
Kraken Guide
Assigning positions based on character class:
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Lann:
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Head or Tentacle. Slip and Nimble Dash allow for easy dodging against the tentacle's attacks
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With Twin Spears, Lann can be devastating for DPS against the Kraken's head with Moon Splitter. Fury Infusion gives a much needed attack boost to help penetrate the defense of the Kraken, and Active: Berserker Spirit can boost the entire party's attack.
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Lann: both sword Lanns and spear Lanns are capable of taking any position easily so they should be assigned to any position that's missing. Sword Lann's Fanning Slash can hit both the front left tentacle and the head, or the back left tentacle and the latcher due to its range. Lanns can knock the latcher off in 1 hit using Furious Seven.
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Fiona:
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With Longsword, Amaranth Kicks can easily repel the tentacles, as they are much faster to get out than a hammer's stigma. Longsword can do head or tentacle easily.
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With Long Hammer, Fiona can use Butterfly Spin to deal damage or Stigma to attempt to flinch the Kraken our of a roar attack. Hammer can do head or tentacle easily.
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It is advised for both to stay on the back tentacles as skills such as SP: Shield Bash and SP: Shield Charge have high knockdown rate. These skills are extremely valuable during Phase Three.
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Fiona: Fionas can also take any position without much trouble. They can block all of the tentacles' attacks with their shield. Due to their attacks' high knockdown rate they can deal the back tentacles easily. Also hammer Fiona's fully charged Stigma can easily stunlock a tentacle or cancel the head's AoEs. Shield Charge is the preferred move to quickly knock the latcher off.
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Evie:
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With Staff, Magic Arrow gives constant damage to repel tentacles. The range on Magic Arrow allows you to deal damage when the melee characters cannot. Blind Arrow or Ice Spear can be charged up when the tentacle sways far back. SP: Regeneration should be the only SP ability used during the battle, as SP: Reverse Gravity does not stall the Kraken and only deals damage. Keeping everyone alive is essential, which is why Regeneration is more important. Place your Healing Corona near the middle of the deck so everyone only has a short distance to run to grab it if they need it. Staff should always have priority on the back tentacles. In Phase 3, it is possible for a single staff Evie to cover the back tentacles at the same time, with the use of Alchemy Kit: Mana Pistol and Magic Arrow.
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With Scythe, front tentacle would be the ideal location to take. Bloody Thread will hit multiple tentacles and the head at the same time, increasing damage output. If the tentacles go away at phase 2, simply attack the head instead. Be sure to use SP: Insane Reaper to help the party with stamina regeneration.
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With both weapons, Evie has a hard time removing the Phase Three tentacle if it lands on the boat. She will require assistance if this happens.
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DO NOT USE SP: REVERSE GRAVITY! IT DOES NOT WORK!!
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Evie: scythe Evies are usually assigned to a front tentacle or to the head team due to their high dps and the fact they can attack both the head and the front left tentacle at the same time with Bloody Thread. Their SP should be used to keep Insane Reaper up as much as possible. Staff Evies are usually on tentacles as they have long range so can hit the tentacles more often. With a good rotation of spells, staff Evies can stunlock a tentacle and deal nearly as much damage as when they're on head (or even more). Their SP should be used on Regeneration as the tentacle team doesn't usually have much free time to use HP potions. Also, a mana pistol can be used to attract the mobs away from the players. If an Evie's assigned to a back tentacle, they might need help from other classes when dealing with the right latcher.
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Karok:
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With Battle Pillar, Jump Smash or War Slam can be repeatably used on the head.
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With Cestus, take any tentacle. Cestus is the lowest on the dps scale, and should have no trouble surviving on a tentacle.
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When the Kraken goes to roar, you can Clash it. The timing is near the end of the roar, as the head starts to come down to release it.
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Karok: due to their ability to clash Kraken's AoE move, Karoks are usually assigned to the head team. Clashing the head with tab however might be glitched and the party would still take damage despite the clash being successful. Pillar's Earthquake and cestus' Hulking Fury can knock the latchers off in 1 hit so they're good candidates for back tentacles as well.
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Kai:
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With Long Bow, you can easily break the Kraken's 6 eyes to give your party some extra item drops and cause the Kraken to flinch. As you are attacking the Kraken's head, Long Bow will always get bonus damage from Headshot. Magnum with a full charge is quite useful due to the massive size of the Kraken's head and can almost always flinch it out of a roar. Sticking to the head can make the battle much easier for Tentacle Team if you are able to constantly prevent the Kraken from unleashing it's roar. Kai is also ideal as a floater: with his range he can be in the middle of the deck, and can easily assist any of the tentacle team without having to move. A well-aimed Active: Ricochet Shot can bounce to multiple tentacles and cause them to flinch away, giving the Tentacle Team player(s) time to drink a potion. Ricochet can also be used to stun or damage the mobs that spawn later in the battle from a distance.
