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Enver Gortash/Combat: Difference between revisions

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| image = Edward-vanderghote-gortash.webp
| image = Edward-vanderghote-gortash.webp
}}
}}
{{Infobox statistics
{{CombatTab}}
{{Infobox creature
| name = Enver Gortash
| name = Enver Gortash
| image = Gortash_Model.png
| image = Gortash_Model.png
| imagesize = 0.6
| race = Human
| race = Human
| size = Medium
| size = Medium
| type = Humanoid
| type = Humanoid
| armour_class = 16
| ac = 16
| hit_points = 275
| hp = 275
| hit_points_tactician = 357
| e hp = 192
| movement_speed_meters = 9
| t hp = 357
| movement_speed_feet = 30
| movement m = 9
| weight_kg = 75
| weight kg = 75
| weight_lb = 150
| level = 9
| level = 9
| str = 14
| str = 14
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| wis = 16
| wis = 16
| cha = 18
| cha = 18
| dex_save_proficiency = Yes
| dex save prof = Yes
| int_save_proficiency = Yes
| int save prof = Yes
| wis_save_proficiency = Yes
| wis save prof = Yes
| cha_save_proficiency = Yes
| cha save prof = Yes
| resistant1 = Thunder


| feature11_name = Alert
| resistances = thunder resistant full
| feature11_mode = Tactician
| passives = Authority @ Cloth of Authority, Crossbow Expert: Point-Blank, Dark Devotion, Dauntless, Enervating Suffusion @ Gauntlet of the Tyrant, High Spellcasting (+1) @ Gauntlet of the Tyrant, Magic Resistance, Opportunity Attack, Permanently Armed, Scintillating @ Tyrannical Jackboots
| feature11_description = You gain +5 to Initiative and can no longer be surprised.
| t passives = Alert, Authority @ Cloth of Authority, Crossbow Expert: Point-Blank, Dark Devotion, Dauntless, Enervating Suffusion @ Gauntlet of the Tyrant, High Spellcasting (+1) @ Gauntlet of the Tyrant, Magic Resistance, Opportunity Attack, Permanently Armed, Scintillating @ Tyrannical Jackboots
| feature1_name = Authority
| t conditions = Legendary Resistance
| feature1_description = Advantage on Intimidation checks and Insight checks.
| feature1_item = Cloth of Authority
| feature2_name = Crossbow Expert: Point-Blank
| feature2_description = Melee crossbow attacks do not have disadvantage.
| feature3_name = Dark Devotion
| feature3_description = Advantage on Saving Throws against being Charmed or Frightened.
| feature4_name = Dauntless
| feature4_description = Cannot be Frightened or afflicted with other emotion-altering conditions.
| feature4_item = Cloth of Authority
| feature5_name = Enervating Suffusion
| feature5_description = Your unarmed attacks deal an additional 1d4 Force damage.
| feature5_item = Gauntlet of the Tyrant
| feature6_name = High Spellcasting (+1)
| feature6_description = +1 bonus to spell save DC.
| feature6_item = Gauntlet of the Tyrant
| feature7_name = Magic Resistance
| feature7_description = Advantage on saving throws against spells and other magical effects.
| feature8_name = Opportunity Attack
| feature8_description = Automatically attack an enemy moving out of your reach.
| feature9_name = Permanently Armed
| feature9_description = Cannot be disarmed.
| feature10_name = Scintillating
| feature10_description = +1 bonus to Charisma ability checks and saving throws.
| feature10_item = Tyrannical Jackboots
}}
}}
This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay.
This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay.
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 ==
===Common===
* {{SAI|Dash}}
* {{SAI|Ranged Attack}}


===Fabricated Arbalest===
===Fabricated Arbalest===
{{Feature box|name=Dazzling Ray|image name=Sunbeam.webp
{{Feature box|Dazzling Ray|item=Fabricated Arbalest}}
|* Unleash a beam of brilliant light that {{cond|Blinded|Blinds}} all creatures in its path. For {{Duration|10}}, you can recast the spell. Casting it again may possibly {{cond|Burning|Burn}} you each time you recast it. On Save, targets still take half damage.
{{Feature box|Ranged Attack|item=Fabricated Arbalest}}
 
