Dubchic
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Hunting
Episode 1
The following quests are recommended for hunting this enemy in Episode 1:
- [Solo Only] Knight of Coral: East - 1 room (18) or 3 rooms (22) / West - 4 rooms (13) / Clear Mine (35)
- [Extermination] Endless Nightmare #3: Clear first room (12)
- [Extermination] Sweep-up Operation #3: Clear quest (22)
Episode 2
The following quests are recommended for hunting this enemy in Episode 2:
- [Extermination] Penumbral Surge #2: Clear SW route (50)
- [Extermination] Sweep-up Operation #6: Clear Quest (37)
- [Solo Only] Knight of Coral Advent: Clear 4 rooms (28) / Clear Spaceship (36)
- [Retrieval] Lost BIND ASSAULT: Clear Alpha (31) / Clear Quest (56)
- [Halloween] Hollow Reality: Spaceship: Clear Quest (28)
- [Government] 6-3:Test/Spaceship 3: Clear 2 rooms (7)
- [VR] Respective Tomorrow: Clear Spaceship (28)
- [Extermination] Gal Da Val's Darkness: Clear Spaceship (19)
Mechanics
Dubchics are slow-moving robotic sentries. When a target enters their aggro radius, they will stand up and start marching toward the enemy.
Dubchics are nearly invincible, and when their health is depleted, they get knocked down and disabled, and come back up with full health after a short period. The only way to destroy them is destroying the nearby Dubwitch, which will destroy all of them at once, or depleting their health five times. When a Dubchic is knocked down, the nearby Dubwitch (if any) will descend from the ceiling or hidden location and extend yellow spikes from its body, making it easier to find and destroy.
Dubchics have two attacks: a laser bolt and a double punch. When firing the laser bolt, they will stop, bring up their arm, and a purple light will appear on their raised wrist. After a short time, they'll fire the laser from their wrist for significant damage. Later difficulties reduce the charge time for this laser and increase the likelihood that they will chain several shots together. The double punch is a two-stage melee attack that can cause slow.
Dubchics can be knocked down, unlike most enemies. If they take enough damage from an attack, they will fall backwards, then slowly recover. This makes dealing with large groups of them fairly easy, but it can also push them outside of weapon range. In Ultimate mode, it takes far more damage to knock a Dubchich down.
Episode 1 Monsters | |
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Forest | Rag Rappy • Al Rappy • Savage Wolf • Barbarous Wolf • Booma • Gobooma • Gigobooma • Mothmant • Monest • Hildebear • Hildeblue |
Cave | Evil Shark • Pal Shark • Guil Shark • Poison Lily • Nar Lily • Nano Dragon • Pan Arms • Hidoom • Migium • Grass Assassin • Pofuilly Slime • Pouilly Slime |
Mine | Gillchic • Dubchic • Dubwitch • Canadine • Canane • Sinow Beat • Sinow Gold • Garanz |
Ruins | Dimenian • La Dimenian • So Dimenian • Claw • Bulclaw • Delsaber • Chaos Sorcerer • Dark Belra • Dark Gunner • Chaos Bringer • Darvant |
Bosses | Dragon • De Rol Le • Vol Opt • Dark Falz |
Episode 2 Monsters | |
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VR Temple | Rag Rappy • Love Rappy • St Rappy • Hallo Rappy • Egg Rappy • Dimenian • La Dimenian • So Dimenian • Poison Lily • Nar Lily • Mothmant • Monest • Grass Assassin • Hildebear • Hildeblue • Dark Belra |
VR Spaceship | Savage Wolf • Barbarous Wolf • Pan Arms • Hidoom • Migium • Gillchic • Dubchic • Dubwitch • Delsaber • Garanz • Chaos Sorcerer |
Central Control Area | Merillia • Meriltas • Gee • Ul Gibbon • Zol Gibbon • Sinow Berill • Sinow Spigell • Gi Gue • Gibbles • Mericarol • Merikle • Mericus |
Seabed | Dolmolm • Dolmdarl • Sinow Zoa • Sinow Zele • Morfos • Deldepth • Recobox • Recon • Delbiter |
Control Tower | Del Lily • Ill Gill • Epsilon |
Bosses | Barba Ray • Gol Dragon • Gal Gryphon • Olga Flow |