Monster attacks that don't quite work right: the anthology

Edit: Fixed bugs are marked with fixed, new/unfixed bugs are marked with unfixed/new/unknown I haven't personally verified all of these so feel free to reply with corrections
Zombies:
Their leap-and-bite attack is completely bugged. If your shield is down, they'll stand next to you and perform normal slash attacks while you're unable to move or shield. If your shield is up, they'll land on the shield and start biting, but they'll end up getting bumped away and biting thin air instead. unfixed
Zombies can also do their leap-and-bite move through a forcefield, resulting in no damage to the knight while they are held immobile. unknown
Lichens:
Toxigel and (giant) lichen colonies' spin-thorn attack melee damage happens before the animation. fixed
Darkfang Thwackers:
Spin attack is not telegraphed with a red attack marker. Looks just like a dodge until half your health bars end up scattered on the floor. fixed
All Gremlins:
Dodge move has no rate limit or cooldown, and they will dodge from just a regular non-attacking knight, making it very difficult to catch up with them and actually kill them, even with a reasonably fast sword (eg acheron). unfixed
All Gremlin Menders:
Will still occasionally forget their oath and perform a chain of swipe attacks in some situations. fixed... supposedly ;)
All Gremlin Bombers:
Can occasionally drop bombs through solid obstacles. unfixed
Tier 3 Wolvers and Alpha Wolvers:
Teleporting wolvers will block player movement before the wolver reappears. (ie, the space where the wolver is about to appear will be impassable by knights) fixed
Wolvers can teleport unexpectedly while performing attacks. (ie, an alpha wolver can teleport in the middle of performing a three-bite attack) fixed
Wolvers can multi-teleport in some situations. (ie, they'll teleport, and then immediately re-teleport somewhere else) unknown
Wolvers and Alphas can teleport while frozen. unfixed
Wolvers and Alphas can teleport outside of walkable map bounds. unfixed
All Wolvers and Alpha Wolvers:
Can sometimes turn to follow player while in the middle of an attack, rather than attacking in a straight line. fixed
Retrodes:
Retrodes can perform a melee attack immediately upon spawning which is nearly impossible to dodge or block. fixed
When attacking from off screen, the sneeze animation does not sync up with the line of explosions. unknown
Greavers:
Greaver status clouds can penetrate otherwise impenetrable obstacles. This can lead to situations where a solo knight is permanently frozen in place by a group of greavers who are inaccessible to attacks. unfixed
Jelly Cubes:
T2 and T3 jelly cube's ground spike attacks can complete after the jelly cube itself is dead. unfixed
Tier 3 Polyps:
When interrupted at the exact moment of attack, polyps will sometimes shoot only a few thorns rather than none or a full simultaneous volley. unknown
Kats:
Kat lunges are highly unpredictable and unintuitive when their path is obstructed. unfixed
Slag Guards:
Will damage knights standing directly behind them when initiating their charge attack. fixed
Attack telegraph is shadow/purple, but attack damage is pure normal. unfixed
The brandish-line charge attack explosions can penetrate the slag guard's shield, and the resulting explosions will deal damage/status to the slag guard even when the guard is facing the player. unfixed
Lumbers:
Lumbers attacking through barriers will cause knockback but no damage. unfixed
Lumbers don't take damage when attacking while cursed. unknown
All monsters:
Can attack through switch gates in IMF. unfixed
Can attack through locked gates in Decon Zones. unfixed
Gun Puppies:
Gun puppy bullets can spawn well ahead of the gun puppy itself. Sometimes a bullet won't even spawn aligned with the other bullets in the same volley (T2). fixed
Shankles:
Can sometimes stop moving entirely. unfixed
Wisps:
Can appear in "vulnerable" state while moving and invulnerable. unfixed
Chromalisks:
Electrolisk spit wads can continuously shock the player, leaving them unable to shield, move or attack. unfixed
If anyone knows of other bugged attacks, post a reply and I'll be happy to add them here.

@Juances I think everything attacks through the gates at IMF. I seem to recall posting a bug report about it a while back.
I'll add the bit for the lumbers, though.
Thanks for that collection!
Also...:
Gremlin bombers: Sometimes throw bombs trough walls. Also: Trough the floor, so they are completely invisible (unless you stand so you can see below the floor).
Trojans: Sometimes end up in a "farting loop" that can make it impossible to kill or approach them for quite a while when they are standing in a corner with an "imaginary victim" (or possibly wallhugging zombie? Not sure.) and refusing to either walk or do a dash attack (even though the player that has aggro is positioned correctly & standing still).
Lichen Colonies: Sometimes attack each others or random other mobs.
Zombie Breath & Retrode Beam: Strange / mixed results when Zombies/Retrodes are bumped around while using the breath/beam attack. No idea what's actually happening but it looks buggy. Someone with a better ping might need to do extensive team-killing tests with those :D
Tier 3 Polyp Interruption thing: Afaik all T3 turrets stop spitting bullets the moment you interrupt them, sending only a small amount flying... and that doesn't look broken. it becomes very obvious when you're mad enough to fight multiple ones with nitro or sun shards and often is the only reason I can dodge / survive with my ping ;)

I forgot to mention the zombie jump that fails and starts biting the air.

