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The Crystal Hydra is an optional boss in Epic Battle Fantasy 5. It is found at the eastern end of the Crystal Caverns.

Appearance

The Crystal Hydra is a skeletal dragon made of translucent blue crystalline material. Aside from its composition, it looks very similar to its 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 its skull and a long, slightly jagged horn protruding from the middle of its head.

Overview

The Crystal Hydra has similar traits to the other Hydras; its heads can revive each other and will be severed on taking major damage (resulting in a resistance change and an Evade boost). The Crystal Hydra in particular uses Ice, Wind, and Water, combining devastating single-target physical attacks with dangerous magic attacks which usually strike the entire party. It can apply various status effects and stat debuffs, being particularly fond of setting up combos with Wet, Chill, and Freeze.

When decapitated, the Crystal Hydra replaces most of its previous abilities with powerful Holy skills to supplement its biting attacks.

Curiously, like the other Hydras, it does not have Stun immunity.

Statistics

EBF5 Foe Icon Crystal Hydra
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 Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP Catch
3542 4 4 8 4 4 4 555 24 24 222 15 3
Elemental
Resistance
EBF5 Element Fire EBF5 Element Thunder EBF5 Element Ice EBF5 Element Earth EBF5 Element Bio EBF5 Element Bomb EBF5 Element Water EBF5 Element Wind EBF5 Element Holy EBF5 Element Dark
-80% -50% 200% -80% - -50% 200% 200% - -
Status
Resistance
EBF5 Status Burn+Scorch EBF5 Status Stun EBF5 Status Chill+Freeze EBF5 Status Poison+Virus EBF5 Status Syphon EBF5 Status Curse+Bad Luck EBF5 Status Stagger+Confuse EBF5 Status Wet+Dry EBF5 Status Heavy+Light EBF5 Status Weak+Tired EBF5 Status Dispel EBF5 Status Death
100% 70% 100% 100% 70% - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP EBF5 StatDown Attack EBF5 StatDown Magic EBF5 StatDown Defence EBF5 StatDown Mdef EBF5 StatDown Accuracy EBF5 StatDown Evade
30% 30% 30% 30% 30% 30% 30%
Item Drop Rate
Icon EBF5 Item Solid Water EBF5 Item Glass Shards EBF5 Item 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 Burn EBF5 Status Scorch Scorch EBF5 Status Poison Poison EBF5 Status Virus Virus EBF5 Status Doom Doom
(if Death fails)
EBF5 Status Regenerate 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
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 Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP Catch
3542 4 4 8 4 4 4 555 24 24 222 15 3
Elemental
Resistance
EBF5 Element Fire EBF5 Element Thunder EBF5 Element Ice EBF5 Element Earth EBF5 Element Bio EBF5 Element Bomb EBF5 Element Water EBF5 Element Wind EBF5 Element Holy EBF5 Element Dark
-30% - 200% -80% 100% - 200% 200% - 50%
Status
Resistance
EBF5 Status Burn+Scorch EBF5 Status Stun EBF5 Status Chill+Freeze EBF5 Status Poison+Virus EBF5 Status Syphon EBF5 Status Curse+Bad Luck EBF5 Status Stagger+Confuse EBF5 Status Wet+Dry EBF5 Status Heavy+Light EBF5 Status Weak+Tired EBF5 Status Dispel EBF5 Status Death
100% 70% 100% 100% 70% - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP EBF5 StatDown Attack EBF5 StatDown Magic EBF5 StatDown Defence EBF5 StatDown Mdef EBF5 StatDown Accuracy EBF5 StatDown Evade
30% 30% 30% 30% 30% 30% 30%
Item Drop Rate
Icon EBF5 Item Solid Water EBF5 Item Glass Shards EBF5 Item 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 Burn EBF5 Status Scorch Scorch EBF5 Status Poison Poison EBF5 Status Virus Virus EBF5 Status Doom Doom
(if Death fails)
EBF5 Status Regenerate 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 Stat Attack 30% EBF5 Element Ice 33% 2x EBF5 Status Chill 100% 10% 10%
Notes: Status chance increased to 66% on Hard or Epic difficulties.
Triple Bite Single 200/3 Stat Attack 30% EBF5 Element Ice 33% 2x EBF5 Status Chill 100% 10% 10%
Notes: Status chance increased to 66% on Hard or Epic difficulties.
Tail Crush Single 250 Stat Attack 30% EBF5 Element Ice 100% 1x EBF5 Status Death 50% 10% 10%
Notes: Cannot be used while decapitated.
Hurricane All 50 Stat Magic 100% EBF5 Element Wind 60%
50%
2x
15%
EBF5 Status Light
EBF5 StatDown Mdef
100% 10% 10%
Notes: Before the v2 update, didn't inflict a Magic Defence debuff.
Icestorm All 45/3 Stat Magic 100% EBF5 Element Ice 10% 2x EBF5 Status Freeze 100% 10% 10%
Bubble Blast All 80/2 Stat Magic 100% EBF5 Element Water 50%
60%
2x
15%
EBF5 Status Wet
EBF5 StatDown Evade
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 Lovable.
Judgement Single 130 Stat Magic 100% EBF5 Element Holy -- -- -- 150% 10% 10%
Notes: Can only be used while decapitated. Doesn't heal the user.
Seiken Single 180 Stat Attack 100% EBF5 Element Holy 25% 1x EBF5 Status Dispel 100% 10% 10%
Notes: Can only be used while decapitated.
Syphoning Winds All 40/3 Stat Magic 100% EBF5 Element Wind 33% 1x EBF5 Status Syphon 100% 10% 10%
Notes: Status chance increased to 100% on Hard or Epic difficulties.
Ice Shards Random 220/4 Stat Attack 100% EBF5 Element Ice 25% 3x EBF5 Status Freeze 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 Stun (or catch score >55 and all players being EBF5 Status Lovable 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 it's 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 the 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 its 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 its Triple Bite attack against the target, dealing massive physical Ice damage.

EBF5 Foe Icon Crystal Hydra
Crystal Hydra SP EBF5 Status Freeze
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 Stat Attack 100% EBF5 Element Ice -- -- -- 150% 10% 10%
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