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* Bite attack (while detached): Hits multiple times. |
* Bite attack (while detached): Hits multiple times. |
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* Tail stab: Chance of instant death on hit. |
* Tail stab: Chance of instant death on hit. |
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− | * Icicles: Hits multiple targets, deals ice |
+ | * Icicles: Hits multiple targets, deals ice damage and may cause Freeze. |
* Hurricane: Hits all players, causes wind damage. |
* Hurricane: Hits all players, causes wind damage. |
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* Judgment: Does not heal user. Will only use after being decapitated. |
* Judgment: Does not heal user. Will only use after being decapitated. |
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== Strategy == |
== Strategy == |
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− | The Crystal Hydra mainly uses Ice and Holy attacks, making resistance to those two elements helpful. Like the Zombie Hydra, Death Resistance will stop the tail stabs from being an instant kill. Freeze/Chill resistance will also reduce the risk of losing turns to its ice attacks. 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 |
+ | The Crystal Hydra mainly uses Ice and Holy attacks, making resistance to those two elements helpful. Like the Zombie Hydra, Death Resistance will stop the tail stabs from being an instant kill. Freeze/Chill resistance will also reduce the risk of losing turns to its ice attacks. 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. Note that the Crystal Hydra will only use its Holy attacks after it has been decapitated. |
The Sacred Land weather active for the battle can be both helpful and dangerous, as it can both improve the party's survivability and make the Crystal Hydra much harder to kill, depending on who it affects. 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. |
The Sacred Land weather active for the battle can be both helpful and dangerous, as it can both improve the party's survivability and make the Crystal Hydra much harder to kill, depending on who it affects. 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. |
Revision as of 00:43, 17 February 2019
The Crystal Hydra is an optional boss in Epic Battle Fantasy 5. It can be found at the eastern end of the Crystal Caverns.
Appearance
Appears as an ice version of the Zombie Hydra. It has a horn in its forehead and spikey ice bones.
Overview
Statistics
Crystal Hydra | EBF5 | |
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No information exists about this monster. Presumably no one has ever seen it and lived to talk about it. |
Statistics | |||||||||||||
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Base Statistics |
Exp | AP | SP | Gold | Hit2HP | Catch | |||||||
3542 | 4 | 4 | 8 | 4 | 4 | 4 | 555 | 24 | 24 | 222 | 15 | 3 | |
Elemental Resistance |
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-80% | -50% | 200% | -80% | - | -50% | 200% | 200% | - | - | ||||
Status Resistance |
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100% | 70% | 100% | 100% | 70% | - | - | - | - | - | - | 100% | ||
Debuff Resistance |
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- | 30% | 30% | 30% | 30% | 30% | 30% |
Item Drop Rate | |||||||
---|---|---|---|---|---|---|---|
Icon | - | - | |||||
Name | Solid Water | Glass Shards | Sapphire | - | - | ||
Chance | 100% | 75% | 20% | - | - |
Status Damage | |||||
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Damage taken from status effects, in % of maximum health (per turn), including elemental resistances: | |||||
Burn | Scorch | Poison | Virus | Doom (if Death fails) |
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 <33%, which doubles its base Evade and gives it 100% Earth, -50% Fire, 200% Holy and -100% Dark resistances.
Attacks and Abilities
- Bite attack: Basic attack, may cause Chill.
- Bite attack (while detached): Hits multiple times.
- Tail stab: Chance of instant death on hit.
- Icicles: Hits multiple targets, deals ice damage and may cause Freeze.
- Hurricane: Hits all players, causes wind damage.
- Judgment: Does not heal user. Will only use after being decapitated.
- Seiken: Will only use after being decapitated.
- Air Cutter: Hits all targets, may Syphon.
- Ice Storm: Hits all targets multiple times, may cause Freeze.
Battle logic
Strategy
The Crystal Hydra mainly uses Ice and Holy attacks, making resistance to those two elements helpful. Like the Zombie Hydra, Death Resistance will stop the tail stabs from being an instant kill. Freeze/Chill resistance will also reduce the risk of losing turns to its ice attacks. 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. Note that the Crystal Hydra will only use its Holy attacks after it has been decapitated.
The Sacred Land weather active for the battle can be both helpful and dangerous, as it can both improve the party's survivability and make the Crystal Hydra much harder to kill, depending on who it affects. 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.
Like the other Hydras, the Crystal Hydra's heads all have to be killed within a short time prevent the heads from reviving each other.
Summon
The foe can be captured to be used as a summon.
- This section is incomplete. You can help Epic Battle Fantasy Wiki by adding required information to it.
To do: Insert summon table here