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The Bestiary is list of enemies. Entries can be filled through the use of the spy skill on an enemy during battle. Kabbu, Leif, and Vi can all use the spy skill and have their own unique dialogue for each enemy.

Seedling
001
Max HP 4/5 Defense 0/0 Base EXP 7 Max Berries 4
Poison 0 Freeze 0 Numb 0 Sleep 0
Flip? No Weak to Ice? Yes
Moves Ram (2/3), Hop (2/3), Flying Kick (2/3)
Location(s) Bugaria Outskirts, Golden Path, Golden Hills, Snakemouth Den
#001 Log The common Seedling, characterized by the rectangular flower adorning its head, is one of the most common species in the world.
They are tenacious and have a huge appetite, which they sate by devouring farmers' crops.
Acornling
002
Max HP 6/7 Defense 2/2 Base EXP 19 Max Berries 6
Poison 50 Freeze 0 Numb 40 Sleep 40
Flip? Yes Weak to Ice? Yes
Moves Ram (2/3), Hop (2/3)
Location(s) Golden Path, Golden Hills, Sacred Hills
#002 Log To protect themselves from the many predators in the Golden Hills, these Seedlings gave up their ability to fly for a hard outer shell.
This doesn't stop Acornlings from being attacked, but their survival rates have gone up massively.
Underling
003
Max HP 9/12 Defense 0/0 Base EXP 15 Max Berries 7
Poison 110 Freeze 20 Numb 25 Sleep 25
Flip? No Weak to Ice? Yes
Moves Ram (2/3), Hop (2/3), Unearth (2/3, Poison)
Location(s) Bugaria Outskirts, Lost Sands
#003 Log Aggressive without provocation, this Seedling varient creates confusion amongst scholars.
Despite evolving in an area without predators and have abundant food, they have developed short tempers and even poisonous attacks. Even more ironically, they've become delicious when cooked. .
Researchers won't stop until they figure out why this creature evolved to make its own life more difficult.
Cactling
004
Max HP 6/8 Defense 2/2 Base EXP 26 Max Berries 8
Poison 40 Freeze 0 Numb 40 Sleep 40
Flip? Yes Weak to Ice? Yes
Moves Spine Shot (2/3), Spine Spin (1+1/2+2)
Location(s) Lost Sands
#004 Log A member of the Seedling family, these plants evolved a hard shell with spikes to protect themselves from travelers and creatures scavenging for food in the Lost Sands.
This shell also helps them retain water in their bodies for long periods of time.
Flowerling
005
Max HP 7/8 Defense 0/0 Base EXP 43 Max Berries 9
Poison 10 Freeze 20 Numb 45 Sleep 45
Flip? No Weak to Ice? Yes
Moves Ally Attack Boost (1 turn), Ally Heal (2/3), Tackle (1/2)
Location(s) Far Grasslands, Wild Swamplands
#005 Log These flying Seedlings embody friendship, co-dependence, and cute things.
Completely awful at fighting, they've struck a deal with the local creatures: in exchange for support, it will be protected.
As an unexpected side effect, creatures fight each other to become its partner.
Plumpling
006
Max HP 4/5 Defense 3/3 Base EXP 54 Max Berries 15
Poison 50 Freeze 50 Numb 40 Sleep 40
Flip? No Weak to Ice? Yes
Moves Hop (4/5)
Location(s) Forsaken Lands
#006 Log This Seedling has adapted to the Forsaken Lands, sacrificing cuteness and speed for power and monstrous defense.
Although some say it is delicious, the truth is it's almost impossible to take a bite out of it.
Golden Seedling
007
Max HP 4/5 Defense ???/??? Base EXP 25 Max Berries 20
Poison 110 Freeze 999 Numb 110 Sleep 60
Flip? No Weak to Ice? Yes
Moves Ram (8/12), Head Bonk (11/15)
Location(s) 1% chance of replacing any Seedling-type enemy (2.5% with Seedling Affinity equipped). 7% chance of replacement in Seedling Haven (18.75% with Seedling Affinity).
#007 Log The infamous Golden Seedling shows up in tales across generations despite its rarity.
Said to bring the best of luck and wealth to those who find it, many have expended their time and savings hunting for them.
Zombiant
008
Max HP 6/5 Defense 0/1 Base EXP 9 Max Berries 4
Poison 0 Freeze 0 Numb 0 Sleep 0
Flip? No Weak to Ice? Yes
Moves Head Whip (2/3)
Location(s) Snakemouth Den, Upper Snakemouth
#008 Log Zombiants are a popular folk tale, a story told to children to keep them from venturing into caves.
Disturbing reports have shown that Snakemouth Den seems to be inhabited with the real thing.
Caution is advised while thorough investigation is held.
Zombee
009
Max HP 9/12 Defense 0/0 Base EXP 50 Max Berries 12
Poison 50 Freeze 30 Numb 40 Sleep 30
Flip? No Weak to Ice? Yes
Moves Needle Toss (3/4), Needle Pincer (2+2/3+3)
Location(s) Upper Snakemouth
#009 Log One of Snakemouth Lab's forgotten experiments.
The noble goal of creating a bee with infinite stamina and strong wings quickly turned into a tragedy.
Zombeetle
010
Max HP 12/15 Defense 1/1 Base EXP 53 Max Berries 11
Poison 40 Freeze 30 Numb 45 Sleep 35
Flip? No Weak to Ice? Yes
Moves Dash Through (4/5), Boulder Toss (4/5) & (2/3, Adjacent)
Location(s) Upper Snakemouth
#010 Log Poor kidnapped Beetles, who suffered unexpected side effects in Snakemouth's Lab.
The goal was to create a powerful beetle who could dig to the other side of the world. The result was a fierce, violent monster.
Jellyshroom
011
Max HP 6/7 Defense 0/0 Base EXP 8 Max Berries 4
Poison 70 Freeze 0 Numb 0 Sleep 0
Flip? No Weak to Ice? Yes
Moves Spinning Tackle (2/3), Poison Bomb (2/3, Poison)
Location(s) Snakemouth Den, Upper Snakemouth
#011 Log Data on this species is anecdotal, as it's a new organism discovered by a trio of explorers in Snakemouth Den.
It camouflages itself as a regular shroom, and it attacks nearby beings it feels threatened by.
Bloatshroom
012
Max HP 11/14 Defense 1/1 Base EXP 52 Max Berries 9
Poison 55 Freeze 30 Numb 55 Sleep 45
Flip? No Weak to Ice? Yes
Moves Hop (3/4), Spores (1/2, Numb)
Location(s) Upper Snakemouth
#012 Log A toxic, massive shroom lying in the hidden parts of Snakemouth.
Although blind, it can navigate by feeling vibrations in the soil and air.
When it feels threatened, it shoots powerful poison gas.
