This guide will feature explanations of combat mechanics, items, weapons, PE powers, enemies and etc.
---Combat Mechanics---
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Combat initiation - the most reliable way is to aim, the battle will start as soon as Aya finishes the aiming animation. Another way in which the battle can start, is if Aya gets caught in enemy's field of vision. The final way in which you can start the battle is proximity, getting too close to the enemy that's active but can't see you, will cause it to aggro and that will initiate the combat automaticly. (Note: Sleeping Scavengers cannot be aggro'd by being close to them, so your only option is to aim.)
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Status Effects Blindness - prevents you from using auto-targeting, you can still fire the weapon, but hitting enemies that are in the air, or low on the ground (scoripions for example) will be extremely tough/impossible. Enemies that are on the same level as Aya can still be hit easily, you'll just have to manually adjust Aya so that she faces the enemy.
Confusion - impairs the control of Aya's movement, causes her to run in circles, cancels auto-targeting, a huge nuisance in general. Can be a cause of your death in certain rooms (B1 Shelter Airlock with Rook Golem and 6 laser) or in battles with certain enemies (Bishop Golem).
Paralysis - causes Aya to place her hands on her thighs and lean forward, as if she's severely tired, this occurs in ~5 second windows for the entirety of it's duraion. If you'll mash the buttons she'll leave the state but the status will persist, so you'll have to mash out of it every time she's leaning until the duration runs out, or use metabolism.
Berserk - increases weapon damage by 50%, but every trigger pull (pressing the fire button) consumes 2HP (What this means is that semi-auto guns will drain 2HP on every shot, while full-auto weapons will drain 2HP on the press of the button and won't consume any more HP for the duration of the burst), Invoked PE powers are raised by one level, use HP instead of MP and cost twice as much, Water and Earth PE powers cannot be used during the Berserk, so cast them in advance.
Impact - a status effect that is resisted by two armors in the game, EOD Suit and Chicken Plate, what it means is that if Aya's HP is higher than 5 and she is hit by a fatal attack, her HP will instead be set at 1, no matter the power and damage of attack (except instant-kills from No.9 in Akropolis and Glutton). Healing above 5HP will reset this effect.
- Critical Hits Yellow Effect - is the weapon's critical hit.
Pink/Magenta Effect - this is target's weak spot. Examples: almost every Stranger's back, Black Beetles's belly.
Cyan/Blue-ish Effect - target is particularly vulnerable to a certain damage type. Examples: Fatties and Bog Divers when hit by Fire PEs or 12 Gauge Incendiary; Golems when hit with R. Slug
Green Effect - target is in a vulnerable moment/state. Examples: Fatties/Mossbacks when they stretch their arms upwards; Chasers when they're knocked down. Eve when she emerges from the middle of the bridge and finishes rotating, there's a ~2 second window before she applies Antibody to herself, this 2 second window is her vulnerable state, this is where you can see Mongoose with Maeda SP hit her for over 1000 damage, if Mongoose's crit procs and then stacks with this one.
- Attenuation Attenuation - Correction factor to the POWER and CRT values. It is a "hidden" parameter that every weapon has, the in-game representation of it is technically Range, but it doesn't tell the full picture. A good example of attenuation are shotguns, I will take SP12 as an example. Attenuation is spread over 4 ranges: 0-1m range/ 1-2m range/ 2-8m range/ 8m and further. In SP12's case it's attenutaion will be 1.2/ 1.0/ 0.8 /0.6 What this means is in a 0-1m range SP12 will deal 120% of it's loaded ammunition damage. In a 1-2m range it will deal 100%. In a 2-8m range it will deal 80% and in 8m and further range it will deal 60%. Weapon's Critical Hit% also goes down the further you are from the target.
---Weapons--- M93R Capacity: 20 R1: 3 Round Burst (CRT: 10%) R2: Single Fire (CRT: 30%) Attenuation: 1.0 - 0.8 - 0.6 - 0.5 Range: 50 Firerate: 0.77sec (Single) 0.90sec (Burst) Reload: 1.47sec. A surprisingly good weapon, all things considered. Mainly due to it's 3 round burst. You'll find yourself using it a lot in Scavenger and Nightmare, especially if you want a perfect walkthrough for the max amount of BP.
P08 (Snail Magazine) Capacity: 7 (32 w/ Snail Magazine) R1: Single Fire (CRT: 40%) Attenuation: 1.0 - 1.0 - 0.8 - 0.8 Range: 70 Firerate: 0.83sec. Reload: 1.20sec. With the Snail Mag, it's easily one of the best guns in the game. With 40% (50% with a single cast of Energy Shot) crit chance and 32 rounds mag, it reliably outputs a very respectable amount of damage at a decent pace. It's also very light, meaning that reload and target acquisition are very quick.
