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** '''({{C}}2)''' - Damage increased to {{POW}}8. |
** '''({{C}}2)''' - Damage increased to {{POW}}8. |
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** '''({{C}}3)''' - Damage increased to {{POW}}10. |
** '''({{C}}3)''' - Damage increased to {{POW}}10. |
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− | * '''({{C}}2)''' '''Savage Hit''' - Deals {{POW}} |
+ | * '''({{C}}2)''' '''Savage Hit''' - Deals {{POW}}12 Damage with :defense: 1 pierce to one enemy and inflicts {{Stun}}[[Stun]] for two turns. Dodgeable. |
− | ** '''({{C}}3)''' - Damage increased to {{POW}} |
+ | ** '''({{C}}3)''' - Damage increased to {{POW}}14 Damage. |
− | * '''({{C}} |
+ | * 3'''({{C}}) Barrage''' - Deals {{POW}}10 Damage and 7 separate hits of {{POW}}1 Damage to one enemy. {{POW}}15 Damage total. |
− | ** '''({{C}}3) '''- Damage of first hit increased to {{POW}}10. {{POW}}17 Damage total. |
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== '''Strategy''' == |
== '''Strategy''' == |
Revision as of 23:50, 30 March 2019
For the card skill associated with the Tangler enemy, click here.
Overview
Tanglers are enemies that appear as an intersected log with limbs created by Druids after having been brainwashed.
Skills
- Vine Trap - Deals 3 Damage and inflicts Stuck for one turn. Undodgeable.
- Nature's Arsenal - Deals 4 Damage to each enemy in order of join order and pierces 1 Defense. Dodgeable.
- (2) Savage Hit - Deals 12 Damage with :defense: 1 pierce to one enemy and inflicts Stun for two turns. Dodgeable.
- 3() Barrage - Deals 10 Damage and 7 separate hits of 1 Damage to one enemy. 15 Damage total.
Strategy
Fighting Tanglers can be a potentially long draw due to their Defense and Vine Trap ability stalling the fight. By itself, they do not pose a major threat but should be taken out immediately after any supporting Druids are defeated.
Tanglers are always fought alongside Druids or other Tanglers. In a solo fight, Ice Armor is recommended to avoid the Stuck from Vine Trap, though if given the Roots of Rage buff from Druids, it deals enough damage to inflict Stuck regardless. On the following turns, the ideal skill would be to use Fiery Explosion to finish on turn three. If Stuck, then wait out the turns with items or passing.
With a teammate, and there only being Tanglers, being with Ice Armor and then Fiery Explosion the next turn. If there are accompanying Druids, both use Fiery Explosion on turn one to remove them, then use Basic Archery or Dull Rapier to remove the Tanglers. Savage Hit could be useful to prevent them from stunning you.
Against Corrupted Tanglers, Ice Armor becomes useless for defending against the Stuck. In this case, it is best to strike it down supporting enemies with Fiery Explosion and then Dull Rapier to finish it.
Trivia
- Currently, the only enemy to not have any gear drops of its own.