Difference between revisions of "Iron giant"

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{{list of|giants}}
 
{{list of|giants}}
 
{{monster info}}
 
{{monster info}}
  
 
==Useful Info==
 
==Useful Info==
'''Iron giants''' are strong, slow, durable humanoids that can deal massive damage with melee attacks, irresistible attack spells, and thrown allies. They are found most often in [[the Iron City of Dis]] and [[Ziggurat]]s, but can occasionally generate in [[the Depths]] or [[The_Realm_of_Zot|Zot]] as well.
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'''Iron giants''' are huge, strong, durable humanoids that can deal massive damage with melee attacks, irresistible attack spells, and thrown allies. They are found most often in [[the Iron City of Dis]] and [[Ziggurat]]s, but can occasionally generate in [[the Depths]] or [[The Realm of Zot|Zot]].
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The singular lethality of iron giants is their [[Throw Ally]] ability, which both deals unavoidable damage (1d35) and places dangerous enemies (that might even have been outside your [[LOS]]) immediately adjacent to you.
  
 
{{monster spells}}
 
{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*While it's certainly possible to take iron giants on in melee, their range with Iron Shot is a mere four tiles. If you don't want to chance going toe-to-toe with one, feel free to take advantage of their slow speed and kite them with longer-ranged attacks. Just be sure to change strategy if another enemy enters the fray, as the giant's [[Throw Ally]] ability can do surprisingly high damage ('''1d88''') if the [[RNG]] isn't on your side.
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*Unless you are a brawler, you are going to want to take advantage of Iron Shot's relatively short range (4 squares) and kite them with long-ranged attacks (increased movement speed from [[Swiftness]] or [[potion of haste|haste]] can help with this). Even then, they can still use Throw Ally if they're in sight and another creature happens to be next to them.
*In certain respects, treat Iron giants like [[Guardian serpent]]s (who know the [[Blink Allies Encircling]] spell): ie, always be aware of the monster(s) adjacent to the Iron giant, since at any point that monster may become adjacent to you. Keep in mind that even if the Iron giant is seemingly alone and at the very edge of your [[LOS]], those tiles out of your LOS next to the giant may harbor a monster he can use as ammunition against you.
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*In certain respects, treat iron giants like [[Guardian serpent]]s (who know the [[Blink Allies Encircling]] spell). Always be aware of the monster(s) adjacent to the iron giant, since at any point that monster may become adjacent to you. Keep in mind that, even if the iron giant is seemingly alone, if it's at the very edge of your [[LOS]], the tiles out of your LOS and next to the giant may harbor a monster that it can use as ammunition against you. (The iron giant always selects the ally farthest away from you; thus, if the giant is in a mob at the edge of your LOS, the monster it tosses is ''guaranteed'' to be one you have not seen yet.)
*Spawn summons to keep the giant's attention while you attack it or are making an escape. Just remember that the giant's thrown ally behaves like a [[penetration|penetrating]] [[Bolt spells|bolt]], moving ''through'' any interposing monsters, instead of stopping at the first hit, the way an arrow might. So, while your spawned summons will impede the giant's movement and possibly be a target of its Iron Shot, they will provide no cover from its thrown allies.
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*Spawn summons to hold the giant's attention while you attack it or are making an escape. Just remember that the giant's thrown ally behaves like a [[penetration|penetrating]] [[Bolt spells|bolt]], moving ''through'' any interposing monsters instead of stopping at the first hit the way an arrow might. So, while your summons will impede the giant's movement and possibly be a target of its Iron Shot, they will provide no cover from its thrown allies.
*As with nearly all slow enemies, if all else fails, just walk away. However, since they have the potential to throw faster-moving allies or allies with range attacks (say, a [[Hell Sentinel]] or ''another'' Iron giant), a [[scroll of blinking]] or [[scroll of teleportation|teleportation]] might be the safest escape. A [[scroll of fog]] can buy you some time; the Iron giant cannot throw at what he cannot see.
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*As with all other average-speed threats, if all else fails, just walk towards the nearest staircase and leave. However, since they have the potential to throw fast-moving allies or allies with ranged attacks (say, a [[Hell sentinel]] or ''another'' iron giant), a [[scroll of blinking]] or [[scroll of teleportation|teleport]] might be the safest escape. A [[scroll of fog]] can buy you some time; the iron giant cannot target what it cannot see.
*This would be a good time to have [[reflection]]. It won't help you against thrown monsters, but it will bounce a giant's Iron Shot back at him for heavy damage.
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*This would be a good time to have [[reflection]]. The giant's thrown allies are not reflectable, but Iron Shot is.
  
