ELDEN RING
Ocen: 37
Morgott - The Omen King | A Comprehensive Guide
Autorstwa: Recycle
Morgott being one of the most complex bosses in Elden Ring has always piqued my interest, and that served as a motivation for me to learn him.
Although at the start he seemed very overwhelming; the more I fought him the more I felt like the fight could get split into sections that makes it easy to digest and get consistent at.
With this guide I would like to help out people that want to learn the boss and hopefully provide some insight on how to punish windows and dissect the moveset to the best of my knowledge.

Although the guide isn’t based on a certain kill video, I believe this kill is a Good Morgott Fight Reference that could be useful to check out.
https://www.youtube.com/watch?v=b750-N0XwG4
4
3
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
Chapter 1: Boss Properties And Quirks
1 - Holy Armaments

Morgott has 4 different holy weapons he can spawn from his left hand during the fight depending on whatever is happening at said time, that includes the following:
- A sword which is normally an attack follow up.
- A spear, mainly an attack that occurs on medium to long range.
- Daggers which are used to punish the players’ greed and bad positioning.
- And possibly the most common one; the hammer as it functions as a combo initiator or a combo buildup move.
# I'll be addressing each one of them in more depth during their respective combo section.

2 - Margit's Shackle

Like the Margit fight, Morgott can be shackled twice during the first phase of the fight allowing for free attacks with no punish. Not much to be said besides that but felt I should address it either way.

3 - Transition Points And Unlocked Attacks


There are 3 Main numbers that come to mind when we talk about transition points of the fight against Morgott that are always the same IF YOU DON'T INTERRUPT HIS AI. Those are 80%. 60%. And finally 30%. At each point Morgott will unlock new abilities that weren't available prior to that.

  • At the 80% HP Threshold, Morgott spawns a holy sword in his left hand as well as holy swords in the air drawing a circle around himself and 5 lines each one being in a fixed directions (1 in front of himself, two equally spaced out to his sides and two close ones behind him) *see example below*. After a short delay he slams the swords on the floor, the holy swords rain starts lasting for roughly 10 seconds, note that after a second of the slam the swords shaping a circle around Morgott disappears and he's free to do whatever combo he wants depending on the distance between you and him.



  • At the 60% HP Threshold, Attacking, Shackling, Parrying Morgott would instantly force the transition animation where Morgott stands in place with his sword stabbed to the ground, he then starts coughing for a bit before unleashing the omen curse, spawning geysers on the floor that are COMPLETELY RANDOM and covering the arena with water (sorry fire damage users)

  • At the 30% HP Threshold, in a final attempt to stop you, Morgott pulls out his holy armaments and goes on a spinning barrage lasting for 8 seconds switching from holy dagger to holy sword to holy hammer ending with a hammer slam on the ground (Note that this attack unlocks at 30%, doesn’t mean he’ll actually do it at 30% or even ever if it doesn’t get chosen by the AI)

4 - Interaction With Player Animations

  • A - When idle, if you throw a projectile Morgott is likely to not dodge it, rather run towards you if you're far, retaliate with his own projectiles (usually dagger but can also throw the spear), or do any attack if he's in range for one.

  • B - Drinking, using long duration weapon arts, spells or incants at close or medium distances can trigger a reaction from the boss, so it's generally safer to do it from afar or after an animation recovery

  • C - Interaction with blocking attacks
Getting guardbroken by certain attacks with a One Handed Small Shield, One/Two Handed Medium Shield, a ONE HANDED Great Shield, as well as One/Two Handed Weapons triggers the holy armaments attack that’s supposed to be locked until 30% HP



Getting guardbroken by the same attacks with a TWO HANDED Small Shield or a TWO HANDED Great Shield does NOT trigger it, Morgott continues the combo chain as if nothing had happened

Small Shield Interaction




Great Shield Interaction





5 - Position Based Punishes And Interruptions
Morgott, like other bosses doesn't like it when the players get ahead of themselves and greed for attacks, and has a few interruptions based on the players position during combos
Examples:

  • Rolling in front of him after his Sword Frontflip attack



  • Rolling in front of him after his Holy Sword Slash Sword Slam


6 - Stance Breaking

Stance Breaking in Elden Ring is an extremely important mechanic as it not only promotes aggression but it also rewards it. Morgott is no different in that regard as he has 80 Poise (Poise starts resetting after 6 seconds of not attacking, and takes 6 more seconds to go from 0 back to 80)

him having low poise allows you to interrupt many of his attacks (sometimes even stunlock him), best example being the holy swords rain as it's the longest duration attack and the one attack that keeps the boss most vulnerable for a good chunk of time.



