The Pengoons: Difference between revisions

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==Strategy==
==Strategy==
The Pengoons have a swarm/rushdown like strategy. Be wary of the short cooldown of the [[Pengoon]]s. While their attack is low, that attack adds up when left unchecked, especially during the final wave. When [[Big Peng]] appears, keep his attack in mind. Either make sure you can survive a hit or use Snow to prevent them from attacking.  
The Pengoons use penguin wave tactics to try and rush down vulnerable [[Companions]]. Each Pengoon has low health and attack, but they attack very quickly and can pile on damage if left unchecked. If a Chungoon spawns, leave it alone so that its attack can't increase until the time is right to burst it down. The Waddlegoons in the second wave have a huge amount of health and deal triple the damage of a regular Pengoon, so taking them down quickly is imperative. Once Big Peng appears, keep an eye on its attack. Defeating its Pengoon vanguard does reduce the damage the team takes (a Pengoon deals 1 damage every 2 turns, while Big Peng will gain 1 attack but attacks every 3 turns), but the damage will be dealt in one burst to a target.  


Bringing [[Spike]] to the Pengoons can be used to trivialize the fight, as he can destroy any Pengoon in one hit while only taking 1 damage in the process. It's also a common strategy to unlock [[Lil' Gazi]], though this requires careful planning and a bit of luck.
Since the Pengoons are one of the starting fights, there is no opportunity to obtain new Companions, [[Items]], or [[Clunkers]]. Make good use of the starting items, as Pengoons can be defeated in one hit. If Big Peng's attack grows out of control, use the starting [[Woodhead]], [[Junjun]], or [[Junkhead]] to take the blow or [[Snow]] him to buy time.
 
[[Spike]] can trivialize this fight, as any Pengoon that attacks it will immediately be defeated by Spike's [[Teeth]]. With good planning and a little luck, this can be a good way to unlock [[Lil' Gazi]] (which requires a 6x kill combo).


==Enemies==
==Enemies==

Revision as of 23:37, 16 January 2024

The Pengoons Fight

The Pengoons is one of the possible first fights a player can run into. The fight is won when the Miniboss, Big Peng, is defeated.

Strategy

The Pengoons use penguin wave tactics to try and rush down vulnerable Companions. Each Pengoon has low health and attack, but they attack very quickly and can pile on damage if left unchecked. If a Chungoon spawns, leave it alone so that its attack can't increase until the time is right to burst it down. The Waddlegoons in the second wave have a huge amount of health and deal triple the damage of a regular Pengoon, so taking them down quickly is imperative. Once Big Peng appears, keep an eye on its attack. Defeating its Pengoon vanguard does reduce the damage the team takes (a Pengoon deals 1 damage every 2 turns, while Big Peng will gain 1 attack but attacks every 3 turns), but the damage will be dealt in one burst to a target.

Since the Pengoons are one of the starting fights, there is no opportunity to obtain new Companions, Items, or Clunkers. Make good use of the starting items, as Pengoons can be defeated in one hit. If Big Peng's attack grows out of control, use the starting Woodhead, Junjun, or Junkhead to take the blow or Snow him to buy time.

Spike can trivialize this fight, as any Pengoon that attacks it will immediately be defeated by Spike's Teeth. With good planning and a little luck, this can be a good way to unlock Lil' Gazi (which requires a 6x kill combo).

Enemies

Image Card Name Health.png Health Attack.png Attack Counter.png Counter Other Description
Chungoon.png
Chungoon 6 1 3 When hit, gain +1 Attack.png Attack
Gogong.png
Gogong 5 2 Reaction.png Reaction Smackback
Pengoon.png
Pengoon 2 1 2
Waddlegoons.png
Waddlegoons 9 1 3 x3 Frenzy.png Frenzy
Wild Snoolf.png
Wild Snoolf 4 1 3 Apply 2 Snow.png Snow
Gobling.png
Gobling 6 4 Escape from the battle
Drop 4 when hit
Naked Gnome.png
Naked Gnome 1 Does absolutely nothing...
Big Peng.png
Big Peng 10 1 4 Gain +1 Attack.png Attack when an ally is killed

Enemy Waves

The encounter consists of three waves. These are all possible enemy spawns each wave. Waves that spawn with a fixed order are marked in bold.

Wave number Possible waves
Wave 1 1 Chungoon, 1 Wild Snoolf, 1 Pengoon
1 Gogong, 1 Wild Snoolf, 1 Pengoon
1 Chungoon, 2 Pengoons
1 Gogong, 2 Pengoons
1 Naked Gnome, 2 Pengoons
Wave 2 1 Waddlegoons, 1 Gobling
Wave 3 2 Pengoons, Big Peng, 2 Pengoons