Appearances
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| Additional information
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| Description
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A mighty ape whose hide is tougher than an earthen fortress wall.
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| Weapons
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Swords, Spears, Axes, Claws, Staves
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| Location
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-
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| Breeding chart
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Incarnus x Material family rank A or higher
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| Sprite
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Attributes
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Family
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Rank
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Size
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Max HP
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Max MP
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Max Attack
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Max Defence
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Max Agility
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Max Wisdom
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| ???
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???
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S
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?
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?
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?
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?
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?
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?
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| Traits
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Skills
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Resistances
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| Psycho, Hit Squad
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Cluboon III
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Resists Abiliterator, Blade Blunter Fizzle, Sag, Sap, Decelerate, and Dim. Immune to Bang, Donk, Whack, Dazzle, Poison, Confusion, Inaction, Paralysis, and Sleep
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| Additional information
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| Weapons
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Swords, Axes, Spears, Claws, Staves
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| Location
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-
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| Breeding chart
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Incarnus x Material family (Rank S or higher)
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The Cluboon Ace appears as a S-rank member of the ??? family as part of the limited Dragon Quest Monsters: Joker event on its own banner alongside Wulfspade ace, Hawkhart ace, and Diamagon ace. It can participate in Wulfspade's Battle Road as a party member.
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| Attributes |
| Role |
Max level |
HP |
MP |
Move |
[[File:DQTact File:DQTact DefenseType.png DefenseType.png|30px]] File:DQTact DefenseType.png Defense |
130 |
1,020 |
354 |
2-3 |
| Attack |
Defence |
Agility |
Wisdom |
Weight |
| 320 |
458 |
353 |
141 |
55 |
| Resistances |
Frizz |
Sizz |
Crack |
Woosh |
Bang |
| Half Res |
Normal |
Normal |
Normal |
Very Weak |
Zap |
Zam |
Snooze |
Poison |
Physical Lock |
| Very Weak |
Half Res |
Half Res |
Super Weak |
Normal |
Spell Lock |
Martial Lock |
Breath Lock |
Hobble * |
Stun * |
| Normal |
Half Res |
Normal |
Normal |
Immune |
Dazzle |
Curse |
Paralysis |
Confusion |
Charm |
| Normal |
Normal |
Normal |
Normal |
Super Weak |
| Skills |
| Basic skills |
Awakening skills |
Big Defense Falling Stars* Pile Hammer* |
Move +1 / Stats Up Frizz Res +25 / Stats Up Pile Hammer Potency +5% / Stats Up Kongou Stance: When attacked by enemy:: Occasionally triggers Invigorate. Sizz Res +25 / Stats Up Pile Hammer Potency +5% / Stats Up Max HP +100 |
| Perks |
| Basic perks |
Max HP +30 DEF +20 Incarnus's Blessing: Action start on even turns until turn 6: Removes some status ailments. Pile Hammer Potency +2% |
| Leader perk |
Raises martial potency of all ??? allies, including itself, by 20% in a 5x5 square around it. |
| Awakening perk |
Move +1: Raises Move by 1. |
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Gallery