Toggle Background Color

BESTIARY

CHAPTER 5


005: Flowerling
HP 8, Defence 0
Resistances: Poison 10%, Freeze 20%, Numb 45%, Sleep 45%
Weak: Ice

Attacks: Tackle (2), Heal Ally (3), Ally Attack Up (2 turns), Ally Defence Up (2 turns)

Notes: Cannot use healing or support moves on itself.








009: Zombee
HP 12, Defence 0
Resistances: Poison 50%, Freeze 30%, Numb 40%, Sleep 30%
Weak: Ice

Attacks: Needle Toss (4, hits 2x, can change targets between attacks, can inflict sleep), Needle Pincer (4, hits 2x, can inflict sleep)

Notes: Attacks are very similar to Vi's needle skills. This enemy's sprites and attack animations are based on an early beta version of Vi.








010: Zombeetle
HP 15, Defence 1
Resistances: Poison 40%, Freeze 30%, Numb 45%, Sleep 35%
Weak: Ice

Attacks: Dash Through (5, hits entire party), Boulder Toss (5, then 3 splash damage to the untargeted bugs)

Notes: Attacks are very similar to Kabbu's skills. This enemy's sprites and attack animations are based on an early beta version of Kabbu.








012: Bloatshroom
HP 14, Defence 1
Resistances: Poison 55%, Freeze 30%, Numb 55%, Sleep 45%
Weak: Ice

Attacks: Hop (5), Spores (2, hits entire party, mash action command, can inflict Numb, heals other fungus-type enemies present by 3)

Notes: In addition to healing fungal enemies, the spore attack also sometimes causes a Jellyshroom to spawn








015: Madesphy
HP 11, Defence 2
Resistances: Poison 50%, Freeze 70%, Numb 45%, Sleep 65%
Flippable

Attacks: Roll (3, hits entire party), Shriek (3, hits entire party, inflicts 2 turns Numb)

Notes: When hitting them with a flipping attack, damage is calculated against their full defence before applying the flip effect (unlike other flippable enemies).








021: Wild Chomper
HP 8, Defence 2
Resistances: Poison 50%, Freeze 30%, Numb 50%, Sleep 110%
Weak: Ice

Attacks: Vine (4, may follow up for 2), Shoot Hard Seeds (4, hits 1-3x), Shoot Danger Spud (4, Poison), Summon Mini Wild Chomper

Notes: Mini Wild Chompers have 3 HP, 1 defence, and attack for 2 damage.









031: Mender
HP 5, Defence ???
Resistances: Poison 110%, Freeze 110%, Numb 110%, Sleep 110%

Attacks: Error Messages

Notes: Only encountered during the "Helpers Needed At Once!" quest for Malbee in the Honey Factory. They are completely harmless and only spout silly error messages.
They have the same defence gimmick as Golden Seedlings, dividing damage by 10 and then rounding up if nonzero, and only taking damage from the first hit of most multi-hit attacks.








037: Leafbug Ninja
HP 10, Defence 0
Resistances: Poison 50%, Freeze 60%, Numb 60%, Sleep 40%

Attacks: Kick (3), Needles (3, hits 1-2x), Illusion Clones

Notes: Will only create clones when alone. Clones die in one hit regardless of damage, but their attacks do full damage if not destroyed.
All Leafbugs react by gaining +1 charge when seeing another Leafbug attacked.









038: Leafbug Archer
HP 12, Defence 0
Resistances: Poison 60%, Freeze 70%, Numb 30%, Sleep 30%

Attacks: Arrow (3), Delayed Arrow (4), Summon Leafbugs

Notes: Will only summon when alone and injured.
All Leafbugs react by gaining +1 charge when seeing another Leafbug attacked.








039: Leafbug Clubber
HP 13, Defence 1
Resistances: Poison 60%, Freeze 50%, Numb 40%, Sleep 50%

Attacks: Club Swing (5), Jumping Slam (4, hits entire party)

Notes: When alone, always grants itself Attack Up (for 1 turn) immediately before attacking.
All Leafbugs react by gaining +1 charge when seeing another Leafbug attacked.








040: Mantidfly
HP 10, Defence 1
Resistances: Poison 40%, Freeze 50%, Numb 45%, Sleep 50%

Attacks: Claw Slash (4), Lunge (5), Piledriver (7, can escape by mashing A to take no damage)








041: Jumping Spider
HP 12, Defence 0
Resistances: Poison 60%, Freeze 50%, Numb 40%, Sleep 40%

Attacks: Hop (4, steals item), High Jump (6)








050: Wasp Bomber
HP 11, Defence 2
Resistances: Poison 40%, Freeze 40, Numb 45%, Sleep 45%
Flippable (2 hits required)

Attacks: Spicy Bomb (5, hits entire party), Burly Bomb (4, hits entire party, inflicts Defence Down), Numb Bomb (3, hits entire party, inflicts Numb), Sleep Bomb (3, hits entire party, inflicts Sleep), Frost Bomb (3, hits entire party, inflicts Freeze), Poison Bomb (3, hits entire party, inflicts poison)

Notes: All attacks use the same animation and block timing, only the bomb type is different.








051: Wasp Driller
HP 18, Defence 1
Resistances: Poison 30%, Freeze 50%, Numb 40%, Sleep 50%

Attacks: Pebble Drill (3, hits 3-4x, can switch targets), Burrow, Burrowed Strike (4), Drill Charge (5 if not blocked, 2 for 3 hits if the first hit is blocked)

Notes: Enters a guard stance after being hit, which increases defence to 3. Guard stance can be broken with a flipping attack.
The Drill Charge attack changes behaviour depending on whether the first hit is blocked successfully.








065: The Beast
Based on the Amazonian giant centipede, Scolopendra gigantea
HP 82, Defence 1
Resistances: Poison 110%, Freeze 75%, Numb 65%, Sleep 110%

Attacks: Bite (4, heals half damage dealt), Horn Attack (5), Poison Breath (3, 2 turns poison, hits entire party), Charge (gains 3x charge-up, next move is Horn Dash), Horn Dash (3, hits entire party), Attack Up (2 turns), Burrow Underground

Notes: Before its turn, it can grant itself Attack Up or go underground, neither of which costs it an action.
When underground, it can only use Bite. It will remain underground until hit with an attack that forces it to surface.
When beginning its first turn below 35% HP, it will grant itself an extra action per turn for the rest of the fight. (When it does have two actions, it will never use Charge as its first action, meaning the player always gets a chance to respond before it uses Horn Dash.)

In the Chapter 5 boss fight (but not rematches in B.O.S.S.), The Beast's HP will stop decreasing when it reaches 10 and a scripted sequence plays out on its next turn. It deals 99 damage to Vi and Leif, then attempts to do the same to Kabbu, but he hangs on at 1 HP. Kabbu will then fully heal himself and gain permanent Attack Up. Kabbu becomes unable to use items or Pep Talk, and must finish the fight by himself; the boss will only use its basic bite and horn attacks until it dies.








066: General Ultimax
HP 20, Defence 0
Resistances: Poison 45%, Freeze 65%, Numb 65%, Sleep 65%

Attacks: Laugh (no effect), Spicy Berry (give ally Attack Up), Burly Berry (give ally Defence Up), Crunchy Leaf (heal ally 4 HP), Slap (1, hits 3x)

Notes: Fought alongside Wasp Driller and Wasp Bomber. Cannot use items on himself. When alone, he can only use the slap attack.