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And I specifically mean her horns - even if you have a Japanese cheater in your party who's modded his weapons to deal a million damage (i've actually had this happen before), it doesn't matter unless the attack hits the horns - It's impossible to drop Kulve below 1 HP - the only way to end the fight is to break her horns.
TL;DR
So, whatever you do to the rest of the body won't lead to breaking her horns.
This video was for regular KT but the mechanics with regard to horn HP and body HP is the same:
https://youtu.be/jAYJEIH-Ki4
daora hornet(lbg) does a good job because it give you access to sleep and stun ammo or you coordinate in your team that one player uses a stun and one other a sleep jewel for the bows.
other weapons can only reach horns by jump attacks or while she is knocked out/ stunned
https://steamcommunity.com/sharedfiles/filedetails/?id=1555044095
Still, consistent damage obv via bringing Call of Duty there.
The whole fight is not that hard tbh
First and foremost: the goal is obviously to beat Kulve Taroth by breaking off her horns. In order to break her horns you have to meet certain criteria and execute certain steps towards completion. People will refer to various elements of the fight broken down in areas, phases, and modes, which again I will hopefully explain for you clearly.
Understanding the difference between Pursuit Level and Reward Level is important. Example: you and a group of 3 others start a new, fresh lobby. Kulve will be Pursuit Level 1 (with an experience bar showing 0/325) and Reward Level 1(Experience bar 0/100).
The Pursuit Level EXP bar is raised by collecting tracks that Kulve leaves, and by the gold shells the Gajalaka dig up. You earn (very roughly) 10 points per gather so if you pick up 33 tracks alone you will raise the Pursuit level from 1 to 2. Each Player's gathers count toward the same bar, and each player IN THE LOBBY who is also playing Kulve even if they are not in your party, will count toward the Pursuit level.
This is important because as the Pursuit level increases, the fight difficulty decreases. At Pursuit level 1 Kulve will flee quickly and she has 200% health, where as at Pursuit level 6 she has 33% health and will stay much longer. The points you and the party and the lobby gather will all increase the Pursuit level until either the bar is maxed out at Pursuit level 6 or a team successfully breaks the horns. Once one of these conditions is met the Siege is reset at Pursuit and Reward level 1 and everyone will get the rewards corresponding to their individual Reward level.
Reward level is based on completing tasks which can be found either when you go to begin/join the siege by pressing Q or E (or bumpers on controller). Tasks Include breaking pieces of Kulve's Mantle, moving her to certain areas, or raising the Pursuit level. These tasks are independent on a team-by-team basis. Example: you and a team of three break her right tail and right foreleg. My team of 4 breaks the left tail and left foreleg. You will have completed 2 of the Reward Objectives and my team will have completed 2 others, but our reward screens will show that of the now 4 complete, only 2 of them were done by your team with 2 done by a different team. You will earn partial points for the 2 Objectives My team completed but if you do them yourself, you will earn the full points offered for that particular objective.
Again Reward Level corresponds to the amount/quality of rewards you obtain when you or another party in the lobby completes the Siege. Once the Siege is complete the Objectives will also reset, so the following Siege, you will need to once again collect tracks to raise Pursuit level and complete objectives to increase Reward level. The maximum Reward Level is 17. Hopefully you understand those 2 important mechanics.
As for the fight itself, there are many strategies but typically the most common flow is this: A lobby of 16 split into 4 groups of 4. The 4 team enter the fight, collect tracks and Kulve eventually escapes. With any luck the amount of tracks gathered will add up to raise the Pursuit level to 4, 5, or maxed at 6. The four teams of 4 will again leave to complete the mission at the heightened Pursuit level. The four teams will all break the horns, and your individual team will have completed enough Objectives to raise your individual Reward levels to 17 for max rewards. The Siege resets, rinse and repeat. The fights in an area-by-area basis is too long for me to put here so instead if you want more info/need more help hit me up and I would be happy to explain.
Final thoughts: Kulve's horns have 3 health pools 1-from new to gold plating broken, 2-from gold plating broken to horns chipped (which is an objective), and 3-from horn chip to horn break (Siege Complete). The 3rd health pool IS NOT ACTIVE UNTIL KULVE IS IN AREA 4! This means if you chip the horns in area 1 with the cannons and the rock drops, any further damage you to to the horns does not count toward the horns breaking off unless the damage done to them is done in the final area.
Also damage done to Kulve's body in area 4 DOES NOT CONTRIBUTE TO HORN DAMAGE. If you spend the whole time in area 4 hitting the legs her horns will not magically fall off. Hitting the legs can be used to trip her or stumble her but ultimately if the horns are available to be hit, they take top priority.
TL:DR watch the guide- https://www.youtube.com/watch?v=ClbYH44aNEQ&list=PLqLOcmRN4PrwHiuZd7pC2Ti76mL332d_o&index=17
and https://www.youtube.com/watch?v=l-_J6skKp5E&list=PLqLOcmRN4PrwHiuZd7pC2Ti76mL332d_o&index=18
His Guides are meant for Old Kulve Taroth but the mechanics still apply.
https://www.youtube.com/watch?v=WWl4JmRHGjg&list=PLqLOcmRN4PrwHiuZd7pC2Ti76mL332d_o&index=8
This one has more detail about Arch-Tempered Kuvle Taroth.
That's not true. I know every single one of KT's attack animations and vulnerable states in phase 4 (I guess that's what happens when you fight her 1,000 times ughhhh).
That's why I always switch out to a GS right after phase 3 and end the hunt quickly with KOs and mega damage.
OP, when you fight KT long enough, you'll start to know when she's vulnerable after her attacks. Then any weapon is viable.