The Sky Monolith, unlike other Monoliths, appears to be an actual statue instead of a mere nondescript rock, having a simple face, several horns, and even a pair of stone hands that can move independently of the main body.
Monoliths take the role of offensive spell-casters, with Sky Monolith itself being biased towards the Wind element. Like other Monoliths, Sky Monolith has high HP, low Evade, numerous resistances and few weaknesses (only Earth and Bomb); unlike others, Sky Monolith does not have a set pattern of when to use its charged attack — instead, it gains the required Charge status by using one of its abilities, initiated at random. The same ability also grants several stat buffs to it, including Magic Defence but not Defence, making physical skills more efficient against it.
As all of Sky Monolith's attacks are fully elemental, gathering 100% or more Wind resistance renders the party unkillable by this foe. Attacks' secondary effects still take place, but are neglible except for the charged attack, which has a high chance to Dispel the party, though the players will likely have several options to resist Dispel by the time the foe is first encountered.
Sky Monolith is the last Monolith to be fought in the main game, found in Lankyroot Jungle's optional Lost Ruins and the upper levels of the Temple of Godcat; while it appears in many battles, none respawn, so make sure to scan it if going for medals.
|A monolith that guards the heavens. Uses extremely powerful wind attacks and can heal itself.|
|Item Drop Rate|
|Name||Gold Plate||Amethyst||Silver Plate||Concrete||-||-||-|
|Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:|
(if Death fails)
|Final damage is randomized by ±5% (except for Doom) and rounded down.|
Prior to the Battle Mountain update, no Monoliths had any Syphon resistance.
Attacks and Abilities
|Notes: Charges to use Wind Hands.|
|Notes: Requires and expends Charge.|
Prior to the Battle Mountain update, this attack instead had 60 power.
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.
- Syphoned → Nothing;
- Charged → Wind Hands;
- Otherwise → Hurricane (1/3), Shockwave (1/3), Buffs (1/3).