Difference between revisions of "Zombie"

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*All [[Battle Arena]]s: Cadaverous Clash, Fiendish Fray
 
*All [[Battle Arena]]s: Cadaverous Clash, Fiendish Fray
 
*All [[Candlestick Keep]] levels
 
*All [[Candlestick Keep]] levels
*[[Mission|Legion of Almire]]: Necropolis Grounds, Inner Sanctum
+
*[[Legion of Almire]]: Necropolis Grounds, Inner Sanctum
*[[Mission|Purr Terror]]
+
*[[Kataclysmic_Confrontation|Purr Terror]]
 
*[[Compounds|Ruined Compound]]: Chittering Burrows
 
*[[Compounds|Ruined Compound]]: Chittering Burrows
 
|description= These Zombies are quick to attack nearby knights but are fairly slow at moving. They mainly cover ground between you and them by jumping a fair distance toward you.
 
|description= These Zombies are quick to attack nearby knights but are fairly slow at moving. They mainly cover ground between you and them by jumping a fair distance toward you.
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*[[Candlestick Keep]]: Noxious Night
 
*[[Candlestick Keep]]: Noxious Night
 
*[[Shadow Lair]]: [[Gloaming Wildwoods]]
 
*[[Shadow Lair]]: [[Gloaming Wildwoods]]
*[[Mission|That Mold and Black Magic]]: Haunted Passage
+
*[[Kataclysmic_Confrontation|That Mold and Black Magic]]: Haunted Passage
 
*[[Compounds|Blighted Compound]]: Chittering Burrows
 
*[[Compounds|Blighted Compound]]: Chittering Burrows
 
|description= The Droul's skeleton is colored like a venomous animal, reflecting the poison inside.
 
|description= The Droul's skeleton is colored like a venomous animal, reflecting the poison inside.
Line 91: Line 91:
 
*[[Battle Arena|Thunder Fist Arena]]: Cadaverous Clash, Fiendish Fray
 
*[[Battle Arena|Thunder Fist Arena]]: Cadaverous Clash, Fiendish Fray
 
*[[Candlestick Keep]]: Galvanized Gloom
 
*[[Candlestick Keep]]: Galvanized Gloom
*[[Mission|Ghosts in the Machine]]: Dry Dock, Iron Hulk
+
*[[Ghosts in the Machine]]: Dry Dock, Iron Hulk
 
*[[Compounds|Shocked Compound]]: Chittering Burrows
 
*[[Compounds|Shocked Compound]]: Chittering Burrows
 
|description=Looking like they came out of a laboratory, these Zombies can shock Knights through a variety of attacks.
 
|description=Looking like they came out of a laboratory, these Zombies can shock Knights through a variety of attacks.
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*[[Battle Arena|Ice Maul Arena]]: Cadaverous Clash, Fiendish Fray
 
*[[Battle Arena|Ice Maul Arena]]: Cadaverous Clash, Fiendish Fray
 
*[[Candlestick Keep]]: Cold Shadows
 
*[[Candlestick Keep]]: Cold Shadows
*[[Mission|The Gauntlet]]: Last Stand
+
*[[The Gauntlet]]: Last Stand
 
*[[Compounds|Frozen Compound]]: Chittering Burrows
 
*[[Compounds|Frozen Compound]]: Chittering Burrows
 
|description=These cold-hearted Zombies can freeze unwary Knights on their adventures in the depths.
 
|description=These cold-hearted Zombies can freeze unwary Knights on their adventures in the depths.
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*[[Candlestick Keep]]: Burning Blackout
 
*[[Candlestick Keep]]: Burning Blackout
 
*[[Shadow Lair]]: [[Firestorm Citadel]]: Throne Room ''(Immediately replaced by Carnavons as soon as spawned and is therefore probably a bug)''
 
*[[Shadow Lair]]: [[Firestorm Citadel]]: Throne Room ''(Immediately replaced by Carnavons as soon as spawned and is therefore probably a bug)''
*[[Mission|Bad Luck and Brimstone]]
+
*[[Kataclysmic_Confrontation|Bad Luck and Brimstone]]
 
*[[Compounds|Charred Compound]]: Chittering Burrows
 
*[[Compounds|Charred Compound]]: Chittering Burrows
 
|abilities=*Swipe {{attack|normal}} {{attack|shadow}} {{status|fire}}
 
|abilities=*Swipe {{attack|normal}} {{attack|shadow}} {{status|fire}}
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|location=*[[Shadow Lair]]: [[Firestorm Citadel]]
 
|location=*[[Shadow Lair]]: [[Firestorm Citadel]]
 
*[[Candlestick Keep]]: Noxious Night in [[scenario room]]s  
 
*[[Candlestick Keep]]: Noxious Night in [[scenario room]]s  
*[[Mission|That Mold and Black Magic]]
+
*[[Kataclysmic_Confrontation|That Mold and Black Magic]]
*[[Mission|Bad Luck and Brimstone]]
+
*[[Kataclysmic_Confrontation|Bad Luck and Brimstone]]
*[[Mission|Purr Terror]]
+
*[[Kataclysmic_Confrontation|Purr Terror]]
 
|abilities=*Swipe {{attack|normal}} {{attack|shadow}} {{status|fire}}
 
|abilities=*Swipe {{attack|normal}} {{attack|shadow}} {{status|fire}}
 
*Lunge {{attack|normal}} {{attack|shadow}}
 
*Lunge {{attack|normal}} {{attack|shadow}}

Revision as of 19:05, 1 November 2013

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

Zombies are a type of monster found in the Clockworks. Zombies do not use their breath attack until tier 2, when they will use it to inflict a status effect but no damage. Unlike many monsters, Zombies do not change appearances as Knights progress deeper into the Clockworks.

Traits

All Zombies are immune to Curse. They are also immune to damage while they crawl out of the ground, either by spawning or being revived.They can also grab enemies with their jump, but since their bite was removed the player will only be immobilised.

Grim Totem

A Grim Totem.
Zombies will sometimes spawn with a grim totem that emits a ring of purple energy. If a Zombie is killed within this ring, its skull will land on the ground. The next pulse of energy the totem emits will revive the Zombie, accompanied by the graphical display of the word "ARISE!". Totems cannot be destroyed, but they can be carried to other locations. If the totem is removed before emitting a pulse the skull will desintegrate shortly after.

Grim Totems can be found in places as Concrete Jungle, Firestorm Citadel, Legion of Almire or Ghosts in the Machine.

Types

Dust Zombie


Droul


Frankenzom


Frozen Shambler


Slag Walker


Shadow Lair

Carnavon


Void Zombie


Strategy

A good strategy is to gun it from a distance so that its Strike and Breath attacks can't reach you while you can run away from leap attacks. In a recent update, leaping attacks now deal damage to the knight.

Their leap attack has a chance of latching onto and immobilizing Knights. Knights will not be able to move, shield, or change direction while a Zombie is on top of them, so keep attacking it until if falls off! The damaging portion of the attack is also very long-lasting. It will often take two blocks before you can lower your shield and knights can take damage from walking near a Zombie that has just recently landed from a jump.

The breath attack is interrupted by any hit while the claw and leap attacks require sufficient damage or rapid-fire hits to interrupt. Zombies in tiers 1 and 2 are knocked down by interruptions but tier 3 zombies tend to only flinch.

If you shield as a Zombie leaps at you, the shield push will immediately knock it back further away from you than it was when it began to attack.

It would be best to move any nearby Totem(s) to one corner so you can have more room to fight.

See also

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