Kokotewa

Monster Info

Hydrolancer [G_HYDRO 1756]
Attributes
Dragon

This race does not have any special attributes.

Dark 2
Neutral100%Poison25%
Water75%Holy150%
Earth75%Dark-25%
Fire75%Ghost50%
Wind75%Decay0%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 100% 100%
AI Type 24 (On Spawn)
×

AI Type 24 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

BERSERK_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTBERSERK_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
MYOWNER_ATTACKED_INEXPEL_OUTRUSH_ST
MYOWNER_OUTSIGNT_INMOVETO_MYOWNER_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
MYOWNER_ATTACKED_INEXPEL_OUTRUSH_ST
MOVE_RANDOM_END_INWAIT_START_OUTIDLE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RUSH_ST

inputType outputType outputState
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
DESTINATION_ARRIVED_INSEARCH_OUTSEARCH_ST

SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
Trait I

In the Idle (IDLE) AI state, the monster is not engaged with a player.

C

In the Chase (RUSH) AI state, the monster is chasing a player.

A

In the Attack (BERSERK) AI state, the monster is attacking a player.

Assist Master
Follow Master
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
100.0%
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10 - 5s IF_HP ≤ 30
5.0%
Random Attack
Attack an enemy to inflict random element physical damage.
DMGatk12,770 ~ 19,550
Range7 cells
Random Attack 5 0.5s 5s
5.0%
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk3,910
Range7 cells
Critical Attack 1 0.5s 5s
5.0%
Combo Attack
Attack an enemy to inflict physical damage.
DMGatk3,065 ~ 4,692
Accuracy+20%
Range7 cells
Combo Attack 2 0.7s 5s
20.0%
Sonic Blow
Attack an enemy to inflict physical damage and stun by chance. Has a 2 second forced motion delay.
DMGatk20,432 ~ 31,280
Stun30% chance
Range1 cell
Sonic Blow 10 0.8s 5s
5.0%
Physical Breaker
Hex an enemy to reduce their HP by a percentage of their current HP by chance.
DMGlv25% HP
Phys. Breaker50% chance
Range9 cells
Physical Breaker 4 0.8s 5s
100.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew7,662 ~ 11,730
Flee95new441
Duration15.00 seconds
Power Up 3 - 30s IF_HP ≤ 30
20.0%
Meteor Storm
Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
DMGmatk3,450 ~ 5,625 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 1s 30s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 2s 5s IF_SLAVENUM ≤ 2
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - IF_RUDEATTACK
100.0%
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10 - 5s IF_HP ≤ 30
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 2s 5s IF_SLAVENUM ≤ 2
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s

