Last updated: 16.4 |
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Note: Oryx the Mad God Deux has the exact same Stats and Attacks as the original Oryx the Mad God 2 from Wine Cellar.
HP: 65,000 (+20% [13,000 HP] per player in Dungeon)
DEF: 60
EXP: 4,000
Location: Battle for the Nexus
Immune to Stasis
Level 1 Quest
Counts to God Kills
Counts to Oryx Kills
Aesthetics |
Damage |
Condition effects |
Speed (tiles/sec) |
Range (tiles) |
Comments |
---|---|---|---|---|---|
135 |
7 |
17.5 |
Passes Cover | ||
160 |
Confused for 5s |
10.5 |
12.6 |
Passes Cover | |
160 |
Slowed for 5s |
7 |
17.5 |
Passes Cover | |
160 |
Blind for 5s |
5.5 |
16.5 |
Passes Cover | |
160 |
5.5 |
16.5 |
Passes Cover Pierces Armor |
||
160 |
Quiet for 3s |
4.5 |
13.5 |
Passes Cover | |
240 |
10 |
4.5 |
Passes Cover | ||
1 |
Quiet for 10s |
9 |
16.2 |
Passes Cover Piercing |
|
1 |
Weak for 15s |
9 |
16.2 |
Passes Cover Piercing |
Initially, Oryx slowly wanders in the room, firing bullets and protected by Henchmen and other spawned enemies. Oryx can be pushed by approaching players.
At 22500 HP remaining. He will taunt, “Can’t… keep… henchmen… alive… anymore! ARGHHH!!!”. All Henchmen die and Oryx stops spawning them. He begins firing circles of weakening and quieting stars along with his shotgun, and begins to slowly chase nearby players.
Spawns:
Henchman of Oryx
Oryx’s “shotgun” of stars is extremely dangerous, causing multiple status effects and very high damage. The blue confuse star moves faster than the other projectiles, so be careful to avoid it or risk being confused into the remainder of the projectiles.
Rogue Tips: Leave before you turn visible! If you are a rogue you should run next to Oryx, stay for about 3 seconds (assuming you have a cloak that is Twilight or up) then go back so that you don’t get shotgunned by Oryx! Getting slowed could mean that you are unable to get out of the range of Oryx’s shotgun when you decloak.
Circling tips: Circle Oryx 2 clockwise if Oryx is directly in front of or behind your character. Circle Oryx 2 counter-clockwise if Oryx is to the left or right of your character. getting confused while circling in the wrong direction will send you charging into Oryx’s Shotgun. Remember that your “left” key will make you go “down” when confused, so press “left” to retreat (assuming Oryx is in front of you).
Assassin Tips: Assassins are considered the best class to use this fight, as their poisons are ideal for Oryx 2, who is vulnerable for quite some time, and doesn’t move around too fast until the second “chasing” phase. Use off-center screen to lob poisons and get tons of easy damage in.
Priest Tips: It is best to have a tiered wand in the first stages, as the tiered wands pierce through his minions and are able to reach Oryx with no problem. For the second stage however, it is best to use a Crystal Wand or Conducting wand; as they generally have higher damage.
Knight Tips: Try to dodge the status effect stars and run in and stun. Running in a straight line towards O2 won’t be a very good idea. Try to circle Inward to close the distance and stun. Make sure to have a lot of MP wine or MP potions so you can keep stunning! Make sure to run out BEFORE the stun wears out. But be careful, a missed stun can mean death!
WARNING: When Oryx changes phases, he may become unstunned with a very high chance of instantly killing any nearby character, even 8/8 knights.
Wizard Tips: Sometimes Oryx will get pinned to a wall. You can go to the other side of the wall and shoot your spell. This is recommended when the fight contains few people, and when most of the minions have been cleared out.