Inichas
013
Max HP 3/4 Defense 2/2 Base EXP 8 Max Berries 4
Poison 0 Freeze 75 Numb 0 Sleep 0
Flip? Yes Weak to Ice? No
Moves Roll Charge (2/3)
Location(s) Snakemouth Den
#013 Log The Inichas is a multi-legged caterpillar covered in sturdy, spiky armor.
It's in the early stages of its life, and it was supposed to become a Butterfly.
However, the strange atmosphere in Snakemouth Den altered it in weird ways: it will forever be a violent, irrational caterpillar.
Denmuki
014
Max HP 8/10 Defense 0/0 Base EXP 27 Max Berries 8
Poison 35 Freeze 60 Numb 110 Sleep 40
Flip? No Weak to Ice? No
Moves Zap (2/3, Numb)
Location(s) Honey Factory
#014 Log These lesser caterpillars roam around the Honey Factory, attracted by the abundant electricity in the area.
They are able to store electricity in their bodies which they use to protect themselves from predators and the Bees.
Madesphy
015
Max HP 8/11 Defense 1/2 Base EXP 46 Max Berries 9
Poison 50 Freeze 70 Numb 45 Sleep 65
Flip? No Weak to Ice? No
Moves Roll (2/3), Shriek (2/3, Numb)
Location(s) Wild Swamplands
#015 Log With a face only a mother could love, the Madesphy grumpily trudges along the swamplands.
It's poisonous to eat, thorny to touch, and deafening to hear its wails.
One could say it has adapted to its habitat perfectly.
Numbnail
016
Max HP 6/7 Defense 0/1 Base EXP 21 Max Berries 6
Poison 40 Freeze 40 Numb 50 Sleep 65
Flip? No Weak to Ice? No
Moves Eye Beam (2/3, Sleep)
Location(s) Golden Path, Golden Hills, Golden Cave
#016 Log This one-eyed snail travels slowly across the Golden region. It used to be hunted by bugkind due to the usefulness of its shell, and the good taste of its meat.
To combat this, it developed sedative laser eyes to fend off its many predators, and they've mostly been left alone in recent times.
Ironnail
017
Max HP 9/11 Defense 2/2 Base EXP 59 Max Berries 10
Poison 50 Freeze 64 Numb 60 Sleep 50
Flip? No Weak to Ice? No
Moves Sedate (3+3/4+4, Sleep), Charge (x2, Defense Up), Charged Tackler (4,5)
Location(s) Forsaken Lands, Golden Cave
#017 Log Only the toughest, fastes, and strongest of snails could manage to survive in the Forsaken Lands.
Enter the Ironnail, capable of firing sedating beams and moving at high speeds.
They've developed a hatred of non-foggy areas, sparing other parts of Bugaria from their wrath.
Midge
018
Max HP 5/7 Defense 0/0 Base EXP 20 Max Berries 6
Poison 20 Freeze 25 Numb 40 Sleep 40
Flip? No Weak to Ice? No
Moves Suck (2/3, Heal 2/3), Dive (1/2), Counter Dive (2/3)
Location(s) Golden Cave, Golden Path, Golden Hills, Lost Sands, Bugaria Outskirts
#018 Log Midges are said to be distant relatives of Mosquitoes, but making that comparison is a quick way to get in a fight.
Usually found in caves, Midges hunt together and will protext each other when a member of their pack is attacked.
Chomper
019
Max HP 6/6 Defense 0/1 Base EXP 20 Max Berries 6
Poison 40 Freeze 30 Numb 30 Sleep 110
Flip? No Weak to Ice? Yes
Moves Chomp (2/3, Heal 2/3), Spawn Mini-Chomper
Location(s) Golden Path, Golden Hills, Sacred Hills, Lost Sands, Chomper Cave
#019 Log These vicious plants see bugs as meals and roam the Golden region.
They're always looking for their next snack, and tourists must be wary of them.
Although small, they can quickly multiply if left alone. The must never be underestimated.
Chomper Brute
020
Max HP 23/28 Defense 1/1 Base EXP 52 Max Berries 20
Poison 30 Freeze 10 Numb 40 Sleep 110
Flip? No Weak to Ice? Yes
Moves Seed Spit (2+2/3 x 2-3), Head Slam (3/4), Summon Chomper
Location(s) Chomper Cave
#020 Log This Chomper has grown large and strong due to being in great proximity to both its mother and very fertile areas.
It can spawn strong young Chompers, and its bite can pierce through rock.
Wild Chomper
021
Max HP 7/8 Defense 2/2 Base EXP 43 Max Berries 10
Poison 50 Freeze 30 Numb 50 Sleep 110
Flip? No Weak to Ice? Yes
Moves Hard Seed (2/4 x 1-3), Vines (3/4 + 2), Danger Spud (4, Poison), Summon Mini-Chomper
Location(s) Far Grasslands, Wild Swamplands
#021 Log These Chompers have grown immobile so they can absorb the rich nutrients of the Far Grasslands.
They've developed the ability to shoot seeds over great distances and extend their roots to strike and snare their prey.
Weevil
022
Max HP 8/9 Defense 0/0 Base EXP 21 Max Berries 6
Poison 30 Freeze 30 Numb 30 Sleep 70
Flip? No Weak to Ice? No
Moves Bite (3/3), Howl (Attack Up), Eat Seedling (5/9)
Location(s) Golden Path, Golden Hills
#022 Log Rumored to be closely related to Beetles, these predators are often found searching the Golden region for food.
They are herbivores, but will attack nearby bugs should they be disturbed.
Some claim to have tamed Weevils as loyal partners, but these claims haven't been confirmed.
Psicorp
023
Max HP 8/7 Defense 0/1 Base EXP 24 Max Berries 8
Poison 60 Freeze 30 Numb 40 Sleep 60
Flip? No Weak to Ice? No
Moves Poison Stab (2/3, Poison), Sleep Stab (2/3, Sleep) Drill (2/3)
Location(s) Lost Sands, Ancient Castle
#023 Log The rustling sound of scattering sand warns travelers of the presence of a Psicorp.
Its claws can poison or sedate, depending on the situation.
Prey gets sedated, and predators poisoned. Travelers, unfortunately, are subject to both.
Arrow Worm
024
Max HP 8/10 Defense 0/0 Base EXP 27 Max Berries 8
Poison 30 Freeze 30 Numb 30 Sleep 30
Flip? No Weak to Ice? No
Moves Lunge (3/4)
Location(s) Lost Sands, Ancient Castle
#024 Log The Arrow Worm is the most hated pest of the Lost Sands, annoying villagers and bandits alike.
Its sharp teeth can cut through many strong materials, leaving many homes with more windows than they need.
Explorer efforts have been made to lower their numbers, with moderate sucess.
