Alleyway Watchdog/Enemy

## Alleyway Watchdog

**Alleyway Watchdog**

**Parts**
* Body
* Telepole
* Person
* Head

**Skills**
 **Body**

**Claw** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn

 **Body**

**Constant Voltage** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn

 **Person**

**Electromotive Pursuit** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn [Heads Hit] Inflict 4  next turn

 **Head**

**Howl** 42 (40+2) Atk Weight ⯀⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 4

 **Telepole**

**Electrified Howl** 42 (40+2) Atk Weight ⯀⯀⯀⯀**Amt.** x  [Heads Hit] Inflict 3  next turn

 **Telepole**

**Lightning Rod** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 5  next turn

 **Telepole**

**Red Bolts** 42 (40+2) Atk Weight ⯀⯀⯀⯀⯀**Amt.** x  [On Hit] Inflict 10  next turn

**Passives**

**Lightning Rod**When the Telephone Pole is hit, inflict 2  on the attacker this turn.
At 5+ , all Parts will inflict 3  on the attacker, starting next turn.
(Lasts until  reaches 0.)
When hit by a Sloth attack, the amount of  inflicted is halved. (Rounded up.)

**Lightning**While the telephone pole isn’t broken, gain 1  after an attack.
Whenever the telephone pole is hit by an attack, lose 1 .

**Breaking Pieces**When the telephone pole is Staggered or Broken, lose all .
All attacks of Alleyway Watchdog will then be canceled for the turn.

### Behavior

#### Attack Pattern

Alleyway Watchdog, despite all of its slots and paragraphs of passives, does not have an overly complicated attack pattern. Instead, it simply changes between two rotations based on how much Lightning it has.

If the Abnormality has less than 5 Lightning, it uses the following skill rotation:

- Claw, Constant Voltage, Claw, Constant Voltage, Claw

- Constant Voltage, Constant Voltage, Claw, Claw, Claw

- Claw, Constant Voltage, Claw, Howl, Claw

- Claw, Constant Voltage, Claw, Howl, Claw

- Claw, Howl, Howl, Constant Voltage, Claw

If the Abnormality has 5 or more Lightning, it uses the following skill rotation:

- Claw, Howl, Howl, Electrified Howl, Claw

- Claw, Electromotive Pursuit, Lightning Rod, Electromotive Pursuit, Claw

- Claw, Lightning Rod, Electrified Howl, Electrified Howl, Electromotive Pursuit

#### Parts

Alleyway Watchdog is made up of 4 parts, each with their own behaviors.

The Body cannot be interrupted when it breaks, and can continue to use skills afterwards. All of the weaknesses change from Weak to Fatal.

The Telepole cancels ALL actions of Alleyway Watchdog when it staggers, and then again when it breaks. Once it is broken, it is gone for good, becomes untargetable and can no longer use Telepole attacks. The Telepole also has an AOE weight of 2. This means that every aoe attack that targets the Telepole draws in an additional aoe attack with no additional effect.

The Person, like the Telepole, can be completely destroyed and removed from the fight. This prevents it from using its Person attacks.

The Head is like the Body, and cannot be permanently removed. It also cannot have its attacks cancelled by being broken, and will continue to use Howl after it breaks.

#### Event

An Abnormality event occurs after Alleyway Watchdog reaches 10+ .

Only this version of the boss uses the event.

**Combat Event**
**Thunderous roars gather and violet sparks grow restless.
Where should they go?**

Purple flashes are jumping between the poles.
If they aren’t captured, something bad will happen.

**Who will nab those pesky bolts?**
 Envy Advantage:  ≥ 10No Advantage:  ≥ 15

 **Check Passed**

[Sinner] lodged their weapon into the ground.“Did you fry your brains?”Someone outcried, but it took little time for that concern to be proven wrong.The bulky bolt of lightning gravitated toward the Sinner’s weapon and was sucked into the ground.“…It will then be conducted.”Indeed, the rejected sparks jumped into the utility pole near the weapon.Ironically enough, the king of the alleyway was struck by electricity.