M950 Capacity: 100 R1: Rapid Fire (CRT: 0%) Attenuation: 0.7 - 0.7 - 0.5 - 0.4 Range: 40 Firerate: 0.13sec. Reload: 3.60sec. Considered a very subpar weapon by a lot of players, and rightfully so. It's main downfall is low firerate, however it's also quite heavy too, resulting in slow target change and a time consuming reload, it's optimal range is also really small, resulting in a weapon that can be sluggish in tight situations.. It has it's uses, mainly taking out Lasers, but it's also good against Golems, if you get point blank and use Energy Shot once, but still, it's a clunky weapon that requires a degree of game mastery to use efficiently.
P229 Capacity: 12 R1: Silenced Shot (CRT: 40%) R2: Flashlight Attenuation: 1.0 - 1.0 - 0.8 - 0.8 Range: 120 Firerate: 0.80sec. Reload: 1.20sec. Essentially a slightly better P08 due to much longer range and 50 Combat Lights that can be refilled. Really underrated weapon, mainly due to it's late acquisition, but don't be fooled by that, just like P08 it can be used until the very end of the game, and just like M93R, it's a perfect tool for the max BP playthrough.
MP5A5 Capacity: 30 / 60 / 90 R1: Rapid Fire (CRT: 0%) R2: Flashlight Attenuation: 0.7 - 0.7 - 0.5 - 0.4 Range: 55 Firerate: 0.10sec. Reload: 2.20sec. One of my personal favorites. 50 Combat Lights that can be refilled coupled with a very high rate of fire, low weight, quick aiming animation and target change, make MP5A5 an extremely powerful weapon in skilled hands. With a single cast of lvl 3 Energy Shot and loaded with Hydra/Spartan, it rips through absolutely anything. With 2 Clip Holders that you can buy from Marines, it turns into a superior version of M249. Bottom line: it's a far better M950.
---5.56mm / Rifle Attachments---
All attachments are affected by the Energy Shot.
M9 - a bayonet attachment with a 70-90 damage swing and a 250 critical one (30% crit rate). It can be a bit tough to get used to, but coupled with it's low price, high damage output and the fact that it knocks a lot of enemies to the ground, it's a good choice that allows you to freshen up the gameplay a bit and save some BP. Firerate: 1.73sec. (Swing animation and recovery from it)
Hammer - a stungun attachment with a 60-80 damage, small cone-esque AoE attack. It's VERY heavy, resulting in a slower aiming time, target change and reload. It knocks a lot of enemies to the ground, and briefly stuns others (mainly Golems). All things considered, this is the worst attachment in my opinion. But I encourage you to try it out and see for yourself, wether you like it or not. Firerate: 1.13sec.
M203 - this is literally a Grenade Pistol that you can attach to M4A1. Nothing of note here, except the fact that it increases weight slightly. The reload of it is also somewhat lengthy. If you REALLY want to save 1 space in the inventory and use grenades, it's a good choice, otherwise Grenade Launcher is far superior. Firerate: 1.60sec. Reload: 2.93sec.
Pyke - a flamethrower attachment with a damage of 35 (The total damage per 1 fuel is ~105, I think, cause 1 press of the button fires a small stream of fire that consists of multiple segments, each dealing damage.). A lot of people like to joke around that Pyke is a meme, but I think it's the best attachment (unless you count Javelin Glitch). It has a decent range (for a flamethrower) and the damage accumulates rapidly with the continuous fire. With Energy Shot it's great against Golems. Naturally it's great against targets that are weak to fire (Fatties, Divers, Amoebas.) In Bounty Mode you can get it just before Glutton, from the Knight Golem in the Breeding Room, and use it in the fight with Glutton and for the rest of the game, since refueling is free. It's only downside is the 30 Fuel capacity. Firerate: 0.67sec.
Javelin - a lasergun attachment with a damage of 90-120 per shot. If there are multiple enemies aligned in a row, it will pierce through all of them and deal 90-120 damage to each one. The Javelin Glitch is: when you press Fire (R2), there's ~0.5 second delay before the laser fully converges, if you press Select in that time window, the beam will deal ~700 damage instead of 90-120. The battery's capacity is 60, and is refilled for free. Firerate: 1.63sec. (This is the time from the press of the button until the end of damage frames, you cannot move forward for the duration, but you can rotate in place.)
M4A1 Capacity: 30 / 60 / 90 R1: 3 Round Burst (CRT: 5%) R2: Single Fire (CRT: 25%) Attenuation: 0.7 - 0.7 - 0.7 - 0.7 Firerate: 0.80sec. (Single) 1.07sec. (Burst) Reload: 2.20sec. (Without any attachment) Attachments will decrease attenuation to 0.6 and increase the weight and reload times. Clip Holders will not decrease attenuation. The effective critical rate is also lower because of the attenuation. A good weapon that reliably outputs it's 46 damage per burst at any distance. It's low weight allows for a quick target change and reload. Knowing when to fire Bursts and Single Shots is a key to using the M4A1 to it's full potential. (Any attachment except the Clip Holder overrides the R2 firing mode, taking away Single Fire option and leaving you only with the 3-round Burst.)