Thief
025
Max HP 8/11 Defense 0/0 Base EXP 27 Max Berries 9
Poison 50 Freeze 40 Numb 50 Sleep 50
Flip? No Weak to Ice? No
Moves Tackle (2/3, steals), Gust (1/2, all)
Location(s) Lost Sands, Bandit Hideout
#025 Log These Dragonfly thieves lurk within the Lost Sands. The buzz their wings produce while flying hinders their sneakiness, yet their Mug Tackle is 100% effective.
Voted the cutest members of the desert bandits, the other members make sure the Dragonflies eat first during times of scarcity.
Bandit
026
Max HP 9/11 Defense 1/1 Base EXP 34 Max Berries 9
Poison 50 Freeze 50 Numb 55 Sleep 50
Flip? No Weak to Ice? No
Moves Tackle (2/3, steals), Shuriken (2/3)
Location(s) Lost Sands, Bandit Hideout
#026 Log These Crickets bandits spark fear amongst all caravans traveling through the harsh desert.
They are ruthless and efficient, and they have no intent to negotiate.
They change completely when amongst their brethren. They act like older siblings to the Dragonflies, and even enjoy gardening.
Burglar
027
Max HP 11/14 Defense 1/1 Base EXP 35 Max Berries 9
Poison 35 Freeze 50 Numb 40 Sleep 40
Flip? No Weak to Ice? No
Moves Tackle (2/3, steals), Rock Throw (3/4)
Location(s) Lost Sands, Bandit Hideout
#027 Log These Ladybugs turned to crime after their exile, doing little to improve their already poor reputation.
They still deam of returning to the Ant Kingdom, despite their crimes.
It's undeniable, however, that their actions only make that dream stray further away.
Ruffian
028
Max HP 13/16 Defense 0/1 Base EXP 64 Max Berries 9
Poison 50 Freeze 50 Numb 50 Sleep 50
Flip? No Weak to Ice? No
Moves Kick (4/5), Ball and Chain (5,6), Strike (3/4)
Location(s) Rubber Prison
#028 Log These freed prisoners are so dangerous, the Wasps left the cuffs on.
They don't care, though. They're cruel and cunning enough to wreak enough havoc using only their legs.
It will be a headache to round them up again...
Bee-Boop
029
Max HP 6/7 Defense 1/1 Base EXP 29 Max Berries 8
Poison 110 Freeze 50 Numb 110 Sleep 110
Flip? No Weak to Ice? No
Moves Tackle (3/4), Honey Shot (1/2 x2-3, Numb)
Location(s) Honey Factory
#029 Log The Bee-boop sports cutting edge propulsion systems, allowing it to patrol multiple areas, even those without footing.
The weaponry was an afterthought, but it gets the job done.
Security Turret
030
Max HP 8/6 Defense 1/2 Base EXP 28 Max Berries 8
Poison 110 Freeze 50 Numb 110 Sleep 110
Flip? No Weak to Ice? No
Moves Missile (3+3/4+4), Honey Shot (2+2/3+3, Numb), Delayed Shot (3/3)
Location(s) Honey Factory
#030 Log This automated protector is the legacy of the previous generation's greatest inventor.
Although a bit outdated, it performs its job efficiently by firing powerful missiles to disarm intruders.
Efforts to replace it have been made, but nobody wants to provide the budget to accomplish it.
Mender
031
Max HP 5/5 Defense ???/??? Base EXP 5 Max Berries 0
Poison 110 Freeze 110 Numb 110 Sleep 110
Flip? No Weak to Ice? No
Moves None
Location(s) Honey Factory
#031 Log These automated mechanical helpers are both adorable and extremely capable.
Their countless unpaid hours of support ensure the factory runs well while most Bees sleep.
Sometimes they get a bit wacky, but scientists assure their existentialism is nothing more than glitches.
Abomihoney
032
Max HP 10/10 Defense 0/0 Base EXP 31 Max Berries 9
Poison 45 Freeze 50 Numb 110 Sleep 30
Flip? No Weak to Ice? No
Moves Bite (3/4), Prepare (DEF Up), Detonation (10)
Location(s) Honey Factory
#032 Log Under certain conditions not yet understood, the indiscriminate mixing of large amounts of honey can give birth to this beast.
It lives only to devour before it is consumed.
Ahoneynation
033
Max HP 40/40 Defense 0/0 Base EXP 18 Max Berries 3
Poison 20 Freeze 50 Numb 110 Sleep 45
Flip? No Weak to Ice? No
Moves Abomihoney spit (3/4 x1-2, numb), Smash (5/6), Charge (x2, DEF UP), Charged Slam (4/5, all)
Location(s) Honey Factory
#033 Log The worst case scenario, the most uncontainable disaster of poor honey mixing!
This rare sighting, capable of punching through steel, was contained by a brave group of explorers.
Krawler (Sand)
034
Max HP 8/10 Defense 1/1 Base EXP 39 Max Berries 9
Poison 110 Freeze 50 Numb 50 Sleep 110
Flip? No Weak to Ice? Yes
Moves Tackle (3/4), Electric Beam (2/3, Numb)
Location(s) Ancient Castle
#034 Log An artificial entity created to defend the Lost Sand's castle.
Designed to adapt to any temperature, their weaponry applies different effects based on the environment.
Attempts to engineer one from scratch in modern times have failed.
Krawler (Ice)
034
Max HP 8/10 Defense 1/1 Base EXP 39 Max Berries 3
Poison 110 Freeze 120 Numb 30 Sleep 110
Flip? No Weak to Ice? No
Moves Tackle (3/4), Ice Beam (2/3, Freeze)
Location(s) Ancient Castle, The Fridge
#034 Log An artificial entity created to defend the Lost Sand's castle.
Designed to adapt to any temperature, their weaponry applies different effects based on the environment.
Attempts to engineer one from scratch in modern times have failed.
Krawler (Fire)
034
Max HP 11/13 Defense 1/1 Base EXP 39+(10-7*(Level/27)) Max Berries 3
Poison 110 Freeze 110 Numb 30 Sleep 110
Flip? No Weak to Ice? Yes
Moves Tackle (4/5, Burn), Fire Beam (3/4, Burn)
Location(s) Giant's Lair
#034 Log An artificial entity created to defend the Lost Sand's castle.
Designed to adapt to any temperature, their weaponry applies different effects based on the environment.
Attempts to engineer one from scratch in modern times have failed.
Warden (Sand)
035
Max HP 11/14 Defense 0/0 Base EXP 40 Max Berries 9
Poison 110 Freeze 45 Numb 30 Sleep 45
Flip? No Weak to Ice? Yes
Moves Ram (2/3), Electric Beam (2/3, Numb), Charge (x2 DEF UP), Self-Destruct (1/2, all)
Location(s) Ancient Castle, The Fridge, Giant's Lair
#035 Log These guardians were designed to hide in plain sight, attacking intruders while their guards lay low.
