Status | |||||
---|---|---|---|---|---|
1030 | 2-5 | 41 | |||
Stagger Thresholds | |||||
30% (309) | |||||
Resistances | |||||
Weak [x1.5] |
Weak [x1.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-02-10-11 | Core | 1740 |
Status | |||||
---|---|---|---|---|---|
1030 | 2-5 | 41 | |||
Stagger Thresholds | |||||
30% (309) | |||||
Resistances | |||||
Weak [x1.5] |
Weak [x1.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
257 | 2-5 | 41 | |||
Stagger Thresholds | |||||
33% (85) | |||||
Resistances | |||||
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
172 | 2-5 | 41 | |||
Stagger Thresholds | |||||
30% (52) | |||||
Resistances | |||||
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
257 | 2-5 | 41 | |||
Stagger Thresholds | |||||
30% (77) | |||||
Resistances | |||||
Weak [x1.5] |
Weak [x1.5] |
Weak [x1.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
4 + 8 |
Claw [On Hit] Inflict 2 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
5 + 9 |
Constant Voltage [On Hit] Inflict 1 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
5 + 4 |
Electromotive Pursuit [On Hit] Inflict 1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 4 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
6 + 8 |
Howl [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn [Heads Hit] Inflict 4 Defense Power Down Defense Power Down Defense Skill Final Power -X for this turn. |
8 + 10 |
Electrified Howl [Heads Hit] Inflict 3 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
10 + 4 |
Lightning Rod [On Hit] Inflict 2 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn |
24 - 2 |
Red Bolts [On Hit] Inflict 10 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
Alleyway Watchdog, despite all of its slots and paragraphs of passives, does not have an overly complicated attack pattern. Instead, it simply changes between two rotations based on how much Lightning it has.
If the Abnormality has less than 5 Lightning, it uses the following skill rotation:
- Claw, Constant Voltage, Claw, Constant Voltage, Claw
- Constant Voltage, Constant Voltage, Claw, Claw, Claw
- Claw, Constant Voltage, Claw, Howl, Claw
- Claw, Constant Voltage, Claw, Howl, Claw
- Claw, Howl, Howl, Constant Voltage, Claw
If the Abnormality has 5 or more Lightning, it uses the following skill rotation:
- Claw, Howl, Howl, Electrified Howl, Claw
- Claw, Electromotive Pursuit, Lightning Rod, Electromotive Pursuit, Claw
- Claw, Lightning Rod, Electrified Howl, Electrified Howl, Electromotive Pursuit
Alleyway Watchdog is made up of 4 parts, each with their own behaviors.
The Body cannot be interrupted when it breaks, and can continue to use skills afterwards. All of the weaknesses change from Weak to Fatal.
The Telepole cancels ALL actions of Alleyway Watchdog when it staggers, and then again when it breaks. Once it is broken, it is gone for good, becomes untargetable and can no longer use Telepole attacks. The Telepole also has an AOE weight of 2. This means that every aoe attack that targets the Telepole draws in an additional aoe attack with no additional effect.
The Person, like the Telepole, can be completely destroyed and removed from the fight. This prevents it from using its Person attacks.
The Head is like the Body, and cannot be permanently removed. It also cannot have its attacks cancelled by being broken, and will continue to use Howl after it breaks.
An Abnormality event occurs after Alleyway Watchdog reaches 10+ Lightning Lightning
Powers up at a certain Count..
Only this version of the boss uses the event.
Purple flashes are jumping between the poles.
If they aren’t captured, something bad will happen.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-02-10-11 | Core | 500 |
Status | |||||
---|---|---|---|---|---|
74 | 1-3 | 20 | |||
Stagger Thresholds | |||||
50% (37) - 20% (15) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
206 | 1-3 | 20 | |||
Stagger Thresholds | |||||
33% (68) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
148 | 1-3 | 20 | |||
Stagger Thresholds | |||||
70% (104) - 43% (64) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
74 | 1-3 | 20 | |||
Stagger Thresholds | |||||
70% (52) - 30% (22) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
3 + 10 |
Claw [On Hit] Inflict 2 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
4 + 9 |
Constant Voltage [On Hit] Inflict 1 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 4 |
Electromotive Pursuit [On Hit] Inflict 1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 4 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 7 |
Howl [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn [Heads Hit] Inflict 4 Defense Power Down Defense Power Down Defense Skill Final Power -X for this turn. |
3 + 5 |
Lightning Rod [On Hit] Inflict 2 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn |
This version of Alleyway Watchdog uses much less actions compared to its base counterpart, limited at 3 instead of 5. This causes some changes in its pattern. It also doesn't earn Lightning Lightning
Powers up at a certain Count., and thus only have one skill pattern.
