How to use the MR planner
The planner needs to know where you are before it can tell you where to farm. This page covers how to enter your progress, one gotcha in the game's own interface, the fastest way to keep everything up to date, and every shortcut that is easy to miss.
Start here: one number per row, not 217
Filling in 217 monsters one at a time is the reason most people close this page before it ever helps them. So do not start there.
In the Bestiary, each row of 5 monsters has a shield with a number at the end of it. That number is the line level, and the planner has the same rows, in the same order, on purpose. Next to each line title there is a − Lv N +: read the shield in the game, click until the number matches, move to the next row.
That is 40 numbers instead of 217, read off a single column, without opening a single monster. It takes a few minutes and the tool is useful at the end of them.
Why raising a line never costs you anything
The number the game shows on a row is the lowest of the 5 monsters — it is a floor, not their value. The planner treats it as exactly that: raising a line lifts only the monsters that are below the number. Anything already above is left untouched, and no exact kill count is ever replaced by a level.
Which means there is no way to lose progress with it, and no reason to be careful. Two consequences worth knowing:
The − undoes. It does not lower your monsters — it restores exactly what was there before that line was filled in, kill counts included, and it works at any time: weeks later, after closing the browser, after restoring a backup. If you typed the wrong number, it costs one click.
And it stays useful after setup. Re-reading the column of shields later is a cheap way to ask "is the planner behind the game anywhere?" — it corrects whatever fell behind and never touches what is ahead. It is reconciliation, not just entry.
Five rows have fewer than 5 monsters and get no shield in the game, so they get no stepper here either. They pay no line bonus, the planner already ranks them last, and they fill in on their own through the alerts described further down.
Filling in monster by monster
After the lines, this is what sharpens the answer. Open the Bestiary in-game and keep it side by side with the planner. Pick an element tab and fill the monsters in the same order they appear in the game — the planner lists them in the game's order on purpose, so you can go straight down the list without hunting for names.
You do not need to fill in all 217 monsters before the tool becomes useful. One element is already enough for a real recommendation, and the numbers get sharper as you add more.
The game shows the NEXT level, not your current one
This is the one thing that trips everybody up. In the Bestiary, the number next to a monster is the level you are working towards — not the level you already have. If it reads "MR 5", the research you have completed is 4.
We deliberately do not ask you to subtract 1 by hand, because that breaks down exactly where it matters most: if you type 10, there is no way to tell a monster still climbing towards 10 from one that is genuinely maxed. Both look identical.
Why the kill count is the safer field
Under each monster's MR stepper there is a kills field. That number is unambiguous — the game shows your real total, with no off-by-one to reason about. Type it and the planner derives the correct research level for you, and knows exactly how far into that level you are.
That last part is where the precision comes from. Research per kill drops as a monster's level rises, so a monster that just reached level 4 and one that is a single kill away from level 5 are worth very different amounts, even though both display as "4". With kills, the planner sees the difference. With the level alone, it assumes you just arrived.
Using only the MR level still works and still gives a useful answer — it is simply less sharp. In practice the two fields do not compete, they follow one another. Use the level for the first pass: it is far quicker, you can go straight down each element without reading kill counts, and it already makes the tool useful. After that, every time a monster gains a level the game hands you its exact count (the next section covers how) — and that monster moves from a level to a count.
Which means the base sharpens on its own as you play. You never sit down to a maintenance pass: the monsters you actually kill are exactly the ones that level up, and those are exactly the ones that get an exact number.
The fastest way to keep it updated
You do not have to walk through element tabs one by one. The routine that takes the least effort is to update once at the end of a farming session:
Type the map you were farming into the search box at the top, click the map result, and the planner opens that entire map with every one of its monsters as an editable card. Copy the kill counts across in one sitting, close it, and you are done — no jumping between lines, no remembering which element each monster belonged to.
It fits how you actually play: you farm one map for a couple of hours, so one map is exactly what changed.
When there was no session: let the game tell you what changed
The routine above assumes you farmed one map. A lot of play is not shaped like that — you hunt MVPs and kill whatever turns up between spawns, or you hop across scattered maps. At the end you have no way of knowing what you killed.
For that case the game already has the answer. Every time a monster gains an MR level, a red dot appears on Guide and on Bestiary, and it drills all the way down to the exact monster: the Research tab, then the element, then the row, then the monster itself. Open it and that monster's kill count is on screen. Copy it into the planner.
Be clear about what the dot is: it is a level diff, not a kill diff. It flags what crossed a level, not what piled up kills without crossing one. So this routine covers less than the map one — the monsters you killed that did not level stay stale, and the recommendations get a little less sharp. In exchange it costs almost nothing, and that is the real comparison: not against a perfect update, but against not updating at all.