7 - Parrying

Unlike Margit who normally needs to be parried 2 times to get a riposte, Morgott requires 3 parries to get a riposte and their timing is fairly different to Margit's. Although parrying is not my usual playstyle I felt like I should mention it in case you were interested in trying it out.

Here is a very good and informative parry guide, all credits go to the creators (Thingfishy And Spiral_Out )


Chapter 2: Getting Familiar With The Boss
1 - Surviving The Fight

1.1 - Positioning Correctly (Controlling The Fight Not Getting Controlled)

Before we learn how to attack and punish Morgott we need to learn how to position ourselves against the boss and why positioning plays an important part.

Generally you have a few goals when going into the fight

1 - I want to be close to the outer part of the left leg because it gives me the best flexibility when dodging any incoming attack and gets rid of the possible daggers punish.

2 - I want to try to keep the fight away from the arena edges so I don't have to deal with attacks in an uncomfortable situation.

Example of a good reposition:



Example of a bad reposition: (As you can see you can still deal with attacks just looks, feels and is uncomfortable)



1.2 - General Dodging Tips


1 - Dodge the daggers behind his left leg as it is the most consistent dodge for it

2 - When dodging hammer the hammer slam, it's best to put some distance between you and Morgott so you can roll into him, doing that makes him opt for the triple sword + holy sword spin (also known as helicopter) which can be punished heavily



3 - When dodging the side flip horizontal spin lunge (known as cartwheel) dodging with it makes him opt for the triple sword + holy sword spin (helicopter) which can be punished heavily

4 - Dodging behind Morgott on the tail sweep is good because it allows for a bigger attack punish

5 - Dodging the Diagonal Sword Slash and Backhanded Vertical Sword Slam backwards usually gives you Sword Based Combos, but rolling to Morgott’s side will most likely give you the Sword Hammer Horizontal Swing

2 - Punishing Timings And Calculated Aggression



By knowing which attacks offer room for punishment and which don’t you can be aggressive but safe. I will be sharing a few punish examples and will go into more details in the next chapter.. Note that this section will vary depending on weapon speed (the faster the weapon the more punish windows you have and the “riskier” you can play)

Punish Windows:

1 - After a riposte. (Light Or Charged Heavy)

2 - After Morgott hops away (Light)

3 - On big recovery attacks example: Hammer if you roll behind him or Helicopter (Light Or Charged Heavy)

4 - On Sword rain attack (Light or Charged Heavy)

5 - On combo finishers

6 - Mid Morgott attack animations (This is attack dependant)

Chapter 3: Combos Showcase, What To Expect On Phase Transitions And How They Change The Fight And Your Approach
*Due to character limitation in Steam guides, this section will be Split into different parts. I decided to keep the original naming even if this section on its own doesn't fully represent it

Morgott will always start the fight by taking a few steps forward before starting any animation, during that time he will be checking your position to “react” instantly to wherever you are, this normally allows for a quick light attack or a jumping light attack punish depending on the speed of the weapon you’re using.
In NEUTRAL Morgott is free to use whatever attack he wants to use based on the unlocked abilities, your position relative to him and which attacks are and are not on cooldown. Same applies to the follow up moves he can do afterwards. In short, there are some attacks that work as combo initiators, and other attacks that work as positional based combo follow ups. My goal is to address those combo initiators and explain how to deal with the possible follow ups and NOT throw numbers of possible follow ups in your face.




Notes:

1 - Morgott’s follow ups rely heavily on your position after every attack during a combo, all melee/close range attacks are within 5 meters of him.

2 - Every combo can and will keep going endlessly if Morgott doesn’t queue an attack that is considered a combo finisher. So in theory you can force Morgott to do infinite combos and punish mid attack recovery with good enough positioning.

