For story-related information about this enemy, see Corroded Inquisitors.
Everything There of an Inquisitor[]
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-06-20-TE | Core | 1608 |
Status | |||||
---|---|---|---|---|---|
1537 | 5-9 | 49 | |||
Stagger Thresholds | |||||
64% (984) | |||||
Resistances | |||||
Ineff. [x0.5] |
Endure [x0.75] |
Ineff. [x0.5] |
Endure [x0.75] |
Endure [x0.75] |
Normal [x1] |
Endure [x0.75] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
7 +4 |
Steal Lunacy Amt. x1 [On Hit] Take 150 Lunacy from player account [On Hit] Take 150 Lunacy from player account [On Hit] Take 150 Lunacy from player account [On Hit] Take 150 Lunacy from player account [On Hit] Take 150 Lunacy from player account
|
18 + 9 |
Imperfect Imitation Amt. x1 Copies a skill that hit this unit [If Singleton] Deal 45 SP damage |
3 + 12 |
Adjust Shell Amt. x1 [On Hit] Heal 100% of Max HP; Gain 1 Instincts
|
8 + 5 |
Bone Blast Amt. x1 [On Hit] Heal 70% of Max HP [On Hit] Inflict 25 Bleed next turn [On Hit] Inflict 25 Rupture next turn
|
Uses aggressive skills at +4 Instincts, and becomes defensive at 3 or less.
Behavior[]
Everything There of an Inquisitor starts the battle with 4 stacks of Instincts.
Attack Pattern[]
Everything There of an Inquisitor has an attack pattern that changes based on the amount of Instincts that it has.
When it has less than 4 instincts, it rotates between the following two skill patterns:
- Eerie Eyes, Imperfect Imitation
- Adjust Shell, Eerie Eyes
When it has 4 or greater instincts, it uses the following 2 skills every turn until it drops back down below 4 Instincts:
- Bone Blast, Adjust Shell
Parts[]
Everything There of an Inquisitor has just one part, the Body. When this part breaks, all skills are cancelled on that turn, and all weapon weaknesses become Fatal. It can still use skills on the following turns.
Notes
Imperfect Imitation only copies coin number, coin value and start value. Special effects of the skill aren't copied. Coins reused are also not copied.
Related | ||
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Refraction Railway[]
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-06-20-TE | Core | 692 |
Status | |||||
---|---|---|---|---|---|
762 | 2-5 | 34 | |||
Stagger Thresholds | |||||
50% (381) | |||||
Resistances | |||||
Ineff. [x0.5] |
Endure [x0.75] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Fatal [x2] |
4 - 1 |
Eerie Eyes Amt. x1 [On Hit] Deal 5 SP damage [On Hit] Deal 5 SP damage
|
4 + 6 |
Imperfect Imitation Amt. x1 Copies a skill that hit this unit [On Use] Deal 10 SP damage |
3 + 10 |
Adjust Shell Amt. x1 [On Hit] Heal 10% of Max HP; Gain 1 Instincts
|
4 + 2 |
Bone Blast Amt. x1 [On Hit] Heal 10% of Max HP [On Hit] Inflict 10 Bleed next turn
|
Uses aggressive skills at +4 Instincts, and becomes defensive at 3 or less.
Behavior[]
Everything There of an Inquisitor starts the battle with 4 stacks of Instincts.
Attack Pattern[]
Everything There of an Inquisitor has a similar attack pattern to the base form based on the amount of Instincts that it has.
When it has less than 4 instincts, it rotates between the following two skill patterns:
- Eerie Eyes, Imperfect Imitation, Imperfect Imitation
- Adjust Shell, Eerie Eyes, Adjust Shell
When it has 4 or greater instincts, it uses the following 3 skills every turn until it drops back down below 4 Instincts:
- Bone Blast, Adjust Shell, Adjust Shell
Parts[]
The one part of this abnormality, the body, actually has more health than the core, and should theoretically never break unless you allow it to keep healing. If it were to break, it would behave the same as the base version.
Potential RR Partners | ||
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