For the character, his story and what he gives you, see Frollo (character).
Frollo is an optional duel in the first area of the Edith chapter, in the arena the chapter boss Edith also uses. He carries an iron awl in one hand and a bell in the other. The awl moves are plain physical combos; the bell moves are about Stun: a hit with the bell starts to build a 5 s stun in you, a bell swing can finish it in four hits, and ringing the bell stuns you outright if you are close. Because blocking does not stop the build-up, the right answer to the bell is to avoid it, not to block it.
Overview#
| Internal names | 弗罗洛 (hero 20028, story monster 4065, scene Arena10004) |
| Fight starts | In the story, accepting his challenge in the meeting dialog; the savestate version uses the re-challenge spot about 9 m ahead, where a wall closes around the arena |
| Optional | Yes |
| Backstab / execution | Both possible (HitBackstab 1, HitExecute 1) |
| Weak points | Weak-point multipliers 1 / 1 / 1 in the table, i.e. x2 damage, Poise and Resilience on a weak collider (the game adds 1 to each multiplier (animalbase_value.lua:2340-2341, 2646); whether his model has one is unverified) |
| Phases | None (BossFinal 0). The data has a second stat row, but it is identical to the first |
| Sanity | SanDamage 55, SanKill 0 |
Stats#
Built as described in Enemies#How enemy stats are built from ES_HeroData 20028 and the two grade rows of ES_StoryMonsterProperty (story 4, monster 4065), which are identical.
| Stat | Journey 1 | Journey 2 | Journey 3 | Journey 4+ |
|---|---|---|---|---|
| Enemy level | 13 | 45 | 65 | 89 |
| HP | 4,427 | 9,782 | 12,932 | 15,032 |
| Attack (physical) | 448 | 884 | 1108 | 1276 |
| Physical defence (both grade rows) | 108 | 160 | 173 | 180 |
| Fire / poison / arcane / dark resistance (each, both grade rows) | 108 | 177 | 185 | 189 |
| Poise / Poise recovery | 100 / 50 | 100 / 50 | 100 / 50 | 100 / 50 |
| Resilience / Resilience recovery | 120 / 30 | 120 / 30 | 120 / 30 | 120 / 30 |
- He is a durable melee opponent: 100 Poise and 120 Resilience (more Resilience than any of the first four bosses), with 5% Poise and 3% Resilience recovery per second.
- His journey 1 attack stat (448) is the highest of the first nine bosses (Bosses#All boss fights 1-9), even though he is an optional fight; his level (13) is already that of the Edith chapter.
- The four resistances are all equal, so there is no weak damage type.
Moves#
| Move | What it does | Phase | AI (range, cone, chance, cooldown) |
|---|---|---|---|
| LLLL | Iron awl: 4 light hits | any | 4–5 m · 45° · cd 2s |
| LPLL | Iron awl: hold-light 3-hit | any | 4–5 m · 45° · cd 2s |
| HHHH | Bell swing: 4 heavy hits | any | 4–5 m · 45° · cd 2s |
| HP | Throws the bell | any | 4–9 m · 20° · 40% · cd 4s |
| HPH | Upward bell swing | any | - |
| HPL | Sweeping bell swing | any | - |
| HPS | Swings and rings the bell (dazes you) | any | - |
| SSS | Three jump attacks | any | 4.5–12 m · 45° · cd 6s |
| SP | Charges holding the bell | any | 6–15 m · 45° · 40% · cd 7s |
| OP | Rings the bell: dazes you within ~8 m | any | ≤8.5 m · 135° · 60%/30% · cd 12s |
| O | Throws a fork (projectile) | any | 6.5–15 m · 15° · 40% · cd 5s |
| D | Forward roll | any | 5–7 m · 45° · 40% · cd 5s |
| DP | Charged strike | any | ≤3 m · 45° · 25% · cd 12s |
| #108 (execution) | Execute (finisher) | any | - |
Skill entries 106, 109 and 110 of the model have no name or effect in the table and are left out. Notes:
- HHHH, HP, HPH, HPL and SSS all inflict the 30%-per-hit Stun (10033); SP (the bell charge) does as well.
- HPS (swing and ring) and OP (ring) are unblockable stun moves: HPS inflicts the one-hit stun 10081; OP inflicts the 40%-per-hit stun 10032 and reaches you at up to 8.5 m in a 135 degree cone.
- O throws a fork (projectile, 6.5 to 15 m, only a 15 degree cone) and does 135 flat power.
- DP is a charged strike at 3 m or closer: unblockable, 12 s cooldown, 25% chance.
- #108 is the execution finisher (see Frollo#hm-he-has-an-execution-and-a-backstab-in).
Damage#
attack = his attack x BaseRate / 1000 + flat power. At journey 1 even his plain 110-power awl hit is 558 before defence because his attack stat is 448.
