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Nigh7mare's Comprehensive New Player Guide to

Dauntless
Updated to patch 0.8.1
1. General Info
2. Weapons
3. Elements
4. Status Effects
5. Perks and Cells
6. Builds
7. Behemoths

Let me start by explaining why I've chosen to write this guide. Since the explosion of Dauntless
since the console launch, I've been bouncing around to new streams, helping out new players.
I've noticed a huge amount of misconceptions about the game mechanics, and honestly, I'm not
surprised. Not a lot of the information is displayed clearly, or sometimes explained at all. Having
played since Founder's Alpha, and been part of the growth and learning process of the game, I
want to try and clear all these misconceptions up, and get all the information we know into one
place. If anything I put here is or becomes wrong or outdated, PLEASE help me fix this, so that
we can all benefit from the information the community as a whole has learned.
1. General Info

Let's get started with some general information that not everyone may be immediately aware
of...
○ ALL Armor and Weapons scale into the final tiers of end game. This means that
all that gear you can craft at the very beginning, will never be wasted. Craft away
slayers. :)

○ Behemoths have 3 "states" they can be in. Their standard states, an "Enraged"
state, indicated by a red aura, and an "Aether-charged" state. While enraged,
behemoths will attack and move faster, and when it expires, they'll become tired
and open to attack. Not all behemoths have an aether-charged state, as it's
mostly caused by being infused by the behemoth's given element. More info on
aether-states will be in the behemoth section, just know now that this state
exists.

○ Behemoths sometimes have attacks that are "unstable". This is indicated by


orange lines coming from their head. Hitting them with an attack strong enough to
"interrupt" them, will cause the attack to end and the behemoth to become
stunned, often for a long period of time. Any sword, axe or hammer attack can
perform this. War pike can perform this with it's pike shot special. Chain blade
can perform this with a ranged attack, as long as the weighted strikes perk is at
+6. Repeaters can also to do this with their special shots, as long as weighted
strikes is +6, as well as at any time with their empowered mines.

○ Pay attention to your lantern! Your lantern has two effects, an instant effect on a
cooldown (the small orange bar, when it's full, you can use it) and a "hold" effect.
Tapping the lantern button will activate the instant, and holding it will activate the
hold effect. The hold effect has to be charged by picking up wisps, using the
aether vent, or damaging behemoths. When the big blue orb is full and glowing,
you can activate the hold effect.

○ Elements on weapons and armor matter, but not to the detriment of a working
build. More on this in the builds section.
2. Weapons

As of writing this guide, all the weapons in the game are viable choices. I'm not going to say that
every weapon is perfectly balanced, but you can successfully slay any behemoth with any
weapon choice. Don't let anyone tell you that you can't use the weapon you want to use.
First thing's first, before we get into specific weapons, let's go over some weapon basics.
There are FOUR types of visible weapon damage. These consist of:

Part Damage:
Yellow numbers. This is what you're going to see MOST of the time you're hitting a behemoth.
This is damage dealt to a specific part of the behemoth. Part damage alone does NOT affect a
behemoth's health, only the part itself. If this is confusing, I'll explain it in the health damage
section. Once a part is broken, if you continue to hit it, you will then deal Health damage.

Wound Damage:
Red numbers. Mostly caused by pikes. Also can be caused by the Acidic or Barbed cells. DOES
NOT affect the behemoth's health. Wound damage will build up on a specific part of a
behemoth, until that part becomes Wounded. A wounded part will have a blue glow, with aether
leaking out of it. That part will then take bonus part damage until it breaks.

Stagger Damage:
Blue numbers. Mostly caused by hammers, and to a lesser extent, axes. All weapons except
repeaters will cause minor stagger damage to the legs or head. A behemoth's head receives full
stagger damage, while legs take half. DOES NOT affect the behemoth's health. Once a
behemoth's stagger health is removed, it becomes stunned. You can tell when this is about to
happen when a behemoth's head has a "dizzy" effect. Each time you stagger a behemoth,
subsequent staggers will take more stagger damage.

Health Damage:
White numbers. This is caused by ANY weapon, and increased by any perk or bonus that
increases ONLY damage. Part damage, wound damage or stagger damage WILL NOT affect
health damage. When hitting an unbroken behemoth part, health damage will still be dealt to
that behemoth, but it won't be displayed. That number does not necessarily match that of the
part damage being dealt. Basically, if you have 15% bonus part damage, and you hit a
behemoth for 115 yellow (part) damage, the health damage that behemoth takes would be 100.
Next up, we have the damage types dealt by weapons:

Slashing:
This damage is dealt by swords, axes, repeaters, chain blades, and warpike secondary attacks.
Slashing attacks deal 100% part damage to most behemoth parts, and 150% part damage to
tails. They also get a 50% part damage bonus to wounded parts.

Blunt:
This damage is dealt by hammers. Blunt damage CANNOT break the horns or tails of
behemoths, but they can contribute to the part damage to cause a break. Blunt damage gains a
25% part damage bonus to wounded parts.

Pierce:
This damage is dealt by pike primary attacks (stabs). Pierce damage deals -25% part damage
(trading part damage for wound damage). Once a part is wounded, pierce damage loses it's part
damage reduction, and deals full damage.

Alright, now that we understand damage types, let's move into the weapons themselves..
.
Sword:

Sword is your most basic weapon, and the one you're going to start the game with. It deals
slashing damage, which excels at dealing part damage, and cutting off tails. The sword has four
combos.

Quad Cross​ - 4 Light Attacks. Fast, minor damage, that drains no stamina. This is a good
combo to use when first learning a behemoth, as it leaves you plenty of room to dodge out of
attacks. The final hit in the combo will leave you vulnerable slightly longer than the first three.
Rising Elements - 3 Heavy Attacks. Slower, heavier hitting attacks. Applies elemental damage
much easier, and causes decent stagger damage for a sword. This is the combo you're going to
want to use when you're wanting to maximize damage, but don't have the stamina to burn on
the next combo…

Repeating Elements​ - 2 Heavy Attacks -> Spam Light Attack. This is your big damage combo.
Each light attack hit during this combo will drain your stamina. This is very good at applying
elemental effects, and is generally the go to when the behemoth is unable to move or attack.

Triple Elements​ - 3 Light Attacks -> slight pause -> 2 heavy attacks. This is a way to weave in
heavy attacks at the end of your light attack combo. Generally you'll want to use this after a
dodge roll attack combo, as heavy attacks generally deal better damage than lights, but the light
roll attack is very useful.

The sword also has two rolling attacks, both light and heavy variations. The light attack sword
roll has significant forward momentum, is very fast, and has a surprisingly wide swing. This
attack is very useful for sticking to a behemoth. The heavy variation is better when you don't
need that extra push, or the wide swing.

Finally, the sword has two special abilities. Both of these abilities are activated by building the
sword meter, which is built by dealing damage to a behemoth.

Valiant Overdrive​ - Overdrive will charge you and your sword with whatever element is on your
weapon. Every sword attack while in overdrive will send out waves of that element, dealing
damage to any part they hit. Overdrive also gives you a bonus to your attack speed for the
duration. While active, overdrive also gives you access to a dash ability. Tapping the special
button while overdrive is active will cause you to dash (has a short cooldown, but can be
activated multiple times).

Ardent Cyclone​ - Spin to win. This is unlocked at level 8 sword mastery. Hit the button, and you
start spinning, dealing damage to any part within the area of your spinning sword. Hitting the
special button again will end the spin, doing an overhead slash for extra damage, doing more
damage the more times you hit with cyclone.
The sword has 3 mods.

Adhesive Hilt​ - Unlocked at level 6 sword mastery. This mod makes you unable to be stopped
by damage during either Valiant Overdrive or Ardent Cyclone. Keep in mind, that also means
you do NOT receive the immunity to damage given by getting knocked down, so multi-hit
behemoth attacks can down you in a matter of seconds. Very strong, but can also be very risky.

Reactive Hilt ​- Unlocked at level 10 sword mastery. Dodging will give you 100% crit chance on
your next attack.

Perpetual Bladecore​ - Unlocked at level 16 sword mastery. Allows you to gain special charge
while either Valiant Overdrive or Ardent Cyclone are active. This can significantly increase the
time you spend in your special phases.
Hammer:

Hammer is the blunt weapon, and it's job is (usually) to stagger the behemoth. The hammer has
very simple combos, that get very complex as you add in primed hits and inline reloads. Every
hammer combo consists of 3 hits, followed by an aetherslam. How those hits function depend
on how you're moving when you attack.

Horizontal Swings​ - From a neutral stance (standing still) Light Attack 3 times. This will do
wide, multi-hit swings. This is very slow, but deals area damage to all parts hit during the
swings.

Vertical Swings​ - While moving forward during the first attack, Light Attack 3 times. This attack
will do an overhead attack, a lunge, and another overhead attack. This is good for focusing a
particular part, which is useful for dealing high stagger damage.

Uppercuts​ - From a neutral stance (standing still) Light attack once, the move forward while
light attacking 2 more times. This is your fastest combo, and is your go to when you need to get
out quick damage. It also has an upward swing, so it can be useful for hitting slightly higher
parts (looking at you pangar t-rex arms).

Rolling Attack​ - After a roll, Light attacking will perform a lunge attack, which will then combo
into horizontal swings.

Aetherslam​ - After finishing any of the above combos, using a Heavy attack will finish with an
Aetherslam, unloading all of your remaining ammo into ground based blasts, and reloading all of
your hammer ammo with aethercharged ammo (more on this soon).
These 3 hit combos will form the basis for all your hammer damage. Now let's go into the
"special" of hammer, the ammo system.

