recursal/Fanatic-Fandom huggingface dataset:
The Primordials

> "*They came.*"
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**The Primordials** is the ninth challenge on the *Otherworldly Creatures Challenges* board. It consists of defeating a trio of Simulacrum of Uthuluc, and Sciuridaehotep and The Witness at the same time.

## Rules

Icebound Revenant is not allowed in this fight.

### Simulacrum of Uthuluc

1. Has 100 All Resistance normally, but after breaking Chitin, his effective All resistance becomes -100.
2. Progress towards breaking Chitin can only be made by dealing 4 critical hits, once each time Simulacrum of Uthuluc acts, meaning that you have to spend 4 turns breaking Chitin. In addition, progress cannot be made if Simulacrum of Uthuluc is stunned in-between critical hits.
3. Uthuluc's damage doubles every time its chitin is broken.
4. Chitin can only be broken 4 times before it becomes impervious to any further attempts to breaking.
5. Simulacrum of Uthuluc gains +120 BPD for 2 turns every 3 turns.
6. Gains +200 Bonus after 16 turns.

### Sciuridaehotep and The Witness

1. The Witness grants Sciuridaehotep +150 to Melee, Pierce, or Magic for 2 turns on rotation.
	* The turn order for these are Magic -> Pierce -> Melee.
	* The Witness **does not** need to be defeated.
2. Sciuridaehotep must be defeated 3 times.
3. Sciuridaehotep can randomly add cooldown to all skills that ignores hitcheck.
4. Sciuridaehotep purges target's status effects every 2 turns on its first life which ignores hit check.
	* This becomes every other turn after its first life.
5. On its last life, Sciuridaehotep will nuke every 5 turns, purging all effects **before** dealing damage.
6. Sciuridaehotep reflects 150% of direct damage if stunned.

## Turn Order

Simulacrum of Uthuluc -> The Witness -> Sciuridaehotep

## Equipment

Simulacrum of Uthuluc deals ??? (Void) Magic damage, while Sciuridaehotep deals Good Magic damage. All resistance and Magic defenses are suggested.

## Strategy

* Simulacrum of Uthuluc should be defeated first, as Sciuridaehotep only becomes threatening if you deal damage to it.
* If you get bad luck and can't get consistent crits to break Uthuluc's Chitin, you can use Dragon's Primal and/or Nova for free crits.
* As Sciuridaehotep's nuke purges before dealing damage, the only way to mitigate it is by using debuffs.

## Classes

* Due to Uthuluc's Chitin mechanic, classes with either high hitcount, or ways of increasing their Crit will have more reliable runs.
* Ranger has an easy time with this fight, as not only does it have Spotter to make your next attack an autocrit, it has +Bonus in the form of Tracker, and deals two types of damage to softly ignore Sciuridaehotep's shields.
Oratath

> "*The great holy dragon Oratath!*"
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**Oratath** is the fourth challenge on the *Dragon Challenges* board. It appears alongside Gelunguis and Trigoras in Triple Trouble.

## Attacks

All of Oratath's attacks deal Good damage.

1. Oratath approaches its target and drills it with its horn.
	* *Mystical energies surround Oratath!*
	* Applies 'Holy Shield' for 3 turns.
		+ +180 Block/Parry/Dodge.
		+ Retaliates 75% of Oratath's base damage, halving each time.
	* Attacks for 4 hits of 100% Good Melee damage (400% total).
2. Oratath approaches its target and drills it with its horn.
	* Attacks for 4 hits of 100% Good Melee damage (400% total).
3. Oratath approaches its target and drills it with its horn.
	* *Blinded by Oratath's light!*
	* Attacks for 4 hits of 100% Good Melee damage (400% total).
	* Inflicts 'Blind' for 4 turns.
		+ -40 Bonus.
4. Oratath approaches its target and strikes it with its horn.
	* *Oratath regenerates!*
	* Heals itself for 50% of its maximum HP.
	* Attacks for 1 hit of 100% Good Melee Damage.
5. Oratath approaches its target and strikes it with its horn.
	* Attacks for 1 hit of 300% Good Melee Damage.

## Rotation

Oratath's attacks have pseudo-cooldowns and follow a priority sequence:

* Attack 1 has a cooldown of 6 turns.
* Attack 2 has no cooldown, but only has a 50% chance to be used.
* Attack 3 has a cooldown of 10 turns.
* Attack 4 has a cooldown of 20 turns.
* If none of its other attacks are available, Oratath will use Attack 5. This attack does NOT reduce cooldowns.
Teacher and Student

> "*Teaching each other, learning from each other. Nothing can stand in their path.*"
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**Teacher & Student** is the seventh challenge on the *Change of Heart* board. It consists of defeating a duo of Warlic and Nythera at the same time.

## Rules

### Warlic

1. Warlic will nuke if his target has low defenses.
2. Warlic can apply a powerful retaliating shield and copy his target's All resistance.
3. Warlic will overload after hitting 100 MP, growing in strength but stunning himself for the turn and removing his other buffs.

### Nythera

1. Nythera has 3 rotations/phases dependent on HP thresholds, becoming more dangerous as the fight goes on.
2. Nythera will repeatedly purge herself of debuffs in phase 1/3.
3. Nythera is Deathproof during phase 2.
4. Nythera opens phase 2/3 with a 3-turn stun.
Myths of Aspenvale

> "*The fiend and the savior.*"
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**Myths of Aspenvale** is the third challenge on the *Dreamspace2* Challenges board. It consists of defeating a duo of the Mega Fluffy Tog and The AdventureFiend at the same time.

## Rules

### Mega Fluffy Tog

1. The Mega Fluffy Tog is permanently Deathproof.
2. The Mega Fluffy Tog takes 75% less direct damage and always deals 100% damage above 75% HP.
3. The Mega Fluffy Tog becomes immune to **all** direct damage when it drops below 75% HP, and changes rotation.
	* Any direct damage that would take it below 75% HP before its damage reduction will be negated.
	* DoTs are the **only** way to deal damage once it goes below 75% HP.
4. The Mega Fluffy Tog regenerates heals 10% of its maximum HP and nukes every 4 turns while below 75% HP.

### The AdventureFiend

1. The AdventureFiend automatically gains +600 Melee/Pierce/Magic if hit more than two times in a turn.
2. The AdventureFiend stacks Focus (a Boost/Bonus buff) on rotation, which can be reset if it receives 20 hits. Note that this is moderately difficult to do because of the +600 MPM reaction.
3. If the AdventureFiend does not successfully land a direct hit, it will gain an extra stack of Focus and use a powerful attack with +200 Bonus and +200 Crit, punishing shields and blinds.

