RENEWAL / MONSTERS
Miguel
DemihumanMediumWind 4MVP
Elemental damage received Wind 4 defense
- NeutralNeu
- 100%
- WaterWat
- 60%
- EarthEar
- 200%
- FireFir
- 100%
- WindWin
- 0%
- PoisonPoi
- 125%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 100%
- UndeadUnd
- 100%
- Level
- 115
- HP
- 8,600,000
- Base EXP
- 1,200,000
- Job EXP
- 900,000
Combat
- ATK
- 3,787–5,527
- MATK
- 1,896–3,366
- DEF
- 216
- MDEF
- 95
- 100% HIT
- 430
- 95% FLEE
- 439
Attributes
- STR
- 192
- AGI
- 115
- VIT
- 28
- INT
- 66
- DEX
- 179
- LUK
- 85
Miguel drops
Your rates0.5%
10%
Miguel CardCannot be stolen0.01%
30%
Yggdrasil BerryMVP reward50%
Yggdrasil SeedMVP reward50%
Each 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
- 250 ms
- Attack Delay
- 872 ms
- Attack Motion
- 1044 ms
- Damage Motion
- 432 ms
- Ai
- 21
- Class
- Boss
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.
No static or resolved scripted spawn was found in the active configuration. This monster may be summoned or created dynamically by a script.
Miguel skills
6| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
BombWeapon · 229 | 5 | 50% | No added delay2 s recast | chasetarget · cancelable: yes | always0 |
| Defense disregard attackWeapon · 170 | 1 | 10% | No added delay5 s recast | attacktarget · cancelable: yes | always0 |
EndureWeapon · 8 | 10 | 50% | No added delay5 s recast | chaseself · cancelable: yes | always0 |
EndureWeapon · 8 | 10 | 20% | No added delay5 s recast | attackself · cancelable: yes | always0 |
Ignition BreakWeapon · 2006 | 5 | 20% | 2 s10 s recast | attacktarget · cancelable: no | always0 |
| Wind Attribute AttackWeapon · 187 | 5 | 10% | No added delay5 s recast | attacktarget · cancelable: yes | always0 |
Chance is checked when the skill’s state and condition are satisfied. It is not the chance per normal attack.












