Difference between revisions of "Phantom"

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m (Varieties: I was wrong about the Faust. They carry dark Strikers in t2, but shoot projectiles like Fausts.)
m (Grammar fix in Strategy, Phantoms can be stopped by Freeze)
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==Strategy==
 
==Strategy==
You have to outrun it! This thing is immortal and can only be incapacitated for a short time after taking damage. In orb form, which they change to if their targets move too far away, they move much slower.
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You have to outrun it! This thing is immortal and can only be incapacitated for a short time after taking damage. They move slower in orb form if players manage to run far enough from the Phantoms.
  
Alternatively, Phantoms are considered Undead and are vulnerable to [[damage#Damage_Types|elemental damage]], and immune to all [[:Category:Status conditions|status conditions]] except [[Stun]]. They can attack up to three times in a combo, so it's relatively safe to counterattack after seeing their third strike. Their charge also takes a few seconds to prepare, giving you another opportunity to deal damage.
+
Alternatively, Phantoms are considered Undead and are vulnerable to [[damage#Damage_Types|elemental damage]], and immune to all [[:Category:Status conditions|status conditions]] except [[Stun]] and [[Freeze]]. They can attack up to three times in a combo, so it's relatively safe to counterattack after seeing their third strike. Their charge also takes a few seconds to prepare, giving you another opportunity to deal damage.
  
 
In later tiers, Phantoms can shoot projectiles with their charge attack that can heavily damage and even curse players. Knights with good timing can block these projectiles by taking cover behind tombstones in the Graveyard.
 
In later tiers, Phantoms can shoot projectiles with their charge attack that can heavily damage and even curse players. Knights with good timing can block these projectiles by taking cover behind tombstones in the Graveyard.

Revision as of 17:50, 25 April 2011

Undead
Icon 55x55px
Damage Resistances
Defense elemental icon.png Defense piercing icon.png Defense shadow icon.png
16px 16px 16px

Phantoms are a type of monster found in The Clockworks.

Traits

Phantoms make a sound when they are about to make their appearance. They materialize from orb forms before they start to chase terrified knights. They cannot die, but they can be temporarily stopped if knights are brave enough to attack them. Phantoms are not restricted by physical objects, so they can walk through walls and on thin air. In later tiers, Phantoms can shoot projectiles after charging that deal heavy damage and even curse the player.

Varieties

Notable Phantoms

Strategy

You have to outrun it! This thing is immortal and can only be incapacitated for a short time after taking damage. They move slower in orb form if players manage to run far enough from the Phantoms.

Alternatively, Phantoms are considered Undead and are vulnerable to elemental damage, and immune to all status conditions except Stun and Freeze. They can attack up to three times in a combo, so it's relatively safe to counterattack after seeing their third strike. Their charge also takes a few seconds to prepare, giving you another opportunity to deal damage.

In later tiers, Phantoms can shoot projectiles with their charge attack that can heavily damage and even curse players. Knights with good timing can block these projectiles by taking cover behind tombstones in the Graveyard.

See Also

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