Recognize the jumping ranged attack
Hurler is the Dungeons II Sift creature that jumps to fire slowing blue goo. The Hurler record links its reveal to a September 19 promotional gameplay video and provides idle, running, and firing references.
Preparation, launch, and impact
Before spotting a hero, a Hurler stands idle and sometimes loads goo into its mouth. Once it has a target, it jumps and spits. A successful hit slows the target. Follow the whole sequence to connect a change in movement speed with the enemy that caused it.
The mouth movement is easiest to identify in a close view. The jump is a stronger cue at a distance or when several creatures overlap. When reviewing a hit, trace the blue glob back to that jumping caster; a projectile’s color alone is less useful than its origin and effect together.
Watch movement when it is hit
Attacks push a Hurler backward. Scavenger instead performs a backward dodge when approached, leaving golden afterimages. Check whether a hit or an approach occurred immediately before the motion. That distinction explains two similar-looking retreats without assigning both to the same creature.
The reaction can also move the Hurler away from the place where it launched a shot. When following a busy encounter, keep the outgoing glob and the displaced caster separate: the current body position may differ from the launch point.
Compare nearby projectile creatures
| Creature | Launch cue | Projectile result |
|---|---|---|
| Hurler | Jumps and fires from its mouth | Blue goo slows the target |
| Roamroot | Stays in place and rotates to aim | Small glob damages on contact |
| Pollinator | Puffs up before lobbing a glob | Delayed explosion leaves yellow goo |
Use the launch cue to identify the attacker, then follow the impact to understand the effect. During a Sift objective, that distinction is especially useful when a slowdown makes movement feel different from the previous encounter. Return to the mob directory if the creature uses a different attack pattern.