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With Cross Gun, take a back tentacle. The constant rate of fire will easily repel tentacles. Active: Hand Bomb can free a grabbed player with a single use. Use Active: Hollow Shot to detonate the hand bomb quickly. Alternatively, Active: Massive Impact can be used to free both grabbed players at the same time. As the Kraken's HP reaches 7 bars, start preparing massive impact to free the grabbed players.
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When Phase Three begins, Kai should move to the back of the boat and assist in repelling the two tentacles that spawn. His range allows him to hit the tentacles when other characters are unable to. A charged Magnum across the length of the tentacle can remove it quickly. Massive Impact will automatically remove the tentacles.
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Vella:
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With Twin Swords, take a front tentacle. The charge attack on the front tentacle can be cross cut easily. The rising flop attack can be cross cut, but the cut will often miss. Save your Blade Heart stack for the charge attack instead. Sword Vellas can easily cross cut the front tentacles' stab move and cancel the head's AoEs with SP: Cyclone so are usually assigned to this position. Dual blade Vellas can do any position due to high dps for head and long range for tentacles, but are usually preferred on head. They can also use well-aimed Red Eyes to both cancel the head's AoE and break-off the eyes.
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Hurk:
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Hurks can deflect tentacles' attacks, including the latcher's latching attack, and both Terminus and Execution at lv 5 Awakening can remove the latcher in 1 hit so Hurks are great candidates for back tentacles. These 2 moves can also rescue grabbed players and stop the head's AoEs. This, together with Hurks' high dps makes them ideal for head team as well.
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Lynn:
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Lynns can cancel the head's AoE by detonating 10 Swift Assassin stacks, making them good candidates for the head team. If assigned to back tentacles, Lynns can also knock the latcher off by using Flying Snow with Jade Fox activated
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Arisha:
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Head or Front Tentacles, perfect block incoming attacks and they can also use crystal burst or mana drain and attack head at the same time as they are tenting front tentacles. Can you temporal shift or timed resonance to cancel aoe.
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Phases Of The Battle
There are four phases to this battle. Phase One is at the start of the battle, after the cutscene. This phase lasts until the Kraken has 7 bars of HP left, and Phase Two begins. Phase Two lasts until the Kraken has 4 bars of HP left, and Phase Three begins. Phase Three lasts until the Kraken has 1/2 bar of HP left, and Phase Four begins. Phase Four is ending the battle.
Phase One
Phase One consists of four tentacles and the head. There is one tentacle to the left and to the right of the Kraken's head. Another two tentacles are located near the back of the boat, one on each side. Tentacle Team should each choose a tentacle and begin to attack them. They will be attacking this tentacle for the entire duration of the fight, with the exception of the back tentacles.
The front tentacles (closest to the Kraken) have two types of attacks towards the player. One rises up vertically and comes crashing down. Dodge when the tentacle is about to drop down. For the left side, dodge towards the back of the boat. For the right side, dodge towards the Kraken's head. The attack will track if you dodge in the opposite direction. For the other attack, the tentacle pulls away and shows its spines for a few seconds, and then charges at the player. Time your dodge before the tentacle charges to avoid it, or dodge towards the center of the boat. This attack has a limited range. These are the only attacks these front tentacles will do for the entire battle. If the tentacle is not occupied, it will rise vertically and flop down on the deck of the boat, dealing 2% of the boat's durability and damaging any player caught in it's path. It will then slowly slide off the boat and back to it's normal position.
The back tentacles also have two types of attacks. They have the same vertical drop down as the front tentacle. The other attack is different from the front tentacle. The tentacle will sway away from the boat before landing on the deck and sliding towards the player. For the left side, dodge towards the back of the boat. For the right side, dodge towards the Kraken's head. Only the initial landing of the tentacle deals damage. The sliding part just pushes you aside harmlessly. If the tentacle is not attacked, it will damage the boat in the same way as the front tentacle.
a) Phase 1:
This is the first phase of the battle. Only the head, the front and back tentacles will be joining.
- Head: the head will stay stationary most of the time. It will, however, perform an AoE attack every roughly every minute. This can be recognised by Kraken raising its head upwards and the screen glowing red. A few seconds later it will go down and slam the boat, dealing damage to everyone and the screen will shake when the damage is dealt.
- Tentacles: the tentacles have the following moves:
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Raises upwards slightly while still staying close to the boat then smashes down its tip onto the closest player.
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Front tentacles only: Pulls away from the boat and bends in an arc, then stabs down onto the closest player.
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Back tentacles only: Pulls away from the boat and twist 2 times, then swipes down from right to left onto the closest player.
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If noone is close enough to the tentacle's base, it will raise upwards in 3 steps then falls down across the deck and deal 2% to the boat durability.
