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At the beginning fighting can be a bit clumsy. This page should help you with the first steps of understanding everything about fighting enemies in a PvE environment.

Equipping the right weapon[edit]

The weapon's stats[edit]

Every weapon has multiple stats, that can be quite confusing at the start. Most important information is right below its weapon name.

  • The Weapon Type - This determines a weapon's moveset.
  • The Special Skill - If the Weapon is in the left hand or twohanded, you can use its special ability by using the left Heavy attack.

Then you will find a table, that describes its damage properties. It has a standard value, that is divided into different categories, depending on the infusion. Many weapons will also have a second number linked with a + or -. These numbers are directly added to the given damage. If you add all numbers, you get the weapon's Attack Rating (AR). This value is still influenced by the enemies defenses, but gives an overall idea, how high the damage will be.

It also has a defense value for each of the categories. If a weapon is in the left hand or twohanded, it can be used for blocking, by holding down the left attack. This is, of course, better done with shields, since they have better defensive values, but it works on any kind of weapon to some degree.

The last important issue is the Parameter Bonus It tells you, which Attribute will boost the damage on your weapons. A weapon can be affected by Strength, Dexterity, Intelligence and Faith. But the damage can only be boosted so far and gains diminishing returns at a value of 40 and even stronger ones at 60. How much the damage is boosted, is given by the letter. E is the weakest bonus and A and S being the strongest. These scaling bonuses can change with weapon upgrade and infusion.

A weapon's infusion[edit]

To modify the parameter bonus and damage type of the weapon, most weapons can be infused. Weapons that can't be infused include the weapons, that are transmuted from Boss Souls.

Infusion Effect Coal needed
Shriving Stone Removes Infusion none
Refined Gem Reduces base damage; scaling for Strength and Dexterity balanced out. none
Raw Gem Removes Scaling, improves base damage none
Fire Gem Increases base damage and splits between physical and fire damage, removes scaling none
Heavy Gem Reduces base damage, Improves and focuses on strength scaling Farron Coal
Sharp Gem Reduces base damage, Improves and focuses on dexterity scaling Farron Coal
Poison Gem Reduces base damage, adds Posion as auxiliary effect Farron Coal
Crystal Gem Increases base damage and splits between physical and magic damage, reduces STR and DEX scaling, adds high Intelligence scaling Sage's Coal
Blessed Gem Reduces base damage, adds an HP recovery, skeletons struck with blessed weapons can't reassemble after death, reduces STR and DEX scaling, adds high Faith scaling Sage's Coal
Deep Gem Increases base damage and splits between physical and dark damage, removes all scaling Sage's Coal
Dark Gem Increases base damage and splits between physical and dark damage, reduces STR and DEX scaling, improves Faith and Intelligence scaling greatly Profaned Coal
Blood Gem Reduces base damage, adds bleed as auxiliary effect Profaned Coal
Hollow Gem Reduces base damage, adds Luck scaling (doesn't show), adds Luck when hollowed Profaned Coal
Lightning Gem Increases base damage and splits between physical and lightning damage, reduces STR and DEX scaling, adds high Faith scaling. Giant's Coal
Simple Gem Increases base damage and splits between physical and magic damage, reduces STR and DEX scaling, adds an FP recovery, adds a high Intelligence scaling Giant's Coal
Chaos Gem Increases base damage and splits between physical and fire damage, reduces STR and DEX scaling, adds descent Faith and Intelligence scaling Giant's Coal

With this in mind, even a sorcerer can find a descent weapon, by putting a Crystal Gem on an appropriate weapon, to deal some damage without any spells. The change of properties can greatly influence a character's performance.

Learn the moveset[edit]

Taking a weapon into your hands, that simply has better stats, do not help you, if you don't know how this weapon attacks. Different weapons have different attack patterns and a wide swing doesn't help in enclosed places. Some weapons are valued for their different attack patterns. The Partizan - while a spear - has several horizontal slashes, making it valued mostly amongst the spears.

The correct left Hand[edit]

Shields[edit]

Shields are put into one of three categories:

  • Small shield: bad at blocking (but better, than regular weapons), good at parrying. Most small shields have a parry as special interaction. Small shields are granted more parry frames, making it easier.
  • Shield: Come in all sorts of flavors. Many have 100% physical protection and can perform well against one other damage category. Some can parry, though not as good, as a small shield:
  • Greatshield: Very heavy, good at blocking most damage, get a Shield Bash, which is great for pushing an enemy off a ledge. They require large amounts of Strength.

Non-Shields[edit]

Some characters don't pick a shield at all. Players with big weapons tend to twohand their main weapon and only carry a small shield, to not add too much weight. If a player doesn't want to use a shield at all, they can also resort to other options:

  • Caestus: can't block but gains a very good parry option, if held by the left hand.
  • Rapier: Undocumented but can be used to parry, when equipped in the left hand.
  • Catalyst: Any character, that uses sorceries, pyromancies or miracles can choose to hold their catalyst in their left hand.

