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TransformAndConquer — Overworld Enemy Backlog 1

#anu #brute #centre #character #dx #enemy #giant #gloomy #journey #oc #original #overworld #species #backlog #seleno #infantree #sphinxette #bandanawolf #1 #chestnutter #jttcos #skelletonne #bulleno #sphinxini
Published: 2019-03-03 21:26:33 +0000 UTC; Views: 451; Favourites: 2; Downloads: 0
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Description Now that the duo are outside of Dobinxette, they are able to explore the various areas that she has accessed so far, although at the current time it is not exactly necessary. However, this also means they can battle the enemies she has encountered. These enemies have different stats, and in many cases different attacks, when battling the duo instead of Dobinxette.

Skelletonnes and Gloomy Skelletonnes retain their weakness to attacks from above, which the duo can naturally exploit, as well as their limb-throwing attack. Firstly, they will throw their arms, either one after the other or at the same time. The right arm will be aimed at Present Night Guard, and the left arm at Selena. These must be destroyed with hammer counters. Then the Skelletonne will launch its head at one of the duo, requiring them to jump over or on it to avoid or counter respectively. Both the arms and the head can trip if they hit.

Infantree Brutes retain their weakness to fire, such as the duo's Fire Heart special attack, and now attack by launching their fruits at the duo. The arm used to throw the fruit indicates the target, with the right arm being for Present Night Guard, and the left for Selena, and the target must hit the fruit away with a hammer counter. The fruit can either be thrown directly at the target or up in an arc, changing the required timing of the hammer swing depending on the trajectory. The fruits can deal the 'Dizzy' status effect if they hit. Alternatively, Infantree Brutes can roll their arms at the duo, either at just one of them or at both of them, requiring them to jump over the arms to avoid them. Being hit by the arms can trip them.

Chestnutters are identical to their previous incarnations, with the only differences being a change in stats, and that their spike ball attack can now trip. Along with all other previously-inhalable enemies, these changes do not apply when fought inside Dobinxette.

Giant Bullenos retain their previous charging attack, and the target must hit it back with a hammer counter. As with before, it will get faster with each charge, and if it snorts mid-charge, it will switch to the other character. If a character is hit, they will be sent flying, possibly suffering the 'DEF-Down' status effect upon landing.

Bandanawolves are unique in that they work completely differently when fighting the duo, although they retain their ability to increase their SPD upon a successful attack. With their higher SPD however, the duo are much less vulnerable to this ability. However, their smaller size allows Bandanawolves to eat them through various means. One such mean is by creating a bush and hiding in it. If a character jumps on the bush, they will fall into it, and the Bandanawolf will emerge, having eaten that character. Whilst trapped, that character will get a brief period after each of the Bandanawolves' turns (assuming it is not KO'd) where they can struggle to free themselves. If they fail, they will remain trapped for another turn, and the Bandanawolf will leech HP from them. Upon being spat out, they have a very high chance of suffering the 'Poisoned' and 'STAT-Down' status effects. Bandanawolves can attack by running up to one of the duo and attempting to eat them, requiring the target to jump over their bite to avoid, or on their heads to counter. If the Bandanawolf is already full, it will instead simply bite the other character. Alternatively, they can try to swipe one of the duo with their paw, requiring the target to hit it with a hammer counter, causing the Bandanawolf to recoil in pain, giving the target a brief window in which they can hit the Bandanawolf again for additional damage. If they are not hit a second time, female Bandanawolves will follow up by swiping at the other character with their tail, requiring them to jump over the tail to avoid it. Both paw and tail swipes can trip.

Selenos remain identical aside from stats. As with Chestnutters, these changes do not apply when inhaled by Dobinxette.

Sphinxinis retain their previous attacks, which works differently against the duo. When firing their eye lasers, they will either indicate one of the duo with a crosshairs before firing at them, requiring them to jump over the laser, or sweep a beam up and down the screen, requiring both of the duo to jump over after the other. If the laser hits, it can deal the 'POW-Down' status effect. Its falling attack is now countered by a hammer counter, and instead of launching a hit character, it will simply land on them, possibly dealing the 'Dizzy' status effect.

Giant Anuu work similarly to Giant Bullenos, with their charging attack now being countered with hammer counters. Sometimes, the Giant Anu will change targets before attacking. If a character is hit, they can trip. Alternatively, the Giant Anu can fire their eye lasers at one of the duo, requiring them to jump over the lasers to avoid them. If they hit, they can deal the 'Burning' status effect.

Regular Anuu are also identical, save the change in stats.
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