Example: [Opening Move] Double Dagger Slash > [Combo Starts Here] Sword Hammer Horizontal Swing > Backhand Diagonal Sword Slam > Horizontal Swing > Backhand Horizontal Swing > Overhead Hammer Slam > Triple Sword and Holy Sword Spin (Heli) [Attack Has No Possible Follow Up So It Is A Combo Finisher]




3 - Additionally you can end a combo prematurely by getting into a blind spot for certain attacks which opens up options to punish as he recovers from an attack and starts a new combo

Example: [Opening Move] Double Dagger Slash > Sword Hammer Horizontal Swing > I strafe behind the hammer and do a charged > that interrupts/ends the combo and he’s free to start a new one right after

Chapter 3.1: Phase 1 Combos Showcase And Followups [From 100% to 81% HP] (Melee Range Attacks Part 1)
1 - Double Dagger Slash

Morgott Pulls out holy daggers from his left hand and slashes quickly in front of himself

  • This attack is best dodged behind his left hand and is used as a combo initiator when you’re within 5 meters distance from Morgott

  • This attack has a 20 seconds cooldown timer


  • It can be followed up by multiple attacks based on your distance from him after the roll.
Example 1: You roll behind him and get positioned near his tail. He has the ability to hop away, or do a tail swipe

Example 2: You’re in front of him or to his side but still within 5 Meters. He will most likely go through all the possible attacks based on a few factors; distance, position after dodge, and finally attack cooldowns.

Example 3: You rolled away and got out of the 5 Meters range. He’s now free to use Mid range attacks







2 - Cartwheel

Morgott does a cartwheel flip and positions himself behind you, pausing for a second before lunging back through your body slashing it as he goes

  • Dodging with this attack has multiple follow ups based on distance

  • This attack is a combo initiator

  • This attack has a 20 seconds cooldown timer

  • To time this roll, dodge when you no longer can see his right hand and when you see a bit of the sword above his shoulder

If you’re far from Morgott after rolling with the attack he’ll opt for a sword poke which means he can still do follow ups here, I canceled the combo by getting out of the poke attack range **More information about the poke follow up can be found in its respective section



If you’re close from Morgott after rolling with the attack he’ll opt for the Heli attack marking the end of a combo
You can do a rolling attack before rolling this follow up but it’s weapon range/speed dependant




Rolling away from this attack will make Morgott do the medium range attacks instead




3 - Gliding Slide

Morgott dashes towards your left then performs a slash as he’s dashing from left to right

  • This attack is a combo initiator

  • This attack has a 20 seconds cooldown timer

  • To dodge this, time your roll when Morgott raises the sword slightly.



You can do a light attack before rolling with this move if the weapon is fast enough (It works with Serpent-Hunter but a bit tight on timing)
You can also do a fully charged with fist weapons and still have time to roll with the attack or completely dodge it as your character’s head is going to be directly under the attack hitbox
You can do a rolling attack after rolling with this move


This attack is usually followed up by Hop, Holy Sword Slash, Vertical Sword Slam



Or a Backhand Horizontal Sword Slash



After each followup, it’s position/cooldown based; can be Horizontal Sword Hammer Swing, a Sword Attack, etc…




4 - Backhand Diagonal Sword Slam

Morgott raises his right arm in the air and slams the sword to the ground with the back of his hand

  • This attack is a combo initiator

  • This attack has a 20 seconds cooldown timer

  • Dodging away on this attack usually gets a good setup going for hammer slam which you can use to punish more on Heli

  • You can alternatively dodge away, then dodge and punish into follow ups OR dodge into the attack, punish and punish the follow up moves but it’s weapon dependant

This attack is usually followed up by Sword Combos such as Horizontal Sword Slash, Backhand Horizontal Slash (until the combo ends) etc…



Or Horizontal Sword Slash, Hop, Holy Sword Slash, Vertical Sword Slam






5 - Delayed Diagonal Sword Slash

Morgott pulls his right arm all the way to the back then slashes Diagonally from left to right

  • This attack is a combo initiator

  • This attack has a 20 seconds cooldown timer

  • Same Dodging tips from Backhand Diagonal Sword Slam apply here

Similar to the Backhand Diagonal Sword Slam, this attack has the same follow ups



Rolling behind Morgott on Sword Swings will opt him to do a spinning slash before retreating away from you






6 - Horizontal Sword Slash, Overhead Hammer Slam

Morgott spawns a holy hammer and rests it on his shoulder for a second before doing a sword slash from right to left followed by a delayed overhead hammer slam.

  • This attack can either be a combo initiator or a combo followup and mainly happens when you’re approaching Morgott or when he’s trying to close the gap between you and him. Be Careful as he can do a tiny hop towards you to catch you if you’re not focused or if you roll early.

