Drake the Bandit

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Drake the Bandit
Encountered
Shrine of Shirley
Entities
Summons minions
Yield
EXP
1500
Gold
100
Drops
Bandit's Ring


Story


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Combat

Drake the Bandit only has one physical attack but will summon an assortment of minions to protect himself. Within the first three turns of starting combat, he will summon three bombs called Bursting Ball. Each Bursting Ball is positioned across from a party member. Bursting Balls have regular turns as if they were normal enemies separate from Drake the Bandit's turns. They will spend two turns advancing toward the party and then immediately detonate into the opposing character, dealing damage. Bursting Balls can be destroyed before they are able to explode. When Drake the Bandit's health drops below half, he will install a shield called Wire that prevents him from being attacked by Addtions. He can still be attacked with Dragoon magic and attack items. Other than protect Drake the Bandit, Wire does not do anything. If the player targets Drake the Bandit with Additions while Wire is in play, the Addition will fail and the attacking character will take damage. Target Wire itself instead to remove it, opening Drake the Bandit back up to Additions. At low health, Drake the Bandit will replenish 30% of his HP. He will only do it once.

Stats

Element
Wind
HP AT DF A-AV
1200 20 80 0
SPD MAT MDF M-AV
70 17 80 0
Counters Additions?
No
*All Bosses are immune to all Status Effects.

Abilities

Bosses act primarily according to a set of "if → then" rules and may change behavior depending on player input. Conditions are criteria, if any, that must be met in order for a Boss to take a particular action on its regular turn. When there are multiple eligible actions that a Boss can take, the Boss will select one of those actions at random. Bosses will perform an action in italics immediately, ignoring turn order, as soon as its conditions are met in addition to the Boss' regular turn.

Conditions Action Target Effect Notes
Throw Knives Single 1x physical damage
Bursting Ball not in battle Bomb Trap Self Summons 3 Bursting Balls Used within first three turns. Bursting Balls threaten party members directly across from them.
Bursting Balls have their own sets of stats and receive regular turns independent of Drake the Bandit.
Has used Bomb Trap and
Wire not in battle and
HP ≤ 50%
Wire Trap Summons Wire Wire prevents Drake the Bandit from being damaged by physical attacks while it is in battle.
If Drake the Bandit is targeted by an Addition, Wire deals damage to attacking character equal to 1000 divided by DF.
Wire permanently does not act while it is in battle.
Has used Wire Trap and
HP ≤ 33.333%
HP Recovers Recovers 360 HP Will only use once
Bursting Ball
Roll Forward Self Advances toward opposing character
Has used Roll Forward twice Detonate Opposing character 1x physical damage.
Bursting Ball removed from battle.
*Almost all abilities do not have official names. The community came up with approximate names to help readers distinguish them. The few official names are marked with an asterisk in the above table.

Gallery

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Trivia

This enemy has no trivia.

References

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