Foes are the enemies that the main characters must battle their way through in the Epic Battle Fantasy series. They consist of antagonists, and different species of monsters and mutants. In Epic Battle Fantasy 1 and 2, foes approach in waves that must be defeated progressively. Epic Battle Fantasy 3, 4 and 5 employ the exploration element, and groups of random foes can be encountered or avoided on the map, each map with its own general elemental types of foes, though some foes may appear in more than one area. The farther the game progresses, the stronger foes can be encountered.

Epic Battle Fantasy 5

Notice: EBF5-related data is based off of the public beta, v0.16, and may change later.

In EBF5, foes' artifical intelligence became slightly more complex than just "use a random attack on a random player", e.g., some will try to aim elemental attacks at players weaker to that element, or use a different spell when the originally planned one would be resisted. The following lists how are certain aspects calculated.


(insert info on how to scare foes and with what)

When scared, the foe either EBF5 Status Surrender Surrenders, flees or goes EBF5 Status Berserk Berserk, depending on which behavior is programmed for this specific foe.

Icon Name Behavior Group
EBF5 Foe Icon Chocolate Slime Chocolate Slime Flee Slimes
EBF5 Foe Icon Sand Slime Sand Slime
EBF5 Foe Icon Icecream Slime Icecream Slime
EBF5 Foe Icon Lava Slime Lava Slime
EBF5 Foe Icon Mud Slime Mud Slime
EBF5 Foe Icon Water Slime Water Slime
EBF5 Foe Icon Slime Bunny Slime Bunny
EBF5 Foe Icon Slime Mouse Slime Mouse
EBF5 Foe Icon Big Chocolate Slime Big Chocolate Slime 2x EBF5 Status Berserk Slimes
EBF5 Foe Icon Big Sand Slime Big Sand Slime
EBF5 Foe Icon Big Icecream Slime Big Icecream Slime
EBF5 Foe Icon Big Lava Slime Big Lava Slime
EBF5 Foe Icon Big Mud Slime Big Mud Slime
EBF5 Foe Icon Green Bush Green Bush Flee Trees
EBF5 Foe Icon Red Bush Red Bush
EBF5 Foe Icon Muddy Bush Muddy Bush
EBF5 Foe Icon Sandy Bush Sandy Bush
EBF5 Foe Icon Mage Dog Mage Dog 1x EBF5 Status Berserk Beasts
EBF5 Foe Icon Tanuki Dog Tanuki Dog EBF5 Status Surrender
EBF5 Foe Icon Wolf Dog Wolf Dog EBF5 Status Surrender
EBF5 Foe Icon Zap Dog Zap Dog 1x EBF5 Status Berserk
EBF5 Foe Icon Brown Bear Brown Bear 1x EBF5 Status Berserk Beasts
EBF5 Foe Icon Grolar Bear Grolar Bear
EBF5 Foe Icon Panda Bear Panda Bear
EBF5 Foe Icon Camel Mammoth Camel Mammoth 1x EBF5 Status Berserk Beasts
EBF5 Foe Icon Wooly Mammoth Wooly Mammoth
EBF5 Foe Icon War Mammoth War Mammoth
EBF5 Foe Icon Wooden Idol Wooden Idol EBF5 Status Surrender Trees
EBF5 Foe Icon Roasted Gloop Roasted Gloop Flee Trees
EBF5 Foe Icon Stumpy Gloop Stumpy Gloop
EBF5 Foe Icon Leafy Chomper Leafy Chomper 1x EBF5 Status Berserk Trees
EBF5 Foe Icon Seaweed Chomper Seaweed Chomper
EBF5 Foe Icon Flame Wraith Flame Wraith EBF5 Status Surrender Ghosts
EBF5 Foe Icon Frost Wraith Frost Wraith EBF5 Status Surrender
EBF5 Foe Icon Leaf Wraith Leaf Wraith EBF5 Status Surrender
EBF5 Foe Icon Steel Wraith Steel Wraith 1x EBF5 Status Berserk
EBF5 Foe Icon Master Wraith Master Wraith 1x EBF5 Status Berserk
EBF5 Foe Icon Burned Fallen Burned Fallen HP ≥49%: 1x EBF5 Status Berserk
HP <49%: Flee
EBF5 Foe Icon Lost Fallen Lost Fallen
EBF5 Foe Icon Crucified Fallen Crucified Fallen
EBF5 Foe Icon Drowned Fallen Drowned Fallen
EBF5 Foe Icon Beheaded Fallen Beheaded Fallen

