Sourcemined
Slay the Spire 2
MonsterVerified on build 23811903

Ovicopter

What it does each turn

This monster follows a fixed pattern. Some of its moves depend on the fight (its position, allies or HP); these chances take the first case.

TurnMove
1
  • Lay Eggs
2
  • Smash
3
  • Tenderizer
4
  • Lay Eggs
5
  • Smash
6
  • Tenderizer

Moves 4

MoveIntentThen
Lay EggsSummonSmash
SmashSingle Attack 16 (17 at A9+)Tenderizer
TenderizerSingle Attack 7 (8 at A9+) + DebuffRandom
Nutritional PasteBuffSmash

Damage in brackets is the value from that ascension level up.

Overview

HP
124 (126 at A8+) – 130 (132 at A8+)
Moves
4
Game ID
Ovicopter

Appears in 1

Raw game dataAs extracted from the game's definitions
  • hp{2}
    • min{2}
      • value124
      • asc{2}
        • levelToughEnemies
        • value126
    • max{2}
      • value130
      • asc{2}
        • levelToughEnemies
        • value132
  • moves[4]
    • 0{4}
      • idLAY_EGGS_MOVE
      • intents[1]
        • 0{1}
          • kindSummon
      • followUpSMASH_MOVE
      • nameLay Eggs
    • 1{4}
      • idSMASH_MOVE
      • intents[1]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value16
            • asc{2}
              • levelDeadlyEnemies
              • value17
      • followUpTENDERIZER_MOVE
      • nameSmash
    • 2{4}
      • idTENDERIZER_MOVE
      • intents[2]
        • 0{2}
          • kindSingleAttack
          • damage{2}
            • value7
            • asc{2}
              • levelDeadlyEnemies
              • value8
        • 1{1}
          • kindDebuff
      • followUpSUMMON_BRANCH_STATE
      • nameTenderizer
    • 3{4}
      • idNUTRITIONAL_PASTE_MOVE
      • intents[1]
        • 0{1}
          • kindBuff
      • followUpSMASH_MOVE
      • nameNutritional Paste
  • branches[1]
    • 0{3}
      • idSUMMON_BRANCH_STATE
      • kindconditional
      • options[2]
        • 0{2}
          • stateLAY_EGGS_MOVE
          • conditionCanLay
        • 1{2}
          • stateNUTRITIONAL_PASTE_MOVE
          • condition!CanLay
  • initialLAY_EGGS_MOVE
  • moveOdds[6]
    • 0{2}
      • turn1
      • moves{1}
        • LAY_EGGS_MOVE1
    • 1{2}
      • turn2
      • moves{1}
        • SMASH_MOVE1
    • 2{2}
      • turn3
      • moves{1}
        • TENDERIZER_MOVE1
    • 3{2}
      • turn4
      • moves{1}
        • LAY_EGGS_MOVE1
    • 4{2}
      • turn5
      • moves{1}
        • SMASH_MOVE1
    • 5{2}
      • turn6
      • moves{1}
        • TENDERIZER_MOVE1
  • moveOddsAssumeFirstConditiontrue