Juggerwroth

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Lv: 150
HP:
MP:
ATK:
DEF:
AGL:
WIS:
Move:
Weight: 65

Leader Perk:
ATK +15%

Weaknesses: /
Resistances: /
Immunities:
Family: Role: Element:

Note: All perks/abilities denoted with an * are using unofficial translations

Abilities
Level Type Name MP Element Range Description
1 Jugger Tackle*
32
Straight Line
Deals moderate physical damage (170% potency) to all enemies in area of effect, moves up to 5 spaces, occasionally stuns
36 Demonic Roaring Tempest*
148
Front
Deals major Woosh-type spell damage proportional to ATK to all enemies in area of effect, occasionally raises damage taken for 3 turns
50 Haymaker 82
1-3
Deals major physical damage (410% potency) to 1 enemy, often paralyses
52 Roaring Thunder*
119
1-3
Deals major Zap-type spell damage proportional to ATK to 1 enemy, ignores some Light Damage Res
Can only be used in Full Power state
82 Giant Rock Chuck*
160
Front
Deals major martial damage proportional to ATK to all enemies in area of effect, often lowers damage dealt for 3 turns
Can only be used in Full Power state
Base Perks
Level Name Description
1 Max HP +30 Raises max HP by 30
1 Max MP +15 Raises max MP by 15
1 Lord of Darkness's Retainer*
Battle start:
Reduces damage taken by 20% for 3 turns and enacts Transformative Auto Revive (100% of max HP) for 99 turns

When revived:
Raises ATK and AGL, massively raises damage dealt, reduces damage taken by 50%, and grants a barrier that reflects spell attacks for 3 turns
Transforms into Full Power state for 99 turns, 1 time per battle
110, 120, 130, 140 Physical Potency/Recovery +2% Raises physical potency/recovery by 2%
110, 120, 130, 140 Martial Potency/Recovery +2% Raises martial potency/recovery by 2%
110, 120, 130, 140 Spell Potency/Recovery +2% Raises spell potency/recovery by 2%
150 Ability Potency/Recovery +2% Raises ability potency/recovery by 2%
Awakening Perks
Awakening Name Description
1 The Sealed Demon*
Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns

Action start on even turns until turn 10:
Heals 10% of max HP and restores 4% of max MP
2 Crack Res +25 Raises Crack resistance by 25
3 Dark Defences*
Battle start, action start, or when revived:
Nullifies some status ailments if the user's HP is 70% or over
3, 5 Physical Potency/Recovery +5% Raises physical potency/recovery by 5%
3, 5 Martial Potency/Recovery +5% Raises martial potency/recovery by 5%
3, 5 Spell Potency/Recovery +5% Raises spell potency/recovery by 5%
4 Bang Res +25 Raises Bang resistance by 25
5 Idiots! I-DI-OTS! When attacked and KO'd by enemy:
Attacks with Idiots! I-DI-OTS! if enemy is within 1 to 4-space range, 1 time per battle
(Idiots! I-DI-OTS!: Deals major spell damage proportional to ATK to all enemies in rhombus area of effect, often stuns, generates demonic barrier spaces that raise damage taken by 10% for enemies on those spaces only for 3 turns)
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%