{{damageInfo|2d10|Radiant}}
}}


===Avatar of Tyranny===
===Avatar of Tyranny===
{{Feature box|name=Invoke the Black Hand|image name=Generic Buff.webp
{{Feature box|Empowered Unarmed Strike}}
|* Grants the condition {{condition|Avatar of Tyranny}}
{{Feature box|Invoke the Black Hand}}
* Gortash summons multiple [[Manifestation of Tyranny]] entities around the room.  
* Gortash summons multiple [[Manifestation of Tyranny]] entities around the room.  
* Gortash summons 1 [[#The Closed Fist of Bane|Bane's Fist]] entity that gets inserted into the very end of the turn order.
* Gortash summons 1 [[#The Closed Fist of Bane|Bane's Fist]] entity that gets inserted into the very end of the turn order.
}}
{{Feature box|The Closed Fist of Bane}}
{{Feature box|Tyrant's Bindings}}


{{Feature box|name=Tyrant's Bindings|image name=Generic Control.webp
===Honour Mode===
|* Available while Gortash has the condition ''Avatar of Tyranny''.
{{Feature box|Tyrannical Branding}}
*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 8d8 Force damage to all targets.


{{DamageInfo|8d8|Force}}
== Allies ==
{{action | bonus }} {{concentration}}
Gortash will be accompanied by the following allies. Detailed information can be found on their respective pages.
}}


{{Feature box|name=Empowered Unarmed Strike|image name=Unarmed Strike.webp
=== Audience Hall (Coronation) ===
|* Available while Gortash has the condition ''Avatar of Tyranny''.
* {{MdCharLink|Ulder Ravengard}}
* Blessed by the unholy strength of Bane, deal {{DamageText|1 + Strength Modifier|Bludgeoning}} damage and {{DamageText|4d8|Force}}. If the target fails a {{SavingThrow|STR}}, it gets pushed back.
* {{MdCharLink|Steel Watcher (creature)|Steel Watcher}} - 9x
* {{MdCharLink|Bella|Fist Bella}}
* {{MdCharLink|Earthdigger|Fist Earthdigger}}
* {{MdCharLink|Fernhollow|Fist Fernhollow}}
* {{MdCharLink|Klaas|Fist Klaas}}
* {{MdCharLink|Kyberos|Fist Kyberos}}
* {{MdCharLink|Quickstitch|Fist Quickstitch}}


{{DamageInfo| 1|Bludgeoning|modifier =Strength}}
=== Gortash's Office (Top Floor) ===
{{DamageInfo|4d8|Force}}
* {{MdCharLink|Steel Watcher (creature)|Steel Watcher}} - 4x on the roof (if the [[Foundry]] has not been destroyed)
* {{MdCharLink|Steel Watcher (creature)|Steel Watcher}} - 1x in the office (if the [[Foundry]] has not been destroyed)
* {{MdCharLink|Lo}}
* {{MdCharLink|Jaxbock}}
* {{MdCharLink|Numia}}
* {{MdCharLink|Ulova}}


{{action}} or {{action|reaction}}
===Wyrm's Rock Traps===
}}
* [[Deranged Force Curtain]]
 
* [[Grenade Impeller]]
{{Feature box|name=The Closed Fist of Bane|image name=Generic Explosion.webp
* [[Incineration Caster]]
|* Conjure a ''Bane's Fist'' which falls at the end of the round, crushing anyone under it for 12d10 Bludgeoning damage.
* [[Micromodron Force Curtain]]
 
{{DamageInfo|12d10|Bludgeoning}}
 
{{concentration}}
}}
 
===Ally buffs===
During a specific encounter<ref>Contributor note: I admittedly have no idea if you can fight Gortash in a different setting, as I have only ever tried to fight him here.</ref>, Gortash does not "use" these abilities himself, but entities in the location will apply the following statuses to him under the right conditions:
* Shell of Resistance - Thunder Immunity, +1 Bonus Action, "Extra Movement Speed"
* {{cond|Reflectoguard Active}}


===Summoned entities===
===Summoned entities===
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*{{Cond|Avatar of Tyranny}}
*{{Cond|Avatar of Tyranny}}
*{{Cond|Bane's Brutality}}
*{{Cond|Bane's Brutality}}
===Temporary===
Gortash can gain certain defensive buffs or debuffs from his [[Reflectoguard]]s and nearby traps:
* {{cond|Malfunctioning Shell of Resistance}} (from [[Deranged Force Curtain]])
* {{cond|Reflectoguard Active}} (from a thrown [[Reflectoguard]])
* {{cond|Shell of Resistance}} (from [[Micromodron Force Curtain]])


