- "(Woah! Evil Natalie is even hotter than the real one! Well, maybe if you put a bag over her head...)"
- ―Lance, Epic Battle Fantasy 4
Dark Natalie is an optional boss in Epic Battle Fantasy 4. She appears on the final areas of the Battle Mountain along with the other Dark Players — as such, she is exclusive to the Steam release of the game and the post-Battle Mountain update version of the Premium Pack.
Dark Natalie resembles Natalie, but with a grim, undead appearance. Her skin is reddish-grey, her hair is dull black, and her eyes are reduced to black holes with tiny red pupils, similar to the other Dark Players. Her mouth appears to be melting shut, and she has a small red tattoo on her neck, resembling an arched rune with tiny bat wings.
She wears red earrings and modified versions of the Dark Gown and the Dark Bauble; the former has part of the chest area cut out to expose even more of her cleavage, while the latter has a faint red glow instead of the normal version's violet glow. Her weapon of choice is the Death Scythe.
Dark Natalie has high Magic Attack and very high Magic Defence, but lower Defence and HP than any other Dark Player. She primarily uses multi-target elemental spells against the team, favoring Fire, Ice, and Dark magic. Occasionally, she will attempt to Defend and apply Berserk on herself, allowing her to unleash a flurry of devastating physical attacks on the following turn. She starts the battle with a Red Crystal and a Blue Crystal on her side, and may summon more Crystals if those were defeated.
Like the other Dark Players, Dark Natalie can charge up a Limit Break bar by taking damage. When her bar is full, she can use Black Hole, Supernova or Absolute Zero to deal very high elemental magical damage to the team.
|Uses dark, fire and ice elemental attacks. Has high magic defence. Summons Red and Blue Crystals.|
|Item Drop Rate|
|Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:|
(if Death fails)
|1.4%|| 0.6% per stack,|
up to 5.4%
|Final damage is randomized by ±5% (except for Doom) and rounded down.|
In the Kongregate version of the game, she has 4 Accuracy instead.
Attacks and Abilities
|Notes: Number of attacks is calculated by: Current Berserk strength + 1, usually giving 3 attacks, each with 100 power, for a total of 300 power.|
The attack requires and expends Berserk, one turn per hit, leaving the last attack without Berserk's 1.5x power boost.
(Heal & Buff)
|Notes: In the Kongregate version of the game, heals for MaxHP/15 instead.|
(Buff & Berserk)
|Notes: Also summons a Red Crystal and a Blue Crystal (in this order) to replace defeated allies, if any.|
|Notes: Limit Break!|
|Absolute Zero||All||150||100%|| 100%|
|Notes: Limit Break!|
|Notes: Limit Break!|
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.
- Berserked → Scythe attack;
- Limit Break → Supernova (1/3), Absolute Zero (1/3), Black Hole (1/3). Also summons a Red Crystal and a Blue Crystal (in this order) to replace defeated allies, if any;
- ≥65% HP → Eat Bat (1/4), Firestorm (1/4), Icestorm (1/4), Pulsar (1/4);
- <65% to ≥32% HP → Eat Bat (1/5), Firestorm (1/5), Icestorm (1/5), Pulsar (1/5), Defend (1/5);
- <32% HP → Firestorm (2/9), Icestorm (2/9), Pulsar (2/9), Defend (3/9).
- Eat Bat may not be used until the 4th turn, and then no more often than once in four turns; meanwhile, any attempts to initiate it will result in Defend instead.
- In the Dark Players Marathon, can't have more than one ally at a time, thus won't summon anything until the accompanying Dark Player dies, and will not summon any Blue Crystals.
- Notice: On higher difficulties, enemy damage spikes when they reach level 33, up to twice the expected damage (see here for more info). As Battle Mountain's battles scale to party's average level, keep your party under level 33 to make Battle Mountain-related medals easier during the first playthrough.
In this battle, elemental resistances are imperative for surviving. Therefore, the equipment must focus primarily on resistances. 100% Fire, Ice and Dark resistance would result in total immunity to most of Dark Natalie's attacks (barring the Berserked scythe attack, which you can cancel, and her three limit breaks). The following sets of equipment is designed to capitalize on this, while also taking Instant Death into account to avoid a party wipe by Black Hole. (Please note that it is designed for the individual encounter, and may be suboptimal for the Dark Boss Rush.)
This equipment will make all active players highly resistant to the vast majority of Dark Natalie's attacks, making healing less of a priority.
- Matt is the best option for offense, with Natalie and Anna playing support. Holy Sword is the player's most consistent form of offense, but a Shuriken build can be used to capitalize on Dark Natalie's weakness to physical Wind attacks.
- Cursed Charm and Silver Cross flairs can be swapped in places, but it is recommended to leave Cursed Charm on either Matt while using the Heaven's Gate (since the counter can apply Curse on targets, increasing Holy-elemental damage taken), or on a player that's like to have spare turns to apply statuses with.
As most of Dark Natalie's attacks and negative status effects can be nullified without much effort, she is arguably the easiest of the four Dark Players. The only things to worry about are the scythe attack, the half-fire Supernova, and, to a lesser extent, the Crystals she summons.
Whenever Dark Natalie inflicts Berserk on herself, immediately hit her with Water or Ice skills to cancel the status effect. Her physical attacks are about as strong as her spells, while being much more difficult to resist and having an extremely high chance to cause Instant Death; all in all, there's no reason to deal with them when they can be avoided easily.
Interestingly, the number of attacks Dark Natalie uses while Berserked is not fixed; instead, it depends on the strength of the Berserk status effect. If she has the maximum stacks of Berserk (9), she can attack 9 times in a single turn, with a total of 900 power. However, she never applies more than a 3x Berserk to herself, with all of it being consumed by the attacks; there is no way for her to attack more than 3 times without the player applying more Berserk to her.
Unfortunately, the half-elemental Supernova cannot be avoided like that, and only one player at a time can nullify it by collecting 200% Fire resistance. While Matt and Lance can afford that without dropping other resistances, thanks to the Golden Armor, Natalie and Anna can't. There are a few ways to work around this:
- Try to debuff Dark Natalie's Magic Attack, decreasing her damage by up to 50%.
- The Kitten Fort summon provides the Morale status to the party to prevent one-hit-kills if the players have ≥49% of their health.
- The Ancient Monolith summon provides the Defend status to the party to halve damage taken.
- The Genesis Limit Break provides the Auto-Revive status to the party to immediately bring players back to life.
- Do not use Cloudburst — the Wet status won't help, as adding a multiplier to Supernova's elemental damage is pointless when it is already nullified; in case you went for >100% resistance, it would decrease damage absorbed, leading to more damage taken.
Either way, you'd be left vulnerable to follow-up attacks, so watch out for any Crystals that may attack you right after Supernova.
- Dark Natalie's casting animation is a modified version of Natalie's equipment swap animation.
- Like Natalie, Dark Natalie's breasts can be clicked to make them bounce. This counts toward the Pervert medal.
- Certain material and comments from the creator imply that Dark Natalie is a succubus.
- Dark Natalie is the only Dark Player with 3 Limit Breaks to choose from, rather than 2.
- Dark Natalie does not have the appropriate hairstyle for Dark Bauble; instead, she wears her hair down like Natalie would with the Red Ribbon equipped.
- Natalia has a similar quirk.