Epic Battle Fantasy Wiki
(Attack table)
Tag: Visual edit
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{{stub}}''To do: EBF5 and partially EBF2.''
 
{{stub}}''To do: EBF5 and partially EBF2.''
{{EBF5AlphaNotice}}
 
   
 
{{Infobox Character
 
{{Infobox Character
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</gallery>
 
</gallery>
 
|Group = [[Dragons]]
 
|Group = [[Dragons]]
|Roles = Boss
+
|Roles = Boss, Summon
 
|Appearances = Epic Battle Fantasy 2<br />Epic Battle Fantasy 4<br />Epic Battle Fantasy 5}}
 
|Appearances = Epic Battle Fantasy 2<br />Epic Battle Fantasy 4<br />Epic Battle Fantasy 5}}
 
{{For|its non-boss version in {{EBF|3}}|Zombie Dragon}}
 
{{For|its non-boss version in {{EBF|3}}|Zombie Dragon}}
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== Appearance ==
 
== Appearance ==
It appears as a multi-headed skeletal dragon with two, three or four long necks, numerous spiked spines, and a spike-tipped tail (which only appears during certain attacks). As with most multi-part enemies, each head counts as a separate foe; however, lore-wise they are to be taken as a single being.
+
The Zombie Hydra appears as a skeletal dragon with two, three or four heads; as with most multi-part enemies, each head counts as a separate foe, but they are to be taken as a single being in terms of lore. Each head has two large horns on the back of its skull, huge jaws full of sharp teeth, a long neck dotted with large spines, numerous smaller spines on its skull, and a massive, spike-tipped tail (which only appears during certain attacks).
   
In ''EBF4'' the hydra has been completely redrawn, more notable changes include becoming whiter, compared to ''EBF2'' grey, and the horns being merged with the skull into a single structure.
+
In ''EBF4,'' the Zombie Hydra has been completely redrawn, more notable changes include becoming whiter, compared to ''EBF2'' grey, and the horns being merged with the skull into a single structure. Its heads can be severed from their necks, leaving them floating in the air as an orb of red light appears in the skull.
   
 
== Overview ==
 
== Overview ==
In both appearances, Zombie Hydra mainly favours powerful physical attacks and {{e|Dark}} magic, as well as {{e|Fire}} magic in ''EBF4''. Its signature ability allows it to revive its heads when their HP is depleted - only by slaying all of its heads at once (or in a short succession) can this be averted. Every head has identical [[stats]] and abilities, besides any changes (such as via debuffs) that happen during the battle.
+
In all appearances, the Zombie Hydra mainly favors powerful physical attacks and {{e|Dark}} magic, as well as {{e|Fire}} magic in ''EBF4 & 5''. Its signature ability allows it to revive its heads when their HP is depleted - only by slaying all of its heads at once (or in quick succession) can this be averted. Every head has identical [[stats]] and abilities, besides any changes (such as via debuffs) that happen during the battle.
   
 
=== ''Epic Battle Fantasy 2'' ===
 
=== ''Epic Battle Fantasy 2'' ===
Zombie Hydra is the penultimate boss of the game, appearing in Stage 19. It has a balanced set of attacks, including physical, magical, and status-based assaults, as well as [[Grim Reaper]] — the proto-{{s|Instant Death}} spell which deals over 99999 damage to one of the players if it hits, killing them. Hydra's physical damage output and the Reaper will likely get the player a habit of using {{s|Auto-Revive}}, extremely helpful for the rest of the game.
+
A two-headed Zombie Hydra is the penultimate boss of the game, appearing in Stage 19. It has a balanced set of attacks, including physical, magical, and status-based assaults, as well as [[Grim Reaper]] — the proto-{{s|Instant Death}} spell which deals over 99999 damage to one of the players if it hits, killing them. Its physical damage output and the Reaper will likely get the player a habit of using {{s|Auto-Revive}}, extremely helpful for the rest of the game.
   
 
=== ''Epic Battle Fantasy 4'' ===
 
=== ''Epic Battle Fantasy 4'' ===
Zombie Hydra is located in the [[Epic Battle Fantasy 4 Map/A8 Left Tomb|western tomb]] of [[Graybone Cemetery]], and can only be reached with the [[Key Items#4Winged Boots|Winged Boots]]. Unlike most optional bosses, there is no reward for killing the Hydra apart from the enormous amounts of experience and ability points accumulated from its reviving heads (while said to be revived, each new head increased the reward pool as if it was another enemy), and as such can be fought as an experience farm.
+
The Zombie Hydra is located in the [[Epic Battle Fantasy 4 Map/A8 Left Tomb|western tomb]] of [[Graybone Cemetery]], and can only be reached with the [[Key Items#4Winged Boots|Winged Boots]]. Unlike most optional bosses, there is no reward for killing the Hydra apart from the enormous amounts of experience and ability points accumulated from its reviving heads (while said to be revived, each new head increased the reward pool as if it was another enemy), and as such can be fought as an experience farm.
   
Unlike many returning bosses, the Zombie Hydra has undergone significant changes in appearance and abilities. It has three heads instead of two (likely to compensate for the increased player headcount), can cast Fire spells, and now has twice as much Instant Death abilities. Each head can also deal enormous physical damage, well able of killing one of the players at full health if caught off guard. Additionally, if any of the heads suffers from a powerful attack, it will detach from its spinal cord, permanently increasing its Evade by 50%. Much like its ''EBF2'' counterpart, the Zombie Hydra is able to regenerate its severed heads, requiring all three heads to be killed within one or two turns to be defeated.
+
Unlike many returning bosses, the Zombie Hydra has undergone significant changes in appearance and abilities. It has three heads instead of two (likely to compensate for the increased player headcount), can cast Fire spells, and now has twice as much Instant Death abilities. Each head can also deal enormous physical damage, well able of killing one of the players at full health if caught off guard. Additionally, if any of the heads suffers from a powerful attack, it will detach from its spinal cord, permanently increasing its Evade by 50%.
   
  +
Much like its ''EBF2'' counterpart, the Zombie Hydra is able to regenerate fallen heads, with the specific condition of each head "charging" its revival skill on its next turn after a head has been destroyed. This means that the party has to kill all of its heads within two turns to prevent them from reviving each other.
A four-headed Zombie Hydra appears as the final opponent of [[Battle Mountain]]'s Miniboss Marathon. Oddly, the first head to be destroyed will not be revived, while the other heads revive normally.
 
  +
 
A four-headed Zombie Hydra appears as the final opponent of [[Battle Mountain]]'s Miniboss Marathon. Due to a coding error, the first head to be destroyed will never be revived; the other heads revive each other normally.
   
