Anchorman

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Resistance 1: Immobility: 70
Resistance 2: None
Resistance 3: None
Enemy Type: Equippable
Default Special Abilities: None
Attack 1: Immobility lowered for 2 turns by 30. Targeting Immobility Resist
Attack 2: +x% damage. Deadlock
Attack 3: +x% Bonus damage. Captain's Hook!
Attack 4: Stun for one round. Anchored to the Ground
Attack 5: DoT for 8 turns. Neurotoxic Residue!
Attack 6: None
Locations


Notes

Attack 1: Shoots smoke from chest at your mech and burns it a bit in fire.

Attack 2: Shoots with its gun on shoulder at your mech and makes your mech glow white

Attack 3: Shoot its anchor out of its back arm at your mech and engulfs your mech in yellow and white light.

Attack 4: Shoot its grappling hook from its front arm at our mech and engulf your mech in fire and yellow and white light.

Attack 5: Calls upon a giant blue jellyfish and drops right on top of your mech