Lord Kaluuz

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I hunger for your soul...
― Lord Kaluuz, upon being summoned
Lord Kaluuz
Lord Kaluuz Front.png
Lord Kaluuz Back.png
General
Level
18
Element
Water
Experience
1899
HP
1045
Base Damage
28 - 45
Stats
Defense
35
Magic Defense
38

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  Crowns when killed, but spawns a Boss Chest that contains one of the following:

Weapons Armors
 Coldgeist Blade  Geistlord Eye
 Coldgeist Punisher  King Breastplate
 Coldgeist Frostcaller  Reaper Gi
 Frostbite Claws  Witchwizard Robe
 Coldgeist Bow  King Greaves
 Reaper Leggings
 Witchwizard Garterbelt
 Deathward Cape
 Geistlord Band

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.

Lord Kaluuz resists stun
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.