The Neon Valkyrie is a black, sleek, futuristic hovercraft version of the Valkyrie Tank used by Lance in previous games. It has five razor blades on the front of it, two machine gun turrets, a set of headlights that resemble the Laser Turret as well as a pair of exhaust pipes on the back fins. The Iron Fortress symbol (a White "X" surrounded by a black circle) is emblazoned on its side, and red lines run along it like the Cosmic Monoliths. Also of note is that the Neon Valkyrie has an active nuclear reactor, and is the smallest vehicle of its kind to operate with one; more importantly, it has enough fissile material to not only run itself but also freely load and operate Nuclear Bombs. The Neon Valkyrie also has a pair of metal blocks on its side; the function of these is unknown.
Most of the plating of the Neon Valkyrie is made out of Titanium, which means it is made out of the strongest material available, with the exception of Mythril (which was rejected in favor of Titanium on account of being unrealistically expensive, which fits in with Mythril Shards being the single most expensive crafting material).
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 Cosmic Monoliths.
Unlike most foes in EBF5, Neon Valkyrie cannot be captured to be used as a summon.
|Lance's main battle tank. It hits hard with bomb and non-elemental attacks, and it can change its turret attachment.|
|Item Drop Rate|
|Name||Nano Fibre||Nano Fibre||Gunpowder||Dark Rune||Plutonium Core|
|Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:|
(if Death fails)
| 0.42% per stack,|
up to 3.78%
|Damage taken from first three 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
|Notes: Also gets 25% chance to inflict 1x Stagger to the front on Hard or Epic difficulties.|
|Notes: Also gets 50% chance to inflict 2x Burn on Hard or Epic difficulties.|
|Notes: Status strength increased to 30% on Hard or Epic difficulties.|
|Engine Rev||Self||--||--||----||--|| 80%|
|Notes: Both buff strengths increased to 100% on Hard or Epic difficulties.|
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 turn:
- Summon score ≥ 3 → Summons a Laser Turret if >69% HP, a Harpoon Turret if >39% HP and a Nuclear Bomb otherwise.
- Summon Score increases by 1 every turn the Neon Valkyrie's turret/bomb slot is empty (checked at the start of Neon Valkyrie's turn), and resets to 0 after summoning.
- If Berserked or Syphoned → Ram (1/2), Machineguns (1/2);
- 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 has Defence buffs → Honk (4/15), Ram (4/15), Machineguns (4/15);
- Otherwise → Ram (2/5), Machineguns (2/5);
- If no other foes are alive → Slam (1/2);
- <39% HP and the Neon Valkyrie's Evade buff is lower than 20% → Engine Rev (1/2);
- <74% HP and a randomly selected player has Defence buffs → Honk (1/6), Ram (1/6), Machineguns (1/6);
- Otherwise → Ram (1/4), Machineguns (1/4);
- Otherwise → Ram (1/2), Machineguns (1/2).
Defensively, Bomb resistance should be a priority since it's the most common element both Lance and the Neon Valkyrie use (though 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 Thunder and to a lesser extent Bomb and Water, this will allow you to take care quickly of the Neon Valkyrie, and once Lance is alone he's much less of a threat.
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 Lightning Shard will technically have slightly more power. That said, Torrent is stronger than Shock, meaning that using the Sapphire Saint and Torrent will overcome the small amount more damage Lightning Shard gets.
It's a good idea to start with Natalie's 7th Heaven Limit Break to buff up everyone and also heal the damage done by the tank's entrance Ram. Neon Valkyrie is generally the bigger threat here, so focus on using Thunder attacks on it while boosting them with the Wet status effect and also try to inflict Curse on it if possible to lower its Defences. If Matt has the Sapphire Saint, having him bombard the tank with Torrent while Natalie uses Thunderbolt will allow for serious damage output. The Cannon Turret can be easily dispatched by having Natalie Syphon it with Mute, which will make it Surrender (this also works against Laser Turrets and Nuclear Bombs).
As the Neon Valkyrie gets weaker, it will start to use Engine Rev, which causes its Accuracy and Evade to skyrocket. While the Evade buff isn't too much of an issue due to the Neon Valkyrie's low base Evade, the Accuracy buff essentially guarantees every blow from its Machine Guns will hit. Unfortunately, if the player negates the buffs they will just be replaced next turn; how the player deals with this can vary. It may be worth it to have one player keep Dispelling it, or using Red Flybot to remove/invert the buffs, though the latter will chew through the party's SP rather quickly. One novel idea for dealing with this would be to abuse the Neon Valkyrie's response to Berserk and Syphon. Once the Neon Valkyrie is weak enough and uses Engine Rev, invert its buffs with Red Flybot. Then, have either Natalie use Mute or NoLegs use Berserk (preferably Syphoning it instead) to trap it into using Ram and Machine Guns. While the power boost from Berserk will make the Neon Valkyrie slightly deadly to be hit by, if the 60% debuff to Accuracy is in effect then a high-Evade based set of equipment for the players should let them dodge the vast majority of blows. This in turn makes the last 39% of the Neon Valkyrie's health a cakewalk to deal with, as it will basically miss most of the time (try to also inflict Tired to keep the debuff from decaying).
Once the Neon Valkyrie is down, Lance by himself isn't much of a threat. It is best to work on bringing him down to under 30% HP (try to not go below 20% HP, or he'll start spamming Unload each turn) while building up Natalie's Limit Break bar and then use 7th Heaven again to make him Surrender.
- When first fought during the ambush, 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, though this won't change the following events in any way.