## Equipment

* Having a weapon special that applies a DoT on hit will help speed up this fight.
* Vaal's Ego is an extremely useful trinket to have, as it's a 99 turn DoT that any class can use.

## Strategy

* The AdventureFiend should be defeated first, as the Mega Fluffy Tog doesn't do anything until it drops below 75% HP.
* As the AdventureFiend nukes and grows stronger if it misses, the best way to mitigate its damage is with -Boost or passive healing.

## Class

* Due to the mechanics of both monsters, classes that fall into any of these three categories should be avoided:
	+ Classes without strong DoTs.
	+ Classes with high hitcount.
	+ Classes that rely on shields/blinds to mitigate damage.
* Ranger is the best class for this fight, as it has low hitcount for AdventureFiend, as well as having an extremely powerful DoT for Mega Fluffy Tog.
	+ Ranger is also notable for being able to fish for the Legendary Aww Weapon special using its double turns, which essentially ends the fight if it procs due to its enormous DoT.
* Necromancer is another good class for this fight, as it has plenty of DoTs, can bait out the AdventureFiend's reaction, and has ways of mitigating incoming damage without triggering the AdventureFiend's enrage.
* Kathool Adept is also an excellent class to use, as Kathool's massive damage will make short work of AdventureFiend, and it has an extremely powerful DoT in the form of Migraine, along with Writhe and Corrupt to help turtle out the Mega Fluffy Tog.
Samaranth

**Samaranth** is the Celestial miniboss monster in The Antechamber of The Exaltia Tower. Its Infernal counterpart is Mahanaem.

## Attacks

All of Samaranth's attacks deal Melee/Pierce/Magic damage, depending on its target's weakest **combined defense** stat (Avoidance + Defense).

1. Samaranth raises its arm and creates a barrier.
	* *The Celestial mirrors a portion of your defense and avoidance!*
	* Heals itself for 2.5% of its maximum HP.
	* Applies 'Celestial Mirror' for 2 turns.
		+ +X/Y/Z Melee/Pierce/Magic.
		+ +A/B/C Block/Parry/Dodge.
		+ Buff values are equal to 50% of its target's corresponding defense stat, ignoring LUK.
	* Attacks for 1 hit of 100% Good damage.
2. Samaranth approaches its target and slashes it thrice.
	* Attacks for 6 hits of 100% Fear damage (600% total).
3. Samaranth approaches its target and slashes it.
	* Attacks for 2 hits of 100% Good damage (200% total).
4. Samaranth approaches its target and slashes it.
	* Heals itself for 2.5% of its maximum HP.
	* Attacks for 2 hits of 100% Good damage (200% total).
5. Samaranth approaches its target and slashes it twice.
	* Attacks for 4 hits of 100% Fear damage (400% total).

## Rotation

Samaranth's attack rotation is (1 or 2)\* -> 3 -> 4 -> 5 -> repeat.

* If Samaranth's target has any Avoidance/Defense stat where [Stat + 20] > [Samaranth's Bonus], Attack 1 is used.
* Otherwise, Attack 2 is used.

## Mechanics

This monster's stats are modified by choices made while ascending The Exaltia Tower.

## Resistances

* All: 10
* Evil: 15
* Good: 15
* Immobility: 50
* Shrink: 200
Platinum Cabit

> "*After that Cabit!*"
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The **Platinum Cabit** is the second challenge on the *Otherworldly Creatures Part 2* board. It appears alongside the Kittypillar in In Wanderland.

## Attacks

1. The Platinum Cabit focuses energy, and then headbutts its target.
	* Applies 'Absorbing Reflections' for 1 turn.
		+ -20 All.
		+ +20 Health.
	* Attacks for 1 hit of 200% Silver Magic damage.
2. The Platinum Cabit headbutts, kicks, and/or pounces at its target.
	* Attacks for X hits of damage.
		+ X is based on the number of hits taken while 'Absorbing Reflections' is active (see Mechanics).
3. The Platinum Cabit blasts its target with a massive energy beam.
	* Attacks for 18 hits of 55.55% Silver Magic damage (1000% total).
4. The Platinum Cabit focuses a pillar of energy on its target.
	* Attacks for 1 hit of 300% Silver Magic damage, with +400 Crit.
	* Inflicts 'Searing Moonlight' for 4 turns, a 25% Silver DoT.
5. The Platinum Cabit headbutts its target.
	* Attacks for 1 hit of 200% Silver Magic damage.
	* Inflicts 'Silver Helmbreaker', a 3-turn stun.
	* If the hit connects, heals for 5% of its maximum HP (665).
6. The Platinum Cabit focuses energy.
	* If the Platinum Cabit's has a lower HP% than its target, sets its target to the same HP% as itself.
		+ *The Platinum Cabit's fur shines, reflecting its wear on you!*
	* Has no effect if the Platinum Cabit's has a greater or equal HP% than its target.
		+ *The Platinum Cabit's fur shines, but nothing happens...*
7. The Platinum Cabit focuses a pillar of energy on its target.
	* Attacks for 1 hit of 200% Silver Magic damage.
	* Inflicts 'Become the Hunted' for 3 turns.
		+ -80 Melee/Pierce/Magic.

## Rotation

* The Platinum Cabit's rotation is 1 -> (2 OR 3) -> 4 -> 5 -> 6 -> 7 -> 3 -> Repeat.
	+ If the Platinum Cabit does not receive direct damage from the player while affected by 'Absorbing Reflections', it uses Attack 3 instead of Attack 2.

## Mechanics

### Platinum Camo

* The Platinum Cabit applies 'Platinum Camo' for 3 turns at the start of every turn.
	+ +15X Melee/Pierce/Magic.
		- X is equal to the number of effects active on itself besides 'Platinum Camo'.

### Platinum Reflection

* While affected by 'Absorbing Reflections':
	+ The Platinum Cabit keeps tracks of the number of hits and total direct damage it receives from the player.
	+ Upon using Attack 2, it will attack for the same number of hits it received, totaling the same amount of damage it took.
		- The element and damage type is the same as the last hit it receives.
	+ In addition, Attack 2 will attempt to inflict all hitcheck effects that it was inflicted with.
		- Each effect reflected is represented by a separated 'Reflected X' effect that lasts Y turns.
			* X is the original effect name.
			* Y is the duration of the original effect.
		- The only exception to this are Archivist effects provided by Empowerments. As of writing, it is not known if this is intended.
* If the Platinum Cabit does not take any direct damage from the player before the effect expires, it will use Attack 3.

