Gram

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Gram

SSS +20 (20)

Gram.png A sword made from Odin. It is said to be the strongest sword in the universe but lost a bit of his power. Defeating unique bosses will increase its power.

Will increase the experience the wielder receives from dungeons by 20%.

HP 0
Attack 73
Defense 0
Speed 0
All Elements 82

Gram behaves similarly to an Ego Sword. It counts as an Ego Sword in most regards (leeches XP, increases XP if used with multiple Ego Swords on the same team, etc.) but it also gives a bonus amount of XP on top of the normal Ego Sword behavior. It differs from ego swords in regards to not giving exp to a pet wielding it outside of a dungeon team.

When unlocked, Gram will give an extra 20% XP to the equipped pet when used in dungeons. This can be increased by 2% each new Gram Boss defeated.

The extra Gram XP is on top of the already existing extra XP given if multiple Egos/Gram are used on the same dungeon team. Meaning, Gram can give the equipped pet an extra 25%(Full Ego team) + 20%(Gram) XP at unlock if used with 5 Egos on the same team.

Note: The last paragraph above is inferred from user data, and the exact XP increase if using Gram with 5 Egos on one team is not known.

Unlock

Wolf of Nobina is a special boss that replaces the newbie ground boss if your party items includes a single runestone. You obtain runestones by killing P.Baal v30, Sonder, after you have killed at least one of the Mimic enemies.

Wolf of Nobina is tougher than a D3-10 boss. Defeating it for the first time awards you with Gram which is a unique named Tier 4 weapon which also starts out as SSS+20 (20). Defeating it multiple times provides no additional rewards beyond XP.

Upgrading

Gram can only be upgraded by defeating each of the Patreon Bosses in the Newbie Grounds. It starts at SSS+20 after killing the Wolf of Nobina, and gets +2 to its upgrade and enchant level for every new Patreon boss defeated. Every upgrade level increases the Attack and Element stats that Gram provides to the equipping pet, and increases the XP bonus that pet gets in dungeons. The table below shows the Attack stat of each Gram level (rounding can be a bit weird, so in-game numbers might appear slightly different)

Gram cannot be upgraded/enchanted/reforged by your crafters, but can have Gems embedded. Gram counts a T4 weapon, so Gems give a bonus of GemLevel * 4.

Gram Level Attack Stat
+20 72.8%
+22 79.2%
+24 85.8%
+26 92.7%
+28 99.8%
+30 107.3%
+32 114.9%
+34 122.9%
+36 131.1%
+38 139.4%

Bosses/Strategies

To start the first fight, you have to bring one Runestone into the Newbie Dungeon and advance to the boss. For the second boss, you have to bring two runestones and so on. You have to have defeated the previous boss to be able to summon the next boss.

Wolf of Nobina

Patreon - Nonomo

You can fight this boss if you take 1 Runestone with you to the Newbie Ground and fight 6 rooms. Winning this fight will give you Gram.

This boss has an incredibly high amount of speed and can quickly overwhelm your team if you aren't prepared. A team with an average dl of 160-170 should be fine here as long as you have Hourglass and Elephant in the team. If you do not have these pets or would rather fight without them, you could need a team of dl 200+.

Since the boss has so much speed, it is recommended that you utilize speed gear/gems to minimize the bonus damage it will be inflicting as well as having enough speed to be able to hit the boss since it has the ability to dodge your attacks if you're too slow. Nobina can poison you, similar to the Poison trap you can find in some dungeons. Just make sure your Supporters can keep up with healing, and you pack enough antidotes, and it shouldn’t be an issue.

After reducing its HP to 200,000 Nobina will get a boost in power. Both Attack and Speed increase by 1,000 and its Element switches from Wind to Neutral. Total stats can be seen in the table below, with the numbers on the right being after the boost.

Wolf of Nobina is a great powerleveling target as you can farm it for XP. The base XP drop of a mimic is 4,500 while D3 bosses (you encounter 2) have a base XP of 12,000 per encounter (6,000 each, except for evolved balrog who is encountered alone and gives 12k by itself). Moreover encountering Nobina only takes 6 rooms vs the 30 it takes to encounter a D3 boss. D3 mimics are even harder to encounter. The only downside is having to repeatedly and manually start such short fights.