Enter first. Claim afterwards.
This gets a heading of its own because getting it backwards costs data: Claim collects everything at once and clears every dot. Along with them goes the only list that existed of what changed since the last time you looked.
So the order is: walk the alerts, copy the numbers into the planner, and only then press Claim. Pressing it early does not cost you the reward — it costs you the record of what still needs updating.
Timing a farming session
Everything above works by hand. The planner can also time the session for you and record what it produced, which is where the numbers stop being estimates and start being measurements of your own play.
Next to each recommended map there is a play button. Press it when you start farming. It turns into a stop button, the map card and a badge at the top of the page start pulsing, and the badge shows what you have gained so far.
You are not limited to the two recommended maps. Open any map — through the search box, for instance, when you join someone else's party on a map the planner is not suggesting — and the same play button is in the header of that map's window.
Only one session runs at a time. While one is going, the play buttons on other maps are disabled and tell you where the open session is, so you cannot start a second one and silently lose the first.
Ending a session
Press stop and the map opens with a session summary on top: how long it ran, how many kills you gained, and how much MR that was worth. Underneath are the map's monsters, ready to fill in.
The summary updates as you type. Enter the kill counts, watch the totals climb, and close the window — the session is saved to your history. If you gained nothing, it is discarded rather than cluttering the list.
Two things are worth knowing about what gets counted. The kills counted are only from that map's monsters — updating something unrelated in the middle does not inflate the session. And the MR figure is the full account gain, research plus line bonus, so a session that happens to unlock a line bonus shows the whole jump.
Hunting MVPs: the other kind of session
Farming a map and hunting MVPs are different games. A map session sits AFK on one spot; an MVP night takes you across several maps, and you kill ordinary monsters between spawns. The map timer cannot describe that, because it is tied to a single map.
So there is a second timer, next to the Best MVP to hunt heading: Start a hunt. It is one session for the whole night, not for one MVP — it counts the MR of everything you kill, the MVPs and the monsters you take down waiting for a spawn. As with map sessions, only one runs at a time, and it shows in the badge at the top of the page so a three-hour hunt cannot be left running unnoticed.
Stopping opens a screen built for that shape, in three layers. First every MVP, unfiltered — there are few enough that a filter would only hide what you came to update. Then, as you fill them in, the maps of the MVPs you just updated appear underneath, collapsed: one heading per map, open the one you actually farmed. Nothing appears before you give it something to work from, and since each MVP spawns on a single map with a handful of ordinary monsters, the list never grows into a wall. At the bottom there is a search box for the case that misses — monsters you killed on a map where no MVP dropped.
Forgot to stop the timer?
It happens, and left alone it ruins the very thing the history is for: a session recorded as 38 hours because you went to sleep will drag that map's hourly rate down and make every comparison useless.
So the duration is editable. There is a pencil next to it, both in the summary when you stop and in the history afterwards. Enter what it actually was — in hours and minutes, not decimals — and it saves as you type; there is nothing to confirm. A corrected session is tagged estimated, because a rate built on a remembered duration is not worth the same as a measured one, and anyone reading the comparison should know which is which.
The history: comparing maps for real
The badge at the top of the page opens your session history. It has three parts.
Map hunts ranks your maps by kills per hour. This is the part worth the whole feature, because it measures something the planner cannot calculate: one map at 1,600 kills/h and another at 400 tells you either that the second map is sparse, or that your character is not actually hitkilling there. The planner works out the theoretical MR per kill; this measures what you really got.
Once a map has a measured rate, it shows up on the recommendation card and in the map window as a clock line — 1,600 kills/h ≈ 540 MR/h short session, ≈24 long. Open the ? next to it and you get the raw breakdown, one line per monster: which ones you actually killed and how fast.
That breakdown is not decoration — the projection is built on it. The ranking has to assume you kill every monster on a map equally, because it cannot know in advance what you will fight. Your sessions know. A real two-hour run came out 86% one monster, 11% another, 3% a third, and weighting by that changes the answer completely: if most of your kills land on a monster you already maxed, a map the average calls 18 MR/h is really giving you 1. Whereas if they land on the one you are behind on, the same average understates it threefold. So the hourly projection weights each monster by how much of your killing it actually got.
This stays an annotation. It never touches the ranking, which is still calculated the honest way — you cannot use your future kill distribution to choose a map you have not farmed yet.