They adapt to the cold with ease, and won't stop chasing unwanted visitors until they leave or are buried beneath the sands.
Warden (Ice)
035
Max HP 11/14 Defense 0/0 Base EXP 40 Max Berries 3
Poison 110 Freeze 115 Numb 30 Sleep 45
Flip? No Weak to Ice? Yes
Moves Ram (2/3), Ice Beam (2/3, Freeze), Charge (x2 DEF UP), Self-Destruct (1/2, all)
Location(s) Ancient Castle, The Fridge, Giant's Lair
#035 Log These guardians were designed to hide in plain sight, attacking intruders while their guards lay low.
They adapt to the cold with ease, and won't stop chasing unwanted visitors until they leave or are buried beneath the sands.
Warden (Fire)
035
Max HP 14/17 Defense 0/0 Base EXP 40+(10-7*(Level/27)) Max Berries 3
Poison 110 Freeze 110 Numb 30 Sleep 45
Flip? No Weak to Ice? Yes
Moves Ram (3/4, Burn), Fire Beam (3/4, Burn), Charge (x2 DEF UP), Self-Destruct (2/3, all, Burn)
Location(s) Ancient Castle, The Fridge, Giant's Lair
#035 Log These guardians were designed to hide in plain sight, attacking intruders while their guards lay low.
They adapt to the cold with ease, and won't stop chasing unwanted visitors until they leave or are buried beneath the sands.
Haunted Cloth (Ice)
036
Max HP 13/17 Defense 0/0 Base EXP 41 Max Berries 10
Poison 110 Freeze 110 Numb 30 Sleep 110
Flip? No Weak to Ice? No
Moves Spin (2/3, all), Icy Wind (2/3, Freeze), Energy Drain (1/1, Heal 1)
Location(s) Ancient Castle
#036 Log Running off the energy of ancient crystals, this being reacts to noise and movement.
It seeks to incapacitate scavengers and absorb their energy as a backup energy reserve.
Haunted Cloth (Fire)
036
Max HP 16/20 Defense 0/0 Base EXP 41+(10-7*(Level/27)) Max Berries 3
Poison 110 Freeze 110 Numb 30 Sleep 110
Flip? No Weak to Ice? Yes
Moves Spin (3/4, burn), Energy Drain (2/2, Heal 2)
Location(s) Giant's Lair
#036 Log Running off the energy of ancient crystals, this being reacts to noise and movement.
It seeks to incapacitate scavengers and absorb their energy as a backup energy reserve.
Leafbug Ninja
037
Max HP 8/10 Defense 0/0 Base EXP 47 Max Berries 13
Poison 50 Freeze 60 Numb 60 Sleep 40
Flip? No Weak to Ice? No
Moves Kick (2/3), Needle (2/3 x1-2), Create Clones
Location(s) Wild Swamplands
#037 Log The most cunning of the Leafbugs, the ninja faction hides in plain sight while hunting prey.
Using methods modern science still cannot comprehend, they are able to clone themselves.
Leafbug Archer
038
Max HP 8/12 Defense 0/0 Base EXP 47 Max Berries 9
Poison 60 Freeze 70 Numb 30 Sleep 30
Flip? No Weak to Ice? No
Moves Arrow (2/3), Delayed Arrow (3/4), Summon Leafbug
Location(s) Wild Swamplands
#038 Log The archer faction is the most territorial of the Leafbugs, firing a volley of arrows at any who approach them.
Sometimes they get too into their job, and accidentally fire upon their allies.
No one dares complain, lest they get shot again.
Leafbug Clubber
039
Max HP 10/13 Defense 1/1 Base EXP 48 Max Berries 10
Poison 60 Freeze 50 Numb 40 Sleep 50
Flip? No Weak to Ice? No
Moves Club Swing (4/5), Slam (3/4, all)
Location(s) Wild Swamplands
#039 Log Possessing enough strength to topple branches, the clubber faction forms the frontline of the leafbugs.
They are cocky and proud, constantly demanding payment for every little thing they do.
Even when denied, they're all too happy to fight and show off.
Mantidfly
040
Max HP 11/10 Defense 0/1 Base EXP 45 Max Berries 9
Poison 40 Freeze 50 Numb 45 Sleep 50
Flip? No Weak to Ice? No
Moves Slash (2/4), Lunge (3/5), Pile Driver (4/6)
Location(s) Far Grasslands, Wild Swamplands
#040 Log Resembling Wasps more than Mantids, yet unrelated to both, these fast hunters surprise explorers with their intelligence.
Their appetite demands they hunt for food, pillaging anything they can.
To prevent being confused with them, Wasps have a unique salute while scouting the Far Grasslands.
Jumping Spider
041
Max HP 9/12 Defense 0/0 Base EXP 45 Max Berries 9
Poison 60 Freeze 50 Numb 40 Sleep 40
Flip? No Weak to Ice? No
Moves Hop (3/4, Steals), High Jump (5/6)
Location(s) Far Grasslands, Wild Swamplands
#041 Log Playful and elusive, the Jumping Spider bounces around the grasslands while avoiding its many predators.
Its hobbies include grabbing things, eating bugs, and jumping. Lots of jumping. Despite its mobility, it preys on stationary targets.
Mimic Spider
042
Max HP 13/16 Defense 0/0 Base EXP 55 Max Berries 9
Poison 45 Freeze 55 Numb 45 Sleep 110
Flip? No Weak to Ice? No
Moves Sleep Bite (3/4, Sleep), Poison Spit (2/3 x2-3, Poison)
Location(s) Forsaken Lands
#042 Log These Spiders roam around the Forsaken Lands looking for innocent travelers to snack on.
Being able to stand upright, they can mimic the way other bugs like Ants move, even using heir front legs as fake antennae.
Their sedating saliva can be a real pain in the neck.
Diving Spider
043
Max HP 11/13 Defense 0/0 Base EXP 45 Max Berries 3
Poison 30 Freeze 50 Numb 45 Sleep 45
Flip? No Weak to Ice? No
Moves Spit (2/3, x1-2/x2-3, Poison), Bubble Shield
Location(s) Metal Lake, Stream Mountain
#043 Log This underwater bug can take in oxygen using a special bubble. Even so, it surfaces from time to time.
It can deploy poisonous or high pressure bubbles to protect itself while scouting.
Although attempts have been made to pop its bubble, it doesn't seem to be possible.
Water Strider
044
Max HP 11/15 Defense 0/0 Base EXP 42 Max Berries 11
Poison 30 Freeze 110 Numb 40 Sleep 30
Flip? No Weak to Ice? No
Moves Spit (2/3 x2/2-3), Tackle (3/4)
Location(s) Metal Lake, Stream Mountain
#044 Log Despite their size, Water Striders are extremely light to the point that they can stand on water.
Their thin legs can skate through water or stretch to give them an intimidating height.
