<From NEB>
Hell yes. I only stat topic the best.
WARNING!MMXCM has two types of physical damage, Melee and Ranged. (It calls them Close and Shot, or C and S.) The Armour stat reduces melee damage, the Shield stat reduces ranged. There are some attacks that could be considered magical, i.e. they aren't affected by any forms of physical resistance, and have magic-like animations (such as fire or ice), I'll generally refer to them as such. Your call whether they would hit MDef or be ITD in the DL - they aren't affected by defences in-game, but MMXCM lacks an MDef stat.
About Hyper Mode Action Triggers (HATs): These moves require you to go into Hyper Mode (limited use), and have a 2x recoil time after use. I'm not sure what to do with damage averages here. My first thought was to take two attacks + one HAT, since you generally have enough Hyper Mode uses to do this for an entire battle (I suppose Spider and Axl don't) if you only use Hyper Mode for the Action Trigger. However the recoil associated makes this overrate damage, most likely. Do whatever you will.
Yay, I have actual core stats now! RPGclassics rules. Anyway, when I list speed's actual effect in practice, it is just that - its effect in practice. This is NOT the same as the literal ratio to numerical speed, as MMXCM speed isn't linear.
Statuses, since the main stat thread doesn't have 'em:
Virus: 5% mHP damage per turn, kicks in after the target has acted.
Bind: Slow. Effective CTB-style, targets half as many turns as usual.
Frozen: Can not act. Cancelled by damage. I believe damage against a frozen target auto-criticals, meaning it acts as if the opponent has 0 Armour/Shield. I do know that all attacks have a 100% hit rate against a frozen target, even normally inaccurate ones.
Berserk: Use attack command randomly. There's a chance of said random attack being directed against one's own team (self included), I believe the chance is 50% but that's very much a guess. Cancelled by damage.
Blind: Nerfs accuracy. I think the loss is 50%, despite documentation suggesting otherwise. Also nerfs evade, no clue how much. I've never seen a blind PC evade anything, but PCs in this game tend to be only moderately evasive at best.
Instant Death: You know this.
Some statuses wear off with time (I believe frozen/berserk/bind). The duration appears to be 8 turns total (regardless of who gets them).
Most bosses seem to have 10% evade vs. melee attacks. Now that I think about it, this could just be an inaccuracy on the part of certain melee PCs, like in BoF3-4.
Technicolour Robotic Ungulate Ruin Guardian HIPPOPRESSORHP: 5000
Armour: 20 + 33% weakness to melee (0.96x)
Shield: 8 (0.95x)
Speed: 40 (about 110% average)
Party averages (Lv 4, fights X and Zero): 870 HP, 26 Speed, 230 damage, ~900 HAT
Enemy averages: 15 Armour, 15 Shield
-At battle's start, Hippopressor reduces all Ranged damage by 75%.
-After he suffers 14 hits, Hippopressor's head is destroyed and the above damage reduction ceases to exist. He faces two PCs so I'd call this 7 hits in a duel.
-Hippopressor has a free initiative action (in addition to the fact that he'll go first due to speed, so yes, he doubleturns to start the battle), which can only be used on Shark Missile Charge.
Shark Missile Charge: Readies a Shark Missile. The Shark Missile will fire (destroying itself) after approximately two rounds, causing
500 fixed, non-typed damage. It can be destroyed before this - it has 500 HP, 2 in both defences (takes 1.59x average), and 67% evasion against Melee damage.
Heavy Flier: Deals damage equal to 25% of target's HP, MT, 50% hit rate.
Oral Machine Gun: 140 Ranged damage, dealt in approximately 8 hits. Disabled when the head is destroyed.
Hippo Particle Cannon: 180 Thunder? Ranged damage, inflicts Bind 33%. Enabled only when the head is destroyed.
Comments: He is a plotless, psychadelic robot hippo that attacks with shark missiles and fires a particle cannon out of the stump of his decapitated head, so you KNOW he's more badass then you. Anyway, he's a weirdass spoiler. It's all about the shark missiles - if the opponent has MT, mocking ensues (his non-missile damage is shockingly bad, even randoms are better). If the opponent is all ST, but is magical or long-range, then he or she can just kill the Shark Missile right before it goes off, so all the summoning does is cause doubleturns to come faster (which in turn means this fails hard against the speedy). If the foe is reliant on melee damage, though, the missile can't reasonably be killed before it fires, and suddenly that's a lot of damage to deal with.
Besides that, he spoils ranged physicals handilly, has decent if not stellar durability, and wishes he started headless against a lot of opponents since Hippo Particle Cannon is pretty badass for the speed-halving effect. Not much to say, probably some flavour of
Middle.
Ultra Mobile Bobcat Reploid WILD JANGO"You have a death wish?"
