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Bug DLC’s such as the God Hand and Push have little to no effect on the Dark Peasant.The only projectile that the Dark Peasant cannot deflect as of 0.12 is the pumpkin from the Pumpkin Catapult.Because of its high health, the Dark Peasant is highly "resistant" against the black hole DLC Bug.While the Super Peasant usually defeats them, they are less vulnerable to the weaknesses of the latter. The Dark Peasant originally was stronger than the Super Peasant, and technically still is, or rather it doesn’t have as many weaknesses and is far harder to kill.The Dark Peasant is surrounded by black versions of the Bug DLC hands.In the Open Alpha, one M16 could beat it all by itself, because of knockback.Because of this, it is not usable in the campaign mode (Except when using Present Elf).Now, it has black floating hands that stop and/or deflect projectiles and grab foes.Then it was changed to have magical glowing orbs that it'd throw into enemies to deal heavy damage. Originally, it summoned spikes from the ground that impaled units (Can be found in the UC as an ability). The Dark Peasant is the only unit in TABS to be revamped three times.It should be noted that if Dark Peasant encounters another Dark Peasant, their battle may last for a long time, as they won't be able to damage each other with black projectiles, and will remain too far to be reached by grab attack. A large amount of Chronomancers on a map without barriers can do that. One of the simplest solution might be to throw Dark Peasant off the map, causing them to die instantly, although it's not that easy because of their huge mass.
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Thor, the Wizard and the Gunslinger all use attacks that Dark Peasant cannot block, meaning a large amounts of them can greatly damage it however, their large amount of health is usually enough to allow it to survive even hundreds of these units and defeat them.Ī good strategy is to use a large amount of either Scarecrows or CLAMS supported by Cheerleaders, as Dark Peasant won't be able to stop the incoming attacks, while focusing on attacking the infinite amount of crows and clams, which will eventually overwhelm it. If Super Peasant is on the same team as Dark Peasant, using Witches to make the former kill the latter is the best strategy. One should be enough to deal with even two Dark Peasants. Super Peasant on its own deals enough damage to overpower Dark Peasant's melee attack and cannot be thrown to the ground as easily by the latter's grab attack. Additionally, its grab attack can deal with large swarms of weaker units and distract stronger units. Its other attacks are firing a stream of dark projectiles, each doing large amounts of damage and causing explosions on impact you see, if a unit manages to get near the Dark Peasant, all of its hands floating around it will expand then quickly contract, causing a massive explosion in a "repulse" motion with a huge knockback effect that knocks any nearby units back and does major amounts of damage.ĭealing with the Dark Peasant is not an easy task, as it can block (almost) all of the ranged attacks, and their melee outburst is fast and deadly enough to deal with melee units. This only happens with bullets, such as from Musketeers, Deadeyes, Quick Draws, etc. The Dark Peasant's hands can also block bullets, but along with that, the blocked bullets will bounce back at the shooter.
Larger spherical projectiles such as Cannon balls, Catapult rocks, and Stoner boulders can also be grabbed by the hands and thrown away, usually right back at the unit that launched the projectile in the first place.
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These hands will also appear right in front of any incoming projectiles ranging from arrows to Ballista bolts, which they block. The Dark Peasant grabs Units at medium range with its magic hands and either flings them into the air, throws them to another unit, usually killing both units, or slams them into the ground, creating a small explosion that does AOE damage and also usually kills the intended target.
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