When everything else fails, they can shoot powerful pressurized water.
Belostoss
045
Max HP 15/18 Defense 2/2 Base EXP 61 Max Berries 10
Poison 40 Freeze 65 Numb 75 Sleep 65
Flip? No Weak to Ice? No
Moves Slam (3/4), Boulder Toss (5/6)
Location(s) Golden Cave, Stream Mountain
#045 Log This extra large bug boasts impressive size and strength due to a mix of ruthless evolution and a really good diet.
It's aggressive and territorial, grabbing anything near it and lobbing it towards others.
Towns are wary whenever one is spotted outside of their usual caves, as the collateral damage they can cause is humongous.
Mothfly
046
Max HP 5/9 Defense 0/0 Base EXP 50 Max Berries 5
Poison 110 Freeze 50 Numb 40 Sleep 40
Flip? No Weak to Ice? No
Moves Tackle (1/2), Unite (Heal Ally)
Location(s) Forsaken Lands
#046 Log This adorable blob flies through the Forsaken Lands, searching for food.
It's weak, but surprisingly intelligent.
They say that when enough of them are nearby, something incredible could happen.
Mothfly Cluster
047
Max HP 12/15 Defense 0/0 Base EXP 55 Max Berries 10
Poison 110 Freeze 40 Numb 50 Sleep 50
Flip? No Weak to Ice? No
Moves Tackle (3/5), Summon two Mothflies
Location(s) Forsaken Lands
#047 Log The smartest of all Mothflies, after realizing they had better chances working as a team, conglomerated into this... thing.
Sturdier and stronger, enough hits should cause them to go their separate ways.
Sometimes, they do stick together even in defeat.
Wasp Scout
048
Max HP 15/15 Defense 0/0 Base EXP 22/36/65 Max Berries 11
Poison 50 Freeze 40 Numb 30 Sleep 30
Flip? No Weak to Ice? No
Moves Needles (2/3 x2/x2-3, Poison), Air Dive (3/4), Summon Wasp Scout, Summon Wasp Trooper
Location(s) Wasp Kingdom Hive, Rubber Prison, Metal Lake
#048 Log Do not be fooled by this soldier's petite figure. Wasp Scouts are just as deadly and vicious as the rest of the army.
Using their prowess in flight, they honor their name by scouting ahead to ensure a smooth operation.
Wasp Trooper
049
Max HP 14/10 Defense 1/2 Base EXP 25/42/63 Max Berries 11
Poison 10 Freeze 50 Numb 60 Sleep 65
Flip? No Weak to Ice? No
Moves Spear Toss (4/5), Spear Strike (4/5), Charge (3/4)
Location(s) Bugaria Outskirts, Wasp Kingdom Hive, Metal Lake, Rubber Prison
#049 Log These foot soldiers from the Wasp Kingdom follow their King's orders obsessively. Even when losing, they will go down fighting.
Wasps are trained to be soldiers when they become of age, but these are exceptional even amongst them.
Wasp Bomber
050
Max HP 6/11 Defense 2/2 Base EXP 65 Max Berries 9
Poison 40 Freeze 40 Numb 45 Sleep 45
Flip? Yes Weak to Ice? No
Moves Spicy Bomb (4/5, all), Burly Bomb (3/4, all, DEF down), Numb Bomb (2/3, all, Numb), Sleep Bomb (2/3, all, Sleep), Frost Bomb (2/3, all, Freeze), Poison Bomb (2/3, all, Poison)
Location(s) Wasp Kingdom Hive, Rubber Prison
#050 Log These physically frail Wasps contribute to the war effort by supporting other troops from the back.
Equipped with a vast array of bombs, they try to end the battle with firepower before being targeted.
Wasp Driller
051
Max HP 15/18 Defense 1/1 Base EXP 68 Max Berries 13
Poison 30 Freeze 50 Numb 40 Sleep 50
Flip? No Weak to Ice? No
Moves Pebble Drill (2/3 x2-3/x3-4), Burrow, Burrowed Strike (3/4), Drill Strike (1/2 x3), Drill Through (4/5)
Location(s) Wasp Kingdom Hive, Rubber Prison
#051 Log Part of the Wasp Elite, these drillers are as cunning as they are powerful. They've mastered many battle tactics utilizing their drills, both offensive and defensive. Should a general fall, they're the first in line to be promoted.
Venus' Bud
052
Max HP 9/10 Defense 0/0 Base EXP 21 Max Berries 11
Poison 30 Freeze 0 Numb 50 Sleep 110
Flip? No Weak to Ice? Yes
Moves Grounded Pollen (2/3, Sleep), Flying Pollen (1/2 x2-3, Sleep), Vines (2/3 x1/2), Heal (3)
Location(s) Golden Settlement, Golden Hills, Sacred Hills
#052 Log According to Acolyte Aria, these sturdy plants are part of the Harvest Goddess, Venus. They have amazing healing properties, and will always support the denizens of the Golden Hills when possible.

They can also shoot pollen capable of making the liveliest of bugs falls asleep. When angered, they are able to take flight, and will shoot their pollen nonstop.
They can even heal their own wounds as long as they are rooted... Their truly divine properties require further study.

Acolyte Aria
053
Max HP 23/26 Defense 0/0 Base EXP 12 Max Berries 3
Poison 0 Freeze 30 Numb 60 Sleep 35
Flip? No Weak to Ice? No
Moves Flying Kick (4/5), Vines (3/4, x1-2), DEF up (2 turns)
Location(s) Golden Settlement
#053 Log One of Venus' acolytes, Aria spends her time in the Golden Settlement, preaching the words of Venus herself. She prays in order to summon vines, which she can use to attack or to propel herself for a nasty kick.
Mothiva (Chapter 2)
054
Max HP 18/20 Defense 0/0 Base EXP 15 Max Berries 0
Poison 40 Freeze 70 Numb 70 Sleep 40
Flip? No Weak to Ice? No
Moves Multi-notes (1/2 x1-3), Large Note (2/3, all), Kick (2 + 1x3/3 + 2x3), Ally DEF up (1 turn), Revive Zasp (6/5 HP), Turn Relay
Location(s) Golden Hills
#054 Log One of Bugaria's most famous idols, Mothiva also works as an explorer. Despite the friendly appearance she gives off to the public, she is ruthless and ambitious. Together with Zasp, she has no qualms being unethical to reach her goals.
Mothiva (Chapter 6)
054
Max HP 33/34 Defense 0/0 Base EXP 15 Max Berries 0
Poison 40 Freeze 70 Numb 70 Sleep 40
Flip? No Weak to Ice? No
Moves Multi-notes (2/4 x1-3), Large Note (3/5, all), Kick (3 + 1x3/5 + 3x3), Ally DEF up (1 turn), Revive Zasp (9/8 HP), Turn Relay
Location(s) Termite Colosseum
#054 Log One of Bugaria's most famous idols, Mothiva also works as an explorer. Despite the friendly appearance she gives off to the public, she is ruthless and ambitious. Together with Zasp, she has no qualms being unethical to reach her goals.
