Smacks: Difference between revisions

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*[[Thirst of the Weasel]] (will work only for Seal Clubbers)
*[[Thirst of the Weasel]] (will work only for Seal Clubbers)


Currently, three pieces of equipment influence Smacks:
Currently, four pieces of equipment influence Smacks:
*[[porcelain police baton]]
*[[porcelain police baton]]
*[[warbear exo-arm]] (will work only for Seal Clubbers)
*[[warbear exo-arm]] (will work only for Seal Clubbers)
*[[chocolate cow bone]] (in [[The Candy Witch and the Relentless Child Thieves]] zones)
*[[chocolate cow bone]] (in [[The Candy Witch and the Relentless Child Thieves]] zones)
*[[wicker kickers]]


Seal Clubbers who wear a [[:Category:Clubs|club]] in their main hand will always be able to hit their opponents with Smack attacks.
Seal Clubbers who wear a [[:Category:Clubs|club]] in their main hand will always be able to hit their opponents with Smack attacks.

Revision as of 18:34, 3 January 2016

Smacks are a special type of attack Seal Clubbers use to cleanse the kingdom of seals – or anything else, really. There are 4 different smacks that Seal Clubbers are able to learn from their guild trainer:

Furthermore, there are 2 skills that will improve Smacks:

Currently, four pieces of equipment influence Smacks:

Seal Clubbers who wear a club in their main hand will always be able to hit their opponents with Smack attacks.

The Iron Palm Technique will make swords count as clubs. (In most situations...)

Bonus Weapon Damage can enhance Smacks, making them a powerful way to one-shot enemies. This will be more effective for Seal Clubbers which get their bonus weapon damage multiplied for Thrust-Smacks, Lunging Thrust-Smacks and Northern Explosions. Other classes just get their actual weapon damage multiplied.

History

See Also