The hammer comes equipped with 4 ammo, which can be reloaded by hitting the special button.
While reloading, you can tap the special button again to do a timed reload, decreasing the time
it takes to reload. You'll want to tap it as the bar going from left to right reaches the indicated
spot in the middle of the reload bar. Failing this will result in a failed reload, locking you in place.
Doing nothing after starting a reload will do a standard reload. Timed > Standard > Failed.
As mentioned before, aether ammo can be loaded into your hammer by successfully landing an
Aetherslam on a behemoth. This ammo gives a 75% damage bonus to any effect caused by
that ammo. Because of this, maximizing hammer damage is all about finishing hammer combos.
Next up, let's go into the various ways you can USE ammo.

Heavy Attacks​ - Depending on your equipped special, a neutral (standing still) heavy attack will
perform that effect. The two specials are:
● Concussive Blast​ - For each second spent holding heavy attack, one ammo will
be consumed to charge a forward cone attack. Releasing will immediately fire the
blast. This does not deal heavy damage, but is EXCELLENT for interrupting
behemoths. Generally, you won't want to charge past a single ammo, as the
damage from this attack is not great.
● Mighty Landbreaker​ - Unlocked at level 8 hammer mastery, for each second
spent holding heavy attack, one ammo will be consumed to charge a green
fissure on the ground, which is actually a BUFF. Releasing will drop this fissure
on the ground, which has a number of uses depending on how much ammo was
spent. Teammates can also pick up this buff. The buff itself provides either a
25% damage boost for normal ammo, for a 40% damage boost for aether
charged ammo.

Primed Attacks​ - This is where the hammer starts getting more complex. Before each light
attack swing lands, you can hit heavy attack to prime that attack, consuming one ammo, and
adding significant damage (and stagger damage) to that attack. This is further improved by
consuming an aether charged ammo.

Inline Reloads​ - This is actually a way to GAIN ammo, but I felt it belongs near the primed
attacks, and its function is similar in execution. Inline reloads cause you to gain one ammo after
each hit in a hammer combo. This is done by hitting your special (reload) button immediately
after finishing a hit in the combo.

Quick note - Both primed attacks AND inline reloads take a short time to activate, and will
increase the amount of time it takes to execute a full combo. These also both consume stamina
when used. Knowing when and if to use these is key to mastering the hammer. One thing to
keep in mind, inline reloads have a VERY limited usage, so starting out, it would probably be
best to avoid them altogether. When you have a solid understanding of when to use inline
reloads, they can start to be included when needed.

Hammer Jump (also Double Jump and Aerial Strike)​ - While sprinting, using Heavy Attack
will perform a hammer jump. Double tapping Heavy Attack will perform a double hammer jump.
After a single hammer jump, you can also use Light Attack to perform an aerial strike. Aerial
strike can also be both primed, and after landing, inline reloaded. This will consume a large
amount of stamina. Each jump consumes 1 ammo.

Evasive Blast ​- Double tapping Heavy Attack while not sprinting will perform an evasive blast,
damaging and interrupting any behemoth caught in the blast while moving you in whichever
direction you are currently moving (or backwards, if not moving). This consumes 2 ammo.
Hammer has 3 mods:

Weighted Crown​ - Unlocked at level 6 hammer mastery. This allows hammer hits to the legs to
cause full stagger damage, rather than 50%.

Impulse Crown​ - Unlocked at level 10 hammer mastery. When landing an aerial strike, you will
gain a damage bonus. This doubles if you hit the head of a behemoth.

Extended Clip​ - Unlocked at level 16 hammer mastery. This simply gives you 2 additional max
ammo for your hammer.
Chain Blades:

Chain blades are the fastest weapon in the game, and deal slashing damage. Chain blades also
receive a teleport dash, instead of a dodge. The immunity frames for this dash actually happens
near the END of the dash, rather than the beginning, like every other weapon's roll. By default,
chain blades have no way to interrupt a behemoth. In general, Light Attacks will be melee
attacks, while Heavy Attacks will perform a ranged variation. There are four basic chain blades
combos.

Bladed Edge​ - 5 Light Attacks. This is your bread and butter, and all major combos will begin
with at least the start of this combo. Very short range, multi-hit combo. The final hit will lock you
into place longer than the first 4.

Chain Fling ​- 3 Heavy Attacks. Generally this is only used if you either can't reach a part you
want to hit, or you are running weighted strikes in order to interrupt (more on this later). Low
damage, slow, and high stamina cost, but very good range.

Swinging Blades​ - 2 Light Attacks, 1 Heavy Attack. This will perform a spinning attack with
decent range, that hits any part in the area multiple times. While you're vulnerable during this
time, the damage is significant. This also consumes some stamina. This is a very strong combo
to use if you're standing near the center of the behemoth, as you could potentially hit 4 or more
parts multiple times each.

Blade Spin​ - 3 Light Attacks, hold Heavy Attack. This will perform a whirling blade attack
directly in front of you, causing constant damage in exchange for a constant stamina drain. This
is your biggest single part damage combo, and is the go to when you have an opening and
need to either focus a specific part, or can't get to the center of a behemoth to hit enough parts
with swinging blades.

Both Swinging Blades AND Blade Spin can be finished with an additional Light Attack for a
heavy damage cross slash.
Chain blades have two specials, each providing a way to avoid attacks, while retaliating shortly
afterwards. The meter for chain blades is charged by damaging the behemoth, and is stored in
4 pips. Each special use consumes one pip.

Reaper's Dance​ - This special has two effects. When near the behemoth, you will perform a
flying backflip, avoiding any attacks and landing a few meters back from the behemoth. If the
special meter is fully charged, it will also slightly damage all parts of the behemoth. When NOT
near the behemoth, it will launch your chain blades forward, and if they connect with a
behemoth, immediately pull you to that behemoth.

Cruel Riftstrike​ - Unlocked at level 8 chain blade mastery, this ability phases you out of
existence, avoiding attacks, and you reappear either in front of you, or on the opposite side of
the behemoth (which turns you toward it). If a behemoth is in range, and in front of you, when
you teleport back in, you will strike the behemoth, and can immediately move in to the second
hit of your Light Attack combo.

Chain blades have 3 mods:

Lightweight Chain​ - Unlocked at level 6 chain blade mastery. This simply reduces the cost of
dashing TOWARD a behemoth by 50%.

Hurricane Blades​ - Unlocked at level 10 chain blade mastery. This mod causes Blade Spin to
give you a stacking on-next-hit damage per hit of Blade Spin, consumed on your next hit after
Blade Spin ends. Basically, for each hit of Blade Spin, your next non-blade spin hit will do more
and more damage.

Serrated Blades​ - Unlocked at level 16 chain blade mastery. This mod causes your Light
Attack hits to have a chance to proc an effect that causes Swinging Blades to have a 100%
chance to crit (double damage) on every hit in the swing.

Both hurricane blades and serrated blades will alter your playstyle with chain blades, causing
you to prefer using one combo over the other. If using hurricane blades, you'll want to use Blade
Spin as much as possible. If you choose serrated blades, you'll want to get as many light attack
in as possible until you proc Serrated Blades, then move into a Swinging Blades, and repeat.
Either way, if you choose one of these two mods, you'll want to avoid using the other stamina
consuming combo for the most part.
Axe:

Axe is the heavy hitter of Dauntless. There is no weapon in the game that can match the axe for
large damage numbers, and in return, no weapon that is slower that the axe. The axe's kit
revolves around charging attacks, in order to charge up a meter, to then gain a growing damage
buff.

The axe has two swings, a vertical swing (Light Attack) and a horizontal swing (Heavy Attack).
While performing a vertical swing, you cannot move or turn, but they generally deal more
damage, and cost much less stamina. A horizontal swing costs more stamina, and costs
stamina to maintain the charge once full, but you are allowed to move, albeit at a reduced
speed, while performing this attack.

Both vertical and horizontal swings can be mixed together to form combos, and any first or third
attack can be charged for additional damage. Holding either attack button will charge the
swings, up to 3 "ticks" of charge. Charging attacks will allow you to gain axe gauge, used later
for the special attacks. Charging attacks will also cause all subsequent hits in the combos to
gain charge, not just the charged hits themselves. Due to the nature of how the 4 hit combos
can be interchanged, let's go over the halves of each.

Vertical Ripper (First and Second swing)​ - The first swing, which can be charged, executes
an overhead swing, while the second swing does a quick lunging attack. If timed correctly, a
fully charged first swing, when released, will give you "Resolve" momentarily, making you
immune to behemoth knockback effects, and allowing you to get this combo off even if the
behemoth is about to hit you. You will however, still take damage.

Vertical Ripper (Third and Fourth swing)​ - The third swing in the vertical combo will do an
upward swing, followed by a downward swing. The third swing can also be charged, again
giving Resolve. Also, after performing the fourth hit in the vertical ripper combo, you can begin
repeating vertical hits for as long as you can maintain stamina to do so. Each successive swing
in this combo will attack faster than the last.

Horizontal Edge (First and Second swing)​ - The first swing of the horizontal combo, as
mentioned before, can be charged while moving for a heavy stamina cost, and at reduced
movement speed. The second hit will perform a lunging attack. you will NOT receive Resolve
during either of these hits.

Horizontal Edge (Third and Fourth swing)​ - The third and fourth swing in the horizontal
combo will actually perform two vertical, jumping overhead swings. The first of these can be
charged. You WILL receive Resolve during this combo, IF you used Vertical Ripper as the first
half of the combo.
What does all this mean? It means you can take either of the first and second swings, and
combine those with either of the third and fourth swings. For instance, you could do Vertical,
Vertical, Horizontal, Horizontal, or Horizontal, Horizontal, Vertical, Vertical. The best combo for
pure damage has been fairly widely accepted as Vertical, Vertical, Horizontal, Horizontal
(overhead, lunge, overhead, overhead).

