Ansur/combat: Difference between revisions

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| feature6_description = Advantage on Saving throws against any effect that turns undead.
| feature6_description = Advantage on Saving throws against any effect that turns undead.
}}This page focuses on [[Ansur]]'s behaviour during combat encounters.
}}This page focuses on [[Ansur]]'s behaviour during combat encounters.
This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.


== Attacks and abilities ==
== Attacks and abilities ==
This section briefly describes Ansur's abilities, and how he uses them. See their individual pages for more information.
This section briefly describes Ansur's abilities, and how he uses them. See their individual pages for more information.


{{Feature box|name=Lightning Breath|link=Lightning Breath (Ansur)|image name=Generic Lightning.webp
{{Feature box|Lightning Breath (Ansur)}}
|{{DamageInfo|12d6|Lightning}}
 
* Spew forth a cone of lightning.
{{Feature box|Multiattack (Ansur)}}
{{Action}}
}}


{{Feature box|name=Multiattack (Ansur)|image name=Multiattack Earth Elemental.webp
{{Feature box|Slam (Ansur)}}
|{{DamageInfo|4d8+7|Bludgeoning}} + {{DamageInfo|3d8+7|Piercing}} + {{DamageInfo|4d6|Lightning}}
* Ravage your foes with claws and rotted draconic fangs, applying {{cond|Shocked}} to them.
{{Action}}
}}


{{Feature box|name=Slam|link=Slam (Ansur)|image name=Generic Physical.webp
{{Feature box|Fly (Ansur)}}
|{{DamageInfo|6d8+7|Bludgeoning}}
* Slam the ground, possibly knocking nearby targets {{Cond|Prone}}.
{{Action}}
}}


{{Feature box|name=Fly|link=Fly (Ansur)|image name=Fly.webp
{{Feature box|Gather Power}}
|* Beat your draconic wings and take flight {{range|m=30|ft=100}}.
{{Action|movement}}
}}


{{Feature box|name=Gather Power|image name=Chromatic Orb Lightning.webp
* Ansur gains {{cond|Hoarding Energy}} for 2 Turns, after which he will use [[# Stormheart Nova|Stormheart Nova]].
|* Ansur gains {{cond|Hoarding Energy}} for 2 Turns, after which he will use [[# Stormheart Nova|Stormheart Nova]].
* While this status is active, he takes no other actions and his animations show him flying in the air above his position.
* While this status is active, he takes no other actions and his animations have him flying in the air above his position.
* He gains resistance to all damage types, but can still be attacked while in this state.
* He gains resistance to all damage types, but can still be attacked while in this state.
* There is no means of interrupting or cancelling this state.
* There is no means of interrupting or cancelling this state.
* Any enemies in range of Stormheart Nova will have the condition {{cond|Ansur's Ire}}; if this condition is removed (by taking cover etcetera), the character will not take damage.
* Any enemies in range of Stormheart Nova will have the condition {{cond|Ansur's Ire}}; if this condition is removed (by taking cover etcetera), the character will not take damage.
{{Action}}
}}


{{Feature box|name=Stormheart Nova|image name=Chain Lightning.webp
{{Feature box|Stormheart Nova}}
|{{DamageInfo|18d10|Lightning}}
 
* Ansur uses this ability when Hoarding Energy wears off.
* Ansur uses this ability when Hoarding Energy wears off.
* All creatures and destructible objects are hit for 18d10 Lightning Damage, will begin using [[# Bout of Storms|Bout of Storms]] at the start of each round thereafter.
* All creatures and destructible objects are hit for {{DamageText|18d10|Lightning}}. Ansur will then begin to use [[# Bout of Storms|Bout of Storms]] at the start of each round thereafter.
* Local visual effects will change; it will start to rain and there will be frequent lightning flashes. The rain is superficial and does not cause entities to become "Wet." In Honour mode, the rain gives a permanent "wet" status and makes the characters vulnerable to lightning damage.
* Local visual effects will change; it will start to rain and there will be frequent lightning flashes. The rain is superficial and does not cause entities to become {{Cond|Wet}}. In ''Honour mode'', the rain gives a permanent {{Cond|Wet}} status and makes the characters vulnerable to lightning damage.
{{Action}}
}}


{{Feature box|name=Bout of Storms|image name=Generic Lightning.webp
{{Feature box|Bout of Storms}}
|* Ansur summons a total of five "Lightning Strike" entities into the initiative order. After all of these entities resolve their turns, another set of five Lightning Strikes will be added into the turn order after Ansur.
{{DamageInfo|6d10|Lightning|per=Lightning Strike|save=Dexterity|save effect=half}}
{{Action}}
}}


{{Feature box|name=Legendary Action: Draconic Wrath|image name= Lightning Breath.webp
* Ansur gains condition {{cond|Legendary Action: Draconic Wrath}} at the start of each round. While this status is active, he will use {{SAI|Lightning Breath (Ansur)|Lightning Breath}} on the first creature who attacks him.
|* Ansur gains condition {{cond|Legendary Action: Draconic Wrath}} at the start of each round. While this status is active, he will use {{SAI|Lightning Breath (Ansur)|Lightning Breath}} on the first creature who attacks him.
}}