**[Alleyway Watchdog] gains 10 .**
 **Check Failed**

[Sinner] lodged their weapon into the ground.The Sinner was trying to guide the rampaging sparks to the earth.“…It’s too low. It won’t strike here.”Indeed, the bulky bolt of lightning directly headed for the utility poles without hesitation.“Oi, doesn’t that look… grim?”Unfortunately, the king of the alleyway now had red lightning under its command.

**[Alleyway Watchdog] uses the skill [Red Bolts]!**

## Luxcavation Lv20

**Alleyway Watchdog**

**Parts**
* Body
* Telepole
* Person
* Head

**Skills**
 **Body**

**Claw** 22 (20+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn

 **Body**

**Constant Voltage** 22 (20+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn

 **Person**

**Electromotive Pursuit** 22 (20+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn [Heads Hit] Inflict 4  next turn

 **Head**

**Howl** 22 (20+2) Atk Weight ⯀⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 4

 **Telepole**

**Lightning Rod** 22 (20+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 5  next turn

**Passives**

**Lightning Rod**When the Telephone Pole is hit, inflict 2  on the attacker this turn.
At 5+ , all Parts will inflict 3  on the attacker, starting next turn.
(Lasts until  reaches 0.)
When hit by a Sloth attack, the amount of  inflicted is halved. (Rounded up.)

**Lightning**While the telephone pole isn’t broken, gain 1  after an attack.
Whenever the telephone pole is hit by an attack, lose 1 .

**Breaking Pieces**When the telephone pole is Staggered or Broken, lose all .
All attacks of Alleyway Watchdog will then be canceled for the turn.

### Behavior

#### Attack Pattern

This version of Alleyway Watchdog uses much less actions compared to its base counterpart, limited at 3 instead of 5. This causes some changes in its pattern. It also doesn't earn , and thus only have one skill pattern.

It uses the following skill rotation:

- Claw, Constant Voltage, Claw

- Constant Voltage, Constant Voltage, Claw

- Claw, Claw, Howl

- Constant Voltage, Constant Voltage, Howl

- Claw, Howl, Howl

#### Parts

The parts behave identically to the base Alleyway Watchdog, except with a lot more stagger thresholds than usual.

## Luxcavation Lv30

**Alleyway Watchdog**

**Parts**
* Body
* Telepole
* Person
* Head

**Skills**
 **Body**

**Claw** 32 (30+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn

 **Body**

**Constant Voltage** 32 (30+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn

 **Person**

**Electromotive Pursuit** 32 (30+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn [Heads Hit] Inflict 4  next turn

 **Head**

**Howl** 32 (30+2) Atk Weight ⯀⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 4

 **Telepole**

**Electrified Howl** 32 (30+2) Atk Weight ⯀⯀⯀⯀**Amt.** x  [Heads Hit] Inflict 3  next turn

 **Telepole**

**Lightning Rod** 32 (30+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 5  next turn

**Passives**

**Lightning Rod**When the Telephone Pole is hit, inflict 2  on the attacker this turn.
At 5+ , all Parts will inflict 3  on the attacker, starting next turn.
(Lasts until  reaches 0.)
When hit by a Sloth attack, the amount of  inflicted is halved. (Rounded up.)

**Lightning**While the telephone pole isn’t broken, gain 1  after an attack.
Whenever the telephone pole is hit by an attack, lose 1 .

**Breaking Pieces**When the telephone pole is Staggered or Broken, lose all .
All attacks of Alleyway Watchdog will then be canceled for the turn.

### Behavior

#### Attack Pattern

This version of Alleyway Watchdog behaves identically to the base form. Like Lv20 version, it doesn't gain  and thus doesn't use the second attack pattern.

#### Parts

The parts behave identically to the base Alleyway Watchdog, except with a lot more stagger thresholds than usual.

## Refraction Railway

**Alleyway Watchdog**

**Parts**
* Body
* Telepole
* Person
* Head

**Skills**
 **Body**

**Claw** 39 (39+0) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn

 **Body**

**Constant Voltage** 39 (39+0) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn

 **Person**

**Electromotive Pursuit** 39 (39+0) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn [Heads Hit] Inflict 4  next turn

 **Head**

**Howl** 39 (39+0) Atk Weight ⯀⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 4

 **Person**

**Electrified Howl** 39 (39+0) Atk Weight ⯀⯀⯀⯀**Amt.** x  [Heads Hit] Inflict 3  next turn

 **Telepole**

**Lightning Rod** 39 (39+0) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 5  next turn

**Passives**

**Lightning Rod**When the Telephone Pole is hit, inflict 2  on the attacker this turn.
At 5+ , all Parts will inflict 3  on the attacker, starting next turn.
(Lasts until  reaches 0.)
When hit by a Sloth attack, the amount of  inflicted is halved. (Rounded up.)

