Cthulhu Saves ChristmasSpreadsheet used for stat topic construction, which includes all equipment and ability data:
https://docs.google.com/spreadsheets/d/1xa3ZAYWhBS_jKfRTDv966waR4_R4phiiOW7XpedJvF4/edit?usp=sharingStatsHP: Die if this is lowered below 1... unless you have the unstoppable status; see below.
Power: Base stat for damage, both physical and magical
Speed: Go earlier in the turn order. CSC does not normally allow doubleturns, and you enter commands whenever you get your turn, so this is relatively weak as far as speed stats go. Note that Cthulhu always goes first in every battle, so his listed speed is cosmetic.
Healing: Base stat for healing abilities used by the character
Ailment: Makes it easier for the character to inflict ailments, increases the damage dealt by poison this character inflicts, and increases resistance to enemy ailment attacks
Basic calculationsDamage = Power stat * Move power * Elemental modifier * turn modifier
Healing = Healing stat * Move power
Ailment damage = Ailment stat * Move power
For enemies, the median and most common elemental modifier is 0.85, so that is what damage is taken against. The exceptions are Pierce attacks (ITD), which always use a modifier of 1, and poison, for which the median / most common enemy modifier is 0.8.
For PCs, elemental modifier = 100% - target's resistance.
Note that CSC uses a "physical" element rather than having distinct physical/magical damage types. "Wind" includes lightning. For non-elemental magic damage from other games, as well as elements not present in CSC (e.g. holy/light, water) I suggest using the PC's median non-physical resistance, and that is how I have calculated "magic durability" seen in the stat topic.
Turn modifier is always 1 for damage dealt by PCs. For damage dealt by enemies, it begins the battle at 1, but then increases roughly as follows:
-About 16.7% of base damage (1/6) for every previous turn the enemy has gotten. Turns the enemy gets while stunned do not count toward this.
-About 13% of base damage (might be 1/8=12.5% or 4/30=13.3%) if the enemy is Insane.
For example, an insane enemy on their fifth turn will have their base damage multiplied by (1 + 0.167*4 + 0.13) ~= 180%.
InsaneInsane is a status effect, used exclusively by PCs (specifically Cthulhu) against enemies. Insane always works, nothing is immune. Once inflicted, it never wears off. It has the following effects:
-Insane enemies take 30% more damage from dark-elemental attacks, and 10% more damage from everything else, except pierce (ITD) damage which is unaffected.
-Insane enemies deal slightly more damage, as noted above.
-According to the game descriptions, insane enemies are more susceptible to Charm, Vulnerable, and Enrage, but less susceptible to Stun and Disarm. No clue by how much in either case.
Unlike in Cthulhu Saves the World, enemy skillsets are unaffected by Insane.
Hyper and DesperationReturning from Cosmic Star Heroine, though slightly modified.
Every character has a "hyper gauge" which increases by one hyper bar at the start of each turn. When the gauge fills up, the character gets a hyper turn. In hyper, characters' abilities are usually more powerful, though exactly how varies by ability. A damage boost of 1.5x or 2x is pretty common, but sometimes the ability may become multitarget instead, for example. Once the character takes a hyper turn, their hyper gauge is set to zero. If the character suffers from stun (which prevents action), they also get no hyper bar for that turn.
Desperation is when a character is alive despite having less than 1 HP. To access this, the character must be in "unstoppable" status (every character has some method of accessing this). If the character is in unstoppable status, any damage they take which reduces them below 1 HP will not kill them, but will instead send them into desperation. The unstoppable status itself will end as soon as the character drops below 1 HP and can not be reapplied until the character is above 1 HP again.
While in desperation, the character can continue to take damage, taking their HP further into the negatives, or receive healing. The character will get one more turn, and then die at the end of that turn. If the character heals to 1 HP or more before the end of said turn (on their action or another), the desperation state ends and they survive. Any damage the character deals while in desperation is multiplied by 1.5. Healing is not affected this way; not sure about ailments.
Status ailmentsNo enemies are immune to status ailments. PCs sometimes are! A fun reversal.