 
==History==
 
==History==
*[[0.22]] will give iron giants [[Harpoon Shot]], giving them the ability to pull you towards them as well as fling their friends at you.
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*Prior to [[0.22]], they didn't have [[Harpoon Shot]].
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*Prior to [[0.19]], iron giants were somewhat stronger but slower than average. Also they had Throw, an ability to throw the player next to dangerous monsters, instead of [[Throw Ally]].
 
*Iron giants were added in [[0.18]], inspired by [[Dungeon Sprint]]'s [[the Iron Giant]].
 
*Iron giants were added in [[0.18]], inspired by [[Dungeon Sprint]]'s [[the Iron Giant]].
 
[[Category:Crystal Ball Articles]]
 

Latest revision as of 19:57, 22 January 2019

Version 0.22: This article may not be up to date for the latest stable release of Crawl.

For a list of all giants, see list of giants.

iron giant CIron giant.png
HP 118-240
HD 18
XP 3211
Speed 10
AC 18
EV 2
Will 120
Attack1 65 (hit: plain)


Resistances rF+
rC+
rPois+
rDrown
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Starting equipment
Open doors
Holiness Natural
Size Giant
Type giant, iron giant
Flags Fighter
See invisible
Speaks
Warm-blooded
Huge, lumbering, and particularly dull, this rusting monolith packs quite the punch. It is quite possibly the largest giant you have ever seen.

Useful Info

Iron giants are huge, strong, durable humanoids that can deal massive damage with melee attacks, irresistible attack spells, and thrown allies. They are found most often in the Iron City of Dis and Ziggurats, but can occasionally generate in the Depths or Zot.

The singular lethality of iron giants is their Throw Ally ability, which both deals unavoidable damage (1d35) and places dangerous enemies (that might even have been outside your LOS) immediately adjacent to you.

Spells

Spell set I
Slot1 Iron Shot (3d32) Wizard flag
Slot2 Throw Ally Natural flag
Slot3 Harpoon Shot (2d17) Natural flag

Tips & Tricks

  • Unless you are a brawler, you are going to want to take advantage of Iron Shot's relatively short range (4 squares) and kite them with long-ranged attacks (increased movement speed from Swiftness or haste can help with this). Even then, they can still use Throw Ally if they're in sight and another creature happens to be next to them.
  • In certain respects, treat iron giants like Guardian serpents (who know the Blink Allies Encircling spell). Always be aware of the monster(s) adjacent to the iron giant, since at any point that monster may become adjacent to you. Keep in mind that, even if the iron giant is seemingly alone, if it's at the very edge of your LOS, the tiles out of your LOS and next to the giant may harbor a monster that it can use as ammunition against you. (The iron giant always selects the ally farthest away from you; thus, if the giant is in a mob at the edge of your LOS, the monster it tosses is guaranteed to be one you have not seen yet.)
  • Spawn summons to hold the giant's attention while you attack it or are making an escape. Just remember that the giant's thrown ally behaves like a penetrating bolt, moving through any interposing monsters instead of stopping at the first hit the way an arrow might. So, while your summons will impede the giant's movement and possibly be a target of its Iron Shot, they will provide no cover from its thrown allies.
  • As with all other average-speed threats, if all else fails, just walk towards the nearest staircase and leave. However, since they have the potential to throw fast-moving allies or allies with ranged attacks (say, a Hell sentinel or another iron giant), a scroll of blinking or teleport might be the safest escape. A scroll of fog can buy you some time; the iron giant cannot target what it cannot see.
  • This would be a good time to have reflection. The giant's thrown allies are not reflectable, but Iron Shot is.

History