Kimbo

==Locations==
==Characteristics==
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==Spells==
* Boom Pretty Boom
* Even State
* Kimbo Teleportation
* Kimbo's Rage; Air damage, pushes 2 cells.
* Odd State
* Summoning of Disciple
==Drops==
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==Combat==
Before the fight you should keep in mind 2 things: 
* Weakening Kimbo relies heavily on positioning all players and enemies.
* Kimbo can only be damaged with one pair of elements at a time. Either Earth and Water or Fire and Air.
So its best to have some positioning and more then one (preferably ranged) damage dealer within the chosen pair of elements. Its easier to clear out mobs before starting the boss, but if you don't you can use glyphs to your advantage dealing up to 400% your normal damage.
Kimbo has 400% resistance to all elements and 666 resistance to pushback damage making him practically invulnerable.
At the start of the fight Kimbo summons Kimbo's Disciple. If you hit Kimbo with one of four elements Disciple at the start of its turn places a chessboard pattern glyph (either Odd Glyph or Even Glyph) around itself for 1 turn. Both glyphs have the same function:
*Cover entire map in chessboard pattern for 1 turn.
*Grant 400% weakness in two elements (and 800% resistance in opposite two) to monsters starting their turn on glyph.
* Instantly kill players and their summons starting their turn on glyph.
Casting a glyph also causes a few more effects near Disciple:
* Kills adjacent entities
* Pushes entities 3 cells (linear, cross of 2 cells)
* Buffs itself +9000 Agility
*Buffs itself +1 MP
== Glyphs ==
=== Earth and Water - Odd Glyph ===
If you hit Kimbo with Earth or Water Disciple places an Odd Glyph. Its placed on every odd cell around Disciple and it gives negative Earth and Water resistances to enemies starting their turn on it. 
You need to be on the same type of cell as Disciple. 
*don't actually stay near disciple
=== Fire and Air - Even Glyph ===
If you hit Kimbo with Fire or Air Disciple places an Even Glyph. Its placed on every even cell around Disciple and it gives negative Fire and Air resistances to enemies starting their turn on it.
You need to be on opposite type of cell to Disciple.
*don't actually stay near disciple
== Strategy ==
Since Kimbo has a 2 cell pushback you should make sure that all players could either be pushed 2 cells or not pushed at all (don't stay one cell away from any obstacle).
Since Disciple pushes away entities within 2 cells from him with 3 cell pushback its better to have nothing near him.
Once all players are positioned on the correct tiles, hit Kimbo with one of the elements you chose to go with (Earth/Water or Fire/Air). At the beginning of its turn, Disciple will cast either Odd Glyph (if you hit with Earth or Water) or Even Glyph (if you hit with Fire or Air), which places down a chess pattern glyph. Neutral damage will not trigger either of the glyphs. 
TL;DR: 
* Fire/Air = Stand an odd number of cells away from Kimbo's summon. 
* Water/Earth = Stand an even number of cells away from Kimbo's summon. 
Once the Glyph has been cast, you need to move Kimbo onto it to weaken him. When any monster starts their turn on a glyph they gain 400% weakness in corresponding elements, and 800% resistance to the other two. 
When Kimbo is weakened you should hit it as much as possible in the weakened elements only. Hitting Kimbo with opposite elements during this stage may cause unpredictable behavior of Disciple. If you can't finish him in one turn you need to repeat this process. 
At the end of the weakened turn, Kimbo will regain his resistance and Disciple will place the glyph again (if you have hit Kimbo at least once). But be careful: Disciple may have moved since its last cast!
It should be noted that hitting Kimbo with any form of elemental damage will cause Disciple to place glyphs (such as Kimbo ending on a Snailmet's glyph or any traps/poison damage).
== Extra sources ==
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