Groal the Great
Hollow Knight: SilksongGroal opens its mouth and sucks Hornet toward it before swallowing or spitting. The mouth is a readable source and the sustained horizontal draw differs from this diagram's radial rune field.
Pull is a force that moves the player toward a source while they can still steer. Kern announces an inward current around a rune core, then keeps it active long enough for Tavi to be displaced. The ring marks the reach of the force; only the smaller bright core hurts, so a reachable sideways route remains meaningful.
Kern's outer ring and inward arrows preview the force's reach and direction. The smaller rune core is the future collision hazard; neither the arrows nor outer ring deals damage.
Autoplay is disabled by reduced-motion settings. Use the timeline to inspect the current, the player's drift, and the safe steering path.
Tune the pull strength, effective radius, safe route, and release as one movement problem.
Show the origin, inward direction, range, and dangerous center before the force begins. Distinguish the displacement field from the smaller collision hazard without relying only on color.
Integrate the force with player acceleration and input, then sweep the full collision body along the resulting path. Test the worst starting position, wall pressure, and whether the sideways route clears the core in time.
Lock strength, duration, and radius before activation. End displacement and core damage when their visuals fade, and leave a useful recovery window before the next attack.
A sudden invisible slide looks like lost control. Show the center, arrows, and onset before changing velocity.
A center-point path may miss a broad collision body or trap it against a wall. Include body radius and acceleration when testing the route.
Conflating influence with collision invalidates the shown counterplay. Use one clear hitbox for the core and a distinct visual language for the non-damaging current.
Within the announced radius, add an inward velocity or acceleration toward the source. Test damage only against the visible core and the player's full body; arrows and range rings are teaching cues.
Measure net velocity at near, middle, and far distances, especially when input is partly aligned with the pull. Preserve enough steering authority to reach a safe lateral arc without a mandatory dash.
A wall can remove the intended counter-direction. Sweep motion between frames, clamp or resolve contact deliberately, and test the worst start and strongest pull with actual acceleration.
Change reach, ramp-up, source placement, or active duration individually. If a later phase adds a pulse or second source, announce the changed rule rather than reusing an unreliable cue.
Kern lights a central rune and draws loose stone dust inward. Tavi's path bends under the current but remains steerable around the dangerous core.
Basic movement must retain a viable sideways route. A dash, anchor, or resistance ability may be optional alternatives; test their interactions explicitly rather than requiring an unannounced upgrade or invulnerability.
Pull modifies the player's trajectory toward a source over time. Knockback is a brief outward impulse, moving hazard carries its own damaging footprint, and shrinking safe area reduces available space without necessarily exerting force.
Groal opens its mouth and sucks Hornet toward it before swallowing or spitting. The mouth is a readable source and the sustained horizontal draw differs from this diagram's radial rune field.
Hydro Pull draws combatants toward Kelpie and makes their position relative to the outer arena matter. This is a cast-driven displacement, not the diagram's continuous steering field.
Floral Trap marks a target before Rafflesia inhales players in a frontal cone and follows with Devour. Facing and the marked target define this pull's geometry, unlike an omnidirectional field.
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