## Resistances

* Silver: 100
* Shrink: 300
* Immobility: 300
* Metal: 30
Stalagbite

> "*What a chunky Dragon.*"
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**Stalagbite** is the eighth challenge on the *Lords of Chaos* board. It appears alongside Vath in Chaotic Dragonbond.

## Attacks

All of Stalagbite's attacks deal ??? (Void) damage.

1. Stalagbite breathes chaos flames at its target.
	* Attacks for 3 hits of (100 + 20X)% ??? Magic damage ((300 + 60X)% total).
		+ X is the number of times Attack 5 has been used.
	* Inflicts 'Chaos Burn' for 3 turns, a 100% ??? DoT.
2. Stalagbite empowers itself.
	* *Stalagbite's scales harden!*
	* Applies 'Crystallized Scales' for 2 turns.
		+ +50 All.
		+ -50 Health.
3. Stalagbite claws its target.
	* Attacks for 1 hit of (100 + 20X)% ??? Magic damage.
		+ X is the number of times Attack 5 has been used.
4. Stalagbite breathes a chaos wave at its target.
	* Attacks for 2 hits of (100 + 20X)% ??? Magic damage with +200 Crit ((200 + 40X)% total).
		+ X is the number of times Attack 5 has been used.
5. Stalagbite empowers itself.
	* *Stalagbite's crystals regrow!*
	* Heals himself for 20% of its maximum HP (2088).

## Rotation

* Stalagbite's attack rotation is 1 -> 2 -> 3 -> 4 -> 3 -> 1 -> 3 -> 5 -> repeat.

## Mechanics

### Vath

* Stalagbite has additional mechanics while paired with Vath in Chaotic Dragonbond.
	+ The first time Vath takes direct damage, Stalagbite applies 'Chaos Scale' for 999 turns inclusive.
		- *'Brace yourself, Stalagbite!'*
		- +150 Melee/Pierce/Magic.
	+ If Vath is defeated, Stalagbite applies 'Chaos Rage' for 999 turns inclusive whenever it acts.
		- *'Vath, no!'*
		- +100 Boost.
		- In addition, each of Stalagbite's attacks gain +100% base damage.

## Resistances

* Shrink: 300
* Immobility: 300
Mahanaem

**Mahanaem** is the Infernal miniboss monster in The Antechamber of The Exaltia Tower. Its Celestial counterpart is Samaranth.

## Attacks

All of Mahanaem's attacks deal Melee/Pierce/Magic damage, depending on its target's weakest **combined defense** stat (Avoidance + Defense).

1. Mahanaem approaches its target and slashes it.
	* Heals itself for 2.5% of its maximum HP.
	* Applies 'Honed' for 5 turns.
		+ +50 Crit.
	* Applies 'Sharpened' for 5 turns.
		+ +50 Bonus.
	* Attacks for 1 hit of 100% Evil damage.
2. Mahanaem raises its arm and binds its target with chains.
	* *Infernal Chains!*
	* Applies 'Forged' for 4 turns.
		+ +100 Melee/Pierce/Magic.
	* Attacks for 1 hit of 100% Evil damage.
	* Inflicts 'Locked' for 2 turns, a stun.
3. Mahanaem approaches its target and slashes it.
	* Attacks for 1 hit of 150% Evil damage.
4. Mahanaem approaches its target and slashes it.
	* Heals itself for 2.5% of its maximum HP.
	* Attacks for 1 hit of 150% Fear damage.
5. Mahanaem approaches its target and slashes it twice.
	* Attacks for 2 hits of 150% Fear damage (300% total).

## Rotation

Mahanaem's attack rotation is (1 or 2)\* -> 3 -> 4 -> 5 -> repeat.

* If Mahanaem's target has any Avoidance/Defense stat where [Stat + 20] > [Mahanaem's Bonus], Attack 1 is used.
* Otherwise, Attack 2 is used.

## Mechanics

This monster's stats are modified by choices made while ascending The Exaltia Tower.

## Resistances

* All: 10
* Evil: 15
* Good: 15
* Immobility: 50
* Shrink: 200
Lust

> "*Before you stands Lust, an artificial Elemental Spirit born of Pandora's longing.*"
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**Lust** is the fourth challenge on *The Corrupted Seven* challenge board. She appears alongside 2 Desirelings.

## Attacks

### Lust

All of Lust's attacks deal Fire damage.

1. Lust engulfs herself in flames.
	* *'Burn with me.'*
	* Applies 'Dance of Lust' for 10 turns.
		+ +120 Block/Parry/Dodge.
2. Lust approaches her target and blows a heart at it.
	* Attacks for 1 hit of 200% Fire Pierce damage.
	* Inflicts 'Lured' for 1 turn inclusive.
		+ -100 All.
		+ +100 Health.
3. Lust binds her target with chains.
	* Attacks for 5 hits of 200% Fire Pierce damage (1000% total).
4. Lust engulfs herself in flames.
	* *'Join me.'*
	* Applies 'Dance of Allurement' for 10 turns.
		+ +100 Bonus.
5. Lust approaches her target and blows a heart at it.
	* If any Desirelings have been defeated, revives them with 99,999 HP.
		+ *'Come back to me, little Desireling.'*
	* Attacks for 1 hit of 200% Fire Pierce damage.
	* Inflicts 'Lured' for 1 turn inclusive.
		+ -100 All.
		+ +100 Health.

### Desireling

All of the Desireling's attacks deal Fire damage.

1. The Desireling approaches its target and headbutts it.
	* Attacks for 1 hit of 100% Fire Magic damage.
	* If Lust is affected by 'Dance of Lust', this attack gains +75% damage per hit.
	* If Lust is affected by 'Dance of Allurement', this attack gains +75% damage per hit.
	* If Lust is affected by both 'Dance of Lust' and 'Dance of Allurement', this attack gains +50 Bonus and +400 Crit.
		+ *The Desireling goes into a frenzy!*

## Rotation

Lust's attack rotation is 1 -> 2 -> 3 -> 4 -> 5 -> repeat.

Desirelings always use Attack 1.

## Mechanics

* Lust permanently reflects 50% of all direct damage taken.
	+ *You're burned by the flames of Lust!*

## Resistances

### Lust

* Immobility: 200
* Shrink: 200
Snugglebear

**Snugglebear** is the first Hero's Heart Day class. It is available year-round if you managed to hunt down a Snugglebear Helm (low drop rate from certain quests). Clicking the helmet will equip the class.

## Skills

* Party All Night!
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.

