- "(Is this happening because I failed to carry out a risk assessment before modifying that tank? Should I maybe have not fired the quality assurance department? Nonsense! No one could have foreseen this.)"
- ―Lance, learning why he shouldn't install a malfunctioning AI in a tank, EBF5
The Neon Valhalla (dubbed the Tunnel Machine by Odin in the Warp Zone) is an optional boss encountered in Epic Battle Fantasy 5. It is a stronger version of the Neon Valkyrie and is fought at the Mineshaft Maze — as such, it is exclusive to the Steam release of the game.
According to Lance, it is a "Giga Fortress" class tunneling vehicle like his father used to drive, equipped with a prototype AI to let it act independently. Unfortunately, its tendency to violently shake the ground caused fatal cave-in accidents when used. In addition, its AI malfunctioned and made it hostile to everyone and everything in its path, forcing Lance and his forces to abandon it in the mines.
Appearance[]
The Neon Valhalla is an older model of the Neon Valkyrie hovercraft line, built for durability. It is wider than the current model, with three hatches for Giga Harpoons and Bombs (legally classified as "mining implements") instead of one. It has the brass and tan color scheme seen in other antique pieces of machinery such as the Steam Fish. The front of its central section has the twin machine guns and blades present in all Valkyrie tanks, while its side sections each have two small fins on the back, a vent-like structure on the top, and two box-like structures on their sides.
Overview[]
The Neon Valhalla's most notable trait is its sheer durability: not only does it have one of the highest health pools of any boss in the game, it also has what's effectively permanent Haste and Regen. Specifically, it gets two actions per turn, the first of which will always be spent healing itself by 2% of its maximum health (increased to 3.5% in Hard/Epic); to defeat it, the party will need to damage it faster than it can heal; fortunately, a pitiful Evade stat makes it easy to hit.
Aside from healing itself, the Neon Valhalla has similar skills to the Neon Valkyrie (including its cheap-shot Ram at the start of the battle). It mainly uses powerful physical skills that hit the entire party (either at once or via a series of randomly-targeted hits), but it can also honk its horn to debuff the party's offenses while inflicting magical Wind damage or rev its engines to buff its own Attack and Magic Attack. To make matters worse, it will deploy Giga Harpoon, Acid Bomb, Earthquake Bomb, and Shockwave Bomb reinforcements from its three hatches, forcing the player to divert their attention towards keeping them under control. It begins the battle with a Giga Harpoon and two Shockwave Bombs, and will replace any lost or disabled foes every fourth turn.
The Neon Valhalla is weak to Thunder, Ice, Water, and especially Earth and Bomb; on the other hand, it is immune to Fire, Bio, and Wind. Aside from the standard boss immunity to Stun, Chill, Freeze, Syphon, Doom, and Instant Death, it is also immune to Burn, Scorch, Poison, Stagger, and Virus. Additionally, it's immune to Accuracy and Evade debuffs and somewhat resistant to all other stat drops.
Turning on the "More Foe Resistance" challenge removes the Neon Valhalla's weaknesses to Thunder, Water, and Ice, but its Earth and Bomb weaknesses remain as severe as ever.
Unlike most foes but much like the Neon Valkyrie and its own turrets, the Neon Valhalla cannot be captured.
Statistics[]
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Neon Valhalla | EBF5 |
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A huge mechanical fortress which constantly heals itself. The only way to beat it is to deal huge amounts of damage - and fast. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
8000 | 4 | 4 | 4 | 4 | 4 | 2.5 | 270 | 44 | 44 | 420 | 6 | N/A* | |
Elemental Resistance |
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100% | -50% | -50% | -80% | 100% | -80% | -50% | 100% | - | - | ||||
Status Resistance |
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100% | 100% | 100% | 100% | 100% | - | 100% | - | - | - | - | 100% | ||
Debuff Resistance |
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30% | 30% | 30% | 30% | 30% | 80% | 80% |
Item Drop Rate | |||||||
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Icon | ![]() |
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Name | Steel Plate | Copper Pipe | Gunpowder | P2 Processor | Titanium | ||
Chance | 100% | 100% | 100% | 100% | 100% |
Status Damage | |||||
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Damage taken from status effects, in % of maximum health (per turn), including elemental resistances: | |||||
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Immune | Immune | Immune | Immune | Immune | -4% |
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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Neon Valhalla | EBF5 |
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A huge mechanical fortress which constantly heals itself. The only way to beat it is to deal huge amounts of damage - and fast. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
8000 | 4 | 4 | 4 | 4 | 4 | 2.5 | 270 | 44 | 44 | 420 | 6 | N/A* | |
Elemental Resistance |
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100% | - | - | -80% | 100% | -80% | - | 100% | - | - | ||||
Status Resistance |
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100% | 100% | 100% | 100% | 100% | - | 100% | - | - | - | - | 100% | ||