Zasp (Chapter 2)
055
Max HP 27/25 Defense 0/1 Base EXP 15 Max Berries 0
Poison 60 Freeze 70 Numb 110 Sleep 35
Flip? No Weak to Ice? No
Moves Needle Toss (2/3 x2-3), Kick (2/3 x1-2), Taunt, Spicy Berry (ATK up, 1 turn)
Location(s) Golden Hills
#055 Log One of the few Wasps to be accepted into the Ant Kingdom, Zasp hunts for treasure like many other explorers. His allegiances and motives are completely centered around Mothiva. When she's not around, he loosens up a bit.
Zasp (Chapter 6)
055
Max HP 42/40 Defense 0/1 Base EXP 15 Max Berries 0
Poison 60 Freeze 70 Numb 110 Sleep 35
Flip? No Weak to Ice? No
Moves Needle Toss (3/5 x2-3), Kick (3/5 x1-2), Taunt, Spicy Berry (ATK up, 1 turn)
Location(s) Termite Colosseum
#055 Log One of the few Wasps to be accepted into the Ant Kingdom, Zasp hunts for treasure like many other explorers. His allegiances and motives are completely centered around Mothiva. When she's not around, he loosens up a bit.
Astotheles
056
Max HP 43/50 Defense 0/0 Base EXP 20 Max Berries 3
Poison 40 Freeze 70 Numb 80 Sleep 60
Flip? No Weak to Ice? No
Moves Strike (3/4), Multi-Hit (2/3 x2/2-3), Combo (3+2+2/4+3+3), Guard Up
Location(s) Bandit Hideout
#056 Log The leader of the Lost Sands' bandits, Astotheles lives by an ironic code of honor. He vanishes and appears without notice, his every mission dedicated to improve life in his hideout.
It is said he wishes to establish his own country. But with the list of his crimes only increasing, this becomes unlikelier every day. But at the end of the day, the love and loyalty of his bandit family is enough for him.
Dune Scorpion
057
Max HP 38/44 Defense 1/1 Base EXP 18 Max Berries 1
Poison 115 Freeze 60 Numb 115 Sleep 50
Flip? No Weak to Ice? No
Moves Sleep Sting (3/4, Sleep), Poison Sting (3/4, Poison), Pinch (3/4 x1-2), Boulder Toss (4/5, all)
Location(s) Lost Sands
#057 Log This rabid beast is the nightmare of all the denizens of the desert. It strikes without reason, without mercy... It only wishes to cause violence. Its stinger holds multiple poisons, and its strength is massive. Upon sighting, do not fight - flee!
Primal Weevil
058
Max HP 65/72 Defense 1/1 Base EXP 18 Max Berries 3
Poison 55 Freeze 70 Numb 65 Sleep 70
Flip? No Weak to Ice? No
Moves Slash (3/4 x2), Tail Swing (5/6), Screech (3/4, Numb, All), Howl (ATK UP), Summon Weevil
Location(s) Forsaken Lands, Termite Capitol
#058 Log The most aggressive, unruly, and powerful type of Weevil, this primal creature stands at the top of the Forsaken Land's food chain. Anyone traveling the area is well advised to carry little food, lest they risk catching its attention.
Cross
059
Max HP 16/21 Defense 0/1 Base EXP 11 Max Berries 3
Poison 30 Freeze 65 Numb 55 Sleep 55
Flip? No Weak to Ice? No
Moves Bite (4/5), Crossbow (3/4), Succulent Platter ( Heal 2, Regen 1)
Location(s) Termite Capitol
#059 Log Cross is a skilled but naive border guard, who always checks with his partner Poi for a second opinion. He uses a crossbow to complement his naturally close-range attacks.
Poi
060
Max HP 18/27 Defense 0/0 Base EXP 9 Max Berries 3
Poison 30 Freeze 65 Numb 45 Sleep 55
Flip? No Weak to Ice? No
Moves Slash (4/5), Poison Cannon (2/3 x2, Poison), Succulent Platter (Heal 2, Regen 1), Spicy Berry (ATK UP 1), Burly Berry (DEF UP 1)
Location(s) Termite Capitol
#060 Log Poi is a disciplined border guard who follows the law to the letter. He makes sure to keep his partner Cross on track. He uses a sword to complement his naturally long-range attacks.
Spider
061
Max HP 34/40 Defense 0/0 Base EXP 22 Max Berries 0
Poison 60 Freeze 70 Numb 65 Sleep 50
Flip? No Weak to Ice? No
Moves Bite (2/3), Poison Spit (2/3, Poison), Poison Breath (1/2, Poison, All), Web Cling
Location(s) Snakemouth Den
#061 Log The ender of journeys, this vicious Spider made Snakemouth Den its hunting ground while guarding an ancient artifact. Seemingly immortal, it haunted the cave for countless moons before being defeated by a trio of explorers. Although it is now gone, the stories of bugs trapped in its web will haunt explorers forever.
Venus' Guardian
062
Max HP 62/51 Defense 0/1 Base EXP 25 Max Berries 3
Poison 40 Freeze 50 Numb 50 Sleep 50
Flip? No Weak to Ice? Yes
Moves
Location(s) Sacred Hills
#062 Log This fearsome beast was created by Venus for a combat trial using a sunflower as its base. It had many abilities such as flight, seed cannons, and sheer strength. To top it off, the Goddess herself increased its abilities during the battle. If Venus created this beast in mere moments, there is no telling what her true powers could do with more preparation.
Heavy Drone B-33
063
Max HP 55/65 Defense 1/1 Base EXP 24 Max Berries 3
Poison 110 Freeze 70 Numb 70 Sleep 115
Flip? No Weak to Ice? No
Moves
Location(s) Honey Factory
#063 Log The culmination of years of research, the Heavy Drone B-33 was created with a single purpose: protect the factory's core. Although it was heavily damaged in combat, with some repairs it'll be back better than ever, ready to serve the Bee Kingdom.
The Watcher
064
Max HP 56/69 Defense 0/0 Base EXP 24 Max Berries 3
Poison 40 Freeze 75 Numb 70 Sleep 115
Flip? No Weak to Ice? No
Moves
Location(s) Ancient Castle
#064 Log Of unknown origin, this Roach-shaped creature only knows its purpose is to guard the artifact. Capable of speech and intelligent thought, it is all the more baffling to know it has never been alive.
The Beast
065
Max HP 76/82 Defense 1/1 Base EXP 25 Max Berries 3
Poison 110 Freeze 75 Numb 65 Sleep 110
Flip? No Weak to Ice? No
Moves
Location(s) Wild Swamplands
#065 Log This terrifying creature haunted the Wild Swamplands, devouring everything without mercy. The Leafbug tribes are the only inhabitants who adapted well enough to evade it. Kabbu brought it to its end, avenging the friends he lost while traveling to Bugaria...
