Ill Gill: Difference between revisions
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{{Enemy|name=Ill Gill}} | {{Enemy|name=Ill Gill}} | ||
==Behavior/Mechanics== | |||
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state. | |||
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll's heading. Ill Gills do not charge or attempt to root enemy targets. | |||
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies. | |||
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill's root attack, the Ill Gill will always walk towards the player target. | |||
* If the player target is within 35 units and within 25 degrees of the Ill Gill's heading, the Ill Gill will attempt to attack with its scythe. | |||
* If the player target is within 50 units and within 19 degrees of the Ill Gill's heading, the Ill Gill will attempt to root the player. | |||
* If the player target is within 50 units and within 40 degrees of the Ill Gill's heading, the Ill Gill will charge at the player regardless of its current HP. | |||
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target. | |||
When an Ill Gill's HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target. | |||
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World 4|Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP. | |||
The Ill Gill scythe is similar to a player's weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets. | |||
If the attack successfully applied freeze, there is also physical damage applied with a 0.6x ATP multiplier. | |||
{| class="wikitable" style="text-align:center" | |||
|+ style="white-space:nowrap"|Ice and Shock special tier | |||
!Difficulty | |||
!Normal | |||
!One Person | |||
|- | |||
|Normal | |||
|1 | |||
|1 | |||
|- | |||
|Hard | |||
|2 | |||
|2 | |||
|- | |||
|Very Hard | |||
|3 | |||
|3 | |||
|- | |||
|Ultimate | |||
|4 | |||
|4 | |||
|} | |||
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player (equivalent to removing 50 from the special power in this case). Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid. | |||
{| class="wikitable" style="text-align:center" | |||
|+ style="white-space:nowrap"|Scythe instakill special power | |||
!Difficulty | |||
!Normal | |||
!One Person | |||
|- | |||
|Normal | |||
|50 (100 vs enemies) | |||
|50 (100 vs enemies) | |||
|- | |||
|Hard | |||
|70 (120 vs enemies) | |||
|70 (120 vs enemies) | |||
|- | |||
|Very Hard | |||
|90 (140 vs enemies) | |||
|100 (150 vs enemies) | |||
|- | |||
|Ultimate | |||
|100 (150 vs enemies) | |||
|100 (150 vs enemies) | |||
|} | |||
===Special activation=== | |||
{{EnemySpecial|Ill Gill}} | |||
==Hunting== | |||
The following quests are recommended for hunting this enemy: | |||
{{HuntingTableHead}} | |||
{{HuntingTableRow2|category=Extermination|catspan=|quest=Sweep-up Operation 9{{!}}Sweep-up Operation #9|questspan=|details=Clear quest|count=27}} | |||
{{HuntingTableRow2|category=Extermination|catspan=2|quest=Phantasmal World 4{{!}}Phantasmal World #4|questspan=2|details=Clear first spawn|count=1}} | |||
{{HuntingTableRow2|category=|catspan=|quest=|questspan=|details=Clear quest|count=72}} | |||
{{HuntingTableRow2|category=Retrieval|catspan=|quest=Lost CHARGE VULCAN|questspan=|details=Clear quest|count=54}} | |||
{{HuntingTableRow2|category=Extermination|catspan=|quest=Penumbral Surge 6{{!}}Penumbral Surge #6|questspan=|details=Clear quest|count=57}} | |||
{{HuntingTableRow2|category=Tower|catspan=|quest=Twilight Sanctuary|questspan=|details=Clear quest|count=90}} | |||
|} | |||
==Rare Drops== | |||
{{EnemyDropTable|Ill Gill}} | |||
{{Episode2Enemies}} | |||
[[Category:Enemies]] | [[Category:Enemies]] | ||
[[Category:Control Tower Enemies]] | [[Category:Control Tower Enemies]] | ||
Latest revision as of 07:42, 11 February 2026
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Behavior/Mechanics
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll's heading. Ill Gills do not charge or attempt to root enemy targets.
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.
- If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill's root attack, the Ill Gill will always walk towards the player target.
- If the player target is within 35 units and within 25 degrees of the Ill Gill's heading, the Ill Gill will attempt to attack with its scythe.