Stat Value
HP 1,000,000
Attack 4,000 : 5,000
Defense 5,000 : 5,000
Speed 5,000 : 6,000
  • XP: 15,000
  • Special: Inflicts Poison with each strike. Has a chance to dodge attacks based on speed difference at a rate of (1 - (PetSpeed / NobinaSpeed))*100%

Good Team Composition For This Fight

Front Row: Elephant, Dog, Archer

Back Row: Hourglass, Supporter, Dragon

Note: If you bring Elephant, you must bring at least two Supporters on the team with you. If you do not, Nobina will reflect the Burn effect onto your own pets.

Team Example

The following teams are to give you an idea of the setup required to win this fight.

This team had 50-70k growth, used 50 phoenix feathers and took over 40 turns.

Nobina Team.jpg

This team was able to defeat the boss on turn 49.

Wolf of Nobina min.png

This team had 54-79k growth for all except Anything with 114k, used 42 phoenix feathers, 42 health potion X, 5 health potion S, 123 antidotes and won on turn 46.

Nobina turn 46.jpg

This team had ~100k growth for all pets, defeated the Wolf of Nobina on turn 42, and used 26 Phoenix Feathers, 100 Antidotes, 71 Health Potion X, and 6 Health Potion S. Additionally, it did not use either Elephant or Hourglass to make the fight easier.

Gram1NoSpecial.png

Fawn / Wisps

Patreon - Sonder
You pass by a fawn. He is hurt and gets attacked by wisps. He asks for help. You have a free slot in the party so you allow him to join until he has recovered.

You can fight this battle if you take 2 Runestones and only 5 party members with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated Nobina previously and received Gram (Gram +20).

The goal in this fight is to heal Fawn to 4 million hp. The percent based heal power of your supporters is disabled in this fight. The Wisps do a lot of damage so your whole front row needs very good defense, and because the percent based heal power is disabled, water gems on your equip are not very useful. The back row supporters should go for full attack and hope they don't get attacked often.

A good team in this battle would be 2 defenders and 3 supporters. Neutral pets are at an advantage and hourglass helps to keep your supporters on 3 actions because the enemies will slow your pets down, potentially halving your speed. Both defenders want to have at least 4000 defense with all elements positive and hourglass, in the front row, wants to have more than 1000 defense with all elements positive.

Stats are listed below, but are mostly irrelevant except for Attack and Speed since you do not need to kill the Wisps.

Stat Value
HP 10^12
Attack 8,000
Defense 9,999,999
Speed 5,000

Good Team Composition For This Fight

Front row: Dog, Anything (defender, maxed titanium equip with earth gems), Hourglass (supporter, Titanium Armor with earth gem, Inferno Sword + Inferno Gloves with fire gem)

Back row: Any supporter specialists (supporter, one supporter Gram with fire gem, all other equip inferno with fire gem)

All pets should be higher than level 200/55.

Winning this fight will upgrade Gram to SSS +22 (22). This will increase the attack to 79, all elements to 90 and the extra exp gained to 22%.

Zombie General

Patreon - Kentorax

You can fight this battle if you take 3 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated both Nobina and Fawn/Wisps previously and received Gram and its upgrade (Gram +22).

The Zombie General has a shield, which is impenetrable by dungeon class pets. This means you need adventurers to destroy the shield. For this fight, you need a high damage output and because you also need ~2 adventurers, there is no place for a defender in the team. The Zombie General also has a defense buff, which gives him high defense for a set amount of hits. Bringing Mages will be best for this, since they will deal multiple attacks per action and reducing his defense buff faster than with a single-hitting pet like an Assassin.

Winning this fight will upgrade Gram to SSS +24 (24). This will increase the attack to 86, all elements to 97 and the extra exp gained to 24%.

Stat Value
HP 4,000,000
Attack 2,500
Defense 50,000
Speed 5,000
  • XP: 15,000

Good Team Compositions For This Fight

Front row: Supporter (Neutral is best), Assassin (Archer or Mimic), 1 adventurer (knives, 1000+ speed)

Back row: 2 Mages (BHC, Sylph, Witch, and Balrog are all very high-DPS Mages that can be strong here. Full damage gear, but should survive a hit, above 1k HP), 1 adventurer (knives, 1000+ speed)

For the Adventurers, you can always class change Book, Anything, or the Gray Child since they will most likely already be at a decent Dungeon Level. Flying Eyeball or Shadow Clone are another good options if you've been using them in dungeons.

About dungeon level 100 is enough for the adventurers. The other pets should all be above level 250/60 and 150k growth.

Screenshot 20230111 111036 Idling to Rule the Gods.jpg

Lernean Hydra

Patreon - Malfat

You can fight this battle if you take 4 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +24).

