Sourcemined
Slay the Spire 2
MonsterVerified on build 23811903

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.

TurnMove
1
  • Shield Slam
2
  • Shield Slam
3
  • Shield Slam
4
  • Shield Slam
5
  • Shield Slam
6
  • Shield Slam

Moves 2

MoveIntentThen
Shield SlamSingle Attack 6Random
SmashSingle Attack 16 (18 at A9+) + BuffSmash

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