RUSH_ST

Chance Skill LvCastDelayAI Condition
100.0%
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10 - 5s IF_HP ≤ 30
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 2s 5s IF_SLAVENUM ≤ 2
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Sonic Blow
Attack an enemy to inflict physical damage and stun by chance. Has a 2 second forced motion delay.
DMGatk20,432 ~ 31,280
Stun30% chance
Range1 cell
Sonic Blow 10
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Combo Attack
Attack an enemy to inflict physical damage.
DMGatk3,065 ~ 4,692
Accuracy+20%
Range7 cells
Combo Attack 2
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk3,910
Range7 cells
Critical Attack 1
Physical Breaker
Hex an enemy to reduce their HP by a percentage of their current HP by chance.
DMGlv25% HP
Phys. Breaker50% chance
Range9 cells
Physical Breaker 4
Power Up
Temporarily increase ATK and HIT.
ATKnew7,662 ~ 11,730
Flee95new441
Duration15.00 seconds
Power Up 3
Random Attack
Attack an enemy to inflict random element physical damage.
DMGatk12,770 ~ 19,550
Range7 cells
Random Attack 5
Summon Slave
Summon slave monsters.
Summon Slave 1
Meteor Storm
Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
DMGmatk3,450 ~ 5,625 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10
Stats
ATK
Physical Attack (min ~ max [range])
ATK defines the base value for physical attacks. A random value between min ~ max is selected for each separate physical attack damage calculation. A monster is able to perform non-skill attacks against players within its ATK range.
2,554 ~ 3,910 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
308,230 Lv
Level
Lv influences the hit required to reach 100% hit, flee required to reach 95% flee, and the success chance of some status ailments.
89 STR
Strength
STR defines the duration of some status ailments.
1
MATK
Magical Attack (min ~ max)
MATK defines the base value for magical attacks. A random value between min ~ max is selected for each separate magical attack damage calculation.
230 ~ 375 DEF
Physical Defense (Hard + Soft)
DEF reduces damage received from physical attacks. Hard DEF reduces damage by a percentage and Soft DEF reduces damage by a flat amount.
52 + 110 ~ 134 Class
Class
Monsters with the boss or woe class cannot be knocked back, are immune to most status ailments, cannot be stolen from, and are trapped for a reduced duration. Monsters with the boss type interact with hidden players as though they are not hidden.
boss VIT
Vitality
VIT defines Soft DEF and influences Soft MDEF and the success chance and duration of some status ailments.
110
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
672 ms MDEF
Magical Defense (Hard + Soft)
MDEF reduces damage received from magical attacks. Hard MDEF reduces damage by a percentage and Soft MDEF reduces damage by a flat amount.
62 + 141 Aggro R.
Aggressive Range
Aggro R. determines the maximum range the monster will scan for targets.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
86
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
672 ms (166.4) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
258 Chase R.
Chase Range
Chase R. determines the maximum range the monster will chase targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
94
MSPD
Movement Speed
MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
Useful Benchmarks
Player w/o Modifiers 150 ms
Player w/ Windwalk 120 ms
Player w/ Inc. AGI 112 ms
Player w/ Peco & AGI 75 ms
Player w/ Spd. Potion 60 ms
160 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
205 bEXP
Base Experience
The bEXP rewarded upon defeat.
0 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
96
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
432 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
6.4 jEXP
Job Experience
The jEXP rewarded upon defeat.
0 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
32
ATK
Physical Attack (min ~ max [range])
ATK defines the base value for physical attacks. A random value between min ~ max is selected for each separate physical attack damage calculation. A monster is able to perform non-skill attacks against players within its ATK range.
2,554 ~ 3,910 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
308,230
MATK
Magical Attack (min ~ max)
MATK defines the base value for magical attacks. A random value between min ~ max is selected for each separate magical attack damage calculation.
230 ~ 375 DEF
Physical Defense (Hard + Soft)
DEF reduces damage received from physical attacks. Hard DEF reduces damage by a percentage and Soft DEF reduces damage by a flat amount.
52 + 110 ~ 134
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
672 ms MDEF
Magical Defense (Hard + Soft)
MDEF reduces damage received from magical attacks. Hard MDEF reduces damage by a percentage and Soft MDEF reduces damage by a flat amount.
62 + 141
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
672 ms (166.4) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
258
MSPD
Movement Speed
MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
Useful Benchmarks
Player w/o Modifiers 150 ms
Player w/ Windwalk 120 ms
Player w/ Inc. AGI 112 ms
Player w/ Peco & AGI 75 ms
Player w/ Spd. Potion 60 ms
160 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
205
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
432 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
6.4
Lv
Level
Lv influences the hit required to reach 100% hit, flee required to reach 95% flee, and the success chance of some status ailments.
89 STR
Strength
STR defines the duration of some status ailments.
1
Class
Class
Monsters with the boss or woe class cannot be knocked back, are immune to most status ailments, cannot be stolen from, and are trapped for a reduced duration. Monsters with the boss type interact with hidden players as though they are not hidden.
boss VIT
Vitality
VIT defines Soft DEF and influences Soft MDEF and the success chance and duration of some status ailments.
110
Aggro R.
Aggressive Range
Aggro R. determines the maximum range the monster will scan for targets.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
86
Chase R.
Chase Range
Chase R. determines the maximum range the monster will chase targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
94
bEXP
Base Experience
The bEXP rewarded upon defeat.
0 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
96
jEXP
Job Experience
The jEXP rewarded upon defeat.
0 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
32
Drops

When a monster is defeated, rewards spawn by chance at the defeat location. Each reward is rolled independently. When attempting to steal an item from a monster, each item is attempted successively. As item reward and steal attempts are performed with a ≤ operator, comparisons are 2 / 20,001 more likely to succeed than intended. Apple, an expected placeholder item, is excluded from 2 / 20,001 drop rolls but is included in steal rolls.

This monster does not drop items
Map Locations

 This is a summoned monster

Monster Summons
msql13.1 ms
html0.4 ms

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