* Struck by Love
	+ 0 MP, 2 CD
	+ Attacks for 1 hit of 20% damage.
	+ Inflicts 'Stricken' for 10 turns, a 10-15 DoT.

* Funky Feet
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.

* Share the Love
	+ 0 MP, 0 CD
	+ Attacks all enemies for 1 hit of 100% damage.

* Hearly Groove
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.

* Happy Dance
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.

* Heart Attack
	+ 30 MP, 0 CD
	+ Attacks for 1 hit of 100% Pierce Metal damage.

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.
Sir Bearginion

> "*You face Sir Bearginion the 3rd, Most Honorable Duelist of the Western Deepwoods, also known as One Punch Bear, also known as your downfall.*"
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**Sir Bearginion** is the second challenge on the *Otherworldly Creatures Challenges* board. He appears alongside Leorilla in Weird Duo.

## Attacks

All of Sir Bearginion's attacks deal Nature damage.

1. Sir Bearginion approaches his target and unleashes a flurry of punches on it.
	* Attacks for 6 hits of 100% Nature Pierce damage (600% total) with +50 Bonus.
2. Sir Bearginion approaches his target before kicking and punching it.
	* Attacks for 4 hits of 125% Nature Pierce damage (500% total).
3. Sir Bearginion approaches his target and unleashes a flurry of punches on it.
	* *You dare change equipment while in battle with Sir Bearginion the 3rd?*
	* Automatically inflicts 'Dishonorable' for 1 turn, a NaN DoT equal to 4x the player's maximum HP.
	* Attacks for 6 hits of 100% Nature Pierce damage (600% total).
4. Sir Bearginion approaches his target and unleashes a flurry of punches on it.
	* *Sir Bearginion the 3rd, Most Honorable Duelist of the Western Deepwoods fights only honorable duels!*
	* Automatically inflicts 'Dishonorable' for 1 turn, a NaN DoT equal to 4x the player's maximum HP.
	* Attacks for 6 hits of 100% Nature Pierce damage (600% total).

## Rotation

* Sir Bearginion normally randomly uses Attack 1 or Attack 2.
* Changing equipment after Sir Bearginion's first turn results in him using Attack 3.
* If a pet is active when he acts, Sir Bearginion will use Attack 4.

## Mechanics

### Most Honorable Defense

* Sir Bearginion applies 'Most Honorable Defense' for 5 turns at the start of every turn.
	+ +30 X.
		- X is the last element it received direct damage from.

### Omae Wa Mou Shindeiru

* If his target is below 40% HP, Sir Bearginion will automatically inflict 'Omae Wa Mou Shindeiru' for 1 turn, a 0-0 NaN DoT.
	+ *Sir Bearginion goes for a killing blow. Your health is too low to withstand this for much longer!*
	+ If 'Omae Wa Mou Shindeiru' was purged and his target is still below 40% HP, Sir Bearginion will reapply it the next time he acts.
* If 'Omae Wa Mou Shindeiru' expires, it is replaced by 'NANI?!?', a NaN DoT equal to 4x the player's current HP.
* Healing above 40% HP will remove 'Omae Wa Mou Shindeiru'.
	+ *You shrug off the effects of Sir Bearginion's attack!*

## Resistances

* Immobility: 200
* All: 20
Masters of Wind

> "*Masters of the element of Wind, here to sweep you away!* "
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**Masters of Wind** is the third challenge on the *Displaced Fates 2* board. It consists of defeating a duo of Thyton and Greg at the same time.

## Rules

### Thyton

1. Thyton will have 1 of 2 status effects, either East Wind or West Wind, active at all times. During East Wind, he gains a large +MPM buff the first time he is hit each turn. During West Wind, he gains a large +MPM buff until an attack misses him for the first time each turn.
2. Thyton applies Runic Blades, a stacking +Boost/Bonus/Crit buff that increases if he landed an attack during his previous action.
	* If Runic Blades would gain its 5th stack, instead Thyton performs an attack before his regular attack that does significant damage and switches between East Wind and West Wind.
3. If the first hit of his rotation misses, Thyton attempts to inflict -All and later applies a significant +Boost/Bonus/Crit buff instead of healing.

### Greg

1. Greg switches between two rotations, Nimble and Steel.
2. Each time Greg is hit or lands a hit, and at the start of his turn, he gains power, up to a maximum of 9000.
	* If Greg's power is over 9000, he uses an attack and switches between the two rotations. These attacks get stronger each time they are used.
3. In his Nimble rotation, Greg gains stacking +MPM and +Bonus based on his power.
4. In his Steel rotation, Greg gains stacking damage resistance, +Boost, and +Crit based on his power.

## Equipment

* Both bosses deal Wind damage, so having equipment with Wind resistance will be useful for the fight.
	+ Greg does Metal damage during his Steel rotation, so consider switching back to a general All resist set during that time.
	+ \* The Flight Signet (VI or VII) ring is especially useful here, as it provides both +10 Metal and +10 Wind.
* Both bosses get large +MPM boosts, making Lance of Awethur's On-Hit weapon special very useful for this fight.

## Strategy

* Both bosses have the ability to gain large amounts of +Bonus as well as +MPM. Make sure to have counterplay ready for this - other forms of defense, like -Boost and +All are recommended.
* Thyton's East Wind and West Wind mechanic makes him very difficult to meaningfully damage. If you can't buff your Bonus or reduce Thyton's MPM enough to hit him consistently, try to keep him in the wind that hinders you less.
* It is generally safer to leave Greg in his Nimble rotation, where he deals less damage and generates minimal power.
* Well-timed shields are very important for this fight; shields will somewhat slow Thyton down from stacking Runic Blades quickly, and Greg will constantly be trying to inflict a troublesome -All debuff.
Sinnocence the Undying

> "*The enigmatic- the undying- Sinnocence!*"
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**Sinnocence the Undying** is the first challenge on the *Unfortunate Souls* Challenges board.

## Attacks

All of Sinnocence the Undying's attacks deal Light or Darkness damage.

1. Sinnocence the Undying approaches its target and strikes it with its Blinding Light of Destiny.
	* *Be... purified by my light!*
	* Attacks for 1 hit of 100% Light Melee damage.
	* Inflicts 'Blinding Light' for 2 turns, a 100% Light DoT.
2. Sinnocence the Undying approaches its target and strikes it with its Necrotic Sword of Doom.
	* *Doom! Doom! Hahaha!*
	* Attacks for 1 hit of 100% Darkness Melee damage.
	* Inflicts 'Doomed' for 2 turns, a 100% Darkness DoT.
3. Sinnocence the Undying approaches its target and strikes it repeatedly with both weapons.
	* Attacks for (3 + X) hits of 100% Light/Darkness Melee damage ((300 + 100X)% total).
		+ X is equal to the number of times Sinnocence has healed itself, capped at 50.
4. Sinnocence the Undying approaches its target and strikes it with both weapons.
	* *Hold... still...*
	* Attacks for 2 hits of 100% Darkness and Light Melee damage (200% total).
	* Inflicts 'Dazed' for [1 + X / 2] turns rounded down, a stun.
		+ X is equal to the number of times Sinnocence has healed itself, capped at 50.