HP: 9000
Armour: 43 (0.64x)
Shield: 24 (0.89x)
Speed: 56 (about 115% average)
Takes 150% from Fire, Absorbs Thunder.
Notes:
-The only melee damage you have at this point is a Hyper Mode, X-Fire. If you were to take its effects on a hypothetical melee PC at this point (like Zero or Marino), his Armour would just be ridiculous. I choose not to since that seems like an unreasonable inflation, and instead listed its effect on the Hyper Mode, the only time I'll do this.
-All of X's best damage is Fire elemental at this point, with the exception of Charge Collider, his HAT. Wild Jango doesn't like this, if you hold it against him.
Party averages (Lv 8, fights X and Spider): 1150 HP, 39 Speed, 260 damage, ~1200 HAT
Enemy averages: 23 Armour, 20 Shield
Attack: 160 Melee damage. Occasionally (15-20%?) criticals for a bit over double that.
Shock Nail: 220 Thunder Melee damage, inflicts Virus 70%.
Lightning Rod: 150 Thunder Ranged damage, lowers target's speed by 10% and raises Wild Jango's speed by 10%. The former effect happens about 80% of the time, the latter always happens until Jango's speed is capped. Caps at +/- 50%.
Ultra Thunder: 350 Thunder magic damage, MT.
Rolling Assault: Random Thunder Melee damage. Ranges from about 160 to about 600, average 380.Comments: Because everyone loves a Star Wars reference. He's very durable (godly melee durability, in particular), he's fast, and he can use Lightning Rod to tilt the speed even further to his advantage. He lacks damage but Poison and the speed game make up for it - once he's doubling constantly his damage serves just fine. The real problem is his general lightning reliance - that physical scares nobody (well... it probably lets him outslug other lightning-reliant duellers).
Heavy anyway. Anyone not lightning resistant will have trouble killing Jango before he starts just putting on too much pressure and destroying them in the lower divisions.
Super Heavy Cannon Reploid SILVER HORN"Ready to be destroyed?"
HP: 17000
Armour: 44 (0.63x)
Shield: 42 (0.71x)
Speed: 88 (about 145% average)
Takes 150% from Thunder, Absorbs Water.
Party averages (Lv 11, fights X/Spider/Massimo): 1500 HP, 38 Speed, 310 damage, ~1600 HAT
Enemy averages: 26 Armour, 31 Shield
-He fights a really high-HP party (of the seven PCs, the three you have here rank #1/3/4), so you might respect his damage a bit more as a result.
-All his attacks I tag as "Water" are icy in animation, take that as you will.
-X's best weapon at this point is Lightning, but unlike against Jango this doesn't carry over to anything related to his Hyper Mode, so it's not quite as impressive a weakness.
Attack: 360 Water Ranged damage.
Cryogenics: 200 Water Ranged damage, inflicts Freeze 50%.
Tidal Wave: Deals damage equal to 50% of target's HP, MT, 50% hit rate. (Always hits against a frozen target, remember.)
Ultra Blizzard: 400 Water magic damage, MT.Below half HP, he gains the following:
Liquid Coating: For the rest of the battle, Silver Horn has a 50% chance of quartering damage, except fixed damage (items).
Pressure Abyss: 720 Ranged damage. Is a critical hit, which means it is ITD and ITE.Comments: He's got low 4HKO at full HP, high 3HKO when he's beaten up (a bit better if you scale him against a lower HP figure due to who he faces, granted). He's elementally reliant and his best status is 50%, and non-fatal. That sounds like the recipe for a Light boss, yet this guy is
Godlike without much question. How does the game pull this off? Well, having over 5x PC physical durability (and not much worse raw HP) is a good start, as is the excellent speed. Dodging his limit phase is nearly impossible, at which point his durability spikes up yet again. The speed allows for some crazy combos against PCs... Pressure Abyss -> Cryogenics -> Tidal Wave -> Pressure Abyss = frozen corpse as often as not, and he can go for longer chains if necessary. Bosses, once again, just fear that deceptively brutal slugging.
Computational Humanoid Reploid with a Ph.D. in Kicking Your Ass DR. PSYCHE"Perfect! You'll make a good specimen!"
HP: 12000
Armour: 46 (0.90x)
Shield: 40 (0.92x)
Speed: 74 (about 130% average)
Party averages (Lv 14, fights X/Spider/Massimo/Marino): 1700 HP, 40 Speed, 400 damage, ~1700 HAT
Enemy averages: 42 Armour, 36 Shield
Summon Needles: Summons three Needles. They get turns slightly before Dr. Psyche's next turn, and from there on are about ~90% average speed. Dr. Psyche
must do this if there are no Needles in play. Anyway, Needles are OHKO-bait (400 HP, defences close enough to average), but have 50% melee evade.
