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{{infobox enemy
{{infobox enemy
|heypikmin  = y
|hey_pikmin  = y
|image      = Berserk Leech Hydroe Creature Log.png
|image      =  
|size        = 250px
|size        =  
|caption    =  
|caption    =  
|icon        = Berserk Leech Hydroe icon.png
|icon        = Berserk Leech Hydroe icon.png
|name        =  
|name        =  
|family      =  
|family      =  
|areas      = [[Fragment of Hope]]
|areas      = Fragment of Hope
|attacks    = Chomp Pikmin, stomp on Pikmin, spit poison balls, fire poison beams
|attacks    = Chomp Pikmin, stomp on Pikmin, spit poison balls, fire poison beams
}}
}}
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{{spoiler|the final boss of {{hp}}}}
{{spoiler|the final boss of {{hp}}}}


The '''Berserk Leech Hydroe''' ({{j|凶暴クサヤドリアメヒドラ|Kyoubou Kusa Yadori Ame Hidora|Ferocious Grass Parasite Rain Hydra}}) is the final [[boss]] of {{hp}}. It is a gigantic plant creature, it has a purple and white body with grass and some sprouts growing on its back. It has three stalks with very few and small spines and {{w|Venus flytrap}}-like mouths on the ends, the central one being larger and acting like the main head while the smaller ones are used as its primary method of attack. In its second phase it can come out from the ground revealing that it has 4 brown legs with clawed feet. After defeating the second phase the creature's body withers and the central head detaches from the dead body retaining a small portion of it. This new body sprouts wings and has smaller feet lighter in coloration than the ones from the main body.
The '''Berserk Leech Hydroe''' is the final [[boss]] of {{hp}}. It is a gigantic creature that is mostly plant, being made up of stalks, grass, roots, and strongly based off of {{w|Venus flytrap}}s. It has three stalks with the aforementioned Venus flytrap lookalikes on the ends, and uses those as its primary method of attack. It can also unearth from the ground and use its roots as feet to stomp around. Finally, the upper tip of its body and the central stalk are also capable of detaching and sprouting wings.


Upon defeating, it's revealed that the creature was actually a normal plant transformed into a much larger creature than normal after being parasitized by a [[Leech Hydroe]] whose parasitic urges had been altered by the [[Sparklium Converter]] that was lodged into the creature.
As it is revealed after the fight with the creature, it is actually a docile plant that was simply being controlled by the [[Leech Hydroe]].
 
{{game help|hp|Fill in the infobox.}}


== Stats ==
== Stats ==
{{game help|hp|Get the health from the game files.}}
{{enemy stats
{{enemy stats
|seedsh = 0
|seedsh =  
|hph = Unknown
|hph =  
|regenh = Unknown
|regenh =  
}}
}}
{{game help|hp|Fill in the stats table.}}


== Behavior ==
== Behavior ==


=== Buried form ===
=== Buried form ===
When the battle starts, the creature launches three balls of poison from one of its side claws, one at a time. The claw that fires is the one closest to Olimar. The first ball will land on the far left or right side of the arena, the second will land a bit closer to the center, and the third will land roughly at the center; the balls go left-to-right when fired by the left claw, and right-to-left from the right claw. The attack will then be repeated, but mirrored by the opposite claw. After this, the main claw will follow Olimar left and right in the air for some seconds, then stop, and will strike directly down. After staying stuck on the floor for some seconds, it will get back up, and the cycle will repeat.
When the battle starts, the creature will begin by launching three balls of poison from one of its side claws, one at a time. The claw that fires is the one closest to Olimar. The first ball will land on the far left or right side of the arena, the second will land a bit closer to the center, and the third will land roughly at the center; the balls go left-to-right when fired by the left claw, and right-to-left from the right claw. The attack will then be repeated, but mirrored by the opposite claw. After this, the main claw will follow Olimar left and right in the air for some seconds, then stop, and will strike directly down. After staying stuck on the floor for some seconds, it will get back up, and the cycle will repeat.


While the main claw is stuck to the ground, Pikmin can be thrown at it to attack it. If the creature receives any damage in this manner, then when the main claw gets up, the boss will follow with an attack where both side claws fire one of ball of poison each, at the same time, and after a pause, fire another ball each. The places these balls land on depend on where Olimar was when the attack started: if he was on the left side of the arena, they will land on the first and third quarters of the arena, and then on the second and fourth. If Olimar was on the right side, the order is reversed. After this, the cycle restarts. This process gets repeated until the boss's health reaches the second half, where it changes to the quadruped form.
While the main claw is stuck to the ground, Pikmin can be thrown at it to attack it. If the creature receives any damage in this manner, then when the main claw gets up, the boss will follow with an attack where both side claws fire one of ball of poison each, at the same time, and after a pause, fire another ball each. The places these balls land on depend on where Olimar was when the attack started: if he was on the left side of the arena, they will land on the first and third quarters of the arena, and then on the second and fourth. If Olimar was on the right side, the order is reversed. After this, the cycle restarts. This process gets repeated until the boss's health reaches the second half, where it changes to the quadruped form.


