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Enver Gortash/Combat

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< Enver Gortash
Revision as of 04:20, 26 June 2024 by Ankoria (talk | contribs) (Added tactics section, updated formatting)
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This page focuses on Enver Gortash's behavior during turn-based combat gameplay.


Attacks and abilities

Fabricated Arbalest

Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Fabricated Arbalest
Normal weapon damage
Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Sunbeam.webp
Dazzling Ray Dazzling Ray ()   –  Fabricated Arbalest
D10 Radiant.png 2d10 (2~20) Damage TypesRadiant

Unleash a beam of brilliant light that Blinds Blinds all creatures in its path.

Until the spell ends, you can recast the spell. Casting it again may possibly burn burn you each time you recast it.

DEX Save
AoE: 18 m / 60 ft (Line)

Avatar of Tyranny

Generic Buff.webp
Invoke the Black Hand Invoke the Black Hand ()
Gortash calls upon Bane's tyrannical aid, gaining 150 temporary hit points along with new strength and powers.
Generic Control.webp
Tyrant's Bindings Tyrant's Bindings ()
D8 Force.png 8d8 (8~64) Damage TypesForce
Create heavy magical chains that bind to your targets, halving their Movement speed. If the chains are still present at the beginning of your next turn, they break, dealing 8d8Damage TypesForce damage to all targets.
WIS Save
 Range: 12 m / 40 ft
Unarmed Strike.webp
Empowered Unarmed Strike Empowered Unarmed Strike ()
Unarmed damage Damage TypesBludgeoning
+
Blessed by the unholy strength of Bane, deal 1 + Strength ModifierDamage TypesBludgeoning damage and 4d8Damage TypesForce. If the target fails a Strength saving throw, it gets pushed back.
 Melee: 1.5 m / 5  ft
Generic Explosion.webp
The Closed Fist of Bane The Closed Fist of Bane ()
D10 Force.png 12d10 (12~120) Damage TypesForce
Conjure the divine aspect of Bane the Accursed - a fist that hangs in the air until the end of the round before falling, crushing anyone under it for 12d10Damage TypesForce damage.
 Range: 18 m / 60 ft

Honour Mode

Generic Force.webp
Tyrannical Branding Tyrannical Branding
Place a Tyrant's Curse Tyrant's Curse on a target.

Allies

Gortash will be accompanied by the following allies. Detailed information can be found on their respective pages.

Audience Hall (Coronation)

Gortash's Office (Top Floor)

Wyrm's Rock Traps

Summoned entities

  • Manifestation of Tyranny - Gortash summons a fixed number of these creatures into specific places in the room. These have no place in the initiative order but each one applies 1 stack of the aura condition Bane's Brutality Bane's Brutality to Gortash and/or nearby Black Gauntlet characters, as long as they are standing within a short distance.
  • Bane's Fist - Inserted into the end of the turn order. At the end of each of its turns, Bane's Fist punches the ground around it for a lot of damage.

Conditions

This information is not specified on this character's Examine page, but has resulted from contributor testing. If this information varies depending on whether this character is hostile, allied, or neutral, then please specify this in the applicable section.

Unique

This character has frequent access to the following unique conditions, but is not necessarily the caster of these conditions.

Temporary

Gortash can gain certain defensive buffs or debuffs from his Reflectoguards and nearby traps:

Immunities

Immunities include Conditions that, according to in-game UI messages, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can also go in this section.

This character is immune to all of the following Conditions:

  • Petrified


Vulnerabilities

Vulnerabilities include specific named Conditions that can be afflicted onto this character, even if the chance of successfully afflicting this condition on the character is really, really low.

This character can be affected by all of the following Conditions:

  • Blinded
  • Paralysed
  • Stunned
  • Prone
  • Mental Fatigue
  • Sluggardly
  • Shredded Armour

Encounter details

Wyrm's Rock Fortress- (Audience Hall)

If the party chooses to attack Gortash during his coronation ceremony, they will face one of the most difficult fights in all of Baldur's Gate 3. Gortash is accompanied by Duke Ravengard, an army of Steel Watchers and Flaming Fist, and innumerable traps along the walls.

