BDBrian
Mohg, Lord of Blood vs Miquellan Knight Sword
updated
This completion has no major skips/bugs, and all the minor skips I used were found by myself on my original (blind) playthrough. That first playthrough took 22 hours on this map, with an additional 20 hours spent on the Doinkler Portfolio to complete it and practice individual segments. For reference, I only had 13 hours in the game before this free DLC released, for all achievements at the time. I also had to relearn my input device, as I'd only played on controller, but since my controller broke, I've played on m+kb since the DLC release.
I recommend this game if you enjoy Getting Over It style games or Trackmania tower maps like Deep Dip, at least conceptually. The main campaign is pretty fun and reasonably segmented, while this tower poses a great challenge to be conquered, demanding you to really analyse the game's mechanics, physics and inputs.
And if you're reading this far you're probably interested enough to enjoy the developer's youtube channel, I particularly recommend the speedrun video. youtube.com/watch?v=yIpms96cr1o @isto_inc
Rules: I may not deal any damage outside of parrying, aside from 1 talisman once the boss's HP bar is entirely Internal Damage, to one shot each phase.
I am certainly not the first to do this, as can be seen here: youtu.be/_iD7n_GUjTE
(In hindsight, it looks like Reciprocation Jade is just more effective here than Last Stand, while also being way less risky for non-hitless play)
Despite parry only being a passive playstyle, there's quite a few tricky optimisations to get as many UCs as safely possible.
The Divine Hand Jade is amazing for this fight, letting you get lots of internal damage basically for free. Don't sleep on it. Admittedly, it's not that useful outside of this fight, and requires practice to make optimal use of.
0:18 - For her basic melee combos, you can always charge up a UC after the first hit. For most attacks that's easy, but for the triple poke, it's a very tight window to do consistently, and you don't even get a partial parry if you mess up.
0:33 - Predicting the delayed triple slash lets you get 3 UCs very easily.
Maybe it's possible to also react in time when she performs this from neutral, but that seems too hard. It's not safe to start charging a UC in neutral, because of her talisman dash.
3:37 - For her signature move in phase 3, you can hold the parry button as you're falling down. This lets you get UCs for the delayed triple slash if she does it. You do have to react to the mixup a lot faser though in order not to get caught by the talisman dash or more slices. I messed up in this kill however and sometimes do regular parries instead.
3:52 - This combo is just satisfying and very beneficial. 6 UCs, and if you use Water Flow style you can even fit a talisman before the delayed triple.
Maybe this fight will grow on me some day, but I don't really like a few aspects of it. There are some really good fights out there that make her look awesome, but I'm not even close to learning her on the level those players have.
Her moveset is filled with frame traps that just require you to have enough distance, but she drops also her combos when you get too slightly too far away. Doing it without light roll is just suffering, too. I don't usually like to parry bosses as it feels like it often takes away from the bosses' moveset because of the interruptions to combos. However the gameplay loop with parrying Rellana is alright.
goofy ah setup with the hammer to abuse the cr2 opening on parries and wakeup for extra stance break crits.
Apologies for the terrible video quality! I switched my encoder in OBS the other day, which I didn't realise also reset the bitrate to the default value. It's supposed to be 12k but it was like 2.5k instead... I tried to switch the value mid-run, but it doesn't update until the next stream.
Rules:
-No glitches
-Don't get hit
-Beat the game
A hit is any damage or stagger taken from an enemy or trap. Environmental and fall damage do not count, although dying to fall damage does.
The only exception is at the start of the game, you have to die after triggering Grafted Scion in order to progress. You don't actually have to fight him, but I chose to do so.
The weapon is a choice, not a restriction. I will sometimes hit enemies with other weapons.
2:15 - Grafted Scion
40:15 - Draconic Tree Sentinel (cliff cheese)
53:00 - Demi-Human Queen Gilika
59:00 - Guardian Golem
1:01:30 - Margit
1:06:10 - Godrick
1:12:27 - Starscourge Radahn
1:20:18 - Goldfrey
1:22:44 - Morgott
1:39:40 - Fire Giant
1:46:40 - Godskin Duo (sleep cheese)
1:53:50 - Beast Clergyman / Maliketh
1:57:00 - Gideon
1:59:00 - Godfrey
2:01:56 - Radagon / Elden Beast
Multiple chokes past stubbornness and two 1-death runs later, I finally got this run. Before that, about 200 attempts with the berry and LOTS of practice, segmented and low-death runs.
