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Ansur/Combat

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This page focuses on Ansur'sAnsur'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.

Bout of StormsBout of Storms
Damage: 6~60
6d10LightningLightning

Ansur calls down tines of lightning that strike all around him in wild erratic patterns.

Range: 99 m / 330 ft Range: 99 m / 330 ft
FlyFly (Bonus Action)
Beat your draconic wings and take flight.
Range: 30 m / 100 ft Range: 30 m / 100 ft
Recharge: Per turn Recharge: Per turn
Frightful PresenceFrightful Presence (Action)
Exude terror, making your foes Fearful Fearful.
WIS SaveWIS Save
Range: Self Range: Self
Recharge: Per turn Recharge: Per turn
Gather PowerGather Power (Action)
Take flight, land, and begin to gather power.
Range: 30 m / 100 ft Range: 30 m / 100 ft
Recharge: Per turn Recharge: Per turn
  • Ansur gains Hoarding EnergyHoarding Energy, and uses Stormheart NovaStormheart Nova the following turn.
    • While this condition 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.
    • StunnedStunned is the only condition capable of interrupting this state.
    • Any enemies in range of Stormheart Nova gain the condition Ansur's IreAnsur's Ire; if this condition is removed (by taking cover etcetera), the character does not take damage.
Lightning BreathLightning Breath (Action)
Damage: 12~72
12d6LightningLightning

Breathe bolts of lightning that strike and possibly Shock Shock your foes.

DEX SaveDEX Save
Range: 60 m / 200 ft Range: 60 m / 200 ft
Recharge: Per turn Recharge: Per turn
MultiattackMultiattack (Action)
Damage: 25~94
4d8 + 7SlashingSlashing
+ 3d8 + 7PiercingPiercing
+ 4d6LightningLightning

Ravage your foes with claws and rotted draconic fangs.

Range: 4 m / 13 ft Range: 4 m / 13 ft
Recharge: Per turn Recharge: Per turn
SlamSlam (Action)
Damage: 13~55
6d8 + 7BludgeoningBludgeoning

Slam the ground, possibly knocking nearby targets Prone Prone.

Range: 4 m / 13 ft Range: 4 m / 13 ft
Recharge: Per turn Recharge: Per turn
Stormheart NovaStormheart Nova (Action)
Damage: 18~180
18d10LightningLightning

Blast the entire arena with an explosion of lightning, possibly Shocking Shocking your foes.

DEX SaveDEX Save
Range: Self Range: Self
Recharge: Per turn Recharge: Per turn
  • Ansur uses this ability the following turn after Gather PowerGather Power.[2]
  • All creatures and destructible objects are hit for 18d10LightningLightning. Ansur then begins to use Bout of StormsBout of Storms at the start of every round thereafter.
  • Local visual effects change; it starts to rain and there are frequent lightning flashes. Typically, the rain is cosmetic and does not cause entities to become WetWet. However, in Tactician and Honour mode, the rain gives a permanent WetWet status and makes the party vulnerable to lightning damage.

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. However, contributors are asked to 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 details[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 generally uses Lightning BreathLightning Breath, Multiattack (Ansur)Multiattack (Ansur), or SlamSlam on nearby party members before flying to a nearby location. He repeats 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 have been sufficiently reduced, he uses Gather PowerGather Power to begin Hoarding EnergyHoarding Energy. While in this state, he does not take any other actions, and is resistant to all damage types. After one turn, he releases Stormheart NovaStormheart Nova, dealing enough Lightning damage to potentially kill the entire party in one hit. This attack only hits creatures that have the condition Ansur's IreAnsur's Ire, which can be removed by taking cover.

WARNING - After Ansur casts Gather Power he receives 2 turns of Hoarding Energy. He is scripted to cast Stormheart Nova whenever he has 1 turn of Hoarding Energy remaining, which is the very next turn. This can be quite confusing due to Hoarding Energy initially showing 2 turns, which may lead players to believe that they have two turns to get into cover.

Phase two[edit | edit source]

After using his Stormheart Nova, Ansur summons five lightning strikes each turn with his attack Bout of StormsBout of Storms. Any creatures standing inside the strikes take damage at the end of the round.