M249 Capacity: 200 R1: Rapid Fire (CRT: 0%) Attenuation: 0.6 - 0.6 - 0.4 - 0.3 Range: 400 Firerate: 0.07sec. Reload: 5.27sec. A full auto M4A1 with a 200 round box magazine. One of the heaviest weapons in the game, meaning that aiming animation, target change and reload are agonizingly slow (especially the reload). If you're further than 2 meters from the enemy, this is easily the most wasteful weapon in the game. With Energy Shot and Berserk it does output a boatload of DPS, but it's hardly a saving grace. The 15,800BP price tag is not really enticing either. (Dropped by the Bishop Golem at the Beta Generator room in Neo Ark in Bounty and Nightmare modes, if you have the Medicine Wheel equipped.) PA3 Capacity: 3 R1: Pump Action (CRT: 0%) Attenuation: 1.2 - 1.0 - 0.8 - 0.6 Range: 30 Firerate: 1.23sec. Reload: 2.53sec. The very first shotgun available. Having very low clip size, rate of fire and range (unless used in conjunction with the R.Slug Shells). Its only benefit is its area of effect damage per shot with Buckshot, capable of hitting multiple enemies in a single shot thus a very potent weapon against Moths, Scorpions, Bats and Mind Sucklers (all of which appear frequently until the end of disc 1). Can be a great help against Golems in Bounty Mode, due to it's modest price of 1000BP and the fact that you can get 10 R. Slug Shells from the trunk of a white car in the Douglas' shop, and 10 more from Grey Stalker in the well. (Might be able to get even more from different fights, due to Bounty having it's own Battle Rewards pool.)
SP12 Capacity: 7 R1: Pump Action (CRT: 0%) Attenuation: 1.2 - 1.0 - 0.8 - 0.6 Range: 40 Firerate: 1.37sec. Reload: 2.87sec. A heavier PA3 that holds 4 more shells. Can be quite useful since there's an infinite supply of Buckshot in the Armory. Also useful against ANMCs that are weak to fire if you use Firefly shells. Great for the Max BP playthroughs, since it's free, same as it's supply of Buckshot. Requires a degree of skill to use effectively and correctly.
AS12 Capacity: 20 R1: Semi-auto (CRT: 0%) Attenuation: 1.2 - 1.0 - 0.8 - 0.6 Range: 50 Firerate: 1.17sec. Cooldown: 2.53sec. The second best shotgun in the game. But as good as it is, it's not good enough for it's ridiculous 12,500BP price tag. The most sensible choice is to buy it from Marines near the end of the game, along with 200 R. Slug Shells and breeze through B2 Floor and Neo Ark, which are flooded with Golems. Douglas also sells it when you get back to Dryfield by activating the Moon Gate, but there are far better options available for purchase (MP5A5, M4 attachments, EOD Suit). You can buy it if you REALLY want it, but it's not the wisest purchase, considering that you have SP12, which is free.
Gunblade Capacity: Melee / 12 Power: 80 (1200) (CRT: ? / 0%) Attribute: Normal / Shell Type Attenuation: 1.0 / 1.2 - 1.0 - 0.8 - 0.6 Range: 2 / 100 Firerate: 2.20sec. (Blade) 0.96sec. (Gun) Reload: 3.07sec. Available in Replay Mode for 10,000BP if you attained S Rank, or in Scavenger Mode if you have 27,800BP to buy Medicine Wheel from Jodie, which if you do, you'll get Gunblade as the reward from No.9 fight in Dryfield. This is the best shotgun in the game. If you attack with the blade (R1) and fire the shotgun (R2) just as the blade is about to strike the target, you will deal from 2400 to 9999 damage (dependant on loaded ammunition, applied Energy Shot and Berserker). Timing is crucial with the R1+R2 combo, so if you want the best results, you might want to practice with it. (Replay Mode is best suited for it.) If your timing is perfect, you'll see an effect that looks very similiar to a common Physics logo, an atom with orbits around it.
Grenade Pistol: Capacity: 1 R1: Grenade (CRT: 0%) Attenuation: 0.7 - 0.7 - 0.7 - 0.7 Range: 350 Firerate: 1.40sec. Reload: 2.27sec. Using standart Grenades, it will deal ~270 damage without any buffs, one-shotting most enemies. However, since it's a single shot weapon, that must be reloaded after firing it, it's not suitable for the majority of encounters. It's best used against mini-bosses and Bosses. You can try using it against Golems, but it's a poor choice, due to their large HP pool and GL's lengthy firing time and reload speed.
