Rampaging Golem

Phase 1

Lead-In

Cutscene of old golem master getting killed, large Golem forming.

Boss Statistics

Health: 100%
Phys. Def —
Mag. Def —

Movement speed —

Attack 1: Punch

The golem punches with his large arms.

Casting Time —
Cooldown Time —
Duration —
Affected Radius —
Damage —
Secondary Effects —

Notes

Requires at least one arm.

Attack 2: Swipe

The golem swings his arms around him hitting all nearby targets.

Casting Time —
Cooldown Time —
Duration —
Affected Radius —
Damage — 60 physical / arm, both arms do full 360 sweeps.
Secondary Effects —

Notes

When missing one arm, this attack only strikes once. Requires at least one arm to perform.

Attack 3: Spit Rock

The golem hocks a rock into the air on a high arc. This rock takes some time to fall.

Casting Time —
Cooldown Time —
Duration —
Affected Radius —
Damage —
Secondary Effects —

Notes

None.

Special 1: Slam

The golem picks up a unit and slams it into the ground.

Casting Time —
Cooldown Time —
Duration —
Affected Radius —
Damage —
Secondary Effects —

Notes

Requires at least one arm.

Special 2: Ground Slam

The golem slams the ground, damaging and stunning units in the immediate area.

Casting Time —
Cooldown Time —
Duration —
Affected Radius —
Damage —
Secondary Effects —

Notes

Requires both arms.

Special 3: Feed

The golem picks up and eats a nearby unit.

Casting Time —
Cooldown Time —
Duration —
Affected Radius —
Damage — Instantly kills the unit, heals the golem for 5%.
Secondary Effects —

Notes

Requires at least one arm.

Unit Notes

This unit is divided up into three damagable regions, one for each arm and one for the central body / head. Hitting any part of him will deal damage directly to the golem. The arms, however, may be destroyed before the unit dies—each can 'feed' 30% of the total health bar in damage back to the body before being destroyed. Destroying the arms limits the golem's options, but makes him attack faster with the one arm he's got left.

Environment

Evil Glen, both soldier and mage reinforcements come from both sides of the arena. Reinforcement composition changes with boss health, see Method of Combating.

Phase Transition Triggers

Rampaging Golem hits 0% health -> End of Fight.

Method of Combating

Although this is technically a 1 phase fight, there are three different sections to it. At each loss of 33% health the reinforcements will become more stacked for the soldiers' side. Your strategy should include - Always try to possess a mage if you can, because the golem takes more damage from the mages spells. This becomes more difficult as the fight progresses because of how the sides are stacked. You also need to keep the sides balanced between mages and soldiers. If not, the golem will use his special ability slam, and start eliminating all units on the screen. Another ability to watch out for is body roll - where 3 rocks fall from the boss and roll in random directions to the screen's edge. The easiest way to avoid this is to stand away from the boss so that when the rocks start rolling, you can find a safe place to stand. If you can keep the number of mages and soldiers balanced, and avoid the rolling rocks, just keep whittling away at the golem's health and he'll be sure to fall.

End of Fight

Rampaging Golem falls apart, Shaka jumps on boat to head to islands.

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