Durkit's Squigs (Night Goblin Squig Hoppers)

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Riding a Squig is a dangerous, foolish business. Goblins, however, are better riders than most, so live slightly longer.

Once, in a reckless mood, a Squig Herder dared to leap upon the back of one of his catches. Driven to new heights of fury by the unexpected rider, the Cave Squig responded by bouncing with unflagging enthusiasm. The rider flailed about, screaming in a high-pitched manner while desperately holding on. This provided great entertainment and the remaining Herders cheered and cackled every time the Squig unseated its unwanted guest. Although the incident ended with both Squig and rider skewered atop a wickedly sharp stalagmite, it was an impressive enough spectacle to inspire the onlookers. Thus the tradition of riding atop Squigs was born and the first mob of Squig Hoppers soon followed. When the living balls of muscle, teeth and claws actually manage to bounce into the enemy, they deliver quite a blow. Squigs use their gaping maws and prodigious strength to gouge and tear, often biting victims in two. Their riders are far too preoccupied with clinging on to add their own meagre contributions. This doesn't stop some Night Goblins from bringing along clubs or weapons, but these are mere props brandished when bragging about their (mostly fictitious) heroic deeds.

Melee Contact Effects

Durkit's Squigs (Night Goblin Squig Hoppers) inflicts the following debuff when hitting an enemy.

Poison! (10 seconds)

  • -18% Armour-Piercing Missile Damage
  • -22% Missile Damage
  • -24% Speed
  • -18% Armour-Piercing Damage
  • -22% Weapon Damage

Attributes

Attribute Description
Vanguard Deployment This unit can deploy outside the deployment zone.
Hide (forest) This unit can hide in forests until enemy units get too close.
Immune to Psychology The unit is immune to psychological attacks (fear and terror).

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