Commantis: Difference between revisions

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|DDDBRLVL1=14
|DDDBRLVL1=14
|DDDBRHP1=366.8
|DDDBRHP1=366.8
|DDDBRreal1=<span style="font-size:8pt">When recovering</span><ref name="real">Effect: "ENERGY JAMMER"</ref>
|DDDBRreal1=<span style="font-size:8pt">When recovering</span><ref name="real">Attempts to recover at 66%, 33% of its max HP, and at 1HP. Effect: "ENERGY JAMMER".</ref>
|DDDBRSTR1=16.0
|DDDBRSTR1=16.0
|DDDBRMAG1=14.5
|DDDBRMAG1=14.5
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When the Commantis appears, the goal of the game changes to a boss battle. The Commantis starts by flying behind Riku, implying where it's going to charge. When it charges, it drills forward and deals high damage on contact. Now in front of you, the Commantis will start its assualt by clawing with its pincers, which sends out small shockwaves. It will continue doing this for some time, after which it will drill back behind you and start the process over. The easiest way to deal damage is when its behind you, which is when you can drive in front of it to hit it with your Light Wall. However, don't stick around too long, as the charge can be detrimental to your HP. So long as it's in front of you, you can barrage it with bullets while jumping over its attacks, which will quickly drain its health. You can boost to get closer so your shots hit, but getting too close will cause its pincers to hit and deal damage. Stay at a safe distance and mash {{button|dsx}} repeatedly, until it prepares to charge. When it charges, move to the side, then get back in the middle so you can nail it with your Light Wall.-->
When the Commantis appears, the goal of the game changes to a boss battle. The Commantis starts by flying behind Riku, implying where it's going to charge. When it charges, it drills forward and deals high damage on contact. Now in front of you, the Commantis will start its assualt by clawing with its pincers, which sends out small shockwaves. It will continue doing this for some time, after which it will drill back behind you and start the process over. The easiest way to deal damage is when its behind you, which is when you can drive in front of it to hit it with your Light Wall. However, don't stick around too long, as the charge can be detrimental to your HP. So long as it's in front of you, you can barrage it with bullets while jumping over its attacks, which will quickly drain its health. You can boost to get closer so your shots hit, but getting too close will cause its pincers to hit and deal damage. Stay at a safe distance and mash {{button|dsx}} repeatedly, until it prepares to charge. When it charges, move to the side, then get back in the middle so you can nail it with your Light Wall.-->
====Portal====
====Portal====
The Commantis challenges Riku once again near the Portal. It attacks by unleashing a series of disks in a variety of patterns and occasionally leaping into the air to rain a cluster of bombs that can set up fields that inflict Sleep. It tends to circle around the arena to evade Riku's attacks, sometimes speeding around to inflict damage. It is vulnerable to the Slow status effect, giving Riku a breather in which he may have more room to attack without getting bombarded by everything.
The Commantis challenges Riku once again near the Portal. It attacks by unleashing a series of disks in a variety of patterns and occasionally leaping into the air to rain a cluster of bombs that can set up fields that inflict Sleep. It tends to circle around the arena to evade Riku's attacks, sometimes speeding around to inflict damage. It is vulnerable to the Slow status effect, giving Riku a breather in which he may have more room to attack without getting bombarded by everything. Riku should prioritize the use of Blizzard-elemental attacks, as it is Commantis's main elemental weakness.
 
At 66%, 33% of its max HP, and at 1HP, the Commantis will freeze and regain its health while invulnerable to damage for about 12 seconds, however becoming vulnerable to [[Code Break]]. Riku must use Code Break to activate ENERGY JAMMER, preventing it from healing and resume the fight. In the event where Riku does not successfully use it, the Commantis will recover 33% HP.
{{atk-o|ddd}}
{{atk-o|ddd}}
{{atk|{{nihongo|'''Disc Slicer'''|ディスクスライサー|<br>Disuku Suraisā}}|{{AT|mag}} Thunder|—|0.6 x2|△|Used when legs are vertical. Releases discs from both sickles that fly in a curve.}}
{{atk|{{nihongo|'''Disc Slicer'''|ディスクスライサー|<br>Disuku Suraisā}}|{{AT|mag}} Thunder|—|0.6 x2|△|Used when legs are vertical. Releases discs from both sickles that fly in a curve.}}
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{{atk|{{nihongo|'''Disc Shot'''|ディスクショット|<br>Disuku Shotto}}|{{AT|mag}} Thunder|—|0.4 per hit|△|Used when legs are horizontal. Releases many discs that fly along the ground.}}
{{atk|{{nihongo|'''Disc Shot'''|ディスクショット|<br>Disuku Shotto}}|{{AT|mag}} Thunder|—|0.4 per hit|△|Used when legs are horizontal. Releases many discs that fly along the ground.}}
{{atk-m|{{nihongo|'''Sleep Bomb'''|スリープボム|<br>Surīpu Bomu}}|Light bullet|{{AT|mag}} Physical|—|0.3 per hit|△|Used when legs are horizontal. Jumps high in the air and fires several light bullets at the target. When a bullet hits the ground, a blue light remains for about 3 seconds, which explodes when coming into contact with the opponent.||Explosion|{{AT|mag}} Physical|Sleep (100%/0.6s)|0|△}}
{{atk-m|{{nihongo|'''Sleep Bomb'''|スリープボム|<br>Surīpu Bomu}}|Light bullet|{{AT|mag}} Physical|—|0.3 per hit|△|Used when legs are horizontal. Jumps high in the air and fires several light bullets at the target. When a bullet hits the ground, a blue light remains for about 3 seconds, which explodes when coming into contact with the opponent.||Explosion|{{AT|mag}} Physical|Sleep (100%/0.6s)|0|△}}
{{atk-c}}
{{atk-c|note=At 66%, 33% of its max HP, and at 1HP, the Commantis will freeze and regain its health while invulnerable to damage for about 12 seconds, however becoming vulnerable to [[Code Break]]. Riku must use Code Break to activate ENERGY JAMMER, preventing it from healing and resume the fight. In the event where Riku does not successfully use it in time, the Commantis will recover 33% HP.}}


==Gallery==
==Gallery==
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