Difference between revisions of "Sojobo"

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(Added Tips & Tricks)
(Added Deflect Missiles information and counters)
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==Useful Info==
 
==Useful Info==
'''Sojobo''' is a [[list of tengu|tengu]] air elementalist who is always generated with a band of [[tengu reaver]]s. He carries a [[great sword]] (83.3%) or [[triple sword]] (16.6%) which has the [[electrocution]] brand 66% of the time.
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'''Sojobo''' is a [[list of tengu|tengu]] air elementalist who is always generated with a band of [[tengu reaver]]s. He's fairly durable, and even hitting him can be a challenge as he has significant [[ev]]asion and an innate [[Deflect Missiles]] effect at all times. He carries a [[great sword]] (83.3%) or [[triple sword]] (16.6%) which has the [[electrocution]] brand 66% of the time.
  
 
==Location==
 
==Location==
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*Sojobo is a nasty opponent. Tengu reavers are nasty enemies. Taking on Sojobo ''and'' his band of reavers all at once is extremely reckless. Use whatever resources you need to to lure his allies away one by one, and only engage Sojobo when he's all alone. [[Swiftness]] or [[Haste]] certainly help in getting away, as these guys are all slightly faster than average.
 
*Sojobo is a nasty opponent. Tengu reavers are nasty enemies. Taking on Sojobo ''and'' his band of reavers all at once is extremely reckless. Use whatever resources you need to to lure his allies away one by one, and only engage Sojobo when he's all alone. [[Swiftness]] or [[Haste]] certainly help in getting away, as these guys are all slightly faster than average.
 
*Sojobo can deal dangerous amounts of damage quickly to the unprepared. [[Electricity]] resistance is very strongly recommended, as getting hit by a [[Lightning Bolt]] [[multizap]] can easily bring you to the brink of death, and there's no sense in tacking an additional 20 or so damage on top of his already significant melee attacks. Likewise, [[flying]] characters should probably stay earthbound for this fight, as an empowered [[Airstrike]] can hurt.
 
*Sojobo can deal dangerous amounts of damage quickly to the unprepared. [[Electricity]] resistance is very strongly recommended, as getting hit by a [[Lightning Bolt]] [[multizap]] can easily bring you to the brink of death, and there's no sense in tacking an additional 20 or so damage on top of his already significant melee attacks. Likewise, [[flying]] characters should probably stay earthbound for this fight, as an empowered [[Airstrike]] can hurt.
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*It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. He's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. His [[magic resistance]] is high enough to be a problem though...
  
 
==History==
 
==History==

Revision as of 13:40, 2 October 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
Sojobo HSojobo.png
HP 150
HD 20
XP 5528
Speed 10 (move: 90%)
AC 2
EV 22
Will 133
Attack1 28 (hit: plain)
Attack2 14 (peck: plain)
Attack3 14 (claw: plain)
Resistances None
Vulnerabilities None
Habitat Land
Intelligence High
Uses Weapons & armour
Starting equipment
Open doors
Holiness Natural
Size Medium
Type tengu, tengu
Flags Actual spells
Deflect missiles
Fighter
Levitate
See invisible
Speaks
Spellcaster
Unique
Warm-blooded
King of the tengu, with legendary skill in swordsmanship, tactics, and magic.

Useful Info

Sojobo is a tengu air elementalist who is always generated with a band of tengu reavers. He's fairly durable, and even hitting him can be a challenge as he has significant evasion and an innate Deflect Missiles effect at all times. He carries a great sword (83.3%) or triple sword (16.6%) which has the electrocution brand 66% of the time.

Location

Spells

Spell set
Slot1 Lightning Bolt (3d24)
Slot2 none
Slot3 Wind Blast
Slot4 Airstrike (0-50)
Slot5 Summon Air Elementals
Slot6 Wind Blast

Tips & Tricks

  • Sojobo is a nasty opponent. Tengu reavers are nasty enemies. Taking on Sojobo and his band of reavers all at once is extremely reckless. Use whatever resources you need to to lure his allies away one by one, and only engage Sojobo when he's all alone. Swiftness or Haste certainly help in getting away, as these guys are all slightly faster than average.
  • Sojobo can deal dangerous amounts of damage quickly to the unprepared. Electricity resistance is very strongly recommended, as getting hit by a Lightning Bolt multizap can easily bring you to the brink of death, and there's no sense in tacking an additional 20 or so damage on top of his already significant melee attacks. Likewise, flying characters should probably stay earthbound for this fight, as an empowered Airstrike can hurt.
  • It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. He's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. His magic resistance is high enough to be a problem though...

History

Sojobo will be added in 0.13.