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The Neon Valkyrie is a boss in Epic Battle Fantasy 5. It is fought at the end of the Iron Fortress together with Lance, replacing the Valkyrie Tank as his ultimate weapon and personal vehicle.


Appearance[]

The Neon Valkyrie is a sleek, black, futuristic hovercraft resembling the Valkyrie Tank used by Lance in previous games. It has five razor blades on its front, two machine gun turrets, a pair of headlights that resemble the Laser Turret, and a pair of fins on the back, equipped with exhaust pipes. The Iron Fortress symbol (a white "X" surrounded by a black and red circle) is emblazoned on its side, and it is covered in red lines similar to a Cosmic Monolith. It also has a pair of metal blocks on each side, possibly fuel tanks.

According to Lance, the Neon Valkyrie has an active nuclear reactor, and is the smallest vehicle of its kind to operate with one[1]; more importantly, it has enough fissile material to not only run itself indefinitely, but also freely load and operate Nuclear Bombs. Most of its plating is made out of Titanium, the strongest material available short of Mythril; Lance rejected the latter in favor of Titanium on account of it being unrealistically expensive[2], which fits in with Mythril Shards being one of the most expensive crafting materials in EBF5.

In comparison to the Valkyrie Tank, the Neon Valkyrie has the same forward-facing spikes and machine guns as the original tank, as well as a hatch from which turrets can emerge (albeit one that looks quite different), but has otherwise been largely redesigned with technology reverse-engineered from a Cosmic Monolith.

Overview[]

The Neon Valkyrie is vaguely reminiscent of the Valkyrie Tank fight from EBF2. Instead of a main cannon and two slots to deploy turrets from when the former is destroyed, it simply has a single turret and fights alongside Lance. Despite starting the battle with a Cannon Turret, it cannot summon another if it is destroyed; instead, it can summon a Harpoon Turret, a Laser Turret, or a Nuclear Bomb when its HP drops past a certain point. If Foe Remix is enabled, it will only summon Nuclear Bombs after its initial Cannon Turret is destroyed.

Like its predecessor, the Neon Valkyrie has machine guns that hit multiple times for randomly-targeted physical Bomb damage and a powerful non-elemental ramming attack that hits everyone at once (including the backup player), but it can also honk its horn loudly enough to deal highly accurate magical Wind damage to the entire party and debuff their Defence. If its active turret has been destroyed, it can briefly fly into the air and land on the party for massive physical non-elemental damage (and a Burn on higher difficulties); it becomes much more likely to use this attack if Lance is also dead. When seriously damaged, it can rev up its engines to drastically boost its Accuracy and Evade, although the latter is mitigated by its horrible base Evade.

The Neon Valkyrie is notable as one of the few foes who will always get the first strike instead of the player, no matter what Cheats & Challenges are enabled. It performs its Ram attack as it enters the battlefield, hitting the entire party for significant damage and a small chance of Stagger on Hard or Epic difficulty.

When encountered during the Boss Rush in the Temple of Trials, the Neon Valkyrie will not have Lance backing it up (probably because he's joined the party by that point), but its base Attack and Magic Attack will be increased to compensate. If you still haven't gotten the Bash the Fash medal usually awarded for beating it and Lance on Epic difficulty at the Iron Fortress, here is another chance to do so.

The Neon Valkyrie is weak to Water, Bomb, and especially Thunder; on the other hand, it's immune to Bio and Wind. Additionally, it is immune to Stun, Chill, Freeze, Poison, Virus, Stagger, Dispel, Doom, and Instant Death while slightly resisting all debuffs, especially HP. "More Foe Resistance" gives it a Dark absorption, doubled debuff resistance for all stats besides HP, immunity to both Water and Fire, and resistance to Earth, Bad Luck, Curse, Tired, and Weaken.

Unlike most foes in EBF5, the Neon Valkyrie cannot be captured to be used as a summon.

