Uploaded January 2021 | Updated September 2026, 2 weeks ago
Why though?
It happens whenever you break a part at the beginning or the end of its attacks.
I really like this fight, but considering the majority of monsters can only "armor" through such things when they're already claggered or staggered makes this odd from a design perspective.
Why though?
It happens whenever you break a part at the beginning or the end of its attacks.
I really like this fight, but considering the majority of monsters can only "armor" through such things when they're already claggered or staggered makes this odd from a design perspective.
![Grounded: Infused Infected Broodmother [NG+4 Whoa! difficulty - No damage]
Official Release v1.4.0.4495
Volcano spider.
Her Infusions:
Increased Movement Speed
Increased Attack
Increased Max Health
Explosive Attack
Spicy Magic Attack
Shockwave
Projectile Bomb
The infusion effects do change up phases 2 and 3 a bit, so Ill state some of them.
:: Phase 1
Honestly, nothings different here from the regular version. The worst that could happen is that she rolls a crit during a flurry attack because one of her legs is in the water, which would be it for Max. One main difference is that she releases her infused effects upon playing dead, so I chose the Infused Crossbow to deal with her when her HP is low. One could also use a decently powerful ranged option or throw their weapon to eliminate that risk.
:: Phase 2
Due to her projectile bomb and spicy magic infusions, getting near her during a scream is now deadly. The projectile bomb infusion can be either trivial or fatal, depending on the situation. The best way to neutralize it is to point the Infected Broodmother *away* from where you plan on going.
:: Phase 3
Her increased movement and attack speed make the previous infusions deadlier because you have to deal with them and her, sometimes simultaneously. For this reason, I apply the goo effect to her to neutralize some of the speed gain, as without it, she can be aggressive enough to force you to block her screams up close. Needless to say, this combo can end ones life quickly. The -20% speed loss is enough to catch her scream animation fast enough to escape it.
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Items and Equipment:
Fresh Edge Lv. 15 - After testing several standard and infused weapons, this one beats them all, even considering the random trinket effects (outside of Coldtana/Breathslayer + Samurai, which is pretty sick). However, due to the danger of the third phase, I also use the following:
Infused Axe Lv. 15 (fresh, Finale Goo)
*Finale Goo - Applies the same effect as Giddy Goop, giving the enemy a -20% movement and attack speed debuff for 10 seconds. Due to Infected Broodmothers aggressive nature and the need to stick close to neutralize potential egg bombs and close combat screams, it does an excellent job of keeping Max alive.
Infused Crossbow Lv. 15 - +Critical Hit Chance (ammo: mint arrows)
(see Glowbasa Necklace)
Fire Ant Shield - There is a 20% chance that blocking with this shield will apply the corrosion debuff to the Infected Broodmother, lowering her defense by 15% for 10 seconds.
Glowbasa Necklace - Fresh Damage Up Best / +Critical Hit Chance / Implant Weakness: Fresh
*Fresh Damage Up Best - Increases fresh damage by 50%
*+Critial Hit Chance - Raises crit chance by 5%
*Implant Weakness: Fresh - Adds a debuff that gives an enemy 50% increased damage to fresh. (On another note, this trinket effect can be mislabeled and shares itself with Implant Weakness: Sour and Implant Weakness: Salt. To test if its actually the element in question, hit an enemy once to trigger the debuff and then hit them again to see what type of damage increased. This one is actually fresh, thankfully.)
Eyepatch Lv. 0 - Adds 10% more to ones attack but at the cost of taking 25% extra damage.
Fire Ant Arm Guards Lv. 9 (Sleek) - This armor piece has a 10% chance to inflict corrosion upon striking the enemy, which reduces defense by 15% for 10 seconds. Be aware that this doesnt stack with the Fire Ant Shields debuff, but by using both, youll likely keep the corrosion debuff on for most of the fight.
Assassins Greaves Lv. 9 (Sleek) - Critical hits have a 30% chance of causing a bleed debuff. Since the Infected Broodmother is 60% resistant to bleed, this ends up doing 8 damage a second for 10 seconds.
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Food and Drinks: (due to the cooldown for using buffs, I skipped recording those actions this time around)
Perfect Toast - +5% crit chance and +40% to critical hit damage
Boss Sauce - +5% crit chance
Liquid Rage - +10% attack
Green Machine - 20% faster stamina recovery
Boost Juice - +20 stamina
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Mutations:
Chopper Lv. 3 - Eliminating the exhaustion timer during weapon use + 20% defense down on the target enemy makes this one of the most busted mutations in the game.
Parry Master Lv. 3 - Every perfect block recovers 100 stamina, and when combined with Chopper, one should hardly ever have issues with stamina.
Natural Explorer Lv. 3 - Despite combat significantly reducing the speed this gives, what little it does really helps avoid those last-moment screams that the Infected Broodmother can unleash.
Coup De Grass Lv. 2 - 5% crit chance, stack all the crit.
Trapper Peep.R Lv. 3 - 60% more damage from critical hits, pairing nicely with the other buffs.
Lastly, the Infected Broodmother mount was used for an extra 20% damage increase.
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On another note, patch 1.4.2 made the following change:
*Infected Broodmother final phase scream no longer triggers infusion effects.*
RIP, chaotic final phase. Grounded: Infused Infected Broodmother [NG+4 Whoa! difficulty - No damage]](https://i.ytimg.com/vi/WLXuUUE23a8/mqdefault.jpg)
![Elden Ring - Mohg, the Omen [Level 1 - Iron Ball / No Damage]
All I see in my dreams...is bloodflame.
Equips:
Cold Iron Ball +12
Blue Dancer Charm
Radagons Soreseal
Ritual Sword Talisman Elden Ring - Mohg, the Omen [Level 1 - Iron Ball / No Damage]](https://i.ytimg.com/vi/XYd_rxfS5qU/mqdefault.jpg)
![Elden Ring - Maliketh [Level 1 - Star Fist / No Damage / No Gold Parries]
Honestly, I find his second phase to be the best part of the fight. The first one punishes aggression too harshly outside of specific attack patterns, making the battle feel longer than it is.
His gold blade attacks arent too bad to space out, and the large AOE version can simply be ignored. I ate that attack way too much on earlier playthroughs.
Equips:
Cold Star Fist +25
Blue Dancer Charm
Radagons Soreseal
Ritual Sword Talisman
Green Turtle Talisman Elden Ring - Maliketh [Level 1 - Star Fist / No Damage / No Gold Parries]](https://i.ytimg.com/vi/Xddrt4c9UrE/mqdefault.jpg)



![Elden Ring - Morgott [Level 1 - Spiked Caestus / No Damage / No Parries]
Interestingly, Morgott is slightly easier to dodge than Margit is in the early game due to a couple of his attacks having longer tells. The only bad thing is that, unlike Margit, Morgott loves to dodge when you want to hit him. Cant say he didnt need it because its over once he stays still long enough.
Equips:
Cold Spiked Caestus +12
Blue Dancer Charm
Radagons Soreseal
Ritual Sword Talisman
Green Turtle Talisman Elden Ring - Morgott [Level 1 - Spiked Caestus / No Damage / No Parries]](https://i.ytimg.com/vi/YZASJZ1BdAo/mqdefault.jpg)


![Grounded: Director Schmector [Whoa! difficulty - No damage]
Official Release v1.0.4.3941
Its safe to say that he didnt have much fun at all.
I would have let my previous video stand, but I had a few issues with it:
* Due to the self-hitting Barbarian mutation bug before 1.02s release, it became a detriment to the battle. It, combined with other +attack buffs, evaporates Schmectors HP.
* The Assassin (Mantis) armor set is not only slightly bugged, but its utility is never fully realized because it is highly reliant on crits. Its set bonus, Critical Chain, only works with charged attacks, not normal ones. Secondly, it only gives a measly 2.5% extra crit during activation.
If one doesnt know current crit values, they were stealth nerfed *heavily* upon version 1.0s release: Coup De Grass at level 2 gives 5% crit, Spider Slider slider gives 5% crit, and Thors Pendant gives 1% crit, which maxes crit for most weapons at 11%. The Assassin armors abilities (bleed and extra stun) are also tied to active crits. The former does not affect Schmector, and extra stun hardly changes the battle. Despite belonging to a boss, its a very underwhelming armor set.
I also forgot to show my mutations at the end of the last video. Not much has changed text-wise if youve already read about Schmectors mechanics in the previous video, but here you go:
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* Before his HP reaches the 80% mark, strafing and being aware of his charged electric shot is all one needs to worry about. After his blue charge, the corners become safer when the wall turrets fire, as the bouncing electric shots can be easily seen.
(In this video, however, he takes so much damage so fast that this part is skipped entirely.)
* At the 60% mark, assuming you dont score a crit as I did in the video, you should hold block with a shield during his orange spider charge. Otherwise, itll do a tiny amount of damage before the spiders come out of the two side doors. This is likely a bug, as the other two charges he does have no ability to do damage.
* At the 40% mark, if a crit isnt scored during this orange charge, going to the side of the room with the uncharged electric turrets is the best option, as lasers will soon fire. From there, one can move from side to side and dodge any shots he attempts. Unfortunately, Schmector will likely activate the lasers again once they time out, making this a lengthy phase for the unlucky.
(I was near the necessary spot to stay safe from the green lasers, but I decided instead to duck the V pattern to bum-rush him here to end the battle. Usually, youd want to stay to the side where the lasers targeting ends.)
* The last 20% is something else, as Schmector prioritizes all three charges above regular attacks. From here, crouch to pre-emptively evade the lasers and go all out. Hopefully, the fight ends before the spider charge is activated; otherwise, getting hit is all but guaranteed.
(Unlike the last video, his robot body fell apart in this phase before doing much of anything.)
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Items and Equipment:
Club of the Mother Demon (w/ Sour Upgrade) - Lv. 8 (pain bat)
Entomologist Badge - 10% more attack? Yes, please. Barbarian already gives imperfect block, so this redundancy can only be used to the players advantage.
Eyepatch (Sleek) - Adds 10% more to ones attack, but at the cost of taking 25% extra damage.
Fire Ant Chestplate + Leggings (Sleek) - Combined, they give a 20% chance to inflict corrosion on the enemy, which reduces defense by 15% for 10 seconds. Add the attack buffs with the high attack of the Club of the Mother Demon, and the damage can get pretty silly.
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Drinks and Food:
Spider Slider - For extra crit chance (+5%)
Green Machine - For faster stamina recovery (+20%)
Boost Juice - For more base stamina (+20)
Liquid Rage - For more attack (+10%)
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Mutations:
Barbarian Lv. 3 - Gives a significant attack buff (20%) but sacrifices the ability to perfect block.
Buff Lungs - 30 more stamina; cant go wrong with that.
Coup De Grass Lv. 2 - 5% crit chance, amplify the pain.
Cardio Fan Lv. 3 - Heavy bat needs fast stamina regeneration.
Trapper Peep.R Lv. 3 - 60% more damage from critical hits is a sight to see.
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Heres the previous video if you want to see the difference in effectiveness:
https://www.youtube.com/watch?v=7xvNkW8XPGA Grounded: Director Schmector [Whoa! difficulty - No damage]](https://i.ytimg.com/vi/_Pcj4xm54-8/mqdefault.jpg)
