The Hardy Gloop (known as Crystal Gloop in several demos) is a foe and a summon in Epic Battle Fantasy 5. It is typically found in the Ice Cave and other cavernous areas.
Appearance[]
The Hardy Gloop resembles a gray stone split in half horizontally with crystals on top, stubby legs on the bottom, and a black blob in the middle. The black blob has two arms and a pair of white dot eyes. The largest crystals on its shell emit a faint glow, likely from ambient light being reflected through their surfaces.
There are two variants of Hardy Gloop:
- Large eyes and four visible crystals on its shell: two blue, one pink, and one purple.
- Small eyes and five visible crystals on its shell: two blue, two teal, and one green.
Overview[]
The Hardy Gloop is a mid-tier foe that primarily uses several Ice attacks, along with the mildly Dark-elemental physical skills common to all Gloops. It is capable of inflicting Freeze (and Heavy on harder difficulties), but the chances of this are generally insignificant. It can also strike a player with Invisible, ramping up other magical attacks used that turn. The Hardy Gloop is most notable for being able to give itself Enchanted and a sizable Defence buff at the same time - while the Defence buff simply counteracts the Enchanted effect, this gives the Hardy Gloop immunity to magic for a bit with a small downside, potentially forcing the player to shift tactics if they can't Dispel it.
The Hardy Gloop is weak to Holy and especially Bomb. It resists Fire, Thunder and Wind, and absorbs both Dark and Ice. With "More Foe Resistance" in effect, it absorbs Earth and Water, is immune to Wind, and becomes less weak to Bomb. It is also extremely susceptible to Wet and Dry; while the former is minimally useful, the latter can increase the damage of Bomb attacks against it.
Statistics[]
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Hardy Gloop | EBF5 |
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A defensive foe that can enchant itself, making it immune to magical attacks. It uses mostly ice attacks. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
158 | 4 | 4 | 4 | 4 | 4 | 3.8 | 23 | 2.2 | 2.2 | 16 | 40 | 36 | |
Elemental Resistance |
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50% | 50% | 200% | - | - | -80% | - | 50% | -50% | 200% | ||||
Status Resistance |
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- | - | 100% | - | - | - | - | -100% | - | - | - | - | ||
Debuff Resistance |
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- | - | - | - | - | - | - |
Item Drop Rate | |||||||
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Icon | ![]() |
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- | - | ||
Name | Glass Shards | Rainbow Ore | Sacred Rune | - | - | ||
Chance | 25% | 75% | 15% | - | - |
Status Damage | |||||
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Damage taken from status effects, in % of maximum health (per turn), including elemental resistances: | |||||
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1.4% per stack, up to 12.6% |
2.8% per stack, up to 25.2% |
2.4% per stack, up to 21.6% |
4.8% per stack, up to 43.2% |
20% | -26.(6)% |
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. |
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Hardy Gloop | EBF5 |
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A defensive foe that can enchant itself, making it immune to magical attacks. It uses mostly ice attacks. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
158 | 4 | 4 | 4 | 4 | 4 | 3.8 | 23 | 2.2 | 2.2 | 16 | 40 | 36 | |
Elemental Resistance |
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50% | 50% | 200% | 150% | - | -30% | 150% | 100% | -50% | 200% | ||||
Status Resistance |
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- | - | 100% | - | - | - | - | -100% | - | - | - | - | ||
Debuff Resistance |
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- | - | - | 30% | 30% | - | - |
Item Drop Rate | |||||||
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Icon | ![]() |
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- | - | ||
Name | Glass Shards | Rainbow Ore | Sacred Rune | - | - | ||
Chance | 25% | 75% | 15% | - | - |
Status Damage | |||||
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Damage taken from status effects, in % of maximum health (per turn), including elemental resistances: | |||||
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1.4% per stack, up to 12.6% |
2.8% per stack, up to 25.2% |
2.4% per stack, up to 21.6% |
4.8% per stack, up to 43.2% |
20% | -26.(6)% |
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 | ||||||||||
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Attack | Target | Power | Type | Element | Status Effect | Acc | Crit | RdF | ||
Hit | Single | 20 | ![]() |
25% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Notes: Gets 20% chance of 2x![]() | ||||||||||
Arm Flail | Single | 40/4 | ![]() |
25% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Notes: Gets 20% chance of 2x![]() | ||||||||||
Head Bash | Single | 31 | ![]() |
25% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Invisibility | Single | -- | -- | ---- | -- | 4x | ![]() |
-- | -- | -- |
Notes: Can't be dodged with Evade and bypasses ![]() Before the v2 update, status strength was only 2x. | ||||||||||
Iceshard | Single | 40 | ![]() |
100% ![]() |
10% | 2x | ![]() |
100% | 10% | 10% |
Iceshard Volley | Random | 72/4 | ![]() |
100% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Notes: Can target dead players, leading to a chance to waste hits. | ||||||||||
Defend | Self | -- | -- | ---- | -- | 50% 5x |
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-- | -- | -- |
Notes: Buff strength increased to 100% on Hard or Epic difficulties. |
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 Syphoned, catch score >55, and all players are Lovable → Surrender;
- If catch score >55 and all players are Lovable → Defend (2/3), Iceshard Volley (1/3);
- If Berserked or Syphoned → Arm Flail (1/2), Head Bash (1/2);
- If selected target is Invisible → Iceshard;
- Otherwise → Hit (1/5), Iceshard Volley (1/5);
- If it used Defend last turn → Head Bash (2/5);
- If playing on Hard/Epic and the selected target isn't Invisible → Invisibility (1/10), Iceshard (1/10);
- Otherwise → Iceshard (1/5);
- Otherwise → Head Bash (1/5), Defend (1/5);
- If playing on Hard/Epic and the selected target isn't Invisible → Invisibility (1/10), Iceshard (1/10);
- Otherwise → Iceshard (1/5);
- If it used Defend last turn → Head Bash (2/5);
*Hit becomes Arm Flail when <49% HP.
Counter (only if Counter-Attacking Foes is enabled)
- 25%;
- If Syphoned → Head Bash;
- If playing on Hard/Epic and the selected target isn't Invisible → Invisibility (1/2), Iceshard (1/2);
- Otherwise → Iceshard.
Summon[]
The Hardy Gloop can be captured and used as a summon. It casts Enchantment on a single foe, doubling any physical damage and nullifying any magical damage they receive.
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Hardy Gloop | SP | ![]() | |||||||
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Gives enchanted status to one foe, making them take double damage from physical attacks. | 70 | Kept | ||||||||
Target | Power | Type | Element | Status Effect | Acc | Crit | RdF | |||
Single | -- | -- | ---- | -- | 2x | ![]() |
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Note: Before the v2 update, status strength was only 1x. Ignores ![]() |