|Actions per round|
Defensive Growth is a part of the Eldritch interior of the Darkest Dungeon. Always residing in the back ranks, it fills the support role, with guarding, buffing and healing. Because of its minimal offensive capabilities, it is recommended to stun the Growth out of the combat, while dealing with more dangerous enemies.
Behavior[edit | edit source]
- Cooldowns: The Defensive Growth cannot use Grand Guard more than once every three turns.
- On a full health party (enemy party), the Growth will use 5/6 times Grand Guard (5.0 chance). Bolster has a 1.0 chance of being used while Ritualic Restorations has a 3.0 chance of being used but may only be done so if one of the enemy members has an actual HP value of equal or under 50%.
- That means, for instance, that if the Growth has guarded an ally the last turn and all of them have their HP over 50%, it will ALWAYS use Bolster. In case the HP condition is fulfilled, 3/4 times the Growth will spend the turn healing an ally. Other combinations can be deduced from the values provided above.
- Unbearable Tremors: If there are other monsters alive, the Growth will NOT use this skill, meaning it will be his last resort after the rest of the enemy party has been wiped out. There is, however, an exception. If a single Rapturous Cultist is alive it will most likely ignore guarding or buffing it and instead use this skill (20.0 chance).
Abilities[edit | edit source]
|Grand Guard||Support||1, 2, 3, 4.||1, 2, 3, 4 (allies).||Guard Ally||Buff: 33% PROT|
|Bolster||Support||1, 2, 3, 4.||1, 2, 3, 4 (allies).||Buff: 5 SPD, 10% ACC, 10% CRT||No Effect|
|Ritualic Restoration||Support||1, 2, 3, 4.||1, 2, 3, 4 (allies).||Heal 10-18||No Effect|
|Unbearable Tremors||Ranged||1, 2, 3, 4.||1+2+3+4.||113.75%||0%||0||90% Stress +7||No Effect|