Needle Shower: Sacrifices all Needles, each Needle hits three random targets, with each hit having a ~50% chance to attempt to modify any of the four core MMXCM stats (Power, Armour, Shield, Speed) by 10% in a random direction. Dr. Psyche is immune to the stat down effects. Quite possibly the worst attack ever.
Doom Blaster: 500 Ranged damage, dealt in 2 hits.4th Dimension Slow: Random effect. Those I've seen (this might not be complete)...
-400 Ranged damage.
-500 Water magic damage, MT.
-200 Water Ranged damage, inflicts Freeze (2/3).
-80 Ranged damage, drains.
-300 Ranged damage, lowers Shield stat by 25% (uh, 1/1).
Needles can use the following:
Needle Vulcan: 450 Ranged damage, dealt in 3 hits.Smokeout: 100 Ranged damage, inflicts Blind 50%.
Virus Attack: 100 Ranged damage, inflicts Virus 50%.
Stungun: 100 Thunder Ranged damage, inflicts Bind 50%.
Cryogenics: 100 Water Ranged damage, inflicts Freeze 33%.
Codebreaker: 100 Ranged damage, inflicts Instant Death... rarely.
When Dr. Psyche's HP is reduced to 0, he'll instantly transform into...
MAD NAUTILUS"You'll never beat my evolved form!"
HP: 10000
Armour: 30 (1.29x)
Shield: 36 (1.00x)
Speed: 68 (about 125% average)
Evade: 80% vs. melee
-Quarters all damage that isn't fixed. Yes.
-2/3 counter rate to any damage or attempt to damage him.
Attack: 450 Ranged damage. Also used as his counter.
Mad Cocktail: 50% chance of inflicting a single random status, MT. Statuses are Blind, Berserk, and Virus.
Mad Ecstasy: 1500 Ranged damge, dealt in 6 hits. Can unfocus to either two hits vs. three PCs or three hits vs. two. I think it's an even probability of all possible targetting combinations. In a duel, you know what happens. Disables Mad Nautilus' damage quartering and countering.
Close Core Bulkheads: Restore Mad Nautilus' damage quartering and countering. Always uses this after Mad Ecstasy, and is always accompanied by a normal attack immediately after on the same turn.
Comments: ... okay. First form varies a lot with how much free will you give the Needles. Obviously, all three focussing Needle Vulcan + a Doom Blaster on the same turn = disgusting. If they start using random status attacks, though, they'll suffer against the status immune (though the amount of whoring they'll build up against most PCs means they're no better off, really). MT largely owns this form, but he's pretty fast so it's far from a sure thing, and the good doctor needs only one good run with the Needles to make life miserable for his opponent. Buffing here is also extremely difficult.
Mad Nautilus pretty much kills anyone reliant on melee instantly, so that's a good start. His status attack isn't really good, but having 8x average durability with the quartering effect + counters + a near-OHKO finisher is. If you hold him to using Mad Ecstasy every 4 turns (never seen him go longer without in-game) I suppose he might get a bit worse but that's still a lot of damage and he's still a massive tank 75% of the time.
Godlike regardless, Needle Shower makes him into a Fou-Lu slayer.
Reinforced Light Armour Aerial Reploid MACH JENTRA"It is all for the ideal!"
HP: 28000
Armour: 50 (1.00x)
Shield: 70 (0.54x)
Speed: 40 (about 101% average)
Evade: 80% vs. melee, 10% vs. ranged
Takes 150% from Water, Absorbs Fire.
Party averages (Lv 17, fights everyone): 1800 HP, 39 Speed, 550 damage, ~2100 HAT
Enemy averages: 50 Armour, 44 Shield
-Mach Jentra begins the battle with a Preon Soldier and a Preon Tank at his side. I personally would ignore this in a DL-type setting.
-If you deal 1000 damage to Mach Jentra between any two of his turns, his evade disappears until his next turn. Nice if you can doubleturn him in a duel, since 1000 damage is easy to do. Note that this won't kick in mid-attack, e.g. if the first of Marino's two attacks does over 1000 damage, the second hit will still face evasion as usual.
Attack: 600 Melee damage.
Smash!: Random Melee damage. 200-1600, average 900.
Giga Fire: 750 Fire magic damage.
Flames of Gehenna: 950 Fire magic damage, MT.Leak WE: Reduces WE by 50%, MT, 33% hit rate.
Super Hold Gum: Reduces Speed by 25%, MT, 33% hit rate.
Gentle Call: Summons two Preons. The Preons are randomly chosen from Preon Shielder, Preon Soldier, and Preon Tank. Can not be used if two Preons are alive, and will only summon one Preon if one Preon is alive (i.e. Jentra can't support more than two Preons at once).