 
=== ''Epic Battle Fantasy 5'' ===
 
=== ''Epic Battle Fantasy 5'' ===
Zombie Hydras appear in the late-game on two occasions. First they occur in a cave in [[The Rapture]] guarding the Earth Orb; this Zombie Hydra has two heads. On the second occasion, they appear in [[The Beyond]] blocking the passageway to the final boss screen; this Zombie Hydra has three heads.
+
Zombie Hydras appear near the end of the game on two occasions. A two-headed specimen appears in a cave in [[The Rapture]], guarding the Earth Orb. A three-headed specimen appears in [[The Beyond]], blocking the passageway to the final boss screen.
   
  +
The Zombie Hydra looks and acts similarly to its ''EBF4'' version, but it now has new attacks, including [[Gravity Surge]], [[Screamer]], and [[Sacrifice]]. Its Tail Crush has slightly more accuracy and [[The Reaper]] now does noticeable damage when the Instant Death doesn’t happen; on the other hand, Triple Bite can now only be used when decapitated, Berserked, or Syphoned, Tail Crush’s accuracy is no longer increased on Hard or Epic, and The Reaper has less accuracy overall. Once again, each head will passively "charge" a revival ability when another head is destroyed, requiring all of them to be killed in the span of two turns.
''(insert some general info regarding their attacks and differences from the previous game)''
 
   
 
Defeating the 3-headed Zombie Hydra on Epic difficulty rewards the ''Triple Death'' [[Medals|medal]].
 
Defeating the 3-headed Zombie Hydra on Epic difficulty rewards the ''Triple Death'' [[Medals|medal]].
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|Name = Zombie Hydra
 
|Name = Zombie Hydra
 
|Description = If you chop off a head, its evade will increase. If you kill a head, the remaining heads will replace it.
 
|Description = If you chop off a head, its evade will increase. If you kill a head, the remaining heads will replace it.
  +
|HP = <abbr title="999 when fought in the Battle Arena">1777</abbr>
|HP = 1555
 
 
|Atk = 4
 
|Atk = 4
 
|Def = 4
 
|Def = 4
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|item3name = Dark Matter
 
|item3name = Dark Matter
 
|item3chance = 5%
 
|item3chance = 5%
  +
}}Before the v2 update, had 1555 base HP instead.
}}The head detaches when hurt for >25% of maximum health or >5% when it's <33%, which increases its base {{s|Evade}} by 50% and makes it immune to {{e|Earth}}.
 
  +
  +
<div class="mw-collapsible mw-collapsed">{{MoreFoeRes}}<div class="mw-collapsible-content">{{FoeTableEBF5
  +
|Name = Zombie Hydra
  +
|Description = If you chop off a head, its evade will increase. If you kill a head, the remaining heads will replace it.
  +
|HP = <abbr title="999 when fought in the Battle Arena">1777</abbr>
  +
|Atk = 4
  +
|Def = 4
  +
|Mag = 6
  +
|Mdf = 4
  +
|Acc = 4
  +
|Eva = <abbr title="Increased to 6.6 when decapitated">4.4</abbr>
  +
|Exp = 333
  +
|AP = 22
  +
|SP = 22
  +
|Gold = 200
  +
|Hit2HP = 15
  +
|CatchRate = 3
  +
|fire = 200%
  +
|bio = 200%
  +
|holy = -80%
  +
|dark = 200%
  +
|stun = 70%
  +
|chill&freeze = 100%
  +
|syphon&disable = 70%
  +
|death&doom = 100%
  +
|atkdown = 30%
  +
|magdown = 30%
  +
|defdown = 30%
  +
|mdedown = 30%
  +
|accdown = 30%
  +
|evadown = 30%
  +
|item1name = Razor Claw
  +
|item1chance = 50%
  +
|item2name = Bone Spike
  +
|item2chance = 75%
  +
|item3name = Dark Matter
  +
|item3chance = 5%
  +
}}</div></div>
 
The head detaches when hurt for >25% of maximum health or >5% when it's <32%, which increases its base {{s|Evade}} by 50% and makes it immune to {{e|Earth}}.
   
 
== Attacks and Abilities ==
 
== Attacks and Abilities ==
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|Crit2 = 10%
 
|Crit2 = 10%
 
|RdF2 = 10%
 
|RdF2 = 10%
|Notes2 = Can only be used when decapitated, or when Syphoned/Berserked.
+
|Notes2 = Can only be used when decapitated, or when {{si5|syphon}} Syphoned or {{si5|berserk}} Berserked.
   
 
|Attack3 = Tail Crush
 
|Attack3 = Tail Crush
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|Crit3 = 10%
 
|Crit3 = 10%
 
|RdF3 = 10%
 
|RdF3 = 10%
|Notes3 = Cannot be used if the head is decapitated.
+
|Notes3 = Cannot be used while decapitated.
   
|Attack4 = [[Grim Reaper]]
+
|Attack4 = [[The Reaper]]
 
|Target4 = Single
 
|Target4 = Single
 
|Power4 = 120
 
|Power4 = 120
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|Element%5 = 100%
 
|Element%5 = 100%
 
|Element5 = Fire
 
|Element5 = Fire
|StatusChance5 = 100%
+
|StatusChance5 = 70% <br/> 100%
|StatusStrength5 = 3x
+
|StatusStrength5 = 15%<br/> 3x
|StatusIcon5 = {{si5|burn}}
+
|StatusIcon5 = {{si5|defdown}} <br/> {{si5|burn}}
 
|Acc5 = 100%
 
|Acc5 = 100%
 
|Crit5 = 10%
 
|Crit5 = 10%
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|RdF8 = 10%
 
|RdF8 = 10%
   
|Attack9 = [[Sacrifice]]
+
|Attack9 = [[Antimatter Flux]]
|Target9 = All
+
|Target9 = Centered
|Power9 = 30
+
|Power9 = 65/3
|Type9 = Physical
+
|Type9 = Magical
 
|Element%9 = 100%
 
|Element%9 = 100%
 
|Element9 = Dark
 
|Element9 = Dark
|StatusChance9 = 100% <br/> 50%
+
|StatusChance9 = 100%
|StatusStrength9 = 20% <br/> 3x
+
|StatusStrength9 = 25%
|StatusIcon9 = {{si5|hpdown}} <br/> {{si5|doom}}
+
|StatusIcon9 = {{si5|mdefdown}}
|Acc9 = 150%
+
|Acc9 = 100%
 
|Crit9 = 10%
 
|Crit9 = 10%
|RdF9 = 10%}}
+
|RdF9 = 10%
  +
|Notes9 = Added to its movepool in the v2 update.
  +
  +
|Attack10 = [[Sacrifice]]
  +
|Target10 = All
  +
|Power10 = 30
  +
|Type10 = Magical
  +
|Element%10 = 100%
  +
|Element10 = Dark
  +
|StatusChance10 = 100% <br/> 50%
  +
|StatusStrength10 = 20% <br/> 3x
  +
|StatusIcon10 = {{si5|hpdown}} <br/> {{si5|doom}}
  +
|Acc10 = 150%
  +
|Crit10 = 10%
  +
|RdF10 = 10%
  +
  +
|Attack11 = Respawn
  +
|Target11 = None
  +
|Type11 = None
  +
|Element11 = None
  +
|Notes11 = Spawns a new head with full health to replace a dead one. This ability requires a turn to passively "charge" it after a head has been killed, separate for each alive head. Does not take up the head's action, cannot be used if unable to act due to {{si5|Stun}} Stun (or catch score >55 and all players being {{si5|lovable}} Lovable while it's Syphoned). The new head will be at the same level as the user.}}
   
 
== Battle logic ==
 
== Battle logic ==
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=== ''Epic Battle Fantasy 5'' ===
 
=== ''Epic Battle Fantasy 5'' ===
  +
...
 
