The Sharken
Attack: Heavy Melee
Special: Charge Towards
Physical Defenses
Introduced: Part 3: Aquanos

The Sharken is an aquatic creature that was added with the Part 3: Aquanos DLC on 26 April 2012 for the PC.

These sharks possess the ability to physically push aside hero defenses, similar to the Goblin Mech boss. Sharken will generally not stop to attack hero defenses, but proceed directly to the Eternia Crystals, pushing physical hero defenses out of their way.

This enemy, like the Djinn and Goblin Copter, is announced upon arrival even though it is not considered a miniboss.


Upon seeing a physical hero defense, the Sharken will wind up for several seconds, then charges at it. A yellow "!" appears over the shark's head when it starts winding up. This charge deals tremendous damage to the hit defense and knocks it back from its original position. Sharken cannot be stunned once they start charging at a physical defense.

While in melee range, Sharken attack their target with fast and strong strikes.


  • Auras, Traps and Beams (excluding the Physical Beam) are not physical defenses, meaning that Sharken will not wind up in response to them.
  • Sharken cannot move minions or Holographic Decoys, despite being physical defenses. -- They may be unable to push other defenses in front through the minions or decoy (unconfirmed).
  • Gas Traps can render Sharken completely immobile, allowing heroes the ample opportunity to take them out before they reach any tangible defenses.
  • Placing an inexpensive defense (such as a Magic Blockade) near a cliff will cause Sharken to charge at it, plummeting to their death.
  • Lighting Stance and Shock beams can interrupt Sharken wind-up attempts.
  • Lightning Towers can interrupt a Sharken's wind-up as if they were player damage and will leave the monster stunned for several seconds when they are interrupted.


  • The Sharken is mentioned in the weapon description of the Bonecutter.
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