MM1: Capacity: 12 R1: Grenade (CRT: 0%) Attenuation: 0.7 - 0.7 - 0.7 - 0.7 Range: 350 Firerate: 1.63sec. Reload: 5.17sec. A Grenade Launcher with a 12 rounds revolving magazine. The HEAVIEST and most UNWIELDY weapon in the game, that also comes with the lucrative price tag of 23,500BP, god only knows why. If you save Pvt. Ironheart, the Engineer in the parking lot will have MM1 and M249 in stock. If you're on the Best Ending path, you'll also be able to take 100 Grenades for free from the ammo crates. Personally, I think this is one of the worst weapons in the game (if not actually the worst one). If you want to try it out, give it a shot, but there's no way I can actually reccomend it. MM1 is unlocked for Replay Mode if you achieve B Rank.
Mongoose Capacity: 6 R1: Single Fire (CRT: 40%) Attenuation: 1.0 - 1.0 - 0.8 - 0.8 Range: 60 Firerate: 0.93sec. Reload: 1.93sec. One of the best weapons in the game. Handles like any other handgun, good aiming animation, changes targets quickly aswell. The Mongoose has an extremely high critical hit ratio that can match the critical rate of the P229 and P08. The maximum damage of this weapon can be over 600, superseding even that of a grenade launcher, just cast the Energy Shot and fire away. It's real potential is realized with .44 Maeda SP rounds, where, with correct buffs and under correct cirumstances, it can hit for more than a 1000 damage. In New Game you can get it from Rupert at the Marine's Camp if you didn't save Pierce. In Bounty Mode it's dropped by a Knight Golem in Shelter's B1 Main Corridor. (you need Medicine Wheel)
Tonfa Baton Capacity: Melee Power: 10 (CRT 0% / 15%) 0% for first swing, 15% for the follow-up one. Attribute: Blow (5x damage to amoebas) Range: 1 Firerate: 1.33sec. (Single strike) 1.67sec. (A combo of 2 strikes.) The only strictly melee weapon in the game, it has no need for ammo or P. Energy. The tonfa baton can be used again and again to strike close ranged enemies, it also stuns small to medium NMC, allowing you to keep hitting the enemy until they die. It is useless in distance and against most flying enemies, due to its low attack it is rendered useless after Dryfield since most enemies are fast or HP-tanks like mossbacks and GOLEMs.
Hypervelocity Capacity: 100 Power: 2000 (CRT: 0%) Attribute: None Attenuation: 1.0 - 1.0 - 1.0 - 1.0 Range: 1000 Charge Time: 2.96sec. Cooldown: 2.20sec. A Magnetic railgun that uses super-sonic rounds, it is as heavy as the MM1 and usually does 2000+ damage to any enemy which rips most if not all bosses apart with ease. It does not use normal ammunition, instead using a battery that can fire 100 shots before it needs to be recharged (which can be done for free at any of the game's shops). Its blast also has a wide swath, so it can wipe out entire groups of enemies with a single shot. It has a 3 second charge time , and its heavy weight will require several seconds for Aya to raise the weapon and line it up with her target, making it poor for close-range fights.
--Ammo--
---9mm--- P.B. Damage: 10. Hydra. Damage: 15. Spartan. Damage 20.
---Shotgun--- Buckshot. Damage: 40. Attribute: Explosion - a cone that starts at the barrel and expands further, can hit multiple enemies, if aimed correctly.
Firefly. Damage: 70. Attribute: Fire - 2 to 3 times damage to ANMCs that are weak to fire.
R. Slug. Damage: 90. Attribute: Piercing - 2 to 3 times damage to Golems and Scorpions.
---Grenade--- Riot. Damage: 60. Attribute: Flash - large AoE that inflicts Blind effect, which is more powerful than that of Combat Light and Flare. Knocks majority of enemies down, and paralyses some others (Scavengers and Stalkers.)
Airburst. Damage: 220. Attribute: Explosion - large AoE upon impact, that can hit several enemies in a decent radius. Mostly useful against riff-raff like Scavengers, Rats, turned-over Black Beetles, Maggots and etc.
Grenade. Damage 270. Attribute: Burst - a VERY tiny AoE upon impact. You can technically damage multiple enemies with this grenade type, but realistically, it's a pipe-dream. View it as a single target high-damage round.
---Magnum--- .44 Magnum. Damage: 40 .44 Maeda SP. Damage: 70 Attribute: Poison - applies a Level 3 Necrosis on proc. 1.5% target's Max HP as damage for the duration.
---Armor Effects--- HP Recovery: HP will be restored at the end of battle; Same amount as MP. MP Recovery: MP recovered at the end of combat is increased by 25%. MP Generation: MP is recovered on taking damage. 20% proportion. Motion Detector: A 14m radius GPS system is displayed for combat. Medical Inspection: Targeted enemy HP is displayed. Shows ???? for most bosses. Quick Fire: Targeting speed increases by 50%. Resist Status_Effect: Specified status effect is prevented.
---Items--- GPS: 7m radius GPS system is displayed for combat.
Skull Crystal: Weapon damage is increased by 20%.
