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We always meme about massive moss charger being op, but have you ever wondered if he was? (Probably not)
Introducing... the humongous moss charger!
The humongous moss charger would be located in the same room in greenpath but the room is locked by a shade gate. As the knight steps into the arena thick vines block the exits, and with a rustling in the bush, the battle begins.
1. Charge attack
Just like MMC, HMC has a basic charge attack, except if HMC doesn't go a long enough distance in a certain amount of time, he will burrow into the underbrush and after a few random seconds he will resurface and jump upwards from beneath the knight after a telegraph of leaf particles. While HMC is using the charge attack, all nail damage is halved.
2. Jump attack
HMC also has a basic jump attack, but there is a 50% chance of him ground pounding when he gets above the knight, and HMC will spilt into 4 regular Moss chargers. Two going left and right on the ground and two jumping left and right in the air. They eventually burrow back into the ground and reform. These moss chargers can have their moss covers broken.
3. Spikeball spit
HMC will spit out 3-6 mossballs at random spots on the arena, similar to the Moss knight. These mossballs have a 70% chance to be a spike ball. These will extend their spikes shortly after hitting the ground. The other 30% of the time the mossballs will turn out to be enemy balls. These will remain dormant, half-submerged in the underbrush, and will be unable to be interacted with until activated by certain attacks. The charge attack will knock the moss balls into the air, perfectly above HMC and fall back down to the earth after HMC goes past. The spike balls will create a aerial obstacle, and the enemy balls will gain a hurtbox. When the enemy balls fall back to the ground they will become enemies. After jumping 2 times the spike balls will despawn.
4. Mossy Pound
HMC starts a jump attack, but instantly slams the ground, sending a wave of grass particle effect pillars torwards the knight. These are not unlike the white defender's dung spike attack, but with one key difference: the pillar will not damage the knight, only the ground if the knight is standing on it while the pillar sprouts from the underbrush. This is still a formidable attack however, as 1. The moss balls will fly into the air, activating enemies and such, and 2. HMC will almost always immediately follow up with either a charge or jump attack (w/o ground pound).
5 Moss charge barrage
HMC rustles, and out comes a moss charger. This moss charger can jump up at a random angle or simply charge across the ground. HMC gets smaller every time, until he is no larger than a normal moss charger and charges forwards himself. They eventually burrow and reform into one. These moss chargers cannot have their disguises broken.
6. Enemies
Variants of mosscreeps will spawn from the enemy mossballs. Normally, there is a 65% chance of the enemy being a spiny mosscreep, a mosscreep that has infection spines coming out of it, like the spiny husk. It uses them like that one crystal peaks enemy. 35% of the time, it will spawn the bouncing mosscreep, which will curl into a ball and bounce torwards the knight semi randomly like a winged koopa from Mario(bah bah). Sometimes going high, sometimes going low according to the knight's position. There is also a third form that will only spawn in ascended, the spiny bouncing mosscreep. It has spines and it shoots them like the spiny husk at the peak of every bounce.
7 Phase 2
At half health, HMC will let out a scream and burrow into the ground, launching regular Moss chargers at the knight from the sides of the arena. Their disguises cannot be broken. After reforming, HMC gains some new attacks.
When HMC executes a jump pound, instead of spliting into 4, it burrows into the ground. Two spots to each side of the knight spawns two moss chargers each, one by one, who gracefully leap torwards the knight's position. Their disguises cannot be broken.
After a failed charge attack, humongous moss charger will not only leap into the air, but will rain down moss chargers that burrow once they hit the ground and enemy mossballs that spawn once they hit the ground. HMC will now sometimes execute a graceful leap attack, where he leaps torwards the knight in an arc, and starts shooting out infection spines like the oblobbles at the peak of his jump. Normal mosscreeps will sometimes spawn on the ground, and if that wasn't enough for you,
he will sometimes sprout 3 pairs of tiny winged mosskin wings and gruz mother zigzag his way across the arena, all mossballs bouncing with every slam. (This doesn't increase the spikeball despawn counter and enemies are only activated on the last bounce.)
After a long grueling battle and many treks from the bench, the knight has slain the beast. In their pocket(? Wherever they keep their charms) the godtuner rings, and humongous moss charger has been attuned and is now available in godhome.
As the knight enters the dream arena, it sees a large golden bridge, with a overgrown great gold gate on the other side. It opens, and humongous moss charger emerges.
8: Ascended
Mossballs will have a 33% chance of spawning spiny mosscreeps, a 33% chance of spawning bouncing mosscreeps, and a 34% chance of spawning spiny bouncing mosscreeps.
After a gruz mother zigzag attack, HMC will also fly straight at you like a gruz mother.
The most dramatic change is that when HMC uses the mossy pound attack, the mossballs will still bounce up, but a small tile chunk on the bridge will give way as a light effect instead of a leaf effect blasts up. A glowing light will restore the floor in time for the mossballs to land.
Also, being directly hit by any ground pound attack will deal 4 masks of damage.
After a struggle of grit, determination, tenacity, and absolutely no noclip mod, the knight finds himself having conquered the resentful god of tribes, and once again ascending...
Other things: The reward is a powerful charm called boon of mosskin. This allows minor enemies to not attack you while focusing. Shape of unn makes you look like a mosscreep, and most importantly, when you use crystal dash you become a moss charger and there is a shorter charge up and a larger hitbox that the knight so you don't damage yourself. This deals as much damage as nailarts. As a buff to heavy blow, it now negates HMC's half damage when charging on not ascended and will always break moss cover disguises.
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