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The Hand of the King
Damage on a single hit is soft-capped at 15% of Hand of the King's maximum health.
|"The Hand of the King"|
|The Throne Room|
|Symmetrical Lance (1st Kill),
Telluric Shock (2nd kill)
Attacks[edit | edit source]
Phase 1[edit | edit source]
- Lance Sweep: Makes a groaning noise, then after a noticeable delay sweeps the lance upward with a decent range.
- Bomb Flurry: Throws pairs of bombs three times, for a total of six bombs. These have very short fuses and will explode soon after hitting the ground.
Mob Phase 1[edit | edit source]
- At approximately 85% boss health, summons a large ice platform and mobs on both levels, along with one Elite (with no elite skills).
- During this time the Hand of the King is completely invulnerable and will appear semi-transparent floating in the air, but will not attack.
- The types of elite enemies summoned vary. The Inquisitor, the Grenadier, and the Disgusting Worm are most often summoned, but the Scorpion, the Cleaver, the Lacerator, and the Slasher can also appear.
- The Hand of the King immediately returns on-stage as soon as all elite enemies are dead, even if normal enemies are still alive (or Disgusting Worm bombs haven't exploded yet).
Phase 2[edit | edit source]
- Retains all the attacks from phase 1.
- Replaces Lance Sweep with a three-hit melee combo. Makes a groaning noise. Like the Symmetrical Lance, the first hit hits in front, the second hit hits both in front and behind, and the third hit hits only in front. The Hand of the King turns around to track the player in between each hit, and parrying him will not interrupt the combo.
- Jab and Rock Pound Combo: Unlike the 3-hit combo, makes a much more muted noise. Makes a single fast lance jab (which can be parried or rolled as usual), then jumps towards the player and makes a rock shockwave, which cannot be parried OR rolled and must be jumped to avoid.
- Charge: Jumps backwards, then runs across the arena. Does damage, and has a pushing effect that can push you off the platform into the sides of the arena; if you don't jump with good timing you can easily fall into the spikes for a lot of extra damage. Will also destroy deployable skills. Parrying this move will damage the Hand of the King and turns off the hurtbox of the attack, but doesn't interrupt it, so he will continue to charge and can still push you off the platform.
- Rally: Three flags will drop down from the top of the arena. After 6 seconds (if not destroyed) they will explode in a large area, inflicting high damage. Like the Kamikaze bat explosions, these can be parried.
Mob Phase 2[edit | edit source]
Occurs at approximately 40% boss health. Same as the first mob phase, but includes two elites, one on each platform.
Phase 3[edit | edit source]
- Retains all the attacks from phase 2.
- Charge now happens twice in a row, going across the arena and then immediately back across the other way.
- Gains Supercharged Rock Pound (in addition to the normal jab rock pound combo). Walks to the center of the arena, jumps in the air noticeably charging energy, then creates several rock pounds covering the entire ground for a long while, doing tremendous damage and knockback if caught in it. Best dodged using the side ice platforms.
Defense[edit | edit source]
- Has a shield that reduces the effect of projectiles (from the front).
- This includes all bows.
- Resists controlling effects such as freeze, frost slow, and stun (less freeze time, and less time slowed down). Damage-over-time effects like fire and poison still do full damage and last the usual amount of time.
Vulnerabilities[edit | edit source]
- The arena is fairly tight and compact; Using this to your advantage you can:
- Use weapons that constantly create poison clouds.
- Use items like the Cleaver.
- Use oil and fire grenades underneath him (as fire damage will stack quite considerably).
Viable Weapons/Skills[edit | edit source]
- Grenades and AoE damage seem to allow for large damage numbers.
- A shield can be used to parry the majority of his attacks.
- Skills that repel grenades like Wave of Denial, Magnetic Grenade or Tornado can nullify his Bomb Flurry, and 6 reflected grenades can do decent damage.
Fight Strategy[edit | edit source]
- Here is a strategy from Feculator: https://steamcommunity.com/sharedfiles/filedetails/?id=1338096063&tscn=1526086696.
- Phaser can be very useful in dodging the boss' attacks. Also, in the case of some weapons, mashing the attack button in midair allows you to stay in midair for a couple of seconds. This helps you dodge the ground slam attacks (even without using the small platforms) as well as his two- and three-hit combos. This is demonstrated in this video Melee and dodging.
- The Rampart shield with its unique effect can help greatly in dealing with the boss' two- and three-hit combos. If you successfully parry the first hit of the combo, the barrier will protect you against the remaining hits and possibly other incoming damage.
Notes[edit | edit source]
- In order for him to drop the next Boss Stem Cell you must have activated all acquired Boss Stem Cells.
- (Have 1 BSC equipped to get the second; 2 BSC for the third etc.)
- Occasionally, the boss can be pushed down the spike pits (might be caused by using Phaser when he is next to the pits). He will take some damage but will jump out immediately.
- On rare occasions, the boss can get stuck in a spike pit if he is pulled down by a Wolf Trap, or if he falls down into a Wolf Trap in the pits. He cannot jump out right away, then he might try to do the charge attack to clear deployed tools. But as he is stuck down the pit, he cannot clear the deployed tools, so he would try to perform the attack over and over, instead of jumping out of the pit.