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BESTIARY

CHAPTER 6


006: Plumpling
HP 5, Defence 3
Resistances: Poison 50%, Freeze 50%, Numb 40%, Sleep 40%
Weak: Ice

Attacks: Hop (5)








017: Ironnail
HP 11, Defence 2
Resistances: Poison 50%, Freeze 64%, Numb 60%, Sleep 50%

Attacks: Sedative Beam (4, hits 2x, can inflicts sleep), Charge (Charge-Up +2, Defence Up), Charged Tackle (5)

Notes: When damaged with a non-flipping attack, it retreats into its shell; while hiding, its defence increases to 5. This is a defencive stance that can be broken with a flipping attack. While in their charged-up state, they will not hide.








028: Ruffian
HP 16, Defence 1
Resistances: Poison 50%, Freeze 50%, Numb 50%, Sleep 50%

Attacks: Kick (4), Smash (4), Ball and Chain (6, inflicts Defence Down for 2 turns)








042: Mimic Spider
HP 16, Defence 0
Resistances: Poison 45%, Freeze 55%, Numb 45%, Sleep 110%

Attacks: Sleep Bite (4, can inflict sleep), Spit (3, hits 2-3x, can inflict poison)

Notes: In the field, they disguise themselves as Ants until you get close. While Leif's spy text suggests they can inflict Numb, that is a mistake and they do not (it should probably have said sleep/sedation).








043: Diving Spider
HP 13, Defence 0
Resistances: Poison 30%, Freeze 50%, Numb 45%, Sleep 45%

Attacks: Spit (3, hits 2-3x, can inflict poison), Bubble Shield

Notes: Some bubbles spit are only water, others are poison. May use Bubble Shield as a follow-up attack after Spit, if not currently shielded.








044: Water Strider
HP 15, Defence 0
Resistances: Poison 30%, Freeze 110%, Numb 40%, Sleep 30%

Attacks: Charge (4), Spit (3, hits 2-3x, targeted separately)

Notes: Sometimes stands up tall after attacking. When elevated, it can only be targeted as if it were flying.








045: Belostoss
HP 18, Defence 2
Resistances: Poison 40%, Freeze 65%, Numb 75%, Sleep 65%

Attacks: Slam (4), Boulder Toss (6)

Notes: Boulder Toss is sometimes a 2-turn move, it may pick up the boulder and stop. It will drop the boulder if hit by a flipping attack.








046: Mothfly
HP 9, Defence 0
Resistances: Poison 110%, Freeze 50%, Numb 40%, Sleep 40%

Attacks: Tackle (2), Unite (Heal ally by current HP, and vanish)

Notes: Individual Mothflies can join with an enemy representing a larger group, adding their current HP to its total.








047: Mothfly Cluster
HP 15, Defence 0
Resistances: Poison 110%, Freeze 50%, Numb 50%, Sleep 40%

Attacks: Tackle (5), Summon Mothflies (summons two small Mothflies)

Notes: The small Mothflies summoned have 4 maximum HP but are otherwise identical to normal Mothflies. It will only summon while alone.








058: Primal Weevil
HP 72, Defence 1
Resistances: Poison 55%, Freeze 70%, Numb 65%, Sleep 70%

Attacks: Slash (4, hits 2x), Tail Swipe (6), Charge and Grab (5, then 3; second hit occurs only if first is not blocked), Screech (4, inflicts Numb, hits entire party), Howl (Attack Up, 1 turn duration), Summon Weevil

Notes: Howl does not cost it an action, it will attack immediately afterward.
Summoned Weevils act immediately after appearing.








059: Cross
HP 21, Defence 1
Resistances: Poison 30%, Freeze 65%, Numb 55%, Sleep 55%

Attacks: Bite (5), Crossbow (4), Succulent Platter (grants HP regeneration, 4 turns, self only), Spicy Berry (Attack Up, 2 turns, self only), Burly Berry (Defence Up, 2 turns, self only)

Notes: Succulent Platters used by Cross and Poi are different to the ones Team Snakemouth can make, having a longer duration but only affecting one bug.
Cross and Poi do not appear for rematches in B.O.S.S., instead you can fight them again by revisiting the Termite Colosseum.








060: Poi
HP 27, Defence 0
Resistances: Poison 30%, Freeze 65%, Numb 45%, Sleep 55%

Attacks: Slash (5), Poison Cannon (3, hits 2x, inflicts poison if not blocked), Succulent Platter (grants HP regeneration, 4 turns, self only), Spicy Berry (Attack Up, 2 turns, self only), Burly Berry (Defence Up, 2 turns, self only)

Notes: Succulent Platters used by Cross and Poi are different to the ones Team Snakemouth can make, having a longer duration but only affecting one bug.
Cross and Poi do not appear for rematches in B.O.S.S., instead you can fight them again by revisiting the Termite Colosseum.








054-2: Mothiva
HP 35, Defence 0
Resistances: Poison 40%, Freeze 70%, Numb 70%, Sleep 40%

Attacks: Multi-Notes (4, 1-3 hits, same target), Exploding Note (5, targets all), Trip Kick (5, then 3x hits of 2 if not blocked), Defence Up Song (grants ally Defence Up, 2 turns), Revival Song (Revives Zasp on 8 HP), Turn Relay

Notes: Mothiva has exactly the same moveset as in the Chapter 2 encounter, the only difference is she has 15 more HP, +2 damage to her attacks, and revives Zasp on 8 HP instead of 5. There are no new bestiary entries or spy dialogues for the second fight.

After completing the Chapter 6 fight, fighting them in B.O.S.S. will use these increased stats, and they'll be moved to the end of the miniboss rush.




055-2: Zasp
HP 40, Defence 1
Resistances: Poison 60%, Freeze 70%, Numb 110%, Sleep 35%

Attacks: Needle Toss (5, hits 2-3x, each targets randomly), Kick Combo (5, hits 1-3x, each targets randomly), Taunt, Spicy Berry (Attack Up, 2 turns)

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.

Zasp has exactly the same moveset as in the Chapter 2 encounter, the only difference is he has 15 more HP and +2 damage to his attacks. There are no new bestiary entries or spy dialogues for the second fight.

After completing the Chapter 6 fight, fighting them in B.O.S.S. will use these increased stats, and they'll be moved to the end of the miniboss rush.




067: Ultimax Tank
HP 80, Defence 1
Resistances: Poison 110%, Freeze 110%, Sleep 110%, Numb 85%

Attacks: Cannon (4, hits 2-3x, targets randomly), Missiles (4, hits 2x, 2 turn delay, can aim at same or different locations), Charge Up (Charge-up +2, Defence Up for 1 turn), Charge Through (5, hits entire party), Spicy Bomb (5, hits entire party), Status Bomb (3, hits entire party, inflicts status depending on bomb type if not blocked), Summon Ally (Wasp Trooper or Wasp Scout)

Notes: Launches missiles every other turn after attacking, unless it charged up. When it charges up, it will always use Charge Through the next turn. (Charge Through has two different animations, which seem to correspond to whether it charged up beforehand, but it's the same attack otherwise.)
Summoned Wasp Troopers have 5 maximum HP, and summoned Wasp Scouts have 7 maximum HP.
When the tank is defeated, it explodes, revealing Ultimax (who fights exactly the same as before). The explosion kills any summoned Troopers or Scouts.