Grym: Difference between revisions

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If the Adamantine Forge is used, Grym will activate and attempt to destroy its users.
If the Adamantine Forge is used, Grym will activate and attempt to destroy its users.


== Attacks and Abilities ==
== Attacks and abilities ==


{{TooltipBox| {{SAI|Awaken|w=40}}|image=Generic Tactical.webp|w=100|
{{Feature box|name=Awaken|image name=Generic Tactical.webp
* Grym spends its first turn readying for combat. }}
|* Grym spends its first turn readying for combat. }}


{{TooltipBox| {{SAI|Seismic Wrath|w=40}} |image=Generic Tactical.webp|w=100|
{{Feature box|name=Seismic Wrath|image name=Generic Tactical.webp
* Costs an Action but has no known purpose.
|* Costs an Action but has no known purpose.
* {{action}}
* {{action}}
}}
}}


{{TooltipBox| {{SAI|Slam|w=40}}  |image=Slam.webp|w=100|
{{Feature box|name=Slam|image name=Slam.webp
* Hit a target and its small surrounding area, dealing {{DamageText|4d8|Bludgeoning}} damage, possibly knocking all affected creatures {{Cond|Prone}}.
|* Hit a target and its small surrounding area, dealing {{DamageText|4d8|Bludgeoning}} damage, possibly knocking all affected creatures {{Cond|Prone}}.
* {{action}}
* {{action}}
}}
}}


{{TooltipBox| {{SAI|Quake|w=40}}  |image=Generic Damage.webp|w=100|
{{Feature box|name=Quake|image name=Generic Damage.webp
* Stomp the ground to cause a massive shockwave, dealing {{DamageText|3d4|Bludgeoning}} damage, and knocks nearby creatures {{Cond|Prone}}.
|* Stomp the ground to cause a massive shockwave, dealing {{DamageText|3d4|Bludgeoning}} damage, and knocks nearby creatures {{Cond|Prone}}.
* {{action|bonus}}
* {{action|bonus}}
}}
}}


==Combat Tactics ==
==Combat tactics ==
Grym is immune to all types of damage and can send melee attackers [[Reeling (Condition)|Reeling]]. Its [[Adamantine Skin]] passive causes Grym to be unable to take damage until it has been [[Superheated (Condition)|Superheated]] by standing in lava. This will also remove its [[Intense Adamantine Backlash]] passive. Once superheated, {{DamageType|Bludgeoning}} damage is most effective against Grym.  
Grym is immune to all types of damage and can send melee attackers {{cond|Reeling}}. Its [[Adamantine Skin]] passive causes Grym to be unable to take damage until it has been {{cond|Superheated}} by standing in lava. This will also remove its [[Intense Adamantine Backlash]] passive. Once superheated, {{DamageType|Bludgeoning}} damage is most effective against Grym.  


New Resistances when superheated:
New Resistances when superheated:
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{{DamageInfo|12d8|double weapon|type=Bludgeoning}}
{{DamageInfo|12d8|double weapon|type=Bludgeoning}}


and knock it [[Prone (Condition)|Prone]]. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the Magma Mephits. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. Alternatively the lava valve can also be activated by shooting an arrow at it, or some familiars, such as [[Mage Hand]], can also interact with the lava valve in place of a party member.  Note, however, that using a familiar for the initial activation of the lava valve will bug the encounter and prevent Grym from spawning.
and knock it {{cond|Prone}}. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the Magma Mephits. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. Alternatively the lava valve can also be activated by shooting an arrow at it, or some familiars, such as [[Mage Hand]], can also interact with the lava valve in place of a party member.  Note, however, that using a familiar for the initial activation of the lava valve will bug the encounter and prevent Grym from spawning.


Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability.
Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability.


=== Ranged Bombardment Tactic ===
=== Ranged bombardment tactic ===
There is a rather different tactic possible against Grym using an all-Ranged setup using the terrain to your advantage. Grym has no ranged attacks of any kind, so if you can shoot it from positions it can't reach you can slowly but surely destroy Grym without even getting wounded. NOTE, to be able to use this tactic and then keep the ability to use the Forge for making equipment you will need at least one character who can cast [[Grant Flight]]; the forge cannot be raised back up again after being lowered, so a Flying character will be needed to load the mold, crucible and then activate the two levers to create Adamantine equipment after the fight.
There is a rather different tactic possible against Grym using an all-Ranged setup using the terrain to your advantage. Grym has no ranged attacks of any kind, so if you can shoot it from positions it can't reach you can slowly but surely destroy Grym without even getting wounded. NOTE, to be able to use this tactic and then keep the ability to use the Forge for making equipment you will need at least one character who can cast [[Grant Flight]]; the forge cannot be raised back up again after being lowered, so a Flying character will be needed to load the mold, crucible and then activate the two levers to create Adamantine equipment after the fight.


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At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava lever whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).
At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava lever whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).


==Notable Loot==  
==Notable loot==  
*{{RarityItem|Grymskull Helm}}
*{{RarityItem|Grymskull Helm}}


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{{Achievement|A Grym Fate}}
{{Achievement|A Grym Fate}}


==Notes and Trivia==
==Notes and trivia==
*There is a Steam achievement ('''A Grym Fate''') for defeating Grym without using the forge hammer. Despite its large amount of [[Hit Points|HP]] and high [[Armour Class|AC]], proper preparation with {{DamageType|Bludgeoning}} weapons on a [[Hastened (Condition)|Hastened]] [[Fighter]] and/or [[Barbarian]] can quickly wear it down.
*There is a Steam achievement ('''A Grym Fate''') for defeating Grym without using the forge hammer. Despite its large amount of [[Hit Points|HP]] and high [[Armour Class|AC]], proper preparation with {{DamageType|Bludgeoning}} weapons on a {{cond|Hastened}} [[Fighter]] and/or [[Barbarian]] can quickly wear it down.
*As of [[Patch_Notes|Hotfix 6]] there is no cooldown for the application of [[Superheated (Condition)|Superheated condition]]. Thus, it is possible to reapply the effect by activating the lava valve (has a slight delay, check Grym for status effects) and consequently hitting Grym with the hammer multiple times per turn. This can be easily achieved by placing a character within shooting distance of; both the lava valve and hammer lever and then shooting them both with arrows. For example a [[Hastened (Condition)|Hasted]] lvl 3 [[Thief]] / lvl 2 [[Fighter]] has essentially 5 actions when dual wielding [[Hand Crossbows|hand crossbows]], and can kill Grym in a single turn of combat at tactician difficulty. (Grym has to be first lured under the hammer with a second character, and Grym has to stand one leg in lava one under hammer)
*As of [[Patch_Notes|Hotfix 6]] there is no cooldown for the application of {{cond|Superheated condition}}. Thus, it is possible to reapply the effect by activating the lava valve (has a slight delay, check Grym for status effects) and consequently hitting Grym with the hammer multiple times per turn. This can be easily achieved by placing a character within shooting distance of; both the lava valve and hammer lever and then shooting them both with arrows. For example a {{cond|Hastened|Hasted}} lvl 3 [[Thief]] / lvl 2 [[Fighter]] has essentially 5 actions when dual wielding [[Hand Crossbows|hand crossbows]], and can kill Grym in a single turn of combat at tactician difficulty. (Grym has to be first lured under the hammer with a second character, and Grym has to stand one leg in lava one under hammer)
[[Category: Constructs]]
 
[[Category: Characters in Act 1]]
[[Category: Bosses]]
[[Category: Bosses]]
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