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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

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To do: This section

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%
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 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 <33%, which doubles its base Evade and changes its elemental resistances to 100% for Earth, -50% for Fire, 200% for Holy and -100% 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 33% 2x EBF5 Status Chill 100% 10% 10%
Notes: Status chance increased to 66% on Hard or Epic difficulties.
Triple Bite Single 200/3 Physical 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 Physical 30% EBF5 Element Ice 100% 1x EBF5 Status Death 50% 10% 10%
Notes: Cannot be used while decapitated.
Hurricane All 50 Magical 100% EBF5 Element Wind 60% 2x EBF5 Status Light 100% 10% 10%
Icestorm All 45/3 Magical 100% EBF5 Element Ice 10% 2x EBF5 Status Freeze 100% 10% 10%
Bubble Blast All 80/2 Magical 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.
Judgement Single 130 Magical 100% EBF5 Element Holy -- -- -- 150% 10% 10%
Notes: Can only be used while decapitated. Doesn't heal the user.
Seiken Single 180 Physical 100% EBF5 Element Holy 25% 1x EBF5 Status Dispel 100% 10% 10%
Notes: Can only be used while decapitated.
Syphoning Winds All 40/3 Magical 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 Physical 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 turn, and cannot be used or charged if Stunned.

Battle logic

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Strategy

The Crystal Hydra mainly uses Ice and Wind attacks, making resistance to those two elements helpful; once they are decapitated, they'll switch to mainly using Holy attacks instead. Like the Zombie Hydra, Death Resistance will stop the tail stabs 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 first 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.

Alternatively, it may be suggested to avoid dealing too much damage with a single hit to avoid decapitating the hydras. This way, they will never use holy attacks, and will remain vulnerable to Earth attacks. To ensure that the Hydras are never decapitated, use multi-hitting or multi-targeting moves; Firestorm and Bullet Hell are great examples. Certain limit breaks, such as Nuke or Supernova, hit once, and are very likely to decapitate them. Instead, use limit breaks that hit multiple times, like Mighty Oak or The Destroyer.

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.

Because of the lengthy battle, it is recommended to take full advantage of Weaken, Curse and Tired effects. The Crystal Hydra never buffs itself, and has no resistance to these effects, so it should have a lasting effect on the battle. Sacred Land may however place the Bless status on the Crystal Hydra, so the weather should first be changed before using any of these statuses.

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. 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.

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 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 -- -- -- 150% 10% 10%
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