Phase Two
Phase Two begins at 7 bars of HP left, and adds more things to Phase One. Two additional tentacles will spawn, one per side. These tentacles cannot be attacked directly, and will throw objects and mobs at players. They can also grab a player. To free the grabbed player, aim a secondary weapon Spear at the sucker side of the tentacle, close to the player. Alternatively, Cross gun's Active: Hand Bomb can free a grabbed player with a single use. If the right spot is hit with a spear the tentacle will release the player. If the player is not freed after a certain amount of time, the player is thrown into the Kraken's mouth and instantly killed, much like Glas Ghaibhleann's grab. The body is spit near the middle of the boat.
If the player is freed from the grab that tentacle will sink into the water for a long period of time, removing itself from the battle. This allows the players on the front tentacle to either assist the back tentacle players, or attack the head. The front tentacles will only sink into the water if the grabbed players were freed. Failure to free the players results in them being killed, and the front tentacles remaining in the battle.
b) Phase 2:
This phase starts when the boss reaches 7 HP bars. All the above moves apply, the 2 grabbers will join the battle and the head will have a new move.
- Head: Kraken will occasionally raise its head and starts inhaling in air and nearby players. The screen will glow red during the whole animation. It will then spray ink across the whole deck and deal damage to all players.
- Grabbers: the grabbers have the following moves:
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Twists around then sweeps across its side of the deck, grabbing any player it encounters. If the grabbed player is not rescued in time, it will throw that player into Kraken's mouth, resulting in an instant kill.
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Digs its tip into the water then brings up a wooden box. It then throws the box at a player close to it.
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Digs its tip into the water then brings up a siren or a crab. It then throws the mob onto the deck.
Phase Three
Phase Three begins at 4 bars of HP left. Everything from Phase 1 and Phase 2 still applies. The Kraken will pull the last two tentacles out of the water. These appear at the very back of the boat, one per side. These tentacles must be attacked just like the Phase One tentacles in order to prevent them from damaging the durability of the boat. Unlike the Phase One tentacles, these tentacles do not attack players. If the tentacles are not suppressed, they will land on the deck of the boat and deal 5% boat durability. These tentacles will continue to remain on the boat, dealing an additional 5% for every 10~ seconds they remain. These tentacles can take a lot of punishment before being removed, and it is absolutely essential that they get removed as soon as possible or the boat will be destroyed very quickly.
A single player attacking these tentacles while they are upright may not be enough to prevent them from landing on the deck, even in transformation with stimulants. The two Tentacle Team players on the back tentacles should switch over to the Phase 3 tentacles, and a Floater from Head Team should assist in preventing these tentacles from landing. The Phase One back tentacles should continue to try and to attack the Tentacles Team players on the Phase Three tentacles, as both tentacles are close and the player will be within attacking range. If a Phase Three tentacle is successfully repelled, it will sink into the water for about 20 seconds. In this time the players can attack the Phase One back tentacles until the Phase Three tentacles re-appear.
In addition to the added tentacles, the Kraken's Head will begin using another attack: it will inhale everything within its front range for a few seconds and then spit ink on the entire battlefield. This can pose a problem to the Tentacle Team stationed at the front tentacles, as they are more than likely to be affected by the pull.
If your Phase Three team is struggling, have an additional Floater cover the other tentacle. With two players on each of the Phase Three tentacles they should have enough damage output to prevent the tentacles from damaging the boat's durability.
c) Phase 3:
This phase starts when the boss reaches 4 HP bars. All the above moves apply and the 2 latchers will join the battle.
The latchers have the following moves:
- Pulls away from the boat then falls down and wraps around the back of the deck. This will deal 2% to the boat durability. If not knocked out in time, it will start dealing 5% to the boat durability at a time up to about 25% before releasing the boat.
- Pulls away from the boat and bends in an arc, then stabs down onto the boat. The stab deals 2% to the boat and it will deal an extra 1% upon pulling out. This is the latcher's only move in the lv 50-69 version.
Phase Four
Once the Kraken has 1/2 bar of HP left, it will stop attacking, but cannot be attacked any further. A player must then rush to the ballista stationed at the very beginning of the map to engage a cutscene. The ballista fires, impaling the Kraken's head with a massive spear, killing it once and for all.
Recap:
The following attacks can stop AoE, free grabbed players or remove latcher in 1 hit:
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Lann: Furious Seven
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Fiona: Shield Charge, fully charged Stigma
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Evie: Fire storm
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Karok: Earthquake, Hulking Fury
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Kai: Massive Impact
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Vella: Cyclone (might bug latcher)
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Hurk: Terminus, Execution at lv 5 Awakening
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Lynn: Jade Fox + Flying Snow
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Arisha: Temporal Shift
Positions
