Melbu Frahma

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Revision as of 12:52, 6 October 2025 by Wulves (talk | contribs) (Created page with "{{Infobox Boss |Name=Tentacle |Image=Extra_Tentacle.webp |Element={{TElemNo}} |Counter=No |HP=1,600 |AT=107 |DF=180 |A-AV=0 |SPD=50 |MAT=80 |MDF=200 |M-AV=0 |EXP=0 |Gold=0 |Drops=Nothing }} {{Infobox Boss |Name=Bomb Star |Image=Extra_Bomb_Star.webp |Element={{TElemNo}} |Counter=No |HP=1,600 |AT=107 |DF=180 |A-AV=0 |SPD=50 |MAT=80 |MDF=200 |M-AV=0 |EXP=0 |Gold=0 |Drops=Nothing }} {{Infobox Boss |Name=Monster |Image=Extra_Monster.webp |Element={{TElemNo}} |Counter=No |HP...")
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Tentacle
File:Extra Tentacle.webp
Element Non-Elemental
Counters Additions? No
HP AT DF A-AV
1,600 107 180 0%
SPD MAT MDF M-AV
50 80 200 0%
Status Immunity
Petrify
Bewitch
Arm Block
Dispirit
Confuse
Fear
Poison
Stun
Yield
EXP
0
Gold
0
Drops
Nothing
Counter Opportunities (0)


Bomb Star
File:Extra Bomb Star.webp
Element Non-Elemental
Counters Additions? No
HP AT DF A-AV
1,600 107 180 0%
SPD MAT MDF M-AV
50 80 200 0%
Status Immunity
Petrify
Bewitch
Arm Block
Dispirit
Confuse
Fear
Poison
Stun
Yield
EXP
0
Gold
0
Drops
Nothing
Counter Opportunities (0)


Monster
File:Extra Monster.webp
Element Non-Elemental
Counters Additions? No
HP AT DF A-AV
1,600 107 180 0%
SPD MAT MDF M-AV
50 80 200 0%
Status Immunity
Petrify
Bewitch
Arm Block
Dispirit
Confuse
Fear
Poison
Stun
Yield
EXP
0
Gold
0
Drops
Nothing
Counter Opportunities (0)


Melbu Frahma
File:Boss Melbu Frahma.webp
Element Non-Elemental
Counters Additions? No
HP AT DF A-AV
42,000 107 200 0%
SPD MAT MDF M-AV
50 80 250 0%
Status Immunity
Petrify
Bewitch
Arm Block
Dispirit
Confuse
Fear
Poison
Stun
Yield
EXP
0
Gold
0
Drops
Nothing
Counter Opportunities (0)



Story


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Combat

Encounters

Encounter Formation (ID) In Location (Submap ID) Encounter% Escape%
Melbu Frahma, Tentacle x4 (443) Moon That Never Sets (737) Scripted 0%

Traits

Bosses often possess passive effects which modify standard battle mechanics. None of these are given official names, so the community used approximate names.

Melbu Frahma (Phase 1)
Passives Effects Requires
Patterned Actions Actions will start with two item magic attacks, then Status Ray Right, then two item magic attacks, then Status Ray Left. This pattern then loops. Actions taken as a result of Reactive Actions do not overwrite the pattern, and instead the next action in the pattern will be the following action -
Reactive Actions After being hit 5 times, use Summon Virage on next turn -
Tentacle
Passives Effects Requires
Untargetable Cannot be Targeted or receive Damage Active only while Melbu Frahma is using Defend
Melbu Frahma (Phase 2)
Passives Effects Requires
Retaliate Ignore turn order and use Light Saber Chance to trigger when targeted by an attack
Melbu Frahma (Phase 3)
Passives Effects Requires
Retaliate Ignore turn order and use a random action whose requirements are met Chance to trigger when targeted by an attack
Predictable Actions Every 5th action will be Change Night to Day or Change Day to Night -
Melbu Frahma (Phase 4)
Passives Effects Requires
Retaliate Ignore turn order and use Whip Claw, Screen Slashing, Armed Angels, or Thunder Hammer Chance to trigger when targeted by an attack
Inert Form Only selectable action is Do Nothing. Retaliate is Disabled Must be Enabled by Dragon Block Staff.

Abilities

Boss behavior often changes from player input as most of them use "if → then" rules. Conditions are criteria that must be met in order for a Boss to take a particular action. With multiple eligible actions, the Boss selects one at random. Below are some key terms that appear frequently, so are defined here for brevity.
Auto - Found under the Conditions column, this means the Action will be used on the enemy’s next turn if the other conditions are met.
Ignore Turn Order - Usually paired with the Retaliate action, this means the current values which determine turn order do not change from this action being taken.

