Difference between revisions of "Rabid Snarbolax"

From SpiralKnights

Jump to: navigation, search
(Refurbished the entry)
m (correct number on the template)
 
(58 intermediate revisions by 25 users not shown)
Line 1: Line 1:
[[File:Monster-Rabid Snarbolax.png|frame|One of the Rabid Snarbolaxs, practically foaming at the mouth for a chance to take a bite out of a knight.]]
+
{{Boss
The Gloaming Wildwoods has been infected with a poisonous miasma and the Snarbolax is said to have gone rabid! It is a poison-themed version of the Tier 1 boss, [[Snarbolax]]. Though there's a catch, now there's TWO of them! It is one of the four bosses released with the [[Shadow Lair]] patch.
+
|name      = {{PAGENAME}}
 +
|location  =
 +
*{{location|Shadow Lair|Gloaming Wildwoods|2}}
 +
|abilities =
 +
*Burrowed Spikes {{attack|normal}} {{attack|piercing}} {{status|poison}}
 +
*Bite {{attack|normal}} {{status|poison}}
 +
*Thrown Spikes {{attack|piercing}} {{status|poison}}
 +
|weak      = *{{attack|piercing}} Piercing damage
 +
|resist    = *{{attack|elemental}} Elemental damage
 +
|drop      = *{{Token|Frumious Fang}} (6-8)
 +
}}
 +
 
 +
The [[Gloaming Wildwoods]] has been infected with a poisonous miasma and the Snarbolax is said to have gone rabid! It is a poison-themed version of the Tier 1 boss, [[Snarbolax]]. Though there's a catch, now there's TWO of them! It is one of the four bosses released with the [[Shadow Lair]] patch.
  
 
==Access==
 
==Access==
[[image:Rabid Snarbolax Shadow Lair.jpg|thumb|300px|left]]
+
* First you must reach depth 23, this can be easily done directly accessing [[Emberlight]], then traveling through the [[Clockworks]].
First you must reach the depth 23, this can be easily done accessing directly [[Emberlight]].
+
* Once at depth 23, just walk forward and reach the access to the Shadow Lairs.
 +
* Now you will need one [[File:Key-Shadow Key icon.png|16px]] [[Shadow Key]] in order to access the Shadow Lair of your choice, in this case; '''Rabid Snarbolax Shadow Lair'''. (Only one Key is needed to give your entire party access to the Shadow Lair)
 +
* Once the elevator has been unlocked/opened your party will be locked/closed to changes and you will be unable to have new members join during the rest of your journey through the Shadow Lair.
  
Once at the depth 23, just walk forward and reach the area of access to Shadow Lairs.
+
[[Image:Rabid Snarbolax Shadow Lair.png|thumb|500px|left]]
 +
{{clear}}
  
Now you will need '''Clearance Level 1''' in order to access to the '''Rabid Snarbolax Shadow Lair'''.
+
== Battle ==
 +
[[File:Monster-Rabid Snarbolax.png|thumb|left|250px|One of the Rabid Snarbolaxes, practically foaming at the mouth for a chance to take a bite out of a knight.]]
 +
=== Strategy ===
 +
While one Snarbolax of this nature would not be too bad, Three Rings decided it would be fun to add another! You will face two rabid, snarling, vicious beasts in this boss battle! Like all beasts, the Rabid Snarbolax are weak to piercing, so bringing a [[Barbarous Thorn Blade]] or another weapon that deals piercing damage is a good idea. Contrarily, they are resistant to elemental, so even popular and powerful weapons like the [[Divine Avenger]] won't help here. Unlike the [[Roarmulus Twins]], red or otherwise, these guys are two separate creatures and they must be killed individually! A respawning little [[Silkwing]] heals the two at a rate of 63 health points per second, when present and it is therefore highly recommended that it be slain as quickly as possible whenever it appears. The [[Beast Bell]] remains, and like the normal Snarbolax, is the only way to defeat them. They are immune to all damage while black/green and are vulnerable when stunned. When stunned, they will change color to tan/orange. To stun them, the Beast Bell must be struck while one or both of them are near it. Like the original Snarbolax, the Rabid Snarbolax can still attack while they are stunned.
  
And obviously you will need one [[Useable#Shadow Key|Shadow Key]] to open the terminal for your party.
+
=== Tactics ===
 +
Shielding is important in this boss fight, as the Snarbolax like to burrow underground creating long trails of spikes across the battlefield. This should be very familiar to knights that have fought the original Snarbolax. The only difference here is that they also inflict poison status when they damage knights.  
  
