Difference between revisions of "Phantom"

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m (Attacks -> Abilities)
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*Tier 2: Carries shadow [[Striker|Striker-like]] weapon. Charged attacks will release a sword projectile like the [[Faust]], knocking players back.
 
*Tier 2: Carries shadow [[Striker|Striker-like]] weapon. Charged attacks will release a sword projectile like the [[Faust]], knocking players back.
 
*Tier 3: Carries [[Gran Faust]]. Charged attacks will release three sword projectiles, knocking players back.
 
*Tier 3: Carries [[Gran Faust]]. Charged attacks will release three sword projectiles, knocking players back.
|attacks=
+
|abilities=
 
*Slash {{attack|shadow}}
 
*Slash {{attack|shadow}}
 
*Charge Attack {{attack|shadow}} {{status|curse}}
 
*Charge Attack {{attack|shadow}} {{status|curse}}
 
*Dash
 
*Dash
 +
*Walk through walls & air
 
|drop= This monster appears not to drop anything.
 
|drop= This monster appears not to drop anything.
 
}}
 
}}

Revision as of 00:29, 28 August 2011

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

Phantoms are the bane of adventurers traveling in the graveyards scattered around The Clockworks. Unlike the zombies that accompany them, Phantoms are fast, relentless, and deadly. Worse, they can never be permanently defeated!

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. In tier 3, the Phantom's projectiles resemble the Divine Avenger's charge attack. You should run away from these deadly monsters.

Like other undead, all Phantoms are immune to Curse.

Varieties

Notable Phantoms

Trivia

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.

"Killing" a Phantom will cause it to revert to orb form and remain stationary. After a short time, it will revive back to full strength.

See Also

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