Statistics[]

Neon Valkyrie EBF5
Lance's main battle tank. It hits hard with bomb and non-elemental attacks, and it can change its turret attachment.
Statistics
Base
Statistics
Exp AP SP Gold Hit2HP Catch
3400 4 4 4 4 4 2.5 170 26 26 310 6 N/A*
Elemental
Resistance
- -80% - - 100% -50% -50% 100% - -
Status
Resistance
- 100% 100% 100% - - 100% - - - 100% 100%
Debuff
Resistance
30% 20% 20% 20% 20% 20% 20%
Item Drop Rate
Icon Nano Fibre Nano Fibre Gunpowder Dark Rune Plutonium Core
Name Nano Fibre Nano Fibre Gunpowder Dark Rune Plutonium Core
Chance 100% 100% 100% 100% 100%
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
0.42% per stack,
up to 3.78%
0.84% per stack,
up to 7.56%
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.
Statistics with More Foe Resistance enabled.
Neon Valkyrie EBF5
Lance's main battle tank. It hits hard with bomb and non-elemental attacks, and it can change its turret attachment.
Statistics
Base
Statistics
Exp AP SP Gold Hit2HP Catch
3400 4 4 4 4 4 2.5 170 26 26 310 6 N/A*
Elemental
Resistance
100% -80% - 50% 100% -50% 100% 100% - 200%
Status
Resistance
- 100% 100% 100% - 50% 100% - - 50% 100% 100%
Debuff
Resistance
30% 40% 40% 40% 40% 40% 40%
Item Drop Rate
Icon Nano Fibre Nano Fibre Gunpowder Dark Rune Plutonium Core
Name Nano Fibre Nano Fibre Gunpowder Dark Rune Plutonium Core
Chance 100% 100% 100% 100% 100%
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
0 0 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
Attack Target Power Type Element Status Effect Acc Crit RdF
Ram All+B 70 Physical ---- -- -- -- 100% 10% 10%
Notes: Gets 25% chance of 1x Stagger to the front on Hard or Epic difficulties.
Cannot be countered.
Slam All 110 Physical ---- -- -- -- 100% 10% 10%
Notes: Gets 50% chance of 2x Burn on Hard or Epic difficulties.
Can only be used when the turret/bomb slot is empty
Machineguns Random 200/15 Physical 100% -- -- -- 100% 10% 10%
Honk All 22/2 Magical 100% 100% 20% 200% 0% 10%
Notes: Debuff strength increased to 30% on Hard or Epic difficulties.
Engine Rev Self -- -- ---- -- 80%
80%

-- -- --
Notes: Both buff strengths 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.

Start of Battle → Ram

Start of turn:

* Summon Score increases by 1 if the Neon Valkyrie's turret/bomb slot is empty (checked at the start of Neon Valkyrie's turn), and resets to 0 after summoning.

* Summoned foes will be at the same level as Neon Valkyrie.

Action:

  • If Syphoned or Berserked → Ram (1/2), Machineguns (1/2);
  • If no other foes are left → Slam (3/5);
    • <39% HP and the Neon Valkyrie has less than a 25% Evade buff → Engine Rev (2/5);
    • <74% HP and a randomly selected player doesn't have a Defence debuff → Honk (2/15), Ram (2/15), Machineguns (2/15);
    • Otherwise → Ram (1/5), Machineguns (1/5);
  • If the turret/bomb slot is empty → Slam (1/5);
    • <39% HP and the Neon Valkyrie's Evade buff is lower than 20% → Engine Rev (4/5);
    • <74% HP and a randomly selected player doesn't have a Defence debuff → Honk (4/15), Ram (4/15), Machineguns (4/15);
    • Otherwise → Ram (2/5), Machineguns (2/5);
  • <39% HP and the Neon Valkyrie has less than a 25% Evade buff → Engine Rev;
  • <74% HP and a randomly selected player doesn't have a Defence debuff → Honk (1/3), Ram (1/3), Machineguns (1/3);
  • Otherwise → Ram (1/2), Machineguns (1/2).

Unlike most other foes, Neon Valkyrie doesn't get a counter when Counter-Attacking Foes is enabled.

Strategy[]

Equipment[]

Defensively, Bomb resistance should be a priority since it's the most common element used by the Neon Valkyrie and its backup (although the Neon Valkyrie also uses a lot of non-elemental attacks), with Thunder and Fire being important secondary resistances due to Lance's use of the Flame Shot and Plasma Shot skill trees.

Offensively, focus on the Neon Valkyrie's weaknesses to Bomb, Water, and especially Thunder; this will allow you to quickly destroy the tank and remove the primary threat of the battle. While Lance is far from helpless, he'll be much less of a threat once the Neon Valkyrie is gone.

