Unique Monster Mechanics


Introduction

Some monster types have special mechanics or are in other ways interesting when it comes to Greater Rift gameplay, especially in pushing for your personal best or for the leaderboards.

To learn more about pushing, check out the in-depth post about Greater Rifts by wudijo.

Spawner Types

Dark Vessel

Dark Vessels are the core and namegiver of the so-called Transformer monster set, which is one of the best monster types to find when pushing. They spawn in packs of 3 or 7, will stay passive until you engage them and then take some time to transform into Unholy Thralls (you need to DoT them up or stay close for that to happen). When found in large quantities, they can add a lot of extra progression (0.33% extra per each transformed mob) and even produce one-floor-rifts. Be careful with killing them too early as they are very very squishy!

Grotesque

Grotesques (and Horrors from the Lacuni Slasher monster set) are amazing monsters that follow you easily, stack up well and produce extra Area Damage targets from their corpses when killed. You won't get much extra progression here but because you refuel the pull with fresh enemies all the time as you finish off more Grotesques, you can use those worms to keep your DPS high and finish tanky trash and even elites much more easily.

Fallen Shaman

Fallen Shamans exist in rather bad monster sets (Red Fallen and Blazing Guardians), however they give you the advantage of providing endless Area Damage and easy to reach on-kill effects infinitely by reviving small Fallen. These revived enemies won't progress the bar, but can be helpful to give you the density needed to kill some other of the bigger enemies or elites.

Maggot Brood

These big Maggot Broods spawn small Maggots that can fuel Area Damage and on-kill effects (such as giving stacks for Archon Wizards). Maggots can only be spawned when the previous wave has been killed (or if only partially killed, it will be filled up to the maximum again).

Rat Caller

These can only be found as elite packs in Greater Rifts, but can be very useful. They spawn 2x 5 small rats in waves, which adds a lot of extra value for Area Damage (especially since these can be stacked very tightly). Also, they are not too uncommon to find as elite packs, which can either be as a Blue or Yellow with Rat Caller minions. In both cases, rolling the Illusionist affix is possible and can give you hundreds or even thousands of rats after some minutes, which is very powerful for extra progression and AoE damage.

Shrieking Terror

Found in the Good Bogan Combo monster set, these bats can take small Boggits and shape them into fullly-fledged Tusked Bogans, which then can proceed to spawn more Boggits. They can only do this procedure twice.

Bonus: It's possible to find Shrieking Terrors as elite packs with Illusionist affix, which gives you effectively an infinite supply of Tusked Bogans because these Illusions can spawn them over and over.

Wretched Mother

Wretched Mothers are found in two good monster sets (Zombie/Grotesque and Lacuni/Phasebeasts), these are really useful as they spit out extra zombies for you to kill. When you walk close to them, they will vomit 2 zombies, which can be repeated up to 5 times every 15-20 seconds. When you encounter a pack of these while pushing, try to not kill them too early.


Other Types

Corrupted Angel

Guardian Angels are very dangerous enemies. They charge at you from far away, knock you back when you are not CC-immune and are just generally not great to fight. On top of it, they have a certain hammer smash attack which deals multiple times more damage than normal and typically oneshots anyone, sometimes even including tanky support builds. Always be careful with these, especially when your cheat-death is on cooldown!

Fallen Lunatic

Fallen Lunatics are self-sacrificing enemies that run towards you and then explode for very high damage, typically oneshotting most players. You won't get any on-kill effects, XP or progression for your rift. They are also spawned by Rift Guardian Ember during the first 25% of the fight. Make sure to stay away from these!

Morlu Legionnaire

Morlu Legionnaires are generally some of the worse enemies to fight, but sometimes you have no choice. What's special about them is that they have a healing ability that kicks in once they reach 1 HP. This sets them back to ~5% HP, removes all DoTs and debuffs and puts them in a stone form for a few seconds. If you can't finish them off (which is quite likely in some pushing scenarios), they will heal again to ~60% HP. This can repeat infinitely. Be especially weary about this mechanic when you find this monster type as an elite pack!

Vile Swarm

Vile Swarms are the best monster type in the game. This comes down to three main factors:

  1. they come in large packs
  2. they are very fast (for kiting)
  3. they give good progression for their HP
  4. they do not have a collision box

Especially the last point is very important here: you can stack them up infinitely tightly just by kiting them around in circles, and make it very easy to obliterate them with very few attacks due to insane Area Damage scaling. If you find many of these in the same place, every single Greater Rift map turns out to be great because all you need to do is blast them within a few seconds and move on.

For more details about Area Damage, check out this guide by sVr: Area Damage Mechanics

Post by wudijo