Cluboon (skill): Difference between revisions

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'''Cluboon''' is a skill in {{DQMJ}} learned by the monster of the same name. It can be upgraded to Cluboon II. Cluboon III is learned by the [[Cluboon ace]].
'''Cluboon''' is a skill introduced in {{DQMJ}} learned by the [[Cluboon | monster of the same name]]. It can be upgraded to Cluboon II. Cluboon III is learned by the [[Cluboon ace]].
 
=={{DQMJ}}==
Cluboon grants the following abilities:


===Cluboon===
===Cluboon===
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|Dazzle Guard||100
|Dazzle Guard||100
|}
|}
=={{DQMJ2}}==
[[Boulder Dash]] replaces [[Stone's Throw]] for 12 points, and [[List of Traits in Dragon Quest Monsters: Joker | Master of Weapons]] replaces Earth Guard in Cluboon. [[List of Traits in Dragon Quest Monsters: Joker | Sleepy Touch]] replaces Earth Guard and Inaction Guard replaces [[Bang]] Guard in Cluboon II. Its other abilities remain unchanged.

Revision as of 14:29, 21 November 2020

Cluboon is a skill introduced in Dragon Quest Monsters: Joker learned by the monster of the same name. It can be upgraded to Cluboon II. Cluboon III is learned by the Cluboon ace.

Dragon Quest Monsters: Joker

Cluboon grants the following abilities:

Cluboon

Ability Skill Points
Bang 7
Stone's Throw 12
Buff 18
Bomb Slash 26
Boom 38
Sap 48
Boulder Bash 60
Earth Guard 75

Cluboon II

Ability Skill Points
Boom 8
Kabuff 16
Boulder Bash 24
Blast Slash 33
Boulder Toss 43
Kasap 55
Kaboom 70
Earth Guard 85
Bang Guard 100

Cluboon III

Ability Skill Points
Helm Splitter 8
Blinding Blow 13
Hatchet Man 18
Multislash 28
Assassin's Stab 38
Gigaslash 53
Gigagash 75
Dazzle Guard 100

Dragon Quest Monsters: Joker 2

Boulder Dash replaces Stone's Throw for 12 points, and Master of Weapons replaces Earth Guard in Cluboon. Sleepy Touch replaces Earth Guard and Inaction Guard replaces Bang Guard in Cluboon II. Its other abilities remain unchanged.