Watermelon Slime

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Lv: 140
HP:
MP:
ATK:
DEF:
AGL:
WIS:
Move:
Weight: 35

Leader Perk:
Slime Martial Potency +10%

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 Invigorate 16
Self
Grants the user x1.5 martial potency/recovery for 1 turn
22 Watermelon Guard*
28
1-3 (incl. self)
Raises DEF for 1 ally for 3 turns, raises damage dealt for 1 Slime ally for 3 turns
42 Triple Fireworks*
89
Fan
Deals moderate Sizz-type martial damage (63 base potency) to all enemies in area of effect 3 times, very rarely lowers Sizz Res for 3 turns
Base Perks
Level Name Description
1 Max HP +20 Raises max HP by 20
1 Max MP +10 Raises max MP by 10
100, 110, 120, 130 Triple Fireworks* potency +2% Raises Triple Fireworks* potency by 2%
140 Ability Potency/Recovery +2% Raises ability potency/recovery by 2%
Awakening Perks
Awakening Name Description
1 Move +1 Raises Move by 1
2 Zam Res +25 Raises Zam resistance by 25
3 Everlasting Summer Defence*
Action start on odd turns until turn 5:
Raises DEF for 3 turns
3, 5 Triple Fireworks* potency +5% Raises Triple Fireworks* potency by 5%
4 Frizz Res +25 Raises Frizz resistance by 25
5 Jiggly Watermelon Body*
Action start on odd turns until turn 10:
Enables Sizzforce for 3 turns

Action start on even turns until turn 10:
If there are 3 or more Slime allies (incl. self) in the party:
Restores 4% of max MP and raises martial potency/recovery for 3 turns
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%