**Lightning**While the telephone pole isn’t broken, gain 1  after an attack.
Whenever the telephone pole is hit by an attack, lose 1 .

**Breaking Pieces**When the telephone pole is Staggered or Broken, lose all .
All attacks of Alleyway Watchdog will then be canceled for the turn.

### Behavior

#### Attack Pattern

This version of Alleyway Watchdog behaves near identically to the base form.

On Stage 11 of Refraction Railway, it shares the stage with a version of Headless Ichthys. While both abnormalities are alive, the two combined will use a total of 5 skills, with each using a minimum of 1. Once the Ichthys is slain, Alleyway Watchdog returns to using all 5 skills and continuing where it left off in the standard rotation.

The order of the skills are taken from their standard rotation, starting from the first slot and moving towards the right for both. For example, the standard turn 2 for each abnormality is:

Headless Ichthys - Powerful Clap, Powerful Clap, Tail Whip, Pressing Sac, Pressing Sac

Alleyway Watchdog - Constant Voltage, Constant Voltage, Claw, Claw, Claw

If the Headless Ichthys were to have 2 actions and Alleyway Watchdog were to have 3, then one would see the following rotation:

Headless Ichthys - Powerful Clap, Powerful Clap

Alleyway Watchdog - Constant Voltage, Constant Voltage, Claw

While if Headless Ichthys were to have 4 and the Alleyway Watchdog were to have 1, you would see the following rotation instead:

Headless Ichthys - Powerful Clap, Powerful Clap, Tail Whip, Pressing Sac

Alleyway Watchdog - Constant Voltage

The amount of actions each abnormality has is randomly rolled at the start of every turn. Also, just like with normal encounters, if a part is staggered when it is its turn in the skill rotation, it gets skipped entirely. For example, on Turn 3, Headless Ichthys uses the skill Blood Cannon. However, if the body is staggered, it cannot use this skill, and then the two abnormalities combined only get to use 4 of their 5 skills.

#### Parts

The parts behave identically to the base Alleyway Watchdog, except with different resistances, health pool distributions, and stagger thresholds. For example, the Telepole has less health than usual and staggers earlier, while the body is bulkier and has a lower stagger threshold.

## Original

This enemy was originally present in the Mirror of the Beginning and Mirror of Mirrors Normal difficulty, and can no longer be encountered.

**Alleyway Watchdog**

**Parts**
* Body
* Telepole
* Person
* Head

**Skills**
 **Body**

**Claw** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn

 **Body**

**Constant Voltage** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn

 **Person**

**Electromotive Pursuit** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 1  next turn [Heads Hit] Inflict 4  next turn

 **Head**

**Howl** 42 (40+2) Atk Weight ⯀⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 4

 **Person**

**Electrified Howl** 42 (40+2) Atk Weight ⯀⯀⯀⯀**Amt.** x  [Heads Hit] Inflict 3  next turn

 **Telepole**

**Lightning Rod** 42 (40+2) Atk Weight ⯀**Amt.** x  [On Hit] Inflict 2  next turn   [Heads Hit] Inflict 5  next turn

**Passives**

**Lightning Rod**When the Telephone Pole is hit, inflict 2  on the attacker this turn.
At 5+ , all Parts will inflict 3  on the attacker, starting next turn.
(Lasts until  reaches 0.)
When hit by a Sloth attack, the amount of  inflicted is halved. (Rounded up.)

**Lightning**While the telephone pole isn’t broken, gain 1  after an attack.
Whenever the telephone pole is hit by an attack, lose 1 .

**Breaking Pieces**When the telephone pole is Staggered or Broken, lose all .
All attacks of Alleyway Watchdog will then be canceled for the turn.