Sourcemined
Slay the Spire 2
MonsterVerified on build 23811903

Exoskeleton

What it does each turn

Chance of each move on each turn of the fight, over every way the earlier turns can go. Some of its moves depend on the fight (its position, allies or HP); these chances take the first case.

TurnMove
1
  • Skitter
2
  • Mandibles
3
  • Enrage
4
  • Skitter50%
  • Mandibles50%
5
  • Mandibles50%
  • Enrage50%
6
  • Enrage50%
  • Skitter25%
  • Mandibles25%

Moves 3

MoveIntentThen
SkitterMulti Attack 1×3Random
MandiblesSingle Attack 8 (9 at A9+)Enrage
EnrageBuffRandom

Damage in brackets is the value from that ascension level up.

Overview

HP
24 (25 at A8+) – 28 (29 at A8+)
Moves
3
Game ID
Exoskeleton

Appears in 2

Raw game dataAs extracted from the game's definitions
  • hp{2}
    • min{2}
      • value24
      • asc{2}
        • levelToughEnemies
        • value25
    • max{2}
      • value28
      • asc{2}
        • levelToughEnemies
        • value29
  • moves[3]
    • 0{4}
      • idSKITTER_MOVE
      • intents[1]
        • 0{3}
          • kindMultiAttack
          • damage{1}
            • value1
          • hits{2}
            • value3
            • asc{2}
              • levelDeadlyEnemies
              • value4
      • followUpRAND
      • nameSkitter
    • 1{4}
      • idMANDIBLES_MOVE
      • intents[1]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value8
            • asc{2}
              • levelDeadlyEnemies
              • value9
      • followUpENRAGE_MOVE
      • nameMandibles
    • 2{4}
      • idENRAGE_MOVE
      • intents[1]
        • 0{1}
          • kindBuff
      • followUpRAND
      • nameEnrage
  • branches[2]
    • 0{3}
      • idRAND
      • kindrandom
      • options[2]
        • 0{3}
          • stateSKITTER_MOVE
          • weight1
          • repeatCannotRepeat
        • 1{3}
          • stateMANDIBLES_MOVE
          • weight1
          • repeatCannotRepeat
    • 1{3}
      • idINIT_MOVE
      • kindconditional
      • options[4]
        • 0{2}
          • stateSKITTER_MOVE
          • conditionbase.Creature.SlotName == "first"
        • 1{2}
          • stateMANDIBLES_MOVE
          • conditionbase.Creature.SlotName == "second"
        • 2{2}
          • stateENRAGE_MOVE
          • conditionbase.Creature.SlotName == "third"
        • 3{2}
          • stateRAND
          • conditionbase.Creature.SlotName == "fourth"
  • initialINIT_MOVE
  • moveOdds[6]
    • 0{2}
      • turn1
      • moves{1}
        • SKITTER_MOVE1
    • 1{2}
      • turn2
      • moves{1}
        • MANDIBLES_MOVE1
    • 2{2}
      • turn3
      • moves{1}
        • ENRAGE_MOVE1
    • 3{2}
      • turn4
      • moves{2}
        • SKITTER_MOVE0.5
        • MANDIBLES_MOVE0.5
    • 4{2}
      • turn5
      • moves{2}
        • MANDIBLES_MOVE0.5
        • ENRAGE_MOVE0.5
    • 5{2}
      • turn6
      • moves{3}
        • ENRAGE_MOVE0.5
        • SKITTER_MOVE0.25
        • MANDIBLES_MOVE0.25
  • moveOddsAssumeFirstConditiontrue