Sourcemined
Slay the Spire 2
MonsterVerified on build 23811903

Phantasmal Gardener

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
  • Flail
2
  • Enlarge
3
  • Bite
4
  • Lash
5
  • Flail
6
  • Enlarge

Moves 4

MoveIntentThen
BiteSingle Attack 5Lash
LashSingle Attack 7Flail
FlailMulti Attack 1×3Enlarge
EnlargeBuffBite

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

Overview

HP
26 (27 at A8+) – 31 (32 at A8+)
Moves
4
Game ID
PhantasmalGardener

Appears in 1

Raw game dataAs extracted from the game's definitions
  • hp{2}
    • min{2}
      • value26
      • asc{2}
        • levelToughEnemies
        • value27
    • max{2}
      • value31
      • asc{2}
        • levelToughEnemies
        • value32
  • moves[4]
    • 0{4}
      • idBITE_MOVE
      • intents[1]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value5
            • asc{2}
              • levelDeadlyEnemies
              • value5
      • followUpLASH_MOVE
      • nameBite
    • 1{4}
      • idLASH_MOVE
      • intents[1]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value7
            • asc{2}
              • levelDeadlyEnemies
              • value7
      • followUpFLAIL_MOVE
      • nameLash
    • 2{4}
      • idFLAIL_MOVE
      • intents[1]
        • 0{3}
          • kindMultiAttack
          • damage{1}
            • value1
          • hits{2}
            • value3
            • asc{2}
              • levelDeadlyEnemies
              • value3
      • followUpENLARGE_MOVE
      • nameFlail
    • 3{4}
      • idENLARGE_MOVE
      • intents[1]
        • 0{1}
          • kindBuff
      • followUpBITE_MOVE
      • nameEnlarge
  • branches[1]
    • 0{3}
      • idINIT_MOVE
      • kindconditional
      • options[4]
        • 0{2}
          • stateFLAIL_MOVE
          • conditionbase.Creature.SlotName == "first"
        • 1{2}
          • stateBITE_MOVE
          • conditionbase.Creature.SlotName == "second"
        • 2{2}
          • stateLASH_MOVE
          • conditionbase.Creature.SlotName == "third"
        • 3{2}
          • stateENLARGE_MOVE
          • conditionbase.Creature.SlotName == "fourth"
  • initialINIT_MOVE
  • moveOdds[6]
    • 0{2}
      • turn1
      • moves{1}
        • FLAIL_MOVE1
    • 1{2}
      • turn2
      • moves{1}
        • ENLARGE_MOVE1
    • 2{2}
      • turn3
      • moves{1}
        • BITE_MOVE1
    • 3{2}
      • turn4
      • moves{1}
        • LASH_MOVE1
    • 4{2}
      • turn5
      • moves{1}
        • FLAIL_MOVE1
    • 5{2}
      • turn6
      • moves{1}
        • ENLARGE_MOVE1
  • moveOddsAssumeFirstConditiontrue