When Talika found little Yimburbur lost in the forest, she thought she would raise him so that he could become a forest counsellor like she was. However, as much as she tried to make a Support monster out of Yimburbur, he wasn't meant to be one. He turned out to be a big brute. A brute with some great healing skills, but a brute.

Stats and Information

At the monster's highest level at each rank:

25 Power 25 Life 25 Speed 25 Stamina
30 3,619 42,224 3,476 140
30 3,783 46,529 3,634 140
30 3,948 51,044 3,792 140
30 4,112 55,769 3,950 140
30 4,277 60,704 4,108 140
30 4,606 71,204 4,424 140
Trait(s) Icono oro.png Max GPM
30 Immune_to_Control (Trait) 155
30 Immune_to_Control (Trait) 170
30 Immune_to_Control (Trait) 186
30 Immune_to_Control (Trait) 201
30 Immune_to_Control (Trait) 217
30 Immune_to_Control (Trait) 232
Book(s) Relic(s) Role
SpiritsFamiliesAdventurersQuest ShieldSword Support
20 Price 20 Exp 20 Sell 20 Breed 20 Hatch
N/A 35,000 10,000 N/A 2d 2h

Obtention

Skills

Special
Nature Zoom Zoom Zoom
Multiple Enemies Warm Up -
Damage 60 Accuracy 120
Stamina Cost - Cooldown -
all allies: Double Healing: Healing values are double (3 turns) Regeneration: Heals 20% of Life each turn (3 turns) heal 50% life
Default
Physical Slightly Stupid
Single Enemy Warm Up 0
Damage 20 Accuracy 100
Stamina Cost 23 Cooldown 0
Default
Nature Mad Man
Single Enemy Warm Up 0
Damage 30 Accuracy 100
Stamina Cost 24 Cooldown 0


Group 1
Nature Miracle Worker
Single Enemy Warm Up 0
Damage 40 Accuracy 95
Stamina Cost 22 Cooldown 1
self: Regeneration: Heals 20% of Life each turn (3 turns)
Group 1
Special Aroma Of The Earth
Single Enemy Warm Up 0
Damage 40 Accuracy 95
Stamina Cost 25 Cooldown 0
Double Healing: Healing values are double (3 turns)
Group 1
Nature High Grade
Single Enemy Warm Up 0
Damage 30 Accuracy 95
Stamina Cost 21 Cooldown 1
heal 25% life


Group 2
Special Natural Mystic
Single Enemy Warm Up 0
Damage 30 Accuracy 95
Stamina Cost 21 Cooldown 1
Negate Healing: Target can't be healed (3 turns)
Group 2
Special Attention Span
Single Enemy Warm Up 1
Damage 35 Accuracy 95
Stamina Cost 45 Cooldown 3
self: Double Healing: Healing values are double (3 turns) Extra Turn: Gains an extra turn (1 turn)
Group 2
Nature Power Of Roots
Multiple Enemies Warm Up 0
Damage 30 Accuracy 90
Stamina Cost 25 Cooldown 2
all allies: Regeneration: Heals 20% of Life each turn (3 turns)


Group 3
Nature Strength To Survive
Single Enemy Warm Up 1
Damage 40 Accuracy 95
Stamina Cost 41 Cooldown 3
self: Regeneration: Heals 20% of Life each turn (3 turns) Extra Turn: Gains an extra turn (1 turn)
Group 3
Nature King Without A Crown
Single Enemy Warm Up 0
Damage 50 Accuracy 95
Stamina Cost 19 Cooldown 2
all allies: heal 25% life
Group 3
Special Groundation
Multiple Enemies Warm Up 0
Damage 40 Accuracy 95
Stamina Cost 27 Cooldown 2
Negate Healing: Target can't be healed (3 turns)

Trivia

  • Skills reference reggae song titles.
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