One thing to note, is you can begin the second half of a combo after a rolling attack.

The axe has two specials. Landing either of these specials while at full meter (the inside bar of
the axe), will cause you to gain a stack of "Determination", increasing all damage dealt. This
stacks up to 3 times, up to a 50% damage bonus. The speed at which Determination decays will
increase as the number of stacks increases, so keep those charged axe combos rolling.

Flight of Ruin​ - This is a two part special. The first push of the special button will throw your
axe forward, damaging any behemoth it touches along its path, and eventually coming back to
you. If activated again before the axe returns to you, you will pull the axe to you, jumping in the
air, gaining Resolve, and smashing in front of you. If this smashing attack connects, you will
gain a stack of Determination, and deplete your bar entirely.

Grim Onslaught​ - Unlocked at level 8 axe mastery, this special is very simple. After a short
windup, during which you have Resolve, you will throw your axe in front of you, hitting the first
thing in its path. If this hits a behemoth, it will do massive damage, give you a stack of
Determination, deplete your axe charge bar entirely, and bounce the axe a short ways back
toward you. Whether or not your axe hits the target or not, it will need to be picked up again in
order to continue attacking. If this is used next to, or at least near, a behemoth, you'll generally
immediately catch it afterwards. If you miss, you'll have to run a decent distance to be able to
attack again.

The axe has 3 mods:

Volatile Axecore​ - Unlocked at level 6 axe mastery. This mod causes each "tick" of charge of
any axe charge attack to deal area damage to anything near you.

Lightweight Haft​ - Unlocked at level 10 axe mastery. This mod removes the stamina cost of
maintaining a full charge of the Horizontal Edge first swing, as well as removing the movement
speed penalty.

Overcharged Cylinder​ - Unlocked at level 16 axe mastery. This mod allows you to get one
additional stack of Determination.
War Pike:

War Pike is the wounding weapon of Dauntless. Light Attack's with the war pike will do piercing
damage, eventually causing a wound on the behemoth. This weapon can also be put into a
support role, with both the ability to wound and the secondary special having a large team buff.
The pike is a fast weapon, with versatile combos that can be completely interchanged. It also is
one of the best weapons for interrupting behemoths.

Pike Light Attacks are stabbing attacks that cause pierce damage, while Heavy Attacks are
slashing attacks that cause, well... slashing damage.

Piercing Flurry​ - Light Attack x5. On the fifth attack of this combo, you can hold the button to
repeatedly stab the behemoth. This final attack is the fastest method of generating pike charge.

Aether Harvester​ - Heavy Attack x3. The third attack in this combo will do a long duration
overhead spinning attack that hits many times. This entire combo consumes stamina. The final
attacks in these combos also have the ability to interrupt a behemoth.

Both of these combos can be interchanged on any button press. Reaching the second to last hit
in either combo will cause the pike to glow, and a sound queue will play. When you see or hear
this queue, you know the next hit will be the final hit in your combo, and to react accordingly.

Rolling Attacks​ - Either Light or Heavy attacks after a roll will count as the first hit in either
combo, and can be chained into the second and beyond. Either rolling attack also has the ability
to interrupt behemoths.

Pike Charge​ - By holding light attack, the pike can perform a running charge, that will stab the
first thing you come into contact with, or if you let go of light attack. This attack also counts as
the first hit in the pike combos.

The pike special is used by building the pike meter, and then storing that "shot" for later use. By
tapping the special button, you will load your pike with a pike shot depending on the amount of
charge you've accumulated. This charge is built by damaging the behemoth, with the final hits in
each combo generating a large amount of charge. Taking damage will HALF the amount of
charge you've accumulated, so for this reason, it's very important for pike players to be able to
avoid as much damage as possible. Holding the special button will prepare the chosen special
for use, if you have at least one pike shot stored. Pike shots will be consumed from latest
gained (right to left), until you have none remaining, at which time you cannot activate the
special.
The pike has two special options for its hold effects:

Concussive Payload​ - This is a long ranged, heavy damage attack with a short wind-up time.
As you begin the wind-up, you'll notice a blue line coming from the tip of the pike, and a circle
closing in on that line. This circle is the accuracy of the pike shot when the button is released. If
held for too long, the pike shot will suffer a massive loss in accuracy, likely resulting in a miss.
The damage of this shot will depend on the power of the pike shot you have charged. This shot
also has the ability to interrupt behemoths, and is one of the strongest methods of doing so.

Savage Wellspring​ - Unlocked at pike mastery 8, this consumes a pike shot to give a 30% crit
chance buff to everyone within the large circle around you. The duration of this buff depends on
the power of the pike shot consumed.

The pike has 3 mods:

Munitions Amplifier​ - Unlocked at level 6 pike mastery. This mod will allow any stored pike
shot to slowly gain additional power while stored. This can be a huge boon to newer pike
players in that if you're struggling to store a max charge shot, you'll be able to get one by simply
storing a pike shot, and waiting to fire it.

Lightweight Shaft​ - Unlocked at level 10 pike mastery. This mod will allow your pike charge to
automatically crit, and cost no stamina while running. This provides a better, high damage gap
closer for the pike.

Balanced Spearhead​ - Unlocked at level 16 pike mastery. This mod provides a 3% damage
buff for each attack you alternate in your pike combos. This will definitely increase the difficulty
of the pike combos, but can be very strong in combination with a savage wellspring build.
Repeaters:

The repeaters are the only true "ranged" weapon in dauntless. I put ranged in quotes here,
because the true potential of repeaters can't be reached unless you stay close to the
behemoths. Repeater is a modular weapon that has access to different abilities depending on
which Chambers and Grips you equip. To start, let's go over things that will always be active on
repeaters.

Light Attacks​ - Holding down Light Attack will fire one out of the 12 available shots you have at
the location of the crosshair in the middle of your screen. Once you reach 0 shots, continuing to
hold will automatically reload your weapon (more on reloading, and how to do it properly, soon).
*VERY IMPORTANT* ​: In order to take FULL advantage of the damage repeater is able to do,
your crosshairs need to be RED. When you have red crosshairs, you are NOT suffering damage
falloff on your attacks and abilities. This means you always need to be somewhat near a
behemoth to do full damage.

Reloading​ - Reloading will happen either automatically if pushing or holding Light Attack with 0
ammo remaining, or manually by pushing the reload button. *VERY IMPORTANT* : Reloading
while very close to the behemoth will cause you to leech aether from the behemoth, and charge
your shots and abilities with empowered versions. This will drastically increase your attack
damage, and add both damage and extra effects to your abilities.

What does all this mean for repeaters? It means you need to stay near the behemoth.
Repeaters need to both keep their crosshairs red to avoid damage falloff, and constantly refresh
their empowered ammo. At long range, you'll be hitting for 1/100th to at best, half the damage
you would be dealing by performing both of these actions properly.

Heavy Attacks​ - Heavy attacking with repeaters will perform the Chamber ability you have
equipped. These also take the place of the specials of other weapons. Let's go over these one
by one.
● Ballistic Chamber​ - This chamber will fire a single shot in front of you, dealing
damage to the first part hit. Empowering this ability will cause it to shoot 3 shots
with increased damage.
● Full-Bore Chamber​ - This chamber fires one shot in a line that pierces
behemoth parts. Empowering this ability will cause it to deal more damage, as
well as knocking you back upon use.
● Marksman Chamber​ - This chamber will fire a shot, dealing damage and
marking the first part hit. The marked part will then take 40% more damage from
shots. Empowering this ability will cause the shot damage bonus to rise to 80%,
and also apply a 25% bonus part damage on that part to your allies.
Next we have the grips. Grip abilities are used by pushing the special button. There are two
grips available to the repeaters:

● Captain's Grip​ - This grip will throw a buff on the ground that can be picked up.
This buff grants 20% attack speed to yourself. Empowering this ability will cause
it to apply that buff to nearby allies as well.
● Saboteur's Grip​ - This grip will throw a mine in front of you, landing on the
ground, and priming after a few seconds. This mine can also be thrown directly at
a behemoth to detonate immediately, for reduced damage. Empowering this
ability will increase the damage, as well as cause both types of detonations to
interrupt the behemoth.

Finally, repeaters have two other parts to the weapons. Barrels and Prisms. Barrels simply
provide the repeaters with the element type of your choice when equipped. We'll go over
elements in detail soon. Prisms are passive effects that give the repeaters similar effects to the
Unique Effects of other weapons. We'll go over these unique effects in more detail later, just
know that because of the modular nature of the repeaters, you have the freedom to choose
which you want to use at any given time.
3. Elements

Elements, and how they react with behemoths, are a very important part of Dauntless. Taking
advantage of elemental strengths and weaknesses of behemoths can give you a significant
advantage in either damage dealt or damage taken. Take this with a grain of salt, however, as
these bonuses DO NOT ALWAYS trump that of the perks that come on weapons or armor.
Each element is countered by its opposing element.

Blaze -> <- Frost

Shock -> <- Terra

Umbral -> <- Radiant

This means that using a Blaze weapon on a Frost behemoth will give you a significant bonus to
the damage you're dealing, while using a Frost weapon on a Frost behemoth will cause you to
deal reduced damage.

This also holds true for armor. If you wear Frost armor against a Frost behemoth, that behemoth
will deal reduced damage to you. If you wear Blaze armor against a Frost behemoth, you will
take increased damage.

