HellKnight

The basic HellKnight is stronger than ever

The basic Knight species of Complex Doom. This guy is like the posterboy shocktrooper of Hells invasion forces - only outdone in numbers and commonality by the Imp and Demon species. These guys are intelligent enough to take orders and fear death just badly enough to follow those who give the orders in Hell. Despite the fear of death, the species is still known to fight tenaciously and with skillful ability; and are among other reasons, a favored pit gladiator canditate by the Lords of Hell society. While far from the weakest force of Hell there is, the Hellknight happens to be one of the lowest ranking intelligent and social species of organized Hell. For that reason, by far most of the species are used as invasion shocktroopers; slave labour; traded, or sold as muscle; or even groomed as sort of pets to be used for gladiatorial fights with the sole purpose of amusing the higher standing demons.

He behaves just like his vanilla counterpart, that is, until he grows impatient and starts laying it thick on you with combos of powerful missile attacks.

## Behavior

The HellKnight behaves completely like the vanilla Hellknight would. He slowly strolls towards the player in what can only be described as a mostly beeline pattern. He only stops to throw his arsenal your way.

## Attacks

### Melee

The muscles are'nt just for show. The HellKnight packs one of the most powerful melee attacks in the game, able to gib a player at low health. This attack is otherwise of the basic kind.

### GreenGlob

The Hellknight still has the ability to throw his vanilla flavoured green globs of plasma at the player, packing a punch. However, he has learned some moves since then, and now knows two combos'.

* **One-Two Combo**

The Hellknight pauses and throws two GreenGlobs' in quick succesion, one after the other. There's a 68% chance that the Knight will immediately follow this combo up with a GreenComet or a Multishot, at equal opportunity.

* **Multishot**

The Hellknight pauses and throws 3 globs at once, the second and third glob spreading 6 degrees to either side of the center target. This attack can more often than not one-shot a healthy player at close range. There's a 34% chance that the Knight will immediately follow this combo up with a GreenComet. He may use this as a stand alone attack, at 25% chance; or as a finisher in a combo.

### GreenComet

The HellKnight launches a large, fiery comet of green plasma at the player. It moves fast and does a serious amount of direct damage - being able to kill a healthy player in one hit. Getting hit by this packs quite a punch; recoiling the player. The comet also does splash damage in a radius of 102mu (mapunits), giving it a sizeable AoE effect. All species of Knights and Barons are immune to this attack. He may use this as a stand alone attack, at 25% chance; or as a finisher in a combo.

## Strategy

By themselves, in large open areas; a single HellKnight is just an average threat. His low speed and his lack of homing style attacks, make him somewhat easy to get around and get rid of in due time. Usually not a high priority target, unless found in confined areas where they can block off the player.

While slow and not super responsive, these demons are still strong and tough; sporting some degree of unpredictability with their many combo-style attacks. When found in large packs, or as a part of a nasty ambush; these muscly monsters can prove to be nasty foes - an actual danger - able to kill a healthy player in moments notice. The danger of these demons lessens significantly if the player sports heavier arsenal.