True to its name, the Snow Slime appears to be made of white snow, with beady black eyes and a small, cat-like mouth. Its variations include:
- A "snowman" slime with another head on top of its main body, with a blue striped scarf that's tied around what would be the upper head's neck. A pair of brown twig "arms" stick out of its sides.
- A slime with a snow formation on its head resembling a castle tower.
- A slime with an irregular snow mount on its head, with two brown twigs protruding from it at irregular angles.
Being a Slime, the Snow Slime is a low-level threat with only two weak physical attacks to choose from. They only differ in their element and their associated status effect; one is non-elemental and can inflict Slimed, the other is partly Ice-based with a chance to Freeze its victim. While both effects can be dangerous, their infliction chance is embarrassingly low; nevertheless, it may be worth eliminating Snow Slimes quickly to avoid the risk entirely.
Snow Slimes are no more impressive defensively than offensively, with low HP, below-average Evade, and very few resistances (they absorb Ice and Water while being immune to Burn and Freeze). They're slightly weak to Poison, severely weak to Dark and Earth, and incredibly vulnerable to Fire, but their greatest weakness is Instant Death. Like all Slimes, their -100% Death resistance makes them easy prey for moves like Sawblade; multi-target Death attacks can wipe out entire waves of Slimes at once.
|A very weak enemy that only uses standard attacks.|
|Item Drop Rate|
|Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:|
(if Death fails)
|Immune|| 3.9% per stack,|
up to 35.1%
|Final damage is randomized by ±5% (except for Doom) and rounded down.|
Attacks and Abilities
|Jump & dissolve||Single||13||----||10%||2x||100%||10%||10%|
|Notes: On Hard and Epic difficulties, status chance is increased to 20%.|
|Jump & back||Single||13||50%||10%||1x||100%||10%||10%|
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.
- Anything → Jump & dissolve (1/2), Jump & back (1/2).