Aeonglass
What it does each turn
This monster follows a fixed pattern.
| Turn | Move |
|---|---|
| 1 |
|
| 2 |
|
| 3 |
|
| 4 |
|
| 5 |
|
| 6 |
|
Moves 3
| Move | Intent | Then |
|---|---|---|
| Ebb | Single Attack 26 (32 at A9+) + Defend | Eye Lasers |
| Eye Lasers | Multi Attack 11 (12 at A9+)×2 | Increasing Intensity |
| Increasing Intensity | Status + Buff | Ebb |
Damage in brackets is the value from that ascension level up.
Overview
- HP
- 512 (535 at A8+)
- Moves
- 3
- Game ID
Aeonglass
Appears in 1
Raw game dataAs extracted from the game's definitions
hp{2}
min{2}
- value512
asc{2}
- levelToughEnemies
- value535
max{2}
- value512
asc{2}
- levelToughEnemies
- value535
moves[3]
0{4}
- idEBB_MOVE
intents[2]
0{2}
- kindSingleAttack
damage{2}
- value26
asc{2}
- levelDeadlyEnemies
- value32
1{1}
- kindDefend
- followUpEYE_LASERS_MOVE
- nameEbb
1{4}
- idEYE_LASERS_MOVE
intents[1]
0{3}
- kindMultiAttack
damage{2}
- value11
asc{2}
- levelDeadlyEnemies
- value12
hits{1}
- value2
- followUpINCREASING_INTENSITY_MOVE
- nameEye Lasers
2{4}
- idINCREASING_INTENSITY_MOVE
intents[2]
0{1}
- kindStatus
1{1}
- kindBuff
- followUpEBB_MOVE
- nameIncreasing Intensity
- branches[]
- initialEBB_MOVE
moveOdds[6]
0{2}
- turn1
moves{1}
- EBB_MOVE1
1{2}
- turn2
moves{1}
- EYE_LASERS_MOVE1
2{2}
- turn3
moves{1}
- INCREASING_INTENSITY_MOVE1
3{2}
- turn4
moves{1}
- EBB_MOVE1
4{2}
- turn5
moves{1}
- EYE_LASERS_MOVE1
5{2}
- turn6
moves{1}
- INCREASING_INTENSITY_MOVE1
- moveOddsAssumeFirstConditionfalse