Melbu Frahma (Phase 1)
Action Target Effect Conditions
~Do nothing N/A Does nothing Only used by Defend.
~Summon Virage Party Inflicts 4x  Non-Elemental  magic damage and ignore turn order and use Defend Only used by Reactive Actions.
~Defend Self For 3 Turns, Do Nothing but if targeted by an Addition take no Damage and ignore turn order and target the attacker for Inflicts 1x Physical damage Only used by Summon Virage.
Dark Mist Single Inflicts 3.75x  Darkness -elemental magic damage -
Spear Frost Single Inflicts 3.75x  Water -elemental magic damage -
Gravity Grabber Party Inflicts 3x  Earth -elemental magic damage -
Burning Wave Party Inflicts 3x  Fire -elemental magic damage -
~Status Ray Right Single 100% chance to inflict Petrification Target's M-AV reduces chance to receive status ailment
~Status Ray Left Single 100% chance to inflict Stun Target's M-AV reduces chance to receive status ailment
~Evolve Party and Self Cure foes of all Status Ailments. Destroys all Tentacles. Transform into Melbu Frahma (Phase 2) HP <80%. Auto.
Tentacle
Action Target Effect Conditions
~Do nothing N/A Does nothing -
~Glowing Smack Single Inflicts 1x Physical damage -
Melbu Frahma (Phase 2)
Action Target Effect Conditions
~Light Saber Single Inflicts 2x  Non-Elemental  magic damage -
~Black Hole Single (This attack will always target Dragoons over non-Dragoons.) Target is captive: considered dead and cannot act. Cannot Miss. Disable Black Hole and Disable Evolve. Enable White Hole -
~White Hole Target of Black Hole and One Other Inflicts 4x Physical damage and Target of Black Hole is no longer captive. Enables Black Hole and Enables Evolve. Disables White Hole Must be Enabled by Black Hole.
Divine Dragon Cannon Single Inflicts 6x  Non-Elemental  magic damage Only used if a Dragoon is held captive by Black Hole.
~Evolve Self Transform into Melbu Frahma (Phase 3) HP <55%. Auto.
Melbu Frahma (Phase 3)
Action Target Effect Conditions
~Clamp Single Inflicts 1x Physical damage -
~Rail Gun Single Inflicts 2x Physical damage -
~High Gravity Party Inflicts 3x  Non-Elemental  magic damage Only used during Nighttime.
~Galaxy Cannon Party Inflicts 4x  Non-Elemental  magic damage Only used during Nighttime.
~Heat Wave Party Inflicts 3x  Fire -elemental magic damage Only used during Daytime.
~Sunset Party Inflicts 4x  Fire -elemental magic damage Only used during Daytime.
Command Blocking Single Inflicts Command Blocking Only used during Daytime.
~Summon Bomb Stars N/A Summons Bomb Star (x4) Only used during Nighttime.
~Change Night to Day N/A Lose Nighttime and gain Daytime. Destroys Bomb Stars Only used during Nighttime.
~Change Day to Night N/A Gain Nighttime and lose Daytime Only used during Daytime.
~Evolve Party and Self Cure foes of Command Blocking. Destroys Bomb Stars. Transform into Melbu Frahma (Phase 4) HP <30%. Auto.
Bomb Star
Action Target Effect Conditions
~Shine Self Does nothing but displays a graphical shine effect -
~Meteor Shower Party Inflicts 1x Physical damage and Self Destructs -
Melbu Frahma (Phase 4)
Action Target Effect Conditions
~Do nothing N/A Does nothing -
~Whip Claw Single Inflicts 1x Physical damage -
~Screen Slashing Single Inflicts 3x Physical damage -
Night Raid Party Inflicts 3x  Darkness -elemental magic damage -
Down Burst Party Inflicts 3x  Wind -elemental magic damage -
Spectral Flash Party Inflicts 3x  Light -elemental magic damage -
Flash Hall Party Inflicts 3x  Thunder -elemental magic damage -
~Icehenge Party Inflicts 4x  Water -elemental magic damage -
~Tornado Party Inflicts 4x  Wind -elemental magic damage -
~Armed Angels Single Inflicts 6x Physical damage -
~Thunder Hammer Single Inflicts 8x  Thunder -elemental magic damage -
~Song Party 50% chance to inflict Confusion Target's M-AV reduces chance to receive status ailment
~Dragon Block Staff Self and Party Enable Inert Form for 3 Turns. Dragoons gain 0.1x Damage Dealt and 10x Damage Received for 3 Turns of Melbu Frahma's turns. Only used by Summon Monsters.
~Summon Monsters N/A Summons Monster (x2) to the battle and ignore turn order and use Dragon Block Staff Only used if targeted by a Dragoon spell and a Dragoon is in battle.
Monster
Action Target Effect Conditions
~Bite Single Inflicts 1x Physical damage -
~Evil Spirits Single Inflicts 2x Physical damage -

Can't Combat

Single Inflicts Instant Death When slain by an Addition, ignore turn order and use Can't Combat.
~Impersonating Single Target cannot take actions, and is instead replaced by Monster for 2 Turns, then returned without harm. Monster then Self Destructs. During the 2 Turns where Monster replaces a party member, the player may choose between them using Lash or Recovery on the Monster's turns Only used when a single Monster remains in battle.
~Lash Single Inflicts 1x Physical damage Only used while Impersonating.
~Recovery Party Restores 100% HP Only used while Impersonating.
*As most abilities do not have official names, the community came up with approximate names marked with an ~ in the above table.

Gallery

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Trivia

  1. Tentacle, Bomb Star, and Monster all share identical stats.

References

This article has no references.