![]() After the third dung ball, White Defender leaps into the air and curls into a ball to join in the bouncing. ![]() Defender Jubilee: White Defender gathers up and throws 3 dung balls one after the other, like a longer Dung Toss attack.The spikes reach high into the air and are unable to be cleared, even with Monarch Wings. Three spikes form in rapid succession on each side of White Defender. Spike Slam: White Defender slams his arm into the ground, causing large spikes of dung to jut up.White Defender can burst up anywhere in the arena, and he travels underground for 1.5 seconds before he finds his burst point. Instead, they break once they hit a wall, the floor, the ceiling, or the Knight. Burst: White Defender dives underground and after a bit of time bursts into the air, releasing dung balls everywhere, 5 on each side, that fall away from him in tall arcs.He moves left or right independent of where the Knight is. He dives in once and re-emerges somewhere else in the arena shortly after, covering about 25% of the arena. Dive: White Defender dives in and out of the ground to move around the arena. ![]() These dung balls continue to bounce even if they hit the Knight, and White Defender performs other attacks while the dung balls are bouncing. Each ball persists until it hits the floor twice. The balls bounce around the arena randomly in large arcs, reaching the top of the arena. Dung Toss: White Defender gathers up and throws two dung balls one after the other.The White Defender's attacks are stronger versions of the Dung Defender's moves, along with a few new ones:
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