When one of your pets kills a head, two more heads will spawn (up to 25), which typically causes an ultimate combined attack, and a loss. The only way to prevent this is to have the hero Heracles join the team. He will auto-join once there are 25 Hydra Heads... if you left them an empty spot on the team.

Heracles has another ability vital for the fight: only he can prevent the heads from doubling on death. Your own damage dealers should kill fewer than three heads per turn on average, otherwise the fight will never end and the room will collapse at round 50. Even Heracles can't save you from rocks falling.

When all the heads have been destroyed, the Hydra's main body will join the fight. Defeating the main body wins the battle.

With every attack, the Hydra Heads will also poison your pets with a unique toxin. This poison will stack, and will deal damage based on the number of stacks the pet has every turn. You can use an Antidote every turn to reduce these stacks by one per pet per round. Alternatively, you can bring the Hydra pet to the fight, who prevents the poison from being applied in the first place. This makes it easier, but is not mandatory.

Team construction

Each Hydra Head has 40,000 hp, low Defense, and good Elements.

Heracles can kill three heads per round, so you must ensure that you kill fewer than three heads per round, on average, once he has joined you. The tricky part is that you want to kill the heads quickly at first, to bring Heracles in as early as possible. After that, you need Heracles to kill heads faster than your pets produce new ones, and after that, you want your pets to help bring down the main body within the 50 round limit.

Some players bring Ape to the fight. It will activate its super form and deal extra damage for a few rounds, after which it returns to normal. If you can tune the damage correctly, this is a good pick.

Apart from Ape, no other pets can be told to increase their damage at first and then decrease it later in the same fight, so you need to tune your damage to be just right from the outset. This takes trial and error. With a single damage dealer taking three actions per turn, you want to aim for about 25k to 30k total damage (regular + speed combined) per hit against the heads.

A level 350+/100 Archer with 200k growth + a cl 100 Blacksmith would do too much damage. If you have pets that strong, consider a Defender instead of a Blacksmith. Or bring a slightly weaker Assassin. Mages will not help you as much as you would think in this fight.

If you postponed this fight long enough that your pets are far too strong, try bringing Sniper as your damage dealer. It can only kill one head per turn (because it only gets one action per turn). This means you'll spend 24 rounds increasing the number of heads, and then about 12 rounds with Heracles defeating the heads, leaving plenty of time to take out the main body.

The main body has almost 1.5 million HP, and scales that prevent Knives from reducing its Defense all the way to 0... so have fun with that. Heracles is your pinch hitter.

Stat: Hydra Head Value
HP 40,000
Attack 2,000
Defense 500
Speed 1,000
  • XP: 100 each
  • If attacking Hydra Head with a Fire element attack, it has appx 900 Fire, based on back-calculating from a dungeon log Export. Other elements may or may not be the same, this was not confirmed. Other elements are > 650.
Stat: Lernean Hydra Value
HP 1,500,000
Attack 5,000
Defense 50,000
Speed 5,000
  • If attacking Lernean Hydra with a Fire element attack, it has appx 900 Fire, based on back-calculating from a dungeon log Export. Other elements may or may not be the same, this was not confirmed. Other elements are > 650.

Good Team Composition For This Fight

Front row: 2 Assassins (Archer + Mimic) or Assassin + Defender, and 1 Blacksmith

Back row: 1 Supporter, Hydra

The Blacksmith and Supporter should both use T3 Knives. Blacksmith and Hydra should have above 1000 speed, better 1500. Water element would be best to mitigate damage taken, otherwise using at least one T3 Water equip for pets with less than 100 water helps. For the Hydra pet, a dungeon level of 120-150 is enough, but your Assassins might want to be level 280+ with ~200k growth and a mimic multiplier of > 2. The Blacksmith should have a class level of 65+.

Ghost is a possibility, but they can only scream at six Hydra Heads out of 25-ish, and there is no guarantee that they will be the ones hit that round. That said, it can be helpful.

Stat: Endgame Team if your stats are too strong for a basic strategy Value
Pets to use Sniper assassin with 40k+ attack + any supporter with knives, or sniper with 20k+ speed and maxed speed damage in dojo

Chicken

Patreon - Kaly

You can fight this battle if you take 5 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +26).

The battle starts off against just one Chicken, but many others will spawn for a total of 25 Chickens. These enemies have incredibly high Defense, have the ability to weaken your own pet's Attack stat, and can revive themselves if killed. To completely kill a Chicken, you must have an Adventurer deal the killing blow, cooking the Chicken in the process. This will heal all pets for 3,000 HP. One Adventurer can cook one Chicken per turn.

