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
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 | |||||||
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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 changes its elemental resistances to 100% for Earth, -50% for Fire, 200% for Holy and -100% for Dark.
Attacks and Abilities
Attack List | ||||||||||
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Attack | Target | Power | Type | Element | Status Effect | Acc | Crit | RdF | ||
Bite | Single | 100 | 30% | 33% | 2x | 100% | 10% | 10% | ||
Notes: Status chance increased to 66% on Hard or Epic difficulties. | ||||||||||
Triple Bite | Single | 200/3 | 30% | 33% | 2x | 100% | 10% | 10% | ||
Notes: Status chance increased to 66% on Hard or Epic difficulties. | ||||||||||
Tail Crush | Single | 250 | 30% | 100% | 1x | 50% | 10% | 10% | ||
Notes: Cannot be used while decapitated. | ||||||||||
Hurricane | All | 50 | 100% | 60% | 2x | 100% | 10% | 10% | ||
Icestorm | All | 45/3 | 100% | 10% | 2x | 100% | 10% | 10% | ||
Bubble Blast | All | 80/2 | 100% | 50% 60% |
2x 15% |
100% | 10% | 10% | ||
Notes: Can only be used on Hard or Epic difficulties. | ||||||||||
Judgement | Single | 130 | 100% | -- | -- | -- | 150% | 10% | 10% | |
Notes: Can only be used while decapitated. Doesn't heal the user. | ||||||||||
Seiken | Single | 180 | 100% | 25% | 1x | 100% | 10% | 10% | ||
Notes: Can only be used while decapitated. | ||||||||||
Syphoning Winds | All | 40/3 | 100% | 33% | 1x | 100% | 10% | 10% | ||
Notes: Status chance increased to 100% on Hard or Epic difficulties. | ||||||||||
Ice Shards | Random | 220/4 | 100% | 25% | 3x | 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.
Crystal Hydra | SP | ||||||||
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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 | 100% | -- | -- | -- | 150% | 10% | 10% |