Flail Knight
What it does each turn
This monster follows a fixed pattern.
| Turn | Move |
|---|---|
| 1 |
|
| 2 |
|
| 3 |
|
| 4 |
|
| 5 |
|
| 6 |
|
Moves 3
| Move | Intent | Then |
|---|---|---|
| War Chant | Buff | — |
| Flail | Multi Attack 9 (10 at A9+)×2 | — |
| Ram | Single Attack 15 (17 at A9+) | — |
Damage in brackets is the value from that ascension level up.
Overview
- HP
- 101 (108 at A8+)
- Moves
- 3
- Game ID
FlailKnight
Appears in 1
Raw game dataAs extracted from the game's definitions
hp{2}
min{2}
- value101
asc{2}
- levelToughEnemies
- value108
max{2}
- value101
asc{2}
- levelToughEnemies
- value108
moves[3]
0{3}
- idWAR_CHANT
intents[1]
0{1}
- kindBuff
- nameWar Chant
1{3}
- idFLAIL_MOVE
intents[1]
0{3}
- kindMultiAttack
damage{2}
- value9
asc{2}
- levelDeadlyEnemies
- value10
hits{1}
- value2
- nameFlail
2{3}
- idRAM_MOVE
intents[1]
0{2}
- kindSingleAttack
damage{2}
- value15
asc{2}
- levelDeadlyEnemies
- value17
- nameRam
branches[1]
0{3}
- idRAND
- kindrandom
- options[]
- initialRAM_MOVE
moveOdds[6]
0{2}
- turn1
moves{1}
- RAM_MOVE1
1{2}
- turn2
moves{1}
- RAM_MOVE1
2{2}
- turn3
moves{1}
- RAM_MOVE1
3{2}
- turn4
moves{1}
- RAM_MOVE1
4{2}
- turn5
moves{1}
- RAM_MOVE1
5{2}
- turn6
moves{1}
- RAM_MOVE1
- moveOddsAssumeFirstConditionfalse