Enemy (XC2)

Enemies, also referred to as monsters, are entities in Xenoblade Chronicles 2 and Torna ~ The Golden Country. They exist in the overworld, and the party may engage in with them. Many enemies may initiate combat with the party automatically if they move within a certain range.
Many enemies have certain conditions which must be met for them to appear. Several enemies must be fought as part of the story, and others must be fought in certain s.
==Categories==
Enemies come in three main categories:
* Normal enemies. These have ordinary s and can usually be taken on with relatively little difficulty by a well-prepared party at similar level to the enemy. Most normal enemies can be found in multiple places in Alrest.
* s. These have substantially greater stats than normal enemies, and may have special arts unique to themselves. They are in general much more of a challenge to fight than equivalent normal enemies. Unique monsters, true to their name, only appear once on the map; after being defeated, they do not respawn ordinarily, but a tombstone appears at their spawnpoint from which the party may respawn them at will. Unique monsters are marked by a characteristic skull-like tag with horns.
* Bosses. These are enemies which exclusively spawn during particular story or quest events, and cannot be re-fought once beaten. They are very often more difficult to defeat than normal enemies.
==Properties==
Each enemy has the following properties:
* s: Enemies have a , maximum (which they begin combat with), , , , , and . For enemies which may spawn at multiple levels, the additional stats typically depend upon the level.
* Spawnpoints: Each enemy has a certain (set of) location(s) at which they may spawn in the overworld. The spawnpoint also determines the exact level at which an instance of an enemy spawns. Enemies may be found far from their spawnpoints if they are mobile.
* Rewards and drops: Each enemy, when defeated or ed, drops a certain amount of and may drop a selection of items which can be picked up by walking over them. Each item has a certain probability of dropping from each enemy, although some may also be guaranteed the first time the enemy is defeated. Enemies also grant a certain amount of , , WP, and (in the case of enemies) Ether cubes upon defeat. Finally, they also grant idea points, with an amount determined by whether they are a normal enemy, unique monster, or boss.
* Offenses and defenses: Enemies have a rate, an , a physical defense, an ether defense, and a . Some enemies only block attacks from specific directions (front/side/back); the angles which count as front/side/back (for these purposes as well as the purpose of party attacks meeting special conditions) may vary from enemy to enemy.
* Resistances and immunities: Each enemy may be immune to being inflicted with any or all of the s. If they are not immune, they may have a nonzero base resistance to them, which affects the chance that they may be inflicted with them.
* Skills: Enemies may have passive skills, similar to Battle Skills, with a variety of effects.
* Rage: Enemies (primarily s and bosses) may become enraged when a certain condition is met (which typically entails losing a portion of their ). This may grant them additional skills and/or change their .
* : Some enemies (primarily enemies and bosses in Torna ~ The Golden Country) may become awakened when an element orb is applied to them. This increases their damage and decreases their attack cooldown. It also reduces the duration of Blade Combos applied on the enemy.
* Movement: Enemies may move slowly or quickly, and may move in the air or on the ground. Enemies that move in the air can fly over pits without falling down.
* Detection: Hostile enemies may attack the party without first being targeted. They have a finite range for doing so, which typically consists of a "sight" range (forward-facing in a cone) and/or a "presence" range (a sphere centred on the enemy). Several deeds decrease these ranges. Most enemies will not attack the party if they are at least 8 levels below the player-controlled Driver.
* s: Each enemy has a certain selection of Arts (including one or more s) which they can use. They also have an which determines (potentially probabilistically) which Arts they may use when.
* Sturdiness bonus: Enemies may have additional resistance to reactions based upon their sturdiness, a stat from 0 to 3 loosely related to the enemy's size (called ChrSize internally). This affects the magnitude of and , and (depending upon setting) the infliction rate of .
* Family and genus: These properties categorise enemies into groups and subgroups. Certain conditional effects may depend upon the family of the target, and enemies of the same genus tend to share Arts and have similar models.
* Model scale: Enemies may appear larger or smaller than the "standard" size of their species. Unique monsters often appear larger. This affects their collision properties, as well as the distance HP Potions are flung when they appear.
* Flags: These are minor yes/no properties set for each enemy (the following names are unofficial):
** Hyperaggressive: Aggros even if outleveled by the party or the option to disable enemy aggro is set. Mostly applies to unique monsters and bosses.
** Immovable: Fixed to ground; cannot move for any reason. Only applies to specific enemies such as the Power Lines.
** Level-agnostic: Disables the effects of level differences. Generally applies to es.
** Weak to Mythra: Against and her Driver, cannot inflict s or s, deals less , and takes more damage. Applies to Akhos and Malos in the Olethro Ruins.
** Weak to Sacred Arrow: Allows Sacred Arrow to be used even when there is no sky directly overhead. Applies to Mikhail and Patroka in Mor Ardain.
** Weak to Pneuma: Against and her Driver, cannot inflict s or s, cannot incapacitate, deals less , and takes more damage. Applies to Jin and Malos in the Gotrock Oracle Ruins.
** Serious business: Disables certain party member voicelines. Applies to certain bosses in Torna ~ The Golden Country.
** Unhazable: Immune to 's Winds of Time. Applies to Malos in his boss fights.
* Cosmetic properties: Certain properties of enemies have little to no effect on the flow of combat and exist for flavour:
** Voice lines: Humanoid enemies, especially bosses, tend to shout out voicelines in battle; some accompany Arts, whereas others are uttered upon other conditions being met (such as when the enemy is defeated).
** Music: In combat, the music changes. The exact track it changes to is dependent upon the enemy.
==List of enemies==
===Xenoblade Chronicles 2===
====On Gramps' Back====
====Argentum====
====Ancient Ship====
====Gormott====
====Uraya====
====Mor Ardain====
====Leftheria====
====Indol====
====Temperantia====
====Tantal====
====Spirit Crucible Elpys====
====Cliffs of Morytha====
====Land of Morytha====
====Challenge Battle Mode====
===Torna ~ The Golden Country===
====Torna====
====Gormott====
==In other languages==
==Gallery==
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