Recent Zeboyd games (including CSC) use an unusual system where enemies have an "HP" stat associated with each non-poison status ailment. That is, they have a "Stun HP", a "Disarm HP", and so on. Hitting an enemy with an ailment does "ailment damage" to said ailment HP. If the ailment HP reaches zero, the ailment is inflicted. The starting point for each ailment HP varies both by enemy and the ailment in question, and the stats are hidden so it's difficult to test all of them. Once the enemy receives an ailment, their ailment HP for that ailment will be set higher than it was originally, so it becomes progressively harder to inflict a given ailment on the same enemy multiple times.
I suspect PCs use the same system. The game states that the Ailment stat makes it harder to land ailments on a character, so one possibility is that the game uses the Ailment stat to as the starting "HP" value of enemy-inflicted ailments. But I'm not sure.
From general observation, I'm inclined to say that most ailments should land on the first try against an average opponent if their user is in hyper (>= 360 ailment damage) and typically don't otherwise, unless the attack in question has an ailment multiplier greater than 1. This might deserve more testing.
Poison is different: it always works, but the damage it does is subject to the target's poison elemental modifier.
Poison: afflicted target takes damage at the start of their turn. This damage can be fatal, and kicks in even if the target is stunned. Does not wear off.
Disarm: afflicted target deals 35% less damage. Lasts until the target takes a non-stunned turn, whether or not they deal damage on that turn. Non-damage actions are not affected.
Stun: afflicted target loses their turn. The turn does not count toward status duration or enemy turn modifier, but poison and regen do kick in. Lasts one turn.
Enrage: afflicted target deals 25% less damage with multitarget attacks. They are also easily taunted by any damage they receive; that is, they will use singletarget attacks against whoever targeted them most recently, usually. Does not wear off.
Vulnerable: the next instance of damage the target takes is multiplied by 1.5. Sadly, poison counts toward this, which tends to be a bit of a waste. Lasts until damaged.
Charm: afflicted target attacks themself or an ally; if they use a healing move, that targets the enemies instead. Lasts until the target takes a non-stunned turn.
-> Charmed enemies deal far more raw damage than they do when targeting PCs, which makes sense given the different HP scales. Healing's raw numeric value is unchanged. No enemies use Charm against PCs.
Successfully inflicting an ailment with finite duration on a target already affected by it (relatively difficult to do) will extend its duration by one instance of received damage for Vulnerable, and one turn for other ailments. Inflicting poison on an already poisoned target will cause the higer poison damage to take effect, but they do not stack.
From a DL scaling perspective, it is worth noting that final dungeon enemies, when charmed, do damage which is remarkably close to the PC average damage in this stat topic... on turn 1. Charmed enemy damage is affected by the turn modifier! So e.g. if enemy is charmed for their fourth turn, they will do 1.5x their base damage. This makes Charm an incredibly dangerous status in a long fight. (This is true in-game as well; charm can easily do many thousands of damage.)
PC AbilitiesPCs have access to eight abilities during battle, and use one on each turn (PCs can also use items or unite attacks, but neither is DL-relevant). Most abilities can be used once, and then can not be accessed until the PC recharges. Some abilities are flagged as "reusable", which means they can be used on any turn.
-One ability is the PC's defend/recharge command. These are unique to each PC (yes! An unquestionably legal defend command!), multiply incoming damage by a certain percentage for one turn, and also recharge all used abilities.
-Four of them are normal abilities, which must be chosen before the fight.
-Three of them are insanity abilities. These are randomly chosen when the fight starts. They can be chosen from the list of whatever abilities the PC has not set for their main four, in addition to a list of insanity-only abilities. The game "rerolls" the insanity abilities whenever the PC recharges, whether the insanity abilities were used or not. Since they can not be chosen, they should probably be ignored in the DL, although a general observation that PCs will likely have one or two extra sources of damage should be noted.
I will list a recommended default DL set by placing those four abilities at the top, but will emphasize that these can easily be swapped between fights in-game.
In the stat topic entries, the hyper mode version of each ability is shown in brackets. Also note that abilities listed with "Ally" targeting CAN target the user unless otherwise noted.
Other Interpretation NotesLevels are taken at 38, which is where I finished both times I played the game. Abilities gained after this level are ignored.
Between dungeons, Cthulhu can visit various locations to deepen his r'lyehtionships (yes) with his fellow party members and various NPCs. Each such event provides a reward of some sort, either an item or piece of equipment. 28 such events can be done over the course of the game. For this thread, I've assumed that no PC has access to more than 7 such events' worth of gear. This didn't end up mattering as much as I expected because most of the best gear is found in the final dungeon anyway.