Because the Chickens have such high defense, you will most likely rely on speed damage to deal with them. Equipping your pets with Sticks and Wind Gems, while still maintaining a high degree of tankiness is key. Hourglass is helpful for a boost in Speed, but not necessary with the right gearing. Thankfully, the Chickens only have 300 HP so it won't take much damage to bring them down to 1 HP to be cooked.

Stat Value
HP 300
Attack 15,000
Defense 50,000
Speed 10,000
  • XP: 100 each
  • Chicken attacks may be (they were consistent with) ~2333 Wind element, based on back-calculating from a dungeon log Export. However note that Chicken attacks on pets, and pet attacks on Chickens, will typically be dealing primarily speed damage which is not effected by Element (pets or Chickens').

Good Team Composition For This Fight

Front Row: Defender, Defender, Adventurer

Back Row: Hourglass, Supporter, Supporter

You can always use Nothing, Book, or one of the Graylings to class-swap and become your Adventurer for this fight, since you will most likely not have any Adventurers with a high Dungeon Level.

The below team example is with pets at around 180k growth. This setup can be improved on, but as of writing not many players have reached a point to be able to beat this. Feel free to share your teams on Discord for other players to use as a benchmark.

Chicken Team 1.png

You can also add a second Adventurer if you cannot handle the fight for too long with your Defenders.

With around 180k growth pets the fight was a success around 75% of the time.

Alternatively, you can just nuke the chickens with whatever your strongest dps pet is which will "kill" them and lower their hp to 1. This lets your adventurer pick them off at any level with any gear. Doing it this way largely avoids the need for speed damage builds at the cost of needing a bigger main dps pet.

Chicken 2 Adv.png

Godly Statue

Patreon - Zoo Master Rebels

You can fight this battle if you take 6 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +28).

The Attack, Speed, Elements, and Max HP of every single one of the pets is multiplied by small value every time the boss gets hit, so actions/turn are key here. The goal is to hit infinite attack before turn 51. Warning: if each pet does not have at least one negative element, then it will start missing, likely preventing you from killing the Statue. Notably, this means that you should not use neutral pets unless you take extreme steps to get negative elements from gear. Do not bring potions. Max HP goes up every turn and if you bring healing potions or elixirs, every mage will consume one every round (to bring their current HP toward their new higher Max HP), which gives no benefit but uses up to 300 potions or elixirs.

Stat Value
HP 10^308
Attack 0
Defense 10^100
Speed 0
  • XP: 15,000

Good Team Composition For This Fight

Front Row: 3 mages

Back Row: 3 mages

You will likely need CL60+ on your Mages to get more hits in. Note Sylph's Wind Element increases to >3,150 nearly immediately then Sylph gets 7 bonus attacks every action. With Sylph getting 14 attacks per action (CL 80), 2 mages each with 7 attacks per action (CL 80), and 3 mages each with 6 attacks per action (CL 60), the fight ended in Turn 39, after appx 5,350 hits.

Animal Band (C.U.T.E. Platoon

Patreon - Dymski

You can fight this battle if you take 7 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +30).

In this fight, six bosses are fought at once, replicating another team of pets fighting your own. Each of the enemies has a special ability similar to some of your own pets. You will fight 2 Defender-type enemies with an ability similar to Gnome's shield, 2 Supporter-type enemies with an ability similar to Salamander's AOE heal, 1 Mage-type enemy that will regenerate all of its HP when hit, and 1 Assassin-type enemy who can attack 2 pets at once with a piercing strike that attacks a pet in the front row and the pet directly behind it in the back row.

  • Danger Noodle and Sunny McChubs are a Water and Earth Defender respectively
  • Starshine and Flopsy are Neutral Supporters
  • Sgt. Softie is a Wind Assassin
  • Caramel is a Fire Mage
Stat (Defenders) Value
HP 500,000
Attack 4,000
Defense 30,000
Speed 1,000
Stat (Supporters) Value
HP 250,000
Attack 15,000
Defense 10,000
Speed 15,000
Stat (Assassin) Value
HP 200,000
Attack 225,000
Defense 4,000
Speed 20,000
Stat (Mage) Value
HP 150,000
Attack 200,000
Defense 3,000
Speed 15,000
Water 500
  • XP: 3,000 each

