Unit

Banshee

Banshee is a melee unit in Tears of Metal with 10000 base HP and power level 10.

What it is

Banshee is a melee unit in Tears of Metal with 10000 base HP and power level 10.

UnitsUnit

Verified values

Boss Banshee Chance To Target Swap
0.3
Boss Banshee Creepy Walk Damage
10
Boss Banshee Drop Back Block Damage Multiplier
1
Boss Banshee Drop Back Damage
20
Boss Banshee Drop Back P2 Block Damage Multiplier
1000
Boss Banshee Drop Back P2 Damage
25
Boss Banshee Ground Swipe Block Damage Multiplier
1
Boss Banshee Ground Swipe Damage
20
Boss Banshee Ground Swipe P2 Block Damage Multiplier
1
Boss Banshee Ground Swipe P2 Damage
25
Boss Banshee Hazard Damage Multiplier
1.2
Boss Banshee Hiding Bomb Block Damage Multiplier
1000
Boss Banshee Hiding Bomb Damage
15
Boss Banshee Hiding Bomb Damage To Banshee
75
Boss Banshee Hiding Max Duration
18
Boss Banshee Hiding Min Duration
15
Boss Banshee Jump Block Damage Multiplier
1000
Boss Banshee Jump Damage
30
Boss Banshee Lunge Block Damage Multiplier
1000
Boss Banshee Lunge Damage
20
Boss Banshee Lunge P2 Block Damage Multiplier
1000
Boss Banshee Lunge P2 Damage
25
Boss Banshee Min Health Percentage For Hiding
0.05
Boss Banshee Period To Evaluate Damage For Aggro
10
Boss Banshee Projectile Block Damage Multiplier
1000
Boss Banshee Projectile Damage
15
Boss Banshee Scale Lerp Duration
1
Boss Banshee Slam Block Damage Multiplier
1
Boss Banshee Slam Damage
20
Boss Banshee Slam P2 Block Damage Multiplier
1000
Boss Banshee Slam P2 Damage
25
Boss Banshee Stun Gauge Per Damage
0.0003
Boss Banshee Vulnerable Duration
5
Companion
No
Kill Chance
0.2
Max Hp
10000
Power Level
10
Targeting Range
20
Unit Type
MELEE
Show 59 additional values
Boss Banshee Aidamage Multiplier
0
Boss Banshee Combat Loop Amount
50
Boss Banshee Creepy Walk Start Distance
10
Boss Banshee Daggers Target Number
20
Boss Banshee Distance For Proximity Attack Check
50
Boss Banshee Drop Back Start Distance
4
Boss Banshee Facing Rotation Speed
7
Boss Banshee Ground Swipe Start Distance
3
Boss Banshee Hazard Geyser Count
12
Boss Banshee Hazard Geyser Delay
20
Boss Banshee Hazard Geyser Initial Delay
12
Boss Banshee Hiding Bomb Delay
5
Boss Banshee Hiding Bomb Required To End Early
2
Boss Banshee Hiding Fakeout Camera Max Angle
40
Boss Banshee Hiding Max Fakeout Delay Phase1
5
Boss Banshee Hiding Max Fakeout Delay Phase2
2.5
Boss Banshee Hiding Min Fakeout Delay Phase1
3
Boss Banshee Hiding Min Fakeout Delay Phase2
1.5
Boss Banshee Hiding Projectile Camera Max Angle
35
Boss Banshee Hiding To Combat Camera Max Angle
30
Boss Banshee Jump Amount Phase2
3
Boss Banshee Jump Target Velocity Factor
0.85
Boss Banshee Jump Wait Time
0.2
Boss Banshee Lunge Short Start Distance
7.5
Boss Banshee Lunge Start Distance
40.5
Boss Banshee Max Idle Time
0.5
Boss Banshee Max Projectile Amount Per Wave Phase2
4
Boss Banshee Max Sequence Before Flee
10
Boss Banshee Max Stun Gauge
2.75
Boss Banshee Max Throw Delay Between Wave Phase2
2
Boss Banshee Max Throw Delay In Wave Phase2
1
Boss Banshee Max Throw Delay Phase1
1.75
Boss Banshee Max Throw Lifetime While Moving
20
Boss Banshee Max Wait Action Time
0.55
Boss Banshee Min Idle Time
0.25
Boss Banshee Min Projectile Amount Per Wave Phase2
2
Boss Banshee Min Sequence Before Flee
5
Boss Banshee Min Throw Delay Between Wave Phase2
1.5
Boss Banshee Min Throw Delay In Wave Phase2
0.25
Boss Banshee Min Throw Delay Phase1
0.75
Boss Banshee Min Wait Action Time
0.35
Boss Banshee Projectile Amount Per Wave Phase1
1
Boss Banshee Projectile Spread
15
Boss Banshee Reinforcements Check Frequency
10
Boss Banshee Scale In Combat
3.15
Boss Banshee Scale When Hiding
3.5
Boss Banshee Slam Start Distance
3
Boss Banshee Stun Gauge Decay
0.25
Boss Banshee Stun Gauge Decay Delay
5
Boss Banshee Sword Shield Target Number
15
Boss Banshee Throw Speed
40
Boss Banshee Throw Target Speed Anticipation
1.1
Coin Value
80
Max Attack Time
8
Max Attack Time Vs Player
10
Max Stun Gauge
2.75
Min Attack Time
5
Min Attack Time Vs Player
6
Targeting Interval
3

Static-data note: these values are verified for the current installed PC build. Difficulty, player count, temporary effects, random rolls, and later patches may alter the final in-run result.