Alamayo World Wiki

Mochimochi-chan

GuideRank 1

The Squishy. A giant soft mochi in the middle of the pit. It jumps up and drops on you. Hit it too hard and a piece flies off, and a piece that gets home makes it bigger.

Before you go in

The Hug Club, rank 1. The rank’s other bosses: Daruma-san, Seiro-chan, Kurukuru Koma.

Rank
1
Tuned for
Item level 10: the island’s green (uncommon) gear for level 10

That is the gear this fight was tuned for. More gear makes it easier, and good play can win below it. How item level works here.

What it does

Drop

Mochi crouches, then leaps off the top of the screen. A red circle fills where you stand and its shadow grows inside it. It lands where you were. A drop that lands also leaves you Bruised: no healing at all for a moment, and the Bruised chip shows on your status bar while it lasts. The wave comes right behind a drop, so a drop and its wave can end the fight with no heal between.

Walk out of the red, forward or sideways. Then hit it: you are next to it.

Wave

After a landing a red ring spreads round its body.

Melee: step back, then come back in. Ranged: stay out of the ring.

Pieces

A blow over your class’s squish limit sends a piece flying off. The bar takes the whole blow, but the piece carries the extra. It lies dazed, then glows, then rolls home. A piece that touches Mochi heals it and makes it bigger, up to three times.

Hit softer, finish the piece, or stand in its way: it bounces off you and never hurts.

Shedding

Later in the fight it sheds pieces of its own when it lands.

The same answer: finish them or block them.

The stretch

Partway through, Mochi stretches tall with a long yawn and sits still.

A free window. Hit it and finish the pieces.

The puff

Late in the fight it swells up with a whistle and turns glossy. While it is puffed, every blow that lands flies off whole.

Stop hitting it. Finish the pieces, or wait for the long deflate.

Three drops

Three drops in a row, each locked on where you stand when it leaves the ground.

Walk out of each one. You end up beside it.

Burnt Mochi

If the fight runs long, the lanterns flare and Mochi toasts. It hits far harder from then on.

Finish it before that.

How to beat it

  1. Walk: Every blow it deals is escaped by walking out of the red. No fight move needs a dodge, a stun or an interrupt.
  2. Leave every drop: Walk out of every drop. If one lands, get out of its wave first: you cannot heal in between.
  3. Learn your limit: Each class has a size of blow Mochi tolerates. Nothing on screen states it: watch the damage number. The part that landed is white and the part that flew off is pink.
  4. Hold your biggest buttons: The Hunter’s Heavy Shot and the Firebrand’s Pyre split it, and so does the Rogue’s Shank during Frenzy. The Guardian, the Cleric and the Shaman never split it with their ordinary blows; they meet pieces through its own shedding and the puff.
  5. Finish the small things: A piece is small next to any class’s blows. A few ordinary hits end it before it rolls home. Standing in its path costs no damage at all.
  6. Let it rip at the end: The blow that kills it never splits, and a piece still alive when it dies melts. In the last few percent, press everything.
  7. Flawless: No drop, wave or triple drop touches you. A piece that reaches Mochi does not break a flawless kill, but it costs time and size.

Every class can win: each attack has a red warning on the floor and can be walked out of. About the Hug Club.