Difference between revisions of "Rabid Snarbolax"

From SpiralKnights

Jump to: navigation, search
m (correct number on the template)
 
(63 intermediate revisions by 27 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 Overview|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]]
 
+
Now you will need '''Clearance Level 1''' in order to access to the '''Rabid Snarbolax Shadow Lair'''.
+
 
+
And obviously you will need one [[Useable#Shadow Key|Shadow Key]] to open the terminal for your party.
+
 
+
(Only one Key is needed to give your entire party access to the Shadow Lair)
+
 
+
Once opened the Terminal your party will be locked / closed and you won't be able to change the members
+
during the rest of the journey through the Shadow Lair
+
 
{{clear}}
 
{{clear}}
  
== Strategy ==
+
== Battle ==
Like all [[Beast]]s, the Snarbolax is weak to Piercing and resistant to Elemental attacks. The same goes for the Snarbolaxes! At the start of the battle, they will burrow underground, emerge at one of the four corners of the room, and then either perform a ranged attack or approach the player for a bite combo (similar to that of an [[Wolver#Alpha Wolver|Alpha Wolver]]). In this state, the Snarbolax is immune to all attacks and status effects, including [[Pickups#Vials|Stun Vials]]. They're attacks can afflict [[poison]].
+
[[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.
  
When the Snarbolaxes are on the surface, there is a brief opportunity to push or lure it towards the [[Exploration#Beast Bells|Beast Bell]] in the center of the room. By hitting the bell while the Snarbolaxes are near it, the Snarbolaxes will be stunned and vulnerable to damage for a few seconds, during which its coat is brown and its eyes glow yellow. It is at this time that the entire team should inflict as much damage upon it as possible before the Snarbolax returns to normal. Repeat this process until the Snarbolaxes are both dead. You do have to kill both, unlike the [[Roarmulus Twins]]. It can attack while yellow, unlike the original which could not.
+
=== 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.  
  
The following information has been collected about status effects:
+
It is advisable to assign a knight in your team to "take care of", (''mercilessly kill''), the Silkwing.  
*Status effect vials (including stun vials) do not appear to have any effect on the Snarbolaxes while it is invulnerable.
+
*The Snarbolaxes may be set on fire while stunned, but stops taking fire damage once it again becomes invulnerable.
+
*The Snarbolaxes can be cursed while stunned. It is currently unknown if it takes damage from attacking while stunned and cursed.
+
*The Snarbolaxes can be frozen while stunned. It remains frozen even if it again becomes invulnerable.  It is currently unknown if it takes damage from the freeze expiring in either state.  
+
  
=== Tactics ===
+
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!
Have party members stand in opposing corners of the room, ready to push the Snarbolaxes to the middle when it appears ([[Shieldbearer Guide#Shield Bumping|shield bumping]] is the easiest method). One person should be waiting at the Beast Bell. Once the Snarbolax is near, the center player should hit the bell to stun it. Everyone should attack it simultaneously until it returns into its poisonous and shadowy state (try pushing it into a wall so knock-backs don't cause your allies to miss their attacks).
+
  
Another tactic would be to drop a [[Graviton Vortex]] or [[Electron Vortex]] near the bell. It will pull the Snarbolax into the vortex and within range of the bell, allowing players to stun it easily and quickly without needing to shield bump.
+
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.
  
== Drops ==
+
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.
*{{Token|Frumious Fang}} 2-8
+
  
 
== Notes ==
 
== Notes ==
Nusqual of [[Guild (Guild)|Guild]] created a [http://youtu.be/04Yq9y9-4I0 Youtube Video] of they're 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]]
+
{{stub}}
+

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