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The Zombie Hand is a foe and a summon in Epic Battle Fantasy 5. It is largely found lingering about Redpine Town's graveyard, but it can also be found in various underground areas and The Rapture.


Appearance[]

The Zombie Hand is an emaciated hand emerging from the ground; based on its name and Bestiary description, its owner was reanimated by unknown means. It has rotten green skin and dull grey fingernails, as well as a thin strip of ragged grey cloth around its wrist. It spawns in with a random melee weapon (see below for chances).

*When viewed in the Bestiary, the Zombie Hand has an equal chance to carry any of the Hands' weapons, including the Magma Sword it cannot use in-battle.

Overview[]

A Hand can change its weapon held depending on the weaknesses of the players. It has five different weapons available, each with different stats, and can change them every time it submerges itself for an attack. On Hard or Epic difficulty, it will be more likely to wield a weapon that exploits the party's weaknesses, and the chance of it switching weapons between turns increases. Applying Berserk prevents the Hand from switching weapons.

The Zombie Hand can use a knife, an axe, a hammer, and two types of sword. It has the same physical attacks with each weapon, but each has a different element and associated status effect:

  • The Sword is Non-elemental and can inflict Bad Luck. Its attacks are slightly more accurate than normal and do a moderate amount of damage; stronger than the Knife and Ice Sword, but weaker than the Evil Axe and Mallet.
  • The Knife deals part-Wind damage and has a low Dispel chance. Its attacks have very high Accuracy, but they're weaker than any other weapon.
  • The Evil Axe inflicts part-Dark damage and can Curse the players it hits. It's the second-strongest of the Zombie Hand's weapons, but its Accuracy is also slightly below-average. It's the only weapon that can't use Triple Hit.
  • The Mallet deals Non-elemental damage with a small chance of Stagger. It's the most powerful and least accurate weapon; it also lacks a Burst, limiting the Zombie Hand to Triple Hit and Swing.
  • The Ice Sword inflicts part-Ice damage, with a fair chance to apply Chill. Its damage output is the second-lowest of the Zombie Hand's options.

Aside from its weapon attacks, the Zombie Hand has some magic at its disposal. It can cast Acid to hit a single target with modest magical Bio damage, also inflicting Burn and a decent Magic Defence debuff. Alternatively, it can afflict a player with Doom, but a six-turn timer gives them plenty of leeway to cure themselves; even on Hard or Epic, they'll still have four turns to remove the status unless Bad Luck is an additional factor.

Zombie Hands have a chance to enter battle with a few stacks of Virus, healing them each turn while potentially spreading to players and other foes. On higher difficulty levels, they will be under Poison status if they aren't "suffering" from Virus, ensuring that they can heal over time for a while. If you don't feel like dealing with Virus, cast Purify on the foes at the start of the battle to cure the Zombie Hands.

The Zombie Hand can only hit one player at a time, which can be exploited by a Target Tank to draw its fire. Even discounting the possibility to lock it into a weapon with Berserk, it's even more exploitable on higher difficulty levels; since it looks at the entire party's resistances when choosing a weapon, it can be "tricked" into attacking the tank with a weapon they resist by manipulating the other players' gear to make them more resistant to every other element it checks. If trying this strategy, consider tricking the Zombie Hand into using its Knife, which has the lowest base power of its weapons.

The Zombie hand is severely weak to Fire and Holy, with a lesser weakness to Earth; conversely, it absorbs Bio and Dark while being immune to Doom and Instant Death. This combination makes it particularly vulnerable to Matt, but the other four party members have plenty of options to send it back to the grave; if other Fire-weak foes are present, Natalie or Lance can hit them all with Fire Storm, Bullet Hell. or Flame Burst.

Activating "More Foe Resistance" makes the Zombie Hand neutral to Fire and resistant to Water, also reducing its Holy weakness by 30%.

