Difference between revisions of "Kid's Kite"
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{{Enemy infobox | |||
| image = Kid's Kite (neutral).gif | |||
| size = 200px | |||
| heart = 175/3000 | |||
| juice = 90/1500 | |||
| attack = 26/100 | |||
| defense = 10/35 | |||
| speed = 40/100 | |||
| luck = 10/10 | |||
}} | |||
''For a better understanding of the battle-specific mechanics, see also [[Kite Kid (enemy)]].'' | ''For a better understanding of the battle-specific mechanics, see also [[Kite Kid (enemy)]].'' | ||
Revision as of 21:56, 3 March 2024
Kid's Kite | ||
---|---|---|
| ||
heart | 175/3000 | |
juice | 90/1500 | |
attack | 26/100 | |
defense | 10/35 | |
speed | 40/100 | |
luck | 10/10 |
For a better understanding of the battle-specific mechanics, see also Kite Kid (enemy).
Kid's Kite is an enemy that can be found in Pinwheel Forest, it's Kite Kid's precious possession, and will fight alongside him if the player provokes him, as the name suggests, it's a living kite.
Battle
There are two variants that can be fought depending on how much the player progress before fighting Kite Kid. however, both have no reward upon being defeated, and the only difference is the stats:
- Before epilogue: 175 heart, 90 juice, 26 attack, 10 defense, 40 speed and 10 luck.
- During epilogue: 3000 heart, 1500 juice, 100 attack, 35 defense, 100 speed and 10 luck.
Like most enemies, it will behave differently according to its emotion:
Formulas
Skills that can be used when observe is used against the target are marked with .
Attack: [2 * a.atk - b.def] (default).
Fly 2: [2 * a.atk - b.def] to all party.
Battle quotes
Action quotes
* Kid's Kite dives at [Target]! * Kid's Kite swoops down! * Kid's Kite puffs its chest proudly!
Unused
* Kid's Kite flies up really high! [1]
Gallery
Trivia
- The "fly 2" skill, combined with the fight's mechanics during the epilogue, can easily hit for 300 even without hitting right in the heart.
- ↑ The unused "fly" skill would use this action text, this skill would work as a one turn "charge" (like Pokemon's "fly" move) for its "fly 2" skill, also applying a "jump" state on the user during the charging, presumably so attacks couldn't hit it.