
643!!Antero
644* MeaningfulName: Their name is short for 'antelope', which they greatly resemble.
645* ShockAndAwe: They use thunder techniques.
646
647!!Globsto
648
649!!Kikimo
650* AsianFoxSpirit: Their design is based off of the mythological kitsune.
651
652!!Korunu
653* MightyGlacier
654* MixAndMatchCritter: They have the body of an ape but the head and mane of a bison.
655
656!!Mamou
657* WarElephants: It's a giant woolly mammoth.
658
659!!Mosutoro
660* WarElephants: It's a giant mammoth covered in bony plates.
661
662!!Salamander
663* NonIndicativeName: Despite its name, it appears to be a small hamster covered in white fur.
664* PlayingWithFire: Salamanders can use fire techniques.
665
666!!Shignil
667* {{Expy}}: Of the Dragon and Zuum species.
668
669!!Shigue
670* EarlyBirdCameo: Puns aside, a boss monster that was the basis for the design of the Shigue species appears in ''VideoGame/MonsterRancherEVO''.
671
672!!Anyamu
673* {{Expy}}: Of the Mew/Nya species.
674
675!!Penta
676* {{Expy}}: Basically, a Penta is what a Mocchi would be like if you removed the sakuramochi motif and based it on a penguin.
677* MythologyGag: These guys are based on the Mocchi/Tiger mix, which was originally called Fake Penguin.
678
679!!Thine
680* {{Expy}}: Of the Zan species.
681
682!!Tianren
683* {{Expy}}: Of the Undine and Gali species.
684
685!!Zecca
686* {{Expy}}: Of the Arrowhead species.
687[[/folder]]
688
689[[folder: Debuted in ''My Monster Rancher'']]
690
691!!Beata
692* BareFistedMonk: All puns aside, Beatas are almost as reliant on martial arts as Hares are.
693* {{Expy}}: Of the Mew/Nya species, who often have bear-related subtypes.
694* ShockAndAwe
695
696!!Chuparo
697* RidiculouslyCuteCritter: It's an adorable baby chick.
698
699!!Lamour
700* AnthropomorphicFood: Like Mocchi's deal with avians and sakuramochi, Lamour's design comes from a mix of a sheep and strawberry shortcake.
701* RidiculouslyCuteCritter: Lamours' dessertlike appearances and calming auras render them quite popular in-universe.
702[[/folder]]
703
704[[folder: Debuted in ''LINE Monster Rancher'']]
705
706!!Kawazumo
707[[/folder]]
708

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