I knew what the golden room looked like from watching golden playthroughs in the past, but I opted not to use the debug map to warp there and practice it ahead of time. For context, it's a bonus room that's intended to only be accessible by carrying the golden berry throughout the entire map, i.e. doing everything deathless. The room isn't the most difficult gameplay-wise, it is mostly a test of nerves (and accurate judgement). I think most players that reached it beat it first try, thankfully.
keybinds:
z grab
x jump
c dash
v crouch dash
Some notable moments:
Starting at 2:37 there is a segment where you're normally meant to gather a bunch of keys from side rooms before you can progress. But if you get the pink dash crystal and a jellyfish you can perform a skip known as key skip, seen at 3:11. I also used a small shortcut to turn off the power source prior, but this is not required. You'd normally get a pink dash crystal to do so, by taking the red bubble at the bottom to the right.
At 4:03 I smuggle a jellyfish into the room above, known as the Sawmill room. This makes the room significantly easier, although you have to be careful not to go too high at certain points, as the screen can raise up and the bottom will kill you.
At 6:07 I perform barrier skip. If you move fast enough by in this case performing a low hyper + bunny hop, you can get past the barrier before it blocks you. There's no real reason to perform this on a golden run, it's just for style points and to save a few seconds.
At 8:24 there's the infamous comb room. It is notoriously difficult, so I made a quick guide youtu.be/qpzvwIiQbQs
At 11:08 there is another difficult room. It's important to figure out a route and execute it the same way every time, but I messed up my route only a few seconds in and had to improvise. On top of that I missed the last coin multiple times... but I recovered, fortunately.
At 11:40 there's the wind springs room. By using crouch dashes, you can increase the time window to hit the spring. You can see this on the second one, where I bump my head but still make it. If I'd used a normal dash, I would've died. Something else to remember is after hitting the second spring you shouldn't hold any direction, only doing a quick right tap before dashing up.
Subchapters:
0:00 Singular
2:00 Power Source
3:36 Remembered
6:00 Event Horizon
9:20 Determination
13:00 Stubbornness
14:40 Reconciliation
19:47 Farewell
21:50 Golden Room
1. certain attacks are unparriable for no discernable reason, such as: The two attacks in the middle of his horizontal double swipes combo, the vertical swing before the ground rupture, the last attack in the cross-slash combo.
That last one is extra weird since it looks identical to the standalone X attack which IS parriable
2. When you parry the stab or swipe for the bloodflame attack, the animation plays as if he got parried from his other sword. Additionally, sometimes when you parry that second attack, the bloodflame explosion will still explode.
3. When the last parry before a riposte is his fast one handed swipe, he will often do its follow-up attack after your crit, even though he normally can't do that from neutral.
4. Sometimes the cross-slash is not parriable due to elevation, but still hits you. This is very frustrating as his arena is riddled with hills and dips.
5. You get really bad camera angles sometimes due to staying close to him, especially after his stomp. Its particles will also cover your entire screen momentarily. This isn't the biggest issue but it still contributes.
6. When you're behind him or to the sides, parrying is just a bad idea. Sometimes it will just not work, and whenever you're not perfectly in front of him you have bad visibility on at least one attack.
In general, you have to react extremely fast and be on your toes at all times primarily because of the cross-slash, making it very difficult to consistently parry him. However, I think that difficulty is appropriate for how hard the fight is intended to be. He has a healthy mix of parriable and unparriable attacks from neutral, with different timings and tells, so you always have to be on your toes. I'd say parrying is one of the best approaches for RL1, but it is damn hard to keep up your reflexes for a long time.
Something I didn't get to showcase. You CAN dodge his cross-slash when he's running at you, but you need to react insanely fast, and it's a mixup with other attacks. Roll backwards twice, as early as possible. You can make the timing slightly more lenient by replacing the second roll with quickstep or BHS, as those come out faster than another roll would.
It cannot be stressed enough how much the presence of this attack dominates his entire moveset by being basically undodgeable. Don't even try to do this hitless without light roll. That's not to say cross slash is the only issue though, this fight has too many problems to count. But I didn't just want to complain in this video.
After getting this kill, I didn't want to edit it yet so I started messing around until I eventually got that one shot parry/riposte kill from yesterday.
I actually recommend parrying if you want to fight him level 1, but this commentary might be helpful nonetheless.
I messed up a lot on the phase 2 punishes, causing him to not stagger and losing a lot of damage. Kill should've been 8-9 minutes but whatever. Ideally, you time the hits so it hits both the snake head and messmer, dealing double damage. Next best is to simply hit messmer, to contribute to poise breaks. It did not feel viable to go for double punishes with this weaponry (it barely does more damage than a jump l1 with this setup anyway)
I forgot to enable gamepad overlay, so no overlay whoops.
sorry for the static. I don't know the cause. My mic isn't even connected, and also muted...
