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====Ambient==== These demons aren't active participants in a fight, acting more like obstacles that can disrupt and, rarely, help the Slayer in his crusade. *'''Possessed Engineers/Cueballs''': Little more than walking bombs in 2016. Either shoot them to detonate them or melee them to launch them and have them detonate on impact. Returning as Cueballs in Eternal, these demons replace the "walking" part with "standing gormlessly in one spot, ignorant of any fighting going on around them". This allows the Slayer to use them as flying, explosive barrels if shot at the right angle. *'''Tentacles''': Introduced in Eternal, these annoying bastards pop out of fleshy glory holes from Slaanesh's wet dreams to take cheap swipes when the Slayer comes near. Takes advantage of purple goo and other shallow puddles of liquid to conceal themselves. **'''Giant Tentacles''': No. This skyscraper-tall pile of Slaaneshi-fueled bullet sponge can fuck off back to the Blood Swamps where they're introduced. *'''Buff Totems''': Unholy crosses with eyes in their centre, introduced in Eternal. Will spawn in pre-determined spots in a given arena, buffing nearby demons with enhanced speed and attack damage while also constantly summoning in additional demons until the totem itself is destroyed. Its effects can also be temporarily nullified by the ice bomb, not that this would be pertinent information to know. *'''Turrets''': Introduced in TAG Part 1, these fell-steel columns house a demonic eye that will occasionally pop out of the top to take cheap potshots at you, not unlike a long-range tentacle. They'll duck back into their containers if the player's reticle lingers on them for too long, encouraging flick-shots from the Heavy Cannon's Precision Bolt and/or the Ballista to eliminate quickly. *'''Spirits''': The ghostly Remains of 2016's Summoners, introduced TAG Part 1. The Spirit will spawn in possessing another demon, taking away their fear and ability to feel pain. In effect, Possessed demons are immune to the Chainsaw, Ice Bombs and faltering, while also gaining a massive buff to movement/projectile speed, damage resilience and aggression. If a Possessed Demon has any destructible weakpoints, like the Mancubus or Revenant, said weakpoints are also rendered permanently invincible. Even so, Possessed Demons will still give in with enough Dakka, causing the Spirit to escape its fallen host and begin to possess the next toughest demon in the field after a short while. There exist only two methods to destroy a Spirit; Ghostbusting it with the Plasma Rifle's Microwave Beam, OR by killing every other demon remaining on the field and watching the Spirit, unable to manifest itself in Realspace anymore, fade out of existence. *'''Demonic troopers''': The Imperial Guard of the city of Immora, and the greatest of Hell's warrior-caste in TAG PArt 2. On paper, if the Night Sentinels were an Astartes chapter, these troopers would be their Chaos Astartes equivalent. In gameplay, these red-clad chumps aren't even worthy of being called pushovers. Being immune to the Chainsaw and Glory Kills sounds scary... until you discover that they die in one hit from almost ''any'' source of damage, even including the marginally non-lethal Meathook and Flame Belch. A recent Update gave them more health and resistance against weapons but they still get pretty much slaugthered. This could also show just HOW deadly the Slayer has become, as only beings that are nearly completly fueled up with Hell energy are able to stand only seconds longer against him.
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