Valdur

Valdur is the Boss of the Hard version of the Crescent Grove dungeon.
It is an astoundingly large four-armed green king golem that was created by the Death Knight brothers, Nagrath and Sirius. It lays dormant when the player first enters its arena, but will awaken and attack once they approach. When it reaches half health, Nagrath and Sirius will join the fight in order to protect their precious creation.
Spawn Locations
| Location |
|---|
| Crescent Grove (20-25) |
Drops
Valdur drops and a when killed. The Boss Chest that spawns following Valdur's death contains one of the following:
| Weapons | Armor |
|---|---|
Description
Valdur is a forest green golem with horn-like protrusions on its head. Spikes jut from its shoulders and wrists. An emerald green gem is set in the core of the golem.
Behaviour
If Valdur is below 50% HP, Nagrath and Sirius join Valdur in battle. Valdur is immune to knockback.
Tri-beam
Valdur lies down and charges up before shooting three lasers at the same time, one aimed towards the target and the other two aimed diagonally to the left and right of the target. If Valdur is stunned before the attack finishes Valdur will fire the laser instantly, which can cause this attack to happen instantaneously.
This attack cannot be parried.
Colossal Rush
Valdur powers up for a moment, then quickly rushes to its target and claps them with both pairs of arms.
If Valdur is at or below 50% HP this attack will be twice as fast, making it really difficult to react to.
Artificial Earthquake
Valdur raises its 4 arms then slams them on the ground, causing a massive shockwave that releases 6 orb projectiles which, after a delay or after hitting a wall, erupt into giant pillars of nature magic.
While below 75% HP, Valdur may repeat this attack up to 2 times, and while below 50% HP, Valdur may cancel the second slam's animation and perform Tri-beam instead.
Tactics
| Attack | Counter |
|---|---|
| Tri-Beam | The best way to avoid this attack is to dodge diagionally back-left with good timing, since you won't get hit at all, otherwise just blocking works. It's best to stun Valdur after it performs an attack or immediately as it spawns in order to prevent a scenario where Tri-Beam is fired instantly. |
| Colossal Rush | This attack is at its most threatening when Valdur is under 50%, as the attack will come out before any attack indicator or noise happens, keeping some distance can give you a good window to see the attack coming if needed. |
| Artificial Earthquake | It's best to disengage from Valdur when they perform this attack and attack at a distance in order to avoid getting pinballed around by the pillars. Either that or interrupt it with a guaranteed stun like Shield Bash, Fluxspear or Pay Day. |
Halfway through the fight, the Death Knight brothers Nagrath and Sirius will appear. Try to stay as far as possible from Valdur while taking them out as fast as possible. Keep an eye on Valdur and beware of his laser and charge attack while doing so.
On death, make sure to run back to the arena as soon as possible, as the passive regeneration given to enemies oftentimes isn't enough to fully heal Valdur, due to his very high health.
Trivia
- If the Death Knight brothers are defeated and all players die and exit the arena, they will revive and rejoin the battle again when Valdur falls below 50% HP.
- The patch notes for Version 72025.a4 refer to Valdur and Colossus as "King Golems".
History
- 72025.a3: Introduced.
- 72025.a4: Lowered the amount of orb projectiles Valdur spawns. Additionally, Valdur should have its attack animations properly interrupted when parried or stunned.
- 72025.a7: Added a stat re-adjustment for the King Golem enemies (Colossus and Valdur) for when they wake up, where it will attempt to scale the health on them appropriately.
- 102025.a1: Slightly lowered lock-on targeter offset position on Valdur.