==Conditions==
==Conditions==
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* {{cond|Frightened}}
* {{cond|Frightened}}
* {{cond|Hypnotised}}
* {{cond|Hypnotised}}
* {{cond|Paralysed}}
* {{cond|Prone}}
* {{cond|Prone}}
* {{cond|Wet}}
* {{cond|Wet}}
Line 143: Line 118:


==Allies==
==Allies==
* x2 [[Water Myrmidon]]
* 2x [[Water Myrmidon]]


==Encounter==
==Encounter==
===Phase one===
===Phase one===
When combat is taking place, all party members in the area automatically enter combat if present, even if hiding and were in the previous room when the conversation ended.
When combat begins, all party members in the area automatically enter combat, even if they are hiding or located in the previous room when the conversation ends.


Ansur will generally use {{SAI|Lightning Breath}}, {{SAI|Multiattack (Ansur)}}, or {{SAI|Slam}} on nearby party members before flying to a nearby location. He will repeat this process until his hit points have been reduce to between 2/3 to 1/2 of his maximum hp.
Ansur will generally use {{SAI|Lightning Breath}}, {{SAI|Multiattack (Ansur)}}, or {{SAI|Slam}} on nearby party members before flying to a nearby location. He will repeat this process until his hit points have been reduced to around 2/3 to 1/2 of his maximum hp.


Once Ansur's hit points has been sufficiently reduced, he will use {{SAI|Gather Power}} to begin hoarding energy. While in this state, he will not take any other actions, and will be resistant to all damage types. After hoarding energy, he will release {{SAI|Stormheart Nova}}, dealing enough Lightning damage to potentially kill the entire party in one hit. This attack will only hit creatures that have the condition {{cond|Ansur's Ire}}, which can be removed by taking cover.
Once Ansur's hit points has been sufficiently reduced, he will use {{SAI|Gather Power}} to begin hoarding energy. While in this state, he will not take any other actions, and will be resistant to all damage types. After hoarding energy, he will release {{SAI|Stormheart Nova}}, dealing enough Lightning damage to potentially kill the entire party in one hit. This attack will only hit creatures that have the condition {{cond|Ansur's Ire}}, which can be removed by taking cover.
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Ansur is also very difficult to incapictate. As an [[Undead]] he cannot be targeted by many spells, and most of his saving throws are extremely high. However, his INT saving throws are by far the weakest which makes {{SAI|Mind Blast}} and other Illithid powers an effective option to deal with him.
Ansur is also very difficult to incapictate. As an [[Undead]] he cannot be targeted by many spells, and most of his saving throws are extremely high. However, his INT saving throws are by far the weakest which makes {{SAI|Mind Blast}} and other Illithid powers an effective option to deal with him.


The two [[Water Myrmidon]]s he summons can be quite problematic since their {{SAI|Healing Vapours}} ability covers a large area in a [[water surface]] that Ansur can turn into an [[Electrified Surface]]. It is generally best to kill them first before they become too much of a nuisance.
The two [[Water Myrmidon]]s he summons can be quite problematic since their {{SAI|Healing Vapours}} ability covers a large area in a {{Area|Water (surface)}} that Ansur can turn into an {{Area|Electrified Water}} surface. It is generally best to kill them first before they become too much of a nuisance.
 
Ansur's [[Stormheart Nova]] can be survived by hiding near the various [[Attuned Crystal]] structures on the battlefield, though these structures will themselves be destroyed by the Nova. {{SAI|Globe of Invulnerability}} will also protect party members from the Nova.


Since the majority of Ansur's damage is {{DamageType|Lightning}}, it can be reduced via sources of lightning resistance:
Since the majority of Ansur's damage is {{DamageType|Lightning}}, it can be reduced via sources of lightning resistance:
* {{RarityItem|The Sparkswall}} (can also prevent electrocution on electrified surfaces)
* {{RarityItem|The Sparkswall}} (can also prevent electrocution on electrified surfaces)
* {{RarityItem|Elixir of Lightning Resistance}} (can be thrown on the ground to hit multiple allies standing near each other)
* {{RarityItem|Elixir of Lightning Resistance}} (can be thrown on the ground to hit multiple allies standing near each other)

Latest revision as of 16:42, 6 May 2024

This page focuses on Ansur's behaviour during combat encounters.

Attacks and abilities[edit | edit source]

This section briefly describes Ansur's abilities, and how he uses them. See their individual pages for more information.