Attacking a behemoth with it's opposing element is ALWAYS a good thing to do, if your build will
still function with that weapon. More on builds and how exactly they work later.
Using armor of the same element as the behemoth will very rarely be a possibility (without
breaking your build) in the later game, and is very much not necessary. In the EARLY GAME
however, this bonus is much higher, and you likely DO NOT have a build to break in the first
place, so matching your armor's element to that of the behemoth can be very beneficial. As you
progress into the mid to late game, this will become less necessary.

Some behemoths and their variants (Gnasher, Shrike, and Quillshot) are a Neutral element, and
have no bonuses or reductions in the amount of damage you deal or take from them with any
equipped weapons or armor. The weapons and armor made from these behemoths are also
Neutral, and have 100% weapon and armor value to behemoths of ANY element. As such, it
CAN be a good strategy to quickly upgrade a neutral weapon, in order to have a high damage
weapon suitable for any behemoth while you work on building weapons of each element. The
same can also be said for a neutral set of armor, if you so choose.
Three of these elements used by the player can also cause status effects, which are different
from the status effets the behemoths can cause.
4. Status Effects

Understanding how status effects work can be very beneficial in dealing with them.

Effects caused by behemoths to the player:

On Fire:​ Basically, this is burn damage. You will take damage over time. The time and damage
will both depend on the severity of the fire effect. Rolling (or chain blade dashing) will reduce the
duration of a burn effect.

Shocked:​ Shock is caused by different forms of Shock damage. While shocked, you are unable
to use any items, or interact with the environment or your teammates. This means you are also
UNABLE to revive teammates while Shocked, or use the aether vent to heal. The only way to
remove this is to wait it out.

Wounded:​ The wounded status will cause you take a large amount of damage the next time
you completely deplete your stamina. This can be removed by ANY source of healing, or by
standing still for 5 seconds.

Shellshocked:​ The shellshocked status will slow your movement and prevent sprinting, as well
as dramatically increase stamina costs for the duration. There's no way to remove it, but it times
out quickly by itself. Just try to avoid attacks while you let your stamina regen.

Chilled:​ The chilled effects reduces your movement speed. It times out fairly quickly on its own.

Frozen:​ The frozen effect encases you in a block of ice. Spamming the dodge button will break
you out of the ice more quickly.

Corruption:​ The corruption effect, caused by umbral damage sources, causes you to take
constant damage for a long duration, as well as slowing your movement speed. This can be
removed by doing any damage to the behemoth. If not removed, this will likely deal enough
damage to kill you.

Effects caused by the player to behemoths:

On Fire:​ Essentially the same. Caused by Blaze damage. The behemoth's parts will all burn for
damage for the duration.
Shocked:​ Caused by Shock damage, paralyzes the behemoth for a short time, providing an
opportunity for free damage.
Chilled:​ Caused by Frost damage, all behemoth attacks and movements are slowed.
At this time, Terra, Umbral and Radiant DO NOT have effects attached to them.
5. Perks and Cells

Before we dive into understanding what exactly a "build" is in Dauntless, we'll need to go over
what perks are, as well as how they're increased by the use of cells.

Perks come in 5 categories. Each category of perk is indicated by the icon of that perk. Perks
also can be increased up to rank 6, increasing the potency of that perk significantly.

Defense:

Defense perks are indicated by a shield icon. They generally provide damage reduction or
healing effects.

○ Assassin's Vigour​ - When you land the final hit to break a part, you will be
healed. 50 health for each level of the perk, up to 300.
○ Bloodless​ - This perk gives you resistance to the Wounded effect. At +3, you will
gain immunity to Wounded. At +6, you will gain immunity to Crippling Wound as
well.
○ Fireproof​ - This perk gives you resistance to the "On Fire" status. At +6, you will
be immune to burning damage.
○ Fortress​ - Grants a shield that blocks damage after avoiding damage for 10
seconds. The health of the shield goes up to +100 at +6.
○ Guardian​ - Causes a percent of any shielding you do to yourself to apply to the
nearest ally. Scales up to 60% of self-shield value at +6.
○ Iceborne​ - Grants damage reduction while below 50% health. At +4 and beyond,
also grants lifesteal while below 50% health. This is useful for keeping yourself at
exactly 50% health, for later use in some of the "Lower than 50% health" perks
we'll see soon. Scales up to 30% damage reduction and 8% lifesteal at +6.
○ Insulated ​- Grants resistance to the "Shocked" effect. At +4 you gain resistance
to effect of hitting objects shielded by electricity. At +5, you're immune to the
effects of electric shields when damaging them. At +6, you become immune to
Shocked.
○ Nine Lives​ - Grants a chance to cut any damage you take in half. This chance
scales up to 20% at +6. Starting at +4, you gain the ability to avoid death one
time, instead healing you for 400. At +6, when you avoid death in this way, you'll
also become empowered.
○ Shellshock Resist ​- Grants resistance to both the shellshock explosion and status
effect. At +6, you become immune to both.
○ Sturdy​ - Grants immunity to being knocked back/staggered for a single hit, on a
cooldown. The cooldown reduces per level of this perk, ranging from 120
seconds at +1, to 15 seconds at +6.
○ Tough​ - Increases maximum health and healing received. Scales up to 500
health and 50% healing received at +6.
○ Warmth​ - Provides resistance to both Chilled and Frozen status effects. At +3,
you become immune to Frozen. At +6, you become immune to both.
Power:

Power perks, indicated by a fist icon, are damage increases.

● Aetherhunter​ - Increases damage to Aether-charged behemoths. Scales up to


50% at +6.
● Deconstruction​ - Dramatically increases damage to objects created by
behemoths. Not all behemoths have these objects, but if you ever have trouble
dealing with those that do, this perk can be helpful. Quick note: Generally not
used.
● Knockout King​ - Increases stagger damage dealt by weapons. This WILL NOT
provide stagger damage where none existed, only increase that which is already
happening. At +4 and beyond, dodging through attacks will cause the next hit to
do a flat amount of increased stagger damage. 30% increased stagger damage
and 100% increased stagger damage on dodge proc at +6.
● Overpower ​- Increased damage to staggered behemoths. This also includes any
effect caused by the player that causes the behemoth to be "stunned". Up to 70%
increased damage at +6.
● Pacifier​ - Increased stagger damage to enraged behemoths. Again, will not add
stagger damage to weapons that have no stagger damage. Up to 60% at +6.
● Rage​ - While under 50% health, you deal increased damage, up to 25% at +6.
(Do you see the synergy with Iceborne yet?) :)
● Ragehunter​ - Increased damage to Enraged behemoths. Up to 40% at +6.
● Sharpened​ - Increases part damage by a percent. At +4 and beyond, adds an
effect that further increases part damage when dodging through a behemoth's
attack. Up to +30% passive and +100% on dodge at +6.
Mobility:

Mobility perks, indicated by a wing icon, are perks which either improve your mobility, or provide
effects for being mobile / dodging attacks. They also include any stamina bonuses.

● Agility​ - Reduces the cost of dodge rolling (or chain blade dashing). Up to 70%
reduction at +6.
● Conditioning​ - Increased stamina regeneration. 5 per rank up to 30 per second at
+6.
● Endurance​ - Increases your maximum stamina pool, up to 100 at +6.
● Evasion​ - Lengthens the duration of the invulnerability effects of rolling or
dashing, up to 42% longer at +6.
● Fleet Footed​ - After dodging or dashing, increases movement speed for 3
seconds, up to 35% at +6.
● Nimble​ - Refunds stamina after dodging through a behemoth's attack, up to 35
stamina at +6.
● Swift​ - Increases movement speed while your weapon is sheathed. At +6, this
bonus also applies other nearby players. Up to +30% at +6.

Technique:

Technique perks, indicated by a sword with a target icon, have a variety of effects. This is where
all attack speed buffs will be, as well as conditional damage perks, or flat damage increases.
This is a very valuable and varied category of perks.

● Acidic​ - Converts part damage into wound damage for ANY weapon. At later
ranks, increases part damage. At +3, the part damage to wound damage
conversion will cap out at 50%, and for this reason, there is almost NO scenario
in which you would ever want to go above +3 on this perk. I'll explain why when
we get to the savagery perk.
● Adrenaline​ - Grants increased damage per 10 points of stamina spent, up to
1.8% damage per 10 stamina and +6. Pairs well with The Endurance mobility
perk.
● Barbed​ - Grants a flat amount of wound damage on each hit. This WILL add
wound damage to weapons that do not deal wound damage. At +3 and beyond,
dodging through an attack will cause a flat amount of bonus wound damage on
your next hit. This perk is effective on fast weapons that you want to add wound
damage to. Scales to +40 wound damage per hit, and 400 damage on dodge at
+6.
● Bladestorm​ - Grants a flat amount of part damage on each hit. At +3 and beyond,
dodging through an attack will cause a flat amount of bonus part damage on your
next hit. Again, this is effective on fast weapons that benefit from more part
damage. Scales up to +40 part damage per hit, and 400 bonus part damage on
dodge at +6.
● Cunning​ - Grants a chance to critically strike the behemoth on hit. Critical strikes
do double damage. Up to 15% chance at +6.
● Evasive Fury​ - After dodging through a behemoth's attack, gain increased attack
speed. The speed increases per level of the perk, while the duration stays at 8
seconds. At +6, the duration is increased to 16 seconds, and the attack speed
goes to 25%.
● Merciless ​- Adds wound damage to staggered behemoths. Adds wound damage
to weapons that do not have wound damage. Up to +100 damage per hit at +6.
● Molten​ - On hit, tosses out molten orbs near you. The cooldown of this effect
decreases with perk rank, and the number of orbs increases. At +6, this effect
has a 16 second cooldown and throws out 3 orbs. This is enough to keep it up
100% of the time, and give teammates some of the orbs as well. These orbs,
when picked up (by running over them) grant 20% increased move and attack
speed, and immunity to burning.
● Predator​ - After not taking damage for 15 seconds, provides a damage bonus.
Up to 35% at +6. This is very powerful, but very risky if you're not intimately
familiar with the behemoths attacks.
● Savagery​ - Adds a percent increase in all damage to wounded parts. This is
VERY powerful in combination with the Acidic perk. The reason for this, is
because when a part becomes wounded, you will gain up to a 100% damage
bonus at +6 when hitting that part. This INCLUDES health damage. By using the
Acidic (converting 50% of your part damage to wound damage), you can
effectively lengthen the amount of time a part would stay wounded, and gain a
double damage bonus until that part breaks. As such, when running Savagery,
you want to AVOID as much part damage on your build as possible.
● Weighted Strikes​ - Adds a flat amount of stagger damage per hit. This WILL add
stagger damage to weapons that do not deal stagger damage. At +6, it also
allows ANY ranged attack or missle to interrupt a behemoth (used for chain
blades and repeaters). Also provides a flat stagger damage bonus after dodging
through an attack. Up to +40 stagger damage and 400 stagger damage after a
dodge at +6.
● Wild Frenzy​ - Increases attack speed, up to 25%, while under 50% health.
(Starting to see a pattern with Iceborne synergies?)