Averages up topHP: 477
Speed: 306 (excluding Cthulhu)
Ailment: 304 (used for status resistance)
Physical resist: 38.75
Three-turn damage: 492 per turn
Kill point: 1230
CthulhuHyper on turn 2, 5, 8, 11, ...
Eldritch Sword (20% more damage vs insane enemies)
Eldrich Tunic (immune to ailments)
Life Tentacle (start: unstoppable)
HP 498, Pow 344, Spd 251, Heal 177, Ail 295
Resistances: 40 phys, 60 dark, 40 ice, 40 wind, 45 other magic.
Durability: 1.07 physical, 1.14 magical
Takes 27% less from dark, 9% extra from ice/wind
Cthulhu's speed stat is ignored; he always goes firstAlternative equips:
Sharp Tentacle: -25 HP and -5 all resistances (durability becomes 0.97/1.03), lose unstoppable, gain 35 power (+10%) and 35 ailment (+12%)
Abilities:
Taunt (locked) - Self: -40% damage taken for 1 turn. Recharge. (Self: -60% damage taken for 1 turn. Recharge.)
Dark Blast - One: 350 Dark. Insane (One: 701 Dark. Insane)
Berserk - One: 584 Physical. User: -50% Def penalty until next turn (One: 877 Physical. User: -50% Def penalty until next turn)
Shadow Strike - One: 365 Physical. 50% more damage vs insane enemies (One: 584 Dark. 50% more damage vs insane enemies)
Torment - One: 584 Dark. Can't kill (One: 877 Dark. Can't kill)
-
Slash - One: 292 Physical. Reusable (One: 438 Physical. Reusable)
Tentacles - All: 204 Physical. (All: 409 Physical. )
Unstoppable - Self: 141 Heal. Cures ailments (Self: 212 Heal. Cures ailments. Unstoppable buff)
Plague - All: 118 Poison. (All: 188 Poison. )
Fireball - Row: 380 Fire. (All: 380 Fire. )
Terrify - One: 1x Stun. Insane (One: 2.5x Stun. Insane)
Piercing Strike - One: 430 Pierce. (One: 688 Pierce. )
Madness - All: Insane. Reset user insanity slots (All: Insane. Reset party insanity slots)
Bootleg - Next item used is free ( Next item used is free. Reusable)
Shatter Strike - One: 292 Physical. 0.75x Vulnerable (One: 438 Physical. 1.5x Vulnerable)
Gathering Dark - Self: Power boost to next move. 25% per insane enemy, min 50% (Self: 177 Heal. Power boost to next move. 25% per insane enemy, min 50%)
Chaos Strike - One: 292 Physical. 25% more damage per spent ability (One: 584 Physical. 25% more damage per spent ability)
Insanity abilities:
Mock - One: 1x Enrage (All: 1x Enrage)
Bury - One: 380 Earth. (All: 380 Earth. )
Lightning - One: 467 Air. (Row: 467 Air. )
Necronomicon - Ally: 35% more dmg against insane enemies. Power=Ailment. 5 turns (Ally: 35% more dmg against insane enemies. Power=Ailment. 10 turns)
Void - All: 292 Dark. (All: 438 Dark. )
Disarm - One: 292 Physical. 1x Disarm (One: 438 Physical. 2x Disarm)
Hyper Strike - One: 146 Physical. (One: 1023 Physical. )
Finisher - One: 365 Physical. Double damage if enemy HP under 25% (One: 731 Physical. Double damage if enemy HP under 25%)
Inferno - All: 467 Fire. (All: 701 Fire. )
Optimum three-turn damage:
Dark Blast (350, insane) + Hyper Shadow Strike (1366) + Berserk (770) = 2486/3 = 829
If Cthulhu's third attack is not a kill, he can use Torment instead of Berserk and do even more damage.
Comments: Cthulhu is very good. Deals one-hit kill damage on turn 2, and is very good at living to turn 2, between ailment immunity, unstoppable, and first strike. He can do good damage either via dark or physical, and can fish for even more damage via Gathering Dark or (in long fights) Chaos Strike, so he has no shortage of ways to overcome hardier foes and/or bypass limits.
High Heavy.
CrystalHyper on turn 3, 6, 9, 12, ...
