Ancient Kaiju

Last updated: Exalt Version 4.2.1.1 (Apr 2024)
Ancient Kaiju

The Ancient Kaiju is an Encounter native to the Carboniferous biome that can spawn multiple times per realm. Though it controls no minions, it is a powerful destructive force that can easily kill players.

Contents


Stats

HP: 125,000 (+10% [12,500 HP] per player in Realm)
DEF: 70
EXP: 50,000
Realm Score: 3,000

Level 20 Quest
Immune to Stasis
Immune to Stunned
Immune to Dazed
Immune to Paralyzed
Immune to Slowed

Counts towards Encounter Kills
Counts towards Hero Kills
Counts towards God Kills

Back to top


Combat

Attacks

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
O3 White Big Missile 200 5 11 Passes cover
Hits multiple targets
White Superblast 230 5 10.5 Amplitude: 5
Frequency: 0.5
Passes cover
Hits multiple targets
Faces direction
Deadwater White Zap 100 Exposed 4s 4.5 13.5 Hits multiple targets
Pierces armor
O3 Big White Star NRot 170 Silence 2s 5 15 Hits multiple targets
O3 Black Bolt 140 Bleeding 2s 5 15 Hits multiple targets
O3 Black Bolt 140 Bleeding 2s 5.5 16.5 Hits multiple targets
O3 Black Bolt 140 Bleeding 2s 6 18 Hits multiple targets
O3 Red Big Spike 120 Exposed 2.5s
Armor Broken 2.5s
2 ? From meteors
Accel Delay: 0.2s
Accel: 2t/s²
Max Speed: 4t/s
Hits multiple targets

Behavior

Randomly (?) switches between the following phases (excluding Rage) over time.

Claws
The Kaiju gently follows the nearest player but does not try to step on top of them. It fires a continuous wave of five Exposing Zaps at them, covering a wide arc. Waves of two Superblasts flank the burst on either side. An identical copy of the shot pattern is also fired in the opposite direction.

Jump
The Kaiju lunges at players, attempting to land on top of them. With each stop it unleashes two dense radial bursts near but not on itself, as if its feet were hitting the ground and sending out shockwaves.
During this phase, red indicators appear scattered on the ground, marking where meteors will fall. When the indicator is full they release eight Red Spikes in the primary directions, which will kill or severely injure any player on top of them.

Flower
The Kaiju stands in place and starts firing many alternating spirals of Silencing Stars, which form a pattern reminiscent of a Djinn, albeit much more dense.
Waves of five Bleeding-inflicting Bolts also start to come out. The Bolts are faster closer to the center of the waves, creating V-like shapes, fired in two opposing directions at a time. The waves rotate clockwise 60 degrees with each wave, resembling a hexagon, or perhaps a six-petaled flower.

Impact
The Kaiju jumps at the nearest player and attempts to land on them. After reaching them, it wanders gently in place and begins firing many lines of Silencing Stars in all directions, and meteor indicators appear within the gaps between the lines. It jumps again just before the meteors land, which can easily force players into undesirable positions.

Rage
When the Kaiju’s health is below 15%, it begins glowing red, and transitions to using its Claws attack. Occasionally it will stop to perform a stomp from the Jump phase, which also summons two layers of meteors. Each layer consists of four meteors spaced evenly, and rotates 45 degrees per jump. The layers may or may not sync up, resulting in either a cross-like formation, or a four-pointed shuriken’s vertices.
Unlike in the original Claws phase, it doesn’t seem averse to stepping on players, likely to accomodate the jumps.

Back to top


Drops

Back to top


Tips and Strategies

  • It’s important to remember that enemies’ hitboxes are centered at their feet. The Kaiju’s enlarged, 24 pixel tall sprite can easily hide its shots as you try to get close enough to hit it from above. Consider un-centering your camera (press X) and rotating so that you approach the Kaiju from below.
  • Once the Kaiju has spent some time in a phase, it’s best to back away no matter what class you’re on. Its attacks change quickly and with no warning, and all of them can easily kill a player that doesn’t move in time.
  • On melee classes,
    • Flower and Impact make for good opportunities to deal damage if taken carefully.
    • Claws, while dangerous, can be handled alone with careful and tight circling. Staying away is preferable if there are other players with you.
    • Jump should be avoided at all costs, as the disjointed locations of the bursts can easily pop you even when you think you’re safe.

  • On ranged classes,

    • Jump is relatively safe if the surrounding area has been cleared. Continuously running away from the Kaiju will keep you away from instant death, but it can chase fast enough to stay within your weapon’s range.
    • Flower provides lots of time for beating up the Kaiju from a distance. Place yourself between the Bolt waves to deal with only the Stars, for which a simple back-and-forth will suffice.
    • Claws and Impact should be taken very carefully. Skilled players may get close to the Kaiju to take advantage of the mercy afforded to careful melee play, but for most it’s best to stay back and attack only when the opportunity arises.

Back to top