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The Usurper is the final boss of Chapter 7 in the Underground Caves. He is a swordsman with a guard, a dodge, a parry and an execute move of his own, and a lightning-cut dash that cannot be blocked. When you turn Lunatic he moves to a second moveset that adds falling lightning, rotating thunder pillars, five homing orbs and a lightning shockwave. He is one of the Bosses of the main story.

Overview#

Story monster id7001 (ES_StoryMonster, story 7, area 1, scene Arena10010); BossFinal = 1
ModelHero 20044 (body radius 0.5; flagged as a Human target: ES_HeroPropertyData property 38 = 1)
Attribute points10 across the board (plus level - 1)
Poise / Resilience47 (regen 20) / 100 (regen 30); Stamina 80
Weak pointsWeak-point multipliers 1 / 1 / 1 in the table, i.e. x2 damage, Poise and Resilience on a weak collider (the game adds 1 to each multiplier (animalbase_value.lua:2340-2341, 2646); whether he has one is unverified); 30% bonus Resilience loss when his armour breaks
Sanity costSanDamage 130
CritCrit damage stat 242 at journey 1, 250 later
AchievementThe Cultists (id 10007) on defeat

Phases#

  • Phase 1 (grade 1). Light and heavy sword combos, a leaping plunge, a big jump slash and a guard stance. The only unblockable move is the lightning-cut dash OP1 (4 to 8 m).
  • Phase 2 (grade 2, Lunatic). Begins when you are Lunatic and he is still in grade 1 (controllerstorymode.lua:2252-2262): the standard phase change runs (Bosses#Boss mode and the phase change): the fight freezes, fades out and his Health is topped up to at least 50% (BossFinal = 1; animalbase.lua:1535-1543). The row for grade 2 adds +200 to Defence and to the four elemental resistances. Every phase-2 move is dark damage; most are marked unblockable.

Stats#

How the numbers scale#

Stats come from the model's attribute points plus the placement level and the grade rows of ES_StoryMonsterProperty (New Game Plus enemy scaling#What a level does to a stat). Journey 1 is the first playthrough; journeys 2 to 4 are New Game Plus, and later journeys reuse journey 4 (BattleData.GameLoopMax = 4). The values below were calculated with the game's own formula and rounded down.

JourneyLevelStageHealthPhysical attackElemental attackDefenceElemental resist.Pierce resist.
11815,8603963251782051,233
1182 (Lunatic)5,8603963253784051,233
250112,1808857252353001,800
2502 (Lunatic)12,1808857254355001,800
365114,7801,0689122503071,845
3652 (Lunatic)14,7801,0689124505071,845
489117,1801,3561,2122583131,881
4892 (Lunatic)17,1801,3561,2124585131,881

His elemental attack is lower than his Physical attack (for example 325 against 396 at journey 1). His Pierce resistance is huge (1,233 at journey 1, over six times his Defence), so thrown pierce weapons barely scratch him. See Damage types and resistances.

Moves#

MoveWhat it doesPhaseFlat power and effectsAI (range, cone, chance, cooldown)
LL12 light hitsP1120 phys≤4 m · 55° · cd 2s
LP1Forward rushing slashP1120 phys4.5–9 m · 45° · 30% · cd 6s
HHHH14 heavy hitsP1120 phys4–5.5 m · 55° · cd 2s
NHHHH14 heavy hits (variant)P1120 phys4–5.5 m · 55° · cd 2s
SPGuard5.5–10 m · 45° · 35% · cd 7s
HPCharged heavy120 phys≤3 m · 90° · 30% · cd 7s
NLLLL14 light hits (variant)P1120 phys4–5.5 m · 55° · cd 2s
O1Leaps and plunges the swordP1120 phys, guard break 200≤4 m · 120° · 30% · cd 12s
OP1Lightning cut (dash)P1unblockable4–8 m · 30° · 40% · cd 8s
NLP1Big jump slashP1120 dark, guard break 2007–15 m · 45° · 40% · cd 15s
LL22 light hitsP2120 dark≤5 m · 55° · cd 2s
LP2Forward rushing slashP2120 dark, guard break 1505–10 m · 45° · 30% · cd 6s
HHH23 heavy hitsP2120 dark4–5.5 m · 55° · cd 2s
NHHH23 heavy hits (variant)P2120 dark4–5.5 m · 55° · cd 2s
NLLLL24 light hits (variant)P2120 dark4–5.5 m · 55° · cd 2s
NS2Falling lightningP2120 dark, unblockable≤4.5 m · 60° · 30% · cd 15s
NSP2Rotating thunder pillarsP2120 dark, unblockable≤4.5 m · 60° · 30% · cd 15s
NO2Five homing orbsP2120 dark, unblockable6.5–16 m · 30° · 40% · cd 10s
O2Jumping lightning cutP2120 dark, unblockable8–18 m · 60° · 30% · cd 10s
OP2Accelerated lightning cutP2unblockable8–30 m · 30° · 35% · cd 10s
NOP2LightningP2120 dark, unblockable≤30 m · 30° · 30% · cd 25s
NLP2Lightning shockwaveP2120 dark, unblockable≤7 m · 60° · 35% · cd 15s
skill102Dodgecd 6s
skill105Parry / riposte200 dark, unblockable
skill108Execute (finisher)150 phys, unblockable

Raw strength of three typical hits#

A move's raw strength is attack stat x the move's attack multiplier + the move's flat power, using the stat that matches its damage type; your defence or resistance then reduces it (see Damage formula and Damage types and resistances). The table shows that raw number before your defence is applied.