Medicine Wheel: Bonus items may be obtained by victory in certain battles.
Holy Water: Damage received is decreased by 25%.
Ofuda: PE damage is increased by 50%
The Skull Crystal, Medicine Wheel, Holy Water, and Ofuda can be consumed to upgrade PE; However, the item will be gone and you cannot attach it. The targeted PE is the lowest level PE of its respective category. If the Parasite Energies are the same level, the "lower rank" one is preferred (Example:Pyrokinesis 2 is taken over Combustion 2). If there is no upgradable PE, the item will not be consumed. This chart describes their category:
Skull Crystal Fire Medicine Wheel Wind Holy Water Water Ofuda Earth
Combat Light: Flash effect with damage value of 0. Instant death to moths.
Pepper Spray: Paralysis effect with damage value of 5. The effective length of the paralysis is double that of Apobiosis Lv.1.
Flare: Flash effect to the entire area with damage value of 50 (75 with Ofuda). Inflicts Blind, same as Combat Light, but on a much larger scale. There is no effect on enemies that have not yet appeared in the battle. (Burrowed Scorpions.) Flare WILL affect the Stalkers that are camouflaged.
---PE Powers---
ATP is measured in frames; 30 frames per second. If the ATP is 30, it will only take 1 second to cast. If it is 10, a third of a second, etc. EXP values are from New Game.
---Fire--- Pyrokinesis Level 1: Damage - 70. Cost - 8MP. ATP - 22. EXP - n/a. Bonus MP - n/a. Level 2: Damage - 100. Cost - 7MP. ATP - 22. EXP - 1250. Bonus MP +1. Notes: Fires a Single projectile. My favorite level of Pyro. Level 3: Damage - 135 Cost - 6MP. ATP - 22. EXP - 3000. Bonus MP +2. Notes: Fires 3 projectiles, each dealing 45 damage. Seems to completely lose it's knock back effect, as it's tied to an amount of damage per projectile, as far as I can tell. ATP may be 22, but the use time is artificially extended due to the amount of projectiles fired. As clunky as it is, you need it before Spetic Tank, as Level 3 Pyro is enough to kill a Bog Diver with a single cast in New Game.
Combustion Level 1: Damage - 120. Cost - 14MP. ATP - 38. EXP - 750. Bonus MP +1. Notes: Extremely tough to use properly due to an awfully tiny AoE and horrendous cast time. Missing with it at the early stages of the game is devastating, due to it's 14MP cost. If you want to run 100% kills, I'd recommend practicing with this, as the early stage of the run rides on the correct usage of this. Level 2: Damage - 140. Cost - 14MP. ATP - 30. EXP - 1750. Bonus MP +1. Notes: Nice improvement over the Level 1. The AoE is decent and the cast time is good enough that it won't endanger you. Level 3: Damage - 170. Cost 14MP. ATP - 22. EXP - 4000. Bonus MP +2. Notes: Tremendous improvement over the previous two levels. AoE is large enough to almost fully cover most rooms, radius wise. Height wise it's simply gigantic, easily catching every flying enemy in the game, sometimes even off-screen. This is easily one of the best spells in the game if utilised correctly.
Inferno Level 1: Damage - 200. Cost - 30MP. ATP - 50. EXP - 3000. Bonus MP +1. Notes: Affects an entire room, regardless of it's size. Longest cast time in the game, don't underestimate it, as it's RIDICULOUSLY time consuming, so don't think you can cast this in a pinch. It's 200 damage reliably covers the HP of most enemies, the more healthier ones are usually weak to fire, meaning they'll take 400. The only enemy that's weak to fire that can survive level 1 Inferno is the Mossback. Will damage enemies like Stalkers, even if they're camouflaged. Won't damage Knight/Bishop Golems when they're invisible. Also won't damage Failed Stalker if the cast happens when it's invisible.
Level 2: Damage - 250. Cost - 30MP. ATP - 40. EXP - 4000. Bonus MP +2. Notes: Same as level 1, just casts faster and deals 50 more damage. Level 3: Damage - 300. Cost - 30MP. ATP - 28. EXP - 5000. Bonus MP +4. Notes: Casts quite quickly. With Ofuda deals 450 damage on average, which is enough to kill Pawn Golems in New Game.
---Wind--- Necrosis Level 1: Damage - 15. Cost - 7MP. ATP - 38. EXP - 500. Bonus MP +1. Notes: Inflicts poison; Instantly kills amoebas; Poison procs interrupt attacks and actions of enemies. Goes through enemies. Can hit enemies behind walls and shelves if aimed properly, due to it's large projectile. Awful cast time. 1% of targets Max HP as damage.
Level 2: Damage - 20. Cost - 7MP. ATP - 30. EXP - 1250. Bonus MP +1. Notes: Same as the above, except the damage is 1.25% of target's Max HP. Level 3: Damage - 30. Cost - 7MP. ATP - 22. EXP - 3000. Bonus MP +2. Notes: Same as the above, except the damage is 1.5% of target's Max HP.