I guess this is a world's first but who cares
The boss list is basically Remembrance Bosses and those required to get to them, and some notorious gank fights. All bosses are hitless except Fia's Champions, which is still damageless as I only got hit by a non-damaging shockwave. For Mohg I used the crystal tear to reduce Nihil damage, unfortunately the chip damage is unavoidable unless you triviliase him by bursting his hp and skipping phase 2 entirely.
I did Goldfrey and sewer Mohg but omitted them as their movesets are just phase 1 of their stronger versions. I also had a faster Rennala where she never summoned, but I decided to redo it in order to showcase the suffering.
Thumbnail by HatiDraw
Boss List:
0:00 Margit, the Fell Omen
1:06 Godrick the Grafted
2:19 Red Wolf of Radagon
3:33 Starscourge Radahn
5:26 Rennala, Queen of the Full Moon
8:35 Draconic Tree Sentinel
10:31 Morgott, the Omen King
12:33 Fire Giant
17:52 Godskin Duo
20:39 Beast Clergyman / Maliketh, the Black Blade
22:43 Sir Gideon Ofnir, the All-Knowing
24:41 Godfrey, First Elden Lord / Hoarah Loux
27:56 Radagon of the Golden Order / Elden Beast
34:19 Regal Ancestor Spirit
37:14 Valiant Gargoyles
45:09 Crucible Knight Duo
51:48 Commander Niall
54:53 Loretta, Knight of the Haligtree
57:02 Malenia, Blade of Miquella / Malenia, Goddess of Rot
1:02:33 God-Devouring Serpent / Rykard, Lord of Blasphemy
1:05:58 Mohg, Lord of Blood
1:11:19 Fia's Champions
1:18:13 Lichdragon Fortissax
1:20:36 Astel, Naturalborn of the Void
1:23:20 Dragonlord Placidusax
no aux/buffs/skills/etc, the usual stuff. But with Heavy Load.
Unfortunately there was only one waterfowl dance, but I'm surprisingly consistent at the fatroll dodge.
0:00 - Start
0:40 - Waterfowl Dance
2:30 - Phase 2
music
Drakengard 3 - Ray of the Brave (Battlefield)
Physick Flask has Strength-knot Tear and Stonebarb Cracked Tear.
DO NOT BUFF UNTIL PHASE 2
Talismans are Starscourge Heirloom, Dagger Talisman, Red-feathered Branchsword and Radagon's Soreseal.
For leveled characters, some good alternatives are Shard of Alexander, Godfrey Icon, Ritual Sword Talisman.
No manual timing required for phase 1, just manage your stamina by waiting a little before crits and Giant Hunt. At the start I mismanaged stamina because I was showing gear, but ideally keep more stamina and the moment you land a clean Giant Hunt it's GG.
For phase 2, there is no longer a freeze pot. If you use a lower damage setup, you may need to fit it, but the timing will be tighter and you need to run into Aeonia ASAP.
Time your charged attack so that it hits RIGHT after she falls asleep, that guarantees you get the second. Also make sure to crit her front, not her back, for more damage.
For phase 1 you can also use Dragon King's Cragblade's unique skill into a charged heavy. The stat requirements are hefty but it is possible to set up RL1 using the Oath of Vengeance weaponart and some talisman swapping.
At about 0:09 in you can see that Elden Stars is actually further in the 30fps recording, yet it just zooms forward to catch the player no matter what.
mods/cheats used: nexusmods.com/eldenring/mods/216 to unlock framerate
and ERTool for "no death" (godmode) ds3tool.s3.ap-southeast-2.amazonaws.com/tools.html
This is possible to recreate in vanilla, on my old gaming laptop I always had the "30fps" version (though my framerate was a bit higher), so don't blame the fps unlock mod. I used to think it was something more complicated with hardware, maybe to do with drivers or AMD vs nvidia at one point. I just knew that after upgrading my pc it suddenly got trivially easy to dodge in comparison to before. I genuinely felt crazy when sharing clips and people kept trying to tell me what I did wrong on the dodge, even though I was not doing anything wrong. I don't blame them though, they were just trying to help.
Unsegmented version of this kill is definitely doable, but it'd be a slog to grind for. I mostly wanted to show off the "consistent" p1 strategies and a longer p2. Unfortunately there were still many moments where I got misplayed and got saved by luck in phase 1.
