Nature Family
Bullfinch
Stat limits
HP
1,330
MP
390
Attack
620
Defence
550
Agility
510
Wisdom
480
Talents
| Required Points | Skill / Trait |
|---|---|
| 3 | Sandstorm Whips up a dense cloud of dust that lowers the accuracy of enemy attacks for 2 to 5 turns. |
| 10 | Frenzy A risky technique that inflicts a critical hit on a single enemy or ally at random. |
| 20 | Attack Attacker Damages a single enemy and occasionally lowers its attack for 2 to 5 turns. |
| 30 | Attack +4 Raises attack by 4. |
| 50 | Confusion Attack Damages a single enemy and occasionally confuses it for 2 to 5 turns. |
| 70 | War Cry An ear-popping shout that stuns all enemies for 1 turn. |
| 85 | Persecutter Damages a single enemy. Highly effective against enemies that are asleep or confused. |
| 100 | Fuddle Dance A dance that confuses all enemies for 2 to 5 turns. |
Traits
| Agent of Chaos Always attacks an enemy when the monster is confused. Successful strikes inflict critical hits. |
| Ace Evader Lv. 20 Makes it somewhat easier to avoid enemy attacks. |
| Rando-Oomph Lv. 40 Monster sometimes casts Oomph on itself during battle. |
Tactical Genius Sometimes performs 2 or 3 actions in a row. The number of actions is not affected if you don't issue specific orders. Slightly lowers the monster's max. attributes. |
Parting Gift Inflicts damage back on all enemies when the monster dies. The amount inflicted is proportional to the excess damage suffered after the monster's HP are reduced to zero. |
Collective Punishment Lv. 60 Attacks that do more damage as the attack attribute increases and strike a single target will strike all enemies instead. |
Suggested Synthesis
Locations
No overworld locations found.
Resistances
| Reg.0 | |
| High50 | |
| Reg.0 | |
| Med.25 | |
| Med.25 | |
| Med.25 | |
| High50 | |
| Reg.0 | |
| Low-25 | |
| Reg.0 |
| Reg.0 | |
| Reg.0 | |
| Med.25 | |
| Reg.0 | |
| High50 | |
| Med.25 | |
| Low-25 | |
| High50 | |
| Med.25 |