Damage Values / Boss Health / Damage Routes
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Damage Values / Boss Health / Damage Routes
Updated 3 years ago by Drakodan

Listed below is a list of damage values and boss HP values in the game, originally posted by Heidrage on SDA. Reposting here to centralise information, and posting my personal damage routes below to show how best to dispatch enemies.

Damage Values:

Projectile: 3 Sword: 4 Roll: 5 Charge (rocket or spin): 6 Boxing Punch: 12-20 Boxing projectile: 1 Stampy-do Energy Ring: Not listed


Enemy Health:

Stage 1: Mecha Monkey: 32 First Blocking Bot: 24 Second Blocking Bot: 24 Golden Knight: 32

Stage 2 Giant Laser: 24 Packing Robot: 63

Stage 3 General: 32 Caterpillar 1: 24 Caterpillar 2: 24 Caterpillar 3: 24 Caterpillar 4: 24 Caterpillar 5: 24 Caterpillar 6: 24 Caterpillar 7: 24 Caterpillar 8: 24 Caterpillar 9: 24 Caterpillar 10: 24 Caterpillar 11: 24 Caterpillar's Head: 56?

Stage 4 Snake Rider: 24 Laser Door 1: 16 Laser Door 2: 16 Laser Door 3: 16 Upper Turret: 16 Middle Turret: 16 Lower Turret: 16 Last Turret: 16 General's Robot: 60

Stage 5 Cat's Head: 64 (changes form at half health) Desert Worm: 25 (damage is reduced, charged hits for 3, roll for 2, sword and projectile for 1)

Stage 6 Elephant: 48 Axel Gear: 79

Stage 7 Daileon: 60? Axel Gear Boxing: 224 Left arm: 224 Right Arm: 224

Stage 8 Weird Wolf: 32 Diamond 1: 31 Diamond 2: 31 Diamond 3: 31 Diamond 4: 31 Outer ring: 63 each Generalissimo Lioness: 114 Memory value: 000F91

Stage 9 Ultimate Weapon: 127


Damage Routes:

Mecha Monkey: Charge, roll, charge, roll, charge, roll Blocking Bots: Roll x5 Golden Knight: Charge x6 Giant Laser: Charge x4 Packing Robot: Sword x16 (NOT projectile, and using roll/charge is very unreliable) General: Charge x5, sword (Projectile is fine) Caterpillar: Roll x infinity Snake Rider: Charge x4 Laser Doors: Roll, charge, roll Turrets: Charge, roll, roll General's Robot: Charge, charge, roll, roll, charge, roll, roll, charge, roll, roll, charge Cat's Head: Charge, roll, charge, roll, charge, roll (Phase 2 is erratic, just use whatever hits, mostly rolls) Desert Worm: Not consistent. Optimal is Charge, roll, charge, roll, charge, roll, charge, roll, charge, roll, but you just have to hit this boss however you can. Try not to land sword hits. Elephant: Roll, roll, roll, roll, charge, roll, roll Axel Gear: Not consistent. Optimal is Charge, roll, roll, charge, roll, roll, charge, roll, roll, charge, roll, roll, charge, roll, roll. Daileon: Who cares Axel Gear Boxing: This fight works differently, and the damage values for the punches are very variable. Axel can be killed in as few as 11 hits by missing left jabs and immediately hitting with a right straight, so in other words by using one-two punches. A two-punch will deal up to 20 damage, depending on how closely it follows a missed punch. Just try to get good at the fight, this one is HARD to play well. Weird Wolf: Charge, charge, roll, charge, roll, roll (Use charges if he's too high to roll into) Diamonds: Charge hit on each one as the fight begins, then 5 rolls each as they come back around. This fight is very difficult due to lag. Generalissimo Lioness: Not consistent. Sword is the preferred weapon (NOT projectile). You can generally land two roll attacks per hit you take yourself, and you can take 6 hits from full health without dying, so up to 60 damage from roll attacks. Optimal in this case, assuming no accidental hits, is Sword x17, followed by 2 roll attacks per hit taken. MUST be played carefully, with full awareness of Lioness' remaining HP. Ultimate Weapon: Roll as often as possible, use charge when you would otherwise enter Exhaustion, you want to damage boost periodically to reset the Exhaustion meter.

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