Quatravolt glider
Jump to navigation
Jump to search
quatravolt glider
Level: 32 | |
| |
Acid Res: 20 Elec Res: 300 Cold Res: 20 Heat Res: 20 | |
Character
|
α |
---|---|
ID?
|
Quatravolt Glider |
Faction
|
fish (Loved100 Reputation) |
Demeanor
|
neutral |
Gender
|
|
Inventory
|
|
| |
Inventory
| |
bite0 4/1004 x1(100%) | |
Skills
|
|
| |
Skills
| |
Mutations
|
|
| |
Mutations
| |
Experience?
|
800 XP |
XP Tier
|
6 |
Role
|
Brute |
Spawns in
|
|
Extra info:
| |
Infobox data from game version 2.0.207.72
|
quatravolt glider
Its body is a clotted, finned cord that hovers and strums the air with magnetic force. Barbels crack out of its mouth then sizzle and fry its saliva.
Quatravolt gliders are land-walking fish that primarily live in the Palladium Reef and Lake Hinnom. They possess a weak bite attack, but a high level of Electrical Generation and Temporal Fugue, which they will use against any hostile creature that enters melee range.
Tips
This section is opinion-based. Your mileage may vary.
- Their melee attacks are very weak, especially for the area they appear, but their discharge attack can deal a large amount of AV-piercing damage. They will also use Temporal Fugue to summon four copies of themselves, allowing them to potentially deal 110d4110-440 (Avg: 275) electric damage in a single round. For this reason, it is highly recommended that players kill them at range, one-shot them so they cannot use either mutation, or have large amounts of electric resist.
- If they use Temporal Fugue, sprinting away or backing into a narrow hallway will allow you to avoid being ganged up on. The copies will disappear after 26 rounds, so simply staying away from the clones until then will significantly reduce their threat.
- If one uses discharge, it will be largely harmless for a while, as they must build electrical energy back up before the attack will deal significant damage again. You can exploit this by using it as a physical barrier between you and the ones that still have charge built up.
|