DungeonSettlers.wiki

Bubbleling

Steam
Bubbleling icon

Bubbleling

UNIT_Bubbleling · Ally Player Summon

A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves as a basic material for various spells.

Summoned by: Summon : Bubbling

Traits & skills

TRAITS
Summoned Creature - If you are more than 5 squares away from the summoner, you will be forcibly moved to the summoner's location.
Bubble Splash - Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting Barrier equal to 150% of your magic attack power to nearby allies for 20 seconds.
SKILLS
Deals 100% of Magic Attack Power as magic damage to the target.
Bubble Tackle range and area on a dungeon room

Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.

Summoned by

Summon stats are derived from the summoner's Magic Attack when it spawns (and again from the summoner's current stats when a save loads): Max HP = summoner Magic Attack x1 + base Max HP; Magic Attack = summoner Magic Attack x0.5 + base Magic Attack. The stat card above shows raw table base values. Summoned Creatures guide

Interactions

Embracing Wave - commands it
Glacier Drop - commands it
Summon: Bubble Toad - consumes 1 of them

Combat stats

Max HP300
Physical attack16.9
Magic attack50.7
Attack speed0.3
Critical chance5%
Dodge chance10%
Hit chance (melee / ranged)50 / 50
Critical damage bonus+50%
Physical resistance0%
Magic resistance0%
Move speed (100 = normal)100
Vision range8
Head HPHP150 (50%)
Body HPHP150 (50%)
Size (W×H)1×1
Sprite height1.3
Blood typeNone
Combat patternWaterSummoned
BehaviourSummon
On-death EXP0

Drops

No item drops.
Kill EXP: 0

Animations

Idle
Move
Basic Attack
Hit
Dead
Spawn
Water Wave

Sprite animations extracted from the game's AnimatorController (Bubble_Controller). Frame timing is approximate.