=== Quadruped form ===
=== Quadruped form ===
The creature's front paws will be on the same plane as Olimar and the Pikmin. They take up one fourth of the arena, and can only be on one of the four quarters. When this form begins the creature will raise one of its paws, move it one "slot" closer in Olimar's direction, wait for some seconds, and then stomp it down. After every stomp, it may quickly move one paw to a different "slot" to readjust. This table describes what happens based on where the paws are. "First paw" refers to the creature's right front paw (left from the viewer), and "first slot" is the leftmost one on the screen.
The creature's front paws will be on the same plane as Olimar and the Pikmin. They take up one fourth of the arena, and can only land be on one of the four quarters. When this form begins the creature will raise one of its paws, move it one "slot" closer in Olimar's direction, wait for some seconds, and then stomp it down. After ever stomp, it may quickly move one paw to a different "slot" to readjust. This table describes what happens based on where the paws are. "First paw" refers to the creature's right front paw, and "first slot" is the leftmost one on the screen.
{| class="wikitable"
{| class="wikitable"
! colspan="2" | If its paws are on these slots... || colspan="2" | ...it will make this adjustment
! colspan="2" | If its paws are on these slots... || colspan="2" | ...it will make this adjustment
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When the claw is dangling, Pikmin can be thrown at it to cause damage. If it takes any damage this way, then when it is done with the poison balls attack where two are launched at a time, it will follow up with a new attack. The creature will fly to the background and face the group in the foreground. It will fire one beam of poison at the floor below it and aim it towards the foreground. It will aim in the direction Olimar is, but won't change direction once the beam has started. After this, it will fly away and the cycle will restart.
When the claw is dangling, Pikmin can be thrown at it to cause damage. If it takes any damage this way, then when it is done with the poison balls attack where two are launched at a time, it will follow up with a new attack. The creature will fly to the background and face the group in the foreground. It will fire one beam of poison at the floor below it and aim it towards the foreground. It will aim in the direction Olimar is, but won't change direction once the beam has started. After this, it will fly away and the cycle will restart.


When its health is on the last half, there will be some changes to its attacks. When it shoots balls of poison when its body is in reach, it will actually fire five of them, one by one. The first ball will land directly below the claw, the second will land just after the edge of the arena, the third will land midway between the edge of the arena and the point below the claw, the fourth will land far away off the arena, and the fifth will land midway between the first and the third. When it goes to the background to fire beams, it will fire a second one after the first, and they will also be faster than the one it shoots when over half health. When it chomps down at the floor, it will do so three times in a row, slightly deviating the position each time. When it shoots beams while on the background, it will shoot two now instead of one. They also approach the foreground faster.
When its health is on the last half, there will be some changes to its attacks. When it shoots balls of poison when its body is in reach, it will actually fire five of them, one by one. The first ball will land directly below the claw, the second will land just after the edge of the arena, the third will land midway between the edge of the arena and the point below the claw, the fourth will land far away off the arena, and the fifth will land midway between the first and the third. When it goes to the background to fire beams, it will fire a second one after the first, and they will also be faster than the one it shoots when over half health. When it chomps down at the floor, it will do so three times in a row, slightly deviating the position each time. When it shoots beams while on the background, it will shoot two now instead of one. They also approach the foreground faster. Give yourself room to run, and look at the floor below the boss. As soon as you see the beam on the floor in the background, run in the direction you chose. Remember to repeat for the second beam. It's best to use this strategy instead of looking at the boss's claw, because it won't start sending the laser until after some seconds of charging up, and the time it takes to charge up between the two shots is not the same.


== Locations ==
== Locations ==
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=== Winged form ===
=== Winged form ===
As soon as it starts, run under the creature. Only do this if your Pikmin are flowered, otherwise they will be too slow to catch up and will likely get hit by some poison balls. If they are bud or leaf, then wait until the first three balls of poison are fired before running under the boss's body. The first three balls it fires will land roughly below it, moving slightly forward, so keep this in mind when waiting for the first set of balls to finish. Once under the creature, throw Pikmin at its body. You can throw just one, or as many as you like, since it won't make a difference. After the gust of wind, its claw will hover above you. Wait one full second, and then start moving in the direction its body used to be in. This should give you enough space to run and avoid the claw when it strikes down. Then, when it's dangling, throw Pikmin at it. As soon as the boss shakes the Pikmin off, quickly run to the end of the arena in the same side the boss is facing, i.e. the side opposite from the one its body used to be in. As long as you hug the boundary, and force your Pikmin to hug it with you (keep holding the direction and use the whistle), you will avoid the poison balls. If you can't make it to the edge in time, then pay attention to the boss as it spits balls, and stand directly under the position where it spit a couple of balls. Any of these positions will be safe for the duration of the attack. When the Berserk Leech Hydroe goes to the background, for the beam attack to start, and simply dodge to the side once it begins.
As soon as it starts, run under the creature. Only do this if your Pikmin are flowered, otherwise they will be too slow to catch up and will likely get hit by some poison balls. If they are bud or leaf, then wait until the first three balls of poison are fired before running under the boss's body. The first three balls it fires will land roughly below him, moving slightly forward, so keep this in mind when waiting for the first set of balls to finish. Once under the creature, throw Pikmin at its body. You can throw just one, or as many as you like, since it won't make a difference. After the gust of wind, its claw will hover above you. Wait one full second, and then start moving in the direction its body used to be in. This should give you enough space to run and avoid the claw when it strikes down. Then, when it's dangling, throw Pikmin at it. As soon as the boss shakes the Pikmin off, quickly run to the end of the arena in the same side the boss is facing, i.e. the side opposite from the one its body used to be in. As long as you hug the boundary, and force your Pikmin to hug it with you (keep holding the direction and use the whistle), you will avoid the poison balls. If you can't make it to the edge in time, then pay attention to the boss as it spits balls, and stand directly under the position where it spit a couple of balls. Any of these positions will be safe for the duration of the attack. When the Berserk Leech Hydroe goes to the background, for the beam attack to start, and simply dodge to the side once it begins.


