Sarevok Anchev/combat

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< Sarevok Anchev
Revision as of 20:46, 18 April 2024 by Ankoria (talk | contribs) (Removed construction tab. Reformatted all sections to be in line with other combat pages. Expanded upon Encounter section)
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This page focuses on Sarevok Anchev's behavior 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

Generic Death.webp
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon damage
+
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon damage

Unleash the Dread Lord's fury upon a target.

A Bhaalist worships murder - a Deathbringer embodies it.

 Melee: 1.5 m / 5  ft
Rage.webp

Sarevok can use Deathbringer Assault Deathbringer Assault until the end of his next turn.
 Range: Self
Power Word Kill.webp

Compel an enemy with 100 Hit Points or fewer to die instantly. Limited to one use only.
 Range: 18 m / 60 ft

Honour Mode

Main Hand Attack.webp

Immediately strike back at an attacker. If Deathbringer's Legacy Deathbringer's Legacy is active, use Deathbringer's Assault Deathbringer's Assault instead.


Common

  • Jump
  • Opportunity Attack

Main Hand Attack

  • Sarevok seems to have access to at least two melee attacks per action. If he is affected by "Haste", this can mean Sarevok is capable of firing off four[Needs Verification] melee attacks in a single turn -- enough to allow his special ability on the next turn.

Conditions

Legendary Resistance: Incapacitation Legendary Resistance: IncapacitationTTactician

Murderous Strikes Murderous Strikes

  • This is a stacking condition. Sarevok gains 1 stack when he successfully deals damage to another character in Melee range.
  • Description reads: "After performing four attacks, Sarevok will have embodied Bhaal enough to use Deathbringer Assault."
  • This condition and all stacks are cleared when Sarevok gains the condition "Deathbringer's Legacy."

Deathbringer's Legacy Deathbringer's Legacy

  • Sarevok gains this condition for 1 turn, after reaching 4 stacks of Murderous Strikes.
  • Description reads: "Sarevok is able to use Deathbringer Assault until the end of his next turn."

From allies

The following conditions are commonly applied onto Sarevok, from allied characters such as Summons.

Immunities

Immunities include conditions that, 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.

Sarevok cannot be affected by any or all of the following Conditions:

Vulnerabilities

Vulnerabilities include specific conditions that can be afflicted onto Sarevok, even if the chance of successfully afflicting this condition is very low.

Sarevok can be affected by all of the following conditions:

Allies

  • Echo of Abazigal (Only if Sarevok is attacked after the player has become the Unholy Assassin)
    • Upon death of this echo, Sarevok gains Absorbed Essence: Abazigal Absorbed Essence: Abazigal which causes Sarevok to deal maximum damage with all his attacks.
  • 12x Tribunal Ghost (Only if combat is initiated in the sacrifice chamber)

Encounters

Sarevok can be fought at the Murder Tribunal in the Lower City Sewers. He is joined by echoes of Sendai, Illasera, and Amelyssan, as well as other conditional allies.

If the player convinces Dolor to take up arms against the Murder Tribunal, Sarevok will cast Power Word Kill on Dolor, instantly killing him.[url 1]

This fight revolves around the powerful buffs that the various Echoes can provide Sarevok. Each of them will give him incredibly powerful permanent buffs once they die but allowing them to live will result in them casting other spells such as Slow Slow, Sanctuary Sanctuary, and Haste Haste which make the fight more difficult. Indeed, Warding Bond Warding Bond will often result in the death of Echo of Amelyssan no matter whom the party tries to kill first. It is generally advisable to avoid killing Echo of Sendai and Echo of Illasera for as long as possible, since their on-death effects make Sarevok much harder to kill and allow him to attack more often.

Sarevok is at his most dangerous during long and protracted fights in which the Echoes die off, but is much easier to manage if the party has enough burst damage and high initiative to kill him quickly. Once he dies, the Echoes and other conditional enemies can be killed quickly without fear of their on-death buffs.

This fight can also be "cheesed". Once the party has either presented the hand of a victim they killed or passed the DC 20 Deception check to convince Sarevok that they are worthy of becoming an Unholy Assassin, he will stand up to walk into the sacrificial chamber next door and the Echoes will teleport into the room ahead of him. Attacking him at this moment leaves him extremely vulnerable because the Echoes will be too far to come to his aid.

References