It uses the following skill rotation:
- Claw, Constant Voltage, Claw
- Constant Voltage, Constant Voltage, Claw
- Claw, Claw, Howl
- Constant Voltage, Constant Voltage, Howl
- Claw, Howl, Howl
The parts behave identically to the base Alleyway Watchdog, except with a lot more stagger thresholds than usual.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-02-10-11 | Core | 608 |
Status | |||||
---|---|---|---|---|---|
90 | 2-5 | 30 | |||
Stagger Thresholds | |||||
50% (45) - 20% (18) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
248 | 2-5 | 30 | |||
Stagger Thresholds | |||||
33% (82) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
179 | 2-5 | 30 | |||
Stagger Thresholds | |||||
70% (125) - 43% (77) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
90 | 2-5 | 30 | |||
Stagger Thresholds | |||||
70% (63) - 30% (27) | |||||
Resistances | |||||
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Endure [x0.75] |
Endure [x0.75] |
3 + 10 |
Claw [On Hit] Inflict 2 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
4 + 9 |
Constant Voltage [On Hit] Inflict 1 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 4 |
Electromotive Pursuit [On Hit] Inflict 1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 4 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 7 |
Howl [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn [Heads Hit] Inflict 4 Defense Power Down Defense Power Down Defense Skill Final Power -X for this turn. |
3 + 7 |
Electrified Howl [Heads Hit] Inflict 3 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 5 |
Lightning Rod [On Hit] Inflict 2 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn |
This version of Alleyway Watchdog behaves identically to the base form. Like Lv20 version, it doesn't gain Lightning Lightning
Powers up at a certain Count. and thus doesn't use the second attack pattern.
The parts behave identically to the base Alleyway Watchdog, except with a lot more stagger thresholds than usual.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-02-10-11 | Core | 1029 |
Status | |||||
---|---|---|---|---|---|
424 | 2-5 | 37 | |||
Stagger Thresholds | |||||
20% (85) | |||||
Resistances | |||||
Normal [x1] |
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Ineff. [x0.5] |
Status | |||||
---|---|---|---|---|---|
159 | 2-5 | 37 | |||
Stagger Thresholds | |||||
35% (56) | |||||
Resistances | |||||
Normal [x1] |
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Ineff. [x0.5] |
Status | |||||
---|---|---|---|---|---|
318 | 2-5 | 37 | |||
Stagger Thresholds | |||||
45% (143) | |||||
Resistances | |||||
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Ineff. [x0.5] |
Fatal [x2] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
159 | 2-5 | 37 | |||
Stagger Thresholds | |||||
30% (48) | |||||
Resistances | |||||
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Ineff. [x0.5] |
Fatal [x2] |
Endure [x0.75] |
3 + 10 |
Claw [On Hit] Inflict 2 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
4 + 9 |
Constant Voltage [On Hit] Inflict 1 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 4 |
Electromotive Pursuit [On Hit] Inflict 1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 4 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 7 |
Howl [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn [Heads Hit] Inflict 4 Defense Power Down Defense Power Down Defense Skill Final Power -X for this turn. |
3 + 7 |
Electrified Howl [Heads Hit] Inflict 3 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 5 |
Lightning Rod [On Hit] Inflict 2 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn |
This version of Alleyway Watchdog behaves identically to the base form.
The parts behave identically to the base Alleyway Watchdog, except with different resistances, health pool distributions, and stagger thresholds. For example, the Telepole has less health than usual and staggers earlier, while the body is bulkier and has a lower stagger threshold.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-02-10-11 | Core | 689 |
Status | |||||
---|---|---|---|---|---|
276 | 2-5 | 32 | |||
Stagger Thresholds | |||||
20% (55) | |||||
Resistances | |||||
Normal [x1] |
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Ineff. [x0.5] |
Status | |||||
---|---|---|---|---|---|
192 | 2-5 | 32 | |||
Stagger Thresholds | |||||
35% (67) | |||||
Resistances | |||||
Normal [x1] |
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Fatal [x2] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
207 | 2-5 | 32 | |||
Stagger Thresholds | |||||
45% (93) | |||||
Resistances | |||||
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Ineff. [x0.5] |
Fatal [x2] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
104 | 2-5 | 32 | |||
Stagger Thresholds | |||||
30% (31) | |||||
Resistances | |||||
Weak [x1.5] |
Endure [x0.75] |
Endure [x0.75] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Ineff. [x0.5] |
Fatal [x2] |
Endure [x0.75] |
3 + 10 |
Claw [On Hit] Inflict 2 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
4 + 9 |
Constant Voltage [On Hit] Inflict 1 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 4 |
Electromotive Pursuit [On Hit] Inflict 1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 4 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 7 |
Howl [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn [Heads Hit] Inflict 4 Defense Power Down Defense Power Down Defense Skill Final Power -X for this turn. |
3 + 7 |
Electrified Howl [Heads Hit] Inflict 3 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 5 |
Lightning Rod [On Hit] Inflict 2 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn |
This version of Alleyway Watchdog behaves near identically to the base form.