General Ultimax
066
Max HP 20/20 Defense 0/0 Base EXP 5 Max Berries 3
Poison 45 Freeze 65 Numb 65 Sleep 65
Flip? No Weak to Ice? No
Moves
Location(s) Wasp Kingdom Hive, Rubber Prison
#066 Log A master of machinations and delegation, he is responsible for leading the Wasp King's missions. While physically inept and a coward, he still commands the respect of his troops. Most likely due to fear of the Wasp King. Also, his actual name is Fuff.
ULTIMAX Tank
067
Max HP 69/79 Defense 1/1 Base EXP 20 Max Berries 3
Poison 110 Freeze 110 Numb 75 Sleep 110
Flip? No Weak to Ice? No
Moves
Location(s) Rubber Prison
#067 Log Fuff's ultimate form, harnessing the power of the Wasp Kingdom's most dangerous arsenal.The machine was built for the Wasp royalty to use in case of emergency, but Fuff stole it after the Wasp King took over. This baby's got so much firepower.
Mother Chomper
068
Max HP 50/58 Defense 0/1 Base EXP 23 Max Berries 3
Poison 50 Freeze 110 Numb 65 Sleep 110
Flip? No Weak to Ice? Yes
Moves
Location(s) Chomper Cave
#068 Log A Chomper that grew in extremely fertile soil and was exposed to just the right amount of light. She spawns endless Chompers to bring food to her, as she cannot move her roots. Despite that flaw, she is strong beyond belief and can devour bugs in one bite.
Broodmother
069
Max HP 65/70 Defense 0/0 Base EXP 25 Max Berries 3
Poison 30 Freeze 40 Numb 110 Sleep 40
Flip? No Weak to Ice? No
Moves
Location(s) Power Plant
#069 Log This electrically charged Mama Midge was drawn to the Golden Settlement's power plant. Absorbing energy to her heart's content, she caused several power outages while setting up her nest. Bee soldiers were tasked with removing her nest after her defeat, but many soldiers felt the task was a tad cruel.
Zommoth
070
Max HP 94/110 Defense 1/1 Base EXP 22 Max Berries 3
Poison 40 Freeze 75 Numb 50 Sleep 50
Flip? No Weak to Ice? Yes
Moves
Location(s) Upper Snakemouth
#070 Log All of the Roaches' research lead to this. The ultimate immortal guardian. What they couldn't predict was being unable to control it, as it razed the laboratory of life with its monstrous magic. Is this what Leif could have been...?
Seedling King
071
Max HP 74/90 Defense 0/0 Base EXP 23 Max Berries 0
Poison 55 Freeze 40 Numb 55 Sleep 55
Flip? No Weak to Ice? Yes
Moves
Location(s)
#071 Log The few Seedlings who survive much longer than anyone expected them to are crowned as wise and powerful rulers. This confidence boost actually mutates the Seedling, granting it incredible power and resilience. Kings can create other Seedling species from Tangy Berries that grow around their "crown". These lead shorter yet incredibly devoted lives. It's recommended to clear them all out while battling a King.
Tidal Wyrm
072
Max HP 90/103 Defense 0/0 Base EXP 25 Max Berries 0
Poison 35 Freeze 110 Numb 55 Sleep 50
Flip? No Weak to Ice? No
Moves
Location(s) Stream Mountain
#072 Log Stream Mountain's depths conceal a vast water network. However, there is something else hidden beneath the currents... An aggressive beast that devours explorers whole!
It takes advantage of the watery terrain, forcing bugs to fight it in flooded spaces. Team Snakemouth managed to defeat it during the low tide season.
Thanks to them, no more dreams will get sunk while exploring this mountain.
Peacock Spider
073
Max HP 75/95 Defense 1/1 Base EXP 35 Max Berries 3
Poison 30 Freeze 75 Numb 115 Sleep 65
Flip? No Weak to Ice? No
Moves
Location(s) Peacock Island
#073 Log Sailors speak of an island in the far reaches of Metal Lake. An addicting beat drives them to explore its uncharted shores.
By then, it's already too late, as the Peacock Spider's song has drawn them to their doom... Team Snakemouth finally confirmed this folk tale as reality, after their report on the beast's unique abilities.
It seems to have been able to summon reinforcements to empower with its dancing. A tough battle, scholars imagine.
Devourer
074
Max HP 51/58 Defense 0/1 Base EXP 20 Max Berries 3
Poison 50 Freeze 110 Numb 50 Sleep 110
Flip? No Weak to Ice? Yes
Moves
Location(s) Golden Path
#074 Log In the early days of the Golden Settlement, windmills were being set absolutely everywhere to test energy production limits.
A team of scientists began building a few east of the town, not noticing the flytraps growing underneath them... By the time they realized it, it was too late.
A gigantic Devourer attacked, accompanied by vicious flytraps. Although most managed to escape, the Devourer had yet to pay for those it swallowed whole. In an expedition, Team Snakemouth finally delivered justice.
False Monarch
075
Max HP 100/111 Defense 0/0 Base EXP 20 Max Berries 3
Poison 115 Freeze 70 Numb 65 Sleep 45
Flip? No Weak to Ice? No
Moves
Location(s) Forsaken Lands
#075 Log Comprised entirely of the most intelligent Mothflies banding together, this creepy being stands as ruler of a land everyone's already deserted.
When defeated, the Mothflies disbanded, leaving the city truly abandoned once more.
Regrettably, there was not enough time to conduct an investigation on the Mothflies' speech patterns and social hierarchy.
Cenn
076
Max HP 30/35 Defense 0/0 Base EXP 15 Max Berries 3
Poison 20 Freeze 65 Numb 50 Sleep 50
Flip? No Weak to Ice? No
Moves
Location(s) Bugaria Outskirts
#076 Log Born in the Golden Settlement, Cenn always found his peaceful town to be a big bore. After moons of pranking the villagers, he moved to the Ant Kingdom and met Pisci.
His dreams of forming a rascal team were shut down by Maki, and he resorted to petty vandalism.
Hopefully some time behind bars will help him rehabilitate...
Pisci
077
Max HP 23/28 Defense 1/2 Base EXP 15 Max Berries 3
Poison 20 Freeze 65 Numb 50 Sleep 45
Flip? No Weak to Ice? No
Moves
Location(s) Bugaria Outskirts
#077 Log Pisci always felt out of place in the orderly Ant Kingdom. After meeting Cenn, she truly blossomed into a troublemaker.
Her new lifestyle was cut short when Maki rejected their team, and Team Snakemouth caught them harassing Amber.
Maybe after her sentence is up, she'll go back to a quiet life.