  +
'''Action'''
  +
* If Syphoned, catch score >55, and all players are Lovable → Nothing;
  +
* If catch score >55 and all players are Lovable;
  +
** <49% HP → Screamer (2/6), Gravity Surge (1/6), Antimatter Flux (1/6), Sacrifice (2/6);
  +
** Otherwise → Gravity Surge (1/4), Antimatter Flux (1/4) Sacrifice (2/4);
  +
* If Syphoned or Berserked → Triple Bite;
  +
* If the head has been decapitated → Bite* (1/2);
  +
** If playing on Hard or Epic → The Reaper (3/20), Hellfire (1/20), Fire Spin (1/20);
  +
*** <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
  +
*** Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);
  +
** Otherwise → The Reaper (3/20), Fire Spin (2/20);
  +
*** <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
  +
*** Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);
  +
* Otherwise → Bite (1/4), Tail Crush (1/4);
  +
** If playing on Hard or Epic → The Reaper (3/20), Hellfire (1/20), Fire Spin (1/20);
  +
*** <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
  +
*** Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);
  +
** Otherwise → The Reaper (3/20), Fire Spin (2/20);
  +
*** <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
  +
*** Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);
  +
  +
<nowiki>*</nowiki> Bite becomes Triple Bite when decapitated and <32% HP.
  +
  +
Before the v2 update, the chance to use Antimatter Flux was taken by Sacrifice instead.
  +
  +
'''Counter (only if Counter-Attacking Foes is enabled)'''
  +
* 25%;
  +
** If Syphoned or decapitated → Bite;
  +
** If playing on Hard/Epic → The Reaper (3/5), Hellfire (1/5), Fire Spin (1/5);
  +
** Otherwise → The Reaper (3/5), Fire Spin (2/5).
  +
  +
  +
Additionally, whenever the number of Hydra heads is lower than what it was at the start of the battle, the Hydra will charge up its Respawn ability and then use it on its next turn (neither the charge or the actual Respawn take up the Zombie Hydra's action). Respawn cannot be used or charged if the Zombie Hydra is unable to act, either due to being Stunned or due to its catch score >55 and all players being Lovable while the Hydra is Syphoned. On [[Custom Game#Foe Remix|Foe Remix]], the Zombie Hydra has a 50% chance to summon a Blaze Hydra instead of a Zombie Hydra when using Respawn.
   
 
== Strategy ==
 
== Strategy ==
 
=== ''Epic Battle Fantasy 2'' ===
 
=== ''Epic Battle Fantasy 2'' ===
Don't underestimate their revival ability: if one head is defeated, the other can revive it with full HP. Consequently, you must carefully manage the two heads' HP in order to bring them down in rapid succession, preferably in a single turn. This can be complicated by any automatic attack skills equipped by [[Matt]] and [[Natalie]].
+
Don't underestimate the Zombie Hydra's revival ability: if one head is defeated, the other can revive it with full HP on any subsequent turn. Consequently, you must carefully manage the two heads' HP in order to bring them down in rapid succession, preferably in a single turn. This can be complicated by any automatic attack skills equipped by [[Matt]] and [[Natalie]].
   
Defensively, the main concern is the Grim Reaper spell, which can instantly kill either of your characters if it hits, regardless of their health. On higher [[Difficulty|difficulties]], its success rate becomes dangerously high — if both heads use it simultaneously, the fight can end before it really even begins. Thus, it is advised to keep {{s|Auto-Revive}} up as much as possible (via using Natalie's [[Revive]] on an alive player, and keeping her Magic Attack buffed up for more health restored upon revival); ideally, you should have a few turns of Auto-Revive left from the previous battle. ''Survivor'' and ''Angel'' [[skill bonuses]] may help, but they cannot be relied on much.
+
Defensively, the main concern is the Grim Reaper spell, which can instantly kill either of your characters if it hits, regardless of their health. On higher [[Difficulty|difficulties]], its success rate becomes dangerously high — if both heads use it simultaneously, the fight can end before it really even begins. Thus, it is advised to keep {{s|Auto-Revive}} up as much as possible (via using Natalie's [[Revive]] on a living player, and keeping her Magic Attack buffed up for more health restored upon revival); ideally, you should have a few turns of Auto-Revive left from the previous battle. The ''Survivor'' and ''Angel'' [[skill bonuses]] may help, but they cannot be relied on much.
   
The boss has a significant and easily accessible weakness: both Grim Reaper and Revive, along with other magical abilities, can and should be blocked by simply {{s|Syphon}}ing the heads (preferably via [[Rune Blade]]'s [[Unleash]], for guaranteed application), significantly simplifying the fight and allowing to ditch [[Barrier]]/Magic Defence buffs, though Auto-Revive is still welcome, and [[Protect]]/Defence buffs become vital to endure Hydra's remaining attacks.
+
The boss has a significant and easily-accessible weakness: both Grim Reaper and Revive, along with other magical abilities, can and should be blocked by hitting the heads with {{s|Syphon}} (preferably via [[Rune Blade]]'s [[Unleash]], for guaranteed application), significantly simplifying the fight and removing the need for [[Barrier]] and other Magic Defence buffs. However, Auto-Revive is still welcome, and [[Protect]]/Defence buffs become vital to endure the Zombie Hydra's viciously powerful physical attacks.
   
However, On Epic difficulty there's still a chance to get a Game Over no matter how you play: if the Hydra chooses to use its multi-bite attack over and over and its prolongs enough to kill, you'll at some point run out of revival methods. You may try to {{s|Blind}} the heads to reduce their hit rate, but it's more reliable to focus on one head and kill it before it causes much trouble. [[Kyun]] (Natalie's [[Limit Break]]) can be used to create a breathing room for the players in a tight situation, though it might be better to save Limit Breaks for the soon [[Valkyrie Tank|final boss]] (as in ''EBF2'' they take longer to charge each time one is used). When one head is down, the battle is basically won — as long as you keep the other head Syphoned, it will not cast Revive or use multi-target attacks, so it shouldn't pose big problems to defeat it and finish the battle.
+
However, there's still a chance to get a Game Over no matter how you play if you're doing the fight on Epic [[difficulty]]. The Zombie Hydra's Triple Bite deals enough damage on Epic that it can actually outdamage your healing and revival options if it uses it frequently enough; a possibility that becomes much more likely if most of its skills have been sealed via Syphon. You can try to {{s|Blind}} the heads to reduce their hit rate, but it's more reliable to destroy one head to halve the boss's damage output. [[Kyun]] (Natalie's [[Limit Break]]) can be used to create breathing room in a tight situation, though it might be better to save Limit Breaks for the upcoming [[Valkyrie Tank|final boss]] (as they take longer to charge each time one is used in this game). When one head is down, the battle is basically won — as long as you keep the other head Syphoned, it will not revive the first head or use multi-target attacks, so it shouldn't be too difficult to finish it off.
   
