The Copper Fish is a foe in Epic Battle Fantasy 4. It appears primarily in the Waste Disposal Plant, although some are also found around the Temple of Godcat.
Appearance[]
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.
Overview[]
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 physical 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 base Accuracy is relatively low. Like the rest of its family, it will release its thrusters upon death, hitting a random player for modest magical Bomb damage and a great chance of Stagger. This can be averted by killing the Copper Fish as the last enemy in the wave.
Although the Copper Fish isn't too threatening of a foe, it can be a pain to kill because of its Evade shenanigans. Aside from buffing the party's Accuracy and debuffing its Evade, hit it with Syphon or Berserk to stop it from using its Evade-buffing Ram attack. These statuses also limit it to its Jet Flow attack, which can be nullified with Fire immunity and isn't very powerful to begin with; however, they will not prevent it from using Mini Missiles upon dying. If you can't save it for last, try raising the party's Stagger resistance; Bomb resistance and high Magic Defence dampens the actual attack as well.
The Copper Fish absorbs Thunder, is immune to Bio, Earth, Poison, and Burn, resists Freeze, and is weak to both Bomb and Wind. While its atypical Thunder absorption can catch players off-guard, the party can readily take it down with Shockwave, Big Blast and Air Strike. "More Foe Resistance" gives it additional resistances to Fire, Ice, Water, and Dispel, as well as an immunity to Stun and Evade debuffs.
Statistics[]
![]() |
Copper Fish | EBF4 |
---|---|---|
A copper flying fish robot. Uses fire, thunder and bomb[inaccurate - only used on death] attacks. Launches a final attack when defeated. |
Statistics | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Base Statistics |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Exp | AP | SP | Gold | Hit2HP |
134 | 4 | 4 | 4 | 4 | 4 | 4.3 | 26 | 2.8 | 2.8 | 16 | 50 | |
Elemental Resistance |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||
- | 200% | - | 100% | 100% | -80% | -80% | - | - | - | |||
Status Resistance |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
100% | - | 50% | - | 100% | - | - | - | - | - | - | - | |
Debuff Resistance |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||||||
- | - | - | - | - | - |
Item Drop Rate | |||||||
---|---|---|---|---|---|---|---|
Icon | ![]() |
![]() |
![]() |
![]() |
- | - | - |
Name | Microcontroller | Springy Spring | Red LED | Steel Plate | - | - | - |
Chance | 80% | 60% | 30% | 10% | - | - | - |
Status Damage | |||
---|---|---|---|
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances: | |||
![]() |
![]() |
![]() (if Death fails) |
![]() |
Immune | Immune | 25% | -33.(3)% |
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.
![]() |
Copper Fish | EBF4 |
---|---|---|
A copper flying fish robot. Uses fire, thunder and bomb[inaccurate - only used on death] attacks. Launches a final attack when defeated. |
Statistics | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Base Statistics |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Exp | AP | SP | Gold | Hit2HP |
134 | 4 | 4 | 4 | 4 | 4 | 4.3 | 26 | 2.8 | 2.8 | 16 | 50 | |
Elemental Resistance |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||
50% | 200% | 50% | 100% | 100% | -80% | -80% | 50% | - | - | |||
Status Resistance |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
100% | 100% | 50% | - | 100% | 50% | - | - | - | - | - | - | |
Debuff Resistance |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||||||
- | - | - | - | - | 50% |
Item Drop Rate | |||||||
---|---|---|---|---|---|---|---|
Icon | ![]() |
![]() |
![]() |
![]() |
- | - | - |
Name | Microcontroller | Springy Spring | Red LED | Steel Plate | - | - | - |
Chance | 80% | 60% | 30% | 10% | - | - | - |
Status Damage | |||
---|---|---|---|
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances: | |||
![]() |
![]() |
![]() (if Death fails) |
![]() |
Immune | Immune | 25% | -33.(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 | ||
Ram | Single Self |
45 -- |
![]() -- |
---- | -- | -- 20% |
--![]() |
70% -- |
10% -- |
10% -- |
Jet Flow | Single | 28 | ![]() |
100% ![]() |
30% | 2x | ![]() |
100% | 10% | 10% |
Spark | Single | 35 | ![]() |
80% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Mini Missiles | Single | 40 | ![]() |
100% ![]() |
80% | -- | ![]() |
100% | 10% | 10% |
Notes: Is used only upon death. Ignores any pre-death (de)buffs. |
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.
- 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.