Plasma Level 1: Damage - 25. Cost - 6MP. ATP - 18. EXP - 750. Bonus MP +1. Notes: A shock attribute is applied to affected enemies. Temporarily stuns or knocks down enemies. Penetrates through walls. Very easy to aim. Insta-kills Failed Strangers. The best spell to use in Scavenger Mode.
Level 2: Damage - 30. Cost - 5MP. ATP - 18. EXP - 1750. Bonus MP +1. Notes: Larger AoE. Level 3: Damage - 40. Cost - 4MP. ATP - 18. EXP - 4000. Bonus MP +2. Notes. Larger AoE. Exceptionally good for it's low MP price, especially with Ofuda.
Apobiosis Level 1: Damage - 60. Cost - 18MP. ATP - 38. EXP - 3000. Bonus MP +1. Notes: Cylindrical area of effect. Inflicts a paralysis effect to enemies. Time of paralysis is enemy-dependent. Critical rate is doubled against paralyzed enemies. Effective against enemies with a nervous system and no PE resistance. Personally, I'd avoud using Apobiosis unless it's level 3, due to long cast time, small AoE and low paralyse time of first 2 levels. 1x Duration of the Paralysis.
Level 2: Damage - 80. Cost - 18MP. ATP - 38. EXP - 4000. Bonus MP +2. Notes: 1.25x Duration of the Paralysis. Level 3: Damage - 100. Cost - 18MP. ATP - 38. EXP - 5000. Bonus MP +4. Notes: 1.5x Duration of the Paralysis. Affects an entire room, same as Inferno. A good alternative to Inferno against certain enemies, due to a 12MP lower cost (Requires knowledge of enemy's HP.) ***Pepper Spray's paralysis duration is x2 that of Apobiosus level 1. Paralysed enemies are twice as likely to recieve critical hits.
---Water--- Metabolism Level 1: Duration - 20 sec. Cost - 7MP. ATP - 36. EXP - 500. Bonus MP +1. Notes: Removes and prevents status effects. Keep in mind it cannot be used when Aya is berserked or silenced.
Level 2: Duration - 20 sec. Cost - 5MP. ATP - 28. EXP - 1250. Bonus MP +1. Notes: --- Level 3: Duraiton - 20 sec. Cost - 3MP. ATP - 18. EXP - 3000. Bonus MP +1. Notes: ---
Healing Level 1: Heals - 32HP. Cost - 12MP. ATP - 42. EXP - 750. Bonus MP +1. Notes: Heals x1.5-x2 more if used during combat. Level 2: Heals - 44HP. Cost - 12MP. ATP - 30. EXP - 1750. Bonus MP +1. Notes: --- Level 3: Heals - 56HP. Cost - 12MP. ATP - 18. EXP - 4000. Bonus MP +1. Notes: ---
Life Drain Level 1: Damage - 200. Cost - 20MP. ATP - 44. EXP - 3000. Bonus MP +1. Notes: Aya drains and recovers HP from surrounding enemies. It has a cylindrical area of effect. Damage is divided equally among enemies. You cannot absorb more HP than the enemy has.
Level 2: Damage - 250. Cost - 18MP. ATP - 36. EXP - 4000. Bonus MP +1. Notes: Damage is equally divided among enemies. Level 3: Damage - 300. Cost - 16MP. ATP - 28. EXP - 5000. Bonus MP +2. Notes: Damage is equally divided among enemies. Affects an entire room, same as Inferno.
---Earth--- Antibody Level 1: Damage Recieved: Cast once - 75%; Cast twice - 70%. Cost - 6MP. ATP - 36. EXP - 500. Bonus MP +2. Notes: Damage received is decreased. You can stack the effect once. Duration is 75 seconds for all levels, but only 60 seconds when stacked. You can prolong the effect by re-casting it.
Level 2: Damage Recieved: Cast once - 70%; Cast twice - 60%. Cost - 5MP. ATP - 28. EXP - 1250. Bonus MP +2. Notes: -- Level 3: Damage Recieved: Cast once - 60%; Cast twice - 50%. Cost - 4MP. ATP - 18. EXP - 3000. Bonus MP +4. Notes: -- ***Artificially extended cast time, due to the animation of the magnetic field concentrating on Aya. I guess it stacks multiplicatively with Holy Water, but Antibody's reduction comes first, then Holy Water is applied.
Energy Shot Level 1: Weapon Damage: Cast once - 130%; Cast twice - 140%. Cost - 10MP. ATP - 36. EXP - 750. Bonus MP +2. Notes: Damage and critical rate of weapons are increased. The effect can be stacked once. Critical rate is raised 1.25x cast once, and 1.4x cast twice. Example (P08's 40% crit rate will turn into 50% with a single cast and into 56% with 2). There is no effect on critical rates of 0%. Duration is the same as antibody. The percentage of damage output is provided.The damage of melee weapons such as the Tonfa Baton is also affected.
