Care Taker | |
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Level | 17 ~ 23 |
Race | Human |
Zone | Hew - Stage 6 - Training Fight |
Allies | Blood Hounds |
The Care Taker appears during Hew, with 2 Blood hounds. His main tactic involves healing and buffing his blood hound allies.
Battle[]
Attributes[]
Attributes | LV17 | LV18 | LV19 | LV20 | LV21 | LV22 | LV23 | ||
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EASY | Speed | 89 | 98 | 108 | 119 | 130 | 142 | 155 | |
Instinct | 47 | 52 | 58 | 63 | 69 | 76 | 82 | ||
Strength | 47 | 52 | 58 | 63 | 69 | 76 | 82 | ||
HP | 3254 | 3597 | 3963 | 4352 | 4765 | 5203 | 5668 | ||
CHALLENGING | Speed | 99 | 109 | 120 | 132 | 144 | 158 | 172 | |
Instinct | 95 | 105 | 115 | 127 | 139 | 151 | 165 | ||
Strength | 95 | 105 | 115 | 127 | 139 | 151 | 165 | ||
HP | 5531 | 6115 | 6737 | 7398 | 8101 | 8846 | 9636 | ||
HEROIC | Speed | 99 | 109 | 120 | 132 | 144 | 158 | 172 | |
Instinct | 118 | 131 | 144 | 158 | 173 | 189 | 206 | ||
Strength | 118 | 131 | 144 | 158 | 173 | 189 | 206 | ||
HP | 6507 | 7194 | 7926 | 8704 | 9530 | 10407 | 11336 | ||
Focus | 120 | Physical | Cosmic | Ice | Fire | Lightning | Earth | Shadow | Poison |
Target Weakest | Piercing | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Defense | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Abilities[]
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
Recovers 8 Focus. |
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is being cared for by its master. | Lasts 4 turns. Heals for 130% caster's Strength. Restores 10 Focus. 75% chance to resist dispelling. |
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Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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Master says attack. Damage done increased by 35%. | Lasts 3 turns. 50% chance to resist dispelling. |
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Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is taking damage equal to 60% of the enemy's Strength. | Lasts 5 turns. | ||
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
Sonny can also use Wound. | ||||
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This unit receives 35% additional damage from all sources, and is bleeding for 63% of the attacker's Strength each turn. | Lasts 3 turns. Takes 35% more damage and an additional 6. Cannot stack. |
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Ability Selection[]
Notes on enemy AI: | While in a given battle stage, enemies will attempt to use First Choice abilities. If impossible (due to focus, silencing or cooldowns), they will proceed to Second Choice, etc. Cooldown for enemies indicates how often abilities may be used, and is effectively one less than for Sonny (IE cooldown of 2 can be used every second turn) Enemy-targetting abilities have a chance of targetting the weakest enemy rather than targetting at random; this is given in the Attributes section above. Ally-targetting abilities always target the weakest targetable ally. Selection within a category is random unless indicated. All exceptions noted below. |
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Battle Stages | First Choice | Second Choice | Third Choice |
All friendly units above 1% HP | Caretaker Sic |
Whiplash Wound |
Auto Swing |
Weakest friendly unit below 1% HP | Caretaker Sic |
50%: -Whiplash -Wound 50%: -Auto Swing |
Equipment[]
Headwear | Bodywear | Gloves | Leggings | Footwear | Primary | Secondary |
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Caretaker's Helm | Field Armor | Grips of Command | Bite Proof Pants | Caretaker's Stompers | Riot Gun |
Tactics[]
Drops[]
Trivia[]
- Despite there being a red version of their rifle that would match the ensemble worn by them, they still use the standard Riot Gun.
See Also[]
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