Generic Lightning.webp
D6 Lightning.png 12d6 (12~72) Damage TypesLightning damage

Breathe bolts of lightning that strike and possibly Shocked Shock your foes.
DEX Save
 Range: 60 m / 200 ft
AoE: 6 m / 20 ft (Radius)
Multiattack Earth Elemental.webp
D8 Bludgeoning.png 4d8 (4~32) Damage TypesBludgeoning damage
+
D8 Piercing.png 3d8 (3~24) Damage TypesPiercing damage

Ravage your foes with claws and rotted draconic fangs.
 Range: 4 m / 13 ft
Generic Physical.webp
Slam Slam ()
D8 Bludgeoning.png 6d8 (6~48) Damage TypesBludgeoning damage

Slam the ground, possibly knocking nearby targets Prone Prone.
 Range: 4 m / 13 ft
AoE: 3 m / 10 ft (Radius)

Fly (Ansur)

Chromatic Orb Lightning.webp

Take flight, land, and begin to gather power.
 Range: 30 m / 100 ft
  • Ansur gains Hoarding Energy Hoarding Energy for 2 Turns, after which he will use Stormheart Nova.
  • While this status is active, he takes no other actions and his animations show him flying in the air above his position.
  • He gains resistance to all damage types, but can still be attacked while in this state.
  • There is no means of interrupting or cancelling this state.
  • Any enemies in range of Stormheart Nova will have the condition Ansur's Ire Ansur's Ire; if this condition is removed (by taking cover etcetera), the character will not take damage.
Chain Lightning.webp
D10 Lightning.png 18d10 (18~180) Damage TypesLightning damage

Blast the entire arena with an explosion of lightning, possibly Shocked Shocking your foes.
DEX Save
 Melee: 1.5 m / 5  ft
AoE: 40 m / 130 ft (Radius)
  • Ansur uses this ability when Hoarding Energy wears off.
  • All creatures and destructible objects are hit for 18d10Damage TypesLightning. Ansur will then begin to use Bout of Storms at the start of each round thereafter.
  • Local visual effects will change; it will start to rain and there will be frequent lightning flashes. The rain is superficial and does not cause entities to become Wet Wet. In Honour mode, the rain gives a permanent Wet Wet status and makes the characters vulnerable to lightning damage.
Generic Lightning.webp
D10 Lightning.png 6d10 (6~60) Damage TypesLightning damage

Ansur calls down tines of lightning that strike all around him in wild erratic patterns.
 Range: 99 m / 325 ft

Conditions[edit | edit source]

This information is not specified on Ansur's Examine page, but has resulted from contributor testing.

Immunities[edit | edit source]

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 still go in this section, but please provide more detail about what combat actions are prevented.

Ansur is immune to all of the following Conditions:

Vulnerabilities[edit | edit source]

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 very low.

Ansur can be affected by all of the following Conditions:

Allies[edit | edit source]

Encounter[edit | edit source]

Phase one[edit | edit source]

When combat begins, all party members in the area automatically enter combat, even if they are hiding or located in the previous room when the conversation ends.

Ansur will generally use Lightning Breath Lightning Breath, Multiattack (Ansur) Multiattack (Ansur), or Slam Slam on nearby party members before flying to a nearby location. He will repeat this process until his hit points have been reduced to around 2/3 to 1/2 of his maximum hp.

Once Ansur's hit points has been sufficiently reduced, he will use Gather Power Gather Power to begin hoarding energy. While in this state, he will not take any other actions, and will be resistant to all damage types. After hoarding energy, he will release Stormheart Nova Stormheart Nova, dealing enough Lightning damage to potentially kill the entire party in one hit. This attack will only hit creatures that have the condition Ansur's Ire Ansur's Ire, which can be removed by taking cover.

Phase two[edit | edit source]

After using his Stormheart Nova, Ansur will summon five lightning strikes each turn with his attack Bout of Storms. Any creatures standing inside the strikes will take damage at the end of the round. On Tactician or Honour difficulty, rain will begin to fall on the battlefield and make every party member permanently Wet Wet.

Tactics[edit | edit source]

Ansur is a challenging opponent with high AoE damage, a large amount of hit points, and dangerous reactions. All of his attacks can hit multiple targets, punishing party members that stay close to one another or large armies of summoned creatures. Furthermore, his massive hitbox can make it extremely difficult to avoid taking his AoE Opportunity Attacks.

Ansur is also very difficult to incapictate. As an Undead he cannot be targeted by many spells, and most of his saving throws are extremely high. However, his INT saving throws are by far the weakest which makes Mind Blast Mind Blast and other Illithid powers an effective option to deal with him.

The two Water Myrmidons he summons can be quite problematic since their Healing Vapours Healing Vapours ability covers a large area in a Water Water that Ansur can turn into an Electrified Water Electrified Water surface. It is generally best to kill them first before they become too much of a nuisance.

Ansur's Stormheart Nova can be survived by hiding near the various Attuned Crystal structures on the battlefield, though these structures will themselves be destroyed by the Nova. Globe of Invulnerability Globe of Invulnerability will also protect party members from the Nova.

Since the majority of Ansur's damage is Damage TypesLightning, it can be reduced via sources of lightning resistance: