Cluboon ace
From Dragon Quest Wiki
Dragon Quest monster | |
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Cluboon ace | |
Art by Akira Toriyama | |
Japanese | グラブゾンジャック |
First appearance | Dragon Quest Monsters: Joker |
Appearances[edit]
Dragon Quest Monsters: Joker[edit]
Cluboon ace | |
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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 2[edit]
Cluboon Ace | |
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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 Professional[edit]
#418 - Cluboon ace | |||||||||||||||||||||||||||||||||||||||||||
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Bestiary # | 418 | ||||||||||||||||||||||||||||||||||||||||||
Game | Dragon Quest Monsters: Joker 2 Professional | ||||||||||||||||||||||||||||||||||||||||||
Console | DS |
Dragon Quest Tact[edit]
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.
Stats
Family | Rank | Role | ||
??? |
Defence |
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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 |
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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 |