Preon Shielder:2800 HP, 60 Speed (about 120% average?)
73 Armour + 50% weakness to Melee (0.64x), 36 Shield (1.14x)
-Attack: 250 Ranged damage.
-Counter Shield: Quarters Ranged damage. This stance is broken if Preon Shielder suffers Melee damage, or if he uses Counter Shield.
-Force Shield: 650 Ranged damage. Used either at will and as a 100% counter to Ranged damage, requires Counter Shield to have been used immediately previous.
Preon Soldier:3200 HP, 26 Speed (about 90% average?)
46 Armour (1.10x), 40 Shield (1.07x), 25% chance of quartering Ranged damage.
-Smash!: Random Melee damage. 100-900, average 500.
-Life Gain 25: Heals 25% of max HP. Tends to use this on Jentra. You don't like this.
Preon Tank:2000 HP, 38 Speed (about 99% average)
45 Armour (1.13x), 40 Shield (1.07x), Takes 200% from Fire.
-Attack: 250 Melee damage.
-Flammable Oil: Fire resistance down, ITE. Think this adds -1 to your Fire resist, capping at 150% weakness (doesn't affect Massimo!) and lasts eight turns or until you are damaged by Fire. Far from certain, though. Anyway, this usually means you take 50% more Fire damage than usual.
Mega Fire: 350 Fire magic damage.
Comments: Okay, let's look at Mach Jentra himself. Owns melee evadeable damage, owns fire damage, so already he beats the crap out of a few notable duellers right there. Besides that, the usual awesome MMXCM boss durability + awesome Ranged defence, which is good since he's got that melee evade, so he will last a long time. He's the slowest boss in the game (still wins speed tiebreaks at least), but on the other hand he's damn near the only one with an unrestricted (low) 2HKO.
Now we bring in the Preons. They have some actual durability so weak MT won't do them in. It's still well sub-PC unless you don't scale them for some reason, though, so they can be OHKOed. Do remember that MMXCM summons act about 1/3 more quickly than normal. And you really don't want them acting regardless - Shielder's not too dangerous, though if you leave them alone they do damage you can't realy afford to add up... but Tank and Soldier are. Soldier will heal Jentra for roughly a bar of PCHP, and Tank will make Flames of Gehenna kick your ass if you don't resist fire. The Preons are a serious pain unless you have good MT off of good speed.
As usual for an MMXCM boss, his fights will take some thinking about since he's an oddball, but also as usual he's really damn overall good with a solid base design and a big bucket of spoiling piled on top.
Godlike.
Maverick Maverick-Hunter SHADOW"Take it like a man!"
HP: 28000
Armour: 0 + 20% damage reduction (1.49x)
Shield: 73 (0.60x)
Speed: 113 (about 180% average)
Party averages (Lv 19): 2100 HP, 41 Speed, 680 damage, ~2700 HAT
Enemy averages: 50 Armour, 44 Shield
Attack: 650 Melee damage.Codebreaker: 300 Melee damage, inflicts Instant Death 20%.
Ultra Blizzard: 500 Ice magic damage, MT.
Fragmentation Cannon: Deals damage equal to 50% of target's HP, ITE.
Energy Charge: Charge turn for Pulverising Cannon. If Shadow sustains 1600 damage during this charge turn, the charge is interrupted. (This move would SUCK if he weren't good at doubleturning...)
Pulverising Cannon: Deals damage equal to 50% of target's HP, MT, ITE.
Fatal Attack: 950 Melee damage. Is a critical hit, which means it is ITD and ITE. Useable below 1/4 (?) HP only.
Comments: Has significant problems in-game due to AI (Energy Charge SPAM!), though I guess he's not supposed to be great since he's not a chapter boss. Anyway, actual AI = spamming Fragmentation Cannon -> finisher damage on one person off uber speed, which is pretty overwhelming honestly (3-2 + 3HKO = win). Has trouble against bosses, and should flat out lose to bosses with good melee physical attacks, and those are just too common. Kinda boring by the standards so far, but
High Heavy anyway.
Eight-Limbed Freak INCENTAS"Get what's coming to you!"
HP: 36000
Armour: 70 (0.69x)
Shield: 70 (0.67x)
Speed: 100 (about 160% average)
Initially takes 200% from Water, Absorbs Fire. I'm assuming this from his appearance, anyway - it's pretty much impossible to go before him to check.
Party averages (Lv 20): 2200 HP, 44 Speed, 750 damage, ~3000 HAT
Enemy averages: 50 Armour, 44 Shield
Element Shift: Switches his innate element to one of fire, water, or lightning. Incentas now absorbs that element. He is now weak to a new element according to the BoF5-6 element triangle: Fire > Thunder > Water > Fire. He takes neutral damage from the third element. This is a free action used at the start of his turn.
