Snailmet (monster)

For the Hat of the same name, see Snailmet (hat).

Locations


Normal monster

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Archmonster - Snailmetalika the Garagician

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Spells

 * Cooperation
 * Slobber

Drops

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Strategy
Snailmets have a nasty trait, which is that they have the ability to jump and place a glyph on that square. The glyph deals 200 fire, water, earth and air damage and then instant death. In addition, they have Cooperation, which will put you on their glyph. Damage is dealt at the beginning of the turn. The snailmet is unaffected by its own glyphs; another Snailmet's glyph actually will damage Snailmets.

The trick here would be map-manipulation. A team of Sacriers/Pandas working together works like a miracle. Usually, Snailmets have other monsters in the mob with them. Knowing Otomai's Island, these are nasty monsters with strong attacks and a lot of hp. Here's what you do: You want for the Snailmet to place glyphs. Then, a sacrier steps into the glyph and uses Cooperation on the other monster, which is likely to die at the beginning of its turn.

Transposition, Karcham/Chamrak, Attraction, Blow, Intimidation and whatever knockback/map-manipulating move can be used to save your partner from the glyphs. Obviously, Stabilisation works like a charm, too, as this prevents the target from being map-manipulated.