Ping Pong
Ping Pong
When it appears
- The interloper of Elysia in stage 3 of its roster (stage 1 is the start of a run, and each miniboss kill moves it on one). On the clock: Every 104 s.
Numbers
| Health | 2000 |
| Move speed | 0 |
| Push resistance | 4 |
| Damage reduction | 2 |
| Damage amplification | 2 |
| Loot chance | 0.5% |
| Experience given | 100 |
| Damage threshold | 5 |
- Damage reduction: every hit it takes is divided by 2.
- Damage amplification: it takes an extra 100% of each attack's base damage on top.
- Move speed 0: it never leaves the spot it spawned on.
- Push resistance 4: a hit slows it far less than it slows a normal monster, and it is back to full speed 4 times sooner.
- Loot chance only matters on an elite: nothing else rolls for a chest when it dies, whatever this number says.
- Experience given also rises with the run's monster strength, by the same multiplier as its health.
- Damage threshold 5: inside the Magus Circle mansion only, every 5 damage it takes shakes an extra pickup loose. It does nothing in the four regions.
What its tier means
- Common. An ordinary monster of the wave. Touching it costs you one point of health. Run stats: Damage against Normal Enemies.
Attacks
Contact
Touching it costs you one point of health. A monster that is frozen, stunned or polymorphed cannot hurt you by contact.
Immunities and behaviour
| Flying | Ignores the ground: it floats straight at you over anything in the way. |
| Stationary | Never moves. It fights from where it spawned. |
| Artwork faces right | Only an art setting: its picture is drawn facing right, so the game mirrors it. |
Crowd control does not stick to it: a stun that normally lasts 3 seconds, confuse 5 seconds and polymorph 10 seconds all fail.
How its health scales
In Mirna: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; +0.1 on reaching stage 3 of the roster; +0.25 on reaching stage 4 of the roster; x5 on reaching stage 5 of the roster.
In Yawm, Elysia, Yomori: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; x5 on reaching stage 4 of the roster.
Where two of these steps land on the same second, only one of them fires: the region's own page shows which.
In Mirna, the first boss fight also adds 20, as long as the first death scene has not played and you have died fewer than 2 times.
Once the multiplier is above 1, this enemy spawns with its base health multiplied by it: 2000 health at 1, and a multiplier of 2 makes it 4000, 5 makes it 10000. The experience it gives is multiplied the same way.
Other things change this monster on top of that. Hard mode gives it 2 times its health and 1.25 times its speed. The energized run modifier gives every monster 1.25 times its speed. While you are extracting, every monster moves 1.15 times as fast. Each time a region's roster runs past its last stage, every monster except bosses gets +0.25 to its speed multiplier, up to 2 times its speed.
History
- 1.0.0
- Added.