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The Shrimp

From the Polandball Go Wiki

The Shrimp is a 3★ boss, Water and Cosmic, found on floor 6. It starts with only 10,000 HP, which is less than some Regulars on a 1★ raid. That number is misleading. The first defeat brings it back with 650,000 HP, and the whole fight is shaped by the Shimpi that guard it.

1 Shimpi#

Shimpi is a level-5 Elite, Water and Light, with 25,000 HP. It appears on floor 6 of 3★ raids alongside The Shrimp. Shimpi has one trait, Shredded: "When hit by a Nature Polbie: Exhausts a random Polbie." The Shrimp has Shredded too, so a Nature ball loses you a second ball every time it hits either of them, even on a killing blow.

On the type chart, Agriculture and Nature are strong against both of Shimpi's types, and Cosmic, Ice, Shadow and Storm against one. With Nature ruled out by Shredded, Agriculture is the type that clears Shimpi best. Fire and Light are weak against both of its types.

2 Phase one: the Court#

In the first phase The Shrimp has 10,000 HP and these traits:

  • Submerged: "Takes 50% less damage from non-Water attacks. Water attacks can't be resisted."
  • School: "Takes 10% less damage per living Shimpi."
  • Shrimp's Court: "While this Mymic is undefeated, Shimpi can't be defeated."
  • Culling: "Every 4 Shimpi defeated: Unexhausts a random Polbie."
  • Necromancer: "When defeated: Rises again with 650,000 HP, 2 stacks of Shield and Valor, and unexhausts a random Polbie. Shrimp's Court ends."
  • Shredded, as above.

The game's data says the Court works by leaving a Shimpi at 1 HP when a hit would kill it. A Shimpi at 1 HP still counts as living for School, so hitting Shimpi in this phase doesn't make The Shrimp any easier to damage. The first phase can be short. A Water ball isn't halved by Submerged and can't be resisted, so one solid Water hit, or anything strong enough to get through the cuts, takes The Shrimp's 10,000 HP.

3 Phase two: Necromancer#

When The Shrimp falls the first time, Necromancer fires. It comes back with 650,000 HP and 2 stacks each of Shield and Valor, the Court ends, and a random ball other than the one that landed the blow is unexhausted. Necromancer then removes itself, so this happens only once.

Shield reads "Blocks the next attacks," and each stack blocks one damaging hit. The first two hits on the risen Shrimp do nothing unless they get past Shield. Dustpiercer and Cosmic Glacialis read "Attacks bypass Shield," and Commander's Cap reads "Attacks can't be blocked, redirected or miss." Without one of those, it is cheaper to spend two weak balls on the shields than two strong ones.

Valor reads "On attack: Loses 1 stack. When the last stack is lost, summons a Shimpi (up to 9 on the floor) and resets." It counts your attacks on The Shrimp, so every second attack on it brings a new Shimpi, up to nine living at once. Each living Shimpi cuts The Shrimp's damage taken by another 10% through School.

4 Balancing the two#

Phase two is a trade-off between hitting The Shrimp and clearing its Shimpi.

  • Every Shimpi left standing makes your hits on The Shrimp 10% weaker.
  • With the Court gone, Shimpi can be defeated, and Culling gives a ball back for every four that fall.
  • Each Shimpi you defeat is also a kill, with its own drop chance for everyone in the party.

Submerged keeps applying in phase two. A non-Water hit does half damage, and a Water hit can't be resisted even though Water is weak against The Shrimp's Water and Cosmic on the chart. Agriculture, Cosmic, Ice, Nature and Storm are strong against The Shrimp, but they lose half their damage to Submerged, and Nature also sets off Shredded. Fire is weak against both of its types.

5 Shrimp's SwordStaff#

The Shrimp drops Shrimp's SwordStaff, ✦✦✦✦, Water, 14,000 attack and 6,000 defense, for balls with 8,000 CP or higher. Its effect reads "On attack: Exhausts all of your other Polbies and adds their CP and equipment attack to this attack's base damage." It spends your whole roster on one enormous hit, which suits a boss with a single huge HP pool better than a floor full of small Mymics.

Shimpi drops Radiant Lotus, ✦✦✦, Cosmic, 0 attack and 6,000 defense, for Light or Balance balls. It reads "On hit: Apply 2 stacks of Double Heal (once per floor)." Double Heal on a Mymic works for you: "On hit, do not exhaust the ball that is attacking, then additionally unexhaust 1 random ball. Remove 1 stack."

The game's Atlas lists 0.25% per kill for Shrimp's SwordStaff and 0.2% per kill for Radiant Lotus. Phase two can produce many Shimpi kills in one run, and each one is another chance at Radiant Lotus.

6 What isn't known#

How many Shimpi stand on the floor when the fight begins isn't in the game's data. See Special bosses for the other unusual 3★ fights and Exhaust and unexhaust for the other ways balls come back.

7 On polbielytics#

The Shrimp and Shimpi each have a page with their traits and drops.

8 Sources#

  1. The game's raid catalog: rank, level, types, HP and floors.
  2. Type matchups: the game's own type list.

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