Liquid Flame: Difference between revisions
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{{ | {{Table_battle_formation | ||
| Liquid Flame | | [[Image:background_22_PC.png|332px]] | ||
| | | 444 | ||
| | | Liquid Flame (Humanoid)<br>Liquid Flame (Hand)<br>Liquid Flame (Whirlwind) | ||
| | | Can't Escape | ||
| | | 6 | ||
| | | Track: The Fierce Battle | ||
| | | Intro: Normal | ||
| | | Boss Battle<br>Denies Mute (Time spell) | ||
| | | #22 - Fire-Powered Ship | ||
| | | Liquid Flame changes form when damaged | ||
| | }} | ||
[[File:Boss_LiquidFlame_Human.png|332px|thumb|right|Human form]] | |||
[[File:Boss_LiquidFlame_Hand.png|332px|thumb|right|Hand form]] | |||
[[File:Boss_LiquidFlame_Tornado.png|332px|thumb|right|Tornado form]] | |||
== Stats == | |||
{{Table_enemy_statistic_3 | {{Table_enemy_statistic_3 | ||
| Liquid Flame<br>(Humanoid) | Liquid Flame<br>(Hand) | Liquid Flame<br>(Whirlwind) | | Liquid Flame<br>(Humanoid) | Liquid Flame<br>(Hand) | Liquid Flame<br>(Whirlwind) | ||
Line 28: | Line 32: | ||
| Nothing | Nothing | Nothing | Nothing | Nothing | Nothing | | Nothing | Nothing | Nothing | Nothing | Nothing | Nothing | ||
| Flame Scroll | Nothing | Flame Rod | Nothing | Flame Bow | Nothing | | Flame Scroll | Nothing | Flame Rod | Nothing | Flame Bow | Nothing | ||
}} | |||
== Status == | |||
{{Table_enemy_status_3 | |||
| Liquid Flame<br>(Humanoid) | Liquid Flame<br>(Hand) | Liquid Flame<br>(Whirlwind) | |||
| Poison, Water | Ice, Lightning, Poison, Holy, Earth, Wind, Water | Poison, Water | |||
| Fire, Wind | Fire, Wind | Fire, Wind | |||
| Ice | Ice | Ice | |||
| Float, Dead, Charm | Float, Dead, Charm | Float, Dead, Charm | |||
| None | None | None | |||
| None | None | None | |||
| None | Heavy | None | |||
| HP Scan | HP Scan | HP Scan | |||
| Rush (Unavoidable + Ignore Defense) | Ray (Paralyze) | Critical Attack (+50% Attack) | |||
}} | }} | ||
==Summary== | ==Summary== | ||
Liquid Flame is a conflagration of anger and rage looking to burn the party to the ground. Between Garuda and Liquid Flame the player will have gotten access to an additional class, allowing for more options to confront this heated confrontation. Liquid Flame will swap between its forms upon counterattack, like a bonfire changes shape when another log is added to it. Fortunately, all mage classes have access to rods at this point and by pitching frost rods into Liquid Flame during the tornado and human forms (the hand form is immune, does it catch the rod?) the player can blow through this fight with little trouble. Any class without access to rods will feel deja vu for Garula, as Liquid Flame will strike with counterattacks to any damage before swapping for another form. | |||
==Attack Script== | ==Attack Script== | ||
Line 69: | Line 87: | ||
==Strategies== | ==Strategies== | ||
Depending on the needs of your party you might want to kill Liquid Flame in one of its forms for the specialized drop. You won't know what your fire class is until you beat it, but if you see a hole in your team that might be plugged by a specific class...well, you can hope. | |||
===In Rod We Trust=== | |||
Snapping frost rods is the go to for Black Mage, Red Mage, Blue Mage, Summoner, and Time Mage. Two rods is generally enough, but you will need to knock it out of the Hand form if it switches to it. | |||
===Taming the flame=== | |||
Other classes should consider patching themselves up during the Tornado form (unless you're on PC Pixel Remaster where its MP is regenerated upon switching). Mystic Knight can cast Blizzara Blade, but will need to beware the hand form's immunity. Knights and Monks can use Two Hand or !Focus to minimize counterattacks. Thief will be well stocked with stolen Hi Potions from Poltergeists, but otherwise will be forced to depend on the moonring blade. White Mage can Confuse the human form into punching itself out, which is faster than slugging it out. | |||
===Berserker=== | |||
This is the first of many bosses that you should consider bringing a dead berserker to instead of a live one. You will not be able to control when Liquid Flame switches forms, and being a man down might be better than bringing a liability. | |||
[[Category:Bosses]] | [[Category:Bosses]] |
Latest revision as of 16:05, 9 June 2024
