Failed Rhino: Difference between revisions

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==Combat==
==Combat==
It follows this pattern:
1) Attack three times, using any of the two following attacks, usually using one twice and the other once:
A) A series of 3 mildly homing jump-stomps, causing mid-sized wave blasts on landing. Avoid by moving under it as it jumps, otherwise the homing will make it hard to dodge.
B) A wide barrage of non-homing "hail flurry" spikes, rebounds once. Stay close to the wall it will rebound from.
2) 2 consecutive slightly homing warp charges. Watch where it warps from and avoid by dashing away, in the same direction it is charging towards. It will not attempt to run you through but only to hit you with a shorter-than-it-looks wave melee.
When it is broken, it will counter by blowing a very wide sustained neutral barrage. Avoid by quicly circling around it from up close. After recovering from broken status, it will always follow up with 2).
After losing 1/2 health, its pattern will change a bit:
1) It will now attack only twice, using B then A.
A) Adds a fourth, cold based, jump-stomp, which will cause a ring of spikes to form on landing.
B) It will now follow up with a single warp charge. Focus on dodging the charge rather than the spikes.
2) Adds a third warp charge.


==Strategies==
==Strategies==

Revision as of 01:02, 18 April 2020

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The Failed Rhino is an organic enemy that is not officially incorporated into CrossWorlds. They can be encountered in Vermillion Wasteland.

Failed Rhino

Seems like this enemy wasn't quite ready, as it is missing its backside. This left this poor being in permanent malfunction making it extremely aggressive. It will launch itself at you or jump on you, infused with various elements. Its backside is the only way to stun it. But be aware: too much pressure and it will leave a burst of particles.

-Monster Fibula report


Appearance

Combat

It follows this pattern:

1) Attack three times, using any of the two following attacks, usually using one twice and the other once:

A) A series of 3 mildly homing jump-stomps, causing mid-sized wave blasts on landing. Avoid by moving under it as it jumps, otherwise the homing will make it hard to dodge.

B) A wide barrage of non-homing "hail flurry" spikes, rebounds once. Stay close to the wall it will rebound from.

2) 2 consecutive slightly homing warp charges. Watch where it warps from and avoid by dashing away, in the same direction it is charging towards. It will not attempt to run you through but only to hit you with a shorter-than-it-looks wave melee.

When it is broken, it will counter by blowing a very wide sustained neutral barrage. Avoid by quicly circling around it from up close. After recovering from broken status, it will always follow up with 2).

After losing 1/2 health, its pattern will change a bit:

1) It will now attack only twice, using B then A.

A) Adds a fourth, cold based, jump-stomp, which will cause a ring of spikes to form on landing.

B) It will now follow up with a single warp charge. Focus on dodging the charge rather than the spikes.

2) Adds a third warp charge.

Strategies

Locations

Vermillion Wasteland
Vermillion Tower