Once the Hydra reaches 75% of its health, the bottom-right heads falls off and it changes its carapace to blue. The poison is fairly weak, but it is recommended to clear its aftereffects immediately. These blobs have a short travel time, so if the player begins running as they are fired, it is possible to avoid their damage completely. These blobs target the player in a 3x3 area and continuing to stand on them will deal up to 12 damage per tick. The Alchemical Hydra will launch 4 or 5 poison blobs around the player's location after the first three attacks. In this phase, the hydra appears green and should be lured to the red chemical vent. It is important to note that the Hydra has a 75% damage reduction by default, which can only be removed by luring it over one of the vents in the room (opposite of its current colour/style). (50% more damage if on wrong vent)ĭeals 50% more damage (up to 52) and has a 75% damage reduction which cannot be removed. Hits up to 35, and uses a special fire wall attack. Hits up to 35, and uses a special lightning attack. Hits up to 17, and uses a special poison attack. The Hydra will change phases during the fight as follows: Hydra attacks with Ranged and Magic, switching styles in a predictable pattern every 3 attacks. This damage increase is permanently on when the Hydra reaches the penultimate (gray) form. If you lure it over the wrong vent, it will have 50% increased damage towards you. Lure it to the vents as seen below and avoid any poison/flames. It's rather simple to kill The Alchemical Hydra. Note: Be sure to wear Granite boots, Boots or stone or Brimstone boots to avoid reoccurring damage in the dungeon! Recommended: Completionist monkey - acts as boots of stone, boots of brimstone or granite boots Weakness: Stab, ranged, dragonbane weapons Short YouTube video made by Draisaitl for those that don't want to read below!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |