Monster icon

衛蜘蛛 ハゼヒバキPyrantulaPyrantulaPyrantulaPyrantulaPyrantulaПирантулаPirantulaPirântula하제히바키衛蜘蛛卫蜘蛛بيرانتولاPyrantula

Description

ヤツカダキ亜種の幼体。別名「衛蜘蛛」。
基本的に自ら動き回ることはなく、行動のほぼすべてを
親に依存している。反面、近づいてきた者を
何でも敵として認識する習性があり、
ひとたび敵の存在を感知すると積極的に攻撃を仕掛ける。
体内に爆発性のガスを蓄えており、
親から糸を通して爆轟が伝えられると、
それに反応して小規模な爆発を引き起こす。Offspring of the Pyre Rakna-Kadaki. Pyrantula
usually stay put, relying on their progenitor for
almost all movement. On the other hand, they
treat all who approach as threats, eagerly attacking
any invaders they detect. Their bodies contain
explosive gasses that the Pyre Rakna-Kadaki
can detonate through webs, generating small
explosions.Progéniture du Rakna-Kadaki de feu.
Les Pyrantula ne bougent pas beaucoup
et laissent leurs géniteurs s'occuper
de tout. Cependant, toute approche est vue
comme une menace et les intrus détectés
sont systématiquement attaqués.
Ces créatures abritent des gaz
pouvant créer de petites explosions.Progenie di Rakna-Kadaki igneo. I Pyrantula
solitamente restano immobili e si affidano ai
progenitori per quasi tutti i movimenti. Chiunque
gli si avvicini viene considerato una minaccia e
sono pronti ad attaccare gli invasori. Il loro corpo
contiene gas esplosivi che vengono fatti detonare
con le loro reti, generando così piccole esplosioni.Die Jungtiere des Pyro-Kadaki. Pyrantula
verhalten sich meist ruhig und ordnen sich
größtenteils den Bewegungen ihres Muttertiers
unter. Sobald sie jedoch eine Bedrohung erkennen,
greifen sie sofort an. Ihr Körper enthält explosive
Gase, die der Pyro-Kadaki mithilfe von Netzen
entzündet, um kleine Explosionen zu erzeugen.Prole de Rakna-Kadaki Pira. Las Pyrantula
acostumbran a estar quietas y confían casi por
completo en sus progenitores para moverse. Por otro
lado, consideran una amenaza a todo aquel que se
acerque, y atacarán fervientemente en cuanto
detecten a un intruso. Sus cuerpos contienen gases
explosivos que los Rakna-Kadaki Pira pueden detonar
mediante telarañas, generando pequeñas explosiones.Детеныш пламенного Ракна-Кадаки. Пирантула обычно
не покидают родных мест, во всем полагаясь на своего
прародителя, а всех чужаков воспринимают как угрозу,
яростно атакуя любого незваного гостя. Их тела
содержат взрывоопасные газы, которые пламенный
Ракна-Кадаки может поджигать через паутину,
создавая небольшие взрывы.Potomstwo Pyre Rakna-Kadaki. Pirantule zazwyczaj
nie poruszają się same, polegając na ruchu swego
rodzica. Z drugiej strony atakują każdego intruza,
który się do nich zbliży. Ich ciała zawierają
wybuchowe gazy, których Pyre Rakna-Kadaki może użyć
za pośrednictwem pajęczyny, aby wywołać niewielkie
eksplozje.Cria do Rakna-Kadaki Pírico. Pirântulas ficam
parados, contando com os pais para quase todos os
movimentos. Por outro lado, consideram todos que se
aproximam como ameaças e atacam todos os invasores.
Os corpos contém gases explosivos que o Rakna-Kadaki
Pírico pode detonar por teias, gerando pequenas
explosões.야츠카다키 아종의 유생. 별명은 「위지주」.
기본적으로 스스로 움직이지 않으며 행동의
대부분을 부모에게 의존한다. 그러나 접근한
자는 누구든 적으로 인식하는 습성이 있어
일단 적의 존재를 감지하면 적극적으로
공격한다. 몸속에 폭발성 가스를 비축하고
있어 부모로부터 실을 통해 폭굉이 전달되면
그것에 반응하여 소규모 폭발을 일으킨다.熾妃蜘蛛的幼體。基本上不會自己行動,
幾乎一切行動皆依附成蟲。
相反,牠們會將所有接近的東西視為敵人,
只要發現敵人,就會積極展開攻擊。
體內蓄積著具爆炸性質的瓦斯,
一旦從成蟲的蜘蛛絲感覺到爆轟,
便會與之呼應,引發小規模的爆炸。炽妃蜘蛛的幼体,别名“卫蜘蛛”。
不会主动行动,几乎所有行动都依赖成蛛。
会将一切靠近自己的生物都视为敌人,
一旦感知到敌人的存在,就会积极发动攻击。
体内积蓄着爆炸性气体,
当它感受到成蛛的蛛丝传来的爆轰时,
就会做出反应,引发小规模爆炸。نسل راكنا-كاداكي الحارق. غالبًا
ما تبقى العنكبوتيات في مكانها، وتعتمد على أسلافها
في معظم تحركاتها. على الجانب الآخر، يتعاملون
مع كل من يقترب منهم على أنه تهديد، ويهاجمون بضراوة
أي دخلاء يكتشفون وجودهم. تحتوي أجسادهم
على غازات متفجرة يمكن لراكنا-كاداكي الحارق
تفجيرها من خلال الشبكات، وينتج عن ذلك انفجارات
صغيرة.Prole de Rakna-Kadaki Pira. Las Pyrantula
acostumbran a estar quietas y confían casi por
completo en sus progenitores para moverse. Por otro
lado, consideran una amenaza a todo aquel que se
acerque, y atacarán fervientemente en cuanto
detecten a un intruso. Sus cuerpos contienen gases
explosivos que los Rakna-Kadaki Pira pueden detonar
mediante telarañas, generando pequeñas explosiones.

Basic data

Base HP(LR/HR) 13, (MR) 13

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

Threat level0

Type-, (internal)-

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

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

WeightNormal

Caution to combat timer5

Caution to normal timer10

Combat to normal timer5

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

State time(enraged) 100sec / (tired) 0sec

State time (rampage)(enraged) 10sec / (tired) 0sec

Motion(enraged) x1 / (tired) x1

Attack(enraged) x1

Defense(enraged) x1

Enrage add staying time30sec

life_area_timer_rate0.1

Sleep time500 ±50

Awake hour7 ~ 19

Eat time500 ±50

Quests

QuestSizeHPAttackPartsDefenseElementStunExhaustRideParalyzeSleepStamina

Hitzone data

Monster hitzone diagram
HitzonePhaseNameSlashImpactShotFireFireWaterWaterIceIceThunderThunderDragonDragonStunDizzy
[0]A:全身04555450302010100
[1]B:B : 糸0808045000000
[2]0000000000
[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
PartStaggerBreakSeverExtractAnomaly cores
[0]Group0_全身, ダメージアタリ_全身30White
[1]Group1_糸, ダメージアタリ_糸100Orange
[2]-1None
[3]-1None
[4]-1None
[5]-1None
[6]-1None
[7]-1None
[8]-1None
[9]-1None
[10]-1None
[11]-1None
[12]-1None
[13]-1None
[14]-1None
[15]-1None

Multi-part vital

IndexPartpriorityAttributesHP
Apex shutdown (rampage)4Unique
Hellfire knockdown4Unique
Apex shutdown (normal quest)4Unique