  • This attack has no cooldown timer

  • Dodge in as he raises the sword then either run behind him and dodge the hammer, or perform a jumping attack on his back to dodge the shockwave and not get clipped by the hammer hitbox






7 - Sword Hammer Horizontal Swing

Morgott spawns a holy hammer and rests it on his shoulder for a second before doing a sword Slash from right to left followed simultaneously by a hammer swing

  • This attack can either be a combo initiator or a combo followup

  • This attack has a 20 seconds cooldown timer

  • Notice when Morgott Raises his sword slightly, that’s the tell on when you should queue the roll

  • Dodging into Morgott gives one of 2 different follow ups, Overhead Hammer Slam or Any of the Sword Attacks
You can tell this attack is going to happen if Morgott points his sword INWARDS. Not to be mistaken with the HORIZONTAL SWORD SLASH, OVERHEAD HAMMER SLAM Variation Where he points his sword OUTWARDS as they have a similar starting animation






8 - Overhead Hammer Slam

Morgott pulls his left arm all the way to the back before summoning a holy hammer raising it over his head and slamming the ground creating shockwave

  • This attack is NOT a combo initiator. It’s always a Follow Up Attack

  • This attack has a 50 seconds cooldown timer

  • When the blade is straight in front of Morgott, roll into the attack

  • To get the maximum value of this attack, maintain a bit of distance (Depending on roll type) so you can roll into him and bait out the Heli attack

Rolling into this attack usually forces Morgott to do the helicopter attack which marks the end of a combo



Chapter 3.2: Phase 1 Combos Showcase And Followups [From 100% to 81% HP] (Melee Range Attacks Part 2)
9 - Holy Sword Slash, Vertical Sword Slam

Morgott hops to a your left side or does a backhand Diagonal sword slam before spawning a holy sword in his left hand and doing a quick slash followed by a Vertical sword slam that ends the combo.

  • This attack is NOT a combo initiator. It’s always a Follow Up Attack

  • This attack is a Combo Finisher as long as you’re standing to Morgott’s side *refer to Chapter 1.5 Position based punishes and interruptions meaning that if this attack happens the combo is over and Morgott will try to get space after the recovery animation by hopping away either idling for a bit or starting a new combo

  • This attack has no cooldown

  • To safely punish this attack, ONLY attack after he slams the sword to the ground and when you’re at his side, you can get a charged attack depending on weapon



Hop, Holy Sword Slash, Vertical Sword Slam



Backhand Diagonal Sword Slam, Holy Sword Slash, Vertical Sword Slam




10 - Helicopter

Morgott Swings his sword diagonally from left to right quickly before spawning a holy sword in his left hand and doing a triple diagonal spin mid air and slamming both swords on the ground (there is a tiny delay here, Holy Sword goes down first then Regular Sword)

  • This attack is NOT a Combo Initiator. It’s always a Follow Up Attack.

  • This attack is a Combo Finisher meaning that if this attack happens the combo is over and Morgott will try to get space after the recovery animation by hopping away either idling for a bit or starting a new combo

  • There are multiple ways of dodging this attack;

    1: Rolling into the first sword slash, and rolling twice around Morgott (one forward left, one forward right)
    2: Rolling away and getting back in after the slams (HOLY SWORD GOES DOWN BEFORE REGULAR SWORD)
    3: Rolling the first sword slash and running around Morgott for roughly one second before letting go of the sprint button
    4: *Strafing the sword slash by going right then running left for a second and stopping the sprint (Advanced Dodge)

  • You can get punishes during this attack but be wary, if you manage to break his poise during the attack he’ll fall on top of you and stagger you (Kinda funny so I had to mention it)






11 - Sword Based Attacks

  • These are attacks that are either a follow up after any opener attacks or a “reaction” to your position, they’re not complicated to deal with. The attacks have some similarities (They only use the sword, and are very telegraphed, need little explanation and can follow up each other) so I didn’t think they required a separate section

  • These attacks have no cooldown

A: Slow Backhanded Horizontal Slash



Usually is a follow up to sword swing openers when Hop Holy Sword Slash Vertical Sword Slam is on cooldown, Rolling behind his leg will make him do Sword Hammer Horizontal Swing. Rolling in front of him will trigger Front Flip or Uppercut Diagonal

Dodging away helps maintain distance to bait the Overhead Hammer Slam follow up

To time this dodge, watch his sword, he lowers his sword slowly before swinging which you can use


B: Backhanded Sword Slash (Slight Curve)

Morgott wiggles his sword a bit before swinging from left to right starting from a high stance and lowering the sword as he’s swinging making a slight curve.



