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The Crystal Hydra is an optional boss in Epic Battle Fantasy 5. She is found at the eastern end of the Crystal Caverns. If "Foe Remix" is enable, a lone Crystal Dragon/Hydra appears as part of Lance's challenge in Battle Arena, but remains virtually the same as her Hydrae counterpart.




Appearance

The Crystal Hydra is a skeletal dragon made of translucent blue crystalline material. Aside from her composition, she looks very similar to her bonier counterpart, but with a sleeker appearance (most notably on its snout), more pronounced spikes on its vertebrae and lower jaw, less horns on the back of her skull and a long, slightly jagged horn protruding from the middle of her head.

Overview

The Crystal Hydra uses Ice, Wind, and Water skills, combining devastating single-target physical attacks with dangerous magic attacks which usually strike the entire party. She can apply various status effects and stat debuffs; while particularly fond of setting up combos with Wet, Chill, and Freeze, she can also inflict Light, Syphon, Dispel, and debuffs to Evade and Magic Defence. One of her most lethal attacks is Tail Crush, which deals massive physical damage on top of having a huge chance of Instant Death.

In typical fashion for her brethren, the Crystal Hydra's heads can be separated from her necks if it takes a sufficiently powerful blow. In this state, the head replaces most of its previous abilities with powerful Holy skills to supplement its biting attacks; the head also gains a significant Evade boost and changes its resistances. Slaying a head will prompt the surviving heads to revive it one turn later; all three heads should be slain simultaneously or in rapid succession to prevent this.

In terms of its elemental resistances, the Crystal Hydra absorbs Ice, Wind, and Water while being weak to Thunder, Bomb, Fire, and Earth (the latter two especially). When decapitated, she gains an Earth immunity and a Holy absorption while lessening its Fire weakness and becoming extremely vulnerable to Dark. If "More Foe Resistance" is enabled, she loses her Thunder and Bomb weaknesses, reduces her Fire weakness, and becomes immune to Bio and resistant to Dark; the latter reverts to a weakness when the Hydra is decapitated, but to a lesser degree than in a normal game.

Despite being a superboss, the Crystal Hydra's status resistances are relatively sparse, only being immune to Burn, Scorch, Chill, Freeze, Poison, Virus, Doom, and Instant Death. While highly resistant to Stun and Syphon, a dedicated status-infliction build can still use these effects to immobilize the Crystal Hydra or limit her offensive options; all other status effects can be inflicted freely, as it has no resistance to them. As such, Weaken, Tired, and Curse can be applied to greatly reduce its stats, while Wet, Dry, and Heavy can be used to increase the damage it suffers from its weaknesses - do keep in mind that high-damage blows are more likely to decapitate the Crystal Hydra, however. If a head is decapitated, Weaken can also be used to amplify its new Dark weakness.