MVP hunts get their own group, measured in MR per hour instead. They are kept out of the map ranking deliberately: a hunt yields few kills and a lot of MR, a farming map does the opposite, and putting both on a kills-per-hour scale would compare nothing — it would only drag the scale down and make the ranking look broken.
Recent sessions is the list itself — name, date, duration, kills, MR and the rate for each. Click a name and it opens what that session actually produced, monster by monster. MVPs come first, then minis, then ordinary monsters: that is the order of how rare the kill is, not how many there were, because a mini worth four kills explains a large MR number that four hundred Porings do not. You can correct a duration from here, or remove a session entirely; removal offers an undo, so a misclick costs nothing.
Your history travels with your backup, so exporting before clearing your browser keeps it.
The search box is a shortcut to everything
That box at the top takes both monster names and map names, and each does something different:
A monster result opens a quick-update card for that single monster — its card art, its MR stepper, its kill field and its stats. Useful when you are farming one specific card and just want to bump that one number.
A map result opens the whole map, with its recommended element converter and every monster on it, all editable in place. That is the end-of-session routine above.
It searches everything, not just what is being recommended — so you can update a map the planner is not currently suggesting, which is exactly what happens when you are farming for a card drop rather than for MR.
Reading the two map recommendations
Once there is data, the planner shows two maps rather than one, because "best" depends on how long you are going to play.
Short session is aimed at 1–2 hours, solo. It ranks by the marginal rate: what the next level pays, divided by the kills still missing for it. That is high on low-level monsters and highest on any monster about to level up — the last kill of a level is worth ten times the first. Over a short run you cash those in without grinding past them, so this is the map that pays most per hour.
Long session is aimed at 4 hours or more, ideally with a party. It ranks by the sustained average across the next few levels instead, because in a long grind you will push those monsters past their cheap early levels. Optimising for the burst would send you to a map that stops paying an hour in.
Each pick also names an element converter — the one that raises your damage across that map's monsters without leaving any of them impossible to hitkill — and lists which lines the map contributes to. Under each pick there are alternative maps you can switch to with one click.
Contributes or unlocks: what the padlock means
A line's level is the lowest research level among its 5 monsters, so only the monster at the bottom moves it. That is why each pick marks its lines in two ways. A chip in amber, with a padlock, means the map has that bottleneck: farming here raises the line bonus. A plain chip means the map has monsters from the line, but all of them are already above the bottleneck — you gain individual research and the line bonus stays where it is.
Both are worth farming, they just pay differently; the amber ones are listed first because they are the choice that moves a bonus today. The MVP card uses the same marking. Lines with fewer than 5 monsters never appear, because an incomplete line pays no bonus at all.
The best MVP to hunt — and why it is not about drops
MVPs get their own recommendation, separate from the maps, because hunting one is active play rather than AFK farming: they spawn every hour and they will kill you if you stand there.
Be clear about what this ranking is for. It is not about accessories, cards or drops — it ignores loot entirely. It ranks purely by MR gained per kill, and it accounts for something easy to miss: if an MVP is the single lowest member of an otherwise complete line, killing it raises the line's bonus as well as its own research. That combination can be worth hundreds of MR from one kill, which no amount of normal farming matches.
So if you are hunting an MVP for its drop, pick whichever one you want. This list answers a different question: which MVP moves your account total the most.
The two filters and the level ceiling
Both are on by default, and they exclude maps that contain those monsters from the map recommendations.
Avoid MVP should almost always stay on for long sessions. An MVP on the map will kill you while you are away, and a dead character farms nothing — the map's theoretical rate stops meaning anything.
Avoid mini is the judgement call, and it depends on your character. Minis do not usually kill you, they just take much longer to bring down, dragging the map's real rate below what the numbers promise. If your character is strong enough to drop them quickly, turn this filter off and more maps open up. If they slow you to a crawl, leave it on.
The level ceiling is the third control, and it fixes something the other two do not touch. The ranking has always assumed you one-shot whatever it suggests — modelling whether you really do would mean modelling attack speed, cooldowns and skill animations per class, which would be fragile. It compensated by preferring low-level maps, but that protection works by progress, not by capability: once you fill in a lot of research, the ranking climbs and can leave your character behind. The ceiling is how you tell it what you actually kill. It goes by the highest ordinary monster on the map, not the average — one monster that refuses to die is enough to stall an AFK session.
Small things that save time
Quick fill, next to the level ceiling, opens every MVP, every mini, or every monster still at MR 0 in one window, each with its MR stepper and kill field. Minis and MVPs are scattered across different maps, so this is the fast way to fill them in — and after a patch, the new monsters show up under No MR yet.
