- "A crab-turtle hybrid with wings? Who engineers these bizarre chimeras?"
- ―Lance questions the biology of the Red Creep, Epic Battle Fantasy 5
The Red Creep is a foe and a summon in Epic Battle Fantasy 5. It is usually found along the Rainbow River, particularly on the northern banks near No Man's Land.
Appearance[]
The Red Creep is a large pink insect-like creature with six stubby legs, four red eyes, and a pair of rounded mandibles. It has a turtle-like shell with a red surface and a pair of feathery white wings sprouting from it.
Overview[]
The Red Creep is essentially a slightly more dangerous version of the Green Creep; it can tuck inside its shell to either buff its Magic Defence or spin around the battlefield to ram into the players for modest physical damage. Depending on how many times it attacks, its spin can be partially Wind-based with a chance to Stagger the target, or purely non-elemental with a chance to Weaken players.
Like its green counterpart, the Red Creep may also bounce off of other foes during its Shell Bump attacks; however, this will heal them instead of inflicting damage. Although the heal isn't particularly strong, it still encourages players to either take out the Red Creep quickly or use powerful attacks on its allies to prevent them from being healed back to full. It's also worth noting that the Red Creep will only use its 5x Shell Bump if there's at least two other foes remaining in the wave, so it can't heal its ally if there's only one other enemy left.
Higher difficulty levels improve the status infliction chances on the Red Creep's attacks, as well as the amount of HP it heals when it hits one of its allies. Its defensive maneuver also grants Defend status to further reduce incoming damage from all sources.
Red Creeps are immune to Water and resistant to Stun, Doom, and Death, but any other elements or status effects will work normally, especially since their Evade is below-average. In particular, they're weak to Thunder and especially Earth, so players can reliably take them down using skills like Quake or Shock. Giga Drill is also quite useful against them, given their tendency to Defend themselves and buff their Magic Defence.
If "More Foe Resistance" is enabled, the Red Creep loses its Thunder weakness and absorbs both Fire and Bomb.
Statistics[]
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Red Creep | EBF5 |
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A red shell never misses, and it hits with bone-crushing force too. Yet the impact somehow heals other foes instead of hurting them. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
230 | 4 | 4 | 4 | 4 | 4 | 3.6 | 38 | 3.7 | 3.7 | 22 | 33 | 20 | |
Elemental Resistance |
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- | -50% | - | -80% | - | - | 100% | - | - | - | ||||
Status Resistance |
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- | 50% | - | - | - | - | - | - | - | - | - | 50% | ||
Debuff Resistance |
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- | - | - | - | - | - | - |
Item Drop Rate | |||||||
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Icon | ![]() |
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- | - | ||
Name | Sea Shell | Razor Claw | White Feather | - | - | ||
Chance | 25% | 15% | 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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2.31% per stack, up to 20.79% |
4.62% per stack, up to 41.58% |
1.98% per stack, up to 17.82% |
3.96% per stack, up to 35.64% |
16.5% | -22% |
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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Red Creep | EBF5 |
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A red shell never misses, and it hits with bone-crushing force too. Yet the impact somehow heals other foes instead of hurting them. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
230 | 4 | 4 | 4 | 4 | 4 | 3.6 | 38 | 3.7 | 3.7 | 22 | 33 | 20 | |
Elemental Resistance |
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200% | - | - | -80% | - | 200% | 100% | - | - | - | ||||
Status Resistance |
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- | 50% | - | - | - | - | - | - | - | - | - | 50% | ||
Debuff Resistance |
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- | - | - | - | - | - | - |
Item Drop Rate | |||||||
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Icon | ![]() |
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- | - | ||
Name | Sea Shell | Razor Claw | White Feather | - | - | ||
Chance | 25% | 15% | 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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-2.31% per stack, up to -20.79% |
-4.62% per stack, up to -41.58% |
1.98% per stack, up to 17.82% |
3.96% per stack, up to 35.64% |
16.5% | -22% |
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 | ||
Shell Bump | Single | 45 | ![]() |
50% ![]() |
10% | 1x | ![]() |
100% | 10% | 10% |
Notes: Status chance increased to 25% on Hard or Epic difficulties. | ||||||||||
3x Shell Bump | random | 50/3 | ![]() |
---- | 25% | 2x | ![]() |
200% | 10% | 10% |
Notes: Status chance increased to 50% on Hard or Epic difficulties. | ||||||||||
5x Shell Bump | Random Random Allies |
50/3 -25/2 (heals) |
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---- | 25% -- |
2x -- |
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200% | 10% | 10% |
Notes: Status chance for enemies increased to 50% on Hard or Epic difficulties. Healing inflicted to allies scales off Player Weather Attack and Accuracy. Power when hitting allies changed to -50/2 Hard or Epic difficulties. | ||||||||||
Defend | Self | -- | -- | ---- | -- | 40% | ![]() |
-- | -- | -- |
Notes: Buff strength increased to 50% on Hard or Epic difficulties. Also gives ![]() |
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 catch score >55 and all players are Lovable;
- <79% HP → Flee;
- Otherwise → Nothing;
- If Berserked;
- If there's less than 2 other foes left → 3x Shell Bump;
- Otherwise → 5x Shell Bump;
- <49% HP (<32% HP if playing on Hard/Epic), and it didn't use Defend last turn → Defend;
- Otherwise → Shell Bump (1/3);
- If there's less than 2 other foes left → 3x Shell Bump (2/3);
- Otherwise → 5x Shell Bump (2/3).
Counter (only if Counter-Attacking Foes is enabled)
- 25%;
- <32% HP → Shell Bump;
- Otherwise → 3x Shell Bump
Summon[]
The Red Creep can be captured and used as a summon. It hits a single foe with a powered-up Shell Bump, dealing physical Wind damage with a high chance of applying one stack of Stagger.
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Red Creep | SP | ![]() | ||||||
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Smashes into a target with a powerful wind attack, which also staggers the target. | 60 | Kept | |||||||
Target | Power | Type | Element | Status Effect | Acc | Crit | RdF | ||
Single | 350 | ![]() |
100% ![]() |
100% | 1x | ![]() |
100% | 10% | 10% |
Trivia[]
- The Red Creep's appearance and description are references to the Red Shell item from the Mario Kart series, which homes in on the closest opponent. Additionally, the Red Creep's winged turtle shell makes it resemble a Koopa Paratroopa from the wider Mario franchise.
- The Red Creep's Bestiary icon severely mispositions one of its wings in order to make it visible.