Most/least damaged entity

Calculates Remaining HP % rounded down + 1 for every player or foe, from top to bottom; when several entities score the same amount of points, the last one takes priority. For players, it respects EBF5 Status Lovable Lovable and EBF5 Status Target Target unless specified otherwise; for foes, both statuses are ignored. When all entities of the side have full health, targets a random one instead, ignoring EBF5 Status Lovable Lovable but considering EBF5 Status Target Target.

Usage example: Cutie Worm#Battle logic

Player weakness points

Counts how much are the players (or one player, if specified so) weak to an element, summing up the points from each alive player. Considers EBF5 Status Lovable Lovable unless specified otherwise, but always ignores EBF5 Status Target Target. Resistances are taken in format: -30% → 1.3, 60% → 0.4, 100% → 0, → 150% → -0.5 and so on; then it's multiplied by 1.5 for every status effect inflicted on the player that boost this element's damage, and by 0.5 for those that reduce it. Depending on the result, a player is worth:

  • ≥1.6 (≤-60% resistance without element-affecting statuses) → 8 points.
  • ≥1.3 (≤-30%) → 4 points.
  • ≥1 (≤0%) → 2 points.
  • ≥0.7 (≤30%) → 1 point.
  • <0.7 (>30%) → 0 points.

Usage example: Cosmic Monolith#Battle logic

Best element

Counts player weakness points for every element to choose the most effective spell to use. Ignores EBF5 Status Lovable Lovable. Counts them in the order entered, and when several elements score the same amount of points, the first one takes priority.

Usage example: Drowned Fallen#Battle logic

(De)buff points

Counts how much is an entity buffed or debuffed, summing up the points from every stat (HP, Attack, Magic Attack, Defence, Magic Defence, Accuracy and Evade). Standard formula simply returns points scored, in format: no buffs or debuffs → 100 points, +70% → 170, -20% → 80 and so on. Alternative formula: 200 - points for each stat. Without any (de)buffs, both result in 700.

Best Reverse target

Counts (de)buff points for every player by the standard formula, and then for every foe by the alternative formula, ignoring EBF5 Status Lovable Lovable and EBF5 Status Target Target. An entity has to score over 800 points to be considered an appropriate target; both sides are checked from top to bottom, and when several entities score the same amount of points, the first one takes priority — e.g., when the choice is between a player with +60% Defence and +60% Magic Defence and a foe with -40% Attack, -40% Magic Attack and -40% Accuracy, it'll choose the player.

Usage example: Yellow Flybot#Battle logic


  • Cardboard box used for little foes
  • Wooden box used for medium-sized foes
  • Container used for big foes

In EBF5, most foes (including bosses) can be captured/caught to be later used as summons. It is done through the new Capture Foe tactic, which throws a box at the enemy chosen. Unlike the Pokemon franchise it's inspired by, very little randomness is involved (and boxes' visual appearance has no impact on it); instead, the focus is on debilitating the foe — the stronger is the foe considered, the more negative status effects and debuffs have to be inflicted onto it to capture it.

Once captured, you can choose a nickname for the summon (except when Chinese, Japanese or Korean language is chosen in the game's options, to reduce the amount of different characters needed), which can be changed later only by capturing the same foe again. The summon can be used indefinitely, unless traded for something else for a quest of a NPC or sacrified to upgrade an equipment piece, which would require to capture the enemy again in order to use it, even if it was captured more than once previously.

