This boss cannot be captured
Monsters
All the monsters (Zombibés) cast the "Blessed Bone" spell at the start of the fight. This spell grants a bonus to the monster when one of its allies is killed. The bonus depends on which monster dies:
When a Sucgunner dies: all its allies gain +3 range (2 turns)
When a Funerbroadsword dies: all its allies gain +10% resistance (2 turns)
When a Drowhirl dies: all its allies gain +250 Power (2 turns)
When a Micrab dies: all its allies gain +2MP (2 turns)
Micrab
Macrab
Lvl 150 to 158
Spells
| Name | Description | Range |
|---|---|---|
| Marine Putrefaction Putréfaction Marine | Up to 6 range, minimizes the target's random effects. | 1 à 6 |
| Pincers Pincette | Up to 5 range, deals around 150 Earth damage. | 1 à 5 |
| Will-o'-the-Wisp Feu Follet | In a 2-cell ring around the Micrab, deals around 200 Fire damage and applies 20% erosion for 2 turns. | — · Anneau de 2 cases |
Sucgunner
Crânonier
Lvl 152 to 160
Spells
| Name | Description | Range |
|---|---|---|
| Mudicism Boue Tade | From 1 to 3 range in a line, deals around 200 Air damage and applies the Zombitarget state for 2 turns. | 1 à 3 · Ligne |
| Salvoskull Crânonnade | Only on a Zombitarget-state target, at infinite range, deals around 200 Water damage then removes the Zombitarget state. | — |
| Aqua Scornum Eau probe | Up to 8 range, deals around 200 Water damage and places a trap around the target that applies, for 2 turns, a poison dealing around 20 damage per AP used. | 1 à 8 · Piège |
| Magellanaval Nagellan | From the second turn on, gives the Sucgunner the Unlockable state for 1 turn. | — |
Funerbroadsword
Funespadon
Lvl 151 to 159
Spells
| Name | Description | Range |
|---|---|---|
| Prickly Piquants | Protects the Funerbroadsword for 2 turns and reflects damage when it is hit. The amount and element depend on the spell received. | — |
| Death Bone Ostocade | From 1 to 3 range in a line, deals around 150 Air damage and steals 50 Agility for 2 turns. The effect stacks. | 1 à 3 · Ligne |
| Whirlwind Tourbillon | At 3 range, deals around 150 Fire damage in a 2-cell circle and pulls the targets to the center. The Funerbroadsword gains 300 stackable shield points for 1 turn per target hit. | 3 · Cercle de 2 cases |
| Engunkening Encrasstrage | In melee, deals around 150 Earth damage, removes 10 dodgeable MP from the target and the caster, applies Gravity to the target for 1 turn and Heavy to the Funerbroadsword for 2 turns. | 1 · Corps à corps |
Drowhirl
Tournoyé
Lvl 149 to 157
Spells
| Name | Description | Range |
|---|---|---|
| Crossing Franchissement | In a line up to 5 range, teleports the Drowhirl, deals around 200 Water damage and removes 2 dodgeable MP for 1 turn from all enemies it passes through. | 1 à 5 · Ligne |
| Repercussion Répercussion | In a line up to 5 range, deals around 200 Air damage, pushes back 2 cells and applies, for 1 turn, a state that gives the target Gravity for 1 turn if it takes pushback damage. | 1 à 5 · Ligne |
| Short Bone Os Court | Places a diagonal cross glyph centered on the Drowhirl, extending to the edges of the map. Ending your turn inside it applies a 63 range penalty for 1 turn. | — · Croix diagonale |
Rooms
Room 1
Room 2
Final room
Boss
Zombrute ★
Lvl 160
Spells
| Name | Description | Range |
|---|---|---|
| Splat Cloaque | In a line up to 2 range, deals around 300 Water damage and applies the Weakened state for 1 turn. | 1 à 2 · Ligne |
| Galvanism Galvanisme | In a 2-cell circle around the Zombrute, deals around 2,000 Fire damage. | — · Cercle de 2 cases |
Example of the Combat Rabord glyph's progression:
Dungeon mechanics
Killing a monster with Temporary Respite drains the water (makes the glyph disappear). The glyph deals around 200 (Water) damage when you end your turn inside it, and it applies the "Damage taken x150%" effect to any entity (ally or enemy) standing in it.
Warning: resurrected monsters do not have the Temporary Respite state, so you cannot use re-summoned monsters to reset the level of the Combat Rabord glyph.
Tips:
- The boss is not very dangerous: he only has 4 MP and hits at very close range. Still, be very careful with Galvanism, which hurts a lot. Watch out not to get caught off guard if he gains +2MP when you kill the Micrab (Blessed Bone)
- To avoid being overwhelmed by the glyph, it is better to kill the monsters one by one rather than all at once, even if the resurrections can be a bit tedious. Since the monsters are resurrected with fairly low HP, it remains manageable
- Use the glyph to your advantage: if you have some positioning spells, don't hesitate to place the monsters inside it to hit them harder (especially the Zombrute when you want to focus him)
Achievements
End of the dungeon
Talk to the Militiaman to leave the dungeon.