Every monster you see anywhere in the planner is clickable — in a map recommendation, in the MVP card, in search results. Clicking opens its quick-update card, so you can correct a number the moment you notice it is wrong, without navigating anywhere.
Anywhere you see a "?", there is an explanation behind it. They cover the details this page glosses over — how a specific rate is calculated, what a converter percentage means, why a monster is flagged as a bottleneck.
Backing up: your data is just a text file
Everything you enter is saved in your own browser, with no account and no server. That keeps it private and instant, but it has one consequence worth planning for: clearing your browser data erases it, and it does not follow you to another browser or another device.
The gear icon is in the top-right corner of every page on the site, not just the planner, and its Export downloads a file called something like rooc-companion-2026-08-19.json. One file holds everything the site knows about you, so anything we add later travels in the same backup.
To be completely clear about what that file is: it is a plain text file. Nothing more. You can open it in Notepad and read every line — it is your monster names with a number next to each. There is no program in it, nothing that runs, nothing that can execute. Your antivirus has no reason to complain and neither should you.
Because it is plain text, you can also edit it by hand on your computer and import it back. If you would rather fix twenty numbers in a text editor than click twenty steppers, that works perfectly. The field to edit is progress — the research level from 0 to 10, the same number the game shows you. There is also a kills block, which only exists to keep the exact count within a level. You can ignore it: if you set progress to 9 and leave a stale kills next to it, the level wins and the import tells you how many it corrected.
The file carries your session history too, so a restore brings back your map comparisons and not just your monster levels.
And if you ever click Reset my progress, the site asks you to type RESET before erasing anything. That is not red tape: it is the only way to make sure nobody wipes months of MR with a stray click.
Keep a copy somewhere after a big update session. It costs one click and it is the difference between switching phones freely and starting over from zero.
Where your progress lives — and what can erase it
Worth knowing precisely: your MR sits in browser storage, on that device, in that browser. There is no account on our side and no copy on any server. That is excellent for privacy and unforgiving of carelessness.
Three things erase it. Clearing browser data, using a private tab, and — the one that catches most people — the iPhone. Safari erases data from sites you have not visited in a week. If you filled in all 217 monsters, travelled for a fortnight and came back, you may find it all empty: no error, no warning, nothing to blame.
The settings menu has Protect my progress, and it explains the risk for your device, because the rule changes between them. On iPhone the deadline is real. On Android the browser holds on to your data. On a computer neither applies, and the risk is different: clearing history, changing machines.
On iPhone the way out is adding the site to your home screen. An installed site gets its own storage and leaves the seven-day rule behind. In Safari it is the share button — and "Add to Home Screen" sits near the bottom of the list, past Favourites, QR code and Print. That is why so many people swear it does not exist. In Chrome on iPhone the path is the same, hidden behind "More".
On Android and on a computer, installing is only convenience: its own icon, opens without the browser bar. It changes nothing about how your data is protected, and we would rather say so than let you conclude otherwise.
Automatic backup: protection that does not rely on your memory
Exporting only protects the people who remember to export. On some desktop browsers — Chrome and Edge — you can automate it. The settings menu shows Automatic backup: you pick a file once, and the site rewrites it on its own a few seconds after each change. It is exactly the same file as Export, without you clicking anything.
You do not have to open that menu to know how it is doing. There is an indicator in the planner header, next to your total MR, with three states: a quiet invitation if you never set it up, the file name in green while it is working, and amber with a warning triangle if it stopped. Clicking it opens the same window in all three cases.
That third state is the one that matters. The browser can revoke permission to the file between sessions, and when it does the backup stops writing. It used to stop silently: the state was only checked when you opened the settings menu, so you could go days without knowing. Now the site checks on load, and a failed save raises the alert on the spot. One click gives the permission back — your data in the browser was never at risk, only the copy of it.
On a browser without the capability — every phone, plus desktop Firefox and Safari — none of this appears at all. No menu item, no indicator. Better not to exist than to exist greyed out.
And there is a bonus many people will want: save the file inside a Drive or OneDrive folder and it follows you between computers. On the other computer, choose Use an existing one and point at the same file — its contents come into that browser and the file keeps updating from then on. Phones are out of this: no mobile browser has the capability.
The site also handles the awkward case. If on opening it finds the file has newer data than this browser — because you played on the other computer — it stops writing and asks which side you want to keep. Without that, the first change you made would erase what came from the other machine.
It is marked beta on purpose: it depends on a capability few browsers have, and on a permission the browser may forget between sessions. The forgetting is now visible instead of silent, but a copy you can hold — an export sitting in your own folder — still protects you from things the site cannot see coming.