King Hydra: Difference between revisions

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====Draconian difficulty strategy====
====Draconian difficulty strategy====
King Hydra got a massive buff in the HD-RD Remake, with 2~3 actions a turn and both [[Sweet Breath]] and [[War Cry]] to ''reliably'' trap the party in an endless cycle of not having actions. However, he has a major weakness in having zero resistance to all status ailments.
King Hydra got a massive buff in the HD-2D Remake, with 2~3 actions a turn and both [[Sweet Breath]] and [[War Cry]] to ''reliably'' trap the party in an endless cycle of not having actions. However, he has a major weakness in having zero resistance to all status ailments.


The easiest way to handle him is just to Snooze-lock him with the [[duplic Hat]]. As long as your caster outspeeds King Hydra (which is easily achieved using the [[meteorite bracer]]), then you have a 60% chance that one of the two Snooze casts will go off successfully, and regardless on whether or not King Hydra wakes up later that turn, he will still have lost all of his actions for the turn, allowing your other characters to focus on dealing damage without worrying about being disabled or killed. If 75% reliability isn't cutting it, a second, sufficiently fast, party member can also help by using the [[fairy flute]] on the King Hydra to bring reliability to 87.5%. On the off chance that King Hydra does in fact get an action, the chances that he will then use his one turn to completely turn the tables on you are still quite low. Thus, probabilistically speaking, your party will run King Hydra out of HP before he gets the chance to do anything seriously dangerous to your party, and if he does somehow ruin your run on the few turns where he isn't asleep, you may as well take the wipe and try again.
The easiest way to handle him is just to Snooze-lock him with the [[duplic Hat]]. As long as your caster outspeeds King Hydra (which is easily achieved using the [[meteorite bracer]]), then you have a 60% chance that one of the two Snooze casts will go off successfully, and regardless on whether or not King Hydra wakes up later that turn, he will still have lost all of his actions for the turn, allowing your other characters to focus on dealing damage without worrying about being disabled or killed. If 75% reliability isn't cutting it, a second, sufficiently fast, party member can also help by using the [[fairy flute]] on the King Hydra to bring reliability to 87.5%. On the off chance that King Hydra does in fact get an action, the chances that he will then use his one turn to completely turn the tables on you are still quite low. Thus, probabilistically speaking, your party will run King Hydra out of HP before he gets the chance to do anything seriously dangerous to your party, and if he does somehow ruin your run on the few turns where he isn't asleep, you may as well take the wipe and try again.
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