As Zombie Hydra is affected by the [[Dispel (status)#Epic Battle Fantasy 2|Dispel handling bug]], Dispelling a head on Epic difficulty will decrease its physical strength by ≈11.7% (not stackable with itself) for the whole battle. It pairs well with the possibility to restrict the boss to use only physical attacks. (On this foe, the bug will not have any effect on lower difficulties.)
+
On Epic, the Zombie Hydra is affected by the [[Dispel (status)#Epic Battle Fantasy 2|Dispel handling bug]], Dispelling a head on Epic difficulty will decrease its physical strength by ≈11.7% (not stackable with itself) for the whole battle. It pairs well with the possibility to restrict the boss to use only physical attacks. (The bug will not have any effect on lower difficulties.)
   
 
=== ''Epic Battle Fantasy 4'' ===
 
=== ''Epic Battle Fantasy 4'' ===
 
==== Preparation ====
 
==== Preparation ====
Unfortunately, the boss can no longer be easily Syphoned, yet getting high resistance in both Dark and Fire elements will nullify most of Zombie Hydra's magical damage output, possibly enabling players to go without Magic Defence buffs. The rest of equipment should boost Defence and HP as much as possible (without increasing vulnerability to Fire and Dark), since the Hydra's physical damage output is staggeringly high. As one more upgrade from the ''EBF2'' version of the boss, Hydra can now use three (four in the Battle Mountain fight) Instant Death abilities on the same turn — make sure to resist them too, especially since Dark and Death resistances often come in pair.
+
Syphon has become a much riskier strategy, but high resistance to both Dark and Fire will nullify most of Zombie Hydra's magical damage output, possibly enabling players to go without Magic Defence buffs. The rest of the party's equipment should boost Defence and HP as much as possible (without increasing vulnerability to Fire and Dark), since the Hydra's physical damage output is staggeringly high. As one more upgrade from the ''EBF2'' version of the boss, it can now use three (four in the Battle Mountain fight) Instant Death abilities on the same turn — make sure to resist them too, especially since Dark and Death resistances often come in pairs.
   
Offensively, you may want Fire and {{e|Holy}}-based weapons to exploit the Zombie Hydra's severe weaknesses. If you're worried about setting off their Evade boost, however, you may want to focus on weapons that raise your defences and relevant elemental resistances. As Hydra's revival ability can no longer be blocked, the only way to win is to bring the heads to low health and then slay them all in one or two turns before they revive — watch out for counterattacks to not kill an almost dead head too early. [[Nuke]] and [[Supernova]], being quite strong on their own and even stronger when affected by the Fire weakness of the boss, work well for finishing the fight, especially when both are used in a single turn or/and are further boosted by equipping a Fire-elemental weapon.
+
Offensively, you may want Fire and {{e|Holy}}-based weapons to exploit the Zombie Hydra's severe weaknesses. If you're worried about setting off their Evade boost, however, you may want to focus on weapons that raise your defenses and relevant elemental resistances. As the Hydra's revival ability can no longer be blocked, the only way to win is to bring the heads to low health and then slay them all in one or two turns before they revive — mind your counterattacks and automatic abilities to avoid killing a head too early. [[Nuke]] and [[Supernova]], being quite strong on their own and even stronger due to the Zombie Hydra's Fire weakness, work well for finishing the fight, especially when both are used in a single turn and/or have further boosts from equipment and buffs.
   
 
==== Battle ====
 
==== Battle ====
Even with high Defence and corresponding buffs, the Zombie Hydra's tail crush and triple bite still deal extreme damage. Your best bet is to buff own Evade (via [[Guardian (skill)|Guardian]], [[Reflex]] or/and [[Food#4Energy Drink|Energy Drinks]]) and reduce their Accuracy (via [[Solar Flare]], [[Sand Dune]], [[Coal Bat]] summon or/and the {{s|Tired}} status effect) to decrease their hit rate, as well as frequently apply {{s|Auto-Revive}} or/and {{s|Morale}} to guarantee survival if the attack hits, hoping the other heads won't pick off a weakened player.
+
Even with high Defence and corresponding buffs, the Zombie Hydra's Tail Crush and Triple Bite still deal extreme damage. Your best bet is to buff own Evade (via [[Guardian (skill)|Guardian]], [[Reflex]] or/and [[Food#4Energy Drink|Energy Drinks]]) and reduce the heads' Accuracy (via [[Solar Flare]], [[Sand Dune]], [[Coal Bat]] summon or/and the {{s|Tired}} status effect) to decrease their hit rate, as well as frequently apply {{s|Auto-Revive}} or/and {{s|Morale}} to guarantee survival if the attack hits, hoping the other heads won't pick off a weakened player.
   
The Zombie Hydra's high weaknesses to Fire and Holy make it an easy target for spells like [[Judgement]] and [[Eruption]]. [[Hellfire]], as the greatest non-limit single-target source of Fire damage in the game, may seem like an attractive spell, but it may inflict {{s|Berserk}} on the target — and empowered physical attacks from this juggernaut may prove more trouble than it's worth. Plus these spells will likely break off the head's spinal cords, increasing their Evade. The way to prevent that is to use multi-hit abilities instead, such as [[Legend]] with [[Heaven's Gate]] or [[Magma Hammer]], as well as [[Bullet Hell]]. The Evade boost can also be circumvented with high accuracy abilities (such as Judgement), buffing own Accuracy, or/and lowering enemy Evade (via [[Bind]] and {{s|Tired}}).
+
The Zombie Hydra's high weaknesses to Fire and Holy make it an easy target for spells like [[Judgement]] and [[Eruption]]. [[Hellfire]], as the greatest non-limit single-target source of Fire damage in the game, may seem like an attractive spell, but it may inflict {{s|Berserk}} on the target — and making the Zombie Hydra's physical attacks even ''stronger'' can be more trouble than it's worth. These spells also run the risk of breaking the heads off of their vertebrae, increasing their Evade and giving them access to Triple Bite. This can be prevented by using multi-hit abilities instead, such as [[Legend]] with [[Heaven's Gate]] or [[Magma Hammer]], as well as [[Bullet Hell]]. The Evade boost can also be circumvented with high-Accuracy abilities (such as Judgement), buffing the party's Accuracy, and/or lowering enemy Evade (via [[Bind]] and {{s|Tired}}).
   
If [[farming]] for experience, a good idea is to try to keep all the heads at low HP in case the party is starting to get overwhelmed by the Hydra to quickly finish off the fight with a Limit Break. Alternatively, switch the difficulty to Easy — it wouldn't impact experience gain, while making the boss' damage output a non-issue.
+
If [[farming]] for experience, a good idea is to try to keep all the heads at low HP in case the party is starting to get overwhelmed by the Hydra to quickly finish off the fight with a Limit Break. Alternatively, you can switch the difficulty to Easy — it wouldn't impact experience gain, while making the boss' damage output a non-issue.
   
 
=== ''Epic Battle Fantasy 5'' ===
 
=== ''Epic Battle Fantasy 5'' ===
  +
...
 
  +
==== Equipment ====
  +
The Zombie Hydra wields an array of Dark and Fire attacks, so resistance or immunity to those elements will greatly lower its damage output. It also has two rather inaccurate attacks that inflict Instant Death; if the player does not use Death-resistant equipment, they can also use Bless, Morale, or Auto-Revive to protect themselves. In terms of raw power, the Zombie Hydra's strongest abilities deal physical damage.
  +
  +
In terms of offense, Fire or Holy-elemental weapons are an obvious choice for this battle. The player should have Fire or Holy-elemental Limit Breaks/Summons on standby in order to kill all the Hydra heads at once.
  +
  +
==== Battle ====
  +
Regardless of which encounter it is, the Zombie Hydra appears with multiple heads (2 in The Rapture and 3 in The Beyond). As per usual, Hydra heads can be respawned at least one turn after they have been killed. The Zombie Hydra's magical abilities have lower power, but inflict a wide variety of stat debuffs and most of them are aoe. Conversely, the Hydra's physical attacks mostly just deal high damage to a single target.
  +
  +
If the player gets tired of constant stat debuffs, they can Berserk/Syphon the Zombie Hydra to block their magical skills. However, this will cause the Zombie Hydra to spam its incredibly powerful Triple Bite until the status expires. This behavior can be exploited by a {{s|Target}} Tank character with high Defence or the {{s|Invisible}} status to absorb the damage while other players keep the heads Berserked/Syphoned.
  +
  +
The Zombie Hydra is susceptible to Tired, Weaken, and Curse, which should all be exploited to greatly decrease the heads' stats (Curse can also further amplify their Holy weakness in addition to lowering their defences). As with all Hydras, receiving a strong attack may decapitate the heads, greatly increasing their Evade and making them immune to Earth attacks; using multi-hit attacks can mitigate this risk.
   
 
== Summon ==
 
== Summon ==
In ''EBF5'', the foe can be [[Foes#Capturing|captured]] to be used as a summon.
+
In ''EBF5'', the foe can be [[Capturing|captured]] to be used as a summon. It casts an empowered version of The Reaper against all enemies.
   
 
{{SummonTable
 
{{SummonTable
Line 390: Line 494:
 
|Name = Zombie Hydra
 
|Name = Zombie Hydra
 
|Description = Instantly kills all foes, or if that fails, hits them with some physical dark damage.
 
|Description = Instantly kills all foes, or if that fails, hits them with some physical dark damage.
|SP = 144
+
|SP = 124
 
|Freeze = Cured
 
|Freeze = Cured
 
|Target = All
 
|Target = All
Line 402: Line 506:
 
|Crit = 10%
 
|Crit = 10%
 
|RdF = 10%
 
|RdF = 10%
  +
|Note = Before the v2 update, cost 144 SP instead.}}
}}
 
   
 
== Trivia ==
 
== Trivia ==
 
* The Zombie Hydra likely inspired the [[Zombie Dragon]] enemy in {{EBF|3}}; both creatures have the same sprite and almost all of the same attacks.
 
* The Zombie Hydra likely inspired the [[Zombie Dragon]] enemy in {{EBF|3}}; both creatures have the same sprite and almost all of the same attacks.
 
** One of the final enemy encounters in ''EBF3'' is a pair of Zombie Dragons, replicating the original Zombie Hydra battle, minus revival and easy Syphoning.
 
** One of the final enemy encounters in ''EBF3'' is a pair of Zombie Dragons, replicating the original Zombie Hydra battle, minus revival and easy Syphoning.
** The Zombie Hydra may also have inspired the [[Pyrohydra]] boss in ''EBF3''.
+
** The Zombie Hydra may also have inspired the [[Pyrohydra]] boss in ''EBF3'', and in turn the [[Dragons]] of later games.
 
* The Zombie Hydra's theme in ''EBF2'' is "Twins of Duality".
 
* The Zombie Hydra's theme in ''EBF2'' is "Twins of Duality".
* In ''EBF2'', the Zombie Hydra's roars are taken from the eponymous character of the ''Godzilla'' film series.
+
* In ''EBF2'', the Zombie Hydra's roars are taken from the eponymous character of the ''Godzilla'' film series. Later games would give it a more generic roar.
 
[[Category:Epic Battle Fantasy 2]]
 
[[Category:Epic Battle Fantasy 2]]
 
[[Category:Epic Battle Fantasy 4]]
 
[[Category:Epic Battle Fantasy 4]]

Revision as of 06:34, 5 June 2020

To do: EBF5 and partially EBF2.

"Keep killing it until it dies"
―"Zombie Hydra" medal description, EBF2

The Zombie Hydra is a boss in Epic Battle Fantasy 2 and 5, and an optional boss in Epic Battle Fantasy 4 since the Battle Mountain update.

Appearance

The Zombie Hydra appears as a skeletal dragon with two, three or four heads; as with most multi-part enemies, each head counts as a separate foe, but they are to be taken as a single being in terms of lore. Each head has two large horns on the back of its skull, huge jaws full of sharp teeth, a long neck dotted with large spines, numerous smaller spines on its skull, and a massive, spike-tipped tail (which only appears during certain attacks).

In EBF4, the Zombie Hydra has been completely redrawn, more notable changes include becoming whiter, compared to EBF2 grey, and the horns being merged with the skull into a single structure. Its heads can be severed from their necks, leaving them floating in the air as an orb of red light appears in the skull.

Overview

In all appearances, the Zombie Hydra mainly favors powerful physical attacks and Dark magic, as well as Fire magic in EBF4 & 5. Its signature ability allows it to revive its heads when their HP is depleted - only by slaying all of its heads at once (or in quick succession) can this be averted. Every head has identical stats and abilities, besides any changes (such as via debuffs) that happen during the battle.

Epic Battle Fantasy 2

A two-headed Zombie Hydra is the penultimate boss of the game, appearing in Stage 19. It has a balanced set of attacks, including physical, magical, and status-based assaults, as well as Grim Reaper — the proto-Instant Death spell which deals over 99999 damage to one of the players if it hits, killing them. Its physical damage output and the Reaper will likely get the player a habit of using Auto-Revive, extremely helpful for the rest of the game.

Epic Battle Fantasy 4

The Zombie Hydra is located in the western tomb of Graybone Cemetery, and can only be reached with the Winged Boots. Unlike most optional bosses, there is no reward for killing the Hydra apart from the enormous amounts of experience and ability points accumulated from its reviving heads (while said to be revived, each new head increased the reward pool as if it was another enemy), and as such can be fought as an experience farm.

