Promised Consort Radahn | No Blessings - No Damage | @skarrogdu
Promised Consort Radahn | No Blessings - No Damage |  @skarrogdu
Uploaded July 2024 | Updated September 2026, 2 weeks ago
Yea its level 713 but i think the fight is still long enough to be an impressive hitless run

Uchigatana +25
Deflecting Hardtear with Stonebarb Cracked Tear
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To my (maybe) final thoughts on this boss, I want to love this fight because it can genuinely be a blast at times, but I realize that the bad things about this fight are too severe to ignore.

Pros:
- Incredibly fun moveset (this is the most important one, i'd say is moveset is top 5 best in the game)
- Well telegraphed moves
- Genuinely amazing and super intense music
- Always keeps you engaged
- Grounded clone attack and aerial clone attack are super cool concepts and fun to dodge (except one of them)
- The meteor attack is cool as fuck
- Its Radahn I guess

His moveset is genuinely incredible. FromSoft really had something special when designing this. All his moves feel amazing to dodge properly (Promised Consort move from phase 2 is my favorite even though it deletes my FPS) and I don't think the delays are too bad once you learn them. There are minimal delays that feel unnatural and weird like some other bosses. His telegraphs all make sense and none of them feel unfair. He has two super fast moves that come out almost instantly which adds to the difficulty but those telegraphs don't even come close to bordering on being unfair. It forces you to stay engaged with the fight and actually fight the boss. His meteor is an epic callback to Starscourge's meteor attack that was super cool but super easy to dodge. This one is an arena wide AOE that looks cooler but requires multiple dodge inputs. Last thing I love is the music. This is my favorite piece of music in the game and it suits this fight incredibly well. The problem is that even though I just listed so many good things, I think the music is better than the fight. So lets get into why the fight is good but is also terrible.

Cons:
- Inaccurate hitboxes
- A move that cuts through i-frames
- Triple slash move
- Epilepsy Warning not present even though it should be
- Visuals can obstruct telegraphs
- Attacks can start with Radahn facing away from you, making it hard to read
- The attack where he floats in the air
- Gravity Rocks move
- The clone attack that he does after the gravity rocks in phase 2 (could be a skill issue but i don't know how to dodge this consistently)

The incredible moveset that I was just glazing has some really bad hitboxes. This fight feels like it wasn't tested. I doubt a single person who was involved in designing this fight actually beat this boss before the DLC was released to the public. The hitboxes for his sword are quite literally longer than the sword. This isn't even speculation, there's a video showing how weird the hitboxes are. Radahn's slowest move has a downward slash that literally eats your i-frames. You can be mid-roll on that attack and watch your health go from 100% to 20%. This is also not speculation. All because the fight wasn't tested. His clone attack that he does directly after his gravity rocks move in phase 2 is hard to dodge consistently. Sprinting as far away as I can only works 75% of the time so I don't know what you're meant to do but I'm willing to accept that this one could be a skill issue, but it feels untested. Speaking of not being tested, we have the final boss of "moves that weren't tested": his triple slash move is now the worst move in the entire game. There are a few ways to avoid this:

- Talisman that gives you i-frames on backsteps so you can backstep the first one and roll the second
- Deflect Hardtear so you can deflect the first one and roll the second (thats what i did)
- Probably frame perfect roll with precise positioning if you dodge forward right (dodges both slashes with one roll, very inconsistent)
- Constantly strafe left and give up half your attack openings so that when he pulls this attack out you can dodge left (dodges both slashes with one roll but only works on light roll and it still isnt that consistent)

FromSoft did not have an intended method of avoiding this attack when designing the boss, and it really speaks to how rushed this final bossfight feels. To have a DLC and a boss lineup this great and send it off with a fight this unpolished and untested is offensive. The funny thing is that this fight is so easy to fix. Make the hitboxes line up with the actual swords. Make the triple slash hitbox smaller so its easier to dodge with one roll, that way people dont have to resort to potentially switching their build just to dodge ONE attack. Fix the fucking downward i-frame eater attack. Make it so that he doesn't stack attacks on top of his blinding ones so I don't have to worry about him pulling out an attack when I quite literally can't see him.

Overall, this boss is simultaneously a fun one and a giant disappointment. It makes me wonder how some of these things made it past testing.

#eldenring #dlc #sote #shadowoftheerdtree
Promised Consort Radahn | No Blessings - No Damage |two silly challengesMolten Core 100% | Extreme DemonJUDGEMENT KNIGHTSBarbarosFinaleFinale FINALECharlie Kirkles 100% (fluke from 0%)Cosmic Cyclone 200% | Best NC Level?Greatsword of Radahn vs. Promised Consort Radahn | Elden Ring DLCDeath Corridor Z 100%! (and chroma finale)Elden Ring: Shadow of the Erdtree | Promised Consort Radahnfirst 2.2 layoutNarvik 100% by Asuith
Skarro |

Promised Consort Radahn | No Blessings - No Damage |

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