Although the start looks similar to the Slow Backhanded Horizontal Slash, there are a few key distinctions between both attacks;

The starting stances for both are different, Morgott raises his shoulder higher in the Slow Backhanded Horizontal Slash variant and afterwards starts lowering his hand and sword prior to swinging, meanwhile in the Backhanded Sword Slash (Slight Curve) he rests the sword on his shoulder before pulling back and swinging, making the difference between both very clear with a bit of practice.




C: Backhand Retreating Horizontal Slash



If you’re super close he has a chance to do a backhand horizontal slash and hop away from you. You can use that to reposition the fight depending on where you want him to be.

D: Uppercut Diagonal
Morgott wiggles his sword before doing an uppercut followed by a diagonal slash



I usually dodge the Uppercut away and go in on diagonal, sneak a punish and react to what attack he chooses afterwards

E: Front Flip

Morgott does a diagonal attack followed by a front flip and another diagonal slash
Simply dodge away with a slight delay between them twice from this attack as dodging into it will probably end up with him pulling out the dagger to punish you (Refer to Chapter 1.5)



F: Sword Poke

Sword Poke is a positioning/Angle Check (Morgott Checks your Position Relative To his, if you meet the required checks it will activate) that can happen as a follow up for Cartwheel and other Sword Attacks



Dodging into the poke usually ends up with Morgott pulling a holy dagger, doing a slash before retreating and throwing 3 holy daggers




All Sword Attacks can combo into each other as they are possible outcomes depending on your positioning



This picture should demonstrate all said attacks in the following order, Delayed Diagonal Sword Slash, Backhand Horizontal Slash, Uppercut Diagonal, Backhand Horizontal Sword Slash, Sword Poke, Front Flip

F: Horizontal Sword Slash



You can go in on the second slash and get a punish, if you roll away twice like I did be wary of a spear poke follow up




12 - Tail Sweep

Simply explained, this attack is Morgott telling you “get off me” he sweeps his tail and tries to position himself in a way where he’s facing you so he can do other combos

  • This attack is NOT a Combo Initiator, it’s a “Reaction” attack the AI has to you standing behind him

  • This attack has a 20 seconds cooldown timer, so if you get behind him again he’ll hop away instead

  • Notice the tail going up a tiny bit before he performs the sweep, that’s the tell for the dodge timing






13 - Dagger Slash Into Retreating Daggers Throw

Morgott slashes in front of him quickly follow up by a triple daggers throw and him jumping away from the player

  • This attack is a follow up to the Sword Attacks and has really specific distance and angle checks to get chosen by the AI.



Chapter 3.3: Phase 1 Combos Showcase And Followups [From 100% to 81% HP] (Mid / Long Range Attacks)
1 - Spear Throw
Morgott spawns a holy spear and throws it at you after a short delay
  • This attack has a 10 seconds cooldown timer

  • When he starts pulling his arm back to throw anticipate the dodge

  • This attack is usually followed up by one of these attacks

Flying Ground Stab



Horizontal Sword Slash, Overhead Hammer Slam (Can do a little hop towards you to close in the gap)



Gliding Slide (Medium Range Only)



Cartwheel (Medium Range)



Idles (Really Long Range)






2 - Spear Poke

Morgott pulls out the spear for a short period of time poking you before following up with a Diagonal Sword Attack if you’re within range for one

  • This attack has a 10 seconds cooldown timer

  • He pulls the spear backwards a bit before doing the poke, roll after he pulls it back






3 - Daggers Throw

Morgott spawns and throws 3 holy daggers Once if you’re close, Twice if you’re far

  • This attack has a 10 seconds cooldown timer

  • This attack is usually followed up by one of those attacks

Spear Throw



Gliding Slide



Cartwheel






4 - Hammer Leap

Morgott summons a holy hammer and instantly jumps before slamming it on the ground creating a shockwave where it lands

  • This attack is a followup





Chapter 3.4: Phase 1.5 Combos Showcase [From 80% to 61% HP]
What Changes In The Fight

Morgott retains the attacks from phase 1 and adds phase 1.5 attacks to the list of possible combos all with their respective cooldowns of course, besides that no actual changes occur to the attacks, punish windows are still the same.




Unlocked Abilities

1 - Swords Rain

Morgott spawns a holy sword in his left hand as well as holy swords in the air drawing a circle around himself and 5 lines each in a fixed direction around the circle. After a short delay he slams the swords on the floor, the holy swords rain then starts lasting for roughly 10 seconds, after a second of the slam the swords shaping a circle around Morgott disappear and he's free to do whatever combo he wants depending on the distance between you and him.