Unlike many returning bosses, the Zombie Hydra has undergone significant changes in appearance and abilities. It has three heads instead of two (likely to compensate for the increased player headcount), can cast Fire spells, and now has twice as much Instant Death abilities. Each head can also deal enormous physical damage, well able of killing one of the players at full health if caught off guard. Additionally, if any of the heads suffers from a powerful attack, it will detach from its spinal cord, permanently increasing its Evade by 50%.

Much like its EBF2 counterpart, the Zombie Hydra is able to regenerate fallen heads, with the specific condition of each head "charging" its revival skill on its next turn after a head has been destroyed. This means that the party has to kill all of its heads within two turns to prevent them from reviving each other.

A four-headed Zombie Hydra appears as the final opponent of Battle Mountain's Miniboss Marathon. Due to a coding error, the first head to be destroyed will never be revived; the other heads revive each other normally.

Epic Battle Fantasy 5

Zombie Hydras appear near the end of the game on two occasions. A two-headed specimen appears in a cave in The Rapture, guarding the Earth Orb. A three-headed specimen appears in The Beyond, blocking the passageway to the final boss screen.

The Zombie Hydra looks and acts similarly to its EBF4 version, but it now has new attacks, including Gravity Surge, Screamer, and Sacrifice. Its Tail Crush has slightly more accuracy and The Reaper now does noticeable damage when the Instant Death doesn’t happen; on the other hand, Triple Bite can now only be used when decapitated, Berserked, or Syphoned, Tail Crush’s accuracy is no longer increased on Hard or Epic, and The Reaper has less accuracy overall. Once again, each head will passively "charge" a revival ability when another head is destroyed, requiring all of them to be killed in the span of two turns.

Defeating the 3-headed Zombie Hydra on Epic difficulty rewards the Triple Death medal.

Statistics

Epic Battle Fantasy 2

...

Epic Battle Fantasy 4

Icon bestiary ebf4 zombie hydra Zombie Hydra EBF4
Uses dark, fire and instant-death attacks. Summons more Zombie Hydra Heads, when others are killed. Evade increases if decapitated.
Statistics
Base
Statistics
Stat HP Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP
1666 6 4 6 4 4 4 666 25 50 260 8
Elemental
Resistance
Element Fire Element Thunder Element Ice Element Earth Element Poison Element Bomb Element Wind Element Water Element Holy Element Dark
-100% - - - 200% - - - -100% 200%
Status
Resistance
Status Burn Status Stun Status Freeze Status Tired Status Poison Status Dispel Status Stagger Status Syphon Status Wet Status Weaken Status Curse Status Death
- 80% 100% - - - - 80% - - - 80%
Debuff
Resistance
StatDown Attack StatDown Magic StatDown Defence StatDown Mdef StatDown Accuracy StatDown Evade
- - - - - -
Item Drop Rate
Icon Solid Spike Bottled Darkness Dark Matter Burger Orange Juice - -
Name Solid Spike Bottled Darkness Dark Matter Burger Orange Juice - -
Chance 100% 20% 10% 10% 10% - -
Status Damage
Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:
Status Burn Burn Status Poison Poison Status Doom Doom
(if Death fails)
Status Regen Regen
2.24% -0.48% per stack,
up to -4.32%
4% -5.(3)%
Final damage is randomized by ±5% (except for Doom) and rounded down.

Epic Battle Fantasy 5

EBF5 Foe Icon Zombie Hydra
Zombie Hydra EBF5
If you chop off a head, its evade will increase. If you kill a head, the remaining heads will replace it.
Statistics
Base
Statistics
Stat HP Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP Catch
1777 4 4 6 4 4 4.4 333 22 22 200 15 3
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% - - - -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
- 70% 100% - 70% - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP EBF5 StatDown Attack EBF5 StatDown Magic EBF5 StatDown Defence EBF5 StatDown Mdef EBF5 StatDown Accuracy EBF5 StatDown Evade
- 30% 30% 30% 30% 30% 30%
Item Drop Rate
Icon Razor Claw Bone Spike Dark Matter - -
Name Razor Claw Bone Spike Dark Matter - -
Chance 50% 75% 5% - -
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
1.89% per stack,
up to 17.01%
3.78% per stack,
up to 34.02%
0.45% per stack,
up to 4.05%
0.9% per stack,
up to 8.1%
Immune -10%
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.

Before the v2 update, had 1555 base HP instead.

Statistics with More Foe Resistance enabled.
EBF5 Foe Icon Zombie Hydra
Zombie Hydra EBF5
If you chop off a head, its evade will increase. If you kill a head, the remaining heads will replace it.
Statistics
Base
Statistics
Stat HP Stat Attack Stat Defence Stat Magic Stat Mdef Stat Accuracy Stat Evade Exp AP SP Gold Hit2HP Catch
1777 4 4 6 4 4 4.4 333 22 22 200 15 3
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
200% - - - 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
- 70% 100% - 70% - - - - - - 100%
Debuff
Resistance
EBF5 StatDown HP EBF5 StatDown Attack EBF5 StatDown Magic EBF5 StatDown Defence EBF5 StatDown Mdef EBF5 StatDown Accuracy EBF5 StatDown Evade
- 30% 30% 30% 30% 30% 30%
Item Drop Rate
Icon Razor Claw Bone Spike Dark Matter - -
Name Razor Claw Bone Spike Dark Matter - -
Chance 50% 75% 5% - -
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
-1.05% per stack,
up to -9.45%
-2.1% per stack,
up to -18.9%
-0.9% per stack,
up to -8.1%
-1.8% per stack,
up to -16.2%
Immune -10%
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.

The head detaches when hurt for >25% of maximum health or >5% when it's <32%, which increases its base Evade by 50% and makes it immune to Earth.

Attacks and Abilities

Epic Battle Fantasy 2

(need exact stats instead)

  • Bites a player for medium physical damage, with a chance to debuff their Defence.
  • Bites a single player 3 times for high physical damage without side effects. On Epic difficulty, the number of bites is limited only by luck.
  • Stabs a player with the tip of its tail, dealing extreme physical damage.
  • Casts Haunt, hitting both players several times for moderate Dark damage, trying to debuff all main stats. Is available only on Hard and Epic difficulties.
  • Casts Dark Flare, hitting both players for moderate damage and a chance of Syphoning them.
  • Casts The Dead, hitting both players for moderate Poison damage and a chance of Poisoning them.
  • Casts Grim Reaper, which inflicts 99 999 999 damage (displayed as 99999) to either player.
  • Revives the other head with full health and resets any statuses it had.

