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(2 edits) (+1)

Totem Monster:

Basic Attack: The Totem Monster’s Basic attack is a tentacle slap that does 12 damage. This attack does moderate shield damage, and has an incredible amount of range, at the cost of speed and combo potential. This attack, aswell as most of the totem monsters kit works best if you use it with spacing rather than attempting combos.

Dash Attack: The Totem Monster has no dash attack, however its dash has the unique property of being a “teleport” that briefly makes your hitbox, allowing you to dodge attacks with ease.

Crouch Attack: The Totem Monster’s crouch attack is a multihit tentacle spin that does a total of 12 damage. This attack does moderate shield damage, and is mainly used to keep your opponent a far distance away as the totem monster is at a significant advantage when at a distance from your opponent

Up Attack: The Totem Monster’s up attack is an arcing projectile that deals 8 damage. This attack is one of the many spacing tools, most effective at keeping opponents from approaching in the air, but still works well at blocking off the ground. These projectiles are effectively useless at close range, as they will fly directly above your enemies head, If you hit one of your own projectiles with a melee attack, it will create a poisonous zone that constantly does chip damage to anyone in the area, which is a great area denial tool, though is hard to use if your opponent is trying to approach you.

Air Attack: The Totem Monster’s air attack is an angled tentacle strike that does 8 damage. This attack does moderate shield damage, and is an incredible zoning/approaching tool, which can be used to get surprisingly close to your enemy. The Totem Monster has a double jump, which means you can cancel out an air attack by double jumping, and if you do this right after you hit one you can effectively ‘combo’ your enemy by using it twice, aswell as potentially following it up with a grounded attack, such as the crouch or basic attack.

Special Attack: The Totem Monster has a special attack, a ground pound that does a total of 21 damage. You can use the Special Attack by inputting a downward attack while in the air, and does very high shield damage, making up of a 2 part multihit, with the first hit being a downward slam that does 1 damage and spikes the opponent into the ground, and the second hit being a small shockwave that launches the opponent far away and does 20 damage. This attack, while not often useful due to the spacing nature of the Totem Monster, makes a great “get off me” tool when you're pinned in a corner.

Super Attack: The Totem Monsters Super attack is a black hole that holds your opponent in stun for an extended period of time. This attack effectively allows you to get about 3 free attacks on your opponent, and while blockable, it basically forces your opponent into blocking as releasing it before the black hole disappears will just make them get stuck once again. This attack has a limited range and won’t pull your opponent in if you use it at point blank range, so keep at a bit of a distance to properly utilize it.

Tips and Tricks: The Totem Monster relies much less on combos than the rest of the cast, and is much more effective when fighting at a range your opponent cannot effectively fight back at, spacing is key if you wish to master the character. 

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Some other points:

Totem monster has 130 HP

Neutral attack, both variants of crouching attack and air attack destroy moving projectiles.

if you hold forwards while doing crouch attack, you will do a 6-hit version of the attack. Aside ffrom doing more damage, this move is worse in almost every way, longer endlag, it is less safe if the opponent blocks, it has less combo potential. But totem monster really struggles with presssuring an opponent up-close, so this attack might help you mix up your pressure every once in a while.

you can also use up attack as a combo starter (when its going down). up attack > (you have plenty of time to do anything) > jump > air attack > anything you would normally do after air attack such as doublejump cancel or neutral attack.

If you land with air attack before the hitbox comes out, you get no landing lag.

Super attack breaks projectiles, so if your opponent uses a projectile at a distance, use this move to instantly grab them and take no damage.

Down air attack (totem stomp) can break shields really easily, this is a very good tactic if the opponent is blocking your super attack.

Tips for fighting against totem monster: totem monster's attacks are really unsafe if you block them, so instead of rushing at it from a distance, try slowly approaching it while blocking every so often. once you're pretty close, totem monster's only safe way of hitting you is his crouch attack, however, this attack is extremely vulnerable to jumping attacks.