The Sharken is a land shark encountered on Nightmare and Massacre. They have the capability to push aside physical, tangible defenses (ex: Spiked Blockade, Blocking Field).
It is introduced to players in the Ancient Mines on Nightmare Campaign.
Behavior
Sharken move faster than most enemies, running with its upper body leaned forward. When a Sharken sees a physically collidable defense, it emits a distinct grunt and begins to wind up. If given enough time without interruption, the shark will charge at the target with its claws held out and push it and any other defenses it plows through. It then becomes dizzy, unable to move or attack for some time.
At melee range of a hero or Eternia Crystal it is targeting, the Sharken will alternate between swinging and slamming its claws.
In Rift Mode, Rifted Sharken enrage if their charge is interrupted, increasing their movement speed and attack damage. The Sharken also becomes immune to Ensnare and all stun effects.
Traps, auras and all beams/fields (except the Blocking Field) are non-physical defenses, meaning that Sharken will not move them.
Poison Gas Traps will stun all Sharken and can easily keep large shivers at bay, if coupled with a Strength Drain Aura or Darkness Trap.
Watch out for poison Sirens when playing on Massacre though. Any Sharken these Sirens pass by will gain impenetrable immunity to Gas Traps, unless the trap is fused. Shock Beams can also be added as a last resort to prevent Sharken from charging through.
The Deadly Striker Tower has high target priority on Sharken, as with all Nightmare enemies.