Monsieur Scarlet
078
Max HP 40/45 Defense 0/1 Base EXP 20 Max Berries 3
Poison 70 Freeze 70 Numb 70 Sleep 45
Flip? No Weak to Ice? No
Moves
Location(s) Golden Cave
#078 Log A vile, flirty criminal who escaped the public eye for many moons. He would post pleas for help in quest boards, and then drain the life from explorers who would come to help. Thanks to Team Celia and Team Snakemouth, his face has become known. He has since gone missing to escape pursuit.
Kabbu
079
Max HP 30/25 Defense 0/1 Base EXP 10 Max Berries 3
Poison 0 Freeze 80 Numb 115 Sleep 0
Flip? No Weak to Ice? No
Moves
Location(s) Defiant Root
#079 Log An unfortunate battle caused by very alluring pheromones. Kabbu would prefer it never be spoken of again.
Kali
080
Max HP 35/41 Defense 0/0 Base EXP 15 Max Berries 3
Poison 0 Freeze 70 Numb 60 Sleep 60
Flip? No Weak to Ice? No
Moves
Location(s) Defiant Root
#080 Log A talented seamstress who owns a shop in Defiant Root, Kali came from a foreign land to Bugaria to sell her homemade wares. They are very popular amongst tourists that pass through the settlement. She is also well known for her exotic dancing, something she learned in her homeland. This dance is able to boost people's morale no matter what, making her a dazzling partner who supports her allies with various boosts. She tends to panic and surrender when she's targeted, though. She can't risk damaging her hands!
Carmina
081
Max HP 45/60 Defense 0/0 Base EXP 23 Max Berries 3
Poison 70 Freeze 60 Numb 50 Sleep 65
Flip? No Weak to Ice? No
Moves
Location(s) Metal Island
#081 Log A master of all games, Carmina loves playing for keeps, building wealth and outsmarting her opponents. Taunts and rule-sharking are all fair game, although she'd never cheat. On Metal Island, she had a hostile encounter with Team Snakemouth after they barged into her room uninvited.
Riz
082
Max HP 75/85 Defense 0/1 Base EXP 23 Max Berries 3
Poison 40 Freeze 60 Numb 50 Sleep 55
Flip? No Weak to Ice? No
Moves
Location(s) Far Grasslands
#082 Log This crafty Dragonfly has managed to make a living in the Far Grasslands. He uses a robust system of traps and tracking to stay safe while sleeping and collecting food. Thankfully, he seems to be fluent in Bugnish.
Maki
083
Max HP 85/85 Defense 3/3 Base EXP 25 Max Berries 3
Poison 45 Freeze 75 Numb 50 Sleep 85
Flip? No Weak to Ice? No
Moves
Location(s) Ant Kingdom City
#083 Log The Queen's Blade, Maki, is both Elizant II's most trusted knight and the leader of the highest-ranked exploration team. He is the only one with the authority to certify new explorers, such as Team Snakemouth. Although he tends to operate alone, he has grown to respect Team Snakemouth after their journey to the Wasp Kingdom. His new favorite food is the MiteBurger.
Kina
084
Max HP 63/63 Defense 2/2 Base EXP 20 Max Berries 3
Poison 45 Freeze 60 Numb 45 Sleep 75
Flip? No Weak to Ice? No
Moves
Location(s) Ant Kingdom City
#084 Log Extremely protective of her brother Maki, Kina forms the second half of Bugaria's best exploration team. She is extremely capable and holds great strength. She is quite selfish, however. One would be hard-pressed to find her helping others without Maki or the Queen's orders. She used to hold a great dislike for Yin, who she considered to be stealing Maki's attention. Her favorite drink is the Aphid Shake.
Yin
085
Max HP 50/50 Defense 1/1 Base EXP 15 Max Berries 3
Poison 110 Freeze 75 Numb 45 Sleep 40
Flip? No Weak to Ice? No
Moves
Location(s)
#085 Log An unusual caterpillar who wasn't able to pupate. With Maki, Kina, and Team Snakemouth's help, she reached her true form. The sole known user of healing magic, the good she could bring to Bugaria is endless. Regardless, she's still a bit childish. It will be up to Maki to raise her into an upstanding citizen. Her favorite food is the Sweet Shroom.
Dead Lander α
086
Max HP 29/33 Defense 1/1 Base EXP 71 Max Berries 15
Poison 50 Freeze 110 Numb 75 Sleep 110
Flip? No Weak to Ice? Yes
Moves
Location(s) Giant's Lair
#086 Log One of the incomprehensible beasts that lay beyond Bugaria's safe haven.It is too risky to engage, even with a full exploration team. Flee on sight. More information would be too risky to gather.
Dead Lander β
087
Max HP 18/21 Defense 1/1 Base EXP 72 Max Berries 17
Poison 60 Freeze 110 Numb 75 Sleep 110
Flip? No Weak to Ice? Yes
Moves
Location(s) Giant's Lair
#087 Log One of the incomprehensible beasts that lay beyond Bugaria's safe haven.It is too risky to engage, even with a full exploration team. Flee on sight. More information would be too risky to gather.
Dead Lander γ
088
Max HP 35/40 Defense 1/2 Base EXP 75 Max Berries 18
Poison 50 Freeze 110 Numb 75 Sleep 110
Flip? No Weak to Ice? Yes
Moves
Location(s) Giant's Lair
#088 Log One of the incomprehensible beasts that lay beyond Bugaria's safe haven.It is too risky to engage, even with a full exploration team. Flee on sight. More information would be too risky to gather.
Wasp King
089
Max HP 90/105 Defense 0/0 Base EXP 0 Max Berries 3
Poison 65 Freeze 65 Numb 65 Sleep 65
Flip? No Weak to Ice? No
Moves
Location(s) Giant's Lair
#089 Log Hoaxe was abandoned by his parents in the middle of the Dead Lands, before he spoke his first words. Only through a miracle did he survive to reach Bugaria, where he managed to blend into the Wasp Kingdom's populace.He had no friends, and no respect. All he had was his job: cleaning up trash. One day, he vanished from the Wasp Kingdom. Nobody cared.When he returned, unrecognized by all who ostracized him, he commanded such power and charisma... They had no choice but to serve him.
The Everlasting King
090
Max HP 55/65 Defense 1/1 Base EXP 50 Max Berries 3
Poison 25 Freeze 110 Numb 110 Sleep 110
Flip? No Weak to Ice? Yes
Moves
Location(s) Giant's Lair
#090 Log Although the Everlasting Sapling seemed wilted, it still possessed enough power to morph Hoaxe into an incredibly powerful form. Commanding the power of the artifacts, the flames, and the Sapling, there was no logical way for Team Snakemouth to win. What was the reason, then, for Hoaxe's power to eventually run out...? Sadly, as the Everlasting Sapling is no more, research cannot be conducted.
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