Move (flat power, type)Journey 1Journey 2Journey 3Journey 4
Heavy combo HHHH1 (strongest hit) (120, physical)516100511881476
Falling lightning NS2 (120, dark)44584510321332
Light combo LL2 (strongest hit) (120, dark)44584510321332

Drops and rewards#

Defeating him shows five story items (after quest 71001) and completes the chapter quests 71001 (leave boss mode), 71002 (save) and 71003:

ItemJourney 1Journey 2Journey 3Journey 4
Immundus Diamond1111
Blackwater Crystal1111
Filthy Core1234
Bone Fragment199199199199
The First Seed (a trophy, see Trophy list; item id 60055, 60255, 60355, 60455 in journeys 1 to 4)1111

The First Seed's text says it restores Stamina on a successful critical hit. If you are Lunatic when he falls, SanDropId 70012 adds a 40% chance of 2 to 3 Anthozoan Bones. If he dies in phase 2, the quests 91007 and 91107 ("boss second phase") are also completed, and the game records that a final boss was killed after the promotion.

Hidden mechanics#

  • Phase 2 is a stat change as well as a move change. The extra 200 Defence roughly doubles his physical toughness at journey 1 (178 becomes 378) and adds 78% at journey 4 (258 to 458). Hit him hard in phase 1.
  • The Health refill. Going Lunatic tops him up to 50% (nothing changes above 50%; below it he regains the difference), the same rule as for every BossFinal boss.
  • Sanity cost 130. About 38% of his Health (50 / 130) takes you from full sanity to the Lunatic line, so phase 2 normally starts after roughly a third of the fight (inferred from SanDamage x damage / max Health).
  • Unblockable means dodge. In phase 2 the falling lightning (NS2), thunder pillars (NSP2), five orbs (NO2), jumping cut (O2), accelerated cut (OP2), lightning (NOP2) and shockwave (NLP2) are all unblockable; blocking only helps against the plain sword combos LL2, LP2, HHH2, NHHH2 and NLLLL2.
  • The accelerated lightning cut crosses 53 m. OP2 has an AI range of 8 to 30 m and its dash clip moves him 53.3 m (from the animation data in the boss report; unverified), so keeping distance is not safe.
  • He counters. His guard SP (5.5 to 10 m, 35%, 7 s cooldown), dodge (6 s cooldown) and parry (200 dark, unblockable) mean button mashing in front of him is punished; use delayed hits.
  • No riposte in journey 1 until he has blocked twice. While he holds the guard SP, the check that lets him answer your attack returns false in the story when the journey is 1 or less, it is not a maze boss and not a boss time challenge, and he has blocked fewer than SkillSP_BlockCountToCounterAttack (2) hits since the guard began. From journey 2 on he ripostes at once. Rosen Cavalier Patrick#Hidden mechanics has the same rule with a count of 1 (hero20044.lua:48-74; hero20044_define.lua:28; New Game Plus#Hidden mechanics).

Strategy#

  • Spend phase 1 on Health: his phase-1 attacks have a flat power of 120, physical except the big jump slash NLP1, which is dark (guard break 200 on the plunge and the big jump slash).
  • In phase 2 there is no safe distance: the close unblockable moves NS2 and NSP2 (within 4.5 m) and NLP2 (within 7 m) are used when you are near, and NO2 (6.5 to 16 m), O2 (8 to 18 m), OP2 (8 to 30 m) and NOP2 (up to 30 m) when you stay away. Learn the animations and dodge.
  • His parry riposte #105 is 200 dark and unblockable, so do not attack him while he holds the guard stance SP.

Sources#

  • Tables: ES_StoryMonster row 7001 (levels, SanDamage 130, StoryItemId 7034..7037 and 7062, CompleteQuestId, CompleteQuestId2); ES_StoryMonsterProperty rows 564 (grade 2, +200) and 565; ES_StoryItem StoryId 7 ids 7034 to 7037 and 7062; ES_TrophyData 60055 text; ES_StoryQuest 71001 to 71003, 91007, 91107, 91207; ES_Achievement 10007; ES_ItemDropData 70012.
  • Code: hero20044.lua:20-74; hero20044_define.lua:28; attack20044.lua:488-531, 741; controllerstorymode.lua:2252-2262, 3340-3446; animalbase.lua:1497-1567, 16700-16735.
  • Move list: reports/bosses_and_enemies.md section 14 and reports/data/boss_moves.json (hero 20044).
Categories:Bosses