Waterfall Giant
What it does each turn
This monster follows a fixed pattern.
| Turn | Move |
|---|---|
| 1 |
|
| 2 |
|
| 3 |
|
| 4 |
|
| 5 |
|
| 6 |
|
Moves 7
| Move | Intent | Then |
|---|---|---|
| Pressurize | Buff | Stomp |
| Stomp | Single Attack 15 (16 at A9+) + Debuff + Buff | Ram |
| Ram | Single Attack 10 (11 at A9+) + Buff | Siphon |
| Siphon | Heal + Buff | Pressure Gun |
| Pressure Gun | Single Attack + Buff | Pressure Up |
| Pressure Up | Single Attack 13 (14 at A9+) + Buff | Stomp |
| Explode | Death Blow | Explode |
Damage in brackets is the value from that ascension level up.
Overview
- HP
- 240 (250 at A8+)
- Moves
- 7
- Game ID
WaterfallGiant
Appears in 1
Raw game dataAs extracted from the game's definitions
hp{2}
min{2}
- value240
asc{2}
- levelToughEnemies
- value250
max{2}
- value240
asc{2}
- levelToughEnemies
- value250
moves[7]
0{4}
- idPRESSURIZE_MOVE
intents[1]
0{1}
- kindBuff
- followUpSTOMP_MOVE
- namePressurize
1{4}
- idSTOMP_MOVE
intents[3]
0{2}
- kindSingleAttack
damage{2}
- value15
asc{2}
- levelDeadlyEnemies
- value16
1{1}
- kindDebuff
2{1}
- kindBuff
- followUpRAM_MOVE
- nameStomp
2{4}
- idRAM_MOVE
intents[2]
0{2}
- kindSingleAttack
damage{2}
- value10
asc{2}
- levelDeadlyEnemies
- value11
1{1}
- kindBuff
- followUpSIPHON_MOVE
- nameRam
3{4}
- idSIPHON_MOVE
intents[2]
0{1}
- kindHeal
1{1}
- kindBuff
- followUpPRESSURE_GUN_MOVE
- nameSiphon
4{4}
- idPRESSURE_GUN_MOVE
intents[2]
0{1}
- kindSingleAttack
1{1}
- kindBuff
- followUpPRESSURE_UP_MOVE
- namePressure Gun
5{4}
- idPRESSURE_UP_MOVE
intents[2]
0{2}
- kindSingleAttack
damage{2}
- value13
asc{2}
- levelDeadlyEnemies
- value14
1{1}
- kindBuff
- followUpSTOMP_MOVE
- namePressure Up
6{4}
- idEXPLODE_MOVE
intents[1]
0{1}
- kindDeathBlow
- followUpEXPLODE_MOVE
- nameExplode
- branches[]
- initialPRESSURIZE_MOVE
moveOdds[6]
0{2}
- turn1
moves{1}
- PRESSURIZE_MOVE1
1{2}
- turn2
moves{1}
- STOMP_MOVE1
2{2}
- turn3
moves{1}
- RAM_MOVE1
3{2}
- turn4
moves{1}
- SIPHON_MOVE1
4{2}
- turn5
moves{1}
- PRESSURE_GUN_MOVE1
5{2}
- turn6
moves{1}
- PRESSURE_UP_MOVE1
- moveOddsAssumeFirstConditionfalse
- unresolved[PRESSURE_GUN_MOVE damage "() => CurrentPressureGunDamage"]