(Only one Key is needed to give your entire party access to the Shadow Lair)
+
It is advisable to assign a knight in your team to "take care of", (''mercilessly kill''), the Silkwing.
  
Once opened the Terminal your party will be locked / closed and you won't be able to change the members
+
A different knight should be assigned to be the Beast Bell basher, he or she should slam the bell whenever a Snarbolax is within range of the stun effect. When tan/orange, everyone should attack stunned Snarbolax until they return to impervious black/green or die. Repeat this process until they are both dead and you're home free!
during the rest of the journey through the Shadow Lair
+
{{clear}}
+
  
== Strategy ==
+
You should also take care not to overextend attacks as the battlefield is surrounded by hedges of poisonous thorn bushes. This makes combo attacks risky as you could roll off the targeted snarbolax and into damaging bushes.
While one Snarbolax of this nature would not be too bad, our friends at Three Rings decided it would be fun to add two! You have to face two snarling, rabid, vicious beasts! So what should you expect?  Well, like all beasts he is weak to piercing, so bringing [[Barbarous Thorn Blade]] would not be a bad idea. On the contrary, he is resistant to elemental, so your precious [[Divine Avenger]] won't help here. Unlike the Roarmulus Twins, red or not, these guys are two separate beings! They must be killed individually! You can also expect an annoying little silk wing to heal these two through the whole fight! Let's not forget, he has kept his most classic feature, his [[Exploration#Beast_Bells|Beast Bell]]! They are immune to all damage while black, and can only attack in yellow form. To get them into yellow, or stunned, form you must slam the Beast Bell while at least one of them are near it! Unlike the original Snarbolax, these guys can still attack in stunned form!
+
  
'''TL;DR:''' There are two of them. A silk wing likes to heal them, take care of that. Beast bells should be hit when Snarbolax is near it.
+
Knights not actively engaged in another activity should watch for and attack the [[The Swarm#Types|Swarm Source]] when it grows to minimize the stun effect on knights and the buff effect on the Snarbolax.
 
+
=== Tactics ===
+
Shielding is important in this fight, as they like to go underground and create a long field of spikes across the field. If you have done the original Snarbolax, this should be familiar to you. The only difference is that it poisons now. It is advised to assign someone in your group to "take care of" (''mercilessly kill'') the silk wing. On top of that, you may want someone else to be the Beast Bell Basher, and slam it when he feels necessary. When yellow, attack til they go green/black, then repeat until dead. Do this for both of them, they'll die, and your home free! 
+
 
+
'''TL;DR:''' Really, you were too lazy to read that? Hit bell to turn Snarbolax yellow, then beat until green/black, and repeat process until "taken care of" (''mercilessly killed''). Reap rewards.
+
 
+
== Drops ==
+
*{{Token|Frumious Fang}} 6-8
+
  
 
== Notes ==
 
== Notes ==
Nusqual of [[Guild (Guild)|Guild]] created a [http://youtu.be/04Yq9y9-4I0 Youtube Video] of their run.
+
* This boss was added to the game in {{release|2011-10-19}} with the introduction of Shadow Lairs.
 
+
* The [[File:Artifact-Echo Stone.png|20px]] [[Echo Stone: Gloaming Wildwoods]] can be obtained after reaching [[the Sanctuary]].
=== Trivia ===
+
* The {{mat|Nightmare Mane}} is made available to all members of the party upon reaching [[the Sanctuary]].
*Though even in a more rabid and menacing form, he is still referred to as Snarby.
+
* Just like the regular Snarbolax, these Snarbolax's are sometimes randomly immune to the Beast Bell.
*Compared to the Original Snarbolax, this one has an insane amount of Boxes and Rewards waiting next to the elevator!
+
* Compared to the ''Original Snarbolax Lair'', this lair has quadruple the number of boxes and rewards waiting next to the elevator.
  
