Epic Battle Fantasy Wiki
Advertisement
"Haha, is that some kind of desert mammoth? I've never seen such a derpy animal before."
―Anna, Epic Battle Fantasy 5
"*hunting instincts kick in at the sight of a huge meal*"
―NoLegs, Epic Battle Fantasy 5

The Camel Mammoth is a foe and a summon in Epic Battle Fantasy 5. It is sparsely scattered across the map; the player will get their first glimpse of one in the eastern desert of Hope Harbor, although they won't be able to reach it until much later in the game.


Appearance[]

Camel Mammoths are a bizarre hybrid between a Wooly Mammoth and a Bactrian Camel. While such a combination is biologically impossible (camels are in the Order Artiodactyla while elephants are in Proboscidea, to say nothing of how mammoths are extinct), it has apparently happened through mysterious (and likely unnatural) means.

The Camel Mammoth is essentially a yellow-tan Wooly Mammoth with a short trunk and tusks, and a pair of large humps on its back. It has slightly conical ears, similar to the War Mammoth, but the same brown eyes and cowlick as the Wooly Mammoth. Most of its body is covered in light tan fur, but the fur on its feet is darker in color.

Overview[]

The Camel Mammoth is a hardy foe that mainly uses physical Water attacks, but it also has access to Earth, Bio, and Non-elemental skills. It can also shoot water bubbles out of its trunk, dealing magical Water damage to random targets, and trumpet to reduce the party's Magic Defence. While its main threat lies in its raw damage output, its attacks can also inflict Wet, Stagger, Stun and Disable. When killed, it can inflict Hungry on the entire party; this can be avoided by Capturing the Camel Mammoth or simply saving it for last (if it's part of the final enemy wave).

On Hard or Epic difficulties, the Camel Mammoth's Ground Pound also casts Geyser on a random party member, and its Trumpet gives it Brave status on top of debuffing the party's Magic Defence. Additionally, it gains the Wooly Mammoth's trick of reviving itself with a fraction of its maximum health when killed. While this ability has a chance to fail upon its second death and won't even activate on the third, it can be negated entirely by inflicting Tired or Weaken on the Camel Mammoth before killing it. As with the Hungry infliction, capturing the Camel Mammoth will also prevent its revival ability from becoming an issue.

Stat-wise, the Camel Mammoth is average besides its high HP and slightly below-average Evade. It is weak to Thunder, Dark, and especially Bio, but resists Water and is immune to Wind. It is also immune to Chill and Freeze, nearly immune to Doom and Instant Death, extremely resistant to Stun, and very resistant to having its offenses and defenses debuffed; on the other hand, it's very susceptible to Poison, Virus, Tired, and Weaken. Enabling "More Foe Resistance" removes its Dark weakness while making it resistant to Earth and Accuracy debuffs and completely immune to having its Defence and Magic Defence lowered.

Statistics[]

Camel Mammoth EBF5
Apparently mammoths and camels are compatible! It uses powerful earth and water attacks.
Statistics
Base
Statistics
Exp AP SP Gold Hit2HP Catch
1055 4 4 4 4 4 3.7 222 20 20 180 10 5
Elemental
Resistance
- -50% - - -80% - 50% 100% - -50%
Status
Resistance
- 80% 100% -50% - - - - - -50% - 90%
Debuff
Resistance
- 50% 50% 50% 50% - -
Item Drop Rate
Icon Liquid Ice Fine Fur Fine Fur Razor Claw Chocolate Milk
Name Liquid Ice Fine Fur Fine Fur Razor Claw Chocolate Milk
Chance 100% 100% 100% 100% 2%
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
Burn Scorch Poison Virus Doom
(if Death fails)
Regen
0.7% per stack,
up to 6.3%
1.4% per stack,
up to 12.6%
1.08% per stack,
up to 9.72%
2.16% per stack,
up to 19.44%
5% -6.(6)%
Damage taken from first four is decreased by 30% on Easy and 65% on Zero difficulties.
Final damage is randomized by ±5% (except for Doom) and rounded down.
Statistics with More Foe Resistance enabled.
Camel Mammoth EBF5
Apparently mammoths and camels are compatible! It uses powerful earth and water attacks.
Statistics
Base
Statistics
Exp AP SP Gold Hit2HP Catch
1055 4 4 4 4 4 3.7 222 20 20 180 10 5
Elemental
Resistance
- -50% - 50% -80% - 50% 100% - -
Status
Resistance
- 80% 100% -50% - - - - - -50% - 90%
Debuff
Resistance
- 50% 50% 80% 80% 50% -
Item Drop Rate
Icon Liquid Ice Fine Fur Fine Fur Razor Claw Chocolate Milk
Name Liquid Ice Fine Fur Fine Fur Razor Claw Chocolate Milk
Chance 100% 100% 100% 100% 2%
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
Burn Scorch Poison Virus Doom
(if Death fails)
Regen
0.7% per stack,
up to 6.3%
1.4% per stack,
up to 12.6%
1.08% per stack,
up to 9.72%
2.16% per stack,
up to 19.44%
5% -6.(6)%
Damage taken from first four is decreased by 30% on Easy and 65% on Zero difficulties.
Final damage is randomized by ±5% (except for Doom) and rounded down.


Attacks and Abilities[]

"IT CAN FLY?!?!?!"
―Anna, upon witnessing the Camel Mammoth using Gush Stomp.
Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Body Slam Single 170 Physical ---- 33% 2x 100% 10% 10%
Notes: Status chance increased to 100% on Hard or Epic difficulties.
Gush Stomp Single 200 Physical 50% 33% 1x 100% 10% 10%
Notes: Status chance increased to 66% on Hard or Epic difficulties.
Triple Bubble Shot Random 150/3 Magical 100% 25% 2x 100% 10% 10%
Notes: Status chance increased to 50% on Hard or Epic difficulties.
Ground Pound All 30 Physical 50% 10% 1x 100% 10% 20%
Notes: Will cast Cactus or Geyser immediately after using this attack on Hard or Epic difficulties (unless catch score >55 and all players are Lovable or the Mammoth is Syphoned).
Cactus Single 28 Physical 75% 10% 1x 90% 10% 10%
Notes: Status chance increased to 20% on Hard or Epic difficulties.
Is only used immediately after Ground Pound on Hard or Epic difficulties. Ignores Lovable.
Geyser Single 20 Physical 100% 40% 1x 100% 10% 10%
Notes: Is only used immediately after Ground Pound on Hard or Epic difficulties. Ignores Lovable.
Trumpet All -- -- ---- 100% 40% 200% -- --
Notes: Gives self 3x Brave on Hard or Epic difficulties.
Revive Self MaxHP/4
MaxHP/8
-- ---- -- -- -- -- -- 20%
Notes: Can only be used after death on Hard or Epic difficulties, removes pre-death de/buffs and statuses.
First death: 100% chance of reviving with 1/4 of MaxHP if not Tired or Weakened.
Second death: 50% chance of reviving with 1/8 of MaxHP if not Tired or Weakened.
Grants 2 SP to killer if Revive is successful.
Make Hungry All -- -- ---- 33% 2x -- -- --
Notes: Status chance increased to 66% on Hard or Epic difficulties.
Can't be dodged with Evade and bypasses Bless.
Only used after final death.

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.

Action

  • If catch score >55 and all players are Lovable → Ground Pound (1/2), Trumpet (1/2);
  • If Syphoned → Body Slam;
  • If Berserked → Ground Pound;
  • Otherwise → Body Slam (1/5), Gush Stomp (1/5), Triple Bubble Shot (1/5);
    • If a randomly selected player has at least a 10% Magic Defence debuff → Ground Pound (2/5);
    • Otherwise → Trumpet (1/5), Ground Pound (1/5).

*Ground Pound will immediately be followed by either Cactus or Geyser (same 1/2 chance for each) on Hard/Epic, unless catch score >55 and all players are Lovable, or the Mammoth is Syphoned.

Counter (only if Counter-Attacking Foes is enabled)

  • 20% → Body Slam (1/2), Gush Stomp (1/2).


Additionally, if any front line player has equipment that scares Beasts, the Camel Mammoth will inflict 1x Berserk on themselves at the start of their turn (this does not take up their action).

Can Revive on the first and second deaths on Hard and Epic difficulties if not inflicted with Weaken or Tired;
uses Make Hungry on final death.

Summon[]

The Camel Mammoth can be captured and used as a summon. It uses its Trumpet to buff the Magic Defence of all players before casting a powered-up version of Ground Pound on all foes, dealing accurate physical Earth damage with a very small chance of Stagger.

Camel Mammoth SP Whether the summon cures Freeze from players by forcing them to move (jump off the screen)
Buffs the magic defence of all allies, including those in backup, and then hits all foes with an earth attack. 78 Cured
Target Power Type Element Status Effect Acc Crit RdF
Allies+B
All
--
160
--
Physical
----
100%
--
10%
50%
1x

--
150%
--
10%
--
10%
Note: Before the v2 update, cost 84 SP instead.
Advertisement