Good Team Composition For This Fight

Similar team composition as the later Aether boss (DEotF) fights. Which is to say, 1 powerful DPS, 1 supporter, 1 blacksmith, 3 defenders, with DPS geared for maximum attack and the rest geared for survival (but with knives; blacksmith gets rune patch). Another alternative team comp is swapping a Defender for a second Supporter (Hourglass). One of the biggest hurdles with clearing this fight is having a DPS that can one-shot the Caramel boss. Caramel has low Water resistance (500 Water), so if you have a strong Water DPS (or a Neutral DPS you can gear with high Water) that will be very beneficial. Witch can help boost your DPS' Water (note that Witch's water debuff effect does not help your DPS' attack on Caramel). The Test Dummy in Challenge Ground can test your ability to one-shot Caramel. The supporter can under-heal if geared too defensively though. Eyeball is possibly a good pick for the fight to gun down the enemy DPSes first, yet it is not crucial. Flying Eyeball is a big help here to take down Caramel and their regenerate in one shot, but does lower your survivability.

Front Row: DPS, Defender, Defender

Back Row: Blacksmith, Supporter, Defender(or Hourglass)

Chromatic Dragon

Patreon - oSystems

You can fight this battle if you take 8 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +32).

Chromatic Dragon attacks 2 or 3 pets at a time. It will switch its element after every 7th attack (roughly every 2.33 turns) in a cyclic order -- Fire, Water, Earth, Wind, repeating.

Any damage dealt over a certain threshold in a single hit will instead be absorbed by the Chromatic Dragon, healing it for the damage dealt:

  • Any damage done in a single hit over 60k dealt by a Mage will be absorbed (note this is per hit; the total damage done by all the Mage's multi-attack can be over 60k).
    • If this Mage is Sylph, the threshold is 35k instead (due to its likely increased hits/turn).
  • Any damage done in a single hit over 500k by all other classes (Assassins mainly) will be absorbed.

Because of this damage limit, you need to be careful when using Knives and other defense-reduction skills. Shredding too much of Dragon's defenses could mean all your hits deal too much damage. You will likely need 3 different element damage-dealers to keep up with the Dragon's ever-changing element resistances.

Neutral pets are stunned and will not act for the whole fight, so only non-neutral pets are viable. You can use Neutral Defenders, but just remember they will essentially act as HP sponges and will not be able to attack the Dragon or defend other pets from incoming attacks. Their passive shield is still effective, but they will not actively block incoming attacks. Neutral Defenders are more likely to survive, so test which is better for you: Stunned Neutral Defenders, or potentially weaker Non-Neutral Defenders.

Stat Value
HP 30,000,000
Attack 500,000
Defense 3,000
Speed 25,000
  • XP: 18,000

Good Team Composition For This Fight

Front Row: Defender, Supporter, Blacksmith (with Rune Patch)

Back Row: Mage, Mage, Mage

If your Mages are weaker compared to Assassins, move the Supporter to replace a Mage and swap it for an Assassin.

You will want pets with DL 350+ and CL 100 with several Dojo (hp and attack 80%+) buffs. Have several hard-hitting DPS like Witch and Sylph, supported by Defenders, or a Blacksmith with Rune Patch, and Supporters. The defender(s) here are more important than usual. This means the defenders should have growth and level comparable to your damage dealers to survive and currently Witch and Sylph are stronger than other mages, so if you use three mages, the third mage will have a hard time to compare to them. The team in the screenshot can win and has 375k growth.

Image.png

Ukreon

Patreon - Myrielle

You can fight this battle if you take 9 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +34).

Ukreon has the potential to inflict party-wide debuffs. Ukreon has five different auras it will put up based on each of the five elements. These all activate at the start of the battle and persist until Ukreon dies. There is a way to get around this, however. To disable an aura, you need to have two pets of the corresponding element on your team. So, want to disable the Earth aura? Have two Earth pets on the battle team and Ukreon will not be able to use that aura. With this method, you can disable at most three of the five auras by using pets of three elements, two pets each. Let’s take a closer look at each aura to decide which pets will work best.

Upon death for the first time, Ukeron will revive with a 500 Million Shield. This shield extends the fight until it is knocked down, but will take a flat 5 million damage when hit by a pet equipped with a Light or Dark element weapon.

Ukreon Auras

  • Fire - Pets take 20% of their max HP as damage each turn and Ukreon’s damage output increases by 5% per turn.
  • Wind - Pets take damage equal to the total Dungeon Level of the party x 10. Ukreon’s Speed increases by 5% per turn.
  • Earth - One random pet dies at the start of each turn. Ukreon increases its Defense by 10% each turn and completely removes any Defense reduction from Knives at the start of the turn.
  • Water - Inflicts Freeze on 2 pets at the start of the turn, making them unable to move for the next 3 actions. Ukreon increases max HP by 5% and heals for 5% of its max HP.
  • Neutral - halves all damage dealt by your pets, and doubles the damage dealt by Ukreon.