Utility:

Utility perks, indicated by a lantern-y looking icon, generally affect your lanterns, but can
also have other effects.

● Aetherborne​ - Grants a 25% chance to not consume a charge on the aether vent.
Also increases healing done by the vent, up to 200 additional healing at +6.
● Aetheric Attunement​ - Grants a percent increase to the rate at which your lantern
hold effect charges, up to 50% at +6.
● Aetheric Frenzy​ - Grants a flat increase to lantern charge on hit. Most effective on
fast weapons. Up to 12.5 charge per hit at +6.
● Conduit​ - Activating your lantern hold ability will provide an attack speed boost for
8 seconds to all nearby players. Scales up to 25% bonus attack speed at
+6.
● Energized​ - Increases weapon special charge rate, up to 40% at +6. This applies
to Sword, Axe, Pike and Chain blade. Hammer and repeater are unaffected
by this perk.
● Lucent​ - Causes your healing flask to heal over time (20 seconds), instead of
instantly, but for 20% increased healing. During this time, you also generate
lantern charge, up to 75 per second at +6.
● Medic​ - When reviving an ally, this perk heals them for an additional amount, up
to 40% at +6. At +4 and above, it also speeds up the time it takes to revive
allies by 66%. At +6, it grants a 300 health shield after successfully reviving an
ally.
● Stunning Vigour​ - Whenever you land the last hit that staggers a behemoth, you
will heal for up to 200 health at +6.
● Vampiric​ - Whenever you land the last hit that wounds a behemoth part, you will
heal for up to 200 health at +6.

Cells:

Cells are basically a way to customize the perks you're getting on your weapons and armor.
Each weapon has 2 cell slots, and each armor has a single cell slot. Each lantern has a utility
cell slot. These cell slots cannot be changed, so the type of slot in the armor you're using
matters just as much as the perk attached to it.

Cells can range from +1 to +3, corresponding to the amount it adds to that perk. That's about it
for the basics of cells, but let's go over a VERY important NPC that you should be taking
advantage of AS SOON AS POSSIBLE. The Middleman.

Middleman and How to Upgrade Cells:

The Middleman is an amazing NPC. He lets you take two cells, and combine them into a new,
upgraded cell, after a long period of cooking time. The type of cells you put into this dictate
which cells you get out of it. Let's take some examples…

Any power cell + any defense cell = Random cell one rarity higher.

Any power cell + any power cell = Random power cell one rarity higher.

Sharpened + Sharpened = Sharpened cell one rarity higher.

As you can see, you can control what you're getting out of this. If you put in any two cells of
different categories, you're going to get a random cell in return. If you put in two of the same
category, you'll get a random cell from that category. If you put in two of the EXACT SAME cell,
you'll upgrade those two cells in one cell of a higher rarity. In this way, you can get the cells you
need for the builds you want to make in a reasonable amount of time.
The amount of slots you have available to cook with at the middleman starts at 1, and can be
increased up to 3 for platinum.

Cells drop from behemoths on hunts, and are also contained in any Core you receive (those
gold loot boxes you open in town).

You can also SELL any cells you own to the middleman for Aetherdust. Aetherdust can be used
to buy cells from the middleman, which refresh once a week. He sells one +3 cell, and two +2
cells every week.
6. Builds
So let me clarify by saying this: My goal here isn't to give you a list of usable builds to copy and
paste, but to understand the reasoning behind these builds, and why they work. In the future I
may include a list of example builds, but for now, that's not the goal here.

A "Build" in dauntless, consists of the combination of Weapon perks and unique effects, armor
perks, and cell perks, as well as your choice of weapon. Basically, the sum total of all the
bonuses your character is gaining from your equipped gear. Each weapon and armor has both
perks, which can be upgraded from the base +1, to +2 at level 6, and +3 at level 10. Each
weapon and armor also has slots for additional perks given by the cells equipped in them.
Basically, each armor has a maximum of +6 bonus, lanterns always contain a utility cell slot
(max +3 bonus), and weapons have one perk and two cell slots, for a total of +9 to your total
perk values. The goal behind making a build, is to make a set of perks that benefit your choice
of weapon and playstyle.

Generally builds fall into a few categories, but there are endless combinations, and I encourage
you to try and make your own.

Low Life Builds​: Basically, any build that operates at under 50% health, almost always using
the Iceborne perk. The goal is to take damage to reduce yourself to 50%, and then using the
damage reduction and lifestealing effects of Iceborne, take advantage of all the perks that
function while at or below 50% health.

Part Break Builds​: Builds that include part damage bonuses, like sharpened or bladestorm, or
both. Generally these can be run for farming parts on behemoths. These builds don't always
have the fastest kill times (because part damage does not affect health damage) but can often
break every part off a behemoth before it dies.

Wound Builds​: These can call into two categories, either pure wound damage, or a savagery
build. Ideally, you want to include savagery in any wound build, but you could potentially make a
wounding support build with something like a pike with savage wellspring.

Pure Damage Builds​: Aetherhunter, Ragehunter, Overpower, Predator...Basically any cell that
contains a % increase to all damage. These are your fastest killing builds.

Keep in mind, almost every build will include some form of attack speed. Attack speed is
extremely valuable in this game, as behemoths will rarely leave you enough time to get full
combos off with any weapon without at least one attack speed bonus.
The maximum amount of +6 perks you can achieve is 6. We call this a 6x6 build. 6 perks all at
+6. Not all builds require a 6x6 build to function, but they are a good place to start as you begin
to think about future builds, as +6 perks are often MUCH stronger than +3's or even +5's.

*HUGE NOTE*:​ THESE ARE ONLY EXAMPLES. Experiment with builds and make your own
build. Find what works, what doesn't, check out other people's builds, and understand what
they're doing and why. Improve on them if you can. Here's a link to an awesome site that will let
you do just that.

https://www.dauntless-builder.com/
7. Behemoths

Here's where we're going to go over each behemoth in depth, with tips on how to deal with each
one. This is quite an undertaking here, so this is probably not going to be 100% complete in its
first iteration. I am going to skip the lesser behemoths, as they are one time fights that are
meant to be a learning experience, and are themselves not difficult enough to warrant needing
to read a guide on.

Gnasher
Gnasher is the easiest behemoth, and the first one you're going to encounter. The most
dangerous weapon he has is his tail. His tail will do massive damage on a direct hit, often
applying the Wound status. Other than his tail, his other attacks have long telegraphs, and are
fairly easy to read. There's not a whole lot to say about this giant beaver, at least not his base
version.

Ragetail Gnasher
This guy gains a few things that make him much more deadly. First off, any type of slam he
does will cause shockwaves to track the player in the direction his attack is aimed. These are
especially dangerous during the times he enrages, when he repeatedly slams his feet into the
ground, sending shockwaves in both directions, or when he does a repeated jumping tail slap,
sending out shockwaves behind him. I HIGHLY recommend cutting off the tail as soon as you
can, to remove this tail slap attack from his attack patterns.

The second thing Ragetail gains, is that he does increased damage, and takes reduced
damage, during his enrage phase. This makes his enrage especially deadly.
Ragetail will also do a belly slide attack, face first. This has two patterns, either doing it one
time, or doing it four times in a row. During this attack, you can interrupt him by hitting his face
with an attack capable of interrupting.

Shrike
The shrike is a giant owl bear. Surprisingly, he's been rough for new players to fight. His attacks
are moderately paced, but he's the first behemoth you'll see with ranged attacks. He has both
tornadoes and a large blue (red when enraged) projectile he'll fling at players.
Shrikes most iconic attack is his ability to glide towards the player, attempting to hit you with his
talons. This attack can be interrupted. Doing this will cause him to tumble to the ground and be
open for damage.

One of things that tends to stump new players is when he flies high up into the air, and comes
smashing down on a player. This ability have very good tracking, and you'll need to time a
dodge to get out of it if you're the target of this ability. Just be patient, look up, and try to dodge
right before he tries to hit you.
Moonreaver Shrike
The moonreaver variant of the shrike is not a whole lot different than the base version. One of
the key differences is the flying slam attack will actually have a follow up slam, so make sure
you're well away from him after the initial dodge, or even dodge twice if you're feeling unsafe.
Another difference is while enraged and gliding, he'll throw tornados or projectiles at you
occasionally. On heroic, this monster gains a damage buff each time he glides, which is
removed when he is staggered or interrupted. This makes it very important to be able to do one
of these things on heroic, or he'll end up doing too much damage to deal with.

