Ghost Commander

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Ghost Commander
File:Boss Ghost Commander.webp
Element colspan="2" {{{Element}}}
Counters Additions? {{{Counter}}}
HP AT DF A-AV
{{{HP}}} {{{AT}}} {{{DF}}} {{{A-AV}}}%
SPD MAT MDF M-AV
{{{SPD}}} {{{MAT}}} {{{MDF}}} {{{M-AV}}}%
Status Immunity
Petrify
Bewitch
Arm Block
Dispirit
Confuse
Fear
Poison
Stun
Yield
EXP
6000
Gold
200
Drops
Night Raid 100%
Counter Opportunities (0)


Story


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Combat

Encounters

Traits

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


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.

Conditions Action Target Effect Notes
Slash Single 1x physical damage
Skull Projection 100% chance to inflict Fear Character's A-AV reduces chance for Fear
HP ≤ 50% Siphon 1x non-elemental magic damage and recover HP equal to damage dealt
Ghost Knight defeated Haunting Bolt Deals damage equal to half of target's current HP Damage is considered physical. Ignores all defenses.
If multiple Ghost Knights are defeated simultaneously, Ghost Commander only uses Haunting Bolt once.
HP = 0 and
3rd turn since HP reached 0
Resurrect Self Revives at maximum HP
*As most abilities do not have official names, the community came up with approximate names marked with an ~ in the above table.

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Trivia

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References

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