Hippogriff
HP: 6254
STR: 78
INT: 70
VIT: 53
WIS: 49
AGI: 57
LUC: 47
Skills:
- Bind Claw: Uses the arms. Deals 90% melee STR-based cut damage to one row of party members. Attempts to bind hit targets' arms, with a 25% base chance. Has an 80% speed modifier and 99 base accuracy.
- Back Kick: Uses the legs. Deals 110% melee STR-based bash damage to one party member, with line-piercing effect. Has an 80% speed modifier and 99 base accuracy.
- Fury Gaze: Uses the head. Attempts to inflict panic on one party member, with an 80% base chance. Has no speed modifier.
- Lightning Dance: Uses the legs. Deals 2-4 instances of 80% ranged INT-based volt damage to random party members. Can hit the same target multiple times. Attempts to inflict paralysis on hit targets, with a 50% base chance. Has an 80% speed modifier and 150 base accuracy.
- Sky Dive: Used at around 75%, 55%, and 35% HP. Uses the arms. Deals 115% melee STR-based cut damage to every party member. Reduces hit targets' physical attack by 50% for 4 turns. Has a 10% speed modifier and 99 base accuracy.
- Wing Shield: Used after Sky Dive. Does not use a body part. Reduces physical damage to Hippogriff by 50% for 3 turns. During this time, Hippogriff will only use Rest. Wing Shield can be cancelled early by dealing 500 total damage to Hippogriff since Wing Shield's start. Has a 20% speed modifier.
- Rest: Uses the head. Heals Hippogriff for 500 HP. Has a 10% speed modifier.
Drops:
- Normal:
Hellbeast's Wingfist. 100% chance. Sells for 1100 en.
- 1 needed to make
Griff Buster (+72 ATK, +55 MATK, Rest, Silver x4). Costs 5000 en, sells for 2000 en.
- Conditional:
Ephemeral Axebeak (Kill on turn 1). 100% chance. Sells for 9800 en.
- 1 needed to make
Answerer (+196 ATK, +176 MATK, Bind Claw, Gold x6). Costs 438000 en, sells for 175200 en.
Damage Resistances:
Disable Resistances:
Hippogriff is a far simpler affair than Golem was. That doesn't mean it's easier, though--Hippogriff is still plenty capable of screwing up our party. It's arguably better at that than Golem, since it doesn't have to worry about having the necessary body parts to use its dangerous skills, and its deadly skills use both the arms and legs.
Bind Claw is pretty explicitly designed to screw up our front row, and getting *really* unlucky with it while using Sasha can, effectively, be a game over.
Back Kick's not really worth talking about.
Fury Gaze really fucking sucks since that base chance is all but guaranteed when you factor in Hippogriff's LUC compared to most of our party members, and panic is really difficult to deal with, especially if a support gets hit with it.
Lightning Dance is very capable of ending a good attempt solely on its own, both between its damage and the paralysis.
Sky Dive hits as hard as Back Kick does, but hits the entire party and reduces phys damage. FUN.
Wing Shield and Rest are Hippogriff's primary gimmicks, and you need to have methods of dealing with them, or else the fight can become damn near unwinnable. Not canceling Wing Shield and Rest will mean that Hippogriff will heal 1500 HP over three turns--that's just shy of 25% of its HP. It's somewhat easy to counter it (INT-based damage dealers can hit that 500 damage requirement fairly easily and head binds stop Rest completely), mercifully.
With that in mind, onto party members:
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