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The Black Dragon is a foe introduced in Epic Battle Fantasy 4. It is found mostly in upper areas of Temple of Godcat, but also makes an early appearance in the lava cave of Lankyroot Jungle. It is a member of the Dragon enemy family.

Appearance

The Black Dragon is based off of Abyss, the Pyrohydra head from EBF3. The only major difference is the color of the scales — black, as opposed to Abyss' red scales; all other features remain the same, including the two red eyes, tan scales along the lower part of its neck, the assorted protrusions on its body along with the "fins" on the side of its head.

Overview

The Black Dragon specializes in strong Dark magic and doesn't use anything else. It has great stats and has resistances to all elements with the sole exceptions of Water and Holy, which are its weaknesses. It also packs resistances to several statuses (including immunity to Instant Death), along with Magic Attack and Magic Defence debuffs.

As it only attacks with highly elemental Dark magic, stacking some Dark resistance on every player (135% or more to negate all damage) or/and buffing party's Magic Defence will greatly reduce all damage taken, but won't save from attacks' secondary effects, most dangerous being Dispel and HP debuff, which leave the party very vulnerable to other foes' attacks. As Syphon and Berserk have no effect on Black Dragon, the only solution for the debuffs is to kill it. Holy Sword, Judgement, Aqua Arrow and Flood all work exceptionally well against the Black Dragon.

Statistics

Icon bestiary ebf4 black dragon Black Dragon EBF4
A mighty cave dragon which uses powerful dark attacks. Can buff the magic attack of other foes[incorrect].
Statistics
Base
Statistics
Stat HP Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP
777 6 4 6 4 4 4 244 22 22 220 20
Elemental
Resistance
Element Fire Element Thunder Element Ice Element Earth Element Poison Element Bomb Element Wind Element Water Element Holy Element Dark
50% 50% 50% 50% 50% 50% 50% -50% -100% 200%
Status
Resistance
Status Burn Status Stun Status Freeze Status Tired Status Poison Status Dispel Status Stagger Status Syphon Status Wet Status Weaken Status Curse Status Death
- 70% 70% - - 70% - 70% - - - 100%
Debuff
Resistance
StatDown Attack StatDown Magic StatDown Defence StatDown Mdef StatDown Accuracy StatDown Evade
- 50% - 50% - -
Item Drop Rate
Icon Item Dark Matter Item Bottled Darkness Item Solid Spike Item Dragon Scales Item Ruby - -
Name Dark Matter Bottled Darkness Solid Spike Dragon Scales Ruby - -
Chance 30% 100% 100% 100% 70% - -
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
Status Burn Burn Status Poison Poison Status Doom Doom
(if Death fails)
Status Regen Regen
1.4% 0.6% per stack,
up to 5.4%
Immune -13.(3)%
Final damage is randomized by ±5% (except for Doom) and rounded down.

Attacks and Abilities

Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Bite Single 65 Stat Attack ---- -- -- -- 100% 10% 10%
Notes: Has no usage conditions set, and therefore may not be seen during normal gameplay.
Headbutt Single 55 Stat Attack ---- -- -- -- 100% 10% 10%
Notes: Has no usage conditions set, and therefore may not be seen during normal gameplay.
Pulsar All 60 Stat Magic 100% Element Dark 30% 20% StatDown Magic 115% 10% 10%
Antimatter Centered 80 Stat Magic 75% Element Dark -- -- -- 120% 10% 10%
Black Megaflare All 35 Stat Magic 100% Element Dark 50%
100%
20%
--
StatDown HP
Status Dispel
120% 10% 10%
Roar Allies -- -- ---- -- 50% Stat Magic -- -- --
Notes: Has no usage conditions set, and therefore may not be seen during normal gameplay.

Battle logic

The following describes general logic of the enemy and attack patterns, with chances of each attack to be used. Conditions are listed from highest to lowest priority unless specified otherwise.

If it would've worked correctly, it would look this way:

  • Syphoned → Bite (1/2), Headbutt (1/2);
  • Berserked → Pulsar (1/2), Antimatter (1/2);
  • >65% HP → Bite (2/8), Headbutt (2/8), Pulsar (1/8), Antimatter (1/8), Roar (2/8);
  • ≤65% to >32% HP → Bite (1/5), Pulsar (1/5), Antimatter (1/5), Black Megaflare (1/5), Roar (1/5);
  • ≤32% HP → Pulsar (1/3), Antimatter (1/3), Black Megaflare (1/3).

However, after deciding which of these patterns to use but before executing an action, an extra line of code — which was likely left there by an accident — overwrites the pattern chosen by a copy of that one initiated at ≤32% HP, rendering all other patterns impossible.

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