Updated this list to reflect changes made in the patch earlier this week.

yeah about the gun puppies, it happned T3 to me also, not just T2.

@Korakc I meant the "single volley" comment only applied to the T2 ones. T1 puppies obviously only shoot one at a time, and the T3s shoot a sequence of 5, so there wouldn't be any inter-bullet alignment to observe.
Also new: wolvers can fly now ^^ (/teleport to inaccessible locations)

Changed the gremlin infini-dodge back to unfixed, as I had to chase a mender down today who was multi-dodging.

Added mismatch between Slag Guards' attack charge colour and their actual damage type.

Well that's been like that forever. I always assumed that the devs would add more attacks to slag guards that would do shadow damage.

@Trying I'd welcome them adding more attacks, but that doesn't really change the fact that the colour is mismatched to the damage type. Quicksilvers and Retrodes can do multiple attack types and they show the correct telegraph colours for each.

"Gun puppy bullets can spawn well ahead of the gun puppy itself"
-edit- nevermind my old post.
I made some research and reached the following conclusion:
Gun puppies received a secret, undisclosed power, called (by yours faithful) "Variable range"!
Want proof? I got plenty. Stand next to a gun puppy and let it shoot at ya - their bullets will appear right next to them. Follow the bullets and memorize their travel path (distance, time doesn't matter, time's same for all bullets).
Now, stand away from gun puppy and let it shoot at ya. Their bullets will appear some distance away from them. Follow their bullets and compare their travel distance with what you memorized earlier. Its further!
Gun puppies now can spawn bullets at a distance from themselves, these bullets will fly further! Bullet spawn point depends on your distance to gun puppy!
Its not a bug, its a ridiculously annoying feature. When you approach a gun puppy that is about to shoot, it shoots from inside you, hitting instantly.

It's not that those bullets fly further it's just that bullets cant spawn on top of knights so it spawns behind you and travels it's normal distance

Trying
It doesn't spawn behind you, ever. It spawns so close to you it hits instantly.
Jelly puppies work the old way (I prefer the old way).
T2 and T3 jelly cube's ground spike attacks can complete after the jelly cube itself is dead. fixed
Actually, its not. I've been hit today by a jelly's spike, right after killing the jelly (its death animation is synced with server so it couldn't be lag - it exploded first, hit me with its spike afterwards).
Same as mender attacks - you fix it and it comes back the next day...

"It spawns so close to you it hits instantly."
Not for me.....

@Trying If I try to circle a puppy at a reasonable distance, the bullet will hit me as soon as the puppy barks rather than missing just to the side like it used to.
@Round-Shinigami I'll update that. Are mender attacks still broken, or were you just likening it to them?

@Nicoya-Kitty
Didn't get hit by a mender, they just seem to dodge every now and then once per second, just like they used to. Hopefully it was fixed in the last update, didn't pay attention today (tight spaces in roar twins levels).
Wolvers can multi-teleport in some situations
Fixed, to some extent. They no longer re-teleport in the middle of teleport. They still teleport several times in a row, but stay in their new place for a bit each time.
All monsters:
Can attack through switch gates in IMF. fixed
IMF being roarmulus twins ironclaw munitions factory? Then no, its not fixed. I've been hit twice today through a switch barrier (I can't hit them, but they hit me). By two different monsters (drone and slime, if I remember correctly).
-edit-
Re-tested. Yep, all monsters seem to be able to hit through barriers with melee attacks. I still can't hit them.
Gun Puppies:
Gun puppy bullets can spawn well ahead of the gun puppy itself.
This bug is (said to be) fixed in the latest update.
-edit- seems to work the "old" way now. Some bullets still spawn out of their place but most of the time bullets spawn properly and never seem to spawn away from gun puppy.
Tested dodgy gremlin menders. They don't seem to dodge at all... didn't have a gun to test properly, though.

@Round-Shinigami Yeah, I noticed the gremlin menders are still multi-dodging.
Also I wasn't aware of there being any drones in IMF/Roarmulus. I know if you trap a scuttlebot or gremlin or something "inside" one of the switch gates they'll be able to attack you, but the previous bug was that they could attack you when they were fully mobile on the other side of the gate. Can you confirm if the latter is still the case?
Marked the gun puppies as fixed.

Edited my post.
I called scuttlebot "drones".
As for menders - met them on levels before IMF. There's deconstruction zone right before them at the moment.
As for barriers, I just re-re-tested.
Scuttlebots, gremlins hit through barrier. Slimes don't even try to attack.

Cool, I marked the attacking through gates as unfixed.
Greavers: Not really fixed. Just ran trough infernal passage a couple of times and tested with stun and shock greavers to make sure I didn't see it wrong the first time: The mist still reliably inflicts status trough barriers / blocks.

Thanks, marked Greavers as unfixed.

I was in Deconstruction Zone, when I went near the Gate with the Bombers & Mender. Saw a Bomb get knocked Out of the Area & Activate an Explosive Crate. The Bombs CAN go through Gates, but I'm not sure about walls.

Thanks, marked the gremlin bombers as unfixed.

It's mostly Noticeable in Royal Jelly Palace, on the Left Gate. The 2 Lumbers that Spawn can hit you, but you just get Bounced Back. I haven't seen it happen in Barriers, but Walls are Confirmed.

@Ironskullkid Thanks, marked that one too.

Added monsters attacking through key gates, and shankle and wisp malfunctions.

Lately gremlin menders either simply stopped dodging, or don't use it much. Haven't seen them re-dodge multiple times. Seems to be fixed, but a few more tests wouldn't hurt.

@Round-Shinigami I had it happen to me yesterday, so the bug is still there.
I'm fairly sure the fact that all monsters can attack through IMF gates has to do with the fact that rockets that explode on the other side of one can hurt you. Knowing this, maybe the gates aren't meant to be shields for close range attacks. If they were, then why not just use regular gates. It could go both ways here, but this may not be a bug, just a particularly annoying obstacle/challenge.

@Tyranitex I've had gremlins swatting me through gold key gates on Decon Zones too. Seems to be a generic bug.

Jelly Cubes:
T2 and T3 jelly cube's ground spike attacks can complete after the jelly cube itself is dead. unfixed
Didn't that get fixed on the nerfpatch? Pretty certain I've seen telegraphs that never finish off because the slime dies.
Could be wrong, someone might have seen them still do this, but I'm fairly confident this issue got fixed, ulness it only got fixed in RJP and nowhere else.

@Darkbrady It was supposed to have been fixed, as were a number of others on this list that I've since had to re-mark as unfixed.
@Stavrosg Thanks, I'll update that entry.

Added slag guard brandish charge attack bug.

If Grimalkin can be considered a monster, it also has been bugged by one of the recent patches. Now they re-appear nearly immediately after biting. Mostly right next to that same spot where they hit something. Its hard to play with a full party in a tight corridor where 4 Grimalkins simply take up 90% of space and hide spookats inside them...
Candlestick keep never was my favorite place (its... different compared to the rest of levels, true, but its not a place I want to visit frequently), and now I just want to avoid it completely...

Does a Grimalkin's bite-death when being lit by a candle deal damage?

Added electrolisk spitwads to this thread.

Hexzyle
No idea but I think it should not.
Gremlin menders in tier 3 still do multiple dodge moves without 4 second pause as of 24-th January, 2012. I got video proof. Let me know if I should upload it.
Back to grimalkins: the problem is they re-appear real soon after disappearing (within 2 seconds?) and real close to knight, making it hard to avoid them when you're running in a party (and due to lack of candles in 50% of areas where you have to fight monsters, its a real problem - trying to hit a spookat that just randomly flies around, while not allowing 2nd, 3rd, 4-th cats kit you and dancing around bullets of howlitzers AND avoiding grimalkins who take up... half of corridor in some places. Just a bit too much. More candles/longer time between grimalkin spawns/longer distance from knight to grimalkin would make it significantly easier.

This happened in RJP Yesterday.
If a Teammate's "Dead" Body is in Front of a Gun Pup, the Bullets won't appear.

@Ironskullkid All attacks seem to connect with players bodies, dead or alive. I'm not entirely sure if it's a bug or not.

Not really a bug, attacks hit "dead" bodies, monsters can't walk through them.
Consider yourself "unable to move" rather than "dead" - your body still blocks bullets, but doesn't take any more damage.

This is extremely useful in some instances, A fallen player's body can weigh down totem buttons, allowing players to not have to use a totem, or take a totem through a gate opened by a totem, stand on a party button to teleport the fallen player to them, through any gates their body happened to be holding down the button for and voila! Free totem to be used for enemy blocking/trolling etc.

Hexzyle
Err... you know a place where its easier to play with some statues limiting the movement of enemies? At D27 FSC its easier to freeze/blitz trojans than survive with totems. My personal opinion.

Just a reminder:
Jelly Cubes:
T2 and T3 jelly cube's ground spike attacks can complete after the jelly cube itself is dead. unfixed
i was just hit by an underground spike attack by ice jelly cube which I killed 2-3 seconds prior to attack taking place. I know there wasn't any other jelly cube in the room as I killed them all prior to this incident.
The scuttlebots bullets may go thorugh the purple barriers on Ironclaws Factory and damage you.
Lumbers that attack behind a barrier will not damage you but still push you back. Easily seen on left room of Royal jelly palace.