Juunid are rather unique reaverbots that are seen in various instances in Megaman Legends 2, mostly in areas that have underwater segments. It stays in a smaller form, wandering circular corridors until an intruder is spotted. If this happens, it puffs up into a large, spiky (but still vulnerable) monstrosity, and proceeds to tear through the corridor at a rather high speed, dealing damage to anyone unfortunate enough to be in its path. Once it calms down, Juunid will revert to half size, and later its original size once the area is clear.
It is worth noting that Juunid only reacts to proximity; if a digger is fairly close it will transform, but it will not transform if attacked from a distance.
Dealing With It
Getting rid of Juunid is not a troublesome task at all. Staying at a distance (preferably behind it) and shooting it is easily the best hassle-free way to take care of it. If you aren’t feeling confrontational, you can slip through the corridor without them noticing if you are aware of their position. There are a couple of instances where extra caution is necessary; Nino Ruins has a segment where there are two corridors back to back each carrying a Juunid, and the flooded Kimotoma Caverns has an instance where the Juunid will actually function outside of its corridor. In both of these cases, the same rule applies for destroying them: stay back and shoot.
Juunid can be attacked head on if that’s your cup of tea, but it is worth noting that only the head is vulnerable, as the spikes deflect all fire aimed at it. While risky, Juunid can be disposed of before it moves even if it transforms.
Coming In for a Landing
While Juunid was a unique addition to MML2’s reaverbot roster, the novelty factor wore off pretty quickly. Having a puffer-fish style enemy wasn’t a bad idea, but limiting them to corridors made them feel very one-dimensional as opposed to a lot of the other reavers. Juunid gets a 4/10.