Statistics

EBF5 Foe Icon Crystal Hydra.png
Crystal Hydra EBF5
No information exists about this monster. Presumably no one has ever seen it and lived to talk about it.
Statistics
Base
Statistics
Stat HP.png Stat Attack.png Stat Defence.png Stat Magic.png Stat Mdef.png Stat Accuracy.png Stat Evade.png Exp AP SP Gold Hit2HP Catch
3542 4 4 8 4 4 4 555 24 24 222 15 3
Elemental
Resistance
EBF5 Element Fire.png EBF5 Element Thunder.png EBF5 Element Ice.png EBF5 Element Earth.png EBF5 Element Bio.png EBF5 Element Bomb.png EBF5 Element Water.png EBF5 Element Wind.png EBF5 Element Holy.png EBF5 Element Dark.png
-80% -50% 200% -80% - -50% 200% 200% - -
Status
Resistance
EBF5 Status Burn+Scorch.png EBF5 Status Stun.png EBF5 Status Chill+Freeze.png EBF5 Status Poison+Virus.png EBF5 Status Syphon.png EBF5 Status Curse+Bad Luck.png EBF5 Status Stagger+Confuse.png EBF5 Status Wet+Dry.png EBF5 Status Heavy+Light.png EBF5 Status Weak+Tired.png EBF5 Status Dispel.png EBF5 Status Death.png
100% 70% 100% 100% 70% - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP.png EBF5 StatDown Attack.png EBF5 StatDown Magic.png EBF5 StatDown Defence.png EBF5 StatDown Mdef.png EBF5 StatDown Accuracy.png EBF5 StatDown Evade.png
30% 30% 30% 30% 30% 30% 30%
Item Drop Rate
Icon Solid Water Glass Shards Sapphire - -
Name Solid Water Glass Shards Sapphire - -
Chance 100% 75% 20% - -
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
EBF5 Status Burn.png Burn EBF5 Status Scorch.png Scorch EBF5 Status Poison.png Poison EBF5 Status Virus.png Virus EBF5 Status Doom.png Doom
(if Death fails)
EBF5 Status Regenerate.png Regen
Immune Immune Immune Immune Immune -10%
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.
EBF5 Foe Icon Crystal Hydra.png
Crystal Hydra EBF5
No information exists about this monster. Presumably no one has ever seen it and lived to talk about it.
Statistics
Base
Statistics
Stat HP.png Stat Attack.png Stat Defence.png Stat Magic.png Stat Mdef.png Stat Accuracy.png Stat Evade.png Exp AP SP Gold Hit2HP Catch
3542 4 4 8 4 4 4 555 24 24 222 15 3
Elemental
Resistance
EBF5 Element Fire.png EBF5 Element Thunder.png EBF5 Element Ice.png EBF5 Element Earth.png EBF5 Element Bio.png EBF5 Element Bomb.png EBF5 Element Water.png EBF5 Element Wind.png EBF5 Element Holy.png EBF5 Element Dark.png
-30% - 200% -80% 100% - 200% 200% - 50%
Status
Resistance
EBF5 Status Burn+Scorch.png EBF5 Status Stun.png EBF5 Status Chill+Freeze.png EBF5 Status Poison+Virus.png EBF5 Status Syphon.png EBF5 Status Curse+Bad Luck.png EBF5 Status Stagger+Confuse.png EBF5 Status Wet+Dry.png EBF5 Status Heavy+Light.png EBF5 Status Weak+Tired.png EBF5 Status Dispel.png EBF5 Status Death.png
100% 70% 100% 100% 70% - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP.png EBF5 StatDown Attack.png EBF5 StatDown Magic.png EBF5 StatDown Defence.png EBF5 StatDown Mdef.png EBF5 StatDown Accuracy.png EBF5 StatDown Evade.png
30% 30% 30% 30% 30% 30% 30%
Item Drop Rate
Icon Solid Water Glass Shards Sapphire - -
Name Solid Water Glass Shards Sapphire - -
Chance 100% 75% 20% - -
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
EBF5 Status Burn.png Burn EBF5 Status Scorch.png Scorch EBF5 Status Poison.png Poison EBF5 Status Virus.png Virus EBF5 Status Doom.png Doom
(if Death fails)
EBF5 Status Regenerate.png Regen
Immune Immune Immune Immune Immune -10%
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.

The head detaches when hurt for >20% of maximum health or >5% when it's <32%, which doubles its base Evade and changes its elemental resistances to 100% for Earth, -50% (-30% with More Foe Resistance) for Fire, 200% for Holy and -100%(-50% with More Foe Resistance) for Dark.

Attacks and Abilities

Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Bite Single 100 Physical 30% EBF5 Element Ice.png 33% 2x EBF5 Status Chill.png 100% 10% 10%
Notes: Status chance increased to 66% on Hard or Epic difficulties.
Triple Bite Single 200/3 Physical 30% EBF5 Element Ice.png 33% 2x EBF5 Status Chill.png 100% 10% 10%
Notes: Status chance increased to 66% on Hard or Epic difficulties.
Tail Crush Single 250 Physical 30% EBF5 Element Ice.png 100% 1x EBF5 Status Death.png 50% 10% 10%
Notes: Cannot be used while decapitated.
Hurricane All 50 Magical 100% EBF5 Element Wind.png 60%
50%
2x
15%
EBF5 Status Light.png
EBF5 StatDown Mdef.png
100% 10% 10%
Notes: Before the v2 update, didn't inflict a Magic Defence debuff.
Icestorm All 45/3 Magical 100% EBF5 Element Ice.png 10% 2x EBF5 Status Freeze.png 100% 10% 10%
Bubble Blast All 80/2 Magical 100% EBF5 Element Water.png 50%
60%
2x
15%
EBF5 Status Wet.png
EBF5 StatDown Evade.png
100% 10% 10%
Notes: Can only be used on Hard or Epic difficulties, or when catch score >55 and all players are EBF5 Status Lovable.png Lovable.
Judgement Single 130 Magical 100% EBF5 Element Holy.png -- -- -- 150% 10% 10%
Notes: Can only be used while decapitated. Doesn't heal the user.
Seiken Single 180 Physical 100% EBF5 Element Holy.png 25% 1x EBF5 Status Dispel.png 100% 10% 10%
Notes: Can only be used while decapitated.
Syphoning Winds All 40/3 Magical 100% EBF5 Element Wind.png 33% 1x EBF5 Status Syphon.png 100% 10% 10%
Notes: Status chance increased to 100% on Hard or Epic difficulties.
Ice Shards Random 220/4 Physical 100% EBF5 Element Ice.png 25% 3x EBF5 Status Freeze.png 100% 10% 10%
Notes: Status chance increased to 50% on Hard or Epic difficulties.
Respawn None -- -- ---- -- -- -- -- -- --
Notes: Spawns a new head with full health to replace a dead one. This ability requires a turn to passively "charge" it after a head has been killed, separate for each alive head. Does not take up the head's action, cannot be used if unable to act due to EBF5 Status Stun.png Stun (or catch score >55 and all players being EBF5 Status Lovable.png Lovable while it's Syphoned). The new head will be at the same level as the user.