Statistics[]

EBF5 Foe Icon Zombie Hand
Zombie Hand EBF5
Always remember to double-tap, or this might happen. Sometimes they may carry a deadly and infectious virus!
Statistics
Base
Statistics
Stat HP Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP Catch
166 4 4 4 4 4 4 21 2.2 2.2 14 50 35
Elemental
Resistance
EBF5 Element Fire EBF5 Element Thunder EBF5 Element Ice EBF5 Element Earth EBF5 Element Bio EBF5 Element Bomb EBF5 Element Water EBF5 Element Wind EBF5 Element Holy EBF5 Element Dark
-80% - - -50% 200% - - - -80% 200%
Status
Resistance
EBF5 Status Burn+Scorch EBF5 Status Stun EBF5 Status Chill+Freeze EBF5 Status Poison+Virus EBF5 Status Syphon EBF5 Status Curse+Bad Luck EBF5 Status Stagger+Confuse EBF5 Status Wet+Dry EBF5 Status Heavy+Light EBF5 Status Weak+Tired EBF5 Status Dispel EBF5 Status Death
- - - - - - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP EBF5 StatDown Attack EBF5 StatDown Magic EBF5 StatDown Defence EBF5 StatDown Mdef EBF5 StatDown Accuracy EBF5 StatDown Evade
- - - - - - -
Item Drop Rate
Icon Solid Water Hand Bomb Shuriken Bio Virus -
Name Solid Water Hand Bomb Shuriken Bio Virus -
Chance 25% 33% 33% 15% -
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
EBF5 Status Burn Burn EBF5 Status Scorch Scorch EBF5 Status Poison Poison EBF5 Status Virus Virus EBF5 Status Doom Doom
(if Death fails)
EBF5 Status Regenerate Regen
6.3% per stack,
up to 56.7%
12.6% per stack,
up to 113.4%
-3% per stack,
up to -27%
-6% per stack,
up to -54%
Immune -33.(3)%
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.
Statistics with More Foe Resistance enabled.
EBF5 Foe Icon Zombie Hand
Zombie Hand EBF5
Always remember to double-tap, or this might happen. Sometimes they may carry a deadly and infectious virus!
Statistics
Base
Statistics
Stat HP Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP Catch
166 4 4 4 4 4 4 21 2.2 2.2 14 50 35
Elemental
Resistance
EBF5 Element Fire EBF5 Element Thunder EBF5 Element Ice EBF5 Element Earth EBF5 Element Bio EBF5 Element Bomb EBF5 Element Water EBF5 Element Wind EBF5 Element Holy EBF5 Element Dark
- - - -50% 200% - 50% - -50% 200%
Status
Resistance
EBF5 Status Burn+Scorch EBF5 Status Stun EBF5 Status Chill+Freeze EBF5 Status Poison+Virus EBF5 Status Syphon EBF5 Status Curse+Bad Luck EBF5 Status Stagger+Confuse EBF5 Status Wet+Dry EBF5 Status Heavy+Light EBF5 Status Weak+Tired EBF5 Status Dispel EBF5 Status Death
- - - - - - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP EBF5 StatDown Attack EBF5 StatDown Magic EBF5 StatDown Defence EBF5 StatDown Mdef EBF5 StatDown Accuracy EBF5 StatDown Evade
- - - - - - -
Item Drop Rate
Icon Solid Water Hand Bomb Shuriken Bio Virus -
Name Solid Water Hand Bomb Shuriken Bio Virus -
Chance 25% 33% 33% 15% -
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
EBF5 Status Burn Burn EBF5 Status Scorch Scorch EBF5 Status Poison Poison EBF5 Status Virus Virus EBF5 Status Doom Doom
(if Death fails)
EBF5 Status Regenerate Regen
3.5% per stack,
up to 31.5%
7% per stack,
up to 63%
-3% per stack,
up to -27%
-6% per stack,
up to -54%
Immune -33.(3)%
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.

Has 20% chance to enter the battle with 3x EBF5 Status Virus Virus on self. On Hard/Epic, the remaining 80% is taken up by 3x EBF5 Status Poison Poison.