  • This attack is scripted to happen at 80% HP so long he’s not interrupted or in the middle of a different combo

  • After the scripted attack it turns into a regular attack that has a 50 seconds cooldown

  • This Attack gives a free punish window as the starting animations of it are big, so you can technically stun him out of it with a fast enough weapon that deals good poise damage

  • The swords rain lines are not random, refer to Chapter 1 section 3

  • It’s usually followed up by Sword Hammer Spin even if he does different attacks in between so be wary of it unless he used it earlier and the attack is on cooldown






2 - Spear Charge Forth

Morgott spawns a spear, after a second he begins charging towards the player

  • This Attack Has a 20 Seconds Cooldown

  • Outrunning this attack is possible.

  • Jumping the last bit of it is also possible

  • Although this attack looks like a mid/long range only attack, Morgott can actually queue it in close range too, delay the roll until he starts moving towards you if that happens to avoid getting clipped by it

  • Rolling through the spear has 2 outcomes

  • If you’re in front of the boss he’ll do a Sword Attack

  • If you’re behind the boss he’ll do a Sword Hammer Horizontal Swing

  • This move gets added to the Mid/Long Range Daggers Throw/Spear Throw possible follow ups



Instant Spear Charge Forth example: Rolling forward and getting a Sword Attack follow up



Daggers Throw into Spear Charge Forth: Rolling Backwards and getting the Sword Hammer Horizontal Swing



Spear Throw into Spear Charge Forth, Rolling Backwards and getting Sword Hammer Horizontal Swing into Spear Thrust because of distance




3 - Sword Hammer Spin

Morgott Spawns a hammer in his right hand, tries to close in on you and then starts spinning twice ending it with a big hammer diagonal slam.

  • This attack has a 50 seconds cooldown

  • This attack is pretty toxic depending on your position as he can do a quick hop to catch up to you before starting the animation. Thankfully it has multiple attacks that signal it might happen. Most important one being the Swords Rain. As soon as you see him spawning the hammer when you’re away from him start sprinting backwards to avoid getting into these situations.

  • This attack can happen as a follow up to Spear Throw, out of idle (only in phase 2), or rarely after Double Daggers Throw

  • To dodge this attack, sprint backwards and the moment you see his sword starting to move, roll away.

  • If he pulls out a hammer out of idle (Melee Range) in phase 2 DO NOT GO IN, roll away twice instantly






Chapter 3.5: Phase 2 Combos Showcase [From 60% to 0% HP]
Unlocked Abilities

1 - Phase Transition Move

Once damaged past the 60% HP threshold Morgott staggers out of any attack he was doing and stabs his sword on the ground to keep balance, he then starts coughing before finally unleashing the omen curse with an explosion that spreads through the whole arena, as well as spawning geysers that surround him in a random pattern.

  • This is a one time attack that marks the end of phase 1

  • This attack normally happens at 60% HP or 55% HP if Morgott was stagger prior to reaching that threshold

  • You can roll into the explosion but with the geyser spawn being completely random it’s meaningless to do so






2 - Bloodflame Grab

Morgott pulls back and infuses his sword with bloodflame before dashing towards the player doing a thrust on the way that grabs the player if caught by it, he then will raise the player in the air with his sword before throwing them to the ground.

  • This attack has a 30 seconds cooldown

  • To dodge this attack, simply roll into Morgott the moment he raises his arm a bit to stab you, or if you’re close enough stick to his left side (that way you can get extra punishes without having to worry about dodging)

  • This attack is a combo ender.



In case this attack was a follow up to a CLOSE RANGE Cartwheel Dodge. Within the next 35 seconds if Morgott does another Cartwheel that you dodge CLOSE RANGE he will follow up with a Helicopter instead of the Grab. (See example below)






3 - Bloodflame Slam

Morgott raises his sword in the air infusing it with bloodflame before doing a heavy slam on the ground creating a geyser where the sword hit the ground.

  • This attack has a 40 seconds cooldown

  • To get the full value of this attack; stand near his left leg and attack (preferably without lock on so you can keep your positioning), the Slam should completely miss you




4 - Bloodflame Chase

Morgott raises his sword in the air infusing it with bloodflame, but this time dashing towards the player doing a big diagonal slash in front of him followed by a small twirl and a second slash in the opposite direction of the first slash leaving bloodflame trails that explode and linger for a second or so after each slash.

