Difference between revisions of "Kat"

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m (Types)
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|name=Grimalkin
 
|name=Grimalkin
 
|description=A huge Spookat. It cannot be blocked or killed, so run while you can!
 
|description=A huge Spookat. It cannot be blocked or killed, so run while you can!
The Grimalkin appears within 3 seconds after a knight enters a dark area. Then it starts to trail behind and will not disappear until it bites the closest knight or all of the knights enter areas with lit candles. It can also move pass walls and areas outside the navigable map (similar to a phantom.) Note that it cannot dash toward you like other kats, so it can be easily out-runned.
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The Grimalkin appears within 3 seconds after a knight enters a dark area. Then it starts to trail behind and will not disappear until it bites the closest knight, or the targeted knight enter areas with lit candles. It can also move pass walls and areas outside the navigable map (similar to a phantom.) Note that it cannot dash toward you like other kats, so it can be easily out-runned. The number of Grimalkins in a level is equal to the number of knights in a party.
 
*Tier 1: A large, grayish, indestructible kat that hungrily bite the closest knight.  
 
*Tier 1: A large, grayish, indestructible kat that hungrily bite the closest knight.  
 
*Tier 2: Not yet documented.
 
*Tier 2: Not yet documented.

Revision as of 04:18, 10 September 2011

Undead
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Damage Resistances
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Kats are a type of monster found in the Clockworks.

Traits

General cuteness until spotting a living creature. Things turn ugly afterward.

All Kats are immune to Curse.

Kats become progressively more terrifying as knights delve deeper into the Clockworks. Starting at Tier 2, they can spit projectiles. In Tier 3, their scream upon defeat is much deeper to match their scarier appearance.

Types

Spookat


Hurkat


Bloogato


Pepperkat

Statikat





Notable Kats

Mewkat


Strategy

There are a few ways you can manage these monsters:

  • Wait for an opening after they charge forward, turn and attack.
  • Relentlessly strike them into a wall or corner and take them out quickly.
  • Run towards the Kat if it quickly flies in your direction. This is a signal that Kats will bite you.
  • Back away about 6-8 tiles and leave a bomb for when they charge.

The "cooldown" between attacks gets shorter and shorter the deeper you go, so short-ranged strategies become slightly less effective, while traps (such as leaving a bomb for them to fly through) become slightly better since they move around more.

See also

Personal tools