For Matt in particular, the choice between Water and Thunder can go either way. The Sapphire Saint boasts significantly more power and more useful stats than the Lightning Shard, but the difference in vulnerability means that the latter has slightly more power; that said, since Torrent is stronger than Shock, using it with the Sapphire Saint will overcome the Lightning Shard's slight damage advantage.


Matt
NoLegs
Natalie
Anna

Battle[]

It's a good idea to start with Natalie's 7th Heaven Limit Break to buff everyone up while healing the damage done by the tank's opening Ram. The Neon Valkyrie is generally the biggest threat here, so focus on using Thunder attacks on it (preferably boosted by Wet); if possible, try to inflict Curse to lower its defenses. If Matt has the Sapphire Saint, you can get some serious damage output by having him bombard the tank with Torrent while Natalie follows up with Thunderbolt. The Cannon Turret can be easily dispatched by having Natalie Syphon it with Mute, which will make it Surrender on its next turn; this also works against Laser Turrets and Nuclear Bombs (only on the latter's launch turn), but Harpoon Turrets will be largely unaffected. Keep in mind that the Neon Valkyrie can use its powerful Slam attack if its Turret hatch is empty - another reason to focus away from Lance is because it becomes much more likely to use Slam if he's been defeated and it loses its Turret.

As the Neon Valkyrie gets weaker, it will use Engine Rev to supercharge its Accuracy and Evade. While the Evade buff isn't too much of an issue due to the tank's low base Evade, the Accuracy buff essentially guarantees all of its attacks will hit. Since the Neon Valkyrie will always reuse Engine Rev once the buff falls below a certain level, it may be worthwhile to have one player keep hitting it with Dispel or using Red Flybot to remove/invert the buffs, though the latter will chew through the party's SP rather quickly. If you have means of lowering Accuracy alone, this is another option to reduce its main threat; the Neon Valkyrie only checks its Evade buff when deciding to use Engine Rev.

However, the most novel solution to the buffing problem is to abuse the Neon Valkyrie's response to Syphon; once it uses Engine Rev, invert its buffs with the Red Flybot summon and have Natalie use Mute to lock it into Ram and Machine Guns. Thanks to its massive Accuracy debuff, an Evade-based setup should let the party dodge the vast majority of the Neon Valkyrie's attacks; try to also inflict Tired to keep the debuff from decaying. Berserk can be used instead of Syphon, but it's a riskier option due to powering up the Neon Valkyrie's attacks.

Once the Neon Valkyrie is down, Lance isn't much of a threat. It's best to work on bringing him down to under 29% HP (try to not go below 19%, or he'll start spamming Unload every turn) while building up Natalie's Limit Break bar; once she's charged up, use 7th Heaven again to make Lance Surrender.

Trivia[]

  • When first encountered in No Man's Land, the Neon Valkyrie's Accuracy and Attack are multiplied by 100 to ensure its Ram attack wipes out your party. If the party somehow manages to survive anyway, it'll keep ramming the party every turn; it's possible to win the encounter by having Natalie spam Genesis, but this won't change the following events in any way.
  • During the party's first trip through No Man's Land, they imply that the Neon Valkyrie is the source of the large tracks around the Iron Fortress. However, the Neon Valkyrie hovers instead of using treads, implying that the tracks were made by another vehicle, the Neon Valkyrie's hover function is a relatively new modification, or its engines somehow scorch the ground in an almost identical fashion to tank treads.
  • In some of his boss quotes, Lance refers to the Neon Valkyrie as female.
  • When Lance uses Oblivion for the first time, he claims to have an entire assembly line mass-producing Neon Valkyries, explaining why he can afford to use them for his Limit Break.
    • Despite the above, Lance reacts with immense dismay and consternation if the Neon Valkyrie is destroyed in their boss fight.
  • While possibly a coincidence, the Neon Valkyrie's ambush on the party mirrors the opening cutscene of Adventure Story; Matt, Natalie, and NoLegs are knocked out by a massive tank, allowing Lance to abduct Natalie and forcing Matt and NoLegs to pursue him.

References[]

  1. Comment by Lance during the Neon Valkyrie fight, Epic Battle Fantasy 5
  2. Comment by Lance during the Neon Valkyrie fight, Epic Battle Fantasy 5
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