On Stage 11 of Refraction Railway, it shares the stage with a version of Headless Ichthys. While both Abnormalities are alive, the two combined will use a total of 5 skills, with each using a minimum of 1. Once the Ichthys is slain, Alleyway Watchdog returns to using all 5 skills and continuing where it left off in the standard rotation.
The order of the skills are taken from their standard rotation, starting from the first slot and moving towards the right for both. For example, the standard turn 2 for each abnormality is:
Headless Ichthys - Powerful Clap, Powerful Clap, Tail Whip, Pressing Sac, Pressing Sac
Alleyway Watchdog - Constant Voltage, Constant Voltage, Claw, Claw, Claw
If the Headless Ichthys were to have 2 actions and Alleyway Watchdog were to have 3, then one would see the following rotation:
Headless Ichthys - Powerful Clap, Powerful Clap
Alleyway Watchdog - Constant Voltage, Constant Voltage, Claw
While if Headless Ichthys were to have 4 and the Alleyway Watchdog were to have 1, you would see the following rotation instead:
Headless Ichthys - Powerful Clap, Powerful Clap, Tail Whip, Pressing Sac
Alleyway Watchdog - Constant Voltage
The amount of actions each Abnormality has is randomly rolled at the start of every turn. Also, just like with normal encounters, if a part is staggered when it is its turn in the skill rotation, it gets skipped entirely. For example, on Turn 3, Headless Ichthys uses the skill Blood Cannon. However, if the body is staggered, it cannot use this skill, and then the two abnormalities combined only get to use 4 of their 5 skills.
The parts behave identically to the base Alleyway Watchdog, except with different resistances, health pool distributions, and stagger thresholds. For example, the Telepole has less health than usual and staggers earlier, while the body is bulkier and has a lower stagger threshold.
Potential RR Partners | ||
---|---|---|
This enemy was originally present in the Mirror of the Beginning and Mirror of Mirrors Normal difficulty, and can no longer be encountered.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | O-02-10-11 | Core | 770 |
Status | |||||
---|---|---|---|---|---|
114 | 2-5 | 45 | |||
Stagger Thresholds | |||||
30% (34) | |||||
Resistances | |||||
Weak [x1.5] |
Weak [x1.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
312 | 2-5 | 45 | |||
Stagger Thresholds | |||||
33% (103) | |||||
Resistances | |||||
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
227 | 2-5 | 45 | |||
Stagger Thresholds | |||||
30% (68) | |||||
Resistances | |||||
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
Status | |||||
---|---|---|---|---|---|
114 | 2-5 | 45 | |||
Stagger Thresholds | |||||
30% (34) | |||||
Resistances | |||||
Weak [x1.5] |
Weak [x1.5] |
Weak [x1.5] |
Weak [x1.5] |
Normal [x1] |
Normal [x1] |
Normal [x1] |
Endure [x0.75] |
Weak [x1.5] |
Endure [x0.75] |
3 + 10 |
Claw [On Hit] Inflict 2 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. next turn |
4 + 9 |
Constant Voltage [On Hit] Inflict 1 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 4 |
Electromotive Pursuit [On Hit] Inflict 1 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 4 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 7 |
Howl [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn [Heads Hit] Inflict 4 Defense Power Down Defense Power Down Defense Skill Final Power -X for this turn. |
3 + 7 |
Electrified Howl [Heads Hit] Inflict 3 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn |
3 + 5 |
Lightning Rod [On Hit] Inflict 2 Rupture Rupture
The next Y time(s) the unit is hit, take X fixed damage. next turn [Heads Hit] Inflict 5 Rupture Rupture The next Y time(s) the unit is hit, take X fixed damage. next turn |