RENEWAL / MONSTERS
Solid Tatacho
BruteMediumEarth 1
Elemental damage received Earth 1 defense
- NeutralNeu
- 100%
- WaterWat
- 100%
- EarthEar
- 25%
- FireFir
- 150%
- WindWin
- 90%
- PoisonPoi
- 150%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 100%
- UndeadUnd
- 100%
- Level
- 128
- HP
- 369,710
- Base EXP
- 19,365
- Job EXP
- 53,220
Combat
- ATK
- 1,382–1,949
- MATK
- 234–277
- DEF
- 151
- MDEF
- 14
- 100% HIT
- 361
- 95% FLEE
- 382
Attributes
- STR
- 119
- AGI
- 33
- VIT
- 70
- INT
- 56
- DEX
- 109
- LUK
- 33
Solid Tatacho drops
Your ratesEach entry is a separate drop slot.
More combat details
- SP
- 1
- Attack Range
- 2 cells
- Skill Range
- 10 cells
- Chase Range
- 12 cells
- Walk Speed
- 240 ms
- Attack Delay
- 1000 ms
- Attack Motion
- 768 ms
- Damage Motion
- 360 ms
- Ai
- 7
- 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 Solid Tatacho
1 static spawns| Map | Amount | Respawn delay | Position |
|---|---|---|---|
Manuk Field F3Field · man_fild03 | 1 | 3 min | Map-wide |
Coordinates are spawn centers. Actual positions and minimum respawn delays depend on server settings.
Solid Tatacho skills
6| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
| EmotionNone · 197 | 1 | 2% | No added delay5 s recast | chaseself · cancelable: yes | always · 19 |
| EmotionNone · 197 | 1 | 20% | No added delay5 s recast | idleself · cancelable: yes | always · 6 |
GanbanteinNone · 483 | 1 | 20% | No added delay7 s recast | attacktarget · cancelable: no | always |
HammerfallWeapon · 110 | 3 | 5% | 1.5 s5 s recast | attacktarget · cancelable: no | always |
| Stun AttackWeapon · 179 | 3 | 5% | 1 s5 s recast | attacktarget · cancelable: yes | always |
TeleportMagic · 26 | 1 | 100% | No added delayNo added delay recast | idleself · cancelable: yes | rudeattacked |
Chance is checked when the skill’s state and condition are satisfied. It is not the chance per normal attack.