Battle rewards are unaffected, the foe would still drop loot and all, as if it died. Capturing also unlocks the Bestiary entry for the foe, if it wasn't scanned yet. Capturing the same foe several times doesn't improve the summon in any way, but can still be used as an alternative for killing, primarily to avoid on-death abilities like Fishes' missiles.

(mention related medals)

Additionally, the same formula is used to determine whether a foe should ignore the EBF5 Status Lovable Lovable status if all front players have it, requiring to score >55 points to respect the status. In other words, stronger foes must first be weakened for their Lovable-reserved patterns to take effect, and weaker ones can also fall under the mark if buffed up enough.

Base scores

Score Foes
90 Small Slimes (Bunny, Chocolate, Icecream, Lava, Mouse, Mud, Sand, Water)
80 Bushes (Dark, Green, Muddy, Red, Sandy)
70 Idols (Gem, Metal, Stone, Wooden)
60 Worms (Cutie, Fuzzy, Putrid, Scaly)
55 Cats (Bomber, Ninja, Sniper, Warrior, Wizard)
50 Bats (Blood, Bone, Electric, Snow)
45 Dogs (Mage, Rescue, Tanuki, Wolf, Zap)
42 Sprites (Fire, Ice, Rock, Thunder, Wind)
38 Fishes (Gold, Jet, Steam)
36 Gloops (Chunky, Hardy, Roasted, Stumpy)
35 Hands (Magma, Skeleton, Zombie)
33 Ores (Ruby, Quartz, Zircon, Peridot, Topaz, Sapphire, Amethyst)
32 Mirrors (Angel, Demon, Haunted, Wise)
25 Wraiths (Flame, Frost, Leaf, Master, Steel)
23 Dolls (Anna, Lance, Matt, Natalie, NoLegs)
20 Creeps (Blue, Green, Hermit, Icicle, Red, Thorny)
18 Boulders (Coral, Dirt, Marble, Obsidian, Sandstone)
16 Flybots (Blue, Red, Yellow)
15 Pixels (Dead, Gray, Green, Red)
13 Fallens (Beheaded, Burned, Crucified, Drowned, Lost)
10 Bears (Brown, Grolar, Panda)
9 Chompers (Leafy, Magma, Mutant, Seaweed)
8 Golems (Amethyst, Pearl, Topaz)
7 Big Slimes (Chocolate, Icecream, Lava, Mud, Sand)
Squids (Lime, Pink, Purple)
6 Defenders (Defender Mk III, Bubbler MX-01)
5 Hydras (Blaze Hydra, Crystal Hydra, Zombie Hydra)
Mammoths (Camel, War, Wooly)
Ancient Monolith, Viking Monolith
Earth Dragon, Sea Dragon, Sky Dragon
4 Laurelin
Ultra Chibi Knight
3 Evil Players (Annabelle, God, Lancelot, Matteus, Natalia)
Cosmic Monolith
Omega Dragon
2 Snowflake
N/A Bombs (Acid, Earthquake, Nuclear, Shockwave)
Normal players as bosses (Anna, Lance, Natalie, NoLegs)
Turrets (Cannon, Giga Harpoon, Harpoon, Laser)
Chibi Knight
Cosmic Gigalith
Neon Valhalla
Neon Valkyrie
Super Chibi Knight
The Devourer & its limbs


Each type of multipliers is stored separately.

  • 0.98 + ((Missing HP % rounded up) / 100%) ^ 2 * 10

Status effects
  • How far one status is stacked does not matter, only whether it's inflicted at all.
  • Starts from 1
Icon Status Score
EBF5 Status Bad Luck Bad Luck +0.3
EBF5 Status Burn Burn +0.2
EBF5 Status Chill Chill +0.2
EBF5 Status Curse Curse +0.2
EBF5 Status Doom Doom +0.4
EBF5 Status Freeze Freeze +2
EBF5 Status Poison Poison +0.2
EBF5 Status Stagger Stagger +0.2
EBF5 Status Stun Stun +1
EBF5 Status Syphon Syphon +0.5
EBF5 Status Tired Tired +0.2
EBF5 Status Virus Virus +0.2
EBF5 Status Weak Weaken +0.2
EBF5 Status Brave Brave -0.2
Status Defend Defend -0.5
EBF5 Status Good Luck Good Luck -0.3
EBF5 Status Morale Morale -0.2
EBF5 Status Regenerate Regen -0.2

  • Specified as displayed by in-battle icons, red color meaning positive value and gray meaning negative.
  • Starts from 1
Icon Stat Score
Stat Defence Defence - Condition / 100
Stat Mdef Magic Defence - Condition / 100
Stat Evade Evade - Condition / 50

This player's luck and equips
  • How far one status is stacked does not matter, only whether it's inflicted at all.
  • Neither does the upgrade level of equipment.
  • Starts from 1
Icon Status Score
EBF5 Status Good Luck Good Luck +0.3
EBF5 Status Bad Luck Bad Luck -0.4
Equipment pieces
that boost catching

Mixing together
  • Base catch score * HP bonus * status bonus * debuff bonus * luck and equips bonus, with the result randomized by ±10%.
  • EBF5 Status Surrender Surrender: +120 (sic)

At least 100 points must be scored for the capture attempt to be successful. Considering randomization, guaranteed capturing requires 111.(1)2 points, though 112 is simpler to remember, and the minimum required for very small capture chance is 90.(90)1 or 91.

Box shaking provides a visual indicator on how close you were to scoring 100 points.

  • ≥175 → 0 shakes
  • <175 to ≥150 → 1
  • <150 to ≥120 → 2
  • <120 to ≥80 → 3
  • <80 to ≥60 → 2
  • <60 to ≥40 → 1
  • <40 → 0

Additionally, escaping the box counts as "forced movement" and thus cures the Freeze status from the foe.

Capturing tips

  • As seen from the formulas above, when the capture fails, it is a sign of bad preparation, not bad luck. Inflict more ailments or/and deal more damage, and keep in mind that low health alone won't do it for stronger foes.
  • Avoid putting foes very low on health. There usually isn't a huge difference between 1% and 10% HP (10.98 HP bonus VS 9.08), and the more health they have, the less likely they are to get killed by a random event like a weather attack, a critical hit, counterattack or a between-turn summon. (Ideally, equipment that features the latter two should be swapped for something else.)
  • While making the enemy Surrender (Bow Whack and Screamer are good at that) guarantees the capture unless they are buffed up, make sure to capture in the same turn, or else it would run away.
  • Some bosses will try to clear bad effects from themselves, ruining the setup for capture. Try to inflict as much as you can and then capture it the same turn. The Viking Monolith summon grants every player an extra turn, useful in case three actions before enemy turn are not enough.
  • On free versions of the game, bosses can only be fought once, thus there is only one chance to capture them. Otherwise, they can be fought again in boss rushes as an endgame challenge in the Temple of Trials.
  • Get the Putrid Worm summon, accessible within the first minutes of gameplay. Its 80% Evade debuff will work wonders (without resistances and other debuffs, that raises debuff bonus to 2.6, already enough to capture everything weaker than Sprites), and its low damage is unlikely to kill the target.
  • Later in the game, the NoLegs Doll summon inflicts Bad Luck and 50% Evade debuff (for 1.3 status bonus and 2 debuff bonus, totalling to 2.6 again) on all foes without dealing any damage.
  • The Water Slime summon, having just 1 power, can be helpful late in the game to capture missed foes in earlier locations, if the party is overleveled to the point where other damaging attacks kill the foes.

Considering Surrendering

(foes can also decide to surrender on their own if they consider themselves in a very bad position)