Dungeon Defenders Wiki
(→‎Strategy: Added extra strategy notes for Sharken.)
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{{PC_Only}}
 
 
{{Infobox creature
 
{{Infobox creature
 
|image=Sharkenpose.png
 
|image=Sharkenpose.png
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|special=Charge Towards<br>Physical Defenses
 
|special=Charge Towards<br>Physical Defenses
 
|introduced = [[Part 3: Aquanos]]}}
 
|introduced = [[Part 3: Aquanos]]}}
The '''{{PAGENAME}}''' is an aquatic creature that was added with the [[Part 3: Aquanos]] DLC on 26 April 2012 for the PC.
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The '''{{PAGENAME}}''' is an aquatic creature that was added with the [[Part 3: Aquanos]] DLC on 26 April 2012 for PC.
   
These creatures possess the ability to physically push aside hero defenses, similar to the [[Goblin Mech]] boss monster. Sharken will not stop to attack hero defenses, but proceed directly to the [[Eternia Crystal]]s, pushing physical hero defenses out of its way.
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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 Crystal|Eternia Crystals]], pushing physical hero defenses out of their way.
   
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This enemy, like the [[Djinn]] and [[Goblin Copter]], is announced upon arrival, in light blue text.
This enemy, like the Djinn, is not considered a miniboss. However, it is one of the more difficult monsters, especially for beginning defenders to defeat, as they have a large amount of health and do a surprising amount of damage.
 
 
==Behavior==
 
==Behavior==
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Upon seeing a physical hero defense, a yellow "!" appears above the Sharken and it stops to wind-up for several seconds. Then it charges at it straight forward with of both arms out. This charge deals tremendous damage to the hit defense and knocks it back from its original position. If the Sharken is damaged by an attack with sufficient knockback, '''before''' it charges forward, the monster will flinch.
*Sharken will initially walk slowly across the map. However, upon coming into range of a physical hero defense they will rapidly charge towards it and begin to deal tremendous damage with its heavy melee attacks, as well as knocking your defenses back from it's original spot.
 
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At melee range, Sharken alternate between powerful sideswipes and two-arm forward slams. Heroes hit by a slam are launched away, while minions suffer far less knockback.
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==Strategies==
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*[[Auras]], [[Traps]] and [[Beams]] (excluding the Physical Beam) are not physical defenses, meaning that Sharken will not wind-up in-response to them.
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*Sharken cannot move minions, [[Holographic Decoy|Holographic Decoys]], or [[Present|Presents]] despite being physical defenses. -- They may be unable to push other defenses in front through the unmovable defenses (unconfirmed).
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*[[Gas Trap|Gas Traps]], [[Lightning Stance]] and [[Shock Beam|Shock Beams]] can interrupt Sharken wind-up attempts whilst stunning the enemy.
 
*Placing an inexpensive defense (such as a [[Magic Blockade]]) near a cliff will cause Sharken to charge at it, plummeting to their death.
   
==Strategy==
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== Notes ==
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* While winding up, if the target defense is moved by a [[Jester]], the Sharken will turn to face the relocated defense. In the end, the monster will still charge towards the defense's ''original'' location.
*Using a combination between [[Auras]] and [[Traps]] do not give Sharken a target, therefore will always walk slowly across the map. Ogres can be dealt with using DPS-centered heroes before they reach a crystal.
 
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* If a charging Sharken happens to bump into a natural obstacle of the map, it becomes dizzy and cannot move again for a few seconds.
*[[Gas Trap]]s can render Sharken completely immobile, allowing heroes the ample opportunity to take them out before they reach any tangible defenses.
 
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* Sharken will not attempt to push a defense it can attack at or close-to the shark's melee range.
*Placing an inexpensive defense (such as a [[Magic Blockade]]) near a cliff will cause Sharkens to charge at it, plummeting to their death.
 
*Using a [[Holographic Decoy]] is an excellent alternative to solid defenses, as Sharken cannot move them.
 
*Lighting Stance and Shock beams can interrupt Sharken wind-up or Djinn desummoning attempts as if they were player damage and will leave the monster stunned for several seconds when they are interrupted..
 
*Lightning Towers interrupt a Sharken's wind-up or Djinn's desummoning attempts as if they were player damage and will leave the monster stunned for several seconds when they are interrupted. (Undocumented change when the above patch was added.)
 
   
 
==Trivia==
 
==Trivia==
   
 
*The {{PAGENAME}} is mentioned in the weapon description of the [[Bonecutter]].
 
*The {{PAGENAME}} is mentioned in the weapon description of the [[Bonecutter]].
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*Its name is a combination of 'shark' and 'Kraken' (which is also [[Kraken|the boss]] of [[Aquanos]]).
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*Defenses can be pushed into positions not possible by players. Blockades can float in midair, and Physical Beams can get shoved into natural walls.
   
 
{{Creaturemenu}}
 
{{Creaturemenu}}

Revision as of 21:43, 17 September 2020

The Sharken is an aquatic creature that was added with the Part 3: Aquanos DLC on 26 April 2012 for 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, in light blue text.

Behavior

Upon seeing a physical hero defense, a yellow "!" appears above the Sharken and it stops to wind-up for several seconds. Then it charges at it straight forward with of both arms out. This charge deals tremendous damage to the hit defense and knocks it back from its original position. If the Sharken is damaged by an attack with sufficient knockback, before it charges forward, the monster will flinch.

At melee range, Sharken alternate between powerful sideswipes and two-arm forward slams. Heroes hit by a slam are launched away, while minions suffer far less knockback.

Strategies

  • 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, Holographic Decoys, or Presents despite being physical defenses. -- They may be unable to push other defenses in front through the unmovable defenses (unconfirmed).
  • Gas Traps, Lightning Stance and Shock Beams can interrupt Sharken wind-up attempts whilst stunning the enemy.
  • Placing an inexpensive defense (such as a Magic Blockade) near a cliff will cause Sharken to charge at it, plummeting to their death.

Notes

  • While winding up, if the target defense is moved by a Jester, the Sharken will turn to face the relocated defense. In the end, the monster will still charge towards the defense's original location.
  • If a charging Sharken happens to bump into a natural obstacle of the map, it becomes dizzy and cannot move again for a few seconds.
  • Sharken will not attempt to push a defense it can attack at or close-to the shark's melee range.

Trivia

  • The Sharken is mentioned in the weapon description of the Bonecutter.
  • Its name is a combination of 'shark' and 'Kraken' (which is also the boss of Aquanos).
  • Defenses can be pushed into positions not possible by players. Blockades can float in midair, and Physical Beams can get shoved into natural walls.