
Gain the power of any killed elite monster for 8s (+5s per stack). Lasts 30s (+30s per stack)., or defeated a Malachite Elite while holding the Wake of Vultures Temporarily steal the power of slain elites. Killing enemies has a 7% chance to spawn a ghost of the killed enemy with 1500% damage.
This can be accomplished if the player has obtained and equipped N'kuhana's Retort Become an aspect of corruption., summoned a Malachite ghost using the Happiest Mask Chance on killing an enemy to summon a ghost. Since the Dunestrider's life-draining attack involves the boss healing itself, the Dunestrider is one of two enemies (the other being the Mini Mushrum Mini Mushrum - Normal HP: 290 (+87 per level)Īrmor: 0) that can be meaningfully affected by the Malachite healing disabled debuff. On killing an enemy, spawn a lava pillar in a 12m (+2.4m per stack) radius for 350% (+280% per stack) base damage., it may be advantageous to allow a large number of monsters to be consumed before killing them all at once. or Will-o'-the-wisp Detonate enemies on kill. Additionally, enemies burn for 150% (+75% per stack) base damage. Killing an enemy ignites all enemies within 12m (+4m per stack) for 150% base damage. If the party has a large number of crowd control items, such as Gasoline Killing an enemy ignites other nearby enemies. This will greatly reduce the amount of health the Dunestrider ends up regaining. Despite the large armor increase for the duration of the attack, the boss's health can still be whittled down if the party is proactive and makes an effort to kill all nearby monsters before the boss gets the chance to suck them in. While the Dunestrider's life drain can be a source of frustration, it can also be an opportunity to inflict heavy damage upon the boss. Be mindful, however, that simply standing atop a rock won't necessarily be enough to avoid the attack there are situations where the level geometry is just shallow enough to allow the balls to roll up and across them. If the player doesn't happen to have any movement items when encountering one, it's wise to stick to high ground to avoid the Rolling Balls attack. Jumping while sprinting boosts you forward by 10m (+10m per stack).), even at close range. It only takes a one or two movement items to be able to comfortably dodge both of the Clay Dunestrider's clay ball attacks (particularly jumping perpendicular to direction of the balls with Wax Quail Jumping while sprinting boosts you forward. The pulling effect of Life-Draining Tendrils can stack, and with lesser movement, it can become inescapable.
If multiple Dunestriders are present and the player lacks mobility, it might be wise to focus one at a time.
While players are generally able to maintain their distance from the Dunestrider if they backpedal, getting fully caught by the boss will result in them having to wait until the attack ends before they regain control of their movement - assuming they don't die in the process.
Players with poor mobility and sub-par movement skills must avoid the Clay Dunestrider while it is attempting to heal itself. While in combat, the nearest 1 (+1 per stack) enemies to you within 13m will be 'tethered' to you, dealing 100% damage per second, applying tar, and healing you for 100% of the damage dealt. If the Clay Dunestrider is the Teleporter Boss, there is a 15% chance for the Uncommon item (that drops as a reward for defeating the Clay Dunestrider) to be replaced by its Boss item, the Mired Urn Siphon health from nearby enemies while in combat. In addition, it gains 200 extra armor during this attack, making it extremely difficult to kill until the attack is over. The amount the Dunestrider heals is actually greater than what it siphons. Once something is sucked into the pot, the Dunestrider will begin to siphon even more health from it, eventually killing the entity if they're unable to escape or outpace the siphoning. Tar tendrils will then latch onto all entities nearby - players and enemy monsters alike - and drag them towards the pot's center while slowly siphoning health from all affected entities. The pots aren't particularly accurate, but they're fired in quick succession and have a proc coefficient of 1.0.Īfter taking enough damage, the Clay Dunestrider plants itself into the ground and opens its lid. The lid on top of the Dunestrider's pot opens, and it launches 6 clay pots in the direction of its target, which explode on impact and inflict the Tar debuff. These balls have a proc coefficient of 1.0. These balls quickly roll across the floor and home in on targets, exploding on impact. The Clay Dunestrider extends its legs to raise itself up, before dropping balls of clay out from the bottom of its pot.