Strategy
Earth is probably one of the worst to deal with, making it important for you to disable it. Having all defense reduction ignored at the start of each turn makes it nearly impossible to do any reasonable damage against the boss. Fire is also good to get rid of. Not only is one of the highest damage dealers a Fire element (Succubus) — you’ll probably have her along anyway — but Ukreon’s damage can get crazy high with this ever-increasing buff. Water is an important one to deal with, but can be swapped for Wind instead depending on your pets. If you get unlucky and it freezes both of your Supporters, the fight is quickly lost. The healing from this aura can be out-damaged, but it’s not ideal since with this strategy your pets will only be doing half damage from the Neutral aura. Disabling Wind aura instead reduces the amount of damage your take and helps mitigate Speed Damage done by the boss.

With these three auras dealt with, you are left with Wind and Neutral. This is manageable. Make sure you have enough upgrades put into Dojo HP buff to outlive the damage caused by the Wind aura. With a team of ~350 DL pets, this comes out to 21k damage per turn to all of your pets. Neutral just makes the fight drag out a bit more since you will only be dealing half-damage.

Be sure to gear defensively since this will likely be a long battle regardless, but still with enough Knives to shred the defenses to make up for the half-damage you’ll be dealing. Dojo upgrades are vital, since increasing your levels will just keep increasing the damage from the Wind aura. Partway through the fight, Ukreon puts up a temporary shield equal to 500 million HP. You can bruteforce your way through, but there is another option. Any pets equipped with a Light or Dark element weapon (Divine Bow or Demonic Sword) will deal a flat 5 million damage to the shield per attack. This will likely allow you to break the shield down much quicker than with traditional weapons.

  • XP: 19,000

Good Team Composition for this Fight

Here's a second example team, using a Blacksmith instead of a second Supporter:

Ukreon sonder.png


Sleeping Sloth

Patreon - Carpe

You can fight this battle if you take 10 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +36).

This one can take a bit of experimentation with your gear and team setup. Sloth will start this fight asleep, and is woken up by certain conditions. If Sloth wakes up, it’s a complete party wipe.

While asleep, Sloth will attack twice per turn — one single target attack for heavy damage, and one multi target attack for less damage. If this hits any of your pets for more than 222,222 damage, Sloth will wake up. If your pets deal more than 222,222 damage in a single hit, Sloth will wake up. If you use defense reduction and get it down to 50% or less of its original Defense, Sloth will wake up. Every 10 turns, Sloth increases its Defense back to the base. If a pet has high Speed, there is a chance for Sloth to put them to sleep. With a Speed stat of 30-35k, this pet will likely be asleep for the whole fight. A strong Dojo or Strategy Room could raise your Speed stat that high, especially if you use Sylph. Try to avoid using Wind Gems on any gear (and don’t bring Hourglass).

Sloth will heal itself by digesting some food, for 2.5 million health, every 11th turn. Sloth will also wake up after 42 turns have passed, giving you even less time than normal to kill the boss. With 100 million HP, this is a difficult time constraint.

To win this fight, you essentially need to meet these stat checks:

  • All pets with enough Defense to take less than 222,222 damage when Sloth attacks
  • No pet able to deal more than 222,222 damage in a single hit
  • Around 5,000 Speed or less on each pet

If you bring a Sloth with Negative speed, the fight will behave as a normal boss without any gimmicks. Having this one useless pet will make the fight more difficult than just crafting a team to work around Sleeping Sloth's gimmicks, but this can be a workaround if you don't want to worry about fine-tuning a team. The ONLY equipment combination that will give you negative speed is below. Make sure your Speed Strategy Room slot is empty or this will not work.

SlothCombo.png

  • XP: 19,000

Good Team Composition For This Fight

Front Row: Defender, Defender, Defender/Supporter

Back Row: Mage, Mage, Supporter/Mage

Mages are ideal here, since they are less likely than Assassins to hit the 222k damage limit per hit. Sloth has incredibly high Water and Wind element stats, weakening the damage done by traditional OP Mage pets like Sylph or Witch. Given there is a damage limit before Sloth wakes up, using these as your Mages might actually be ideal. Balrog is strong here, since it can tank hits with enough Horns.

If you aren't dealing enough damage with two Mages, try bringing a third. One Supporter plus healing potions should suffice, with the potions still working even through Sloth's sleep effect he can inflict.

Sloth Fight Example.png


Lucifer and Sandalaphon

Patreon - Nick1wasd

You can fight this battle if you take 11 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +38).