Abnormal status

ThresholdDecayMax stockActive timeAdd tired timeDamageAdditional information
ParalyzeParalyze30 (+20) → 7030 (+20) → 705 / 10 sec5 / 10 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
SleepSleep30 (+20) → 7030 (+20) → 705 / 10 sec5 / 10 sec040 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
StunStun40 (+20) → 10040 (+20) → 1005 / 10 sec5 / 10 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
ExhaustExhaust0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStamina reduction = 0
ParalyzeParalyze20 (+10) → 4020 (+10) → 405 / 10 sec5 / 10 sec015 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
SleepSleep30 (+20) → 7030 (+20) → 705 / 10 sec5 / 10 sec040 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
StunStun45 (+25) → 9545 (+25) → 955 / 10 sec5 / 10 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
ExhaustExhaust225 (+75) → 900180 (+720) → 9005 / 10 sec5 / 10 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStamina reduction = 150
Flash
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec020 sec (-4 sec) → 5 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
Flash
0 (+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
PoisonPoison40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec040 sec (-0 sec) → 0 sec+0 sec5 / 2 sec
BlastBlast40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secBlast damage = 100
PoisonPoison40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec035 sec (-0 sec) → 0 sec+0 sec10 / 1 sec
BlastBlast30 (+10) → 5030 (+10) → 505 / 10 sec5 / 10 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secBlast damage = 100
Ride
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secNon-target monster first ride limit = 0
Ride
500 (+2000) → 61000 (+0) → 00 / 0 sec0 / 0 sec015 sec (-0 sec) → 0 sec+0 sec0 / 0 secNon-target monster first ride limit = 65
WaterWater40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 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
FireFire40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec2 / 15 secHit-damage rate = 1
IceIce40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secMotion speed rate = 0.9
ThunderThunder40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secStun hzv adjust: rate = 1.5, min = 0, max = 0, default = 1
Normal hzv adjust: rate = 1.5, min = 0, max = 0, default = 1
Stun active limit = 0
Pitfall trap
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 3 sec+5 sec0 / 0 sec
Quicksand
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
Poison purr-ison
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPoison stacking = 0
Shock trap
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 3 sec+5 sec0 / 0 sec
Shock purr-ison
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
Capture
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec03.402823e38 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
DungDung0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
Steel fangSteel fang0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secActive limit = 0, Unique target param = false
Distance = 0 ~ 0, Angle = 0
WaterWater180 (+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
FireFire180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec020 sec (-0 sec) → 0 sec+0 sec15 / 2 secHit-damage rate = 1.5
IceIce180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secMotion speed rate = 0.9
ThunderThunder180 (+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
Pitfall trap
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-2 sec) → 3 sec+5 sec0 / 0 sec
Quicksand
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
Poison purr-ison
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPoison stacking = 0
Shock trap
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec08 sec (-2 sec) → 3 sec+5 sec0 / 0 sec
Shock purr-ison
0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec08 sec (-2 sec) → 3 sec+5 sec0 / 0 sec
Capture
150 (+0) → 00 (+0) → 05 / 5 sec0 / 0 sec2003.402823e38 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
DungDung0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec0120 sec (-0 sec) → 0 sec+0 sec0 / 0 sec
Steel fangSteel fang0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secActive limit = 0, Unique target param = false
Distance = 0 ~ 0, Angle = 0

Master rank reward

Capture rewardsProbability
PartBroken part rewardsProbability
PartDropped materialsProbability

Move set

Internal nameDamageStatusGuardablePowerTypeTo objectTo other monsterFlags
体当たり
  • Physical 10
  • Stun1
Yes10TrippingNoneNone
火ブレス(仮実装用)
  • Physical 10
  • Fire10
  • Stun10
  • Fire60
Yes10Quick recovery flyingNoneS
引き寄せられアタリ
  • Null-elem 15
    Yes0TrippingNoneNone
    糸ブレス
    • Physical 5
      Yes0WebbingNoneNoneShellIgnoreEndDelay
      糸ブレス地面残り
      • Physical 5
        Yes0WebbingNoneNoneShellIgnoreEndDelay
        火ブレス
        • Physical 8
        • Fire22
        • Stun10
        • Fire60
        Yes20TrippingNoneNoneShellIgnoreEndDelay
        爆破粉塵
        • Null-elem 10
        • Blast
        Yes0KnockbacksNoneNoneShellAllDirGuardableIgnoreEndDelay

        Map behavior