- If the player target is within 50 units and within 19 degrees of the Ill Gill's heading, the Ill Gill will attempt to root the player.
- If the player target is within 50 units and within 40 degrees of the Ill Gill's heading, the Ill Gill will charge at the player regardless of its current HP.
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.
When an Ill Gill's HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. Phantasmal World #4 is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.
The Ill Gill scythe is similar to a player's weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see Weapons#Special_attacks). The freeze and shock status effects follow the same formula for player targets.
If the attack successfully applied freeze, there is also physical damage applied with a 0.6x ATP multiplier.
| Difficulty | Normal | One Person |
|---|---|---|
| Normal | 1 | 1 |
| Hard | 2 | 2 |
| Very Hard | 3 | 3 |
| Ultimate | 4 | 4 |
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player (equivalent to removing 50 from the special power in this case). Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.
| Difficulty | Normal | One Person |
|---|---|---|
| Normal | 50 (100 vs enemies) | 50 (100 vs enemies) |
| Hard | 70 (120 vs enemies) | 70 (120 vs enemies) |
| Very Hard | 90 (140 vs enemies) | 100 (150 vs enemies) |
| Ultimate | 100 (150 vs enemies) | 100 (150 vs enemies) |
Special activation
|
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Hunting
The following quests are recommended for hunting this enemy:
| Category | Quest | Details | Count |
|---|---|---|---|
| Clear quest | 27 | ||
| Clear first spawn | 1 | ||
| Clear quest | 72 | ||
| Clear quest | 54 | ||
| Clear quest | 57 | ||
| Clear quest | 90 |
Rare Drops
| Normal | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Dragon/HP | Resist/Light | Resist/Light | Resist/Flame | Resist/Freeze | Resist/Thunder | Dragon/HP | General/Mind | General/Legs | General/Arm |
| 1/11703 | 1/11703 | 1/11703 | 1/11703 | 1/11703 | 1/11703 | 1/11703 | 1/11703 | 1/11703 | 1/11703 |
| Hard | |||||||||
| Meteor Smash | Wals-MK2 | Last Survivor | Vjaya | H&S25 Justice | Ice Staff: Dagon | Diska of Liberator | Blade Dance | Kaladbolg | Diska of Liberator |
| 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 |
| Very Hard | |||||||||
| Final Impact | Justy-23ST | Dragon Slayer | Gae Bolg | L&K14 Combat | Gae Bolg | Diska of Braveman | Cross Scar | Gae Bolg | Diska of Braveman |
| 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 | 1/160 |
| Ultimate | |||||||||
| Nei's Claw | Flame Garment | Yamigarasu | Demonic Fork | V502 | Demonic Fork | V502 | Demonic Fork | Yamigarasu | V502 |
| 1/25206 | 1/1280 | 1/788 | 1/788 | 1/2048 | 1/788 | 1/2048 | 1/788 | 1/788 | 1/2048 |
| Episode 2 Monsters | |
|---|---|
| VR Temple | Dimenian • La Dimenian • So Dimenian • Rag Rappy (Rare: Love Rappy • St Rappy • Hallo Rappy • Egg Rappy) • Poison Lily (Rare: Nar Lily) • Monest • Mothmant • Hildebear (Rare: Hildeblue) • Grass Assassin • Dark Belra |
| VR Spaceship | Gillchic • Dubchic • Dubwitch • Savage Wolf • Barbarous Wolf • Pan Arms (Hidoom • Migium) • Delsaber • Garanz • Chaos Sorcerer |
| Central Control Area | Merillia • Meriltas • Gee • Ul Gibbon • Zol Gibbon • Sinow Berill • Sinow Spigell • Mericarol • Merikle • Mericus • Gi Gue • Gibbles |
| Seabed | Dolmolm • Dolmdarl • Recobox • Recon • Sinow Zoa • Sinow Zele • Morfos • Deldepth • Delbiter |
| Control Tower | Del Lily • Ill Gill • Epsilon |
| Bosses | Barba Ray • Gol Dragon • Gal Gryphon • Olga Flow |