Level 2: Weapon Damage: Cast once - 140%; Cast twice - 150%. Cost - 9MP. ATP - 28. EXP - 1750. Bonus MP +2. Notes -- Level 3: Weapon Damage: Cast once - 150%; Cast twice - 160%. Cost - 8MP. ATP - 18. EXP - 4000. Bonus MP +4. Notes -- ***Artificially extended cast time due to post-cast animation.
Energy Ball Level 1: Damage - 200. Cost - 15MP. ATP - 36. EXP - 3000. Bonus MP +2. Notes: Generates energy spheres that surround and protect Aya. Approaching enemies will be damaged by the spheres. Some attacks (Eve's charge for example) will consume the spheres but will protect you from taking any damage at all. Up to 3 spheres can be summoned. Summons 1 Sphere.
Level 2: Damage - 200. Cost - 15MP. ATP - 28. EXP - 4000. Bonus MP +4. Notes: Summons 2 Spheres. Level 3: Damage - 200. Cost - 15MP. ATP - 18. EXP - 5000. Bonus MP +9. Notes: Summons 3 Spheres.
---Notable Enemies--- No.9 at Akropolis 1600HP All cables and steam pipe will deal 1080 damage to him, leaving him with 520HP. He is pushed back even by lvl 1 Pyro. Grenade will deal ~180 damage to him but won't interrupt him in any way, A clip of Hydra from MP5 at point blank absolutely shreds him, but you'll need to use Pepper Spray on him. His gas grenades inflict Paralysis, Aya's Jacket resists it. When he corners you at the end and makes it past the pipe and ignites his machete, he will be immune to stuns, staggers and etc., forcing you to kill him in the window of time he spends preparing for the attack, if you fail to do so, he will insta-kill you regardless of HP.
Gray Stalker in the Well/Ivory Stalker in Secret Passage after Blizzard Chaser fight. Gray Stalker has 450HP. Ivory Stalker has 1000HP and is IMMUNE to Poison. Combat light will cause them to fall down from the ceiling and will give you a 3-4 second window for attack. Gray Stalker can be killed with 2 Grenades and 1 Pyro 2 in New Game. Ivory Stalker gets stun-locked by P229's Flashlight.
No.9 at Dryfield 1100HP Pyro deals high damage to him, Pyro 2 will hit him for ~180-200. You need to hit his back, or hit him when he's open after doing an attack, otherwise he will block with his arms and will take ~20 damage. The only really dangerous attack is his over-head swing which deals ~55 damage. If you bring him to 300HP or lower, you can force him to grab Aya by the neck, and if you mash out of the grab, she will Pyro him, ending the battle. She needs to be facing him, however.
Burner 4650HP. 3000HP first phase 1650HP second phase. He gets dazed by Pepper Spray, giving you a ~5 second window where he does nothing, use it to take the position and cast Energy Shot and use Necrosis on him. Standing in the corridor between Room 5 and Room 6 is the best choice, as he will be forced to use only his Flamer. With Necrosis, x2 Energy Shot and P08 you can keep him stunlocked, causing him to miss every attack. Just don't forget to re-apply Necrosis once it runs out. (He will have a purple hue on him, when Necrosis is active.) When you blow off his face, he will fight to the death, this is an indicator that Flint has survived and you can get best ending. If you want to get L-rank to unlock Monk Robe, you'll have to run around the balcony and wait for ~3-5 minutes, he will run out of fuel and leave, this rewards you with minimal EXP, which is a requirment for L-rank. This also means that Flint is dead and you can't get best/good endings anymore. If you haven't checked green car next to the Douglas' trailer, doing it after this fight, you will get Chicken Plate from it. He has a 2.0 critical modifier, meaning that if you use P08 with double casted Energy Shot, every shot you fire will be a critical hit.
Blizzard Chaser. 500HP first phase. 2500 second phase. Barrel explodes for 400 damage. If you explode it with an Airburst while he's nearby that will deal ~620 damage on New Game. He can be paralyzed by Pepper Spray. When you don't hear him for some time, and then hear a roar, change your position, or he will land on top of you. Grenades knock him down. Necrosis is a big help in this fight, apply it when he's down.
Glutton. 3000HP first fight. 3000HP second fight. Mouth is her weak spot, scoring a crit with P229/P08 will deal very high damage. A Grenade with x2 Energy Shot hits for ~550-650 damage. Scoring a crit on shoulders will cause her to roar and stomp the floor, two Mad Chasers will fall down, she will ALWAYS use Vacuum after this, even if you kill the Mad Chasers, if you won't, each one will heal her for 110HP, and she will spit them out, dealing damage. Critting her head will cause her to roar for a prolonged time, during which you can shoot the mouth, no Chasers fall down during this.
