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Krampus (Krampus Frosthold)

EnemiesTower Defense Simulator

Overview

Krampus was the third and final boss that appeared in Krampus Frosthold as part of the Krampus' Revenge Event. As with most major bosses, it had an extremely high amount of health, but walked quite slowly. It was immune to being frozen and having the chillness effect applied to it from freezing towers, it could not be slowed down by the Toxic Gunner, and the Electroshocker and Warden could only slow it down instead of stunning it.

Stats

Cash
20,000 every 1% health
Enemy Type
boss
First Wave
20
Flying
No
Health
400,000
Lead
No
Top speed
Extremely Slow (0.5)
Hidden
No, Yes (Lapland Turned Red, temporarily)

Description

Krampus was the third and final boss that appeared in Krampus Frosthold as part of the Krampus' Revenge Event. As with most major bosses, it had an extremely high amount of health, but walked quite slowly. It was immune to being frozen and having the chillness effect applied to it from freezing towers, it could not be slowed down by the Toxic Gunner, and the Electroshocker and Warden could only slow it down instead of stunning it. Krampus had seven abilities: Its Ryanair Flight ability caused Krampus to hop between the two middle paths of the map. When Krampus landed, it created a large shockwave, stunning towers around it. Its Secret Santa ability summoned a large number of enemies by Krampus, from 4-8 gifts which were thrown onto any of the four paths. These enemies could be the Papa Bread, Evil Elf, Packed Ice, Crying Angel, Frozen, Cookie Guard, Snow Golem and Tough Cookie. Its Freezing Spell attack created a shockwave of ice that stunned towers. Its Raining Spikes ability summoned 25-30 large icicles that rained down on the map and stunned towers hit for 5-7 seconds and dealt 100 damage to units. Its Germanic Stomp ability makes it stomp on the ground, creating a shockwave that stuns towers for 6-10 seconds and deals 500 damage to units. Its Body Slam ability made it jump into the air and start falling, which created ice spikes upon landing that stunned towers. When Krampus reached half health, it activated its Lapland Turned Red rage mode ability.

Appearance

Krampus was a giant, anthropomorphic half-goat and half-demon. It had black skin, red horns and light blue glowing eyes. It wore red and black shoulder-pads with blue spikes, black and red shirt with a hood, red elbow-pads, black pants, and red and grey knee-pads. Multiple parts of it clothing also had light grey fur on its edges. It also wore a large black helmet. On its back it had a staff powered by a God Cube shard, which it used to attack towers. Upon entering Lapland Turned Red, it would take off its helmet and expose its face, and also gained blue neon lines on its skin.

Strategy

High DPS towers, like the Accelerator, Ranger and Pursuit should be used against Krampus. The Ranger, Pursuit and Ace Pilot can be especially useful as they are immune to stuns, though they are still affected by the Fatigue Debuff. As Krampus becomes hidden for a few seconds after Lapland Turned Red, DPS towers with hidden detection like the Accelerator and Golden Minigunner are useful against this, as they can keep attacking Krampus even while it is hidden. The DJ Booth and Commander are useful for boosting the towers' range and firerate respectively. The Commander can also be useful at mitigating the effects of the Fatigue Debuff it applies to all towers shortly after they get hit by its abilities. The Medic's Cleansing ability is extremely useful for cleansing stuns from Krampus' abilities, though it cannot cleanse the Fatigue Debuff. All abilities that stun also damage units, making spawner towers like the Military Base and Necromancer worse against this. The Engineer can still be useful as its sentries have a shield, which prevents them from being damaged as long as the Engineer is not stunned itself. Area of effect towers, like the Mortar and Golden Pyromancer are highly recommended to deal with the hordes of enemies that spawn before and after Krampus, as well as enemies spawned by Krampus' Secret Santa ability. Krampus has the ability to jump between paths. Because of this, towers should be placed so that they can cover both paths of the map. Do note that this ability can also stun your towers.

Update History

21 December 2023 - v1.11.0 Krampus added. 31 January 2024 - v1.12.0c Krampus removed. Category:Bosses

Patch history

Krampus was a returning boss from the Christmas 2019 Event, with the Krampus' Revenge Event's name stating that it had come back for revenge. It received a visual overhaul, and while its abilities got many visual changes, they roughly retained the same mechanics. Unlike its previous version, Krampus' abilities were powered by the God Cube, with a fragment of it being included in Krampus' staff. Krampus was the only boss enemy that could become Hidden, as it briefly became Hidden after using its Lapland Turned Red ability. Unlike all other Hidden enemies, it did not change its transparency over time during that ability, most likely due to it being a temporary attribute. Krampus was the first enemy that can change which path it was on with its Ryanair Flight ability. Krampus, alongside Ducky D00M from D00M's Revenge, Primordial Drakobloxxer and Frost Spirit from the Operation I.C.E Event had the second highest number of abilities in the game, only behind the Rift Walker. In folklore, the Krampus is a half-goat, half-demon monster in some legends. During the Christmas season, his role is to punish children who have misbehaved. He originated from Germany. Krampus' boss theme was a remix of the original Krampus boss theme. Interestingly, the theme played in the last stage of Krampus Frosthold instead of the final wave where Krampus appeared in. A re-textured version of the helmet worn by Krampus was uploaded as an UGC, it is called.

Community-sourced from tower-defense-simulator-roblox.fandom.com · Jul 25, 2026

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Some facts and text on this page are adapted from the Tower Defense Simulator community wiki, available under CC BY-SA. Game art © their respective creators.