Ultra Chibi Knight is a miniboss in Epic Battle Fantasy 5 found in the The Beyond, and also during the miniboss rush in the Temple of Trials.
Appearance[]
Chibi Knight is a cameo of the protagonist from the series of flash games of the same name, created by Nick Pasto. Her "Ultra" form represents her at the end of her adventure, with the most powerful equipment.
Ultra Chibi Knight resembles the original Chibi Knight, but with a suit of elaborate golden armor. The helmet has several layers of metal plating, with two red lines crossing the narrow visor (which barely exposes her blue eyes) and four pale gold spikes protruding from the top and sides. Her weapon is a golden sword with a white energy blade surrounded by a faint blue aura.
Overview[]
Like her previous form, Ultra Chibi Knight has good offensive stats and slightly above-average Evade; she also gets two actions per turn. She uses powerful single and random-target physical attacks that hit multiple times; they normally deal pure Holy damage, but she can also enchant her sword to let her Jumping Slash inflict Fire, Thunder or Ice damage instead. If the "Counter-Attacking Foes" challenge is enabled, she adds the ability to cast multi-target elemental magic as a counter; her elemental attacks will always choose the best element to damage the party.
Ultra Chibi Knight fights alongside one of the Mammoths (or an Omega Dragon in "Foe Remix"); if her initial partner falls, she'll summon another in a few turns' time. When her HP drops below 44%, she can cast Heavenly Shield on herself to buff her defenses; as with her previous battle, she'll only use it every other turn at most, giving the party some time to Dispel her and attack at full force.
On higher difficulty levels, Ultra Chibi Knight's elemental skills gain higher status infliction chances, and she will summon backup more quickly.
Ultra Chibi Knight absorbs Fire, Thunder, Ice, and Holy, but is weak to Bio and especially Dark. She has no status resistances beyond the standard boss immunity to Stun, Chill, Freeze, Doom, and Instant Death; on the other hand, she resists all stat debuffs, particularly Attack, Defence, Magic Attack, and Magic Defence. With "More Foe Resistance" enabled, she gains a Water absorption, a Bio resistance, and immunity to Earth and Syphon.
Farming Ultra Chibi Knight is generally inefficient, since the party will have to defeat at least one wave of foes before she makes an appearance. Regardless, she is an excellent source of Cloudberries and rare Materials; remember that The Holy Grail can't be stolen, however.
Statistics[]
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Ultra Chibi Knight | EBF5 |
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Looks like she found all of the best equips. She can enchant her sword with different elements, and will use this to the fullest. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
2600 | 5 | 4 | 5 | 4 | 4 | 4.2 | 600 | 60 | 60 | 500 | 9 | 4 | |
Elemental Resistance |
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200% | 200% | 200% | - | -50% | - | - | - | 200% | -80% | ||||
Status Resistance |
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- | 100% | 100% | - | - | - | - | - | - | - | - | 100% | ||
Debuff Resistance |
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30% | 50% | 50% | 50% | 50% | 10% | 10% |
Item Drop Rate | |||||||
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Icon | ![]() |
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Name | Belt Buckle | Gold Plate | Cloudberries | Star Fragment | The Holy Grail | ||
Chance | 100% | 100% | 100% | 100% | 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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-0.63% per stack, up to -5.67% |
-1.26% per stack, up to -11.34% |
0.81% per stack, up to 7.29% |
1.62% per stack, up to 14.58% |
Immune | -6% |
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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Ultra Chibi Knight | EBF5 |
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Looks like she found all of the best equips. She can enchant her sword with different elements, and will use this to the fullest. |
Statistics | |||||||||||||
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Base Statistics |
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Exp | AP | SP | Gold | Hit2HP | Catch |
2600 | 5 | 4 | 5 | 4 | 4 | 4.2 | 600 | 60 | 60 | 500 | 9 | 4 | |
Elemental Resistance |
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200% | 200% | 200% | - | 50% | 100% | 200% | - | 200% | -50% | ||||
Status Resistance |
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- | 100% | 100% | - | 100% | - | - | - | - | - | - | 100% | ||
Debuff Resistance |
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30% | 50% | 50% | 50% | 50% | 10% | 10% |
Item Drop Rate | |||||||
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Icon | ![]() |
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Name | Belt Buckle | Gold Plate | Cloudberries | Star Fragment | The Holy Grail | ||
Chance | 100% | 100% | 100% | 100% | 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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-0.63% per stack, up to -5.67% |
-1.26% per stack, up to -11.34% |
0.27% per stack, up to 2.43% |
0.54% per stack, up to 4.86% |
Immune | -6% |
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 | ||
Double Slash | Single | 60/2 | ![]() |
100% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Spinning Slash | Single | 160/6 | ![]() |
100% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Enchant | Self | -- | -- | ---- | -- | -- | -- | -- | -- | -- |
Notes: Enchants her sword with either Fire, Ice or Thunder for her next attack (depending on players' elemental resistance), is immediately followed by her Jumping Slash attack as part of the same action. | ||||||||||
Jumping Slash | Random | 240/6 | ![]() |
100% ![]() |
-- | -- | -- | 100% | 10% | 10% |
Notes: 2 hits per target before retargeting. Changes elements and gets statuses if her sword is enchanted. Fire: 100% | ||||||||||
Summon | None | -- | -- | ---- | -- | -- | -- | -- | -- | -- |
Notes: Summons either a War Mammoth (if fought in The Beyond), or a Camel Mammoth (if fought in the Temple of Trials); if Foe Remix is enabled, will summon a Omega Dragon instead (on both locations). Summoned foes will be at the same level as the user. | ||||||||||
Heavenly Shield | Self | -- | -- | ---- | -- | 50% 50% |
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-- | -- | -- |
Thunder Storm | All | 45/5 | ![]() |
100% ![]() |
20% | 1x | ![]() |
115% | 10% | 10% |
Notes: Usable only as a counter when Counter-Attacking Foes is enabled. | ||||||||||
Ice Storm | All | 45/3 | ![]() |
100% ![]() |
10% | 2x | ![]() |
100% | 10% | 10% |
Notes: Usable only as a counter when Counter-Attacking Foes is enabled. | ||||||||||
Fire Storm | All | 50/3 | ![]() |
100% ![]() |
40% | 2x | ![]() |
100% | 10% | 10% |
Notes: Usable only as a counter when Counter-Attacking Foes is enabled. |
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.