## Rotation

Sinnocence the Undying's attack rotation is 1 -> 2 -> 3 -> 4 -> 3 -> repeat.

## Mechanics

* If Sinnocence the Undying is below 50% HP (7555) at the start of its turn, it will heal itself for 1000% of its maximum HP.
	+ *Sinnocence recovers... but seems to be losing control.*
	+ Each time Sinnocence the Undying heals itself, it applies 'Losing Control' for the next 99 turns.
		- -20X All.
		- X is equal to the number of times Sinnocence has healed itself, capped at 50.
		- Resistance does not update until his next turn.
* If Sinnocence the Undying receives a hit while the player has a 'of Doom' or 'of Destiny' weapon equipped, it will regenerate 200% of the damage taken.
	+ *Sinnocence's body absorbs the damage from your Doom and Destiny weapons!*

## Resistances

* Immobility: 200
* Light: 50
* Darkness: 50
* Good: 20
* Evil: 20
Sporca

> "*The legendary and somewhat odd Sporca! Flee!*"
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**Sporca** is the first challenge on the *Dreamspace Challenges* board. It appears alongside Mega Meowphant in Dream Duo.

## Attacks

All of Sporca's attacks deal Fear damage.

1. Sporca approaches its target and scratches it with its claws.
	* Attacks for 1 hit of 100% Fear Pierce damage.
	* Inflicts 'Bleeding' for 10 turns, a 50% Poison DoT.
2. Sporca approaches its target and scratches it with its claws.
	* Attacks for 1 hit of 100% Fear Pierce damage.
	* Inflicts 'Sporca Venom' for 10 turns, a 50% Poison DoT.
3. Sporca approaches its target and scratches it with its claws.
	* Attacks for 1 hit of 100% Fear Pierce damage.
	* Inflicts 'Sporca Toxin' for 10 turns, a 50% Poison DoT.
4. Sporca approaches its target and scratches it with its claws.
	* Attacks for 1 hit of 100% Fear Pierce damage.
	* Inflicts 'Sporca Clawed' for 10 turns, a 50% Poison DoT.
5. Sporca approaches its target and scratches it with its claws.
	* Attacks for 1 hit of 100% Fear Pierce damage.
	* Inflicts 'Sporca Bitten' for 10 turns, a 50% Poison DoT.
6. Sporca approaches its target and scratches it with its claws.
	* Attacks for 1 hit of 100% Fear Pierce damage.
	* Inflicts 'Sporca Pierced' for 10 turns, a 50% Poison DoT.
7. Sporca approaches its target and pierces through it.
	* Attacks for 1 hit of (300 + 50X)% Fear Pierce damage with +150 Bonus.
		+ X is the number of DoTs/HoTs active on its target.

## Rotation

Sporca's attack rotation is 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> 7 -> repeat.

## Mechanics

* If Sporca is below 50% HP (1854) at the start of its turn, it will permanently increase its maximum base damage range by 56.25%. This stacks multiplicatively with previous turns.

## Resistances

* Shrink: 200
* Immobility: 200
Ninja Monkey

**Ninja Monkey** is a joke class from the Pirate vs Ninja Monkey War of 2008. The war can still be accessed via Time Travel Fairies Time Tours in Falconreach.

## Skills

* CharliesNinjas
	+ 15 MP, 14 CD
	+ Attack for 1 hit of 100% damage, with +200 Crit.

* Knife Toss
	+ 20 MP, 2 CD
	+ Attacks all enemies for 1 hit of 100% Pierce damage.

* BananaStar
	+ 0 MP, 2 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Mush' for 10 turns, a 3-5 Nature DoT.

* Shin Strike!
	+ 10 MP, 1 CD
	+ Attacks for 1 hit of 120% weapon + 100% stat damage.

* Attack
	+ 0 MP, 0 CD
	+ ***Cannot use On-Demand specials.***
	+ Attacks for 1 hit of 100% damage.

* Defend
	+ 35 MP, 3 CD
	+ Applies 'Block +80%' for 2 turns inclusive.
		- +80 Block.

* Heal
	+ 35 MP, 3 CD
	+ Heals the player for 20% of their maximum HP.

* Smoke Bomb
	+ 20 MP, 4 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Stun' for 2 turns, a stun.

## Rotation

Smoke Bomb -> Heal -> 3x filler -> Repeat.

## Strategy

Don't use this class, it's just a joke class and is absolutely terrible. It has a strong heal on low CD as the one thing going for it though, and its stun is okay considering its cooldown as well. The rest is absolute trash.
The Spiral of Creation

> "*Ascend this mysterious displaced tower, filled with unbound elementals, celestials, infernals, and warbeasts. What awaits you at the top?*"
>
>
>

**The Spiral of Creation** is the second stage of The Exaltia Tower. It is preceded by The Antechamber and followed by The Reliquary. Rather than being a single challenge fight, the Spiral of Creation is a test of attrition, comprising of multiple tower floors.

The stages of the Spiral of Creation feature the following:

* Trade-off: At the start of each floor, the player is given a choice between two ways to augment the tower. Each choice may be beneficial or detrimental, and may contain a secondary trade-off.
* Minion monsters
* Miniboss
* Boss

## Attacks

Augahims and Unbound Mana Elementals populate the floors of the Spiral of Creation.

### Augahim

All of Augahim's attacks deal Good damage.

1. Augahim approaches its target and punches it twice.
	* Attacks for 2 hits of 100% Good Melee damage (200% total).
2. Augahim lifts a boulder and throws it at its target.
	* Attacks for 1 hit of 100% Good Melee damage.
	* Inflicts 'Crushed' for 5 turns inclusive.
		+ -20 All.
		+ +20 Health.
3. Augahim summons a flurry of pink chains to bind its target.
	* Attacks for 3 hits of 25% Good Melee damage (75% total).
	* Inflicts 'Chained' for 1 turn, a stun.
4. Augahim approaches its target and unleashes a flurry of punches at it.
	* Attacks for 12 hits of 100% Good Melee damage (1200% total).

