Nileza

==Location==
==Characteristics==
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==Spells==
* Molar Fraction - Is a water damage spell of 300-500. This spell is cast at a range of 10 linearly and pushes back 4 cells. Also the spell inflicts earth damage depending on Nileza's HP lost. Cast twice per turn
* Dry Ice - It is a spell with a range of 2 that has two effects: a cooperative effect and fire damage of about 600-700 in an AoE of 1 around Nileza's landing cell. Steals life, cast once per turn.
* Failing Solution - Cast at the start. Hitting at Close Combat range will cause Nileza to gain 300 damage and 5% of his HP back. This effect is deactivated on turns multiple of 3 (turns 3,6,9,12 etc.)
* Casts a spell on turn 9 which renders everyone in the unhealable state. This lasts for the rest of the fight.
==Drops==
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==Notes==
Triggers for Pacifist State and Instakill
*If an ally ends their turn next to an ally (summons do not count), that ally will be killed. (Alchaline Solution is the name of the spell that does this)
*On turn 3 Nileza will apply -200 Dodge to all allies for 2 turns, and if allies are more than 11 cells away from Nileza at the start of his turn, they will receive the 'Pacifist' state for 2 turns.
*On turn 5 Nileza will apply -200 Lock to all allies for 2 turns, and if allies are more than 9 cells away from Nileza at the start of his turn, they will receive the 'Pacifist' state for 2 turns.
*On turn 7 Nileza will apply the 'Gravity' state to all allies for 2 turns, and if allies are more than 7 cells away from Nileza at the start of his turn, they will receive the 'Pacifist' state for 2 turns.
*On turn 9 and every other turn thereafter (turns 9, 11, 13 etc) Nileza will apply the 'Unhealable' state to all allies for 2 turns, and if allies are more than 5 cells away from Nileza at the start of his turn, they will receive the 'Pacifist' state for 2 turns (both effects are renewable every 2 turns unless Nileza is dead).
*As of update 2.42 Nileza is no longer invulnerable.
He also has an ability which causes you to swap with Nileza when attacking him from range with any attack (range=any distance, except direct close combat): he switches places with the attacker and then inflicts twice the damage received (or that he would have received if vulnerable) as air damage including 40% erosion, in an AoE of 2 cells around Nileza. This damage affects both allies and enemies, so it enables a tactic of killing the sidemob thanks to Nileza's reflect damage. This tactic is highly efficient, but complicated to pull off.
Additionally, when hit from close combat range, Nileza gains +300 damage and heals 5% of his health for each seperate damage line (e.g. using double damage weapons such as Godswrath Daggers will cause two heals). This effect does not occur on turns with a multiple of 3: it is safe to attack him in close combat on turns 3, 6, 9, etc.
Note: If you intend on using a Sram's double to lock him in a spot where he can't push double, then you'll need to have a minimum of 213 lock in order to lock him completely. Also, you can only cast the double on turn 5 onwards because Nileza casts a spell which lasts from turn 3-end of turn 4 which gives all enemies -200lock.
Category:Frigost Island
Category:Fix