  • This attack has a 40 seconds cooldown

  • To Dodge this attack, roll twice into Morgott, with a slight delay between each roll






Positioning With The Geysers In Mind

Geysers are a newly introduced fight mechanic that affects positioning and aggression a lot as you need to be wary of the surroundings at all times.

A few thing you need to know before thinking about positioning:

  • Geysers typically spawn after a strong attack that hits the ground (example: Hammer Swings, Big Sword Swings, Spear Throws)

  • Geysers last for roughly 4 seconds before exploding

There are three ways to deal with geysers

  • Changing positions frequently while dodging to keep away from the geysers and maintaining aggression



    Notice how I’m never in the same place when dodging, this is to waste time until the previous geysers run out while keeping aggression

  • Baiting combo finishers and prematurely ending combos to punish safely



  • Just waiting until Morgott does an attack without geysers


    Don’t have to deal with geysers if they’re not there to begin with




THE MOVE (30% HP Unlocked Ability)

Rapid Holy Armament Change, the last attack Morgott has, the scariest looking one, and possibly the easiest one to dodge if you know it’s going to happen.

Attack Quirks:

  • This move has a 50 seconds cooldown.

  • If Morgott is left in Phase 1 (which can be done by stunlocking him without transitioning) with HP low enough to unlock this attack, he has the ability to queue it so in theory this attack is NOT a Phase 2 exclusive, rather HP exclusive, which is why it’s in its own little section.

  • During this attack Morgott switches from Holy Dagger, to Holy Sword, To Holy Hammer ending it with a Holy Hammer Slam

  • You can dodge it by strafing to Morgott’s left then backing off

  • You can dodge the attack by rolling behind Morgott either from the left or the right

  • You can punish Morgott during the attack if you’re comfortable enough with the fight (requires precision and I definitely don’t recommend it for runs)

  • This attack is a punish for guard break from the following attacks: Overhead Hammer Slam, Bloodflame Slam, Bloodflame Chase (After Second Slash), Horizontal Sword Slash into Hammer Overhead Slam, Sword Hammer Spin.






  • This attack has 2 different Animation IDs:

    One that DOES NOT spawn a geyser on the hammer slam. Animation ID: 3026 (Phase 1)
    One that DOES spawn a geyser on the hammer slam. Animation ID: 1003026 (Phase 2)

    Each animation has a 40 seconds cooldown that is separate from the other; meaning that you can get this attack in Phase 1, transition him into Phase 2, and get it again right after the transition animation ends (See example below)






    Combos Flowchart By ElaDiDu

    Ela not only helped me with studying the AI of the boss and making sure that everything I’ve written has been accurate, but they’ve been kind enough to create a flowchart of all possible Morgott Combos with their position and angle conditions which I’ve used as a reference while explaining attacks a few times.

    Because I believe it’s extremely well made and informative and I personally didn’t wish to overwhelm the reader by stating every possible attack. This section will be if you want to go beyond only understanding the attacks and should be used as a reference if you have a suspicion or question regarding follow-ups
    Do check it out here Morgott's Moveset Flowchart by ElaDiDu (Complete List of Possible Combos)[viewer.diagrams.net]
Chapter 4: Advanced Tech And Closing
1 - No-Roll Dodges

No Roll is a very precise and position based playstyle that has its advantages and disadvantages; it offers aggression on some attacks but restraint on others.

Note that the premise of this section is not to teach you how to do No Roll Morgott kills, but there are very good strafes you can make use of and mix them with your original playstyle either for; positioning (especially in p2), baiting certain combo finishers to sneak attacks without getting punished, and possibly . Therefore I’m going to be focusing on strafes that I think can give you advantages compared to rolling normally. I'll be introducing strafes that offer different dodges to certain attacks and combos too but it’s not going to be the main focus. Finally I’m going to share a few no roll kills done by insanely good players and using clips from their kills as a demo.

