Satyr: Difference between revisions

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==Strategy==
==Strategy==
When first encountered in the [[Realm of the Gods]], Satyrs will appear in a 5x5 formation, causing them to act in unison and gain 50 [[HP]] of armor which is shared with all Satyrs in the formation. While in formation, Satyrs are immune to [[status effect]]s, and will all flinch if one Satyr in the formation flinches. The formation will break when the armor's HP is reduced to 0, upon which all remaining Satyrs will act independently. During this first encounter, [[Trinity Guard]] has a 100% chance to appear as a [[Team Attack]].
When first encountered in the [[Realm of the Gods]], Satyrs will appear in a 5x5 formation, causing them to act in unison and gain 50 [[HP]] of armor which is shared with all Satyrs in the formation. While in formation, Satyrs are immune to [[status effect]]s, and will all flinch if one Satyr in the formation flinches. The formation will break when the armor's HP is reduced to zero, upon which all remaining Satyrs will act independently. During this first encounter, [[Trinity Guard]] has a 100% chance to appear as a [[Team Attack]].
 
Lowering a individual Satyr's Reaction Endurance to zero for the first time (when not in formation), or lowering a formation's armor HP to zero, will break its or the entire formation's horns. A Satyr without its horns will stagger to every attack it recieves, much like a lesser enemy without Reaction Endurance would.


The Satyr's Hook, Raging Upper, and Tackle attacks will trigger [[Risk Dodge]] when blocked.
The Satyr's Hook, Raging Upper, and Tackle attacks will trigger [[Risk Dodge]] when blocked.
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