The fight is against two bosses, Lucifer and Sandalaphon (also spelled "Sandalphon" once at the start of the fight), who will both attack each other and your pets. They will alternate the target each action.

Lucifer has two special moves:

  • FelFire, a single target attack that will halve the amount the target will be healed the next time they recover health.
  • Drain, a single target attack with a lifesteal effect (similar to Succubus).

Sandalaphon has two special moves as well:

  • Holy Light, a single target attack that blinds the target, causing its next attack to miss.
  • Sandalaphon can wreath himself in flames, which both reduces the amount of damage he receives by 25% and reflects the difference back onto the attacker. (If your pet attacks Sandalaphon for 100k damage, Sandalaphon will only take 75k and 25k of it will be dealt back to you.) This lasts until the end of the current turn, and reflects all attacks received.

Both bosses have incredibly high stats and will be practically impossible to defeat without bringing along pets that they deem to be either "Angelic" or "Fiendish." Lucifer's stats are lowered when you bring Angelic pets, and Sandalaphon's stats are lowered when you bring Fiendish pets. For example, bringing 4 Angelic and 2 Fiendish will greatly reduce Lucifer's stats, but Sandalaphon will pose a bigger threat. You want to bring a full team of 6 pets with 3 being Angelic and 3 being Fiendish to fully maximize the debuff. As an added bonus, bringing 3 and 3 of each type also increases the damage Lucifer and Sandalaphon do to each other, meaning less work for your pets. While both bosses can bring each other down to 1 HP, the finishing blow must be completed by one of the pets that debuff them ("Angelic" pets for Lucifer, "Fiendish" pets for Sandalaphon).

With 3 Angelic and 3 Fiendish pets, Lucifer has 103.381 million HP with initial defense slightly over 1,000 and Sandalaphon has 27.568 million HP with initial defense slightly above 10,000. With 2 Fiendish pets, Sandalaphon has 67.240 million HP and initial defense over 24,000 (so don't do that).

  • XP: 12,000 each

Good Team Composition For This Fight

The full list of Angelic/Fiendish pets is shown below. The fight is designed to limit your options, so pick the strongest out of the pool available and try to keep it balanced 3/3 to maximize the debuff against both bosses.

Angelic Pets Fiendish Pets
Archer Succubus
Valkyrie Fool
Santa Balrog
Holy ITRTG Book Firefox
Cherub Mimic
Tanuki Todlicher Loffel

The list of Angelic and Fiendish pets was set in stone at the time the fight was designed, and any pets added later (e.g. Vampire) are ineligible for the list.

The following team was able to win in 41 rounds, with 11 phoenix feathers and 7 health potions S used, with strong Dojo and Strategy Room bonuses. If your damage dealers are higher level, you may prefer 2 defenders and 2 damage dealers.

Gram11 example.png


Sluggernaught

Patreon - Xzait

You can fight this battle if you take 12 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +40).

This fight is focused on Speed Damage. Bring your Mages to deal multi-hit attacks, with maxed Dojo Speed buffs and a strong Strategy Room pet. Even then, you will need your highest level Speed gems and high-leveled pets capable of doing D4-6 dungeons.

You will face Sluggernaught, who has 100 million HP, and its companion the Dimensional Hopper, with 1 HP.

The Dimensional Hopper has immense speed, and is immune to damage nor can it be targeted as long as Sluggernaught is alive. Each of its attacks deals damage to all your pets in the form of %HP DMG. This damage increases after every 8th turn (i.e. turn 9, 17, ...).

Sluggernaught is impervious to regular damage (it's always(?) reduced to 1 point, although Succubus healing indicates that the original damage was higher), but takes speed damage. Sluggernaught is also immune to deleveling by knives. Every 8th turn, it will use Toxic Radula Harpoon to kill one of your pets instantly, preventing phoenix feather revival. This attack will always target your pets in order of their SPD, with the highest SPD pet being killed first. The Toxic Radula Harpoon may be tied to the increase in Dimensional Hopper's damage, as the damage increase follows the Harpoon strike in each case.

Once Sluggernaught has been defeated, your next attack will kill the Dimensional Hopper.

  • XP: 12,000 (Dimensional Hopper) and 20,000 (Sluggernaught)

Team Composition

A Defender is useless, because all the damage you take will be from the Dimensional Hopper, and it hits every pet every time, for a percent of max HP, bypassing all defenses. For the same reason, you don't need any gear that increases Health or Defense.