Attacks and Abilities[]

Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Triple Hit (Knife)
Burst (Knife)
Swing (Knife)
Single 30.6/3
25.2
26.1
Physical 50% EBF5 Element Wind 20% -- EBF5 Status Dispel 150% 10% 10%
Triple Hit (Sword)
Burst (Sword)
Swing (Sword)
Single 40.8/3
33.6
34.8
Physical ---- 33% 3x EBF5 Status Bad Luck 105% 10% 10%
Triple Hit (Ice Sword)
Burst (Ice Sword)
Swing (Ice Sword)
Single 34/3
28
29
Physical 50% EBF5 Element Ice 33% 2x EBF5 Status Chill 100% 10% 10%
Burst (Evil Axe)
Swing (Evil Axe)
Single 36.4
37.7
Physical 50% EBF5 Element Dark 33% 3x EBF5 Status Curse 95% 10% 10%
Triple Hit (Mallet)
Swing (Mallet)
Single 47.6/3
40.6
Physical ---- 20% 1x EBF5 Status Stagger 85% 10% 10%
Acid Single 35 Magical 100% EBF5 Element Bio 100%
100%
3x
25%
EBF5 Status Burn
EBF5 StatDown Mdef
100% 10% 10%
Doom Single -- -- ---- 100% 6x EBF5 Status Doom 300% -- --
Notes: Status strength decreased to 4x on Hard or Epic difficulties.

Battle Logic[]

Choosing a weapon
  • Standard weapon array: Sword, Knife (twice), Mallet, Evil Axe, Ice Sword.
  • On Hard and Epic difficulties, chooses the best element to use (including EBF5 Status Lovable Lovable players) between Wind, Dark, Ice and Bomb, adding more weapons to the array depending on the outcome:
    • Wind → Knife twice
    • Dark → Evil Axe twice
    • Ice → Ice Sword twice
    • Bomb → Sword and Mallet
  • Then selects any position of the array to equip, with equal chance for each. For an example, on Hard/Epic and with Ice being the least resisted element, final chances would be: 1/8 for Sword, Mallet and Evil Axe, 2/8 for Knife and 3/8 for Ice Sword.
  • Whenever the Hand burrows itself after attacking, it has a 25% (50% on Hard/Epic) chance to switch its weapon when it emerges again. The Hand cannot switch weapons if it's Berserked.
Attack patterns

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.

  • If catch score >55 and all players are Lovable → Flee;
  • If Berserked;
    • If using Knife/Sword/Ice Sword → Triple Hit (1/3), Burst (1/3), Swing (1/3);
    • If using Evil Axe → Burst (1/2), Swing (1/2);
    • If using Mallet → Triple Hit (1/2), Swing (1/2);
  • If Syphoned;
    • If selected target doesn't have Doom → Doom (1/5);
      • If using Knife/Sword/Ice Sword → Triple Hit (4/15), Burst (4/15), Swing (4/15);
      • If using Evil Axe → Burst (2/5), Swing (2/5);
      • If using Mallet → Triple Hit (2/5), Swing (2/5).
    • Otherwise;
      • If using Knife/Sword/Ice Sword → Triple Hit (1/3), Burst (1/3), Swing (1/3);
      • If using Evil Axe → Burst (1/2), Swing (1/2);
      • If using Mallet → Triple Hit (1/2), Swing (1/2);
  • If selected target doesn't have Doom → Doom (4/25), Acid (5/25);
    • If using Knife/Sword/Ice Sword → Triple Hit (16/75), Burst (16/75), Swing (16/75);
    • If using Evil Axe → Burst (8/25), Swing (8/25);
    • If using Mallet → Triple Hit (8/25), Swing (8/25).
  • Otherwise → Acid (1/5);
    • If using Knife/Sword/Ice Sword → Triple Hit (4/15), Burst (4/15), Swing (4/15);
    • If using Evil Axe → Burst (2/5), Swing (2/5);
    • If using Mallet → Triple Hit (2/5), Swing (2/5).

Before the v2 update, the Zombie Hand had no Syphon behaviour.

Counter (only if Counter-Attacking Foes is enabled)

  • 25%;
    • If Syphoned → Swing;
    • Otherwise → Acid.

Summon[]

The Zombie Hand can be captured and used as a summon, or be randomly summoned by The Deceased. It afflicts all enemies with Doom; it has a shorter timer than the foe version, but still works best when Bad Luck is set up beforehand.

The summoned Zombie Hand always uses the Evil Axe for its weapon, but this is purely cosmetic.

EBF5 Foe Icon Zombie Hand
Zombie Hand SP Whether the summon cures Freeze from players by forcing them to move (jump off the screen)
Gives doom status to all enemies, causing them to die instantly after 3 turns. 28 Kept
Target Power Type Element Status Effect Acc Crit RdF
All -- -- ---- 100% 3x EBF5 Status Doom 100% -- --
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