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* '''({{C}}2) Savage Hit''' - Deals {{POW}}12 Damage with {{DEF}} 1 pierce to one enemy and inflicts {{Stun}}[[Stun]] for two turns. Dodgeable.
 
* '''({{C}}2) Savage Hit''' - Deals {{POW}}12 Damage with {{DEF}} 1 pierce to one enemy and inflicts {{Stun}}[[Stun]] for two turns. Dodgeable.
 
** '''({{C}}3)''' - Damage increased to {{POW}}14 Damage.
 
** '''({{C}}3)''' - Damage increased to {{POW}}14 Damage.
* '''({{C}}3) Barrage''' - Deals {{POW}}10 Damage and 7 separate hits of {{POW}}1 Damage to one enemy. {{POW}}15 Damage total.
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* '''({{C}}3) Barrage''' - Deals {{POW}}9 Damage and 7 separate hits of {{POW}}1 Damage to one enemy. {{POW}}17 Damage total.
   
 
== '''Strategy''' ==
 
== '''Strategy''' ==

Revision as of 04:09, 9 April 2019

Enemy
Skill

For the card skill associated with the Tangler enemy, click here.

These strange creatures were created by the Druids to serve as henchmen. Because of this, they are capable of using life energy, meaning they can create wood and stone out of thin air and use them as deadly weapons. They are completely made out of wood, giving them natural defense.


Overview

Tanglers are enemies that appear as an intersected log with limbs created by Druids after having been brainwashed.

Skills

  • Vine Trap - Deals POW3 Damage and inflicts StuckStuck for one turn. Undodgeable.
    • (Corruption1) - Damage increased to POW5.
    • (Corruption2) - Damage increased to POW7.
    • (Corruption3) - Damage increased to POW9.
  • Wood Thorns - Deals POW4 Damage to each enemy in order of join order and pierces DEF1 Defense. Dodgeable.
    • (Corruption1) - Damage increased to POW6.
    • (Corruption2) - Damage increased to POW8.
    • (Corruption3) - Damage increased to POW10.
  • (Corruption2) Savage Hit - Deals POW12 Damage with DEF 1 pierce to one enemy and inflicts StunStun for two turns. Dodgeable.
    • (Corruption3) - Damage increased to POW14 Damage.
  • (Corruption3) Barrage - Deals POW9 Damage and 7 separate hits of POW1 Damage to one enemy. POW17 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.

Vine Trap's StuckStuck status can be prevented with a well timed block. In the case you can not block, Ice Armor is recommended to avoid the StuckStuck from Vine Trap, though if given the Nature Power 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 CorruptionCorrupted Tanglers, Ice Armor becomes useless for defending against the StuckStuck status. 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.