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Massive Water Elemental

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Properties

Property Value
Combat Properties
Health 1250
Experience 1100
Est. Max Dmg 461 (with Helmet of the deep), 911 (without Helmet of the deep)
Summon (not possible)
Convince (not possible)
General Properties
Name Massive Water Elemental
Classification Hydro-Elementals
Spawn Type
Illusionable
Pushable
Pushes
Elemental Properties
Physical 70%
Holy 70%
Death 50%
Fire 0%
Energy 125%
Ice 0%
Earth 0%
Drown 0%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioral Properties
Runs at (does not run)
Walks around Energy
Walks through Fire
Poison
Other Properties
Version 7.8
August 1, 2006
Status Active
Help
Massive Water Elemental
You see a massive water elemental.

Notes

Massive Water Elementals are considerably bigger, meaner and more powerful than their smaller brethren. They usually live in the deep seas and it was never heard that they have ever left the sea at all. It is speculated that they draw a significant portion of their power from the surrounding sea and that they might turn into normal water elementals if they ever left the sea for a longer period. Massive Water Elementals are extremely powerful and can stand a considerable amount of damage. Using their liquid form, they can pass each terrain with ease and they usually try to get their prey as fast as they can, crushing it with their tremendous strength. Having immense magical powers, no one within sight can escape their ferocious attacks.
Sometimes Massive Water Elementals seem to ally with energy elementals, particularly if a storm is approaching. It is unknown whether such alliances are formed by chance or if they are planned. Be that as it may, it is surely one of the worst nightmares that one can experience when two types of elementals attack a ship or a seaport while a violent storm is raging.

They used to be stronger before Winter Update 2008, but they are still lethal. Since Summer Update 2009 they drop loot, which makes them more profitable. Since 2010 autumn patch they drop normal loot from openable corpse, but it is still possible to fish the corpses to get Giant Shimmering Pearls and other gems.

Abilities

Melee (0-230+; Poisons you up to 15 Hitpoints per turn), Water Bomb (330-450), Poison Bomb (Poisoned you up to 21 Hitpoints per turn), Ice Missile (170-210), Self Healing.

Damage Taken From Elements

  • Physical
    Damage Icons
    -30%
  • Holy
    Damage Icons
    -30%
  • Death
    Damage Icons
    -50%
  • Fire
    Damage Icons
    -100%
  • Energy
    Damage Icons
    +25%
  • Ice
    Damage Icons
    -100%
  • Earth
    Damage Icons
    -100%

Behavior

Massive Water Elementals are as fast as a Level 100 character. A massive water elemental never retreats.

Strategy

All vocations: Remember to bring your Helmet of the Deep when hunting these! It blocks 100% of their strongest attack, the water bomb. The heavy weight of the helmet will be easily compensated as it will save you from their most deadly combos.
Mages should use Energy-Based Attacks and run.
Paladins should run away from them in most cases, but if you have to fight use a good bow and flash arrows.
Knights should run away from them in most cases, but if you have to fight use Energy-Enchanted Weapons and spells to kill them fast.

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