Caduceus Wand (regen abilities +50%, factored in)
Caduceus Robe (Gentle Rain ability becomes reusable)
Apocalypse Cloak (start: unstoppable; damage x1.5 when desperate)
HP 423, Pow 296, Spd 314, Heal 339, Ail 254
Resistances: 35 phys, 35 dark, 40 ice, 35 other magic.
Durability: 0.84 physical, 0.82 magical
Takes 15% extra from fire, 8% less from ice
Alternative equips:
Hyper Wand: -25 power (-8%), -30 speed, -45 heal (-13%; -42% regen), -85 ailment (-33%); hyper on turn 1 and every 3 turns thereafter
Frozen Wand: -15 power (-5%), -35 speed, -50 heal (-15%; -43% regen), -35 ailment (-14%); ice damage x1.2 (overall +14% ice damage)
Glamourous Cloak: -30 power (-10%), -30 speed, -30 heal (-9%), lose unstoppable; +40 HP (+9%), +10 ailment (+4%), Hyper Mistletoe becomes more powerful
Abilities:
Inspire (locked) - Party: -20% damage taken for 1 turn. Recharge. (Party: -40% damage taken for 1 turn. Recharge.)
Good Cheer - Ally: 152 Regen for 3 turns (Party: 152 Regen for 3 turns)
Mistletoe - One: 1x Charm (One: 1.5x Charm. Charmed target deals double damage [with Glamourous Cloak, triple damage])
Warm Wishes - Ally: Adds hyper bar. Reusable (Ally: Max hyper bar. Reusable)
Resolution - Ally: 339 Heal. Max HP +30% for 1 turn (Ally: 508 Heal. Max HP +30% for 3 turns)
-
Chill - One: 251 Ice. Next stun on target is 50% stronger (One: 377 Ice. Next stun on target is 50% stronger)
Hot Chocolate - Ally: 339 Heal. (Ally: 339 Heal. 177 Regen for 3 turns)
Wrap - One: 1x Stun (One: 1.5x Stun. No penalty vs insane)
Freeze - One: 176 Ice. 0.5x Stun (One: 352 Ice. 1x Stun)
Cleanse - Ally: Cures. May recharge 1 ability (Party: Cures. May recharge 1 ability)
Second Chance - One: Unstoppable buff (Party: Unstoppable buff)
Throw Gift - One: 201 Physical. More damage with more used items (up to 2.5x damage) (One: 301 Physical. More damage with more used items (up to 2.5x damage))
Gentle Rain - Party: 118 Heal. (Party: 237 Heal. )
Blizzard - All: 276 Ice. (All: 415 Ice. )
Peace on Earth - All: 1.5x Stun. Stuns user (All: 2x Stun)
Revive - One: 50 Heal. Revives. (One: 101 Heal. Revives.)
Insanity abilities:
Smack - One: 314 Physical. (One: 629 Physical. )
Bury - One: 327 Earth. (All: 327 Earth. )
Lightning - One: 402 Air. (Row: 402 Air. )
Heal - Ally: 339 Heal. (Party: 339 Heal. )
Buff Up - Ally: 35% more damage for 3 turns (Ally: 35% more damage for 6 turns)
Flurry - One: 251 Ice. Target takes double damage from next ice attack (One: 503 Ice. Target takes double damage from next ice attack)
Secret Santa - Ally: Double ailment power on next ailment (Party: Double ailment power on next ailment)
Sweet Dreams - Ally: Recharge abilities (Ally: 678 Heal. Recharge abilities)
Christmas Eve - Self: 50% more hyper damage next turn (Self: No effect)
Optimum three-turn damage:
Chill (251) + Blizzard (276) + Hyper Freeze (352) = 879/3 = 293
Comments: Crystal's gameplan is simple. Charm -> opponent one-shots themself, or at least comes close enough that she can finish with some damage move. Between the turn modifier bonus and Mistletoe's hyper bonus, she should be able to pull this off. Healing and regen can buy her time, or Warm Wishes can speed her to hyper turns. She's a bit frail and is not good if charm is blocked, since her damage is both unimpressive and all ice-elemental, though Apocalypse Cloak can let her do a lot of damage on her desperation turn, at least. Note that Unstoppable is not very useful if she's planning to kill with charm, because she'll die after inflicting it but before the opponent can kill themself. Her ailment stat also isn't great so it shouldn't take much to make her charm turn 2, at which point she'll need to waste an extra turn recharging it as well.