Sea Diver/Tlaloc 2000HP Gets stun locked by Pyke, swiftly dispatching him and keeping you away from damage. Pyro 3 hits him for ~400.
Brain Stinger 400HP They have some sort of damage resistence, mostly noticable when using Pyro and other fire/explosion based weapons. Necro will interrupt their cast of the Fireball, but will fail to do so if it was applied when they have begun. Fireball deals high damage, ~30-40 in New Game, and has slight homing properties. It can inflict almost every status effect, except Berserk. They also have a melee attack, where they use a sharp bone protruding from their big hand and stab Aya, this is however extremely rare, and you'll probably never see it.
Puppet Stinger 4000HP Destroying the speaker will cause him to recoil, effectively interrupting him. Using Plasma on Eve, will cause her to stagger and lose focus, stripping Puppet Stinger off of the Antibody. Scoring Critical Hits will keep Eve from re-applying the Antibody. Using an M950 with Spartans or Pyke will require you to just Energy Shot twice, Plasma Eve, drink Eau, Plasma her again and then just hold the R1 until he dies, the continuous stream of damage will keep Eve from re-applying the Antibody, and will quickly melt his 4000HP
Pawn Golem (Green color) 425HP Takes full brunt of PE Powers. Plasma and Hammer Interrupt them regardless of their current action. Pepper Spray will stun him, same goes for Apobiosis. They get ripped apart by MP5A5 / M950 with Energy Shot, but that's true for every golem. In New Game 2 R.Slug shots with Crystal Skull equipped at point blank range are enough to kill. *** All Golems have a 0.5 modifier for Critical Hits, meaning it's much tougher to score a crit on them.
Rook Golem (Grey color) 486HP + 250HP Ballistic Shield Ignores 80% of PE Powers damage as long as his Ballistic Shield is not destroyed. Ignores every status effect and is immune to critical hits if the Shield is still intact. When he charges his Mitochondria Suppressor, if you get to his back and deal ~80 damage, he will fall to his knees, or get short-circuited. Two R.Slug shots with Skull Crystal equipped to his back or front (if he's not covering himself with the shield) are enough to bring him down. With the Ballistic Shield destroyed he's the same as Pawn.
Knight Golem (Purple color) 600HP Inflicts Poison with his swipes. He deals heavy damage if his swipes/charge can connect, in NG his raw damage is 50 from swipe and ~60 from the charge. What this means is at higher difficulties he one-shots you from 100HP if you're not careful. When he appears in front of you, he emits a distinct noise and also has a shadow. If you shoot him quickly he will get short-circuited, same effect happens to him if you mash out of his neck grab without taking damage and if you use Pepper Spray on him. When he charges, using Plasma will interrupt and short-curcuit him, if you're equipped with SP12 with R.Slugs and Crystal Skull, this gives you enough time to bring him down. Dealing a lot of damage in a single attack (R. Slug) will daze him a bit, prolonging his short-curcuit duration.
Bishop Golem (Burgundy Red color) 800HP Inflicts Confusion with his neck grab and Paralysis with his swipes. He deals even more damage than Knight (~25% more) and has more aggressive behavior in general. Energy Ball is good against him and Knight, as they will ignore the fake copy, but will instantly hit the real one as he appears. Full-Auto weapons are good, like M950, MP5. Pyke is great against all golems. But the best option is still a shotgun with R.Slug, at this point in the game you should have AS12 from Marines. All of the above from Knight applies to Bishop aswell.
Brahman/UltimateBeing/GIANT PINK BABY I will list the HP of it's parts. Head - 800-1000HP Neck - 1000HP Shoulder - 750HP Arm - Don't really know, but Pyro and/or Inferno remove it immideatly if the shoulder is dead. I'd guess it's ~1000HP by itself. Pee-Pee - ~800-1000HP Intestine/Butt - 1500HP Tail - 250HP. Split Tail has ~150HP for each split part (300 Total). Orifice from which Tails grow - 700HP. Core - 3500 Core Blast deals 150 damage on New Game.
Eve In Any% run you're looking at something around 12500HP If you kill every part of Brahman, she has ~6000HP. At 66% HP she starts using colored-homing spheres. Red - inflict Berserk. Yellow - Confusion. White - Pralysis. Blue - Silence At 33% HP she will start creating clones of herself, that have around 600HP. They can be crit for 999 damage and instantly be killed by: Necrosis, Inferno, Plasma, Life Drain, R.Slug, Grenade, .44 Maeda SP, Javelin.
Enemies that can be paralysed by Pepper Spray: Every Stranger, Boss Stranger, Fatty/Mossback, No.9 in Akropolis, Burner (Read his section) Chaser, Blizzard Chaser, Bog Diver, Sea Diver/Tlaloc, Brain Stinger, Puppet Stinger (really hard to hit him with Pepper Spray due to his wacky hitbox), Pawn Golem, Rook Golem if his shield is destroyed, Brahman (must be used on the Core), Eve.