Difference between revisions of "Gun Puppy"

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(Types)
(Types)
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*[[Jigsaw Valley]]: Perimeter Promenade II  
 
*[[Jigsaw Valley]]: Perimeter Promenade II  
 
|description=
 
|description=
A statue equipped with a flamethrower that can set knights on [[fire]].
+
A statue equipped with a flamethrower that can set knights on [[fire]]. These are the bane of knights around oilers.
 
*Tier 1: Shoots a flamethrower that travels for a short distance.
 
*Tier 1: Shoots a flamethrower that travels for a short distance.
 
*Tier 2: Shoots a flamethrower that travels for a short distance.
 
*Tier 2: Shoots a flamethrower that travels for a short distance.
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*[[Firestorm Citadel]]: Charred Court
 
*[[Firestorm Citadel]]: Charred Court
 
|description=
 
|description=
A statue equipped with a rocket launcher, firing missiles that explode on impact. As one might expect, the missles are more than capable of lighting knights on fire.
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A statue equipped with a rocket launcher, firing missiles that explode on impact. As one might expect, the missles are more than capable of lighting knights on fire; however, the missle puppies cannot fire the missles quite as quickly as a normal gunpuppy can fire bullets.
 
*Tier 1: Fires one missile that flies in a straight line. It is a stony turquoise color.
 
*Tier 1: Fires one missile that flies in a straight line. It is a stony turquoise color.
 
*Tier 2: Fires one missile with slight homing capabilities. Appears to be more "armored".
 
*Tier 2: Fires one missile with slight homing capabilities. Appears to be more "armored".
*Tier 3: Fires one missile with advanced homing capabilities. Appears to be more heavily "armored".
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*Tier 3: Fires one missile with advanced (I.E irritatingly good) homing capabilities. Appears to be more heavily "armored".
 
|abilities=
 
|abilities=
 
*Rocket {{attack|normal}} {{attack|elemental}} {{status|fire}}
 
*Rocket {{attack|normal}} {{attack|elemental}} {{status|fire}}
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*[[Deconstruction Zone]]: Radioactive Recycling
 
*[[Deconstruction Zone]]: Radioactive Recycling
 
|description=
 
|description=
A sick Gun Puppy whose bullets can inflict [[poison]].
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A sick Gun Puppy whose bullets can inflict [[poison]] but which otherwise is identical to the normal gun puppy in attacks.
 
*Tier 1: Shoots a single shot.
 
*Tier 1: Shoots a single shot.
 
*Tier 2: Shoots a 3-shot spread.
 
*Tier 2: Shoots a 3-shot spread.
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*[[Deconstruction Zone]]: Cold Storage
 
*[[Deconstruction Zone]]: Cold Storage
 
|description=
 
|description=
These gunpuppies may inflict [[freeze]] on targets, which quickly becomes a serious problem if several slush puppies are in the area.
+
These gunpuppies may inflict [[freeze]] on targets, which quickly becomes a serious problem if several slush puppies are in the area. Otherwise they have no special tricks relative to other gun puppies.
 
*Tier 1: Shoots a single shot
 
*Tier 1: Shoots a single shot
 
*Tier 2: Shoots a 3-shot spread
 
*Tier 2: Shoots a 3-shot spread

Revision as of 18:33, 5 June 2012

Construct
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Damage Resistances
Defense elemental icon.png Defense piercing icon.png Defense shadow icon.png
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Gun puppies are a type of monster found in the Clockworks.

Traits

Appearing harmless at first, these Gun Puppies will attack you if you attack them first or enter their line of sight. They can be devastating when multiple Gun Puppies are attacking you from all angles, despite being stationary.

There are variations between Gun Puppies between tiers. Tier 1 Gun Puppies will shoot one bullet at a time. Tier 2 Gun Puppies will shoot three bullets at once, and Tier 3 Gun Puppies will shoot a spread of five bullets. Higher tier Gun Puppies will shoot bullets at a slower rate than their lower tier counterparts.

Types

Gun Puppy


Red Rover


Rocket Puppy


Sick Puppy


Sparky


Slush Puppy


Notable Gun Puppies

Love Puppy


Gold Puppy


Strategy

  • General notes
    • Most "Turrets" have a slow turning radius, which can be used against them; attack them from behind with your sword, or gun it at a distance.
    • Because of this, bombs are a relatively safe and effective way to take down turrets, because the bomb can be charged and set while you outrun the turret's gaze.
    • Having a high elemental defense will give you the best chances of survival against puppies.
    • Gun puppies are sometimes unaware of the players' presence until they come close and attack, so use this opportunity to unleash a charged attack on them.
    • Gun puppies can be "knocked down" with a full sword combo like any other enemy, which prevents them from firing for a short time. This is sometimes enough to pull off another, lethal combo! Guns in the Pulsar series and possibly other weapons can achieve this same "knock down" effect.
  • Gun Puppy:
    • Always shoots at least one shot in the direction of the player. They are quite predictable and easy to kill if alone; however, when multiple puppies appear, the sheer number of projectiles they can create makes them much more dangerous.
    • Tier 2 and 3 gun puppies fire a spread of many bullets at the same time; this can be particularly lethal in areas, such as Danger Rooms, with multiple gun puppies. If possible, attempt to stand between two bullets of the one spray.
    • Because of the large amount of bullets covering the room in these situations, consistant attacking without recieving damage is impossible; make the most of the few oppotunities you get by using charged shots and status effects (especially fire).
    • Freeze will prevent turrets from rotating, and Shock will make them shoot inaccurately.
    • If you are with a party, an effective (though time consuming) strategy is to use one player to shield and another to shoot. Retreat when the shield weakens by switching jobs or wait until the shield has recharged.
  • Red Rover:
    • Their flamethrowers have short reach and can be interrupted by impassable terrain, unlike Gun Puppy bullets which have very long range and can fly over terrain.
    • Red Rovers are basically no more than a stationary Gremlin Scorcher that can only use the normal flamethrower attack, so keep this in mind when fighting them.
    • In Tier 3, Red Rover flamethrowers will curve toward knights within range of the flamethrower. It is advised to either stay out of range completely or stand behind the Red Rover while it is attacking.
    • In Tier 3, they seem to take less damage from elemental weapons than other puppies do, which suggests that they might get a slight resistance to elemental damage because they are on fire, just like ignited oilers.
    • The flames on the Red Rover will passively ignite the player should they wander too close (needs clarification)
  • Rocket Puppy:
    • Launches rockets, which in tiers 2 and 3 home in on a player. These rockets explode on target, and can damage monsters and blocks as well as knights. Either outrun the rocket until it eventually explodes, or try to use other monsters as alternate targets.
    • The rocket can damage the puppy itself, so quickly shield if you are attacking it at close range to protect yourself and enhance your assault.
    • Be particularly careful around explosive cubes, since the Rockets Rocket Puppies fire can and will cause them to explode on contact.
  • Be careful that some puppy variants cause status effects with a successful hit, such as the Slush Puppie's freeze status, subjecting you to even more puppy fire.

See Also

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