Enemies/Yuzu Shrimp
Yuzu Shrimp

Yuzu Shrimp

The elite of Yomori, from stage 2 of its roster.
Elite

When it appears

  • The elite of Yomori in stage 2 of its roster (stage 1 is the start of a run, and each miniboss kill moves it on one). Sometimes on the clock: Every 150 s; Every 75 s; Every 60 s (only part of the time, or only later in a run).

Numbers

Health150
Move speed2.5
Push resistance1
Damage reduction1
Damage amplification1
Loot chance0%
Experience given30
Damage threshold5
  • Push resistance 1: a hit staggers it the normal amount.
  • Loot chance 0: it never drops a chest, even though it is an elite.
  • 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.

Special drop

On top of its usual pickups, this monster can drop an ingredient when it dies in one particular way.

DropsWindswept Tide
WhenIt falls off the edge of the ground and dies. Monsters only fall on Yomori, the Yomori Corrupted map and the Mansion map, and a boss or a flying monster never falls.
Chance50%
How many1

This monster never drops it in this build: it flies, and a flying monster never falls.

What its tier means

  • Elite. The tough version. It is the only kind that rolls for a chest when it dies, the run's damage bonus against elites is what applies to it, and elite crit chance and elite crit damage are added on top of the normal ones. Touching it costs more than touching a common monster. Run stats: Damage against Elites, Crit Chance against Elites, Crit Damage against Elites.

Attacks

Contact

Touching it costs you one point of health, plus whatever the run's Heavy Hitters bonus adds, because it is an elite. A monster that is frozen, stunned or polymorphed cannot hurt you by contact.

Immunities and behaviour

FlyingArtwork faces right
FlyingIgnores the ground: it floats straight at you over anything in the way.
Artwork faces rightOnly an art setting: its picture is drawn facing right, so the game mirrors it.

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: 150 health at 1, and a multiplier of 2 makes it 300, 5 makes it 750. 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.

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