Areas | Start | Roam | Rest |
---|---|---|---|
Jurassic Frontier | 4 | 2, 5, 6, 7, 9, 10, 11 | 8 |
Misty Peaks | 5 | 2, 4, 5, 6, 7, 8 | 9 |
Deserted Island | 5 | 3, 6, 9 | 2 |
Frozen Seaway | 3 | 5, 6, 7, 9 | 4 |
To this day ever since its introduction in Portable 3rd , Zinogre still stands as the lone Fanged Wyvern of its own class. But that’s perhaps because no other monster can stand alongside it without feeling so horribly out-awesome’d that its self-esteem drops. Zinogre is the thunder prince, an apex predator wherever it reins, and for good reason. Able to do a stunning range of acrobatics that are as awesome as they are deadly, Zinogre crushes all opposing foes. There is nothing quite like it.
Zinogre is weakest to Ice .
Zinogre’s unique battle gimmick is that it can charge itself full of electricity using its symbiotic relationship with Thunderbugs/Fulgurbugs. During this state, Zinogre is open to attack, and if you can deal enough damage, it will stagger and be unable to finish up its charge. However it’s a lot of damage that’s required, which can make it difficult if you’re going solo.
After three charges, Zinogre reaches its final super saiyan mode (and will discharge a bunch of electricity, damaging you if you’re busy attacking it), where its attacks are all imbued with electricity and several new attacks and combos will be performed. Its attack and speed will also generally increase, making it that much more dangerous. And this isn’t a replacement for the standard rage mode either, Zinogre will go into rage mode in addition to super saiyan. Note that Zinogre can only go into rage mode if it’s fully charged. Not that it’s much help…
Dealing enough damage to Zinogre will cause its charge to dramatically drop to zero, and then Zinogre will repeat the process again when it wants to.
By the way, don’t use Shock Traps. You’ll just end up with a fully charged Zinogre.
Attack | Explanation |
---|---|
Horn Poke | Zinogre will dip its head to try and poke you with its horns. This isn’t a true attack so much as a combo opener for Zinogre’s flashier moves as you get knocked on your butt. So be careful. |
Paw Smash | Zinogre will bring up its front claws and then slam it down as it walks forward to chase you. Zinogre will do this multiple times and can home in on you very efficiently. When fully charged, these attacks have thunder imbued. |
Shoulder Ram | Zinogre will fling its body to the side very quickly. When fully charged, these attacks have thunder imbued. |
Backflip | Zinogre will backflip into the air to slam the heavy end of its tail on the ground and send you flying. Interestingly enough, being near its body will still leave you unscathed. |
Breakdance | Zinogre will spin up into the air on its front leg and then land. The landing part isn’t so harmful, the damage comes from if you are sent flying but it spinning up. |
Ground Smash | Zinogre will leap into the air, corkscrew, and then land on its back, discharging all of its electricity at once. Zinogre will only do this when fully charged. This is a very dangerous attack so steer clear. |
Electro Ball | Zinogre will do a b-twist through the air, sending orbs of electricity out in wide arcs. When fully charged, Zinogre will do this twice to opposing sides. |
Lightning Discharge | When fully charged, Zinogre will sometimes begin to howl. STAY FAR AWAY! Zinogre will create a lightning storm originating from its body. Has wide range and is followed up directly by a close-range shock of the air around it. |
Breakable Parts | Reward |
---|---|
Horn (twice) | |
Front Claws (both) | |
Back | |
Tail (cut) |
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