### Unbound Mana Elemental

All of the Unbound Mana Elemental's attacks deal Fear damage.

1. The Unbound Mana Elemental approaches its target and slices it.
	* Attacks for 1 hit of 100% Fear Magic damage.
2. The Unbound Mana Elemental approaches its target and blasts it with magic.
	* Attacks for 3 hits of 25% Fear Magic damage (75% total), damaging MP instead of HP.

### Vayhu (miniboss)

A monster with high natural defenses and a stacking Wind DoT.

### Couerihem (boss)

A Warbeast whose attacks and abilities depend on how often it successfully hits its target.

## Rotation

Augahim's normal attack rotation is 1 -> 2 -> 3 -> 4 -> 4 -> repeat.

* If Augahim misses both hits of Attack 1, it will replace Attack 2 and Attack 3 with Attack 4.
* If Augahim misses the *second* hit of Attack 1, it will replace Attack 3 with Attack 4, whether or not Attack 2 was successful.

The Unbound Mana Elemental randomly uses Attack 1 or Attack 2.

## Resistances

### Augahim

* Evil: 50
* Good: 50
* Immobility: 25
* Shrink: 200

### Unbound Mana Elemental

* Immobility: 20
* Nature: -30
* Metal: -20
* All: 10
Simulacrum of Kathool

> "*Face the Simulacrum of Kathool. It... is a simulacrum, right?*"
>
>
>

The **Simulacrum of Kathool** is the sixth challenge on the *Dreamspace Challenges* board. It appears alongside Archdryad Malydrys and Argus Skywatcher in Dominion of Dreams.

## Attacks

All of the Simulacrum of Kathool's attacks deal ??? (Void) damage.

1. The Simulacrum of Kathool spits ink at its target.
	* Attacks for 3 hits of 100% ??? Magic damage (300% total).
	* Inflicts 'Inked' for 2 turns inclusive.
		+ -50 Bonus.
		+ -50 All.
		+ +50 Health.
2. The Simulacrum of Kathool's eyes flash red.
	* *Come. Join.*
	* Automatically adds 2 turns of cooldown to all of its target's skills besides trinkets and On-Demands.
	* Attacks for 1 hit of 100% ??? Magic damage.
3. The Simulacrum of Kathool strikes its target with its tentacles.
	* Attacks for 2 hits of 100% ??? Magic damage (200% total).
	* If the player's MP is below 50%, this attack inflicts 'Shattered Focus' for 2 turns, a stun.
		+ *Focus. Break.*
4. The Simulacrum of Kathool's eyes flash red as it drains energy from its target.
	* *Cleanse. Heal.*
	* Purges itself of all status effects.
	* Heals itself for (2X)% of its maximum HP.
		+ X is equal to the number of status effects purged.
	* Attacks for 1 hit of 100% ??? Magic damage.
5. The Simulacrum of Kathool strikes its target with its tentacles.
	* Attacks for 2 hits of 100% ??? Magic damage (200% total).
6. The Simulacrum of Kathool summons water elf spirits to attack its target.
	* *Rise. Serve. Destroy.*
	* Attacks for 7 hits of 400% ??? Magic damage (2800% total).

## Rotation

The Simulacrum of Kathool's normal attack rotation is 1 -> 2 -> 3 -> 4 -> 5 -> repeat.

* If the Simulacrum of Kathool is below 20% HP (3191), it will pause its rotation to use Attack 6.

## Mechanics

* If the Simulacrum of Kathool receives a hit while its attacker is above 50% HP, it will regenerate 200% of the damage taken.
	+ Pets are completely unable to inflict direct damage.

## Resistances

* Fear: 25
* Evil: 25
* Good: 25
* Light: 25
* Darkness: 25
* Energy: -10
* Water: 50
* Shrink: 300
In Wanderland

> "*Wherever these creatures come from, it's not anywhere you've heard of.*"
>
>
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**In Wanderland** is the third challenge on the *Otherworldly Creatures Part 2* board. It consists of defeating a quintet of the Kittypillar, three Volatile Bubbles and the Platinum Cabit at the same time.

## Rules

### Kittypillar

* First attack of the rotation inflicts a strong dot. The strength of the dot depends how many times Kittypillar hit you on that attack.
* Increases it's Boost and Bonus every turn, is lowered whenever it's hit.
* Will destroy the Volatile Bubbles during it's rotation for two turns.

### Volatile Bubbles

* Will change colors whenever you hit them.
* When destroyed, will either inflict buffs or heal you if they all were same color, or deal damage and debuff you if not.
	+ Damage taken from the destroyed Bubbles will **not** defeat you.

### The Platinum Cabit

* If on your second turn, you don't deal damage on Cabit it will use it's nuke attack.
* Cabit's avoidance will increase the more effects it has.
* If it does, the Cabit's second attack will copy the element and damage type of the last hit that landed and will attack for the same number of hits it received, totalling the same amount of damage it took.
	+ Cabit will also attempt to inflict all hitcheck effects that it was inflicted with.
* During it's rotation, Cabit will lower your HP% to be equal to it's, if it's higher than what Cabit has.

## Turn Order

The Kittypillar -> 3 Volatile Bubbles -> The Platinum Cabit

## Equipment

* Since the Kittypillar deals Poison damage and the Platinum Cabit mostly deals Silver damage, it's best to focus on All resistance.
	+ If Kittypillar's DoT starts to feel too strong, Honda's Legacy trinket gives 10 Poison resistance.

## Strategy

* The Kittypillar is more threatening foe out of the two so it should be focused on first. If you don't manage to defeat it while Volatile Bubbles are destroyed, focus on Platinum Cabit first before Volatile Bubbles, as they don't do any harm for you.
The Warden

**The Warden** is the boss monster in The Reliquary of The Exaltia Tower.

## Attacks

All of The Warden's attacks deal Fear damage.

