Difference between revisions of "Zombie"

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{{Monster
 
{{Monster
 
|name=Dust Zombie
 
|name=Dust Zombie
|location=  
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|tier1=All Tiers
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|image2=
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|image3=
 +
|location=
 
*All [[Clockwork Tunnels]]: Haunted Passage
 
*All [[Clockwork Tunnels]]: Haunted Passage
 
*[[Gloaming Wildwoods]]
 
*[[Gloaming Wildwoods]]
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{{Monster
 
{{Monster
 
|name=Droul
 
|name=Droul
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|tier1=All Tiers
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|image2=
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|image3=
 
|location=*All [[Concrete Jungle]]s
 
|location=*All [[Concrete Jungle]]s
 
*[[Wasteworks]]: Haunted Passage
 
*[[Wasteworks]]: Haunted Passage
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{{Monster
 
{{Monster
 
|name=Frankenzom
 
|name=Frankenzom
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|tier1=All Tiers
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|image2=
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|image3=
 
|location=*[[Clockwork Tunnels|Power Complex]]: Haunted Passage
 
|location=*[[Clockwork Tunnels|Power Complex]]: Haunted Passage
 
*[[Battle Arena|Thunder Fist Arena]]: Cadaverous Clash, Fiendish Fray
 
*[[Battle Arena|Thunder Fist Arena]]: Cadaverous Clash, Fiendish Fray
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{{Monster
 
{{Monster
 
|name=Frozen Shambler
 
|name=Frozen Shambler
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|tier1=All Tiers
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|image2=
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|image3=
 
|location=
 
|location=
 
*[[Clockwork Tunnels|Cooling Chamber]]: Haunted Passage
 
*[[Clockwork Tunnels|Cooling Chamber]]: Haunted Passage
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{{Monster
 
{{Monster
 
|name=Slag Walker
 
|name=Slag Walker
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|tier1=All Tiers
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|image2=
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|image3=
 
|location=*[[Clockwork Tunnels|Blast Furnace]]: Haunted Passage
 
|location=*[[Clockwork Tunnels|Blast Furnace]]: Haunted Passage
 
*[[Firestorm Citadel]]
 
*[[Firestorm Citadel]]
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{{Monster
 
{{Monster
 
|name=Carnavon
 
|name=Carnavon
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|tier1=Tier 3
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|image2=
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|image3=
 
|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  
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{{Monster
 
{{Monster
 
|name=Void Zombie
 
|name=Void Zombie
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|tier1=Shadow Lair
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|image2=
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|image3=
 
|location=*[[Shadow Lair]]: [[Unknown Passage]]
 
|location=*[[Shadow Lair]]: [[Unknown Passage]]
 
|description= These dark monsters are '''[[Swarm]]-Infested''', so they offer absolutely no [[Crowns]], [[Heat]], [[Materials]], or [[Vials]], and seemingly never stop spawning. Their defenses are enhanced on a [[The Swarm#Swarm_Seed|Swarm Seed]].
 
|description= These dark monsters are '''[[Swarm]]-Infested''', so they offer absolutely no [[Crowns]], [[Heat]], [[Materials]], or [[Vials]], and seemingly never stop spawning. Their defenses are enhanced on a [[The Swarm#Swarm_Seed|Swarm Seed]].

Revision as of 05:38, 9 August 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.

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.

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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