Epic Battle Fantasy 4

Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Bite Single 70 Physical ---- -- -- -- 100% 10% 10%
Triple Bite Single 138/3 Physical ---- -- -- -- 100% 10% 10%
Tail Crush Single 180 Physical ---- 100% -- Status Death 40% 10% 10%
Notes: On Hard and Epic difficulties, accuracy is increased to 80%. Isn't used once the head detaches.
Hellfire Single 45 Magical 100% Element Fire 50% 3x Status Berserk 100% 10% 10%
Fire Spin All 45 Magical 100% Element Fire 100%
50%
5x
15%
Status Burn
StatDown Defence
130% 0% 10%
Antimatter Centered 80 Magical 75% Element Dark -- -- -- 120% 10% 10%
Grim Reaper Single 30 Physical 50% Element Dark 100% -- Status Death 40% 10% 10%
Revive Dead head -- -- ---- -- -- -- -- -- --
Notes: Revives a head with full health and clears any (de)buffs and status effects it had, including the Evade boost.
This ability requires a turn to passively "charge" it, separate for each alive head. Charge and usage condition is "less than 3 foes are present" — thus, the first head to be slayed in the Battle Mountain variant of the battle will stay dead.

Epic Battle Fantasy 5

Attack List
Attack Target Power Type Element Status Effect Acc Crit RdF
Bite Single 100 Physical ---- -- -- -- 100% 10% 10%
Triple Bite Single 200/3 Physical ---- -- -- -- 100% 10% 10%
Notes: Can only be used when decapitated, or when EBF5 Status Syphon Syphoned or EBF5 Status Berserk Berserked.
Tail Crush Single 250 Physical ---- 100% 1x EBF5 Status Death 50% 10% 10%
Notes: Cannot be used while decapitated.
The Reaper Single 120 Physical 100% EBF5 Element Dark 100% 1x EBF5 Status Death 25% 10% 10%
Fire Spin All 55 Magical 100% EBF5 Element Fire 70%
100%
15%
3x
EBF5 StatDown Defence
EBF5 Status Burn
100% 10% 10%
Hellfire Single 50 Magical 100% EBF5 Element Fire 66% 3x EBF5 Status Berserk 100% 10% 10%
Notes: Can only be used on Hard or Epic difficulties.
Screamer All 40 Magical 100% EBF5 Element Dark 100% 20% EBF5 StatDown Attack 200% 10% 10%
Gravity Surge All 30/3 Magical 100% EBF5 Element Dark 50% 25% EBF5 StatDown Mdef 100% 10% 10%
Antimatter Flux Centered 65/3 Magical 100% EBF5 Element Dark 100% 25% EBF5 StatDown Mdef 100% 10% 10%
Notes: Added to its movepool in the v2 update.
Sacrifice All 30 Magical 100% EBF5 Element Dark 100%
50%
20%
3x
EBF5 StatDown HP
EBF5 Status Doom
150% 10% 10%
Respawn None -- -- ---- -- -- -- -- -- --
Notes: Spawns a new head with full health to replace a dead one. This ability requires a turn to passively "charge" it after a head has been killed, separate for each alive head. Does not take up the head's action, cannot be used if unable to act due to EBF5 Status Stun Stun (or catch score >55 and all players being EBF5 Status Lovable Lovable while it's Syphoned). The new head will be at the same level as the user.

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.

Epic Battle Fantasy 2

(insert data here)

Epic Battle Fantasy 4

  • Berserked or/and Syphoned → Triple Bite;
  • Decapitated → Bite (2/8), Triple Bite (2/8), Hellfire (1/8), Fire Spin (1/8), Antimatter (1/8), Grim Reaper (1/8).
  • Normal → Bite (2/8), Tail Crush (2/8), Hellfire (1/8), Fire Spin (1/8), Antimatter (1/8), Grim Reaper (1/8).

Getting hurt for >16% HP in a single hit breaks this head's neck/spinal cord, boosting its base Evade by 50%.

Epic Battle Fantasy 5

Action

  • If Syphoned, catch score >55, and all players are Lovable → Nothing;
  • If catch score >55 and all players are Lovable;
    • <49% HP → Screamer (2/6), Gravity Surge (1/6), Antimatter Flux (1/6), Sacrifice (2/6);
    • Otherwise → Gravity Surge (1/4), Antimatter Flux (1/4) Sacrifice (2/4);
  • If Syphoned or Berserked → Triple Bite;
  • If the head has been decapitated → Bite* (1/2);
    • If playing on Hard or Epic → The Reaper (3/20), Hellfire (1/20), Fire Spin (1/20);
      • <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
      • Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);
    • Otherwise → The Reaper (3/20), Fire Spin (2/20);
      • <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
      • Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);
  • Otherwise → Bite (1/4), Tail Crush (1/4);
    • If playing on Hard or Epic → The Reaper (3/20), Hellfire (1/20), Fire Spin (1/20);
      • <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
      • Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);
    • Otherwise → The Reaper (3/20), Fire Spin (2/20);
      • <49% HP → Screamer (2/24), Gravity Surge (1/24), Antimatter Flux (1/24), Sacrifice (2/24);
      • Otherwise → Gravity Surge (1/16), Antimatter Flux (1/16), Sacrifice (2/16);

* Bite becomes Triple Bite when decapitated and <32% HP.

Before the v2 update, the chance to use Antimatter Flux was taken by Sacrifice instead.

Counter (only if Counter-Attacking Foes is enabled)

  • 25%;
    • If Syphoned or decapitated → Bite;
    • If playing on Hard/Epic → The Reaper (3/5), Hellfire (1/5), Fire Spin (1/5);
    • Otherwise → The Reaper (3/5), Fire Spin (2/5).


Additionally, whenever the number of Hydra heads is lower than what it was at the start of the battle, the Hydra will charge up its Respawn ability and then use it on its next turn (neither the charge or the actual Respawn take up the Zombie Hydra's action). Respawn cannot be used or charged if the Zombie Hydra is unable to act, either due to being Stunned or due to its catch score >55 and all players being Lovable while the Hydra is Syphoned. On Foe Remix, the Zombie Hydra has a 50% chance to summon a Blaze Hydra instead of a Zombie Hydra when using Respawn.

Strategy

Epic Battle Fantasy 2

Don't underestimate the Zombie Hydra's revival ability: if one head is defeated, the other can revive it with full HP on any subsequent turn. Consequently, you must carefully manage the two heads' HP in order to bring them down in rapid succession, preferably in a single turn. This can be complicated by any automatic attack skills equipped by Matt and Natalie.

Defensively, the main concern is the Grim Reaper spell, which can instantly kill either of your characters if it hits, regardless of their health. On higher difficulties, its success rate becomes dangerously high — if both heads use it simultaneously, the fight can end before it really even begins. Thus, it is advised to keep Auto-Revive up as much as possible (via using Natalie's Revive on a living player, and keeping her Magic Attack buffed up for more health restored upon revival); ideally, you should have a few turns of Auto-Revive left from the previous battle. The Survivor and Angel skill bonuses may help, but they cannot be relied on much.

