Anchorman (Skill)
From Dragon Quest Wiki
Anchorman | |
---|---|
Japanese | アンカーナックル |
Rōmaji | Anka nakkuru |
Type | Skill |
Older names | None |
Anchorman is a skill that allows a monster to build up serious power at the price of having to go dead-last for the turn it is used. Functionally, it is similar to Bagsy Last of the mainline games and is the opposite of Mercurial Thrust.
Contents
Appearances[edit]
Dragon Quest Monsters: Joker 2 Professional[edit]
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Dragon Quest Monsters: Terry's Wonderland 3D[edit]
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Dragon Quest Monsters 2: Iru and Luca's Marvelous Mysterious Key[edit]
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Dragon Quest Monsters: Joker 3[edit]
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Dragon Quest Monsters: The Dark Prince[edit]
Anchorman costs 15 MP and deals 150% damage to one enemy. If multiple monsters use the skill then turn order is decided by agility. It is learned through the Bang Afficionado, Hardliner, Hulk, Mariner, Martial Maven, Martyr, Paragon, Power Player, Warmonger, and Wrecker talents.
Dragon Quest Monsters: Super Light[edit]
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Master list
HP recovery skills
MP recovery skills
Ailment alleviating skills
Monster-mauling skills
Bonus damage skills
Multi-strike skills
Turn order skills
Critical Hit skills
Summon skills
Defensive skills
Physical support skills
Magical support skills
Reflective skills
Tension skills
Befuddling skills
Breathtaking skills
Dazzling skills
Death skills
Fizzling skills
Hypnagogic skills
Paralyzing skills
Stunning skills
Venomous skills
Debuff skills
Disruptive skills
Songs and hymnal skills
Dances and shimmy skills
Blast skills
Dark skills
Fire skills
Ice skills
Lightning skills
Soil skills
Water skills
Wind skills
Breath skills
Field skills
Miscellaneous skills