Quillshot
Ah, the quillshot. This boar-cupine can be a real pain sometimes. First off, he's covered in quills,
which are themselves considered parts, and can be broken. Each area of quills broken off will
reduce the damage he deals, but he will regrow these quills after enraging or fleeing. He'll
frequently shoot quills into the air, tracking players and landing on them for damage. He also
has VERY long range sliding attacks that can be hard to read. His enrages also give him a
massive speed boost compared to other behemoths. Sounds awful, right? Well, the plus side is
that breaking off his quills both reduces his damage and prevents him from shooting them at
you, and he's very, very large, so he's not hard to hit. During his enrage phase, he can also be
interrupted by doing enough damage during his quill rain attack (almost always the first thing he
does after enraging).

Deadeye Quillshot
This big guy is not much different than a standard quillshot. He has two key differences. First,
his quills are MUCH more accurate. If you need to avoid them, the best way is to sheathe your
weapon, and run in a tight circle until he stops shooting quills. The second difference is when he
flops on his side, and shoots quills from his back outward, he'll also turn himself, and do it 2
more times. On heroic, his quills gain the Shellshock effect, making them even harder to dodge.
Again, the circle strategy will save you here.

Charrogg
The charrogg attacks more quickly than you would expect for a behemoth that seems to be
fairly slow. He also likes to slide around fairly quickly occasionally. Overall, most of his attacks
don’t do enough damage to worry about, but he does have a few attacks that will punish you.
FIrst off, his flame orb that he spits after a long wind up. These track players, but move very,
very slowly. They’re not difficult to dodge, but if you don’t pay attention, they can sneak up
behind you while you’re otherwise distracted. If they do manage to hit you, they hurt, and put a
huge burn effect on you. Another attack of note is his tail catapult attack. He’ll shove his tail into
the ground, and launch fire high into the air. Most of the time, this fire is going to miss, and
create small patches on the ground. Occasionally, this fire can just kill you outright if it connects
with you as it lands. Again, unlikely this will hit, but if it does, it’s devastating. In his “flame vent”
phase, when his flame sacs are full of flame, he’ll start spinning in circles, spewing fire from the
vents located between his head and front legs, and between his back legs and tail. He’ll
proceed to spin in a circle until his flame sacs run out of fire. Breaking any of these flame sacs
(located between his front and back legs for the back vents, and between his front legs and
head for the front vents), will cause any future “flame spins” to not be able to spew fire from that
particular location. Finally, after his enrage phase ends, he’ll curl up and prepare to unleash fire
in every direction around him. Again, any broken flame sacs will cause gaps in the circle of fire.
There’s two ways to avoid this, you can either run away, and use the gaps in the fire to avoid
the attack, or simply back away a step or two, then dodge through the flames.

Firebrand Charrogg
There’s not too many differences between the Fireband variant and the normal Charrogg. He’ll
gain a couple of additional attacks during some of his more basic abilities, requiring you to
dodge twice, as opposed to once. An example is his tail slap, where he’ll slap once, slap twice,
then flip his tail around. The only other difference is during his “flame spin” phase, he’ll no longer
spin, and instead try to move towards a player of his choice. This can cause erratic movement if
that player is trying to get away from his front. If you seem to be his choice of prey, do your team
a favor and just beat on his head. He’s actually relatively harmless during this phase, as he
doesn’t really do any other attacks except walk slowly towards a chosen player.

Embermane
This fast dog tends to frustrate newer players. He’ll run around, charging players, then run off,
and do it again, over and over. Occasionally he’ll stop and try to do headbutts or tail swings, but
most of the time, he tries to stay away from the players in order to do his running charge
attacks. This is actually his biggest weakness. If you learn to time your interrupts, you can hit
him on the nose, and send him reeling behind you. Once down, he’ll stay down for quite a while,
allowing your team to do loads of damage. Here are some tips to make sure this happens:
● Don’t chase the embermane. Let him come to you.
● Have your team group up, if possible. Trust whoever is interrupting to land it, and dodge
at the last second if you have to. It’s A LOT easier to land those interrupts if he’s coming
at you, than moving sideways towards your teammate.
Overall, he really doesn’t have many threatening, or hard to avoid attacks. His only difficulty is in
stopping him from moving around.

Bloodfire Embermane
There’s almost no difference between the Bloodfire variant and the normal version of this
behemoth. The only new trick he adds is when he’s doing his short distance charges, he’ll try to
juke you by dodging around a couple times before finally charging at you for the actual attack.
The same strategy applies here. Group up, don’t chase him, and have someone interrupt him
when he does move in. I don’t recommend fighting these behemoths without an interrupt. (It can
be done, but it’s not fun).
Hellion
Hellion is another behemoth I often see new players struggling with. This behemoth loves fire.
His stomping attacks are relatively non-threatening, and easy to avoid. His tail slap his hard, but
isn’t hard to see coming. When he burrows into the ground, he’s going to pop up and do a huge
body slam to a random player. Be ready to dodge roll this attack. He’ll also create lava puddles
all over the place, so try to stay out of them as much as possible. You can break the glowing
scales on his back and tail by attacking them, delaying his aether-charged state. He also has a
fire breath attack that will drop lava all over the place as he walks backwards. In general, stay
out of fire, and if you can, break his tail and hit glowing scales. These will drop Molten orbs that
you can pick up to gain attack and movement speed, and become immune to fire for the
duration.

Scorchstone Hellion
Much the same as hellion, but his volcanoes will constantly spew new lava patches out of them.
This is really a game of avoid the fire, and you win, don’t avoid the fire, and you’ll probably lose.

Boreus
Boreus is about slow phases of killing adds, followed by getting as much damage as you can on
Boreus before he decides to go immune again. Boreus will start the fight attacking you, with a
relatively small arsenal of attacks. He has a charge, a spinning jump attack (dodge away from
him, just make sure not to get hit from the slam at the end), and a double rearing attack.
Honestly, you spend so little time fighting Boreus himself that he’s not really the issue. Boreus
himself have a VERY small health pool. Soon into the fight, Boreus is going to lean his head up,
and do a call to his allies. At this point, he’ll be covered in an ice shield, and take no damage
from any attacks. The only way to break this shield, is to kill the adds that come down from the
sky. Each add you kill gives you one stack of a buff that, when you attack Boreus’s ice shield,
does 300 damage. Just keep killing adds, then hitting Boreus, to break the shield. Rinse and
repeat this process until he’s dead.
Important note:​ Repeater users, the buff you gain from killing adds ALSO suffers from your
damage falloff. MAKE SURE your crosshairs are red when you’re hitting Boreus’ ice shield with
your shots.

Dreadfrost Boreus
There are no significant changes besides the obvious more health/more damage, and his
attacks will cause the chilled effect, slowing your movement. He also adds some frost projectile
spitting adds on top of the standard ones he summons. These can be a nuisance, but just take
care of the adds before breaking Boreus’ shield as much as possible and they won’t be an
issue.
Skraev
The Skraev is much like the Shrike. He shares the glide attack, so use that to give yourself
attack openings. His flying slam will now create ice around him, likely freezing you if you get hit
by it. His projectiles now freeze, on top of dealing damage, as well leaving ice mines on the
ground that, yes, freeze you if you touch them. He’ll also occasionally do a forward cone attack
that creates an ice wall, and if you get hit by the attack itself then it...I feel like you can guess
here...Freezes you. Other than that, he’s basically just a Shrike.
Quick note: This behemoth will soon be reworked. I’ll change this guide as soon as we have
more information on what the new version of Skraev is going to be.

Winterhorn Skraev
Leaving room here. Behemoth not released yet.

Pangar
The pangar is a fairly large behemoth, and can be difficult to hit in some places at times for
certain weapons. Fortunately, his legs are very vulnerable, and his attack patterns will be much
easier to deal with if you’re near him (preferably underneath him). While you’re underneath him,
most of his attacks are going to be stomps and kicks to try to get you to move away. If you let
him create that distance, he’s going to start tail slapping, tail swinging, and rolling. All of these
attacks are very painful, and you want to avoid them as much as possible. One thing to note,
when he does roll, you CAN interrupt it after a short time once he begins the roll, which will
cause him to do an unbalanced roll past you, eventually toppling over and going down.
Unfortunately, he’ll roll quite a ways away from you during this time, and likely leave you with
not much time to get any real damage in.

One last thing about the Pangar, is that he’ll build up ice scales on his back as the fight
continues. If his back fills with these scales, he’ll enter a frost aether mode, enhancing his
attacks. Honestly, this isn’t that threatening, but it’s something to watch for, as you can stop this
by damaging any part of his back or tail that have these scales, removing them temporarily.

Frostback Pangar
Not much different than the original Pangar, this guy gains a couple things. His kicking attack
will now kick twice. He also has a breath attack that will freeze you. His attacks deal more
damage, he has more health. Honestly not that much different. The heroic version, however,
gains one key ability that can be a real pain to deal with. Ice spikes will occasionally shoot up
from the ground (indicated by some snow moving on the ground) underneath players’ feet. If hit
by these, you’ll be frozen. These can happen while the Frostback Pangar is stunned, staggered,
or even dead. They’ll also increase in frequency during his enrage phase. Run around, dodge,
whatever you need to do, just know that when you see these, standing still is no longer an
option, no matter what state the behemoth is in.
Nayzaga
Nayzaga shares many of his attacks with the Quillshot, but since he’s much smaller, they tend
to be easier to deal with. His quills are not able to be broken, however, but they also don’t
increase his damage the same way that quillshot’s do. The two new attacks his behemoth
himself has, is his lightning blasts, and his sliding attack. He’ll occasionally charge up and shoot
blasts of lightning at players. Moving to the side or dodging through will easily avoid these. His
sliding attack can also be dodged by simply moving to the side, or dodging through it.