Middle.
Baba YagaHyper on turn 4, 6, 8, 10, ...
Tornado Pestle (wind damage +20%; factored in)
Cosmic Dress (+20% damage with insanity abilities; factored in)
Rebirth Egg (start: unstoppable)
HP 435, Pow 261, Spd 280, Heal 228, Ail 349
Restiances: 30 phys, 40 dark, 40 wind, 30 other magic.
Durability: 0.80 physical, 0.78 magical
Takes 14% less from dark/wind
Alternative equips:
Shield Pestle: -80 power (-30%), -60 speed, -90 ailment (-26%), lose wind boost (overall -42% wind damage); +20 HP and +5 all resistances (durability becomes 0.87/0.85)
Pure Pestle: -60 power (-23%), -50 speed, -10 heal (-4%), -70 ailment (-20%), lose wind boost (overall -36% wind damage); gain immunity to ailments
Faberge Egg: -50 HP (-11%), -50 heal (-22%), lose unstoppable; +50 speed, +50 ailment (+14%)
About Chicken:-Baba Yaga has a unique mechanic called chicken power. Chicken power begins the battle at 0%, but various abilities or equipment can increase it. The maximum chicken power is 200%.
-When an ability with the "Chicken" tag is used (be it damage or ailment), the power of that move (damage or ailment damage) is multiplied by (100%+Chicken power). Immediately after, chicken power is set to 0%.
About Power=Ailment:This status effect causes the ailment stat to be used in place of the power stat in damage calculations. I believe the power stat will still be used if it is higher, but I haven't formally tested that. In Baba's case using her default gear, Power=Ailment results in her doing 34% more damage.
Abilities:
Cooped Up (locked) - Self: -15% damage taken for 1 turn. Chicken power +50%. Recharge. (Self: -30% damage taken for 1 turn. Chicken power +50%. Recharge.)
Chicken Feed - Self: 228 Heal. Chicken power +50%. Power=Ailment for 3 turns. Reusable (Self: 228 Heal. Chicken power +100%. Power=Ailment for 5 turns. Reusable)
Chicken Dance - One: 1x Charm. Chicken (One: 2x Charm. Chicken)
Wind Arrow - One: 399 Wind. (One: 798 Wind. )
Mighty Peck - One: 277 Physical. Chicken (One: 554 Physical. Chicken)
-
Biting Winds - All: 266 Wind. (All: 399 Wind. )
Rotten Egg - One: 139 Poison. Chicken (One: 223 Poison. Chicken)
Mortar Combat - One: 277 Physical. (One: 277 Physical. Double next item power)
Bagawk - All: 0.5x Stun. Chicken (All: 0.9x Stun. Chicken)
Break - One: 1x Vulnerable (One: 2x Vulnerable)
Wither - One: 1.25x Disarm (One: 2.5x Disarm)
Toil and Trouble - Self: Double next ailment power (Self: Double next ailment power. Reusable)
Clockwork - Ally: 15% speed up for 4 turns (Party: 15% speed up for 4 turns)
Rooster Cry - Party: Cure (Party: Cure. Chicken power +100%)
Nyah Nyah - One: 1.5x Enrage. Chicken power +50% self (One: 3x Enrage. Chicken power +75% self)
Chickenize - Next move has the chicken property ( Next move has the chicken property. Chicken power +50%)
Insanity abilities:
Burn - One: 372 Fire. (One: 558 Fire. )
Bury - One: 345 Earth. (All: 345 Earth. )
Icicle - One: 372 Ice. (One: 558 Ice. )
Lightning - One: 425 Air. (Row: 425 Air. )
Necronomicon - Ally: 35% more dmg against insane enemies. Power=Ailment. 5 turns (Ally: 35% more dmg against insane enemies. Power=Ailment. 10 turns)
Disarm - One: 266 Physical. 1x Disarm (One: 399 Physical. 2x Disarm)
Hurricane - All: 558 Wind. (All: 558 Wind. Reusable)
Apply Leeches - One: Deal x3 poison damage as Dark damage (One: Dark damage based on poison damage)
Optimum three-turn damage:
Mortar Combat (277) + Mighty Peck (277) + Wind Arrow (399) = 953/3 = 318
Comments: Baba's main strategy is to repeatedly heal using Chicken Feed, powering up Mighty Peck for a one-shot. If she can make it to turn 4 she can do a crazy ~1855 damage with this. If she can spare a turn on Chickenize she can do some truly crazy damage with Wind Arrow this way as well. Charm's also a good option, with even a bit of chicken power it should likely be turn 1 without the need for hyper. She's a bit frail so her healing isn't too hard to overwhelm, though. She can either up her durability or get status immunity, but both come at a big hit to damage and turn 1 speed. Probably some sort of
Middle.
