Last updated: X.26.0.0 |
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The Champion of Oryx is an enemy that is found in the Lost Halls. It is the leader of the Oryx Infantry group.
A part of Oryx’s mission to stop the Marble Colossus. Only the most elite of Oryx’s militia obtain this coveted rank.- Original Description
HP: 10,000 (+20% [2,000 HP] per player in Dungeon)
DEF: 30
XP: 4000
Location: Lost Halls
Immune to Stasis
Immune to Paralyze
Aesthetics |
Damage |
Condition effects |
Speed (tiles/sec) |
Range (tiles) |
Comments |
---|---|---|---|---|---|
200 |
6 |
15 |
Remains mostly stationary while being circled by its squad of Oryx Infantry around it. It will occassionally fire dense rings of silver slashes that deal major damage.
The Champion is almost always invulnerable, and will only drop the invulnerability if approached closely. Once it loses 1/3 of its HP, it will flash red, turn invulnerable again, and summon an Oryx Admiral, as well as a batch of Oryx Armorbearers and Oryx Swordsmen to defend itself. Once it is below 1/3 HP, it spawns an Oryx Admiral and starts chasing players.
If the Champion dies, all remaining Oryx Infantry members will chase the nearest player.
Spawns:
Oryx Swordsman
Oryx Armorbearer
Oryx Admiral
Get up close to him to drop his invulnerability before attacking with all your firepower. Be ready to back off once you see him flash red, as being sat on by himself or any one of his minions deals extreme damage, and may mean instant death.
Knights can stun him to make it safer to approach, while Tricksters can lock him in place with a Decoy in its final phase.
Many organized groups of players will opt to not attack the Champion of Oryx and to focus only on killing most of the initial circling minions before moving to the next room. Attacking the Champion will causes him to spawn more enemies, and it is fairly easy to move past him as it remains stationary and has an easy attack pattern to dodge.