The real danger of the Nayzaga comes in the form of his quill turrets. Occasionally, he’s going
to throw out multiple quill turrets (2 quills in the ground) that are going to shoot lightning balls at
players. These can be reflected back at the turrets to damage them, and the turrets themselves
can be destroyed (remember the Deconstruction perk? Here’s one of the only fights it MIGHT be
valuable, if you’re struggling here).

Finally, Nayzaga will also shoot out a bigger quill turret (5 quills) that will shoot a large Shock
orb at ALL players. You’ll know this turret is active if Nayzaga’s quills have grown larger. This is
your chance to get in some big damage. When this turret dies, it will break all of Nayzaga’s
quills, and stun him for a long duration.

Shockjaw Nayzaga
Again, not many differences here. He’ll gain lightning effects on his sliding attack when he’s
aether-charged, making that much more deadly. The real differences happen on heroic. The
heroic variant of this behemoth gains an electric shield around his turrets, which unless you’re
running the Insulated perk, means you can’t damage them. The only way to remove this shield
is to hit the orbs they shoot back at them. This shield also applies to the large 5 quill turret.
Personally, I prefer to just ignore these and continue beating on him (orbs cannot pass through
Nayzaga), but as you’re learning the fight, killing the turrets off by reflecting the orbs back at
them, and then destroying them, can really alleviate some of the attacks coming your way.

Stormclaw
The shock dog. Embermane’s shock-based big brother. There’s a few things to watch for here,
but in general, most of the fight is going to be spent dodging the same two attacks that
Embermane has: The rearing headbutt, and the tail flip. Attacks to watch for when not dodging
tails and headbutts:
● Stormclaw will jump 5 times, dropping a horn-like “fence post”. Each post will be
connected with the next by a lightning wall that can’t be crossed, and will damage
players that try. Killing the post will unlink it from the ones it’s connected to, breaking the
fence. The final jump will be a charge at a player, which just like Embermane, can be
interrupted.
● Stormclaw will occasionally create clouds over players’ heads. All but one of these
clouds will be fakes, but one person’s cloud will attempt to hit them with 3 lighting bolts.
Sprinting or timing dodges will be able to avoid these easily.
● Stormclaw also likes to throw out orbs at all players. Just like Nayzaga orbs, these can
be reflected back at Stormclaw by hitting them. The more force you put into the swing,
the more it will affect Stormclaw when it gets reflected back at him.

Best advice for Stormclaw? Be patient, just like Embermane, don’t go chasing him, wait for him
to come to you. He’ll spend more time attacking you up close than an Embermane will.

Drask
This behemoth gives you very little time to attack between his attacks, which mostly consist of
flinging his body around in all manner of directions. Chopping off the tail will disable some of his
most dangerous attacks, so that should be your first priority. The trick to mastering a Drask is
watching for his very subtle shifts that indicate which attack he’s going to perform. He usually
has a couple seconds of wind-up, but the movements are very subtle. Also, if you ever see his
mouth charging electricity, get away from his front, or be prepared to dodge. This behemoth is
an expert sniper.

Skarn
The skarn is not a very fast behemoth, but just like the Drask, has very subtle movements that
give you quite a bit of advance warning about what’s going to happen. Watch for these, and
you’ll quickly learn how to dodge his attacks.

His most threatening attack is his rock tornado ability. When you start to see rocks floating
upwards, move away as fast as possible. Soon after, he’s going to start spinning, which will pull
in anyone nearby (the closer you are, the stronger the pull). If you touch him while he’s spinning,
you’ll be knocked down for a LONG time, and suffer heavy damage. The trick here is that this
attack can be interrupted. This can be difficult to do with melee attacks, but any ranged interrupt
(hammer blasts, pike shots, chain blade ranged w/ weighted strikes, repeater mines/special
shots w/ weighted strikes) will stop his spin and drop his rock armor, making him fully vulnerable
to damage.

He can also be interrupted by doing enough damage to him, while he’s standing on his back
legs, getting ready to slam. Just hit his legs/tail area underneath his stomach, and he’ll go
toppling over backwards.

The key thing to know about Skarn, is that he is covered in rock armor. This armor absorbs
huge amounts of damage from anything but blunt weapons. These rocks CAN be broken off, but
small damage hits likely won’t cause enough damage to do that. This is probably the only fight
where one weapon (The hammer) has a significant advantage over any other weapon. Now,
that doesn’t mean you can’t slay this behemoth in a reasonable time with other weapons, and I’ll
go over how to do that with each weapon.
● Hammer​ - Just hit his rock armor. You will deal bonus damage to his armor, and break it
off, creating openings for your team to attack.
● Sword​ - Heavy Attacks aimed at either his tail, or on his side, directly between his front
and back legs, will often directly hit him, and not his armor. During enrage, You can hit
his back legs, or his tail, from behind him, without worrying about hitting his rock armor.
● Axe ​- Axe is actually strong enough to be able to break his rock armor, but take
advantage of any openings you see, because his armor is still reducing your damage by
quite a bit. Once again, his tail is a vulnerable spot during his enrage phase.
● Chain Blades​ - Generally, just stand between his front and back leg, and do Swinging
Blades combos. This will end up hitting his parts through his armor. Because the dash
you have is so quick, you can also take advantage of the time he spends re-forming his
rock armor after every body throw, and get a combo off during that time.
● War Pike​ - War Pike light attacks (stab) are accurate enough to be able to hit him
between his back leg and tail during his standard phases, and, once again, his tail during
enrage phases. Don’t even try to break the armor off his body. It’s not worth it. Be careful
when aiming pike shots as his armor reforms, as often you’ll just end up hitting a piece of
armor and wasting the shot.
● Repeaters​ - Repeaters can aim anywhere that you don’t see armor. The bottoms of his
feet, in between cracks of his armor, and during enrage, his tail. Just aim for the soft
parts, and if you see low numbers, adjust a bit until you’re hitting his body, and not
hearing the ricocheting sound of bullets on rocks.

Rockfall Skarn
Very similar to the standard Skarn. He gains a front flip, that sends his rock armor out in front of
him, followed by a body slam. Dodge out of the way to avoid the slam. His spin also becomes
much deadlier, moving in a circle while spinning, and increasing the pull power. Run VERY far
away and be ready to dodge 3 rock spikes from the ground, or be ready to interrupt. He also
changes up his enrage phase patterns, doing shockwaves, followed by throwing his rocks out at
you, and repeating. His rock armor also seems to be quite a bit stronger than his standard
variant.
Kharabak and Razorwing Kharabak
Kharabak is the fastest behemoth in the game. Mostly all you have to do is dodge Kharabak’s
attacks until it makes itself vulnerable. Wound is very common here, so try to avoid running out
of stamina. One thing to note, is Kharabak likes to cloak itself, becoming barely visible. This will
eventually fade, but can be stopped by breaking parts or staggering Kharabak as well. Just be
patient, and don’t be constantly chasing the behemoth. When it grows 3 feather-like things on its
front claws, it enters its aether charged state. During this time, Kharabak’s attack speed up
dramatically. Do your best to avoid as much damage as possible, and when given the
opportunity, break off the feathers. One upside to the aether-charged state, is Kharabak will
begin doing a rushing claw attack. If you can time it right, Kharabak can be interrupted during
this attack, opening up some time to damage it. Kharabak has very little health, so just be
patient and take what opening you can get, and it will go down.

Koshai
This behemoth is a dodgy one. He’ll constantly be moving around, backstepping, and swinging
his oddly large arms and tail at you. He also creates thorns that, if you get stuck in, will damage
you as you try to move through them, and prevent you from rolling. You can attack to break the
thorns, or kill the pod in the middle of the thorns to destroy them all at once. You can also have
Koshai attack it for you, by baiting his attacks toward thorn patches. Aside from his swinging
arms and tail (which regrows and gets larger if you cut it off), he has a few attacks worth noting:
● Occasionally, he’ll burrow, and then come out of the ground leaping at you. Before he
hits the ground, you have a chance to interrupt him, and stop the attack, causing him to
be stunned. Sometimes he’ll do this attack without burrowing, which can also be
interrupted.
● Koshai will do a little twirl in the air, and then gain a wind-like effect around him. This
wind effect takes damage from attacks, and if you’re caught inside, your stamina regen
is reduced to 0. Not much to do here but attack him until the wind shield drops. It does
NOT prevent damage to Koshai, so you can still damage him while this is active.
● Koshai will twist himself into a large vine, then shoot a pod up in the air. During this time,
you can damage him, and if you manage to do enough damage, you’ll knock him out of
his vine, stunning him. If you don’t manage this, the pod will slowly float down, and if it
lands on you (has some tracking) will knock you down for a significant period of time.
● Koshai’s tail slap hits twice, the second time has much greater range than the first, and
goes in the opposite direction, a much longer distance. Be ready for it, it’s a pain to
dodge.
Valomyr
Alright, the first radiant behemoth! Welcome to the light show of bullet hell. This behemoth
moves very little, and doesn’t try to attack you directly in any way. He does, however, teleport
around constantly, forcing you to chase him down. He also has lasers. And light balls that orbit
him. And more lasers. And even more light balls. And he emits light from any part of his body,
that explodes, dealing damage in a large area around that part. Did I mention lasers?

The basic strategy here is to hug him. Get as close to him as possible to avoid as many things
as possible. Generally (not always) there won’t be any light balls between his head and front
legs, between his front and back legs, and between his back legs and tail. Just be aware of
what’s happening around you and you’ll be fine. After that, all you need to do is learn to time the
light explosion on each part. That’s really all there is to it for this behemoth.