 
== See Also ==
 
== See Also ==
 +
{{boss see also}}
  
* [[Snarbolax]]
+
=== External Links ===
* [[Red Roarmulus Twins]]
+
{{Note-External Links/Video}}
* [[Ice Queen]]
+
*[http://www.youtube.com/watch?v=H1JgYmaJYx0 Demonstration] (YouTube)
* [[Darkfire Vanaduke]]
+
  
[[Category:Bosses]]
+
[[Category:Beast family]]
[[Category:Monsters]]
+

Latest revision as of 14:06, 3 May 2020

Rabid Snarbolax
Monster-Rabid Snarbolax.png
Location
Abilities
  • Burrowed Spikes Attack normal icon.png Attack piercing icon.png Icon status poison.png
  • Bite Attack normal icon.png Icon status poison.png
  • Thrown Spikes Attack piercing icon.png Icon status poison.png
Weak to
  • Attack piercing icon.png Piercing damage
Resistant to
  • Attack elemental icon.png Elemental damage
Drops

The Gloaming Wildwoods has been infected with a poisonous miasma and the Snarbolax is said to have gone rabid! It is a poison-themed version of the Tier 1 boss, Snarbolax. Though there's a catch, now there's TWO of them! It is one of the four bosses released with the Shadow Lair patch.

Access

  • First you must reach depth 23, this can be easily done directly accessing Emberlight, then traveling through the Clockworks.
  • Once at depth 23, just walk forward and reach the access to the Shadow Lairs.
  • Now you will need one Key-Shadow Key icon.png Shadow Key in order to access the Shadow Lair of your choice, in this case; Rabid Snarbolax Shadow Lair. (Only one Key is needed to give your entire party access to the Shadow Lair)
  • Once the elevator has been unlocked/opened your party will be locked/closed to changes and you will be unable to have new members join during the rest of your journey through the Shadow Lair.
Rabid Snarbolax Shadow Lair.png

Battle

One of the Rabid Snarbolaxes, practically foaming at the mouth for a chance to take a bite out of a knight.

Strategy

While one Snarbolax of this nature would not be too bad, Three Rings decided it would be fun to add another! You will face two rabid, snarling, vicious beasts in this boss battle! Like all beasts, the Rabid Snarbolax are weak to piercing, so bringing a Barbarous Thorn Blade or another weapon that deals piercing damage is a good idea. Contrarily, they are resistant to elemental, so even popular and powerful weapons like the Divine Avenger won't help here. Unlike the Roarmulus Twins, red or otherwise, these guys are two separate creatures and they must be killed individually! A respawning little Silkwing heals the two at a rate of 63 health points per second, when present and it is therefore highly recommended that it be slain as quickly as possible whenever it appears. The Beast Bell remains, and like the normal Snarbolax, is the only way to defeat them. They are immune to all damage while black/green and are vulnerable when stunned. When stunned, they will change color to tan/orange. To stun them, the Beast Bell must be struck while one or both of them are near it. Like the original Snarbolax, the Rabid Snarbolax can still attack while they are stunned.

Tactics

Shielding is important in this boss fight, as the Snarbolax like to burrow underground creating long trails of spikes across the battlefield. This should be very familiar to knights that have fought the original Snarbolax. The only difference here is that they also inflict poison status when they damage knights.

It is advisable to assign a knight in your team to "take care of", (mercilessly kill), the Silkwing.

A different knight should be assigned to be the Beast Bell basher, he or she should slam the bell whenever a Snarbolax is within range of the stun effect. When tan/orange, everyone should attack stunned Snarbolax until they return to impervious black/green or die. Repeat this process until they are both dead and you're home free!

You should also take care not to overextend attacks as the battlefield is surrounded by hedges of poisonous thorn bushes. This makes combo attacks risky as you could roll off the targeted snarbolax and into damaging bushes.

Knights not actively engaged in another activity should watch for and attack the Swarm Source when it grows to minimize the stun effect on knights and the buff effect on the Snarbolax.

Notes

  • This boss was added to the game in release 2011-10-19 with the introduction of Shadow Lairs.
  • The Artifact-Echo Stone.png Echo Stone: Gloaming Wildwoods can be obtained after reaching the Sanctuary.
  • The Crafting-Nightmare Mane.png Nightmare Mane is made available to all members of the party upon reaching the Sanctuary.
  • Just like the regular Snarbolax, these Snarbolax's are sometimes randomly immune to the Beast Bell.
  • Compared to the Original Snarbolax Lair, this lair has quadruple the number of boxes and rewards waiting next to the elevator.

See Also

Clockworks Bosses

Shadow Lair Bosses

Others

External Links

The content of external links relies on individual parties. As such, parts might be inaccurate, especially if the game updates and the external source does not.

Personal tools