Status | |||||
---|---|---|---|---|---|
880 | 2-5 | 50 | |||
Stagger Thresholds | |||||
55% (484) | |||||
Resistances | |||||
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Ineff. [x0.5] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Fatal [x2] |
Normal [x1] |
Ineff. [x0.5] |
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | T-02-11-04 | Core | 1414 |
Status | |||||
---|---|---|---|---|---|
880 | 2-5 | 50 | |||
Stagger Thresholds | |||||
55% (484) | |||||
Resistances | |||||
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Ineff. [x0.5] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Fatal [x2] |
Normal [x1] |
Ineff. [x0.5] |
Status | |||||
---|---|---|---|---|---|
499 | 2-5 | 50 | |||
Stagger Thresholds | |||||
0% (0) | |||||
Resistances | |||||
Ineff. [x0.5] |
Normal [x1] |
Fatal [x2] |
Ineff. [x0.5] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Fatal [x2] |
Normal [x1] |
Ineff. [x0.5] |
4 + 7 |
Bite [On Use] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and +2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count |
4 + 3 |
Tail Poke [On Use] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and +2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn |
4 + 8 |
Wrapping Coil [On Use] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 2 Fragile Fragile
Take +(X*10)% damage this turn. (Max 100%) [Heads Hit] Inflict 2 Bind Bind Speed -X for this turn. next turn |
3 + 4 |
Electric Load [On Use] Gain 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) Deal +10% damage to targets with Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
4 + 3 |
Electric Release [On Use] Gain 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) Deal +10% damage to targets with Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
5 + 4 |
High-voltage Electric Discharge At 11+ Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20), deal +10% damage for each Count of Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) over 10 Spend all Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 2 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) [On Hit] If target has Capacitor Capacitor
It seems to be storing electricity in its body., deal 40% of damage dealt as fixed damage [On Hit] Inflict 3 Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. and 1 Capacitor Capacitor It seems to be storing electricity in its body. |
1 + 1 |
Coil Up If this skill is on a slot, gain shield by the head's current HP |
6 + 4 |
Wriggling Head Targets the enemy with the least HP [On Use] Spend 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
8 + 3 |
Wriggling Tail Targets the enemy with the least HP [On Use] Spend 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 3 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
When the health runs out to 1, instead of dying, it will continue to fight. The fight continues until it runs out of Self-charge.
Shock Centipede uses the following skill rotation for most of the battle:
- Coil Up
- Electric Load, Electric Release, Electric Release, High-voltage Electric Discharge
- Bite, Bite, Bite, Bite
- Bite, Bite, Tail Poke, Tail Poke
- Tail Poke, Wrapping Coil, Tail Poke, Wrapping Coil
When it is in its undying state after reaching 1 HP, it will instead using the following rotation until it runs out of Self-charge, and then dies.
- Wriggling Tail, Wriggling Head, Wriggling Tail, Wriggling Head
- Wriggling Tail, Wriggling Tail, Wriggling Head, Wriggling Head
Shock Centipede is made up of two parts.
The body when broken merely changes all the weapon weaknesses to Fatal and remains at 0 HP. However it can still use skills, even on the turn it breaks.
When the Head breaks, all actions that turn are cancelled. However, its stagger threshold is also set to 0, so unless this drastically increases thanks to tremor, this distinction is mostly irrelevant as it will be staggered that turn anyways.
At the start of turn 6, an Abnormality event occurs. Success removes 3 Self-charge Self-charge
Electric currents seem to flow around its body.
After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) and gives all parts of the Shock Centipede Fragile Fragile
Take +(X*10)% damage this turn. (Max 100%). Failure adds 2 stacks of Self-charge Self-charge
Electric currents seem to flow around its body.
After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) and gives the Sinner 5 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn..
The Shock Centipede's body is starting to coil up into one spot.
"It seems electricity is gathering."
As the Sinner pointed out, sparks are flying from the center of its coiled body.
It might be a good idea to stop it.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | T-02-11-04 | Core | 1805 |
Status | |||||
---|---|---|---|---|---|
1256 | 2-5 | 42 | |||
Stagger Thresholds | |||||
55% (691) | |||||
Resistances | |||||
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Ineff. [x0.5] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Fatal [x2] |
Normal [x1] |
Ineff. [x0.5] |
Status | |||||
---|---|---|---|---|---|
783 | 2-5 | 42 | |||
Stagger Thresholds | |||||
0% (0) | |||||
Resistances | |||||
Ineff. [x0.5] |
Normal [x1] |
Fatal [x2] |
Ineff. [x0.5] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Fatal [x2] |
Normal [x1] |
Ineff. [x0.5] |
6 + 7 |
Bite [On Use] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and +2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count |
4 + 4 |
Tail Poke [On Use] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. and +2 Bleed Bleed The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. Count [On Hit] Inflict 2 Bind Bind
Speed -X for this turn. next turn |
5 + 8 |
Wrapping Coil [On Use] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 2 Fragile Fragile
Take +(X*10)% damage this turn. (Max 100%) [Heads Hit] Inflict 2 Bind Bind Speed -X for this turn. next turn |
5 + 4 |
Electric Load [On Use] Gain 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) Deal +10% damage to targets with Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
4 + 4 |
Electric Release [On Use] Gain 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) Deal +10% damage to targets with Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
13 + 5 |
High-voltage Electric Discharge At 11+ Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20), deal +10% damage for each Count of Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) over 10 Spend all Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 2 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) [On Hit] If target has Capacitor Capacitor
It seems to be storing electricity in its body., deal 40% of damage dealt as fixed damage [On Hit] Inflict 3 Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. and 1 Capacitor Capacitor It seems to be storing electricity in its body. |
1 + 1 |
Coil Up If this skill is on a slot, gain Shield by the head's current HP |
6 + 5 |
Wriggling Head Targets the enemy with the least HP [On Use] Spend 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
8 + 4 |
Wriggling Tail Targets the enemy with the least HP [On Use] Spend 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 3 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. |
Shock Centipede is mostly the same as the base variant, but with a few changes.
Shock Centipede uses the following skill rotation for most of the battle, which is mostly the same as the base variant with 1 change in the middle (bolded):
- Coil Up
- Electric Load, Electric Release, Electric Release, High-voltage Electric Discharge
- Bite, Bite, Tail Poke, Tail Poke
- Bite, Bite, Tail Poke, Tail Poke
- Tail Poke, Wrapping Coil, Tail Poke, Wrapping Coil
The rest of the attack pattern is mostly to the base variant.
When the Head is destroyed in this variant, Shock Centipede will no longer be capable of attacking with the head.
Info | |||||
---|---|---|---|---|---|
Risk Level | Code | T-02-11-04 | Core | 1811 |
Status | |||||
---|---|---|---|---|---|
1132 | 2-5 | 35 | |||
Stagger Thresholds | |||||
0% (0) | |||||
Resistances | |||||
Ineff. [x0.5] |
Weak [x1.5] |
Normal [x1] |
Endure [x0.75] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Ineff. [x0.5] |
Status | |||||
---|---|---|---|---|---|
609 | 2-5 | 35 | |||
Stagger Thresholds | |||||
0% (0) | |||||
Resistances | |||||
Ineff. [x0.5] |
Normal [x1] |
Fatal [x2] |
Endure [x0.75] |
Normal [x1] |
Weak [x1.5] |
Normal [x1] |
Fatal [x2] |
Normal [x1] |
Ineff. [x0.5] |
5 + 4 |
Electric Load [Combat Start] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) Deal +10% damage to targets with Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. next turn |
4 + 3 |
Electric Release [Combat Start] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) Deal +10% damage to targets with Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. next turn |
4 + 5 |
Electric Discharge [Combat Start] Gain 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) Deal +10% damage to targets with Paralyze Paralyze Fix the Power of X Coin(s) to 0 for this turn. [On Hit] Inflict 2 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) next turn [Heads Hit] Inflict 2 Bind Bind Speed -X for this turn. next turn [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. next turn |
11 + 5 |
High-voltage Electric Discharge [On Use] At 5+ Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20), deal +20% damage for each Count of Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) over 5 [On Use] Clash Power +1 for every Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Use] Spend all Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Fragile Fragile Take +(X*10)% damage this turn. (Max 100%) next turn [On Hit] Inflict 5 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. next turn |
1 + 0 |
Coil Up If this Skill is on a slot, head gains 50 Shield HP for every Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20). If the head is broken, gain 25 Shield HP for every Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) instead. Spend 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) for every amount of Shield HP lost equal to the Shield HP gained for every Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) |
6 + 5 |
Wriggling Head Targets the enemy with the least HP [On Use] Spend 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. next turn |
8 + 4 |
Wriggling Tail Targets the enemy with the least HP [On Use] Spend 1 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [Clash Lose] Lose 2 Self-charge Self-charge Electric currents seem to flow around its body. After the unit faces death, as long as it has Self-charge, its HP is fixed at 1 until it is fully consumed. (Max 20) [On Hit] Inflict 3 Paralyze Paralyze
Fix the Power of X Coin(s) to 0 for this turn. next turn |
Refracted Shock Centipede is similar to its base variant, but with a few sizeable changes.
Refracted Shock Centipede uses the following skill rotation for most of the battle:
- Coil Up
- Electric Load, Electric Release, Electric Release, Electric Discharge, High-voltage Electric Discharge
- Electric Load, Electric Load, Electric Load, Electric Release, Electric Release
- Electric Load, Electric Load, Electric Load, Electric Discharge, Electric Discharge
- Electric Load, Electric Load, Electric Load, Electric Release, Electric Discharge
When it is in its undying state after reaching 1 HP, it will instead using the following rotation until it runs out of Self-charge, and then dies.
- Wriggling Head, Wriggling Head, Wriggling Head, Wriggling Tail
- Wriggling Head, Wriggling Head, Wriggling Tail, Wriggling Tail
For this variant, both parts can be destroyed. This visually changes its appearance and sets all of its weaknesses to Fatal, but does not completely destroy the part. It can still use skills when destroyed, and the destruction does not interrupt its current skills.
The event is identical to the base form, except it starts 1 turn earlier at the start of turn 5 instead.