When he enrages, he’ll summon a shield around him. If you manage to stay inside this shield,
you can use this time to deal damage, just watch for light balls. If you get trapped outside the
shield, just damage the shield until it breaks, the commence hugging Valomyr.

To help you, there are also 3 types of crystals that he drops, each of which give you a different
buff. Green will heal you over time, Red will give you on-next hit damage for 4 hits, and purple
will make you immune to damage for 5ish seconds.
Riftstalker
This is the portal cat, and the first umbral behemoth you’re going to encounter. I’ve seen more
new players struggle on this behemoth than any other. He hits hard, moves fast, and likes to hit
from any number of angles. He’ll also pull you into his own little shadow bubble realm, and
pummel you from a multitude of portals he summons inside. Overall, he’s a pain, but once you
learn how to fight him, he’s actually not hard at all.

First off, any time the Riftstalker is coming out of his portal (except when he starts getting low,
sometimes he’ll juke you with tail first attacks), you can interrupt him. Interrupting a Riftstalker
causes a HUGE opportunity for damage, and this behemoth does not have much health. Watch
for when he jumps into a portal, because he’s going to jump out and try to lunge at a player. Hit
him then to interrupt him, and you’ll get a ton of damage in.

Next, when Riftstalker enrages, rather than every other behemoth you’ve seen, he’s going to
create two portals and start charging up his speed. At this point, he’ll start opening portals and
flinging himself through them at high speeds. He’ll do this at least 4 times, and getting hit will
cause MASSIVE damage. Sprint, dodge, jump on a rock, do anything you can to avoid these
attacks, as they are absolutely devastating. Put your weapon away here, as you’re not going to
be doing any damage during this time.

If riftstalker sinks into the ground face first, he’s going to start creating shadow patches on the
ground, which he’ll jump out of. These patches will appear where a random player is GOING to
be, not where you are, so moving in circles can prevent them from appearing underneath your
feet. He’ll pop up, do a flip, and jump back into the ground. He’ll repeat this until he comes out
with extra pink glowy effects, at which point instead of going into the ground again, he’ll do a
rolling attack, ending this phase of attacks.

Riftstalker can also summon a line of portals, with a large shadow puddle underneath them.
These portals are going to shoot shadow balls at you, and if you step in the puddle, you’ll be hit
with corruption. Hit riftstalker to remove the corruption effect, or you’ll likely die. You can move
behind these portals to avoid the shadow balls, as they can only fire in front of them.

Finally, Riftstalker’s shadow bubble. When Riftstalker sinks in the ground, leaving his head
exposed, he’s going to pull you into his shadow bubble. Your screen will fade to black, and you’ll
be inside a small circular room with a number of portals (more the less health Riftstalker has, up
to 6 on heroic). He’s going to throw a barrage of shadow balls and Riftstalker clones through
these portals at you. There’s nothing you can do but dodge all of these attacks. He’ll do 2 cycles
of this, then end the bubble phase. You can, however, end it early…
By interrupting the REAL Riftstalker during this phase, you can stun him and end this phase
early. How can you tell which is real? The real Riftstalker ALWAYS comes out of the PINK
colored portals. Look for those portals, and be ready to hit his face with an attack capable of
interrupting.
Rezakiri
Now we’re talking. This is the first of the endgame behemoths. Available only at Heroic+
difficulty, this behemoth is 550 power level (max gear). This is a radiant behemoth. Remember
all those light balls and lasers that Valomyr had? Well, Rezakiri has them too. And she flies. All
the time. Most of the time, only her tail and tail gem are vulnerable to attack. She can’t be
interrupted, and she even has abilities she uses while staggered. Let’s break it all down...

Rezakiri has two forms of light ball attacks. One will summon light balls on the ground, and then
shoot them forward in a cone towards the player. This is bullet hell, dodge everything. They
hurt, a lot. The other variation is when she summons light balls in the air. These will rain down in
a cone pattern. I’ve found the best way to avoid this is to just sprint at Rezakiri. You’ll most likely
get close enough to avoid the entire attack .If you’re feeling unsafe near the end of the sprint,
throw in a roll to be safe.

Now for the lasers. There are two stances Rezakiri will take when doing laser attacks. If you’re
far away, she’ll shoot lasers in a forward pattern, with no visible gap in the lasers. You basically
have to dodge through them to avoid them. The other stance is when she flies high above you,
and sends either 4 or 8 lasers that start directly beneath her, and spiral outward. Move or dodge
through the gaps in the lasers, then be ready. If Rezakiri is low health, and does the 4 laser
pattern, those lasers will then spiral back in towards the center. Be aware of this.

After ANY overhead laser attack (4 or 8 spiral pattern) she’ll slam the ground, dealing damage
in a large area around her. Either move away, or time your dodge. This is one of the few
openings you’re going to get to damage her body.

Rezakiri will also do a quick forward dash with a double claw swipe, followed by a sweeping tail
attack. You can either dodge through it, or just move to your left (Rezakiri’s right). She always
swings her tail the opposite direction if you move this way, and you should never be hit by any
part of the attack.

She may also do a double tail spin attack, which may also blind you. Just dodge the first spin,
and you shouldn’t take damage.

When Rezakiri is enraged, she’ll lock each player in bubble, and begin a pattern of attacks. Your
goal is to break that bubble as fast as possible, while also dodging the lasers and light balls
being thrown at you. The pattern is as follows: Lasers you’ll need to dodge through,
ground-based light balls, then air-based light balls. If you’re still trapped in the bubble when the
air bubbles come out, be ready. After this she’ll come down to the ground for a short time.

Finally, when Rezakiri has a part broken, or is staggered, she’ll get thrown to the ground. You’ll
have time for a few seconds of damage before she begins her ground-based attacks. These
consist of claw swipes, and tail swings. They’re not all that difficult to avoid, just be ready.
Shrowd
And we’ve arrived. Big daddy Shrowd. This is the final behemoth you’ll encounter in the game,
sharing a power level of 550 with Rezakiri. This time it’s an Umbral behemoth. Shrowd’s
puddles will put the corruption effect on you, so be ready to chase him down and get this off you
as soon as possible. Again, Shrowd has quite the arsenal of abilities, so let’s go over each of
them.

Shrowd shares a few attacks with Shrike, albeit much more dangerous, and harder to avoid.
The first would be the wing slap. Shrowd’s wing slap, however, will hit in a HUGE area around
him. Dodging is the best way to avoid this. Shrowd also has the repeated moving forward claw
swipe. This is easy to avoid by either moving behind him, or running away. Added to this attack
however, is a spinning attack he’ll perform at the end of the swipes. Once you know this exists,
it’s not hard to avoid, but it can take you by surprise if you’re not aware of it.

Shrowd also has the flying ground slam attack that shrike has, but this one hits a much larger
area (I mean, he’s a lot bigger, so that’s probably obvious). Dodge to avoid. The timing can be
different depending on how many times he flaps his wings, just look up and watch for when he’s
coming down.

He can also throw a ghostly copy of himself forward, in a similar fashion as a Shrike tornado.
This has fairly good homing ability, but sprinting or rolling can easily avoid this.

Another nasty attack is his ground-based slam attack. After a short wind-up, he’ll slam the
ground in front of him, causing damage in a large area around him, and creating shadow
puddles. He’ll also be pushed back a bit while performing this attack. If you’re near him, dodge
to avoid, and commence attacking, especially if you got caught in a puddle.

If you’re far away from Shrowd, sometimes he’ll fling shadow goop at you. Just avoid these
puddles, dodge if you have to, and if they do hit you, get close and hit him as fast as possible to
remove the corruption effect.

Next up, one of the most important, but fairly easy to deal with, abilities. His shadow ball.
Shrowd will charge up and launch a shadow ball forward. This ball will begin pulsing, and if left
alone, will explode in an inescapable expanding shadow orb. Passing through this will cause
you to be reduced to 1 hp. (Yes, you can get far enough away to avoid it by running very early,
but that’s not really the strategy we want to use, is it? ;) Back to the guide…) The way to deal
with this orb is to attack it until it’s destroyed. Each time you attack it, it will shrink, until it
disappears. That’s all you have to do to stop it.

More on the next page...


Shrowd’s final ability is creating a shadow copy of himself. This clone will attack you with many
of Shrowd’s own attacks, and Shrowd himself won’t leave you alone during this time. Focus
down the clone to avoid getting overwhelmed. It has very little health, and should go down
quickly, sometimes before it even has a chance to attack.

One last thing that Shrowd can do. When Shrowd enrages, he’s going to create a bubble
around you that essentially blinds you to everything going on outside of a very short range
around you. He’ll also slightly deafen you during this time. This will last until he’s not enraged, or
until you interrupt him. This phase is the ONLY opportunity you have to interrupt Shrowd.

During this phase, Shrowd’s eyes will occasionally be visible. I HIGHLY recommend going
toward him, so you know what attacks he’s going to perform. Be especially wary of any flying
ground slams during this time, and you’ll have very little warning they’re happening, and you
won’t be able to see him coming until the last second. At some point he’ll run past you, and then
do the same attack you’ve seen Shrike do many times. The glide attack. Just like Shrike, you
can interrupt him by hitting his feet. If you manage to do this, he’ll tumble to the ground, his
shadow bubble fill fade, and the phase will end.

Keep in mind: Shrowd can and will summon his shadow clones or his shadow ball during this
phase. Be mindful of shadow clones, and watch for a shadowy effect coming from your body
towards the shadow orb. If you see that effect, immediately run to destroy it.

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