A normal shield will do its job most of the time. Greatshields are for characters with very high Vitality, allowing them to equip heavy equipment in general, but even then, they might choose to go for a heavier main weapon and armor. Characters, that wield especially heavy equipment, like the Fume Ultra Greatsword can pass the shield, for the weapon has descent defense values on its own.

Facing an enemy[edit]

Blocking[edit]

Many enemies can be put down with some basic attacks. Simply spam the Light Attack-button and move on. But as you progress even the basic enemies become stronger. Keeping the shield up most of the time can be a good defense strategy, but there are two things to consider.

  • This only works, if your shield has a physical defense of 100%. Otherwise your character gets small amounts of damage with every strike, forcing you to heal more often.
  • Not every enemy uses physical damage and enemies with auxiliary effects, such as bleeding will bypass your defenses.

It is always good to stick to the enemies' left side. Most enemies wield their main weapon with the right hand and it is easier to avoid these attacks to their left. Especially large enemies might even strike above your character having not to block at all.

If you have an enemy with an especially strong attack, e.g. a wyvern's fire breath, you can still block it with a shield, that has high fire resistance. The attack will probably still knock you off your feet, because it drains your stamina, but this allows you to absorb a bulk of the damage. Be careful though, as this opens you up for counter attacks.

Stamina Management[edit]

Every attack and every block drains your stamina by a certain amount. Keep that in mind, when avoiding an enemies combo. Lothric Sword Knights can have combos long enough to exceed the player's stamina, which immediately staggers the player once the bar reaches zero. Dodging is a much more effective way of avoiding the damage. Many times a dodge to the enemies left can help, as his weapon mainly attacks his front and right. Also it is nessecary to dodge a Shield Bash, which will drain large amounts of your stamina, opening you up to punishment.

In general it is a good idea not to deplete the whole stamina bar with attacks. As soon as the enemy regains his composure he will strike back. With at least a bit stamia left this allows you to dodge back to restore your stamina, which in return allows you to defend yourself properly and attack back.

Especially during tough encounters the stamina management is a part, that kills inexperienced players off frequently. Being too greedy in terms of dishing out attacks can and will be punished frequently

Parrying[edit]

The enemies' weapon is the furthest away from the player, making it the perfect time for a parry. If the parry is executed a little later, it would be only partially successful.

Arguably the most potent instrument is the parry, though it is not as versatile as a dodge roll. Understanding how a parry works, can help in executing them correctly. Many enemies can't be parried but some encounters are much easier, if you know how to parry.

Also keep in mind, that some enemies cannot be parried if they twohand an Ultra Greatsword, a Greataxe, or a Great Hammer.

A parry has to be predicted. That is much easier on enemies in PvE environments, than on players. During the first few frames after hitting the parry button, the parry will be incomplete - it will not stagger you, but drain a part of your health as well as a good chunk of your stamina. The number of frames depend on the weapon you are parrying with. The smallest amount given is with the Caestus.

After those "wind-up" frames, your parry can be successful. If the enemy hits you during this window, your parry will be successful and you hear a very distinct sound effect. None of your health is drained and it only costs a basic amount of stamina. Your enemy is now open for a Riposte.

After your parry you have a small amount of recovery frames. If you are attacked during this time, your parry will be incomplete, again.

Riposte[edit]

If you manage to successfully parry an enemy, break his poise or his stamina bar while he blocks, you can riposte this enemy. Walk up to the enemy right in front and hit the Light Attack. Your character will perform the weapon's critical hit-animation and drain a large amount of health.

Backstab[edit]

It might be a good idea to walk up behind the enemy and attack him from behind. This is easier with enemies, that perform long attacks and have long casting times. Enemies with shield and spear are especially prone to this. Some enemies can't be backstabbed but it can still be a good idea to stand behind them.

After a Riposte/Backstab[edit]

Your enemy now fell to the ground and is getting up. He is granted a couple of invincibility frames and can only be attacked once he stood up. Since he can't do anything during this time, you can charge a Heavy Attack and let it go, once the enemy is on his feet again.

Hyper Armor[edit]

This mechanic allows for heavy weapon swingers not getting staggered. When a Ultra Greatsword, Greataxe or Great Hammer is twohanded and swung, the weapon cannot be parried and the wielder not be staggered. This protection is only granted during the "attack portion" of the swing, when the weapon can deal damage. This allows heavy weapon users to trade blows. They will take some damage but its more likely to be the other to have the short end. It is also much more likely that the non-heavy weapon user will get staggered and be open to consecutive attacks.

This is a common way to deal with beginners, but players are easily dispatched by more experienced players with faster weapons, as they open themselves up during the long swinging animations.