0:20 I was too close after the double swipe, he could've done fast rock sling.
0:50 he could've went for a rock sling and I didn't have enough space to outrange it.
1:40 he could've done another sliding rock sling and I was a bit too far, not sure if this is an avoidable situation though
3:49 i went too far right and he could've done sliding rock sling
Phase 2 mainly has problems with Maliketh sliding against the arena edges or pillars which changes his positioning. This can lead to projectiles and the ground stab being inconsistent to dodge. I am not sure to what extent you can adjust, but I'm pretty sure the projectile's angles are random so it's pretty scuffed. Other than that sometimes his AI is really weird but usually you can handle it.
0:00 phase 1
5:02 phase 2
This could be improved even more with different talismans and buffs
sorry for using grafted greatsword it's not really something you'd get for AR or AGR but I'm not redoing this @1recyclebin1
phase 1 is rng or at least I couldn't figure it out. I did make some progress because if you stand at the right distance in front of him, he won't do his quick backstep sling. You can dodge any attack he can do at that range (I think, at least) but the problem is I'm not sure how to be safe after punishing some of them, without just staggering him.
In the starting area you can basically just walk at him though, so you can be extremely aggressive and get away with it to get past the phase quickly. Unfortunately he can force you away from there.
Once you're out in the open it's not game over but I usually got hit after some time unless he just did the good attacks and I reacted properly and got staggers asap. You have to react really fast to jump over the double slash.
Phase 2 however is extremely fun and as far as I can tell entirely consistent, with some potential for cool strategies like punishing roar and walking in on his ground thrust explosions. I redid the kill 3 times just to show those off.
I may do an endurance focused phase 2 only kill. rl1 +0 ng+7 sounds good.
@mihairus6353
@mihairus6353
@mihairus6353
@mihairus6353
@mihairus6353
@mihairus6353
@mihairus6353
@mihairus6353
Music from Everhood OST:
Chris Nordgren - At The Race Track
Lwemoth - Squid Jazz
If he walks backwards while blocking, the next attack is a gamble.
If you keep strafing, one of his diagonal slashes can hit, or in p2 tail swipe.
If you walk backwards, he can catch you with certain attacks if he does them immediately.
If you attack his shield, he can drop it to do an attack immediately. Even if you do hit his shield, it's not guaranteed he'll do the shield bash, sometimes he'll just do a different attack which you're not in position to dodge.
In phase 2, the main gapclose combo I'm looking for from him is to do his running horizontal, into a thrust, which I will duck under using my weapon's R2. It's slightly inconsistent. There's some other combos I explored gapclosing on, but I never figured out if they actually worked fully.
What you actually do see in the video is a strategy where I outspace his diving thrust and bait out the small tailwhip through positioning and then strafing it. This is a new strategy I developed, as normally you don't want to be anywhere near him after the dive due to his MASSIVE double tailwhip.
Overall, not worth the effort, but I used some new strats so I uploaded anyway.
Inspired by @GameMUSA겜무사 to give this weapon a try. I was surprised their kill was faster than all power stanced straight sword kills I know of.
youtube.com/watch?v=iLJAKpVHWQg
Also apologies to @hegelypuff4923 for beating this, I guess.
youtube.com/watch?v=g9wKwOisy9E
Just to be clear, there are still many attacks and situations not shown, the explanations are VERY simplified as there's a lot going on in this fight.
I probably spent like 50+ hours on this mod now, with over a thousand attempts, for those wondering.
I played on ng+7, but this mod uses custom scaling. ng and ng+ are the same, but ng+2 and above has exactly 15% more hp. She'll also have higher flat defense values and extra stance/posture.
Unedited raw footage of the fight:
youtu.be/EpqWR7h3ASA
Unalloyed Malenia mod by Miquella The Unalloyed:
nexusmods.com/eldenring/mods/4253
Simple Unalloyed Malenia mod for a more accessible fight:
nexusmods.com/eldenring/mods/4463
Music:
Final Fantasy VII Remake OST - The Airbuster Boss Theme
Composer: Nobuo Uematsu
Music arranged by Tadayoshi Makino
Thumbnail background source by Megi.Nalter
pixiv.net/en/artworks/96993617
0:00 intro
0:19 build and stats
0:42 start fight
1:17 Valkyrie phase
2:18 phase 2
4:02 final phase
6:30 victory and alternate ending
nexusmods.com/eldenring/mods/4253
Aloy character creation sliders copied from @HevsCharacterCreations
On World's First*: Technically, the creator beat it before me. I've also killed her multiple times before this run, but I wasn't quite happy with them. Two kills on max level, then a few on RL200 but I wasn't quite happy with it yet. Even in this kill, I make many unnecessary mistakes and was still experimenting with some punishes/dodges.