1. The Warden hurls its bell at its target.
	* Attacks for 1 hit of (200 + 10X)% Fear Pierce damage.
		+ X is equal to the number of times Attack 1 has been used.
	* If this attack is successful, adds 2 turns of cooldown to all of its target's skills besides trinkets and On-Demands.
		+ *The bell's sound resonates through your head!*
2. The Warden rings its bell several times.
	* Attacks for 7 hits of (30 + 2X)% Fear Pierce damage ((210 + 14X)% total).
		+ X is equal to the number of times Attack 1 has been used.
	* Inflicts 'Stun' for 2 turns, a stun.
3. The Warden screams.
	* Attacks for 6 hits of (30 + 2X)% Fear Pierce damage ((180 + 12X)% total).
		+ X is equal to the number of times Attack 1 has been used.
	* Inflicts 'Cry of Order' for 3 turns inclusive.
		+ -100 Melee/Pierce/Magic.
4. The Warden flutters its wings and chitters loudly.
	* Attacks for 8 hits of (30 + 2X)% Fear Pierce damage ((240 + 16X)% total).
		+ X is equal to the number of times Attack 1 has been used.
	* Inflicts 'Shaken' for 2 turns.
		+ -100 Bonus.
5. The Warden screams.
	* Attacks for 6 hits of (30 + 2X)% Fear Pierce damage ((180 + 12X)% total).
		+ X is equal to the number of times Attack 1 has been used.
	* Inflicts 'Cry of Frustration' for 2 turns.
		+ -50 Boost.
6. The Warden hurls its bell at its target.
	* Attacks for 1 hit of (30 + 2X)% Fear Pierce damage.
		+ X is equal to the number of times Attack 1 has been used.
	* Inflicts 'Bell of Harmony' for 3 turns inclusive.
		+ -10 All.
		+ +10 Health.
7. The Warden screams.
	* Attacks for 6 hits of (30 + 2X)% Fear Pierce damage ((180 + 12X)% total) with +400 Crit.
		+ X is equal to the number of times Attack 1 has been used.

## Rotation

The Warden's attack rotation is 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> 7 -> repeat.

## Mechanics

* This monster's stats are modified by choices made while ascending The Exaltia Tower.
* If the Warden has lost less than 1.5% of its maximum HP at the start of its turn since its last attack, it gains 1 stack of **Armor Glow** and applies 'Armor Glow' for 99 turns.
	+ *The Warden's armor glows brighter.*
	+ +5Y All.
	+ -5Y Health.
	+ Y is equal to the Warden's Armor Glow.
* Each stack of Armor Glow also permanently increases The Warden's damage by the same amount as 1 use of Attack 1.
* If the Warden is below 50% HP (4270), it gains 2 stacks of Armor Glow instead of 1 and also applies 'Warden's Watch' for 99 turns.
	+ *The Warden is watching your movements carefully.*
	+ +(25 + 10Y) Bonus.
	+ Y is equal to the Warden's Armor Glow.

## Resistances

* Immobility: 300
* Shrink: 300
SnugglePanda

**SnugglePanda** is a Special Offer class. It is obtained by redeeming the code from the Panda Hoodie from HeroMart. The hoodie is out of stock, meaning the class is rare.

## Skills

* Panda Rage!
	+ 15 MP, 4 CD
	+ Attacks for 1 hit of 200% damage.

* The Bamboo Shuffle
	+ 0 MP, 5 CD
	+ Attacks for 1 hit of 105% damage.
	+ Inflicts 'Bamboo Shuffle' for 5 turns, a 40% Nature DoT.

* Funky Panda
	+ 20 MP, 10 CD
	+ Attacks for 1 hit of 150% damage with +200 Crit.

* Panda Love
	+ 6 MP, 0 CD
	+ Attacks all enemies for 1 hit of 130% damage.

* Panda's Groove
	+ 5 MP, 2 CD
	+ Attacks for 1 hit of 140% damage.

* Panda Dance
	+ 5 MP, 1 CD
	+ Attacks for 1 hit of 135% damage.

* Share the Bamboo
	+ 10 MP, 1 CD
	+ Attacks for 1 hit of 135% Nature damage.

* Attack
	+ 0 MP, 0 CD
	+ ***Cannot use On-Demand specials.***
	+ Attacks for 1 hit of 125% damage.

* Cute Panda
	+ 10 MP, 4 CD
	+ Applies '+140 Melee/Pierce/Magic' for 2 turns inclusive.
		- +140 Melee/Pierce/Magic.

* Tasty Sprouts!
	+ 15 MP, 10 CD
	+ Heals the player for 20% of their maximum HP.

* Tasty Leaves!
	+ 0 MP, 10 CD
	+ Heals the player for 10% of their maximum MP.

* Don't Say No
	+ 10 MP, 5 CD
	+ This skill is currently bugged and can reduce a random effect on the player by 1 turn. If an effect is reduced, it will be reapplied (buffs and debuffs will provide 2x their intended values, and DoTs/HoTs will immediately tick an extra instance).
	+ Automatically inflicts 'Stun' for 2 turns, a stun.
	+ Attacks for 1 hit of 125% damage.

* Adorable Pandah
	+ 8 MP, 6 CD
	+ This skill is currently bugged and can reduce a random effect on the player by 1 turn. If an effect is reduced, it will be reapplied (buffs and debuffs will provide 2x their intended values, and DoTs/HoTs will immediately tick an extra instance).
	+ Automatically inflicts '-60% BtH and damage!' for 5 turns.
		- -60 Bonus.
		- -60 Boost.
	+ Attacks for 1 hit of 70% damage.

* Happy Panda
	+ 8 MP, 6 CD
	+ Applies '+50% BtH and damage!' for 5 turns inclusive.
		- +50 Bonus.
		- +50 Boost.
	+ Attacks for 1 hit of 70% damage.

* ULTIMATE PANDAH!!!
	+ 25 MP, 18 CD (carries between battles)
	+ Automatically inflicts 'NO DAMAGE! PANDA POWAH!' for 3 turns.
		- -100 Boost.
	+ Attacks for 1 hit of 400% damage with +100 Bonus and +100 Crit.

## Rotation

1. Don't Say No (autostun)
2. Filler
3. Adorable Pandah (debuffs)
4. Filler
5. Filler
6. Filler
7. Filler

That's it. That's the whole class.

## Strategy

SnugglePanda is the ultimate defensive class, having crippling, loopable debuffs, along with the only on-demand autostun that for whatever reason also lasts for two turns. Panda barely receives any damage, assuming it can even be hit in the first place. If you're one of five people in the world with the class, congratulations; you can turtle your way through the ~~entire~~ majority of the Inn!
Roktoru

> "*Roktoru has emerged to challenge you.*"
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**Roktoru** is the fifth challenge on *The Conduit* board. It appears alongside Ricterild in Crystal and Stone.

## Attacks

All of Roktoru's attacks deal Stone damage.