1st action
- If Berserked → Jumping Slash;
- Otherwise;
- 75% chance → Chooses best element → Enchant (Ice/Thunder/Fire) → Jumping Slash;
- Otherwise → Jumping Slash.
2nd action
- If Berserked → Jumping Slash;
- If no other foes are left and Summon Score is ≥4 → Summon;
- <44% HP;
- If Ultra Chibi Knight has less than a 10% Defence and Magic Defence buff, and Heavenly Shield wasn't used last turn → Heavenly Shield;
- Otherwise → Spinning Slash;
- <59% HP → Double Slash (1/2), Spinning Slash (1/2);
- Otherwise → Double Slash.
* Summon Score increases by 1 (2 if playing on Hard/Epic and <19% HP) if no other foes are left (checked at the start of Ultra Chibi Knight turn), and resets to 0 after using Summon;
* The first and last two hits of Jumping Slash always targets the player with the least resistance (considers up to 30%) to its element, unless catch score >55 and all players are Lovable (in which case it just targets randomly).
Counter (only if Counter-Attacking Foes is enabled)
- 100%;
- If Syphoned → Double Slash;
- Otherwise → Chooses best elemental spell based on active party's elemental resistance → Ice Storm/Thunder Storm/Fire Storm.
Strategy[]
Ultra Chibi Knight has a concise skillset that capitalizes on the party's weaknesses. While she has Ice, Thunder, Fire and Holy skills, only one of the first three will be used - she will pick the element the party is weakest to, and use that for Jumping Slash. It's also worth noting that while she has only physical attacks aside from the Counter-Attacking Foes exclusive counters, Ultra Chibi Knight will remove Invisible before dealing damage with Jumping Slash, so using Invisible to ignore her attacks is useless. That said, she can only hit one player at a time; using Target to focus damage on a single defensive player may prove useful to draw heat away from the others.
Ultra Chibi Knight doesn't have many status resistances, which can be useful when trying to capture her. Tired is particularly effective; she has barely any resistance to Accuracy and Evade debuffs, and the status amplifies her Bio weakness. Weaken and Curse won't have as much of an impact, but they can still keep her offenses and defenses up to 30% lower than normal; the former also amplifies her severe Dark weakness. She is also fully vulnerable to all of the damage-over-time status effects, but her Fire absorption means that only Poison and Virus will be effective at wearing her down.
Much like her Super form, Ultra Chibi Knight will buff her defenses with Heavenly Shield after taking significant damage. She'll renew the buff when her defenses fall too low, but she can't use it on consecutive turns, giving the party a chance to Dispel her and attack full-force. Alternatively, debuffing only one of her defenses can stall her renewal of the buff, leaving her open to assault from a physically or magically-focused party.
Depending on the location, Ultra Chibi Knight can summon either a War Mammoth (The Beyond) or a Camel Mammoth (Temple of Trials). These are both elite foes that are quite powerful; more importantly, they may inflict Hungry on the party when killed. Since this cannot be blocked in any way short of simply catching the Mammoths instead of killing them, the player should be careful dealing with the backup.
Berserk Strategy[]
A highly unorthodox but effective way to stop Ultra Chibi Knight from chopping up your party is to abuse the fact she cannot Enchant her sword when she's Berserked, limiting her to pure Holy-elemental attacks. As such, if the party has 100% Holy resistance and Ultra Chibi Knight is kept under Berserk status, she won't be able to damage the party at all, meaning the players only need to worry about her partner (and Ultra Chibi Knight won't be able to summon any more as long as she's Berserk). You can pair this with a Target tank to redirect Ultra Chibi Knight's attacks, ensuring that only the tank needs to be Holy-immune.
Summon[]
Unlike her previous forms, Ultra Chibi Knight can be captured and used as a summon. When used, she twirls her sword, buffing the Attack of all allies (including backup), before using her Jumping Slash attack against the targeted foe. This hits six times for good physical Holy damage; if the foe dies during the attack, Ultra Chibi Knight will move to another foe for the rest of her slashes. The attacks also have high Accuracy.
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Ultra Chibi Knight | SP | ![]() | |||||||
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Buffs the attack of all allies, including those in backup, and then attacks a foe several times.
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100 | Kept | ||||||||
Target | Power | Type | Element | Status Effect | Acc | Crit | RdF | |||
Allies+B Single |
-- 330/6 |
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---- | -- | 60% -- |
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-- 150% |
-- 10% |
-- 10% | |
Note: Before the v2 update, Attack buff strength was only 50%. |