After its health reaches the second half, some of its attacks will change. When it shoots balls of poison with its body in reach, it will actually shoot five, one at a time. Hugging the edge of the arena is safe, as is simply being under the creature. But to get under it may be difficult. The best way is to wait for the first poison ball to land, which will land directly below the claw, and then run under the boss. If you're having trouble with that, then hug the edge of the arena to avoid all attacks, and then continue to walk in the direction of the edge even after the creature flies off. When it flies in from the same side you're holding in, you will be fighting against the gust of wind and will easily get under the boss before it even shoots the first ball. When it clamps its claw at the floor, it will do it three times in a row slightly deviating the position each time. So keep a bit more distance than normal, and wait for the third chomp before throwing Pikmin. When it goes to the background to shot beams, start by giving yourself room to run, and look at the floor below the boss. As soon as you see the beam on the floor in the background, run in the direction you chose. Remember to repeat for the second beam. It's best to use this strategy instead of looking at the boss's claw, because it won't start sending the laser until after some seconds of charging up, and the time it takes to charge up between the two shots is not the same.
After its health reaches the second half, some of its attacks will change. When it shoots balls of poison with its body in reach, it will actually shoot five, one at a time. Hugging the edge of the arena is safe, as is simply being under the creature. But to get under it may be difficult. The best way is to wait for the first poison ball to land, which will land directly below the claw, and then run under the boss. If you're having trouble with that, then hug the edge of the arena to avoid all attacks, and then continue to walk in the direction of the edge even after the creature flies off. When it flies in from the same side you're holding in, you will be fighting against the gust of wind and will easily get under the boss before it even shoots the first ball. When it clamps its claw at the floor, it will do it three times in a row slightly deviating the position each time. So keep a bit more distance than normal, and wait for the third chomp before throwing Pikmin.


{{notes|heypikmin=y}}
{{notes|heypikmin=y}}
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== Naming ==
== Naming ==
{{game help|hp|Describe the enemy's names. ([[Pikipedia:General content guidelines#Naming section|Guidelines]])}}
{{game help|hp|Describe the enemy's names. ([[Pikipedia:General content guidelines#Naming section|Guidelines]])}}
This "creature" is named after the [[Leech Hydroe]] controlling it, who is driven berserk from the [[Sparklium Converter]] lodged within it.
Its generator name is <code>boss_last_boss</code>, simply referring to how this is the final boss of the game.


=== Names in other languages ===
=== Names in other languages ===
{{game help|hp|Fill in the names in other languages, for the main languages at least.}}
{{foreignname
{{foreignname
|Jap  = 凶暴クサヤドリアメヒドラ
|Jap  =  
|JapR = Kyoubou Kusa Yadori Ame Hidora
|JapR =  
|JapM = Ferocious Grass Parasite Rain Hydra
|JapM =  
|Dut  = Geflipte hydraparasiet
|Dut  = geflipte hydraparasiet
|DutM = Berserk hydraparasite
|DutM =  
|Fra  = Parasydre enragé
|Fra  = parasydre enragé
|FraM = Mad parasidre
|FraM =
|Ger  = Wilde Parasitenhydra
|Ger  = Wilde parasitenhydra
|GerM = Wild Parasite Hydra
|GerM =  
|Ita  = Idroparassita mutante
|Ita  = idroparassita mutente
|ItaM = Mutated hydroparasite
|ItaM =  
|Kor  = 폭주기생아메히드라
|Spa  = plantídarada agresiva
|Spa  = Plantídrada agresiva
|SpaM =  
|SpaM = Agressive shootplant
}}
}}


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== See also ==
== See also ==
* [[Leech Hydroe]]
* [[Leech Hydroe]]
* [[Creeping Chrysanthemum]]
* [[Quaggled Mireclops]]


{{Bosses}}
{{hpenemies}}
{{hpenemies}}
{{bosses}}


[[Category:Crushing enemies]]
[[Category:Crushing enemies]]

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