On Tactician or Honour difficulty, the rain which begins to fall on the battlefield makes every party member WetWet. On Honour difficulty, due to Unrelenting StormUnrelenting Storm, when Ansur is first brought down to 0 HP he remains alive at 1 HP, gains 100 temporary HP, and uses Stormheart Nova again.

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. Denying him reactions with Arms of HadarArms of Hadar or Flurry of Blows: StaggerFlurry of Blows: Stagger, can allow the party to move around safely.

Ansur is also very difficult to incapacitate. As an Undead he cannot be targeted by many spells, and most of his saving throws are quite high. However, his intelligence saving throws are weaker, which makes Mind BlastMind Blast and other Illithid powers an effective option to deal with him. Arrows of Dragon Slaying and Arrows of Undead Slaying also prove effective against him.

The two Water MyrmidonWater Myrmidons he summons can be quite problematic since their Healing VapoursHealing Vapours ability covers a large area in a WaterWater that Ansur can turn into an Electrified WaterElectrified Water surface. It is generally best to kill them first before they become too much of a nuisance. They can be pushed into the surrounding chasm to defeat them instantly.

Ansur's Stormheart NovaStormheart Nova can be survived by hiding near the various Attuned Crystal structures on the battlefield, though these structures themselves are destroyed by the Nova. Globe of InvulnerabilityGlobe of Invulnerability also protects party members from the Nova. Wall of StoneWall of Stone also provides cover, which might be necessary on Honour mode to survive the second Nova, since the first one destroys all the attuned crystals. Casting Otiluke's Resilient SphereOtiluke's Resilient Sphere on Ansur while he is Hoarding EnergyHoarding Energy prevents his Stormheart NovaStormheart Nova from dealing any damage, and it is relatively easy to apply due to his low dexterity score.

Ansur seems to fly back and forth between two positions. As such, abilities like Wall of FireWall of Fire can provide reliable damage.

Because his Legendary Action: Draconic WrathLegendary Action: Draconic Wrath allows him to deal AoE lightning damage to the first character who hits him with an attack, it is recommended to keep the first attacking party member each round a good distance away from the others, and using someone with EvasionEvasion to trigger it can completely negate the damage from his Lightning BreathLightning Breath.

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

It can also be reduced by these items:

On Tactician and Honour difficulty, Ansur reduces all incoming damage by 4 with Greater Wyrm's ScalesGreater Wyrm's Scales. Damage resistance is applied first, and it applies to each type of damage individually, completely nullifying bonus damage from abilities like HexHex and Singing Sword: Shriek (Condition)Singing Sword: Shriek (Condition) when attacking, and considerably reducing the effectiveness of multi-hit abilities like Magic MissileMagic Missile. Effects like Hunter's MarkHunter's Mark and Elixir of the Colossus should still be beneficial since they add to an already existing damage type (though Elixir of Lightning Resistance should take precedence if the character does not already have lightning resistance). Ironically, the weapon that Ansur drops when killed, Balduran's Giantslayer, would be ideal for this fight.

Notes and references[edit | edit source]

  1. Ansur's size displays as Huge when he is deceased and Large when he is alive. This is due to two character stat entries, a GameSize of Huge and a Weight of 4000kg. When deceased, Ansur's body is considered a game object (much like a lootable corpse) and the game references the GameSize entry, which classifies Ansur as Huge. When alive, Ansur is treated as a shapeshifted character and the game references the Weight entry, which due to its value classifies Ansur as Large. As a result, while alive Ansur can be affected by spells and attacks which normally would not function against Huge characters.
  2. Stormheart Nova is supposed to have a saving throw roll to halve its damage, but due to how the spell is cast via scripting this saving throw roll does not occur and every character hit by Stormheart Nova receives full damage and is pushed back.
  3. Ansur's stats data explicitly includes immunity to SLEEPING, but this has no practical effect because sleep sources technically apply some other condition, such as SLEEP or SLEEPING_EYEBITE, instead of SLEEPING.
  4. It is generally preferable to obtain lighting resistance through another method to allow Kereska's Favour to be used for an element that Ansur is susceptible to.
  5. This can be thrown on the ground to hit multiple allies standing near each other.
  6. This has a Duration: 10 turns after using Circuitry Interface.
  7. This can also prevent electrocution on electrified surfaces.