Music: Cut Malenia music from ER's Beta
Ashton Morris - Ancient Constructs (Wings of Vi OST)
Regular Malenia soundtrack for phase 2.
Sunshine (Mirage) from ULTRAKILL OST for outro
0:00 Malenia, Blade of Miquella
1:01 Malenia, Undefeated Valkyrie
1:52 Romeo Waterfowl
2:06 Back to Blade of Miquella
2:53 Goddess of Rot, subphase 1
3:55 Goddess of Rot, subphase 2
5:02 Ultimate Scarlet Aeonia combo
5:20 Witness true horror, now rot
5:50 Goddess of Rot, subphase 3
7:56 Win! Alternate Ending
8:33 Stats
This also happens to be a RL1 NG+7 hitless kill without active buffs and all the usual restrictions.
Mordrog's Posture Bar Mod was used to keep track of and avoid stance breaks:
nexusmods.com/eldenring/mods/3405
this was meant to be visible in the video, but I didn't realise OBS didn't record it.
Shoutout to those who came before me to complete this monstrous challenge, the hardest restriction kills done on Malenia. I love the use of iron cleaver's walking CR2.
World's First (I believe):
@thehoofofgod youtube.com/watch?v=i-MXFcKFKgE
And a respectable second:
@sautvent youtube.com/watch?v=fuRcFZFb4iM
Mine is by far the fastest. In that sense this is the best Malenia kill on youtube, however, it will likely be overtaken soon. That's because of @ramonchi_5 who is working on a fists only hitless. His playstyle inspired me to change my approach in the fight, and I wish him the best luck on his journey.
He also has a similar restriction kill, except using stamina talismans.
youtube.com/watch?v=seNL9PbQP4k
if you're wondering why phase 1 ended so suddenly: Rather than depleting her health bar, you can also perfect guard enough hits to break her weapon which sends her into phase 2. This also means that none of my hits on her matter so I might as well play passive. My choice of weapon requires the least guards I could find to do so.
As for phase 2... Her melee combos and mixups are really hard to learn, but if they were the core of the fight it'd actually be quite fun to learn, I think. But not only does she repeatedly jump away from you, it's also unsafe to stay anywhere near her most of the time, as she can start the lightning rain attack which generates a massive AoE around her at the start that you cannot dodge or block. This attack also generates random lightning puddles which can immediately damage you. In short, you have to stay super far away whenever she can do it. However, it does have a cooldown of a minute or so.
But that's not all, she also has a near instant AoE around her for the triple shield bash windup.
All of this means you have to play phase 2 very passively as well, but you'll still get the majority of your damage from lightning deflects and staggers, so you don't really have to take advantage of openings. Which you can barely do anyway, as I described above.
An actually reasonable stalker fight but a bit simplistic
the fight of all time
I don't wish this experience upon anybody else. I would've liked to use a different weapon for the Eldest than @m_lima5 did but this weapon is just so fun to use. Their Eldest part of the fight is cleaner too :)
Dumb fight. You can get hit out of the backstab before you can dodge or block. The backstab also sometimes misses hits or doesn't do any damage.
If you don't backstab the add to burst it, it will regen like 80%-90% of the dmg you do to it within a few seconds. The rest of the fight is pretty fun, but it's completely ruined by the poor mechanics forced upon you by the unnecessary gank aspect.
Some inconsistent hit timing and the gank phase ruin this fight, which would've otherwise been quite enjoyable. Also, random combo cancels, and the fact that breaking their weapon gets you hit if you queued an attack after a deflect, because it has no recovery.
Surprisingly, best solo stalker fight so far. That doesn't say much, but at least there was some enjoyment! Part of it is the sword, it's very cool and fun.
Very scuffed kill but I'll leave it there.
Pretty awesome boss, with a few bad attacks. He never did the phase 2 charge which has probably the worst telegraphed timing, but he did do the red jump slam multiple times, which can sometimes hit you even with correct guard timing. The way he moves above you makes your character face the wrong way to block it sometimes.
If they didn't want me to treat human fights this way then they shouldn't have made them so bad. Another human fight, another instant attack...
Best boss
Peak boss. Don't listen to Big Guard, dodging left is better.
After many many choked attempts, it's here. And they happened to play really nice, so the kill is really fast.
worst single boss in the game and maybe all of soulsborne for hitless


