Sourcemined
Slay the Spire 2
MonsterVerified on build 23811903

Rocket

What it does each turn

This monster follows a fixed pattern.

TurnMove
1
  • Targeting Reticle
2
  • Precision Beam
3
  • Charge Up
4
  • Laser
5
  • Recharge
6
  • Targeting Reticle

Moves 5

MoveIntentThen
Targeting ReticleSingle Attack 3 (4 at A9+)Precision Beam
Precision BeamSingle Attack 18 (20 at A9+)Charge Up
Charge UpBuffLaser
LaserSingle Attack 31 (35 at A9+)Recharge
RechargeSleepTargeting Reticle

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

Overview

HP
199 (209 at A8+)
Moves
5
Game ID
Rocket

Appears in 1

Raw game dataAs extracted from the game's definitions
  • hp{2}
    • min{2}
      • value199
      • asc{2}
        • levelToughEnemies
        • value209
    • max{2}
      • value199
      • asc{2}
        • levelToughEnemies
        • value209
  • moves[5]
    • 0{4}
      • idTARGETING_RETICLE_MOVE
      • intents[1]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value3
            • asc{2}
              • levelDeadlyEnemies
              • value4
      • followUpPRECISION_BEAM_MOVE
      • nameTargeting Reticle
    • 1{4}
      • idPRECISION_BEAM_MOVE
      • intents[1]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value18
            • asc{2}
              • levelDeadlyEnemies
              • value20
      • followUpCHARGE_UP_MOVE
      • namePrecision Beam
    • 2{4}
      • idCHARGE_UP_MOVE
      • intents[1]
        • 0{1}
          • kindBuff
      • followUpLASER_MOVE
      • nameCharge Up
    • 3{4}
      • idLASER_MOVE
      • intents[1]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value31
            • asc{2}
              • levelDeadlyEnemies
              • value35
      • followUpRECHARGE_MOVE
      • nameLaser
    • 4{4}
      • idRECHARGE_MOVE
      • intents[1]
        • 0{1}
          • kindSleep
      • followUpTARGETING_RETICLE_MOVE
      • nameRecharge
  • branches[]
  • initialTARGETING_RETICLE_MOVE
  • moveOdds[6]
    • 0{2}
      • turn1
      • moves{1}
        • TARGETING_RETICLE_MOVE1
    • 1{2}
      • turn2
      • moves{1}
        • PRECISION_BEAM_MOVE1
    • 2{2}
      • turn3
      • moves{1}
        • CHARGE_UP_MOVE1
    • 3{2}
      • turn4
      • moves{1}
        • LASER_MOVE1
    • 4{2}
      • turn5
      • moves{1}
        • RECHARGE_MOVE1
    • 5{2}
      • turn6
      • moves{1}
        • TARGETING_RETICLE_MOVE1
  • moveOddsAssumeFirstConditionfalse