===Immunities===
===Immunities===
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''This character is immune to all of the following Conditions:''
''This character is immune to all of the following Conditions:''
* {{Cond|Petrified}}


* Petrified
* <br />
===Vulnerabilities===
===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.
'''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:''
''This character can be affected by all of the following Conditions:''
* Blinded
* {{Cond|Blinded}}
* Paralysed
* {{Cond|Mental Fatigue}}
* Stunned
* {{Cond|Paralysed}}
* Prone
* {{Cond|Prone}}
* Mental Fatigue
* {{Cond|Shredded Armour}}
* Sluggardly
* {{Cond|Sluggardly}}
* Shredded Armour
* {{Cond|Stunned}}
 
== 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 {{cond|Shell of Resistance}} cast on him by a nearby force curtain, and will throw {{SmRarityItem|Reflectoguard}}s at himself and {{SmRarityItem|Phase Optimizer}}s 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 act early in the turn order. 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 Impeller]]s and [[Incineration Caster]]s 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 Curtain]]s are malfunctioning and can debuff Gortash with {{cond|Malfunctioning Shell of Resistance}} to reduce his defenses.
 
Once per fight Gortash can cast {{SAI|Invoke the Black Hand}}, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extra {{DamageText|1d4|Physical}} damage to weapon attacks, and [[Immune|Immunity]] to {{DamageType|Thunder}}, {{DamageType|Fire}}, and {{DamageType|Force}} damage. He will also gain the ability to use {{SAI|Tyrant's Bindings}}, {{SAI|Empowered Unarmed Strike}}, and {{SAI|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]] or travelled to the [[Iron Throne]], 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{{Bug}}.
 
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, {{SmRarityItem|Elixir of Vigilance}}, and/or equipment that increases initiative (see [[Initiative#Initiative bonuses|Initiative bonuses]]).
 
The party can take advantage of the Steel Watcher's {{SAI|Self-Detonate}} ability by luring them into the close proximity of other enemies and allowing them to blow each other up.
 
The [[Micromodron Force Curtain]]s 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 Curtain]]s 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.


== Encounters ==
Gortash's Black Gauntlet allies can be dangerous due to their {{SAI|Command}} and {{SAI|Dominate Person}} spells. They should be taken out quickly before they get a chance to use them.
This section is a list of specific combat encounters where this character gets added into the initiative, and any specific differences about how ''this character'' can behave in each combat encounter.  


===Get Gortash's Netherstone - Wyrm's Rock Fortress (Office)===
While the lower floors of the fortress will already be hostile if the party destroyed the [[Foundry]], they can be bypassed entirely by using {{SAI|Grant Flight}}, {{SAI|Feather Fall}}, or {{SAI|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.
This encounter is triggered during Act Three if Gortash has become hostile. Inside Gortash's office, a number of appliances are attached to the walls that are added into the initiative order as entities that affect the early part of the fight.


Two of these entity types apply Conditions to Gortash while he is standing in range:
A very effective strategy in defeating Gortash and his allies is to lure them out of his office and onto the foyer outside, thereby avoiding all the traps. This is done most effectively by de-coupling your party, sending a single member to initiate combat with Gortash, and very quickly either [[Dash|Dashing]] or teleporting (e.g. [[Dimension Door]]) back towards the door outside. Placing spells like [[Hunger of Hadar]], [[Insect Plague]], and [[Cloudkill]] around the door and [[Shove|shoving]] them back into it trivializes the encounter as Gortash and his allies will constantly take massive damage trying to pursue your party through the door.
* "Micromodron Force Curtain" applies the condition {{Cond|Shell of Resistance}} to Gortash.
* "Deranged Force Curtain" applies the condition {{Cond|Malfunctioning Shell of Resistance}} to Gortash.


==Notes and References==
== Bugs ==
<references></references>
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.


[[Category:Combat guides]]
For some users, Gortash will cast repeatedly Invoke the Black Hand after taking any damage, with seemingly unlimited reactions. This occurs after he has activated Avatar of Tyranny. Once this bug appears, the only solution is to deal enough damage in a single attack (not turn) to kill him, which will likely be over 350 points. If fighting in Gortash's office it is possible to defeat him by pushing him off the balcony to the east of the office, after which his body can be found on the beach below.
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