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 Syphoned, catch score >55, and all players are Lovable → Nothing;
  • If catch score >55 and all players are Lovable → Syphoning Winds (3/12), Ice Shards (3/12), Icestorm (2/12), Hurricane (2/12), Bubble Blast (2/12);
  • If Syphoned or Berserked → Triple Bite;
  • If the head has been decapitated → Triple Bite (1/3), Judgement (1/3), Seiken (1/3);
  • <49% HP → Triple Bite (1/5), Syphoning Winds (1/5), Ice Shards (1/5);
    • If playing on Hard/Epic → Icestorm (2/15), Hurricane (2/15), Bubble Blast (2/15);
    • Otherwise → Icestorm (1/5), Hurricane (1/5);
  • Otherwise → Bite (1/6), Tail Crush (1/6), Syphoning Winds (1/6), Ice Shards (1/6);
    • If playing on Hard/Epic → Icestorm (1/9), Hurricane (1/9), Bubble Blast (1/9)
    • Otherwise → Icestorm (1/6), Hurricane (1/6).

Counter (only if Counter-Attacking Foes is enabled)

  • If the head has been decapitated → 100% → Bite;
  • Otherwise → 25%;
    • If Syphoned → Bite;
    • If catch score >55 and all players are Lovable → Icestorm (1/3), Hurricane (1/3), Bubble Blast (1/3);
    • If playing on Hard/Epic → Icestorm (1/3), Hurricane (1/3), Bubble Blast (1/3);
    • Otherwise → Icestorm (1/2), Hurricane (1/2).

Additionally, whenever the number of Hydra heads is lower than what it was at the start of the battle, the Hydra will charge up its Respawn ability and then use it on its next turn (neither the charge up or the actual Respawn take up the Crystal Hydra's action). Respawn cannot be used or charged if the Crystal Hydra is unable to act, either due to being Stunned or due to its catch score >55 and all players being Lovable while the Hydra is Syphoned.

Strategy

The Crystal Hydra mainly uses Ice and Wind attacks, making resistance to those two elements helpful; once her heads are decapitated, they'll mainly use Holy attacks instead. As with the Zombie Hydra, Death resistance will stop Tail Stab from being an instant kill (though they'll still deal heavy damage). Freeze/Chill resistance will also reduce the risk of losing turns to its Ice attacks, especially on Hard/Epic where it can use Bubble Blast to set up a Wet+Chill combo for a guaranteed Freeze. While her initial weakness to Earth is removed when decapitated, Natalie's Dark Pulse and Pulsar can both inflict Heavy to make the most of the vulnerability while it is present. After being decapitated, Dark attacks should be used instead; if they are not available, Fire is also fairly effective.

The Sacred Land weather is active for the battle, which can be both helpful and dangerous; depending on who it affects, it can drastically improve the party's chances of survival or make the Crystal Hydra much more difficult to wear down. It may be a good idea to use a weather-changing effect if the costs of allowing Sacred Land to remain active outweigh its benefits.

Because of the lengthy battle, it is recommended to take full advantage of Weaken, Curse and Tired. The Crystal Hydra has no resistance to these status effects and no way to remove or counteract them, so they should have a lasting impact on the battle.

Like the other Hydras, the Crystal Hydra's heads all have to be killed within a short time to prevent them from reviving each other. That said, if only one head remains and it has too much health to be killed in 2 turns, Anna's Spark Arrow can be used to Stun-lock it (this will require at the very least 2 pieces of status-increasing gear and Good Luck to be guaranteed), which will prevent it from reviving the other heads.

If the player just wants to clear the fight, Ion Cannon with a status build is guaranteed to Stun all of them, then one just needs to use Sharpen with Nano Machines to keep them perpetually stunned.

Summon

The foe can be captured to be used as a summon. When used, the Crystal Hydra will use her Triple Bite attack against the target, dealing massive physical Ice damage.

EBF5 Foe Icon Crystal Hydra.png
Crystal Hydra SP Whether the summon cures Freeze from players by forcing them to move (jump off the screen)
Bites a foe several times, for super massive physical ice damage. 92 Cured
Target Power Type Element Status Effect Acc Crit RdF
Single 600/3 Physical 100% EBF5 Element Ice.png -- -- -- 150% 10% 10%
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