Debuff Resistance |
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30% | 30% | 30% | 30% | 30% | 80% | 80% |
Item Drop Rate | |||||||
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Icon | ![]() |
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Name | Steel Plate | Copper Pipe | Gunpowder | P2 Processor | Titanium | ||
Chance | 100% | 100% | 100% | 100% | 100% |
Status Damage | |||||
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Damage taken from status effects, in % of maximum health (per turn), including elemental resistances: | |||||
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Immune | Immune | Immune | Immune | Immune | -4% |
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. |
Attack and Abilities[]
Attack List | ||||||||||
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Attack | Target | Power | Type | Element | Status Effect | Acc | Crit | RdF | ||
Regen | Self | MaxHP * 0.02 | -- | ---- | -- | -- | -- | -- | -- | 5% |
Notes: Healing increased to MaxHP * 0.035 on Hard or Epic difficulties. | ||||||||||
Ram | All Backup |
90 | ![]() |
---- | 25% -- |
1x -- |
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100% | 10% | 10% |
Notes: Status chance for the front increased to 50% on Hard or Epic difficulties. Cannot be countered. | ||||||||||
Slam | All | 120 | ![]() |
---- | 25% | 1x | ![]() |
100% | 10% | 10% |
Notes: Status chance increased to 100% on Hard or Epic difficulties. Can only be used when no other foes are left. | ||||||||||
Machineguns | Random | 240/15 | ![]() |
100% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Honk | All | 44/3 | ![]() |
100% ![]() |
100% 100% |
20% 20% |
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200% | 0% | 10% |
Notes: Both debuff strengths increased to 30% on Hard or Epic difficulties. The Attack debuff is applied on all hits, while the Magic Attack debuff is only applied on the last hit. | ||||||||||
Engine Rev | Self | -- | -- | ---- | -- | 30% 30% |
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-- | -- | -- |
Notes: Both buff strengths increased to 50% on Hard or Epic difficulties. Reclaims all turrets that are ![]() ![]() ![]() ![]() |
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.
Start of Battle → Ram.
1st action → Regen.
2nd action:
- Every 4th turn → Engine Rev;
- If Berserked → Ram (1/2), Machineguns (1/2);
- If no other foes are left → Slam (1/2);
- <74% HP and a randomly selected player has Attack or Magic Attack buffs → Honk (1/8), Ram (3/16), Machineguns (3/16);
- Otherwise → Ram (1/4), Machineguns (1/4).
- <74% HP and a randomly selected player has Attack or Magic Attack buffs → Honk (1/4), Ram (3/8), Machineguns (3/8);
- Otherwise → Ram (1/2), Machineguns (1/2).
Unlike most other foes, Neon Valhalla doesn't get a counter when Counter-Attacking Foes is enabled.
Strategy[]
With one of the largest health pools of any superboss and continuous health regeneration that can't be dispelled or counteracted (being immune to Burn, Scorch, Poison, and Virus), the Neon Valhalla can endure utterly ridiculous amounts of punishment before it finally falls. Applying Curse to reduce its defenses is all but mandatory to overcome its regeneration; inflicting Weaken to reduce its offences is also a good idea (it will rebuff its Attack and Magic Attack every 4 turns, but even then it's still helpful). Tired can also be inflicted, but it has no effect; the Neon Valhalla cannot be captured, and it's immune to Bio damage and Accuracy/Evade debuffs.
Most of the Neon Valhalla's elemental weaknesses can be amplified with the right status effects, none of which it has any resistance to. Applying Dry or Heavy will worsen its most serious weaknesses, but its other weaknesses lend themselves to a Wet strategy (unless "More Foe Resistance" is active). Try to set up buffs, debuffs, and status effects for a few powerful attacks (like Cleaver, Mighty Oak, or Oblivion) in quick succession instead of trying to chip down the tank with constant weaker attacks. Take your time setting up a combo at the start of the battle; the boss's regeneration won't be an issue if it's already at full HP. The best time to go all-out on offence is on every fourth turn, when the boss buffs itself and replaces any lost or incapacitated turrets instead of attacking.
Speaking of the turrets, pay attention to what comes out of the Neon Valhalla's hatches while you're trying to break it down. The Giga Harpoons aren't too bad (if still annoying), but the Bombs can easily spell Game Over, especially since the tank can deploy up to three at a time. The threat of the Bombs can be negated via applying Syphon (on their Launch turn only), Freeze, or Stun; if they're suffering from any of these statuses when the Neon Valhalla uses Engine Rev, they'll be removed and replaced with new foes. Strong Limit Breaks can also be used to take them out if necessary. Bringing the Marble Boulder and/or the Master Wraith summon may prove useful for Syphoning the Bombs; while neither will be guaranteed, they have a higher chance of success than the Syphon skill and can be used by any player.
Trivia[]
- The Neon Valhalla is named after Valhalla, the warrior heaven of Norse mythology. It was believed that the spirits of warriors who perished in valiant battle would be brought to Valhalla by Valkyries, where they would live contentedly until called to battle during Ragnarok.
- Much like the Neon Valkyrie, the Neon Valhalla somehow leaves behind tread marks despite hovering over the ground.