Asura Knuckle: 800 Ranged damage, dealt in 2 hits, MT.
All of Incentas' remaining attacks are elemental. He can only use elemental attacks of the same type as the element he is currently absorbing:
Ultra Fire, Ultra Blizzard, Ultra Thunder: 600 elemental magic damage, MT.
Giga Fire, Giga Blizzard, Giga Thunder: 1000 elemental magic damage.Below half HP, he gains the following elemental attacks. Same restrictions apply as above:
Ultra Giga Fire, Ultra Giga Blizzard, Ultra Giga Thunder: 1000 elemental magic damage, MT.
Scorching Blaze, Eternal Glacier, Judgementh Thunder: 1250 elemental magic damage.Comments: Element-shift boss. Shutting down an offensive element is never a bad thing, especially since most duellers don't have strong damage of multiple elements. The Silver Horn-like defences complement this element game well, too. Though, one weakness is that said game is a little restrictive on the element he can use (e.g. if he wants to wall someone like Rubicant, he's stuck using physicals). Insane durability/speed combo and decent damage make his division decision a no-brainer, of course: into
Godlike he goes.
Musical Pig-Type Rebellion Cadre BOTOS"Time for a little lesson in agony!"
HP: 40000
Armour: 70 (0.90x)
Shield: 65 (0.86x)
Speed: 80 (about 135% average)
Takes 150% from Water, 50% from Fire.
Party averages (Lv 22): 2400 HP, 44 Speed, 810 damage, ~3200 HAT
Enemy averages: 63 Armour, 52 Shield
Botos Trio: Summons Q-Bits, up to a maximum of two.
Botos requires two Q-Bits alive to use the following:
Battle Forte: Raises Power of Botos and his allies by 25%. Stacks to a maximum of 50%. See parentheses for how this affects his damage.
Battle Allegro: Raises Speed of Botos and his allies by 25%. Stacks to a maximum of 50%.
Battle Adante: Reduces Speed by 25%, MT, 50% hit rate.
Cradle Song: Reduces Armour/Shield by 25%, MT, 33% hit rate for each status independently.
-It's worth pointing out at this juncture that MMXCM stat downs don't work on bosses.
Botos requires at least one Q-Bit alive to use the following:
Attack: 800 (1300, 1800) Melee damage dealt in 2 hits.Battle Rhapsody: 500 (625, 750) Ranged damage, MT, ITD.
Showtime: 750 (1100, 1450) Ranged damage, MT.
Q-Bit:2000 HP, 100 Speed (about 160% average)
40 Armour (1.34x), 45 Shield (1.08x)
Takes 150% from Water, 75% from Fire, 80% evade vs. melee.
-Mega Fire: 400 Fire magic damage.
-Death Gravity: Deals damage equal to 50% of target's HP, 50% hit rate.
-Life Gain 25: Heals 25% of max HP. Can only be used if an ally is below 50% max HP.
Comments: Fun note about him, I basically steamrolled him when I fought him legit but when testing him he was X_X. In a duel, like in-game, he's all about KILLING THE SUMMONS A LOT. Q-Bits are more fragile than Preons unscaled and your damage is a lot higher, so killing them is easy, provided you have MT damage. Stopping them from getting turns, however, is not, since they get their first turns with greater than 2x average speed after the summoning. Granted, the Q-Bits themselves aren't too bad until they can start accessing their healing (and you might be able to blitz Botos so the limit healing doesn't become an issue, although it's tough), but the real issue is that every turn two of them are alive is a turn Botos can use one of his nasty buffing moves. Good MT is a headache for him, of course, since he won't be doing much
besides summoning yet, but between the healing and speed and how damn good he is if you lack MT, he's... well, yet another obvious
Godlike.
Laser Whip Aerial-Type Rebellion Cadre FERHAM"Don't be shy. Step right up!"
HP: 50000
Armour: 84 (0.91x)
Shield: 74 (1.00x)
Speed: 116 (about 185% average)
Evade: 80% vs. melee
Takes 150% from Thunder, 50% from Water.
Party averages (Lv 24): 2700 HP, 42 Speed, 920 damage, ~3600 HAT
Enemy averages: 78 Armour, 74 Shield
Crimson Shade: Raises Ferham's physical damage by adding two, weaker hits to all her attacks. This effect is cancelled if Ferham ever sustains 1800 damage between two of her turns.
Attack: 600 (1000) Melee damage. Rarely (10%?) criticals for about 450 extra damage.
Bloody Snake: 600 (1000) Melee damage, MT.
Giga Blizzard: 900 Water magic damage.Below half HP, she gains the following:
Sonic Blizzard: 600 (1000) Water Melee damage, MT, inflicts Freeze 33%. Freeze adds about 450 damage to her physicals.
Tera Blizzard: 1200 Water magic damage.Comments: You knew the game was going to produce a true speedster boss sooner or later, so why not the rare token female reploid? Apart from getting her face stamped all over the turn gauge, she has a gimmick that translates well (melee? What's that?) and one that doesn't translate quite as well (Crimson Shade is actually a pain to break in-game since most of your party is melee and her turns split up yours). She can rely on the simple pressure her speed lets her apply against PCs, anyway. Crimson Shade -> attack forces the opponent to hit her while they'd rather be healing, so that's a nice strategy, and she hits both defences well. Below half HP, she can start spamming Sonic Blizzard, and freeze -> Crimson Shade -> more Sonic Blizzard spam is just horrific. She's lucky freeze is an unusual immunity, leaving mainly bosses, and the broken record here states that bosses fear someone very fast and durable who hits both defences.
Godlike. Again.
Plasma Knight-Type Rebellion Cadre SCARFACE"I have nothing to say. Fight."
HP: 42500
Armour: 75 (1.03x)
Shield: 75 (0.99x)
Speed: 76 (about 125% average)
Takes 150% from Fire, Absorbs Thunder.
Party averages (Lv 27): 3100 HP, 45 Speed, 1320 damage, ~5100 HAT
Enemy averages: 78 Armour, 74 Shield
-Calamitous Arts does 16000 (figure courtesy of Fenrir), which is about a 2x improvement on Zero's existing HAT, so I guess the HAT average would rise by about 1300. Take that as you will. It's rather annoying to have Absolute Zero at this point, though.
-Except for against the first hit of battle (obviously), Scarface quarters all damage of the attack type (Melee or Ranged) used to successfully damage him immediately previously. He also has a counter rate of 75% against such damage.
Attack: 500 Melee damage. Also used as his counter.
Plasma Array: 500 Thunder Ranged damage, MT, inflicts Bind 50%.
Plasma Ball: 950 Thunder Ranged damage. Is a critical hit, which means it is ITD and ITE.Ultra Giga Thunder: 850 Thunder magic damage, MT.
Electro Breaker: 200 Thunder Ranged damage, drains, MT, 50% hit rate. Useable below 1/4 (?) HP only.
Comments: Best limit ever. Uh, besides that, anyone who uses physicals is in deep trouble unless they can mix up their range. He gets better if you see magic damage from other games as Ranged, but I don't think I do. He's a touch thunder reliant outside his counter game - against people who circumvent this, well... his HP is definitely lower than previous bosses, being not only a step down from Ferham but facing much higher damage. Still in the 2PCHP range under even the harshest scaling, though. Regardless, getting around his counters + lightning defence pretty much means you win. Guess he's only a
Heavy! What the hell. A good one, though - Bind may steal him wins, and while the durability/speed combo is subpar by MMXCM standards, it's still pretty solid.
Better-than-Sigma Rebellion Leader EPSILON"You will not defeat me!"
HP: 34500 + 43500 (two forms)
Armour: 84 (0.94x) -> 93 (0.85x)
Shield: 74 (1.00x) -> 90 (0.86x)
Speed: 82 (about 135% average)
Evade: 20% vs. melee, 10% vs. ranged
Party averages (Lv 28): 3200 HP, 46 Speed, 1350 damage, ~5200 HAT
Enemy averages: 78 Armour, 74 Shield
-Quarters all damage that isn't fixed 25% of the time.
-His first form survives at 0 HP, and can not be killed. However, Epsilon's only legal action, when he gets a turn in this state, is Omega Force.
Metacrush: Reduces target's HP to 1, ITE.
Ultra Giga Fire: 850 Fire magic damage, MT.
Ultra Giga Blizzard: 850 Water magic damage, MT.
Ultra Giga Thunder: 850 Thunder magic damage, MT.
Fatal Attack: 900 Melee damage. Is a critical hit, which means it is ITD and ITE.Power Virus: 50% chance of inflicting Virus, MT.
Nova Impact: 1350 non-elemental magic damage, MT. Useable below 1/3 HP only in his first form, and always in his second form.Omega Force: Shifts to his second form, and activates two special attributes. The first is that he now quarters all damage 100% of the time. The second is that he regens to full HP at the start of every turn. He also loses all of his attacks except Metacrush and Nova Impact (his two best anyway) in this form.
-The damage quartering effect is eliminated after Epsilon has sustained 10 hits. Note that he still quarters damage 25% of the time after this, as usual.
-The regen is eliminated after Epsilon has sustained 20 hits.
-Since he faces three PCs, it would be reasonable (and, I would argue, adviseable) to scale those numbers down to 3 and 7 respectively.
Comments: The big man himself. ITE HP->1 off that speed scares plenty, though it's literally his entire skillset worth noting, offensively. It's enough, mind. Nova Impact is only a 3HKO, so he'll want to fall back on his durability against anything that can't be HP->1'd. Fortunately, his durability
rules. Yeah, we're talking about over 4PCHP, plus seven attacks which will most likely be completely useless (though if your offence is insane you might blitz past the regen. Maybe), plus random damage quartering to fuck over drain-whores and annoy everyone else. The only thing that holds him back is the high-tier haste-healers, who hand him his head if they don't run out of resources (even fast HP->1 fails against them compared to other PC-killing tricks). Besides them, I have to disagree with Fenrir's division assignment since ol' Epsilon seems damn near unbeatable in Heavy, damage be damned. The main villain avoids pulling a Vinsfeld and slides nicely into
Godlike.
Electric Fish-Riding Crusader Reploid DEPTH DRAGOON"The guilty shall be punished!"
HP: 64500
Armour: 152 (0.42x)
Shield: 162 (0.43x)
Speed: 110 (about 170% average)
Takes 150% from Thunder, Absorbs Fire.
Party averages (Lv 31): 3550 HP, 53 Speed, 1700 damage, ~7000/~9000 HAT
Enemy averages: 88 Armour, 80 Shield
-The two HAT averages are for Absolute Zero / no Absolute Zero. Ultimate Armour might also be worth consideration at this point, but I think Rafflesian (its guardian) would generally be considered superior to the final boss. And I don't have it, and Fenrir didn't have it, so I'm not sure what it would do at this point! Presumably would raise the HAT average by another 1500-2000 or so.
Destructive Blow: 550 (850, 1150) Melee damage, MT.
Thunder Clap: 550 (850, 1150) Thunder Ranged damage, cancel's the target's next turn 25% of the time.
Ultra Giga Thunder: 1000 (1100, 1200) Thunder magic damage, MT.
Thunder Brigade: 1100 (1700, 2300) Thunder Ranged damage, dealt in 3 hits, MT.Hell Gravity: Deals damage equal to 50% of target's HP, MT, 50% hit rate.
Electromagnetic Field: 75% chance of inflicting Bind, MT.
Boost Power: Raises Power by 25%. Stacks to a maximum of 50%. See parentheses for how this affects his damage.
Boost Armour: Raises Armour (melee defence) by 25%. Stacks to a maximum of 50%. One use of this nulls average damage, two uses nulls almost everything except defence-piercing Action Triggers.
Boost Shield: Raises Shield (ranged defence) by 25%. Stacks to a maximum of 50%. One use of this nulls average damage, two uses nulls almost everything except defence-piercing Action Triggers.
Boost Speed: Raises Speed by 25%. Stacks to a maximum of 50%. After one use, Depth Dragoon's effective speed is approximately 250% average. After two uses, it is approximately 400% average.
Comments: Okay, let's start with what's bad about him. He's a bit fragile for an MMXCM boss against magic (fire in particular) and ITD. (Though still better than Scarface... still over 2x PC.) And his base damage certainly isn't impressive (4HKO), and gets much worse if you block lightning (7HKO!). What's good about him, then? EVERYTHING ELSE. He's physically immune for most purposes (great starting stats, buffs to invincibility), his damage post-buffing is pretty solid (2HKO), and his speed... what can be said? Boost Speed twice + Electromagnetic field = octoturns, at which point he can whore out his turn cancelling, not that he'll ever need to, since buffing his power and just owning the opponent works better anyway. I suppose you might be able to wall him somewhat with physical + lightning spoiling, and powerful mage bosses (especially those with fire) may be able blitz him, but otherwise... good grief.
High Godlike. Bet you weren't expecting the plotless penultimate boss to be the game's best dueller, were you?
Backstabbing Anagram Man COLONEL REDIPS"Foul mavericks! You will perish!"
HP: 51500
Armour: 146 (0.48x)
Shield: 133 (0.63x)
Speed: 80 (about 120% average)
Evade: 20% vs. melee, 10% vs. ranged
Party averages (Lv 31-32): 3600 HP, 54 Speed, 1750 damage, ~7000/~9000 HAT
Enemy averages: 88 Armour, 80 Shield
Attack: 1500 Ranged damage, dealt in 2 hits. Rarely (10%?), one of the two hits will critical for about 600 extra damage.Ballistic: 1100 Melee damage, dealt in 2 hits, inflicts Instant Death 25%. (4/16)
Code Red: Summons Red Hubcaps, up to a maximum of two.
Defend: Redips quarters damage until his next turn. His next turn comes twice as quickly as normal.
