Cluboon ace

AppearancesEdit

Dragon Quest Monsters: JokerEdit

Cluboon ace
Family Incarni
Rank ???
Description A mighty ape whose hide is tougher than an earthen fortress wall.
Weapons Swords, Spears, Axes, Claws, Staves
Traits Psycho
Resistances Vulnerable to Fire, Healed by Earth, Whackproof
Skill Cluboon III
Location -
Breeding chart Incarnus x Material family rank A or higher


Dragon Quest Monsters: Joker 2Edit

Cluboon Ace
Family  ???
Rank ???
Size S
Weapons Swords, Axes, Spears, Claws, Staves
Traits Psycho, Hit Squad
Resistances Resists Abiliterator, Blade Blunter Fizzle, Sag, Sap, Decelerate, and Dim. Immune to Bang, Donk, Whack, Dazzle, Poison, Confusion, Inaction, Paralysis, and Sleep
Skill Cluboon III
Location -
Breeding chart Incarnus x Material family (Rank S or higher)


Dragon Quest Monsters: Joker 2 ProfessionalEdit

#418 - Cluboon ace
HP MP Experience Gold
820 510
Attack Defense Speed
Bestiary # 418
Game Dragon Quest Monsters: Joker 2 Professional
Console DS

Dragon Quest TactEdit

The Cluboon Ace appears as a S-rank member of the ??? family as part of the limited Dragon Quest Monsters: Joker event on its own banner alongside Wulfspade ace, Hawkhart ace, and Diamagon ace. It can participate in Wulfspade's Battle Road as a party member.

Cluboon Ace (グラブゾンジャック Gurabuzonjakku) 
Stats


 
Family Rank Role
 
???
   
Defence
Max Level HP MP Move
130 1,020 354 2-3
Attack Defense Agility Wisdom Weight
320 458 353 141 55
Basic Skills
First Second Third
Big Defense Falling Stars* Pile Hammer*
Awakening Skills
First Second Third
Move +1 / Stats Up Frizz Res +25 / Stats Up Pile Hammer Potency +5% / Stats Up
Kongou Stance: When attacked by enemy:: Occasionally triggers Invigorate.
Fourth Fifth
Sizz Res +25 / Stats Up Pile Hammer Potency +5% / Stats Up
Max HP +100
Leader Perks
First
Raises martial potency of all ??? allies, including itself, by 20% in a 5x5 square around it.
Basic Perks
First Second Third
Max HP +30
DEF +20
Incarnus's Blessing: Action start on even turns until turn 6: Removes some status ailments. Pile Hammer Potency +2%
Perk Details
First
Move +1: Raises Move by 1.
Frizz Resistance * Sizz Resistance * Crack Resistance * Woosh Resistance *
Half Res Normal Normal Normal
Bang Resistance * Zap Resistance * Zam Resistance * Snooze Resistance
Very Weak Very Weak Half Res Half Res
Poison Resistance Physical Lock Resistance Spell Lock Resistance Martial Lock Resistance
Super Weak Normal Normal Half Res
Breath Lock Resistance Hobble Resistance * Stun Resistance * Dazzle Resistance
Normal Normal Immune Normal
Curse Resistance Paralysis Resistance Confusion Resistance Charm Resistance
Normal Normal Normal Super Weak



GalleryEdit