Draft:Dogman and Mander: Difference between revisions

m
Bot: Automated text replacement (-Category:MediEvil 2 bosses +Category:Bosses in MediEvil 2)
historia>GENARO GAMES
No edit summary
m (Bot: Automated text replacement (-Category:MediEvil 2 bosses +Category:Bosses in MediEvil 2))
 
(14 intermediate revisions by 5 users not shown)
Line 1: Line 1:
This article is for the boss fight. For the characters, see [[Mander]] and [[Dogman]].
{{for|the boss fight|the characters|Dogman|Mander}}
{{Infobox enemy
|lboss= 1st Battle: [[Deluxe Elephant-Bot]]<br>2nd Battle: [[The Ripper]]
|nboss= 1st Battle: [[Iron Slugger]]<br>2nd Battle: [[The Demon]]
|gender = Male
|medievil2 = 1st Battle: [[Greenwich Naval Academy]]<br>2nd Battle: [[The Demon (level)|The Demon]]
}}'''Dogman''' and '''Mander''' are bosses in ''[[MediEvil 2]]''. They're fought twice: at the end of the [[Greenwich Naval Academy]] level, and later at the beginning of [[The Demon (level)|The Demon]] level.


==Strategy==
Dogman is slow, but hard hitting. He always attacks with combos that usually stun Dan, leaving him in a vulnerable position to Dogman's attacks. Dogman has a short attack range, and his body is bigger than his partner.


Mander and Dogman are bosses in [[MediEvil 2]]. They're fought twice: at the end of the [[Greenwich Naval Academy]] level, and later at the beginning of the [[The Demon|The Demon (level)]] level.
Mander, on the other hand, is faster, and his fighting strategy is to dash around attacking Dan, and then getting out of the Dan's attack range. His body is slimmer than Dogman's, making it harder to hit him. He's also a threat from a long distance, as he can shoot lighting bolts that deal moderate damage.


== Fight Overview ==
Dan will face both bosses at the same time. It's very useful to keep running without stopping, and attack Dogman when possible with hit-and-run tactics, to avoid getting stunned by his combos. Once Dogman is down, the player should use ranged attacks against Mander, as his close-ranged attacks, especially his spinning attack, deal a lot of damage.
These, along the [[Demonettes]] and the [[Guardians of the Graveyard]] in the [[original game|MediEvil]], are the only dual boss of the saga.


Note, however, that they DO NOT share a collective health bar like previous dual bosses, so each one must be defeated separately. It's noteworthy that, no health bar for the bosses is shown during the fight.
Alternatively, Dan can run around while charging the [[Hammer]], and unleash its charged attack when one of them gets too close, as the charged attack creates a small explosion.


Mander is fast, and his fighting strategy is to dash around attacking the player, and then getting out of the player's attack range, and his body hitbox is slimmer than his partner, making harder to hit him. He's also a threat from long distance, as he can shot lighting bolts that deal moderate damage.
==Trivia==
*Dogman and Mander, along with the [[Demonettes]] and the [[Guardians of the Graveyard]] in the [[MediEvil|original game]] and ''[[MediEvil: Resurrection]]'', are the only dual bosses of the saga.
*Dogman and Mander do not share a collective health bar like other dual bosses, so each one must be defeated separately.
**Dogman and Mander are the only bosses with no visible health bar.


Dogman, by the other side, is slower, but hard hitting. He always attacks with combos that usually get the player stunned, leaving it in a vulnerable position to Mander's attacks. He has a short attack range, and his body hitbox is bigger than his partner.
[[Category:Enemies]]
 
[[Category:Enemies in MediEvil 2]]
== Strategy ==
[[Category:Bosses]]
 
[[Category:Bosses in MediEvil 2]]
The player will face both bosses at the same time. It's very useful to keep running with no stop, and attack Dogman when possible with hit-and-run tactics, to avoid getting stunned by his combos. Once Dogman is down, the player should use ranged attacks against Mander, as his close-range attacks, specially his spinning attack, are very damaging.
 
Alternatively, the player can run around while charging the [[Hammer]], and unleash the charged attack when one of them gets too close, as the charged attack creates a small AoE explosion.