As its name implies, the Copper Fish is a copper-colored robot vaguely designed to resemble a fish. Its front end has a large, mouth-like opening with four light brown fangs, as well as a round, eye-like structure attached to a plate on its top. A small winding key sticks out of its back behind the "eye", approximating a dorsal fin. Like all Fishes, it has three rocket boosters that allow it to hover in the air - one on its "tail" and two attached to its sides. These boosters emit orange flames.
The Copper Fish is possibly the most aggravating foe in the Waste Disposal Plant, if only because it's one of the few mechanical foes that absorbs Thunder instead of being weak to it. It can use Thunder and Fire attacks, with a slight Burn chance on the latter. It also has a non-elemental ram that bolsters its already above-average Evade; however, its accuracy is relatively low.
Like the rest of its family, the Copper Fish will release its thrusters upon death, damaging a random player with a good chance of Stagger. This can be averted by killing the Copper Fish as the last enemy in the wave.
The Copper Fish absorbs Thunder, is immune to both Poison and Earth, and is weak to Bomb as well as Wind. While the atypical Thunder absorption can catch players off-guard, the party can readily take it down with Shockwave, Big Blast and Air Strike.
|A copper flying fish robot. Uses fire, thunder and bomb[inaccurate - only used on death] attacks. Launches a final attack when defeated.|
|Item Drop Rate|
|Name||Microcontroller||Springy Spring||Red LED||Steel Plate||-||-||-|
|Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:|
(if Death fails)
|Final damage is randomized by ±5% (except for Doom) and rounded down.|
Prior to the Battle Mountain update, it instead had -80% Thunder resistance and -50% Wind resistance.
Attacks and Abilities
|Notes: Is used only upon death.|
Ignores any pre-death (de)buffs.
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.
- Death → Mini Missiles;
- Berserked or/and Syphoned → Jet Flow;
- Otherwise → Ram (1/3), Jet Flow (1/3), Spark (1/3).
Mini Missiles will not be activated if no foes are left in the wave.