Living Shield
What it does each turn
This monster follows a fixed pattern. Some of its moves depend on the fight (its position, allies or HP); these chances take the first case.
| Turn | Move |
|---|---|
| 1 |
|
| 2 |
|
| 3 |
|
| 4 |
|
| 5 |
|
| 6 |
|
Moves 2
| Move | Intent | Then |
|---|---|---|
| Shield Slam | Single Attack 6 | Random |
| Smash | Single Attack 16 (18 at A9+) + Buff | Smash |
Damage in brackets is the value from that ascension level up.
Overview
- HP
- 55 (65 at A8+)
- Moves
- 2
- Game ID
LivingShield
Appears in 1
Raw game dataAs extracted from the game's definitions
hp{2}
min{2}
- value55
asc{2}
- levelToughEnemies
- value65
max{2}
- value55
asc{2}
- levelToughEnemies
- value65
moves[2]
0{4}
- idSHIELD_SLAM_MOVE
intents[1]
0{2}
- kindSingleAttack
damage{1}
- value6
- followUpSHIELD_SLAM_BRANCH
- nameShield Slam
1{4}
- idSMASH_MOVE
intents[2]
0{2}
- kindSingleAttack
damage{2}
- value16
asc{2}
- levelDeadlyEnemies
- value18
1{1}
- kindBuff
- followUpSMASH_MOVE
- nameSmash
branches[1]
0{3}
- idSHIELD_SLAM_BRANCH
- kindconditional
options[2]
0{2}
- stateSHIELD_SLAM_MOVE
- conditionGetAllyCount() > 0
1{2}
- stateSMASH_MOVE
- conditionGetAllyCount() == 0
- initialSHIELD_SLAM_MOVE
moveOdds[6]
0{2}
- turn1
moves{1}
- SHIELD_SLAM_MOVE1
1{2}
- turn2
moves{1}
- SHIELD_SLAM_MOVE1
2{2}
- turn3
moves{1}
- SHIELD_SLAM_MOVE1
3{2}
- turn4
moves{1}
- SHIELD_SLAM_MOVE1
4{2}
- turn5
moves{1}
- SHIELD_SLAM_MOVE1
5{2}
- turn6
moves{1}
- SHIELD_SLAM_MOVE1
- moveOddsAssumeFirstConditiontrue