#107 - Tar Blob
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Tar Blob was the first runner-up of the 6th Design Contest, designed by 'Gullintanni'.
Bio[]
Tar Blobs make their homes in molten pits of tar. They require a certain amount of warmth in order to remain pliable. They become sluggish in cold, and can even run the risk of becoming brittle and cracking. Overall peaceful and quite passive, Tar Blobs will wait for hapless prey to stumble into their lairs and become stuck. Tar Blobs then assemble the leftovers bones into ossiferous weapons and armor.
History[]
Tar Blobs were discovered after the passage to the Forgotten World was revealed in 490 AC. Who would have known that an entire underground ecosystem was hidden underneath the Monster Sanctuary all along? A very recent discovery in the Monster Sanctuary, not much is known about Tar Blobs at all. Perhaps they were once normal Blobs that somehow found their way down into the depths of the Forgotten World. Perhaps they fell into the tar pits found there and, over a century or so, took on the qualities of that ancient tar. On the other hand, perhaps they were already there all along, and all other Blobs are actually evolutions of the primordial Tar Blob.
Acquisition[]
Tar Blob can be encountered in the Forgotten World. It can also be obtained from Reward Box X. Click here for its location details!
Evolution[]
Tar Blob evolves into King Blob with the Majestic Crown evolution catalyst. It shares this trait with Blob, Ice Blob, Lava Blob, and Rainbow Blob.
A King Blob evolved from a Tar Blob will inherit the Debuff Variety and Overheal Shift Passives.
Skills[]
List Form[]
Skill | ![]() |
Effect | ||||
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50 | 4 x 40% (160%) damage | ||||
lv2 | 80 | 4 x 55% (220%) damage | ||||
lv3 | 130 | 5 x 60% (300%) damage | ||||
lv4 | 170 | 5 x 75% (375%) damage | ||||
lv5 | 220 | 6 x 80% (480%) damage | ||||
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50 | 2 x 100% (200%) damage + Critical Damage +50% | ||||
lv2 | 80 | 2 x 130% (260%) damage + Critical Damage +50% | ||||
lv3 | 110 | 3 x 100% (300%) damage + Critical Damage +50% | ||||
lv4 | 150 | 3 x 130% (390%) damage + Critical Damage +50% | ||||
lv5 | 200 | 4 x 120% (480%) damage + Critical Damage +50% | ||||
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50 | 3 x 55% (165%) damage + Applies Burn (Debuff) | ||||
lv2 | 75 | 4 x 50% (200%) damage + Applies Burn (Debuff) | ||||
lv3 | 110 | 5 x 50% (250%) damage + Applies Burn (Debuff) | ||||
lv4 | 150 | 5 x 65% (325%) damage + Applies Burn (Debuff) | ||||
lv5 | 200 | 6 x 70% (420%) damage + Applies Burn (Debuff) | ||||
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90 | 1 x 130% damage to all + Applies a stack of Tether | ||||
lv2 | 120 | 2 x 75% (150%) damage to all + Applies a stack of Tether | ||||
lv3 | 165 | 2 x 100% (200%) damage to all + Applies a stack of Tether | ||||
lv4 | 220 | 2 x 130% (260%) damage to all + Applies 2 stacks of Tether | ||||
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110 | 1 x 165% damage to all + Critical Damage +50% | ||||
lv2 | 160 | 2 x 100% (200%) damage to all + Critical Damage +60% | ||||
lv3 | 210 | 2 x 135% (270%) damage to all + Critical Damage +70% | ||||
Skill | ![]() |
Effect | ||||
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lv1 | 100 | Applies Barrier, Agility, & Spellshield (Buffs) | |||
lv2 | 150 | Applies Barrier, Agility, Spellshield, & Regeneration (Buffs) | ||||
lv3 | 210 | Applies Barrier, Agility, Spellshield, Regeneration, & Channel (Buffs) | ||||
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lv1 | 50 | Heal target for 4 x (50 + 20% ) + Removes 1 Debuff | |||
lv2 | 80 | Heal target for 5 x (60 + 25% ) + Removes 2 Debuffs | ||||
lv3 | 110 | Heal target for 5 x (70 + 25% ) + Removes 3 Debuffs | ||||
lv4 | 150 | Heal target for 6 x (100 + 25% ) + Removes 3 Debuffs | ||||
lv5 | 210 | Heal target for 7 x (120 + 25% ) + Removes 4 Debuffs | ||||
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lv1 | 120 | Heal all for (300 + 7.5% Max ) | |||
lv2 | 160 | Heal all for 2 x (250 + 5% Max ) | ||||
lv3 | 210 | Heal all for 2 x (500 + 6% Max ) | ||||
Skill | |||
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240 | ||
3 x 110% (330%) damage to all enemies Applies a stack of Tether and Wound | |||
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230 | ||
9 x 60% (540%) damage Applies Poison and Weakness | |||
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230 | ||
Heal all allies for 3 x (250 + 40% ) Removes 3 Debuffs from all allies | |||
Skill | Effect | |
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Improve rating by 1 | |
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Improve rating by 1 | |
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Improve rating by 1 | |
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Improve rating by 1 | |
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Improve rating by 1 | |
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+5% Critical Chance | |
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+15% Critical Damage | |
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Critical Chance values from equipment increased by 25%. | |
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Increases Attack and Magic by 1.5% of this Monster's Max Health. | |
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Health values from equipment increased by 25%. | |
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Increases Attack by 10% of this Monster's Magic and increases Magic by 10% of this Monster's Attack. | |
Skill | Effect | |
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Aura: Poison (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
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Aura: Burn (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
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Aura: Attacks that target Tethered enemies have 5% increased Critical Chance for each stack of Tether on the enemy. | |
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Unique Aura: Whenever an enemy takes Poison (Debuff) damage, each Monster in the party regenerates 5 Mana. | |
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Unique Aura: Whenever an enemy takes Poison, Burn or Congeal damage, there is a 70% chance to apply a Bleed stack equal to that damage. | |
Skill | Effect | |
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Every attack triggers an additional hit equal to 5% of Max Health. | |
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The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa. | |
Skill | Effect | |
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The first critical hit of an ability applies Burn (Debuff). | |
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Recover Health equal to 200% the amount of Mana regenerated. | |
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Whenever an enemy takes Burn (Debuff) damage, regenerate 10 Mana. | |
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Every hit has a 15% chance to apply a stack of Tether. (Stacks don't count as Debuffs) | |
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Critical Hits regenerate 7 Mana. | |
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For every heal applied there is a 10% to apply Burn, Chill or Poison to a random enemy. | |
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At the end of its turn, this Monster gains an Age stack. | |
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When this Monster gets attacked, apply a stack of Tether on the attacker. | |
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Increases the damage dealt by 5% and additional 5% for every Age stack. | |
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At the start of the turn, heal 3% of this Monster's Max HP for every Age stack. (Capped at 7 stacks) | |
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Healing actions can land a "Critical Heal" to heal for an increased amount, based on Critical Chance and Critical Damage. (Triggering any Crit-based skills) | |
Encounter Loadouts[]
Wild Battles[]
Below are the skills Tar Blob has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.
Known Skills | |
Actives | |
Passives | |
Advanced (min level: 35) | |
Master Mode | |
Notes: Tar Blob does not normally know Warlock Healing.
Keeper Duels[]
WIP