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Weird Friends Act 2 in Guildrun

Normal 12 versions 5 enemies

Enemies in Weird Friends Act 2

Weird Friends Act 2 versions in Guildrun

Floor Difficulty Enemies Effective HP Effective offense Shards
7 Base 5 31,824 311 25
7 Raised 5 41,075 311 25
7 Highest 5 41,073 386 25
8 Base 6 41,117 411 25
8 Raised 6 54,031 411 25
8 Highest 6 54,029 520 25
9 Base 5 57,194 586 25
9 Raised 5 76,453 586 25
9 Highest 5 76,459 745 25
10 Base 6 71,320 743 25
10 Raised 6 96,828 743 25
10 Highest 6 96,828 956 25

Weird Friends Act 2 enemy placement in Guildrun

Floor 7
FG
MF
L
MA
MF
Floor 8
FG
S
PM
MA
L
MF
Floor 9
S
MT
MA
FG
L
Floor 10
MT
FG
S
MF
MA
L

Abilities in Weird Friends Act 2 in Guildrun

7 abilities
Bounce Active

Jump to the lowest-health enemy then deal 175 (+150% Attack) damage to it.

Fire Storm Active

Call down a fire storm for 3 seconds. Each second, deal 20 (+75% Magic) damage and inflict 6 (+3 per 33 Magic) Burn to all enemies inside the fire storm.

Frost Storm Active

Call down a frost storm for 3 seconds. Each second, deal 20 (+75% Magic) damage and inflict 4 (+2 per 33 Magic) Frost to all enemies inside the frost storm.

Lizard Leap in Guildrun Lizard Leap Passive

At start of combat, jump to the enemy backline, landing on the hex directly opposite the Lizard's starting position. If occupied, land on the nearest available hex.

Oak Skin in Guildrun Oak Skin Passive

Start of Combat: Gain 100% Magic Defense.

Slam Active

Deal 150 (+150% Magic) damage and Stun all adjacent enemies for 2.5 seconds.

Wild Shot Active

Deal 250 (+125% Attack Speed + 125% Attack) damage to a random enemy.

Other Guildrun stages on act 1

24 entries