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The Light Golem is a foe that appears in Epic Battle Fantasy 3. It is mostly found in the Kitten Kingdom Ruins.

Appearance[]

The Light Golem's design is comprised of tan boulders that appear to be sandstone, similar to the structures in the Kitten Kingdom Ruins. An urn-shaped rock is held up by four other smaller stones that resemble legs and feet. The latter has two shards sticking out, similar to toes. The head of the figure has a cross engraved on it, plus two jagged horns that curve inwards. The right horn is nearly severed completely. Its chest has a circular crater in the center and a smaller bump in the middle of indentation.

The Light Golem's right arm ends in a large rock resembling a hammer, while its left arm has a shield-like protrusion instead of a hand. As it takes damage, its arms fall off - first the left, then the right.

Overview[]

The Light Golem is a powerful foe with strong (if slightly inaccurate) physical attacks, all of which are mostly Earth-based. It can strike a single target with its hammer or its shield; the former is more damaging and carries a risk of debuffing the victim's Defence. Alternatively, it can smash the ground with its hammer, creating a tremor that hits the entire party at once; afterwards, it either casts Rockslide on a random player or buffs its physical stats (Attack and Defence). If fought on Epic difficulty, it can cast Rockslide with Shield Bash as well, and its Hammer Strike is accompanied by Fume on the same player; unlike the rest of its moves, Fume has above-average Accuracy and a partial Fire element.

As intimidating as it is, the Light Golem has a critical weakness; its arms can be destroyed as it takes damage. Its shield arm is the first to go; aside from disabling its Shield Bash attack, it doubles the damage the Golem takes from subsequent blows. Inflicting further damage will remove the Golem's hammer arm, disabling its other two attacks; at this point, it can only stab a player with its horn for mediocre part-Earth physical damage with below-average Accuracy and no special effects.

Due to the Light Golem's gimmick, high burst damage is useful in order to quickly disable its stronger attacks; once its arms are destroyed, it can be ignored in favor of finishing off other foes. Earth resistance, high Defence, and Evade-based strategies are other options to reduce its damage output (particularly outside of Epic difficulty, where it can't use Fume). Its buffing skill is quite potent, so having Dispel on hand is advisable.

The Light Golem is immune to Fire, Thunder, Poison (both the element and the status), and Berserk; it also absorbs Earth and Holy, strongly resists Doom/Instant Death, and is very difficult to Stun. On the other hand, it is weak to Ice, Bomb, Dark, and Water (in ascending order of severity), giving the party a variety of options to hit it as hard as possible. In particular, Natalie can strike it with Pulse or Pulsar while Lance uses Airstrike or a Deep Blue Berserker build; Matt's best option is usually Iceberg, but he should also maintain Defence and Evade buffs with Protect and Reflex.

Statistics[]

EBF3 Foe Icon Light Golem
Light Golem Earthen Knight EBF3
Gets weaker as it takes damage and loses limbs.
Statistics
Base
Statistics
Stat HP Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP Gold
400 4 4 4 4 4 4 90 8 70
Elemental
Resistance
Element Fire Element Thunder Element Ice Element Water Element Wind Element Earth Element Poison Element Dark Element Holy Element Bomb
100% 100% -70% -120% - 200% 100% -100% 200% -90%
Status
Resistance
Status Poison Status Syphon Status Dispel Status Doom Status Berserk Status Stun Status Death
100% - - - 100% 70% 50%
Debuff
Resistance
StatDown Attack StatDown Magic StatDown Defence StatDown Mdef StatDown Accuracy StatDown Evade
- - - - - -
Item Drop Rate
Icon Light Rune Sad Statue Gold Plate Geode - - -
Name Light Rune Sad Statue Gold Plate Geode - - -
Chance 40% 20% 10% 5% - - -
  • The arms are damaged simultaneously with the Golem. However, both arms ignore elemental resistances and Defence/Magic Defence (de)buffs.
  • Shield's maximum health equals 1/3 of Golem's maximum health, both benefit from shield's 50% damage resistance.
  • Hammer's maximum health equals 1/4 of Golem's maximum health. It cannot be harmed until the shield is destroyed.
  • Since the arms ignore Golem's elemental resistances, they still get damaged by attacks that heal the Golem.
    • As a result of the above, it's possible to completely drain the shield's health without taking a single health point off the Golem. However, in this case, the shield will not break until the Golem takes actual damage and plays the "damage taken" animation (instead of the heal one), which forces the arm health check.

Attacks and Abilities[]

Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Hammer Strike Single 60 Physical 70% Element Earth 50% 30% StatDown Defence 90% 10% 10%
Notes: Cannot be used without the hammer.
On Epic difficulty, is immediately followed by casting Fume on the same player.
Fume Single 38 Physical 50% Element Fire -- -- -- 110% 10% 20%
Notes: Is used only in conjunction with Hammer Strike.
Shield Bash Single 50 Physical 70% Element Earth -- -- -- 90% 10% 10%
Notes: Cannot be used without the shield.
On Epic difficulty, is immediately followed by casting Rockslide on the same player.
Rockslide Single 40/3 Physical 80% Element Earth -- -- -- 90% 20% 50%
Notes: Is used only in conjunction with Shield Bash and Earthquake Hammer.
Earthquake Hammer All 12 Physical 70% Element Earth -- -- -- 90% 10% 10%
Notes: Cannot be used without the hammer.
Is immediately followed by either Rockslide or Buff.
Buff Self -- -- ---- -- 50%
50%
Stat Attack
Stat Defence
-- -- --
Notes: Is used only in conjunction with Earthquake Hammer.
Horn Stab Single 33 Physical 70% Element Earth -- -- -- 80% 10% 10%
Notes: Can be used only after losing both arms.

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.

  • No arms → Horn Stab;
  • No shield → Hammer Strike (1/2), Earthquake Hammer (1/2);
  • Both arms intact → Hammer Strike (1/3), Shield Bash (1/3), Earthquake Hammer (1/3).
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