1. Roktoru charges at its target.
	* Gains 1 stack of **Charge**.
	* Applies 'Full-charge Hide' for 99 turns.
		+ +20X All.
		+ -20X Health.
		+ -20X Energy.
		+ X is equal to Roktoru's Charge.
	* Attacks for 2 hits of (100 + 20X)% Stone Melee damage ((200 + 40X)% total).
		+ X is equal to Roktoru's Charge.
	* Inflicts 'Full-charge Impact' for 1 turn, a stun.
2. Roktoru summons stone shards to strike its target.
	* Attacks for 8 hits of (100 + 5X)% Stone Melee damage ((800 + 40X)% total).
		+ X is equal to Roktoru's Charge.
3. Roktoru stomps and summons earthen spikes from the ground.
	* Attacks for 1 hit of (100 + 50X)% Stone Melee damage.
		+ X is equal to Roktoru's Charge.
	* Inflicts 'Crystal Shards' for 5 turns, a 66% Stone DoT.
4. Roktoru stomps and summons earthen spikes from the ground.
	* Attacks for 1 hit of (100 + 50X)% Stone Melee damage.
		+ X is equal to Roktoru's Charge.

## Rotation

* With 3 horns, Roktoru's rotation is 1 -> 2 -> repeat.
* With 2 / 1 horns, Roktoru's rotation is 3 -> 2 -> 4 -> 2 -> repeat.
* Every 10 attacks, Roktoru resets to 3 horns and restarts its rotation.
	+ A unique animation is played, where Roktoru encases itself in a wall of crystal before using Attack 1.

## Mechanics

* Roktoru has a **Charge** counter that starts at 0 and caps at 20.
* Roktoru's horns will overcharge if it receives a hit of Energy damage from the player. Roktoru can only be overcharged once between its attacks (meaning that if Roktoru is stunned, it cannot be overcharged again until it recovers and attacks).
	+ *One of Roktoru's horns is charged by your attack.*
	+ *Roktoru's horn overcharges and shatters!*
* After being overcharged 6 times, Roktoru's last horn will shatter.
	+ *Roktoru's last horn shatters, and Roktoru is vulnerable.*
	+ Resets Charge to 0.
	+ Applies 'Overcharged' for 2 turns, a stun.
		- Upon expiration, Roktoru regrows all 3 horns and restarts its rotation.
			* *Roktoru recovers!*
	+ Applies 'Overcharged Hide' for 3 turns inclusive.
		- -50 All.
		- +50 Health.
		- +50 Energy.
* Every 10 attacks, Roktoru will regenerate all 3 horns, regardless of its status.
	+ Because overcharging requires at least 6 turns of attacking with Energy damage, Roktoru cannot be overcharged if more than 4 turns have passed since its last regeneration (or the start of battle).

## Resistances

* Water: -25
* Energy: 100
* Shrink: 200
* Immobility: 300
Theano

> "*Face Theano empowered by the Ultimate Orb Shard!*"
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**Theano** is the first challenge on the *Dragon Challenges* board. He appears alongside Siofra in Elemental Chaos.

## Attacks

All of Theano's attacks deal Fear damage.

1. Theano raises his blade above his head and empowers himself.
	* Applies 'Radiance' for the next 5 turns.
		+ +50 Boost.
	* Applies 'Defense' for the next 3 turns.
		+ +180 Block/Parry/Dodge.
2. Theano approaches his target and stabs it.
	* Applies 'Ultimate Blade' for the next 5 turns.
		+ +100 Bonus.
	* Attacks for 2 hits of 100% Fear Melee damage (200% total).
	* Inflicts 'Stun' for 2 turns, a stun.
3. Theano approaches his target and uppercuts it.
	* This attack has a 75% chance to enable Attack 4.
		+ *Theano's Blade glows brighter!*
	* Attacks for 1 hit of 100% Fear Melee damage.
4. Theano approaches his target before slashing and uppercutting it.
	* Heals himself for 3% of his maximum HP.
	* Attacks for 4 hits of 50% Fear Melee damage (200% total).

## Rotation

Theano's attack rotation is 1 -> 2 -> X -> X -> X -> X -> repeat.

* On turns labeled X, Theano normally uses Attack 3. If *Theano's Blade glows brighter!* activated on the previous turn, Attack 4 is used instead.
* If Attack 4 was enabled on the last turn of Theano's rotation, it will be used immediately after Attack 1 and Attack 2.
Hyperhydra

> "*The ancient and mysterious Hyperhydra, eater of very small stars! What doesn't kill it makes it stronger.*"
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**Hyperhydra B, Hyperhydra P, and Hyperhydra D** form the second challenge on the *Forgotten Beasts* Challenges board.

## Attacks

Each of the Hyperhydra head's attacks randomly deal Darkness/Energy/Fire/Ice/Light/Nature/Water/Wind damage.

1. The Hyperhydra head spits a glob of cosmic water at its target.
	* Decreases Fury Order by 1 (see Mechanics).
	* Attacks for 1 hit of 100% Magic damage.
	* Inflicts 'Spacebound' for 4 turns.
		+ -50 Bonus.
2. The Hyperhydra head blasts a torrent of cosmic water at its target.
	* Attacks for 1 hit of 100% Magic damage.
3. The Hyperhydra blasts several torrents of cosmic water at its target.
	* *The Hyperhydra head unleashes its fury!*
	* Increases Fury Order by 1.
	* Heals itself for (10X)% of its maximum HP, capped at 30% maximum HP.
		+ X is equal to the Hyperhydra's Fury Order.
	* Attacks for damage based on the value of Fury Order:
		+ 1: Attacks for 3 hits of 150% Magic damage (450% total).
		+ 2: Attacks for 3 hits of 300% Magic damage (900% total).
		+ 3: Attacks for 3 hits of 700% Magic damage (2100% total).

 Rotation

Each of the Hyperhydra head's attack rotation is 1 -> 2 -> 2 -> 2 -> 2 -> 3 -> repeat.

## Mechanics

* At the start of a Hyperhydra head's turn, it will heal itself for 1.25% of its maximum HP. This stacks with Attack 3's heal.
* When a Hyperhydra head uses Attack 3, its healing and damage will depend on a **Fury Order** mechanic. Fury Order causes the second and third heads' attacks to heal more HP and deal more damage per hit. Fury Order starts at 0, can never go below 0, and can never go above 3.
* Fury Order can be mitigated by stunning Hyperhydra heads so that they all use Attack 3 on turns after Attack 1 is used, keeping Fury Order low and minimizing its effects.
* If any Hyperhydra heads have been defeated, they will be revived with 50% maximum HP at the start of a remaining head's turn.
* *The hydra regenerates! The regrown head(s) seem angrier...*
	+ Reviving a Hyperhydra head will reset its rotation to Attack 1.
	+ Reviving a Hyperhydra head will also reduce the number of times it uses Attack 2 in its rotation by 1, down to a minimum of 0 times after 4 revives.