Axe Raider
What it does each turn
This monster follows a fixed pattern.
| Turn | Move |
|---|---|
| 1 |
|
| 2 |
|
| 3 |
|
| 4 |
|
| 5 |
|
| 6 |
|
Moves 3
| Move | Intent | Then |
|---|---|---|
| Swing 1 | Single Attack 5 (6 at A9+) + Defend | Swing 2 |
| Swing 2 | Single Attack 5 (6 at A9+) + Defend | Big Swing |
| Big Swing | Single Attack 12 (13 at A9+) | Swing 1 |
Damage in brackets is the value from that ascension level up.
Overview
- HP
- 20 (21 at A8+) – 22 (23 at A8+)
- Moves
- 3
- Game ID
AxeRubyRaider
Raw game dataAs extracted from the game's definitions
hp{2}
min{2}
- value20
asc{2}
- levelToughEnemies
- value21
max{2}
- value22
asc{2}
- levelToughEnemies
- value23
moves[3]
0{3}
- idSWING_1
intents[2]
0{2}
- kindSingleAttack
damage{2}
- value5
asc{2}
- levelDeadlyEnemies
- value6
1{1}
- kindDefend
- followUpSWING_2
1{3}
- idSWING_2
intents[2]
0{2}
- kindSingleAttack
damage{2}
- value5
asc{2}
- levelDeadlyEnemies
- value6
1{1}
- kindDefend
- followUpBIG_SWING
2{4}
- idBIG_SWING
intents[1]
0{2}
- kindSingleAttack
damage{2}
- value12
asc{2}
- levelDeadlyEnemies
- value13
- followUpSWING_1
- nameBig Swing
- branches[]
- initialSWING_1
moveOdds[6]
0{2}
- turn1
moves{1}
- SWING_11
1{2}
- turn2
moves{1}
- SWING_21
2{2}
- turn3
moves{1}
- BIG_SWING1
3{2}
- turn4
moves{1}
- SWING_11
4{2}
- turn5
moves{1}
- SWING_21
5{2}
- turn6
moves{1}
- BIG_SWING1
- moveOddsAssumeFirstConditionfalse