Lord Kaluuz


Lord Kaluuz is the third Boss you will encounter. He is essentially a harder version of Lord Zuulneruda, possessing similar but upgraded attacks.
Spawn Locations
Location |
---|
Sanctum Catacombs (12 - 18) |
Drops
Lord Kaluuz only drops
when killed, but spawns a Boss Chest that contains one of the following:Weapons | Armors |
---|---|
Behaviour
Halfway through the fight, Lord Kaluuz summons 4 Creeps, being 2 Poltergeist and 2 Miasma. He will occasionally summon them back one at a time if the previous ones are defeated.
Melee Attack
Lord Kaluuz moves towards his target and swings its right hand then left hand.
Spinning Blades
Lord Kaluuz creates 4 large blue blades in front of himself and throws them in a straight line in 4 directions, forward, left, right and backwards. After reaching their maximum distance, the blades come to a stop and start spinning for 1 second before disappearing.
Energy Balls
Lord Kaluuz backs away, points in the air with his left hand and creates 3 blue energy balls above his head. The energy balls are then thrown to the player and linger for a short time before disappearing.
Teleport
Lord Kaluuz backs away, mocks the player and disappears for 3 seconds before reappearing somewhere else in the arena.
Hyper Beam
Lord Kaluuz will stop moving and glow blue, charging his attack for 1 second. He then unleashes a large blue beam across the stage that lasts for 2 seconds, capable of hitting the player multiple times.
Tactics
Attack | Counter |
---|---|
Melee Attack | The easiest option is to parry as soon as Lord Kaluuz raises his hand. |
Spinning Blades | When directly next to Lord Kaluuz, you may completely negate the attack by parrying immediately as the attack starts, releasing your guard, and immediately parrying again, holding the guard button until the third hit. This allows for staying close to Kaluuz to counter-attack faster.
They may also be dodged with relative ease, with a diagonal dash away from Lord Kaluuz. |
Energy Balls | Take distance from Lord Kaluuz, waiting until all the orbs have been launched, then dashing towards Lord Kaluuz, taking advantage of the guaranteed dodge while dashing to pass through the orbs. |
Teleport | The empty period after Lord Kaluuz teleports is very useful, as it can be used to safely cast healing/buffing spells. |
Hyper Beam | Hyper Beam, if it hits, is almost guaranteed to multihit, as it most often launches the character into itself. Lord Kaluuz takes a long while to charge the Hyper Beam, so take this time to dash sideways and avoid it. Kaluuz is very vulnerable during this attack. |
Lord Kaluuz, like all [Creeps|creeps], has a downtime between each attack, which can be used to cast healing magic in-between attacks.