Mazmorra de Otomai
Tynril Lab
The Tynril is not a damage race, it is a survival fight.
Nv. 140+Medium
Dark Jungle Monsters
Resumen
Key data
Present monsters
Vitalidad
PA
PM
Tierra
Aire
Fuego
Agua
Neutral
Dark Treeckler
Damage
De 2600 a 3300PdV
10PA
4PM
Key resistances
+5%
+27%
+5%
-19%
+5%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Barkritter
Damage
De 2100 a 2800PdV
10PA
5PM
Key resistances
+12%
-7%
+38%
+44%
+23%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Rotaflor
Damage
De 2000 a 2600PdV
10PA
4PM
Key resistances
-34%
+18%
+13%
+40%
-10%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Warguerite
Damage
De 1900 a 2300PdV
10PA
4PM
Key resistances
+39%
-10%
-20%
+13%
+18%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Gwass
Damage
De 1900 a 2400PdV
6PA
3PM
Key resistances
+13%
+33%
-22%
+11%
+38%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Dark Pikoko
Damage
De 2300 a 3100PdV
8PA
De 8 a 12PM
Key resistances
+25%
+33%
+25%
-33%
+25%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Dungeon boss
Disconcerted Tynril
Control
Cuerpo a cuerpo
Characteristics
De 3800 a 5400PdV
10PA
2PM
Key resistances
+200%
+200%
+200%
0%
+200%
Important drops
Dungeon boss
Stunned Tynril
Control
Cuerpo a cuerpo
Characteristics
De 3800 a 5400PdV
10PA
2PM
Key resistances
0%
+200%
+200%
+200%
+200%
Important drops
Dungeon boss
Dismayed Tynril
Control
Cuerpo a cuerpo
Characteristics
De 3800 a 5400PdV
10PA
2PM
Key resistances
+200%
0%
+200%
+200%
+200%
Important drops
Dungeon boss
Perfidious Tynril
Control
Cuerpo a cuerpo
Characteristics
De 3800 a 5400PdV
10PA
2PM
Key resistances
+200%
+200%
0%
+200%
+200%
Important drops
Tynril Pistil
10 %
Tynril Bark
5 %
Plant Resin
15 %
Boss spells
Effect
- Switches positions
No line of sightPer turn: 1
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Boss spells
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- Switches positions
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Boss spells
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Effect
- Switches positions
No line of sightPer turn: 1
Boss spells
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- Switches positions
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Guía táctica
Strategy
1
Before entering: The Tynril is not a damage race, it is a survival fight. You need control of MP, knockbacks and damage in all four elements. If your team only hits one or two elements, the fight drags out a lot.
2
Room 1: Dark jungle monsters abuse poisons and annoyances. Barkritter and Rotaflor poison; Warguerite boost AP/MP; Floramor introduces elemental weaknesses. Don't let all that pile up.
3
Room 2: Be very careful with Dark Treeckler. It can apply a dangerous status: if you carry it and hit neutral, you can take enormous damage, even die if you also have Floramor weaknesses.
4
Boss: What do the Tynrils do?: There are four Tynrils, one per element. Each one has very high resistances in almost everything, but a clear weakness in its corresponding element. Also, if they get into melee, they can kill. They can also fully heal an ally if they are in melee and teleport between them.
5
How to remove vulnerability: They do not have classic invulnerability. The real mechanic is **hit each Tynril with the corresponding element and always keep them away**. Don't try to tank them. Remove MP, push every turn and always leave more than 6 squares if you don't have enough control.
6
extra: The typical mistake is to think "I can take a turn in melee." No. Here we play that they never arrive. First you survive, then you do damage. As long as you control distance, the fight may last, but it is won.
Progreso
Associated achievements
The Tynril Lab
Defeat the Tynrils in their dungeon.
Tynrils (Untouchable)
Defeat the Tynrils in their dungeon. Characters must not lose HP or SP.
Tynrils (Zombie)
Defeat the Tynrils in their dungeon. Characters must use exactly one MP per turn.
Tynrils (Duo)
Defeat the Tynrils in their dungeon with 2 characters maximum in less than 20 turns.
Refactoring Complete
Complete the following achievements:
Behind Me, I Leave a Trail of Fire
Complete the following achievements:
Show Them Who's Boss
Complete the following achievements:



