Hydra

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Hydra
Hydra
Job: Warrior/Warrior
Family: Hydras
Family 2: [[:Category:{{{family2}}}|{{{family2}}}]]
Family 3: [[:Category:{{{family3}}}|{{{family3}}}]]
Crystal: Water
Weak against:
Resistant to: Fire Fire Ice Ice Wind Wind -85% Lightning Lightning Light Light Earth Earth Water Water Dark Dark -70% Blunt Weapons: Hand-to-Hand, Club, Staff, Harlequin Frame, Stormwaker Frame Piercing Weapons: Dagger, Polearm, Archery, Marksmanship, Shuriken, Sharpshot Frame -50%
Immune to:
Absorbs:
Notorious Monster
BCNM: [[{{{bcnm name}}}|{{{bcnm name}}}]]
ENM: [[{{{enm name}}}|{{{enm name}}}]]
KSNM: [[{{{ksnm name}}}|{{{ksnm name}}}]]
ZNM: [[{{{isnm name}}}|{{{isnm name}}}]]
HENM: [[{{{henm name}}}|{{{henm name}}}]]
Spawn Type: Timed
Title Obtained: Hydra Headhunter
EXP Party Type: Verification Needed
Spawn Location


Zone Level Drops Steal Spawns Notes
Wajaom Woodlands 80

-

1 A, T(H)
~73,000 HP
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound;
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing
JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants

Horizon Changes HorizonXI specific changes

  • Windows are 22~23 Hours after the last death.
    • Windows are every 10 minutes and a force pop happens after 60 minutes
  • Like many NMs on HorizonXI There is a Claim Shield Any action will put you on the "claim" list. once the Claim Shield falls off, a random person will be picked to win the claim.Verification Needed

Notes

  • Spawns around (F-10) of Wajaom Woodlands.
  • Reached through the Exit (7) (I/J-8) on Map 3 of Aydeewa Subterrane.
    • Enter through Entrance (9) (F/G-11) of Wajaom Woodlands. This is Map 7 of Aydeewa.
    • Proceed to (H) on Map 7 around (G-8) to cross over to Map 3 and proceed to the exit.
  • Aggressive, detects by True Sound. Does not link.
  • Has three heads. Heads are broken off by critical hits (even for 0 damage), Weapon Skills, or by damage-dealing Job Abilities.
    • Only two of the three heads can be removed.
    • Hydra's right head will be broken first and then the left.
      • Losing the right head removes access to Polar Bulwark (its magic shield) and Pyric Blast.
    • Heads regenerate every 16 minutes. Regeneration time decreases as Hydra's HP decreases.
    • The left head is regenerated first and then the right.
  • Possesses an Auto-Regen. The potency of this decreases with each head Hydra loses and increases when a head is regenerated.
  • Appears to have Regain while two or three heads are up; this stops when only one head remains.Verification Needed
  • Has Draw-In, and will always use a TP move in response afterwards if it is triggered.
  • Gains access to Nerve Gas under 30% HP if all three heads are alive. Nerve Gas will also reset enmity on its target.
  • Takes full slashing damage; blunt, hand-to-hand, piercing, and ranged damage are roughly halved. Highly resistant to elemental magic and most enfeebles.Verification Needed
  • Its piercing resistance does not apply to Sneak Attack.Verification Needed
  • Very high resistance to Stun and Enfeebling Magic; highly resistant or immune to Sleep even under Elemental Seal.
  • Reported to enter a permanent rage below 25% HP.Verification Needed
  • Uses the attacks:
Polar Blast --- Frontal cone Ice damage with an additional Paralyze effect. Requires the left head. Mitigated by "Breath damage taken" equipment, not elemental resistance.Verification Needed
Pyric Blast --- Frontal cone Fire damage with an additional Plague effect. Requires the right head. Mitigated by "Breath damage taken" equipment, not elemental resistance.Verification Needed
Pyric Bulwark --- Grants Hydra a physical damage shield. Cannot be dispelled. Requires the left head.
Polar Bulwark --- Grants Hydra a magic damage shield. Cannot be dispelled. Requires the right head.
Nerve Gas --- Frontal cone damage with Curse and strong Poison. Only used below 30% HP while all three heads are alive. Resets enmity on its target.
Serpentine Tail --- Damage to a target behind Hydra.
Trembling --- AoE damage and Dispel.