BelsnickelHyper on turn 1, 5, 9, 13, ...
Metal Whip (physical damage +20%; factored in)
Gold Coat
Peppermint Candy
HP 551, Pow 325, Spd 325, Heal 304, Ail 316
Resistances: 50 all
Durability: 1.42 physical, 1.39 magical
Alternative equips:
Ratty Coat: -130 HP, -25/30 resistances (durability becomes 0.85/0.80), -30 all stats (-9% damage/ailment, -10% heal); gain immunity to ailments
Christmas Coat: -35 HP and -5 resistances (durability becomes 1.25/1.23), -15 all stats (-5% damage/ailment/heal); Jolly Laugh becomes resuable
Abilities:
Defend (locked) - Self: -40% damage taken for 1 turn. Recharge. (Self: -80% damage taken for 1 turn. Recharge.)
Bash - One: 331 Physical. (One: 828 Physical. )
Jolly Laugh - Self: 364 Heal. Taunt (Self: 608 Heal. Taunt. Max HP +30% for one turn)
Nice Strike - One: 331 Physical. Double damage if user's HP at max (One: 580 Physical. Double damage if user's HP at max)
Slap Sense - One: 414 Physical. Removes insane (One: 828 Physical. Removes insane)
-
Candy - Ally: 273 Heal. Taunt (Ally: 273 Heal. Taunt. Unstoppable buff)
Protect - Ally: Resistances +20% for 3 turns (Party: Resistances +20% for 3 turns)
Sandstorm - All: 276 Earth. (All: 414 Earth. )
Naughty - Ally: 35% more damage for 3 turns (Ally: 35% more damage for 6 turns)
Nice - Ally: 65% more Heal power for 4 turns (Party: 65% more Heal power for 4 turns)
Enrage Blow - One: 331 Physical. 1x Enrage (One: 497 Physical. 2x Enrage)
Naughty Strike - One: 331 Physical. More damage if user's HP is low (up to 2x damage) (One: 663 Physical. More damage if user's HP is low (up to 2x damage))
Tag - Ally: Taunt up (Ally: More taunt up)
Entomb - One: 345 Earth. (One: 690 Earth. )
Celebrate - Party: Gain a hyper bar (Party: Gain a hyper bar. Reusable, user remains in Hyper)
Silver Fox - All: 0.5x Charm (All: 1.5x Charm)
Punish - One: 331 Physical. x2 damage to enraged (One: 331 Physical. x5 damage to enraged)
Insanity abilities:
Disarm - One: 331 Physical. 1x Disarm (One: 497 Physical. 2x Disarm)
Burn - One: 386 Fire. (One: 580 Fire. )
Icicle - One: 386 Ice. (One: 580 Ice. )
Buff Up - Ally: 35% more damage for 3 turns (Ally: 35% more damage for 6 turns)
Heal - Ally: 304 Heal. (Party: 304 Heal. )
Grab Bag - Recharge an item ( Recharge all items)
Final Blow - One: 165 Physical. x5 damage if desperate (One: 497 Physical. x5 damage if desperate)
Optimum three-turn damage:
Hyper Bash (828) + Slap Sense (414) + Entomb (345) = 1587/3 = 529
Comments: Good durability, and he has lots of ways to win. If he goes first he can use Nice Strike for 1160 damage which is massive. In longer fights he can use healing (it's even spammable at a slight damage hit), with options like Enrage -> Punish for a turn 5 kill (or 4 with Celebrate), Naughty for buffing his damage, Candy for unstoppable, and charm. Like Baba he has access to status immunity but the hit to his durability is dire. Probably fits somewhere in
Heavy.
AveragesHP: 477
Speed: 306 (excluding Cthulhu)
Ailment: 304 (used for status resistance)
Physical resist: 38.75
Three-turn damage: 492 per turn
Kill point: 1230