Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The main stats would be 90+ melee skill and 80+ active fatigue (the more the better). If you run out of fatigue and can’t keep with grabs, you will likely lose that unit.
The archer strat for breaking into armour without being grabbed/stunning tentacles is kinda dead/not worth doing. Best to just do the polearm strat where you kill tentacles until they are down to 4 and then you go and polearm the head, haven’t tried acid potions for a while, I was unimpressed last time I tried them on the kraken, but some say otherwise. Some people also say dogs are good distractions for tentacles.
You will benefit a ton by having pathfinder, recover, and a weapon mastery (ideally with cleavers) for keeping fatigue drain low.
Anyone you bring into the fight who doesn’t specialize in melee skill/fatigue is somewhat a liability, and can result in you losing the fatigue/untangle war. Two handed cleavers work great, you can still choose to use 1h clubs to stun situationally.
Don’t forget to keep a tight formation, with your highest fatigue units next to the most people for untangling, and to follow anyone as a group if someone gets pulled.
I brought a few second wind potions, and I regret not bringing second wind for all of them. Don’t forget you can sometimes find them in alchemist shops down in the south.
Depending if you save scum or not, you can reroll the fight until you get dry ground on your units and near the kraken.
On a side note, high initiative units are not good for the kraken, as you will often find yourself waiting with them, then they get grappled and their turn is wasted.
I guess I will go farm 12 second potions and try again. It seems a pain because I think I need another 12 potions for the loremaster fight, which I haven't even attempted yet.
First of all, tentacle grab will send the target to the end of the turn queue so you'll basically have free bros move beforehand. The drag happens when the bro reach their turn, you'll need to pay attention to the turn order. Just hover the mouse and see who will move in X turn.
Each time someone's turn come up, look who can he save.
-If there's someone that nobody else can reach, then free that one.
-If there's several people that can potentially disentangle one guy, check the fatigue and position to see who can do it, who need to rest, and whether any of them should hit a tentacle instead.
-Look for cascading rescue. Three people tangled next to one after another, and they move in 4,6, and 7 turns? Free the one moving in 4, and he in turn will have chance to free 6, who go to free 7.
Do it slowly and steadily. Prioritize getting every man free AND having sufficient fatigue for next turn before hitting tentacles. It'll take a while, but basically risk-free once it gets going. The only threat is the first 2-3 turns as you need to reposition the bros into a ball from their default double-line while the tentacles grab them, but after that it's just repetition.
PS: OP you probably should put someone with goblin charm between the starting position and the head, and just free anyone who unluckily got dragged. That should do wonders in reducing casualties.
2 - Don't kill tentacles, move whole formation close to Kraken, attack head with 2 tile weapons.
3 - Once Kraken gets enraged at 50% hp, kill tentacles down to 4 and finish him off.
Why killing tentacles early is bad - with each tentacle killed Kraken takes 5% less damage for tentacle kills for rest of the fight. At most he can lose about 75% hp to tentacles, after which he becomes pretty much immune. So don't waste this source of damage early, you do not want to prolong enrage phase.
Tentacles can be stunned, but it's mostly worthwhile on finish line, when you get them down to 4. Without nets and mace spec stunning is extremely fat inefficient.
If you get him to Fleeing morale, Kraken loses his melee insta-kill and shouldn't be able to recover morale with a bro is next to him (unless there is some special rule involved). Didn't try this myself though.
The kraken skipped turn several times with the bro next to it, but eventually the guy failed to disentangle himself and the kraken immediately rally and ate him. Either entangled brothers doesn't count to prevent rallying, or it's just pure dumb luck.
Which is why key is finishing the fight asap after enrage, which means you shouldn't kill any tentacles before that.
Regardless they really prefer to ensnare rather than attack for whatever reason (only one of these actions per tentacle a round), unless you have a weak unit like a poor melee defence unit with low armour/hp, then they decide they want to attack that.
Their tentacle attacks do quite a bit of dmg/armour penetration (typically you should run additional fur padding or bone plating for this tho) if they do end up hitting you.
"Bite does 70-110 Damage dealt with 100% Armor damage, 50% Direct damage and inflicts 5 Bleeding bleeding"
Twitch video on FilthyRobot channel.
"Late Game Cultists! Prophet + Adrenaline! Sunken Library and likely Kraken today! Davkul armor SECURED."
Fast forward to 07:09:20