Monster icon

ポポPopoPopoPopoPepePopoПопоPopoPôpo포포波波波波بوبو

Description

群れで生活する草食獣。
寒さに耐える長い毛で全身が厚く覆われており、
温厚な性格で、攻撃されると群れごと逃げていく。
また、その肉は大変栄養価が高く、
特に舌は珍味とされる。Herd-forming herbivores covered in thick fur
to endure the cold. Popo are gentle by nature,
so if they are attacked the whole herd will
turn tail and run. Popo meat is very nutritious;
the tongue is said to be especially palatable.Vivant en troupeaux, cet herbivore est couvert d'une
épaisse fourrure résistante au froid. Paisible
de nature, s'il est attaqué, le troupeau entier
s'enfuit avec lui. Sa viande est très nourrissante
et sa langue est réputée pour être savoureuse.Erbivori gregari, ricoperti da una spessa pelliccia
che li protegge dal freddo. Sono miti per natura e,
quando vengono attaccati, l'intero branco scappa
senza combattere. La carne di Popo è molto nutriente
e pare che la loro lingua sia ottima.Dieser in Herden lebende Pflanzenfresser wird durch
sein dickes Fell gegen Kälte geschützt. Der Pepe ist
von Natur aus sanftmütig; bei einem Angriff flieht
die ganze Herde. Pepe-Fleisch ist sehr nahrhaft.
Die Zunge soll besonders delikat sein.Herbívoros cubiertos de una densa y gruesa piel que
los protege del frío. Los Popo son tan mansos que
si los atacan, la manada entera huirá con el rabo
entre las piernas. Su carne es muy nutritiva: la
lengua parece ser especialmente suculenta.Стадные травоядные, покрытые густым мехом, чтобы
выдерживать холод. Попо от природы робки, когда
на них нападают, все стадо разворачивается и бежит.
Мясо Попо очень питательно; говорят,
что особенно вкусен язык.Żyjące w stadach roślinożerne stworzenia pokryte
grubym futrem. Popo są z natury łagodne,
dlatego w przypadku ataku całe stado
ratuje się ucieczką. Ich mięso jest niezwykle
pożywne, a język szczególnie smaczny.Herbívoros formadores de rebanhos cobertos de pelos
espessos para suportar o frio. Os Pôpos são gentis
por natureza, por isso, se forem atacados, todo
o rebanho fugirá unido. A carne Pôpo é muito
nutritiva; diz-se que a língua é especialmente
gostosa.무리 지어 생활하는 초식동물.
추위에 견딜 수 있는 긴 털을 온몸에 덮고 있으며
온순한 성격으로 공격당하면 무리가 모두 도망친다.
또한, 그 고기는 영양가가 높으며
특히 혀가 진미라고 한다.擁有群居習性的草食獸。
全身包覆著能夠抵禦寒冷的長毛,
個性溫厚,遭到攻擊時會成群逃走。
另外,牠的肉營養價值極高,
尤其是舌頭更被視為珍饈。草食兽,多群居。
全身厚实的长毛能够抵御寒冷。
性格温厚,受到攻击会集体逃跑。
另外,其肉含有超高的营养价值,
尤其是其舌头,堪称珍馐。مخلوقات آكلة للنباتات وتكوّن قطعانًا
مغطاة بفرو سميك لتتحمل البرد. مخلوقات بوبو لطيفة
بطبيعتها، ففي حال مهاجمتها، سيهرب القطيع
بالكامل. لحم البوبو مغذٍ للغاية؛
ويقال إن اللسان لذيذ بشكل خاص.

Basic data

Base HP(LR/HR) 120, (MR) 120

Limping threshold(village) 30% / (LR) 25% / (HR) 18% / (MR) 12%

Capturing threshold(village) 35% / (LR) 25% / (HR) 21% / (MR) 12%

Sleep recovering90 seconds / recover 5% HP

GimmickVital(S) 100 / (M) 100 / (L) 100 / (KB) -1

Riding HP(S) 100 / (M) 100 / (L) 100

WeightLL

Caution to combat timer5

Caution to normal timer10

Combat to normal timer5

Enrage threshold(LR) 0 / (HR) 0 / (Rampage) 0 / (MR) 0

Enrage timer100

Rampage enrage timer10

Enrage motion multiplier1

Enrage attack multiplier1

Enrage defense multiplier1

Enrage compensation rate[1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0]

Enrage compensation rate (rampage)[1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0]

Enrage add staying time30

life_area_timer_rate0.1

Quests

QuestSizeHPAttackPartsDefenseElementStunExhaustRideParalyzeSleepStamina

Hitzone data

Monster hitzone diagram
HitzonePhaseNameSlashImpactShotFireWaterIceThunderDragonDizzy
[0]A:ダメージアタリ_頭_肉質080801004020203015100
[1]B:ダメージアタリ_胴_肉質0707010040202030150
[2]C:ダメージアタリ_尻尾_肉質0707010040202030150
[3]0000000000
[4]0000000000
[5]0000000000
[6]0000000000
[7]0000000000
[8]0000000000
[9]0000000000
[10]0000000000
[11]0000000000
[12]0000000000
[13]0000000000
[14]0000000000
[15]0000000000

