Everything There of an Inquisitor

*For story-related information about this enemy, see Corroded Inquisitors.*

**Everything There of an Inquisitor**

**Parts**
* Body

**Skills**
 **Body**

**Eerie Eyes** 35 (40-5) Atk Weight ⯀**Amt.** x1  [On Hit] Deal 5 SP damage [On Hit] Deal 5 SP damage

 **Body**

**Imperfect Imitation** 35 (40-5) Atk Weight ⯀**Amt.** x1 Copies a skill that hit this unit  [On Use] Deal 10 SP damage

 **Body**

**Adjust Shell** 35 (40-5) Atk Weight ⯀**Amt.** x1  [On Hit] Heal 10% of Max HP; Gain 1

 **Body**

**Bone Blast** 35 (40-5) Atk Weight ⯀**Amt.** x1  [On Hit] Heal 10% of Max HP [On Hit] Inflict 10  next turn

**Passives**

**Pulsating Arms**At the start of the turn, gain  and  by the Count of .

**Damaged Arms**Lose 1  whenever the unit takes damage from attacks.

**Regenerating Shell**At the end of the turn, if the unit didn’t take any damage from attacks during the turn, heal 5% HP and gain 1 .

**Frantic Eyes**Behavior depends on the Count of .
 Uses aggressive skills at +4 , and becomes defensive at 3 or less.

### Behavior

Everything There of an Inquisitor starts the battle with 4 stacks of .

#### Attack Pattern

Everything There of an Inquisitor has an attack pattern that changes based on the amount of Instincts that it has.

When it has less than 4 instincts, it rotates between the following two skill patterns:

- Eerie Eyes, Imperfect Imitation

- Adjust Shell, Eerie Eyes

When it has 4 or greater instincts, it uses the following 2 skills every turn until it drops back down below 4 Instincts:

- Bone Blast, Adjust Shell

#### Parts

Everything There of an Inquisitor has just one part, the Body. When this part breaks, all skills are cancelled on that turn, and all weapon weaknesses become Fatal. It can still use skills on the following turns.

**Notes**

Imperfect Imitation only copies coin number, coin value and start value. Special effects of the skill aren't copied.

## Refraction Railway

**Everything There of an Inquisitor**

**Parts**
* Body

**Skills**
 **Body**

**Eerie Eyes** 41 (41+0) Atk Weight ⯀**Amt.** x1  [On Hit] Deal 5 SP damage [On Hit] Deal 5 SP damage

 **Body**

**Imperfect Imitation** 41 (41+0) Atk Weight ⯀**Amt.** x1 Copies a skill that hit this unit  [On Use] Deal 10 SP damage

 **Body**

**Adjust Shell** 41 (41+0) Atk Weight ⯀**Amt.** x1  [On Hit] Heal 10% of Max HP; Gain 1

 **Body**

**Bone Blast** 41 (41+0) Atk Weight ⯀**Amt.** x1  [On Hit] Heal 10% of Max HP [On Hit] Inflict 10  next turn

**Passives**

**Pulsating Arms**At the start of the turn, gain  and  by the Count of .

**Damaged Arms**Lose 1  whenever the unit takes damage from attacks.

**Regenerating Shell**At the end of the turn, if the unit didn’t take any damage from attacks during the turn, heal 5% HP and gain 1 .

**Frantic Eyes**Behavior depends on the Count of .
 Uses aggressive skills at +4 , and becomes defensive at 3 or less.

### Behavior

Everything There of an Inquisitor starts the battle with 4 stacks of .

#### Attack Pattern

Everything There of an Inquisitor has a similar attack pattern to the base form based on the amount of Instincts that it has.

When it has less than 4 instincts, it rotates between the following two skill patterns:

- Eerie Eyes, Imperfect Imitation, Imperfect Imitation

- Adjust Shell, Eerie Eyes, Adjust Shell

When it has 4 or greater instincts, it uses the following 3 skills every turn until it drops back down below 4 Instincts:

- Bone Blast, Adjust Shell, Adjust Shell

#### Parts

The one part of this abnormality, the body, actually has more health than the core, and should theoretically never break unless you allow it to keep healing. If it were to break, it would behave the same as the base version.