Monster family mechanics:
Several monsters have a random-element damage line.
All monsters cast "Bad Seed" at the start of the fight.
Whenever a monster dies, it removes MP in a line and diagonally
Monsters
Trunkplosion
Tromplosion
Lvl 199 to 207
Spells
| Name | Description | Range |
|---|---|---|
| Trunktective Trunkruption Tronjection trontectrice | (area centered on itself)– Gives a +1 MP bonus to monsters that start in the glyph,– -200 damage to allies in the area at the start of their turns and deals neutral damage,– Every time it takes damage, it deals earth damage in an area around itself, which it also suffers | — · zone |
| Thorny Problem Problème épineux | (8 range)– Boosts allies by 200 damage and gives itself 200 damage reflection | — |
| Maledictrunk Malédictronc | (10 range) – Random-element damage whose power depends on the Trunk's missing HP.– Heals corrupted plants instead of damaging them | — |
Flowistil
Floristile
Lvl 201 to 209
Spells
| Name | Description | Range |
|---|---|---|
| Pollen Chantment Pollen voutant | (centered 3-cell area)– Removes 3 AP and deals neutral damage,– Pollen Chantment state: it gains 20 Lock and inflicts a -200 Power penalty for 1 turn on anyone who hits it from 2 cells or closer | — · zone |
| Pistil Whip Pistil Tracteur | (6 range) – Pulls 3 cells + swaps places + 20 removal penalty + *Pistil-whipped state (?),– One random-element damage line | — · ligne |
| Corrosive Nectar Nectar corrosif | (2 range)– Swaps positions with the target,– Earth damage plus one random element | — |
Bambooto
Bambouto
Lvl 201 to 209
Spells
| Name | Description | Range |
|---|---|---|
| Bamboom Bamboum | (5 range) – Neutral damage plus one random element, and gains 3% resistance for 3 turns,– Removes 3% resistance if it is in the Shaken state | — |
| Bamboockler Bambouclier | (tbd)– Pulls 3 cells in a line when hit and gives 500 shield to allies in an area | — · ligne |
| Bamboo Blow Coup de bambou | (3 range, in a line and in an area)– Applies the Shaken state with random damage,– Random triggered damage (even if displayed as neutral) in an area around the poison bearer | — · ligne |
Deathblossom
Mortefleur
Lvl 200 to 208
Spells
| Name | Description | Range |
|---|---|---|
| Movement Flagella Flagelles de déplacement | (7 range)– Rushes 6 cells toward you and pushes you back 1 cell (can be cast on an ally to reach you),– Neutral damage plus one random element. Won't damage you if the monster is in the Very Bad Seed state | — |
| Evil Sprout Pousse maléfique | Gains the Evil Sprout state, which restores 20% of its HP when it takes pushback damage,– Cast at 2 to 4 range in a line, cross-shaped area that pushes back 2 cells,– The mob tends to push you into itself, triggering its own effect,– Damage of a random element | 2 à 4 · croix |
| Polen d’anéantissement | Bonus of 100 pushback damage.– Poison: each MP used costs 15 neutral HP | — |
Pandogorgo
Lvl 202 to 210
Spells
| Name | Description | Range |
|---|---|---|
| Putrid Bud Bourgeon Putride | -3 range penalty for 2 turns,– Damage of a random element | — |
| Finely Chomped Mâcher menu | Neutral damage (if tbd) plus one random element,– Each attack against the target causes a 1-turn debuff | — |
| Goroku Stase Stase goroku | (5 range, no line of sight)– Removes 6 MP and makes the target unmovable (Stase state),– Fire poison for 2 turns, stacking every time you take damage | — |
Rooms
Room 1
Flowistil
Deathblossom
Deathblossom
Trunkplosion
Room 2
Pandogorgo
Flowistil
Bambooto
Flowistil
Room 3
Flowistil
Deathblossom
Trunkplosion
Damadrya
Boss
Damadrya ★
Lvl 200
Spells
| Name | Description | Range |
|---|---|---|
| Phase1: Bénédiction végétale | Gives a monster a +2 MP bonus and heals it for 20%. | — |
| Phase1: Corruption végétale | She becomes invulnerable to ranged attacks for 1 turn (cast every turn during phase 1). | — |
| Phase1: Anéantissement Goroku | Pulls all entities 2 cells closer. The spell is only cast if an allied entity is in line or diagonal with the boss. | — |
| Phase1: Drain d’Energie | – Inflicts a -200 penalty in all elements. – Neutral damage with no line of sight required, across the whole map | — |
| Phase1 et 2: Tremblement de terre | Neutral damage to all allies based on her missing HP. | — |
| Phase2: Fossoiement | Kills the target in melee and gives Damadrya 2 MP. She can cast this spell twice. | — |
| Phase2: Racine maléfique | Steals 3 MP and deals random-element damage | — |
Dungeon mechanics
Reminder: Damadrya is surrounded by two glyphs. The black one one-shots any allied entity that enters it, while the blue one grants the Phasic Protection state for 1 turn. This state protects you from the boss's one-shot when she is hit in melee.
- If a player starts their turn in melee range of Damadrya during Phase 2, they lose the Leaf state,
- If any entity hits Damadrya in melee, all players who are not under Phasic Protection are one-shot (watch out for cursed monsters that may go hit her!),
- Whenever an ally hits Damadrya, all entities are pulled 1 cell closer.
- If a player with the Leaf state hits Damadrya in melee, all entities in melee range of her gain 3 MP.
Phase 1: make the boss vulnerable.
To remove the boss's invulnerability you must:
– Hit the boss 6 times. With each hit you gain the Forest Bewitchment state 5/4/3/2/1 for two turns. Each player has their own counter. The first 3 hits can be made from any cell, but the last three must be made from the blue glyph.
– Once the 6 hits are done, you get a -1800 Vitality debuff and become immune to the black glyph.
You must then move into melee range of Damadrya to land a 7th hit. At that moment, all entities not under Phasic Protection are eliminated.
Once this is done, the boss finally becomes vulnerable for 4 turns.
Phase 2:
On her turn, after becoming vulnerable, the boss enters a frenzy state:
She then gains 3 MP and 15% ranged resistance, loses 15% melee resistance, and gains new spells.
Hitting her in melee gives the "melee wrath" effect and hitting her from range gives the "ranged wrath" effect. Hitting her in melee while she has both effects gets you pushed back 3 cells.
Strategy:
The Cawwot is your best friend in this dungeon! Damadrya doesn't focus them, and they are unmovable, so hiding behind one keeps you from being pulled.
Get into the following setup before switching to the Leaf state.
Then all your characters must gain the Phasic Protection state, either by standing in the blue glyphs or by reaching Forest Bewitchment 0.
Once you're sure all your characters can do it or already have, you can send one character into melee range of Damadrya to hit her and thus debuff her. You can then take advantage of the 3 MP gained per hit on Damadrya to go back and hide behind your Cawwot.
( A common strategy is to send all characters into melee to kill Damadrya before she gets to play again )
Tips:
- If the person debuffing the boss applies erosion at the same time, it will greatly reduce the damage dealt to your team (damage based on her missing HP).
- If you think you can kill the boss in a single attack, you can move into melee without the Leaf state. The boss will take the damage before killing you.
Anchorite:
You can't use Cawwots to hide behind, so watch out for summons.
First (Damadrya):
To complete this achievement, the best strategy is to take advantage of the monster-disappearance effect, which does not fail the achievement (as with the Hakam Tree glyphs): apply a Vitality boost to the monsters — losing that Vitality while the monster is low on HP means it won't count as killed. You can therefore eliminate Damadrya last while still completing the achievement. This is possible thanks to the 500 HP boost that Damadrya gives her allies.
Another strategy is to have one player deal with the monsters while the others handle the boss.
Duo:
Applying erosion can help you limit the damage you take.
For a video guide, I strongly recommend the very thorough video by Pkoka on the subject!