RENEWAL / MONSTERS
Sasquatch
BruteLargeNeutral 3
Elemental damage received Neutral 3 defense
- NeutralNeu
- 100%
- WaterWat
- 100%
- EarthEar
- 100%
- FireFir
- 100%
- WindWin
- 100%
- PoisonPoi
- 100%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 50%
- UndeadUnd
- 100%
- Level
- 72
- HP
- 3,329
- Base EXP
- 752
- Job EXP
- 692
Combat
- ATK
- 339–438
- MATK
- 103–121
- DEF
- 101
- MDEF
- 28
- 100% HIT
- 307
- 95% FLEE
- 288
Attributes
- STR
- 70
- AGI
- 35
- VIT
- 60
- INT
- 10
- DEX
- 71
- LUK
- 20
Sasquatch drops
Your ratesEach entry is a separate drop slot.
More combat details
- SP
- 1
- Attack Range
- 1 cells
- Skill Range
- 10 cells
- Chase Range
- 12 cells
- Walk Speed
- 300 ms
- Attack Delay
- 1260 ms
- Attack Motion
- 192 ms
- Damage Motion
- 192 ms
- Ai
- 21
- Class
- Normal
ATK and MATK ranges include level and attributes, before skills, buffs and target defenses.
HIT and FLEE targets exclude skills, status changes and mobbing penalties. Element values are damage multipliers before other modifiers.
Where to find Sasquatch
3 static spawns| Map | Amount | Respawn delay | Position |
|---|---|---|---|
Labyrinth Forest F2Dungeon · prt_maze02 | 1 | 15 min + 0–40 s | Map-wide |
Lutie FieldField · xmas_fild01 | 9 | 5 s | Map-wide |
Marozka's CaveTown & interior · mosk_que | 15 | 10 s | Map-wide |
Coordinates are spawn centers. Actual positions and minimum respawn delays depend on server settings.
Sasquatch skills
5| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
| EmotionNone · 197 | 1 | 20% | No added delay5 s recast | chaseself · cancelable: yes | always0 · 6 |
| EmotionNone · 197 | 1 | 2% | No added delay5 s recast | chaseself · cancelable: yes | always0 · 19 |
| EmotionNone · 197 | 1 | 20% | No added delay5 s recast | idleself · cancelable: yes | always0 · 6 |
EndureWeapon · 8 | 1 | 50% | No added delay10 s recast | chaseself · cancelable: yes | longrangeattacked |
Spear StabWeapon · 58 | 10 | 5% | 0.8 s5 s recast | attacktarget · cancelable: no | always0 |
Chance is checked when the skill’s state and condition are satisfied. It is not the chance per normal attack.

