Parts

Monster parts diagram
PartStaggerBreakSeverExtract
[0]ダメージアタリ_頭, ダメージアタリ_頭_部位5Orange
[1]ダメージアタリ_胴, ダメージアタリ_胴_部位5Orange
[2]ダメージアタリ_尻尾, ダメージアタリ_尻尾_部位5Orange
[3]100None
[4]100None
[5]100None
[6]100None
[7]100None
[8]100None
[9]100None
[10]100None
[11]100None
[12]100None
[13]100None
[14]100None
[15]100None

Multi-part vital

IndexPartpriorityAttributesHP
System0 (Apex knockdown?)4Unique
System1 (Riding initiate?)4Unique
System2 (Apex related?)4Unique

Abnormal status

ThresholdDecayMax stockActive timeAdd tired timeDamageAdditional information
Paralyze5 (+0) → 105 (+0) → 100 / 0 sec0 / 0 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset=5
Sleep5 (+0) → 105 (+0) → 100 / 0 sec0 / 0 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 3
Stun10 (+0) → 1010 (+0) → 100 / 0 sec0 / 0 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 5
Exhaust0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStamina reduction = 0, Preset=0
Paralyze20 (+10) → 4020 (+10) → 405 / 10 sec5 / 10 sec015 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset=6
Sleep30 (+20) → 7030 (+20) → 705 / 10 sec5 / 10 sec040 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 4
Stun45 (+25) → 9545 (+25) → 955 / 10 sec5 / 10 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 6
Exhaust225 (+75) → 900180 (+720) → 9005 / 10 sec5 / 10 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStamina reduction = 150, Preset=3
Flash0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec030 sec (-0 sec) → 30 sec+0 sec0 / 0 sec
Activate count = 0, Active time = 0
Activate count = 0, Active time = 0

Ignore refresh stance =
Distance = 3 ~ 8, Angle = 90
Preset = 1
Flash0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-3 sec) → 3 sec+0 sec0 / 0 sec
Activate count = 9999, Active time = 30
Activate count = 9999, Active time = 30

Ignore refresh stance = stand, fly, diving, wall, ceiling
Distance = 3 ~ 8, Angle = 120
Preset = 4
Poison40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec035 sec (-0 sec) → 0 sec+0 sec2 / 10 secPreset = 5
Blast0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secBlast damage = 0, Preset = 3
Poison40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec035 sec (-0 sec) → 0 sec+0 sec10 / 1 secPreset = 7
Blast30 (+10) → 5030 (+10) → 505 / 10 sec5 / 10 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secBlast damage = 100, Preset = 6
Ride0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 seccommon, Nora first limit = 0
Water0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec020 sec (-0 sec) → 0 sec+0 sec0 / 0 secMelee hzv adjust: hard = 25, soft = 3, judge = 60
Shot hzv adjust: hard = 25, soft = 3, judge = 60
Preset = 0
Fire0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec030 sec (-0 sec) → 0 sec+0 sec2 / 15 secHit-damage rate = 1, Preset = 0
Ice0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secMotion speed rate = 1, Preset = 0
Thunder0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStun hzv adjust: rate = 1, min = 0, max = 0, default = 1
Normal hzv adjust: rate = 1, min = 0, max = 0, default = 1
Stun active limit = 0, Preset = 0
Fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 3 sec+5 sec0 / 0 secPreset = 0
Quick sand0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 0
Buddy fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPoison stacking = 0, Preset = 1
Shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 3 sec+5 sec0 / 0 secPreset = 0
Buddy shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Capture0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec03.402823e38 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 0
Dung0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 0
Steel fang0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secActive limit = 0, Preset = 2, Unique target param = false
Distance = 0 ~ 0, Angle = 0
Water180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secMelee hzv adjust: hard = 25, soft = 3, judge = 60
Shot hzv adjust: hard = 25, soft = 3, judge = 60
Preset = 2
Fire180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec020 sec (-0 sec) → 0 sec+0 sec15 / 2 secHit-damage rate = 1.5, Preset = 2
Ice180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secMotion speed rate = 0.9, Preset = 2
Thunder180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secStun hzv adjust: rate = 0.5, min = 1, max = 40, default = 1
Normal hzv adjust: rate = 0.2, min = 1, max = 20, default = 1
Stun active limit = 1, Preset = 2
Fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-2 sec) → 3 sec+5 sec0 / 0 secPreset = 1
Quick sand0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Buddy fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPoison stacking = 0, Preset = 1
Shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec08 sec (-2 sec) → 3 sec+5 sec0 / 0 secPreset = 1
Buddy shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec08 sec (-2 sec) → 3 sec+5 sec0 / 0 secPreset = 1
Capture150 (+0) → 00 (+0) → 05 / 5 sec0 / 0 sec2003.402823e38 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Dung0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec0120 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Steel fang0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secActive limit = 0, Preset = 2, Unique target param = false
Distance = 0 ~ 0, Angle = 0

Low rank reward

Capture rewardsProbability
PartBroken part rewardsProbability
PartDropped materialsProbability

High rank reward

Master rank reward

Move set

Internal nameDamageStatusGuardingPowerTypeType valueTo objectTo other monsterFlags