Hourglass or V.Pheasant are good picks, because they increase the speed or speed damage of your pets, respectively. However, you can't use both of them together, so you'll have to choose one. (Hourglass gives the higher bonus.)

You'll likely need additional healing, so bring potions.

Besides your speed specialist pet, you will want to bring 5 damage dealers. These may be Mages, Rogues or Assassins -- whatever your best speed damage dealers are. Equip your damage dealers with pure speed gear/gems.

Finally, you will want the Dojo speed and speed damage bonuses to be capped, and to have a strong speed pet in the Strategy Room. The below team example from Luvwen has maxed Dojo stats, and a pet in the Strategy Room contributing 29k Speed.

Pet Role
Tödlicher Löffel
Sylph
Hourglass Speed Specialist
Ape Rogue
Witch
Black Hole Chan
Sluggernaught-example.png


Demon King

Patreon - Putzi and Carpe

Work in Progress. Please add info if you have it, or reach out to Trey on the ITRTG Discord.

You can fight this battle if you take 13 Runestones with you to the Newbie Ground and reach the boss room. This fight can only happen after you have defeated all previous Patreon bosses and received Gram and its upgrades (Gram +42).

The fight begins with this text:

Your pets encounter a strange portal near the entrance to the next room. They enter a portal and arrive into what seems to be a completely new world!
They feel an awakening of a newfound power!

Your pets will face the Demon King, who has 1 trillion (e12) HP, with 0 DEF and Elements. The Demon King acts 3 times per round, using any of the following attacks:

  • Celestial Oblivion Pulse: hits 3 pets
  • Hyperion's Fury Annihilation Beam: hits 2 pets
  • a nameless attack with broken text (Demon King's name does not appear) which hits like a Mage, up to 7 times (pets may be repeated)

If Bunny Girl is not in your team:

One pet from the team will be selected for this honor before the fight begins:

Pets gain twice the Stats from <Pet Name> on top of their own stats.

It is unclear at this time how this pet is chosen.

At some point (possibly when Demon King's HP drops below 670 billion?), one of your pets will become enthralled with the Demon King and leave your party to fight for the enemy. The pet with the highest Dark element will be chosen for this role, and if absent, the highest ATK pet instead will betray the team. The turning may occur in the middle of a multi-hit Mage attack, with the remaining hits occurring after the turning text.

After your team kills the traitorous pet, Demon King will become enraged and perform a Demonic Realm Emperor Devastating Blast Wave, dealing 10 billion minus 1 damage. Only pets who "bring divine power" (divine gear equipped) are left alive. These deaths are unavoidable and occur even if the demon king is already dead. This means that at least 1 piece of divine gear is needed for every pet if the fight takes more than 5 turns(?).

If the fight continues past the Blast Wave, Demon King gains 3 new attacks, replacing the old ones. These attacks are:

  • Nihilius, Voidance Arrow: A single target attack, reduces healing received by the pet by 50%, stacks indefinitely.
  • The Eternal Sovereignty: Abyssal Clutch of the True Void: A single target attack, reduces the stats of the pet by 20%, stacks indefinitely.
  • Voidstar Vortex Implosion: A single target attack. If a pet is killed by this attack, they cannot be revived by phoenix feathers for the remainder of the fight.

If Bunny Girl is in your team:

If you bring in Bunny Girl for this fight, the fight will behave slightly differently:

  • Bunny Girl will be the pet chosen before the fight starts, to grant 2x her stats to all members of the party.
  • If Bunny Girl is selected for the betrayal, upon killing her, the Devastating Blast Wave will "miss barely", eliminating the need to use any Divine gear. Pets will be reduced to 1 HP (but will retain Mist Sphere shields, if present). In addition, Demon King's grief will cause it to lose "half of its remaining hp" according to the log text (but it might actually lose 3/4 of current, or half of max -- this might be a bug).

Strategy:

  • Have a very strong Strategy Room and Dojo.
  • Bring Bunny Girl and equip her with a piece of demonic equipment.
  • Everyone else should be a major damage dealer, or a booster to your damage dealers, or a Supporter.
  • You'll need enough HP to absorb the damage inflicted by Demon King, and enough healing to restore lost HP. Mist Sphere is a good choice for Supporter, as its shields will help pets survive after the Devastating Blast Wave. Bringing potions in addition to the Supporter is recommended.
  • Special attacks that don't work in boss rooms (e.g. Undine's special attack) don't work here. Go with brute force instead.
  • You don't need knives, because Demon King has no defense or elements to shred. Of course, they still work for stabbing.
  • XP: 20,000