Below half HP, he gains the following:
Vicious Assault: 2800 Fire Ranged damage, dealt in 8 hits, MT.Red Hubcap:4200 HP, 26 Speed (about 80% average)
100 Armour (0.89x), 100 Shield (0.86x)
60% evade vs. melee.
-Zapper: 500 Ranged damage, dealt in 3 hits, MT.
-Mega Fire, Mega Blizzard, Mega Thunder: 350 elemental magic damage. Useable below 3/4 HP only.
-Giga Fire, Giga Blizzard, Giga Thunder: 750 elemental magic damage. Useable below 1/2 HP only.
-Tera Fire, Tera Blizzard, Tera Thunder: 1050 elemental magic damage. Useable below 1/4 HP only.
Comments: He was much better when I didn't realise the Tera spells were limits.
Hmm, strange case. The HP is the lowest of any MMXCM boss except possibly Hippopressor, but his defences dictate he's still great against physicals, at least. Hubcaps are weak but he can whore out Defend with them around, and the two of them together do 4HKO, so he's got a good stalling game against those without MT. Offensively... he can try for that turn 4 ID, or go for straight damage. He's not great at the latter above half HP, but below, Vicious Assault is pretty kickass (if spoilable) damage. Doesn't feel like he has what it takes for Godlike overall (good magic or healers who can deal with both Assault and Ballistic take him out well enough), but not shabby by any means in
Heavy.
Self-Styled Robot Deity GREAT REDIPS"I will rule over all, for I am invincible!"
HP: 72500
Armour: 60 (1.24x)
Shield: 65 (1.10x)
Speed: 90 (about 135% average)
Party averages (Lv 32): 3650 HP, 54 Speed, 1800 damage, ~7200/~9200 HAT
Enemy averages: 88 Armour, 80 Shield
-Great Redips and Supra Force Metal L both have a free, first strike action at the start of the battle, with Great Redips' action coming first. So you can typically expect the turn order of the battle to go Redips -> SFML -> Redips -> PCs, to start things off. This first strike turn is unrestricted as far as I can tell, I have seen almost everything used for it.
-Great Redips quarters all damage while Supra Force Metal L is alive. Whether Supra Force Metal L should be considered at all is up for debate.
-If Supra Force Metal L is destroyed, it will return at the end of the eighth action anyone in the battle gets, counting the action that destroyed it as the first.
Attack: 400 Melee damage, MT.
Deus Ex Machina: 1200 Ranged damage, dealt in 3 hits, MT.
Deep Impact: 1500 Melee damage.Codebreaker: 450 Melee damage, inflicts Instant Death 25%. (5/20)
Memento Mori: Attempts to inflict Poison, Blind, Freeze, Berserk, and Bind, at a 50% independent chance of each, MT. Freeze adds about 600 damage to his attacks.
Carpe Diem: Reduces WE to zero, MT.
Supra Force Metal L:4600 HP, 50 Speed (about 95% average)
93 Armour (0.96x), 92 Shield (0.92x)
80% evade vs. melee.
-Mega Fire, Mega Blizzard, Mega Thunder: 1400 elemental magic damage.
-Format: Dispels all stat modifications on everyone.
Comments: If you allow Supra Force Metal L in full, then... well, read everything below, and add in "Redips instant double + SFM kills average before they get a turn", as well as add melee spoiling, though the SFM is OHKO-bait after scaling so that's likely about all it's good for. Still, this upgrade is enough to propel him to straight
Godlike.
Anyway, without the SFM at his side, Redips' damage sucks, an unimpressive 3HKO to one defence (though allowing the moves if not the turns of SFM solves the latter problem). The first strike helps a lot, though, giving him a nice head start when combined with his good speed. His big selling point, though, is unquestionably Memento Mori. All the status ailments except Poison/Blind are pretty debilitating, and he can spam the move until all five are inflicted, which is absolutely crippling. Freeze + Bind ensures a triple against most when he defrosts them (quadruple against many), so yeah, splat. Getting something worthwhile out of Memento Mori is turn 1, to boot. So the status vulnerable really hate him.
Aside from that he's not really that great - HP's okay but not stellar, defence is below average. Still extremely good at what he does overall. Reminds me a lot of someone like Kato, though I guess he's a bit better, due to that first strike.
Heavy/Godlike works, probably on the Godlike side of the line... but not certain.
Special thanks to Fenrir for pulling a lot of numbers on Epsilon and the final boss, making my life much easier. Also the image of Great Redips is his. The Botos image is provided by OK, who gets cookies for answering my desperate plea. Most of the other images I swiped from the Mega Man Knowledge Base. Raw stats are from RPGClassics, though I've confirmed most of them within a few points myself.