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BESTIARY

CHAPTER 2


002: Acornling
HP 7, Defence 2
Attacks: Ram (3), Hop (3), fakeout (ram into hop)
Resistances: Poison 50%, Freeze 0%, Numb 40%, Sleep 40%
Weak: Ice
Flippable








003: Underling
HP 12, Defence 0
Attacks: Ram (3), Hop (3), Unearth (3, 2 turns poison, only from underground)
Resistances: Poison 110%, Freeze 20%, Numb 25%, Sleep 25%
Weak: Ice
Notes: If above ground, counters attacks by burrowing. Frequently drops Danger Spud.









007: Golden Seedling
HP 5, Defence ???
Attacks: Ram (12), Head Bonk (15), Run Away
Resistances: Poison 110%, Freeze 999%, Numb 110%, Sleep 60%
Weak: Ice
Notes: Replaces any Seedling-type enemy 1% of the time. Received damage is divided by 10, rounded up; multi-hit attacks only deal damage once (unless the move has action commands between hits). Always drops Tangy Berry when defeated.










016: Numbnail
HP 7, Defence 1
Attacks: Eye Beam (3, 2 turns sleep)
Resistances: Poison 40%, Freeze 40%, Numb 50%, Sleep 65%
Notes: When hit by a non-flipping attack, hides in its shell (increasing defence to 4). A flipping attack will knock it out of this state and deal normal damage. Frequently drops Numbnail Dart.









018: Midge
HP 7, Defence 0
Attacks: HP Suck (3, heals equal to damage), Dive (2), Counter Dive (3)
Resistances: Poison 20%, Freeze 25%, Numb 40%, Sleep 40%
Notes: If there are multiple in a battle, whenever a Midge is attacked, each other Midge will immediately counterattack with Counter Dive.









019: Chomper
HP 6, Defence 1
Attacks: Chomp (3, heals equal to damage), Spawn Mini-Chomper
Resistances: Poison 40%, Freeze 30%, Numb 30%, Sleep 110%
Weak: Ice
Notes: Mini-Chompers have 4 HP and 0 defence, and cannot spawn others. If the spawn action fails (either due to there being too many enemies, or just chance), the Chomper immediately attacks.








022: Weevil
HP 9, Defence 0
Attacks: Bite (3), Howl (Attack Up for 2 turns, does not cost its turn), Eat Plant (heal self 9)
Resistances: Poison 30%, Freeze 30%, Numb 30%, Sleep 70%
Notes: Can only eat grounded plant-type enemies








049: Wasp Trooper
HP 10, Defence 2
Attacks: Spear Toss (5), Spear Strike (5), Charge (4)
Resistances: Poison 10%, Freeze 50%, Numb 60%, Sleep 65%








052: Venus' Bud
HP 10, Defence 0
Attacks: Grounded Pollen (3, 2 turns sleep), Flying Pollen (2, hits 2-3x, 2 turns sleep), Delayed Pollen (2, 2 turns sleep, hits 2 turns later), Vines (3, then 2; hits 1-2x), Heal Ally (10%, rounded up)
Resistances: Poison 30%, Freeze 0%, Numb 50%, Sleep 110%
Weak: Ice










053: Acolyte Aria
HP 26, Defence 0
Attacks: Flying Kick (5), Vines (3, then 2; hits 1-2x), Pray (Defence Up, lasts 2 turns), Grow Vine (becomes airborne)
Resistances: Poison 0%, Freeze 30%, Numb 60%, Sleep 35%
Notes: When below 10 HP, summons one Venus' Bud and grows vine








054: Mothiva
HP 20, Defence 0

Attacks: Multi-Notes (2, 1-3 hits, same target), Exploding Note (3, targets all), Trip Kick (3, then 3x hits of 2 if not blocked), Defence Up Song (grants ally Defence Up, 2 turns), Revival Song (Revives Zasp on 5 HP), Turn Relay
Resistances: Poison 40%, Freeze 70%, Numb 70%, Sleep 40%








055: Zasp
HP 25, Defence 1

Attacks: Needle Toss (3, 2-3 hits, each targets randomly), Kick Combo (3, 1-3 hits, each targets randomly), Taunt, Spicy Berry (Attack Up, 2 turns)
Resistances: Poison 60%, Freeze 70%, Numb 110%, Sleep 35%
Notes: Whenever Mothiva is attacked, if Zasp isn't disabled, he gets charge-up +1 as a counter. If Mothiva is defeated first, Zasp gets Attack Up +1 for the rest of the fight.








062: Venus' Guardian
HP 51, Defence 1

Attacks: Chop (5), Sweep (3, hits all), Hard Seeds (3, 2-3 hits, each targets randomly, chance to give the player a Hard Seed), Spicy Bomb (4, hits all)
Resistances: Poison 40%, Freeze 50%, Numb 50%, Sleep 50%
Weak: Ice; while flying, takes 1 bonus damage from all attacks

Notes: If frozen, Venus will break it out at the start of its turn. Venus can give it Attack Up (2 turns) or Defence Up (2 turns) at the end of its turn, if it doesn't already have a buff (35% chance each turn, increasing to 60% if it is below 33% HP and there are no other enemies).
When its HP crosses 65%, it switches to flying mode. While flying, it cannot do the chop or sweep attacks, gains the Spicy Bomb attack, and requires two hits to be knocked down.
When its HP crosses 37.5%, it enters the final phase: it stops flying, Venus summons 1 Venus' Bud (which immediately heals it), and it gains Defence Up.