The boss has a significant and easily-accessible weakness: both Grim Reaper and Revive, along with other magical abilities, can and should be blocked by hitting the heads with Syphon (preferably via Rune Blade's Unleash, for guaranteed application), significantly simplifying the fight and removing the need for Barrier and other Magic Defence buffs. However, Auto-Revive is still welcome, and Protect/Defence buffs become vital to endure the Zombie Hydra's viciously powerful physical attacks.

However, there's still a chance to get a Game Over no matter how you play if you're doing the fight on Epic difficulty. The Zombie Hydra's Triple Bite deals enough damage on Epic that it can actually outdamage your healing and revival options if it uses it frequently enough; a possibility that becomes much more likely if most of its skills have been sealed via Syphon. You can try to Blind the heads to reduce their hit rate, but it's more reliable to destroy one head to halve the boss's damage output. Kyun (Natalie's Limit Break) can be used to create breathing room in a tight situation, though it might be better to save Limit Breaks for the upcoming final boss (as they take longer to charge each time one is used in this game). When one head is down, the battle is basically won — as long as you keep the other head Syphoned, it will not revive the first head or use multi-target attacks, so it shouldn't be too difficult to finish it off.

On Epic, the Zombie Hydra is affected by the Dispel handling bug, Dispelling a head on Epic difficulty will decrease its physical strength by ≈11.7% (not stackable with itself) for the whole battle. It pairs well with the possibility to restrict the boss to use only physical attacks. (The bug will not have any effect on lower difficulties.)

Epic Battle Fantasy 4

Preparation

Syphon has become a much riskier strategy, but high resistance to both Dark and Fire will nullify most of Zombie Hydra's magical damage output, possibly enabling players to go without Magic Defence buffs. The rest of the party's equipment should boost Defence and HP as much as possible (without increasing vulnerability to Fire and Dark), since the Hydra's physical damage output is staggeringly high. As one more upgrade from the EBF2 version of the boss, it can now use three (four in the Battle Mountain fight) Instant Death abilities on the same turn — make sure to resist them too, especially since Dark and Death resistances often come in pairs.

Offensively, you may want Fire and Holy-based weapons to exploit the Zombie Hydra's severe weaknesses. If you're worried about setting off their Evade boost, however, you may want to focus on weapons that raise your defenses and relevant elemental resistances. As the Hydra's revival ability can no longer be blocked, the only way to win is to bring the heads to low health and then slay them all in one or two turns before they revive — mind your counterattacks and automatic abilities to avoid killing a head too early. Nuke and Supernova, being quite strong on their own and even stronger due to the Zombie Hydra's Fire weakness, work well for finishing the fight, especially when both are used in a single turn and/or have further boosts from equipment and buffs.

Battle

Even with high Defence and corresponding buffs, the Zombie Hydra's Tail Crush and Triple Bite still deal extreme damage. Your best bet is to buff own Evade (via Guardian, Reflex or/and Energy Drinks) and reduce the heads' Accuracy (via Solar Flare, Sand Dune, Coal Bat summon or/and the Tired status effect) to decrease their hit rate, as well as frequently apply Auto-Revive or/and Morale to guarantee survival if the attack hits, hoping the other heads won't pick off a weakened player.

The Zombie Hydra's high weaknesses to Fire and Holy make it an easy target for spells like Judgement and Eruption. Hellfire, as the greatest non-limit single-target source of Fire damage in the game, may seem like an attractive spell, but it may inflict Berserk on the target — and making the Zombie Hydra's physical attacks even stronger can be more trouble than it's worth. These spells also run the risk of breaking the heads off of their vertebrae, increasing their Evade and giving them access to Triple Bite. This can be prevented by using multi-hit abilities instead, such as Legend with Heaven's Gate or Magma Hammer, as well as Bullet Hell. The Evade boost can also be circumvented with high-Accuracy abilities (such as Judgement), buffing the party's Accuracy, and/or lowering enemy Evade (via Bind and Tired).

If farming for experience, a good idea is to try to keep all the heads at low HP in case the party is starting to get overwhelmed by the Hydra to quickly finish off the fight with a Limit Break. Alternatively, you can switch the difficulty to Easy — it wouldn't impact experience gain, while making the boss' damage output a non-issue.

Epic Battle Fantasy 5

Equipment

The Zombie Hydra wields an array of Dark and Fire attacks, so resistance or immunity to those elements will greatly lower its damage output. It also has two rather inaccurate attacks that inflict Instant Death; if the player does not use Death-resistant equipment, they can also use Bless, Morale, or Auto-Revive to protect themselves. In terms of raw power, the Zombie Hydra's strongest abilities deal physical damage.

In terms of offense, Fire or Holy-elemental weapons are an obvious choice for this battle. The player should have Fire or Holy-elemental Limit Breaks/Summons on standby in order to kill all the Hydra heads at once.

Battle

Regardless of which encounter it is, the Zombie Hydra appears with multiple heads (2 in The Rapture and 3 in The Beyond). As per usual, Hydra heads can be respawned at least one turn after they have been killed. The Zombie Hydra's magical abilities have lower power, but inflict a wide variety of stat debuffs and most of them are aoe. Conversely, the Hydra's physical attacks mostly just deal high damage to a single target.

If the player gets tired of constant stat debuffs, they can Berserk/Syphon the Zombie Hydra to block their magical skills. However, this will cause the Zombie Hydra to spam its incredibly powerful Triple Bite until the status expires. This behavior can be exploited by a Target Tank character with high Defence or the Invisible status to absorb the damage while other players keep the heads Berserked/Syphoned.

The Zombie Hydra is susceptible to Tired, Weaken, and Curse, which should all be exploited to greatly decrease the heads' stats (Curse can also further amplify their Holy weakness in addition to lowering their defences). As with all Hydras, receiving a strong attack may decapitate the heads, greatly increasing their Evade and making them immune to Earth attacks; using multi-hit attacks can mitigate this risk.

Summon

In EBF5, the foe can be captured to be used as a summon. It casts an empowered version of The Reaper against all enemies.

EBF5 Foe Icon Zombie Hydra
Zombie Hydra SP Whether the summon cures Freeze from players by forcing them to move (jump off the screen)
Instantly kills all foes, or if that fails, hits them with some physical dark damage. 124 Cured
Target Power Type Element Status Effect Acc Crit RdF
All 100 Physical 100% EBF5 Element Dark 200% -- EBF5 Status Death 150% 10% 10%
Note: Before the v2 update, cost 144 SP instead.

Trivia

  • The Zombie Hydra likely inspired the Zombie Dragon enemy in Epic Battle Fantasy 3; both creatures have the same sprite and almost all of the same attacks.
    • One of the final enemy encounters in EBF3 is a pair of Zombie Dragons, replicating the original Zombie Hydra battle, minus revival and easy Syphoning.
    • The Zombie Hydra may also have inspired the Pyrohydra boss in EBF3, and in turn the Dragons of later games.
  • The Zombie Hydra's theme in EBF2 is "Twins of Duality".
  • In EBF2, the Zombie Hydra's roars are taken from the eponymous character of the Godzilla film series. Later games would give it a more generic roar.