1.1 Strafeable Attacks

1 - Double Dagger Slash
(Allows for an attack with any fast weapon. Usually followed by a sword hammer horizontal swing)



2 - Cartwheel
(If strafed away from, baits Medium range follow ups, very useful if you’re not comfortable with close range Helicopter dodge or to reposition Morgott away from walls. If strafed with, allows for a perfect position to completely strafe helicopter when done right)



3 - Helicopter
(This is mainly useful in P2 where you have to deal with geysers and position according to them. Besides that you’re better off just rolling the attack as it’s safer)



This demonstrates dodging with Cartwheel + Helicopter

4 - Spear Throw

(Strafing this attack correctly by closing in to his right leg can make Morgott spawn the hammer and puts you in an angle where he can’t attack you from, allowing for a lot of punish windows so long as maintain the position correctly)



5 - Bloodflame Grab

(Strafing this attack close range allows for a huge punish window that you can use to regen stamina, drink flasks or attack)



6 - Bloodflame Slam

(Strafing this attack close range allows for a huge punish window that you can use to regen stamina, drink flasks or attack)



7 - Rapid Weapon Change


This is an extreme punish example




1.2 Jumpable Attacks

#Note: Some attacks are easily jumpable with weapons that rest on your shoulder(big weapons) compared to ones that rest near the waist as they can get clipped by the hitbox if you mistime it with a small weapon

1 - Cartwheel



2 - Tail Sweep



3 - Spear Throw



4 - Bloodflame Grab



5 - Daggers Throw / Retreating Daggers Throw (Medium Range)



6 - Spear Charge Forth



7 - Gliding Swipe



A bunch of very impressive No Roll kills by insanely talented players

By Azaz

By MouseInATutu

By CaptainPizza22

By Mutu

By Le Carbonator

By 力丸 (Rikimaru)

2 - Extreme Aggression Opportunities

To know how aggressive you can be, ask yourself the following, depending on the answer the decision is completely up to you if you wanna take risks or play it safe:

How fast is my weapon?

What can I attack during and get away with a roll or a strafe?

Is it risky? If yes, is the risk worth it? (Can I get a stagger/kill here?)


The goal is to attack whenever a tiny bit of cooldown is possible while taking into account the questions you asked yourself earlier.

Attacks with enough openings for you to attack during:

Cartwheel
Helicopter
Bloodflame Grab
Bloodflame Slam
Swords Rain
Spear Throw
Tail Sweep
Horizontal Sword Slash, Overhead Hammer Slam
Sword Hammer Horizontal Swing


Attacks with enough openings for you to attack after:

Double Daggers Slash
Cartwheel
Helicopter
Bloodflame Grab
Bloodflame Slam
Swords Rain
Spear Throw
Tail Sweep
Horizontal Sword Slash, Overhead Hammer Slam
Sword Hammer Horizontal Swing
Sword Based Combos


Here are a few aggression examples



Shamshir light attacks during the Rapid Weapon Switch attack by AzizYaLel



Completely Strafing Rapid Weapon Switch while remaining at close range and punishing by Parallax




Closing Statement
Thank you very much for reading up until this point, this guide has been a blast to create and I can only hope it was useful to check out and that I gave the boss his due without forgetting anything or under-explaining things. I apologise if my English failed me and made some points unclear.

I’m more than happy to hear more feedback on the guide so feel free to contact me using Steam, Discord: 1recyclebin1 or when I’m live on twitch![www.twitch.tv].

I also would like to thank the amazing people that helped me immensely while writing it in no order

ElaDiDu for the help with the AI and providing the combo flowchart

Azaz for providing more insight on the no roll kills as it’s a world I haven’t delved too deep into

GeoEccentric for helping me prepare and organize thoughts when I started working on the guide, and the constant in-depth feedback he provided

Do check out Team Hitless's Discord[discord.gg] or Champion's Respite's Discord[discord.gg] for more guides and questions if you have any!

And Finally… Here’s a Playlist of Morgott Kills at Rune Level 1 New Game +7 with different weapons that might be a good reference. Some kills are fairly old and I’ve gotten better ever since but they’re still good references imo.

Komentarzy: 6
eelijah1027 1 lipca 2023 o 17:50 
I love the dedication congrats to you my friend
A_Peridox 17 czerwca 2023 o 18:30 
I appreciate your dedication to Morgott's boss fight; he's one of my favors, story-wise, and I always get sad when he gets steamrolled in Boss vs Boss fights lol
Alex Is A Noob 16 czerwca 2023 o 5:41 
god dayummmmmmmmmmmmmmm this is super detailed
i feel bad for over-leveling myself and steam roll every boss with RoB kekw.
great job, i can tell you put a lotta thought on this
Unbreakable Eule 14 czerwca 2023 o 9:35 
The guide is missing to highlight the radiating swagger morgott exudes, oitherwise great for people struggling with this fight :Darling:
Aristotel 3 czerwca 2023 o 12:55 
Killed him on second try and yet I died to every crucible knight out there at least 20 times each
Isolol™ 31 maja 2023 o 10:21 
#1 Morgott killer :bandit: