Monster family:
The Tanukis cast Pottery Cycle at the start of the fight and get a different bonus for each stage of the cycle:
- Shaping : 70% ranged resistance (except on turn 1)
- Moistening : removes line of sight from spells
- Firing : healing received x150%
- Drying : Invulnerable
The Tanukis move to the next stage of their cycle at the start of their turn, or if they are hit with the following element:
- Shaping -> Hit with Water -> Moistening
- Moistening -> Hit with Fire -> Firing
- Firing -> Hit with Air -> Drying
- Drying -> Hit with Earth -> Shaping
Once the cycle is complete, the Tanukis start it over with a 400 Power bonus
for 1 turn.
The jars cast Potliberation and become "Drunk", which allows them to move.
Monsters
Ishibig Pak
Ishigro Pake
Lvl 173 to 181
Spells
| Name | Description | Range |
|---|---|---|
| Tsunamishi | Charges at a target, deals Earth damage and pushes it back in a line or diagonally. | 1 à 5 · Ligne et diagonale |
| Rock Garden Elevation Élévation du Jardin de Pierres | Summons four stone tombs around the caster. | — · Autour du lanceur |
| Ishi Nuken | In melee, deals damage, removes AP, and can attract the target or apply a Neutral poison. | — · Corps à corps |
Tatatojiki
Lolojiki
Lvl 169 to 177
Spells
| Name | Description | Range |
|---|---|---|
| Tanuki Pottery Poterie Tanuki | Summons four jars if the Tatatojiki has line of sight. | — · Invocation |
| Kaolin | Deals Earth damage and steals range or Strength. | — |
| Monclay Wrench Clef en Glaise | Deals Water and Earth damage in an area and rounds out the Tatatojiki's hindering effects. | — · Zone |
Parashutackle
Parashukouï
Lvl 171 to 179
Spells
| Name | Description | Range |
|---|---|---|
| Cobblers Valseuses | Teleports the Parashutackle to a nearby cell, deals Earth damage around the arrival point, and steals Dodge. | 1 à 4 · Carré de 1 case |
| Transpompoko | Deals Air damage, then swaps the Parashutackle's position with that of a distant player. | 1 à 7 · Échange de position |
| Testirossa | Deals Air damage and teleports the Parashutackle symmetrically into melee with the target. | 1 à 3 · Symétrie |
Shinobuubusu
Shinibaru
Lvl 172 to 180
Spells
| Name | Description | Range |
|---|---|---|
| Henshin No Numa | In the Moryo Nuki state, deals Earth damage in an area and removes MP. | — · Zone |
| Henshinobi | Creates illusions, makes the Shinobuubusu hard to identify, and improves its mobility. | — · Autour du lanceur |
| Nukiyo-e | Applies a poison whose damage triggers based on the target's actions. | — |
| Yama No Tuki | In the Chimi Nuki state, deals area damage with a lifesteal effect. | — · Zone |
| Yama-Uba | Every two turns, cycles the Shinobuubusu between the Moryo Nuki, neutral, and Chimi Nuki states. | — |
Titinuki
Tétonuki
Lvl 170 to 178
Spells
| Name | Description | Range |
|---|---|---|
| Clodrum Tambourrin | Deals Fire damage and moves aligned targets in an area. | 0 à 4 · Zone en ligne |
| Stonewar Drums Tambours de Grès | Heals, increases an ally's damage and Dodge, and gives the Titinuki ranged resistance. | — · Zone |
| Alarm Baps Tocseins | Deals Neutral damage in melee and applies the Gravity state. | — · Corps à corps |
Rooms
Room 1
Ishibig Pak
Ishibig Pak
Shinobuubusu
Titinuki
Room 2
Parashutackle
Parashutackle
Tatatojiki
Titinuki
Room 3
Tanukouï San
Tatatojiki
Shinobuubusu
Titinuki
Boss
Tanukouï San ★
Lvl 180
Spells
| Name | Description | Range |
|---|---|---|
| Finishing Touch Touche Finale | Deals Earth damage as lifesteal and pushes the target back. | — · Ligne |
| Dye Teinture | Deals Fire damage, removes MP, and applies the Dye state, which makes the jars' damage lethal. | — |
| Privithwack Coup de boules | Turns a jar into a Terracotta General, which intercepts damage dealt to Tanukouï San and can kill a target in melee. | — · Invocation |
| Sublimation | Grants an ally 400 Power for 2 turns. | — |
Dungeon mechanics
On this battlefield, restricting movement is the name of the game.
Fecas and Enutrofs, already used to rough terrain, will keep you from biting the dust.
Check each warrior's cycle stage before landing your blows, especially the shaping stage (70% ranged resistance) and the drying stage (invulnerable) .
To avoid being buried under an army of mobile jars, kill the Tatatojiki(s) quickly. The Terracotta General can quickly be reduced back to dust, as it doesn't take hits well.
Warning! It has the Total Annihilation spell, which kills targets in the Dye state. This spell cannot be cast on the first turn and then has a one-turn cooldown.
You can also easily make it as immobile as a statue.
If you decide to kill the Shinobuubusu and the Terracotta General, you remove every source of one-shots and victory will be within reach.
On its own, Tanukouï San can only hit in a straight line and isn't dangerous if you keep your distance.
You can also choose to turn their own weapons against them by letting the jars shape themselves, then placing them next to your opponents just before they break to reduce their max HP for one turn.
Tip: you can stop the jars from becoming drunk by hitting them with Earth during their drying stage.
Achievements
Nomad
Kill the Tatatojiki as fast as possible to cut off the endless production of jars, which heavily hinder movement (100 Lock), then move on to the Shinobuubusu. You can then sweep away your opponents while staying alert.
Blitzkrieg
Positioning is your best tool for this achievement. Wait until the drunk jars reach their last turn, then place them near your opponents to reduce their HP and finish them off easily.
You can use several jars at once to kill Tanukouï San.
Duo
If you're seasoned warriors, this achievement shouldn't be a problem!