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The Defender Mk III is a foe and a summon in Epic Battle Fantasy 5. It is primarily found in the Iron Fortress and the surrounding areas.


Appearance[]

The Defender Mk III is a copper-colored Defender with yellow accents around its knees, wheels, and weapons. It is armed with machine guns, a large cannon, and two "lightburst guns," boxy energy weapons with fins on the back and an intense yellow glow in their interiors.

Overview[]

The Defender Mk III uses Bomb and Thunder attacks from both sides of the offensive spectrum. Its physical attacks include stabbing players with massive energy blades and a barrage of shots from its machine guns, while its magical attacks fire its main cannon and its lightburst guns to bombard the party. Its machine guns and lightburst guns are randomly targeted, but with the number of times they hit (18 and 6, respectively), it's likely that the entire team will take serious damage.

The Defender Mk III can inflict Stagger and Stun with some of its attacks, although the latter's infliction chance is quite low (unless playing on Hard or Epic difficulty, in which case it becomes dangerously high). It also has abilities to debuff the party's Accuracy and Evade by massive amounts; debuff-clearing support and reliable stat boosting abilities are helpful to both counteract the drops and encourage the Defender to waste turns re-applying them.

While the Defender Mk III is immune to the most debilitating status effects, Weaken, Tired, and Curse can be used to greatly debuff its stats; Tired in particular helps mitigate its frequent use of Flare and Bind. Its lack of resistance to Dry and Wet can also be exploited; the former amplifies its significant Bomb weakness, while the latter gives the player more reason to hit its extreme Water weakness and follow up with Ice attacks (which it doesn't resist).

Inflicting Berserk is inadvisable; the Defender Mk III has no Berserk-specific pattern, so the status effectively serves as a straight power boost.

The Defender Mk III absorbs Thunder and resists Earth, Bio, and Wind; on the other hand, it's weak to Bomb and especially Water. It is also immune to Stun, Chill, Freeze, Syphon, Poison, Virus, Doom, and Instant Death, as well as slightly resistant to all stat debuffs except for HP. Enabling "More Foe Resistance" makes it neutral to Bomb, immune to Earth, Bio, and Wind, and resistant to Fire and Ice; its debuff resistances also increase, especially to Attack, Accuracy and Evade.

The Defender Mk III is noteworthy for being the only foe to drop Hard Nuts.

Statistics[]

Defender Mk III EBF5
The latest version in this line of killing machines. It uses very powerful thunder and bomb attacks. Resistance is key!
Statistics
Base
Statistics
Exp AP SP Gold Hit2HP Catch
900 4 4 6 4 4 4.1 210 23 23 220 33 6
Elemental
Resistance
- 200% - 50% 50% -50% -80% 50% - -
Status
Resistance
- 100% 100% 100% 100% - - - - - - 100%
Debuff
Resistance
- 20% 20% 20% 20% 20% 20%
Item Drop Rate
Icon Copper Pipe P2 Processor Nano Fibre Game Child Hard Nut
Name Copper Pipe P2 Processor Nano Fibre Game Child Hard Nut
Chance 100% 50% 50% 10% 2%
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
Burn Scorch Poison Virus Doom
(if Death fails)
Regen
2.31% per stack,
up to 20.79%
4.62% per stack,
up to 41.58%
Immune Immune Immune -22%
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.
Defender Mk III EBF5
The latest version in this line of killing machines. It uses very powerful thunder and bomb attacks. Resistance is key!
Statistics
Base
Statistics
Exp AP SP Gold Hit2HP Catch
900 4 4 6 4 4 4.1 210 23 23 220 33 6
Elemental
Resistance
50% 200% 50% 100% 100% - -80% 100% - -
Status
Resistance
- 100% 100% 100% 100% - - - - - - 100%
Debuff
Resistance
- 50% 30% 30% 30% 50% 50%
Item Drop Rate
Icon Copper Pipe P2 Processor Nano Fibre Game Child Hard Nut
Name Copper Pipe P2 Processor Nano Fibre Game Child Hard Nut
Chance 100% 50% 50% 10% 2%
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
Burn Scorch Poison Virus Doom
(if Death fails)
Regen
1.155% per stack,
up to 10.395%
2.31% per stack,
up to 20.79%
Immune Immune Immune -22%
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.


Attacks and Abilities[]

Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Electro-blades Single 180 Physical 100% -- -- -- 100% 10% 10%
Machine Guns Random 200/18 Physical 50% -- -- -- 100% 10% 10%
Notes: Instead of targeting completely randomly, after each hit there's a 25% chance to swap to a different target.
Lightburst Guns Random 220/6 Magical 100% 10% 2x 100% 10% 10%
Notes: Status chance increased to 50% on Hard and Epic difficulties.
Can target dead players, leading to a chance to waste hits.
Before the v2 update, due to an oversight it had 2% chance of 10x Stun, increased to 50x on Hard/Epic (as status durations are capped at 9x, it would inflict 9 stacks of Stun regardless of difficulty).
Big Blast All 65 Magical 100% 50% 1x 100% 10% 10%
Electric Blast All 65 Magical 100% 40% 1x 100% 10% 10%
Bind All -- -- ---- 100% 50% 150% -- --
Flare All -- -- ---- 80% 50% 150% -- --

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 catch score >55 and all players are Lovable → Machine Guns (4/20), Lightburst Guns (4/20), Electric Blast (3/20);
    • If a randomly selected player has at least a 10% Accuracy debuff;
      • If a randomly selected player doesn't have an Evade buff → Big Blast (9/20);
      • Otherwise → Bind (3/20), Big Blast (6/20);
    • Otherwise → Big Blast (3/20);
      • If a randomly selected player doesn't have an Evade buff → Flare (3/10);
      • Otherwise → Flare (3/20), Bind (3/20);
  • Otherwise → Electro-Blades (2/10), Machine Guns (2/10), Lightburst Guns (2/10), Electric Blast (1/10);
    • If a randomly selected player has at least a 10% Accuracy debuff;
      • If a randomly selected player doesn't have an Evade buff → Big Blast (3/10);
      • Otherwise → Bind (1/10), Big Blast (2/10);
    • Otherwise → Big Blast (1/10);
      • If a randomly selected player doesn't have an Evade buff → Flare (1/5);
      • Otherwise → Flare (1/10), Bind (1/10).

Counter (only if Counter-Attacking Foes is enabled)

  • 25%;
    • If a randomly selected player has at least a 10% Accuracy debuff;
      • If a randomly selected player has at least a 10% Evade debuff → Electric Blast;
      • Otherwise → Bind;
    • Otherwise → Flare.

Summon[]

The Defender Mk III can be captured and used as a summon. It uses a powered-up version of its Electric Blast to hit all foes with magical Thunder damage and a small Stagger chance; it also has high Accuracy.

Defender Mk III SP Whether the summon cures Freeze from players by forcing them to move (jump off the screen)
Nukes all enemies with a powerful thunder blast, which may also stagger them. 80 Cured
Target Power Type Element Status Effect Acc Crit RdF
All 200 Magical 100% 30% 1x 150% 10% 10%

Trivia[]

  • The Defender Mk III's name and flavor text could be a reference to how it is the third "Defender" enemy in the Epic Battle Fantasy series, following the Defenders of the first and fourth games.
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