Gortash will begin combat with Shell of Resistance Shell of Resistance cast on him by a nearby force curtain, and will throw Reflectoguards at himself and Phase Optimizers at nearby Steel Watchers. This will give him immunity or resistance to most types of damage and make him very difficult to kill quickly, while turning all Steel Watchers into even more dangerous threats.

Gortash has +5 Initiative (+10 on Tactician and Honour modes) and all Steel Watchers have +6 Initiative, making them very likely to win initiative. Considering that there are 9 Steel Watchers in addition to Gortash, it is easily possible for an unprepared party to be killed in a single turn.

The traps along the walls can also be quite dangerous. Grenade Impellers and Incineration Casters fire projectiles that constantly force the party to move, while Micromodron Force Curtain will repeatedly grant Gortash many resistances and immunities. However the Deranged Force Curtains are malfunctioning and can debuff Gortash with Malfunctioning Shell of Resistance Malfunctioning Shell of Resistance to reduce his defenses.

Once per fight Gortash can cast Invoke the Black Hand Invoke the Black Hand, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extra 1d4Damage TypesPhysical damage to weapon attacks, and Immunity to Damage TypesThunder, Damage TypesFire, and Damage TypesForce damage. He will also gain the ability to use Tyrant's Bindings Tyrant's Bindings, Empowered Unarmed Strike Empowered Unarmed Strike, and The Closed Fist of Bane The Closed Fist of Bane. This will make him significantly more durable and drastically increase his own damage.

Wyrm's Rock Fortress- (Gortash's Office)

If the party forgoes fighting him at his coronation, they can return to Gortash in his office later on. If the party agreed to his deal during Consider Gortash's Bargain and finished Get Orin's Netherstone then they can attempt to fulfill the bargain. If the party either destroyed the Foundry, travelled to the Iron Throne, or killed Gortash's parents at Flymm's Cobblers, he will become hostile to the party and begin combat.

If the party returns to the lower floors of Wyrm's Rock after having destroyed the Foundry, the lower floors will already be hostile, and the party may find itself fighting their way up through the Audience Hall and its traps and guards in order to reach Gortash's office on the top floor. This sometimes results in a bug[See: Bugs].

All information about Gortash's high initiative, conditional buffs from traps and Reflectoguards, and his spells and abilities remain the same.

Tactics

Wyrm's Rock Fortress- (Audience Hall)

This fight is immensely difficult and requires immaculate planning since the action economy is so stacked against the party.

The high initiative and area of effect attacks of the Steel Watchers threaten to end the fight before it even fully begins. This practically necessitates that the party increase their initiative as well. This can be done through the Alert feat, Elixir of Vigilance, and/or equipment that increases initiative (see Initiative bonuses).

The party can take advantage of the Steel Watcher's Self-Detonate Self-Detonate ability by luring them into the close proximity of other enemies and allowing them to blow each other up.

The Micromodron Force Curtains will make it very difficult to damage Gortash for as long as they're intact. Destroying them and leaving behind only the malfunctioning Deranged Force Curtains will reduce his resistances and make it easier to defeat him.

Wyrm's Rock Fortress- (Gortash's Office)

This fight is significantly easier than the Coronation fight, especially if the player completed Disable the Steel Watch to take out the Steel Watchers. All advice from the previous section also applies here.

Gortash's Black Gauntlet allies can be dangerous due to their Command Command and Dominate Person Dominate Person spells. They should be taken out quickly before they get a chance to use them.

While the lower floors of the fortress will already be hostile if the party destroyed the Foundry, they can be bypassed entirely by using Grant Flight Grant Flight, Feather Fall Feather Fall, or Misty Step Misty Step to jump from Wyrm's Crossing to the rocky area around the base of the Fortress. The party can then safely ascend the vines on the western side of the building and jump up the platforms on the southwestern rampart.

Bugs

Fighting in the Audience Hall after destroying the Foundry will sometimes trigger the enemies on the top floor to become involved in the combat. In this case Gortash and friends may make an appearance near the entrance to the Audience Hall (despite this not being the door to the location they are coming from). This can make the fight easier as Gortash is further from his most deadly traps, but can also make the fight difficult by adding an unexpected wave of additional enemies.

Notes and References