| Move | Type | Flat power per hit | Strongest hit, Journey 1 | Journey 2 | Journey 3 | Journey 4+ | Guard break | Poise / Resilience hit | Extras |
|---|---|---|---|---|---|---|---|---|---|
| LLLL | phys | 110 | 558 | 994 | 1218 | 1386 | 150 | 49 / 25 | - |
| LPLL | phys | 110 | 558 | 994 | 1218 | 1386 | 120 | 49 / 25 | - |
| HHHH | phys | 110 | 558 | 994 | 1218 | 1386 | 150 | 49 / 25 | Stun (5 s, 30% per hit) |
| HP | phys | 110 | 558 | 994 | 1218 | 1386 | 120 | 49 / 25 | Stun (5 s, 30% per hit) |
| HPH | phys | 110 | 558 | 994 | 1218 | 1386 | 120 | 49 / 25 | Stun (5 s, 30% per hit) |
| HPL | phys | 110 | 558 | 994 | 1218 | 1386 | 120 | 49 / 25 | Stun (5 s, 30% per hit) |
| HPS | - | 0 | 0 | 0 | 0 | 0 | unblockable | 49 / 25 | Stun (5 s, one hit) |
| SSS | phys | 110 | 558 | 994 | 1218 | 1386 | 150 | 49 / 25 | Stun (5 s, 30% per hit) |
| SP | phys | 110-160 | 608 | 1044 | 1268 | 1436 | 150 | 49 / 25 | Stun (5 s, 30% per hit) |
| OP | - | 0 | 0 | 0 | 0 | 0 | unblockable | 49 / 25 | Stun (5 s, 40% per hit) |
| O | phys | 135 | 583 | 1019 | 1243 | 1411 | 100 | 49 / 25 | - |
| D | phys | 110 | 558 | 994 | 1218 | 1386 | 50 | 49 / 25 | - |
| DP | phys | 110 | 558 | 994 | 1218 | 1386 | unblockable | 49 / 25 | - |
| #108 (execution) | phys | 170 | 618 | 1054 | 1278 | 1446 | unblockable | 44 / 20 | - |
His hits take 49 Poise and 25 Resilience from you (the execution takes 44 and 20).
Strategy#
- Treat the bell as a debuff, not as damage. The bell moves are not much stronger than the awl, but four bell hits in under about 3.7 s (the gauge drains 8% per second) leave you frozen for 5 s. Dodge the bell moves instead of blocking them.
- Keep away when you hear the long ring. OP lasts 7.5 s and reaches 8.5 m; stand outside that range or behind him.
- The thrown bell (HP) and the fork (O) have narrow cones (20 and 15 degrees): one step sideways avoids them.
- The bell charge (SP) starts at 6 to 15 m and travels about 12.5 m. If you see him raise the bell at long range, get out of the line.
- The jump chain (SSS) starts at 4.5 to 12 m and has a 6 s cooldown: three jumps, the last two covering about 5.6 m each.
- He rolls forward (D) from 5 to 7 m. Do not stand just outside his awl range.
Rewards#
| Reward | Journey 1 | Journey 2 | Journey 3 | Journey 4+ |
|---|---|---|---|---|
Bloodstained Vizard (StoryItemId 4045) | 1 | 1 | 1 | 1 |
| Blackwater Rubble (4046) | 2 | 2 | 2 | 2 |
| Fractured Body (4047) | 2 | 3 | 4 | 5 |
| Sanity drop 40012 (not at Normal sanity) | 40%: Anthozoan Bones x2-3 | same | same | same |
These three story items are placed at the spot where he dies and become collectable after quest 41003 is completed; each pickup then hides itself. Bloodstained Vizard is an "other material" (type 706), Blackwater Rubble is a strengthening stone (type 803, see Materials) and Fractured Body is an experience item (type 401, see Leveling). He has no DropId, and killing him restores no sanity.
Hidden mechanics#
- Blocking does not stop stun build-up. Every stun row has
GuardEnable0, so a blocked bell hit still adds to the stun gauge (Stun#hm-blocking-does-not-stop-stun-build-up-when). - He has an execution and a backstab in his kit. His AI switches to an "Execute" state when the target is in a Weakened hit reaction, and the Execute behaviour can use his execute or backstab move. Heroes have 10,000 Resilience, so this branch should rarely or never trigger for a player (inferred); the report labels the move "execute when staggered".
- Hits on him cost 55 sanity per full HP. That means Abnormal after 55% of his HP and Lunatic only after 91% of it. Being Lunatic changes nothing in his behaviour: his model sets the grade threshold to 0 (
hero20028.lua:48-50), so the phase change of Bosses#Boss mode and the phase change can never start. - His second stat row is a duplicate.
ES_StoryMonsterPropertylists two grades with the same values, so even a grade change would change nothing.
Sources#
- Weak-point multipliers:
ES_HeroData20028 (WeakDamageMultiplier/WeakToughnessMultiplier/WeakWeaknessMultiplier= 1 / 1 / 1); applied as (1 + multiplier) inlogic/playervalue/animalbase_value.lua:2340-2341, 2646. reports/bosses_and_enemies.mdsection 6;reports/data/boss_moves.json(hero 20028).ES_StoryMonsterstory 4 monster 4065 (levels 13/45/65/89,StoryItemId"4045;4046;4047",SanDropId40012,SanDamage55,SanKill0,BossFinal0);ES_StoryMonsterPropertystory 4 monster 4065 grades 1-2;ES_HeroData20028.ES_StoryItemrows 174-176 (items 70056, 80022, 40003 with per-loop counts);ES_ItemDatatypes;ES_ItemDropDatadrop 40012;ES_SkillDatahero 20028 (status ids 10033, 10081, 10032).- Stun rules:
status_barticle Stun (rows 10032, 10033, 10081). - AI:
luascript/logic/ai/behaviour/attack/attack20028.lua:112-125, 355-370;luascript/logic/ai/behaviour/execute.lua; execute checkluascript/logic/player/animalbase.lua:9783-9815. Grade threshold 0:luascript/logic/player/hero20028.lua:48-50. - Kill and story item placement:
luascript/controller/controllerstorymode.lua:5251-5274.