Battle Formation ID: | 444 |
---|---|
Enemies: | Liquid Flame (Humanoid) Liquid Flame (Hand) Liquid Flame (Whirlwind) |
Escape%: | Can't Escape |
ABP gained: | 6 |
Music Control: | Track: The Fierce Battle |
Visual Control: | Intro: Normal |
Parameters: | Boss Battle Denies Mute (Time spell) |
Terrain: | #22 - Fire-Powered Ship |
Liquid Flame changes form when damaged |
Stats
Name | Liquid Flame (Humanoid) |
Liquid Flame (Hand) |
Liquid Flame (Whirlwind) |
---|---|---|---|
Level | 19 | 19 | 19 |
Speed | 35 | 35 | 35 |
HP | 3000 (shared) |
3000 (shared) |
3000 (shared) |
MP | 100 | 30 | 50 |
Strength | 18 | 18 | 18 |
Defense | 0 | 0 | 0 |
Evasion | 20 | 10 | 30 |
Magic | 10 | 30 | 20 |
Magic Defense | 15 | 30 | 15 |
Magic Evasion | 0 | 0 | 0 |
Gil | 0 | 0 | 0 |
Exp | 0 | 0 | 0 |
Steal | Common: Nothing Rare: Nothing |
Common: Nothing Rare: Nothing |
Common: Nothing Rare: Nothing |
Drops | Always: Flame Scroll Rare: Nothing |
Always: Flame Rod Rare: Nothing |
Always: Flame Bow Rare: Nothing |
Status
NAME | Liquid Flame (Humanoid) |
Liquid Flame (Hand) |
Liquid Flame (Whirlwind) |
---|---|---|---|
Elemental Immunity: | Poison, Water | Ice, Lightning, Poison, Holy, Earth, Wind, Water | Poison, Water |
Elemental Absorb: | Fire, Wind | Fire, Wind | Fire, Wind |
Elemental Weakness: | Ice | Ice | Ice |
Status Vulnerability: | Float, Dead, Charm | Float, Dead, Charm | Float, Dead, Charm |
Initial Status: | None | None | None |
Cannot Evade: | None | None | None |
Creature Type: | None | Heavy | None |
Command Vulnerability: | HP Scan | HP Scan | HP Scan |
Special Properties: | Rush (Unavoidable + Ignore Defense) | Ray (Paralyze) | Critical Attack (+50% Attack) |
Summary
Liquid Flame is a conflagration of anger and rage looking to burn the party to the ground. Between Garuda and Liquid Flame the player will have gotten access to an additional class, allowing for more options to confront this heated confrontation. Liquid Flame will swap between its forms upon counterattack, like a bonfire changes shape when another log is added to it. Fortunately, all mage classes have access to rods at this point and by pitching frost rods into Liquid Flame during the tornado and human forms (the hand form is immune, does it catch the rod?) the player can blow through this fight with little trouble. Any class without access to rods will feel deja vu for Garula, as Liquid Flame will strike with counterattacks to any damage before swapping for another form.
Attack Script
Liquid Flame (Humanoid)
{Attack, Special, Blaze}
React: HP Damage { No Interrupt { Blaze Unhide Monster: Liquid Flame (Randomly Hand or Whirlwind form) Hide: Self } }
Liquid Flame (Hand)
{Attack, Attack, Special}
React: HP Damage { No Interrupt { Fira Unhide Monster: Liquid Flame (Randomly Humanoid or Whirlwind form) Hide: Self } }
Liquid Flame (Whirlwind)
Change Target: Self Fira
React: HP Damage { No Interrupt { Magnet Unhide Monster: Liquid Flame (Randomly Human or Hand form) Hide: Self } }
Strategies
Depending on the needs of your party you might want to kill Liquid Flame in one of its forms for the specialized drop. You won't know what your fire class is until you beat it, but if you see a hole in your team that might be plugged by a specific class...well, you can hope.
In Rod We Trust
Snapping frost rods is the go to for Black Mage, Red Mage, Blue Mage, Summoner, and Time Mage. Two rods is generally enough, but you will need to knock it out of the Hand form if it switches to it.
Taming the flame
Other classes should consider patching themselves up during the Tornado form (unless you're on PC Pixel Remaster where its MP is regenerated upon switching). Mystic Knight can cast Blizzara Blade, but will need to beware the hand form's immunity. Knights and Monks can use Two Hand or !Focus to minimize counterattacks. Thief will be well stocked with stolen Hi Potions from Poltergeists, but otherwise will be forced to depend on the moonring blade. White Mage can Confuse the human form into punching itself out, which is faster than slugging it out.
Berserker
This is the first of many bosses that you should consider bringing a dead berserker to instead of a live one. You will not be able to control when Liquid Flame switches forms, and being a man down might be better than bringing a liability.