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Corotrangul
HP: 9260 | STR: 43 | TEC: 37 | VIT: 33 | AGI: 33 | LUC: 38 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Ice Breath: Deals heavy ice damage to all party members. Slow.
Flood: Deals severe ice damage to 3-5 party members. Attempts to inflict sleep on hit targets, with a high chance. Slow.
Tackle: Deals severe bash damage that pierces party rows. Fast.
Coiling Tail: Attempts to bind the head, arms, and legs of one party member, with a high chance. Average speed.
Freeze Aura: Increases Corotrangul's attack by 50% for 4 turns. Average speed.
Aqua Veil: Sets Corotrangul's fire vulnerability to 10% for 4 turns. Slightly slow.
Ice Breath: Deals 120% ranged TEC-based ice damage to all party members. The damage ranges from 108 to 144 on average. Has a 70% speed modifier and a base accuracy of 99%.
Flood: Deals 190% ranged TEC-based ice damage to 3-5 party members. The damage ranges from 171 to 228 on average. Attempts to inflict sleep on hit targets, with a 40% base chance. The effective chance ranges from 52% to 66% on average. Has an 80% speed modifier and a base accuracy of 99%.
Tackle: Deals 100% melee STR-based bash damage that pierces party rows. The damage ranges from 174 to 206 on average. Has a 120% speed modifier and a base accuracy of 99%.
Coiling Tail: Attempts to bind the head, arms, and legs of one party member, with a 50% base chance. The effective chance ranges from 65% to 82% on average. Has no speed modifier.
Freeze Aura: Increases Corotrangul's attack by 50% for 4 turns. Has no speed modifier.
Aqua Veil: Reduces Corotrangul's fire vulnerability by 140%, to 10%, for 4 turns. Has an 80% speed modifier.
- Corotrangul always opens with Ice Breath.
- Corotrangul's chance to use Coiling Tail is increased slightly if no party members have binds.
- Corotrangul will never use Coiling Tail twice in a row. It has to use Flood, Ice Breath, Tackle, or a normal Attack before it can use Coiling Tail again.
- Phase 1: Lasts from 100% HP to 91% HP. Corotrangul uses Ice Breath, Tackle, and normal Attacks here.
- Phase 2: Lasts from 90% HP to 76% HP. Same as last phase, except Corotrangul will open this phase with Freeze Aura, and then use it whenever it's off its 5 turn cooldown.
- Phase 3: Lasts from 75% HP to 51% HP. Corotrangul starts using Coiling Tail here, and will open the phase with it. Aside from that, it still uses Ice Breath, Tackle, and normal Attacks.
- Phase 4: Lasts from 50% HP to 36% HP. Corotrangul opens this phase with Flood. After that, Corotrangul will use Flood randomly. Its chance is increased based on how few turns are left on its 5 turn cooldown. Besides that, it uses Ice Breath and Tackle.
- Phase 5: Lasts from 35% HP until death. Corotrangul will open this phase with Aqua Veil, and will refresh it on cooldown. In addition, Freeze Aura will no longer be used in this phase. Outside of these, this phase has similar priorities to Phase 3.
- If this is the first turn, use Ice Breath.
- If Corotrangul's HP is at 35% or lower, and the Aqua Veil flag is not set, use Aqua Veil, and set the Aqua Veil flag.
- If the Aqua Veil cooldown is less than or equal to 0 and the Aqua Veil flag is set, use Aqua Veil.
- If the Flood flag is set:
- Flood cooldown less than or equal to 0: 89% chance to use Flood.
- Flood cooldown less than or equal to 1: 59% chance to use Flood.
- Flood cooldown less than or equal to 2: 34% chance to use Flood.
- Flood cooldown less than or equal to 3: 19% chance to use Flood.
- If Corotrangul's HP is at 90% or lower, and the Freeze Aura flag is not set, use Freeze Aura, and set the Freeze Aura flag.
- If Freeze Aura's cooldown is less than or equal to 0, the Freeze Aura flag is set, and the Aqua Veil flag is not set, use Freeze Aura.
- If Corotrangul's HP is at 50% or lower:
- If the Flood flag is not set, use Flood, set the Flood Flag, and unset the Coiling Tail flag.
- If no party members have binds, and the Coiling Tail flag is not set, 19% chance to use Coiling Tail and set the Coiling Tail flag.
- If the Coiling Tail flag is not set, 7% chance to use Coiling Tail and set the Coiling Tail flag.
- 44% chance to use Ice Breath and unset the Coiling Tail flag.
- If none of the above happened, use Tackle, and unset the Coiling Tail flag.
- If Corotrangul's HP is at 75% or lower:
- If the initial Coiling Tail flag is not set, use Coiling Tail, and set the initial Coiling Tail flag.
- If no party members have binds, and the Coiling Tail flag is not set, 19% chance to use Coiling Tail and set the Coiling Tail flag.
- If the Coiling Tail flag is not set, 9% chance to use Coiling Tail and set the Coiling Tail flag.
- 29% chance to use Ice Breath and unset the Coiling Tail flag.
- If Ice Breath was not used, 79% chance to use Tackle and unset the Coiling Tail flag.
- If none of the above happened, Attack and unset the Coiling Tail flag.
- 34% chance to use Ice Breath.
- If Ice Breath was not used, 54% chance to use Tackle.
- If none of the above happened, Attack.
Flood: Deals ice damage to 3-5 enemies. Attempts to inflict sleep on hit targets. Slightly slow.
Coiling Tail: Attempts to bind the head, arms, and legs of one enemy. Average speed.
Aqua Veil: Increases the user's fire resistance for 4 turns. Slightly slow.
Flood: Deals ranged TEC-based ice damage to 3-5 enemies. Attempts to inflict sleep on hit targets. Has an 80% speed modifier and a base accuracy of 99% at all levels.
Coiling Tail: Attempts to bind the head, arms, and legs of one enemy. Has no speed modifier at all levels.
Aqua Veil: Increases the user's fire resistance for 4 turns. Has an 80% speed modifier at all levels.
Drops:
- Normal:
Huge Fin. 100% chance. Sells for 2390 en.
Ocean King Glove (+20 DEF, +2 TEC): Made from 1 Huge Fin. Costs 3080 en.
- Conditional:
Venom Spine (Kill with poison damage). 100% chance. Sells for 11540 en.
Arc Drawer (+191 ATK, +3 TEC, +5 VIT): Made from 1 Venom Spine. Costs 163000 en.
Corotrangul means business, and going into it unprepared will get you killed quickly. He has three hard-hitting attacks, two of which are elemental, all of which are probably likely to one-shot all but the sturdiest party members--or, in the case of the elemental attacks, likely to severely injure or one-shot anyone that doesn't have good TEC.
You're also gonna need to bring either attack debuffs or Metopons to Corotrangul, because letting it get off Freeze Aura and keep its buff is going to get you killed eventually. It's damn near impossible to keep up with Corotrangul's damage when it's dealing an extra 50% on top of its already-high baseline.
Oh, and for one last Fun Thing, Corotrangul can also nullify its fire weakness. Again, you're going to want Metopons to dispel it, or Flame Fantasia to prevent it from being applied in the first place.
Got all that? Good. Let's go over the choices we have.
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