Kimbo dofus8/10/2023 If Kimbo is bribed, its summon will not cast any glyphs. Leaving a Snailmet alive can be useful, as Kimbo will take damage from their glyphs (though Snailmet glyphs can be hard to distinguish from Kimbo's). It is generally best to leave Kimbo until last (killing off the Air Pikokos as quickly as possible). Neutral damage will not trigger either of the glyphs. It should be noted that hitting Kimbo with any form of damage will trigger its glyphs (such as Kimbo ending on a Snailmet's glyph), irrespective of whether you are in safe spots or not. (This means you end your turn on a glyph, the same one that would otherwise kill you if you began your turn on it.) If a player or a player's summon starts on a glyph then they will die, if an enemy starts the turn, it will gain the respective 400% weakness.Īt the end of the weakened turn, Kimbo will regain his resistance and the summon will re-summon the glyphs on the other set of tiles as before, so the summon should either be pushed an odd number of cells prior, or everyone should end their turn on the opposite cell type. You also need to repeat the process described above each turn, till Kimbo is dead. Characteristics HP: From 6900 to 10000 AP: 10 MP: 7 Resistances Earth: 400 Air: 400 Fire: 400 Water: 400 Neutral: 400 Quests Merry Kwismas ,Around in Circles ,Thomahon's Blessing ,Tiwotokar Simulation ,Meridiawful Power, Drops Barrel of Frying Oil 3 Lvl 1 Kimbo Sphenoid 27 Lvl 160 Kimbo's Precious Stone 2. Once it's weakened you must then hit it as much as possible in the weakened elements. When Kimbo has its next turn it will activate the summon's glyph, gain 400% weakness to the corresponding elements, and 800% resistance to the other two. Once the Chess board glyph pattern has been cast, you need to move Kimbo onto one of the glyphs to weaken him. It will also give Kimbo 1 MP and 900 Agility. At the beginning of its turn, Kimbo's summon should then cast Even Glyph (if you hit Kimbo with Fire or Air) or the Odd Glyph (if you hit Kimbo with Earth or Water), which will place down the glyphs in a Chess board pattern. Once all players are pre-staged on the correct tiles, hit Kimbo with one of the elements you chose to go with (So either Air/Fire or Earth/Water). To summarize: for Fire/Air damage be on odd number of squares from the summon, and for Earth/Water, be on an even number of squares from the summon. You should also make sure that all players could, if they were to be knocked back, go at least two squares (So don't position a player one square away from a wall). If you choose Water/Earth you must choose the squares an even number away from the summon in the chess board pattern. If you go with Fire/Air you must stand on the squares which are an odd number of squares away from the summon, not including the square the summon is on (do not stand directly next to the summon though, it may cast 'Release'), moving out like a chess board. Once you've decided which elements you go for, all players must stand in certain positions. It's best to choose the pair in which you have the best ranged damage, as it can be a nuisance hitting Kimbo. You can either go with Fire/Air or Water/Earth. Before weakening Kimbo you must decide which elements you wish to damage it with.
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