Learn how to effectively use every creature's unique special attack in Keeper, from Fireball to Word-of-Power. Dominate your enemies!
Alright, let's dive into what makes your creatures truly dangerous in Keeper: their special attacks! Knowing these can totally turn the tide of a battle, so pay attention. We'll go through each one, what it does, and how to best use it.
Creature Special Attacks Guide:
- Attack — This is your basic physical hit. Simple, but effective when you're up close.
- Arrow — Lets your creature attack from a distance with an arrow. Good for picking off weaker enemies or softening them up before they reach your lines.
- Chicken — Honestly, this one isn't really used in combat, so don't worry about it.
- Dig — This lets your creature tunnel through the earth. Super useful for creating new paths or bypassing obstacles and enemies.
- Disease — Like Chicken, this isn't something you'll typically see in action.
- Drain — A nasty one! This attack drains 20 health points from your target, healing your creature a bit in the process. Use it on tougher enemies to keep your own creatures alive longer.
- Fireball — Your classic fiery projectile. It has a range of 8 tiles, so you can start blasting enemies before they get too close.
- Flamebreath — This is a continuous stream of fire. Devastating in close quarters against multiple enemies or a single tough foe.
- Flatulence — This functions like a Poison Cloud but, thankfully, doesn't harm your own creatures. Use it to zone out enemies.
- Flight — Allows a creature to fly. This is huge for bypassing ground defenses and reaching enemies or objectives that others can't.
- Freeze — Freezes a victim but doesn't deal damage. It has a range of 10 tiles. Great for disabling a key enemy unit for a short period so your other creatures can focus on them.
- Grenade — A bouncing projectile that can deal up to 120 damage. Good for hitting groups of enemies or enemies hiding behind cover.
- Hailstorm — This hits ALL creatures on the battlefield for less than 75 damage. It's an area-of-effect attack that can weaken entire armies, friend and foe alike.
- Heal — The opposite of Drain, this restores a massive 200 health points. Essential for keeping your most powerful creatures in the fight.
- Invisibility — Lets your creature turn invisible. Perfect for scouting or setting up surprise attacks.
- Lightning — An electric beam that deals less than 20 damage and has a range of 4 tiles. It's quick and can be good for finishing off weakened foes.
- Meteor — This is an upgraded Fireball, dealing up to 100 damage with a longer range of 14 tiles. Your go-to for long-range destruction.
- Missile — A Reptile projectile that deals less than 20 damage and has a range of 10 tiles.
- Guided Missile — An improved Missile that will track its target. More reliable than the standard missile.
- Poison cloud — Fills a 5-tile radius with poisonous gas, damaging anything caught within it. Excellent for area denial or flushing enemies out of cover.
- Protect — This reduces incoming damage by 25% for a short time. It also halves damage from
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