Skip to content

Genshin Impact: Weekly Boss Guide – Lord of Eroded Primal Fire

f23c28c286580a9fb976b451f9ec4cf9 5129791596206233322

Want to see Raider King content first? Add us as a preferred source.

This world will be reduced to ashes, and you along with it!

Abilities

Effects

Attrition

Some of the Lord of Eroded Primal Fire’s attacks inflict stacks of Attrition on hit. The amount of stacks inflicted depends on the attack. For each stack, the active character will lose HP equal to 1% Max HP + 50 after a short delay. Attacks that inflict Attrition will have a dark purple color. The damage is dealt directly to the character and, thus, cannot be mitigated by shields.

Void Ward

During some attacks, the Lord of Eroded Primal Fire or its summoned objects will gain a Void Ward, which grants the boss or the object immunity to damage until the Ward is destroyed. The durability of the Ward depends on the ability used to summon it. The durability of the Ward is reduced by 1 when it is hit with an Elemental Skill and by 3 when hit by a Nightsoul-aligned attack.

Burnt Ground

Some of the Lord of Eroded Primal Fire’s attacks will leave the area that they strike on fire. There are two kinds of damage that can be created in this way, depending on the attack used to cause the burning.

  1. Pyro: Deals Pyro DMG
  2. Abyssal Flame: Deals Physical DMG and inflicts 2 stacks of Attrition

The burning effect will eventually fade but it does take a while.

Attacks

Phase 1

The boss will mostly remain on the ground at one end of the arena, but it will move if you stay away from it for too long.

Single Slash

A lunging slash towards the player. Deals moderate Pyro DMG and leaves the ground burning.

Double Slash

Slashes the ground in front of itself with two arcing cuts, dealing moderate Pyro DMG and leaving the ground burning.

Downward Cleave

Raises its sword and then cleaves downwards. Deals moderate Pyro DMG, has a significant AoE, and leaves the ground burning.

Abyssal Orbs

Creates 4 orbs of abyssal flame and then sends them flying, one at a time, towards the player. Upon impact, the orbs deal moderate Physical DMG and inflict 10 stacks of Attrition. This attack is always followed by a Downard Cleave. You can avoid the orbs by sprinting away or by floating in the air (the orbs will fly through you and deal no damage).

Wave Blast

Plunges its sword into the ground, gaining a Void Ward with 50 durability and repeatedly releasing waves of flame that expand outwards. These waves deal slight Pyro DMG. While these waves are being released, the boss charges up a large ball of abyssal flame. Standing within the sword can kill your active character very quickly.

After 6 waves, the boss launches the ball of abyssal flame at the player. Upon landing, it will pull nearby players towards it for about 2 seconds before exploding. This explosion deals moderate Physical DMG, inflicts 30 stacks of Attrition, and leaves the ground burning.

If the Void Ward is destroyed, the attack will be interrupted, the boss will lose 10% of its Max HP, and it will be paralyzed for some time.

Summon Tenebrous Mimiflora

After a quick charge up, the boss slams its open claw into the ground and engulfs the arena in a dark fog which reduces visibility considerably. The boss then summons 3 Tenebrous Mimiflora to attack the player. The fog will dissipate if the player uses Mavuika or the Pyro Traveler’s Elemental Skill. After some time, the boss will mark the area under the player.

After a short delay, a large, clawed hand will erupt out of the ground, dealing 2 instances of Physical DMG. The first instance is the eruption of the claw, which deals slight DMG and inflicts 20 stacks of Attrition. The second instance is the claw clamping shut, which deals moderate DMG and inflicts 30 stacks of Attrition. You can avoid both by sprinting away before the hand emerges.

If all 3 Tenebrous Mimifloras are defeated, the claw attack will be interrupted, the boss will lose 10% of its Max HP, and it will be paralyzed for some time. Each Mimiflora has a Void Ward with a durability of 3.

Phase Transition

Abyssal Rain

Rains down abyssal flames upon the arena, which deal slight Physical DMG and inflict 5 stacks of Attrition. After a few seconds, large meteorites will also begin to rain down. They deal moderate Physical DMG and inflict 15 stacks of Attrition.

As this rain is occurring, the boss will gain wings, rise into the arena, hover just beyond the edge of the arena, raise its sword, and then deliver a massive downward cleave, which deals significantly Pyro DMG and causes part of the arena to fall away, reducing the space available.

After using this attack for the first time, the boss will enter Phase 2. This attack can be used a total of 3 times through the rest of the fight but will not cause any more Phase Transitions.

If the player falls along with the floor, they will be teleported back to the center of the arena, but the active character will lose 80% of their Max HP, so don’t fall.

Phase 2

The boss will hover just off the edge of the arena and fight 2 swords

Dual Sword Blast

The boss charges both of its swords and then plunges them into the ground, causing energy to spread forward in 2 straight lines that extend to the other side of the arena. After a short delay, the energy explodes. The Red Sword’s initial plunge and subsequent explosion deals slight Pyro DMG. The Purple Sword’s initial plunge and subsequent explosion deals slight Physical DMG and inflicts 5 stacks of Attrition. You can dodge the damage with invulnerability frames, by hovering over them, or by moving out of the path.

After the explosion, the boss fires off a beam of energy from its mouth, sweeping it across most of the arena. On contact, the beam deals moderate Physical DMG and inflicts 5 stacks of Attrition. You can dodge this beam by sprinting through it, moving out of its range, or hovering over the area.

Dual Sword Slash

Slash, first with the Red Sword, then the Purple Sword, then Both Swords at the same time. Each slash does slight Pyro or Physical DMG (depending on the sword), sends forth a wave of energy that deals slight DMG that matches the sword slash, and leaves the ground in front of it burning. The abyssal energy waves will inflict 10 stacks of Attrition. This attack hits directly in front of the boss and the waves fire in the direction it’s facing so you can avoid it completely by just moving to the side.

Darkscale Shower

After a brief charge, fires a barrage of bullets (scales) from both wings that hit the ground in front of the wings (so on either side of the boss). Each bullet deals slight Physical DMG and inflicts 5 stacks of Attrition on hit. This attack does not cover the entire arena, and the bullets leave a gap between their landing zones. So, you can move to the other side of the arena or find a safe spot in the middle. Right under the boss is also fairly safe.

Cloudform

The boss performs 2 slashes. The first is with the Purple Sword and hit directly in front of it. This slash deals slight Physical DMG and inflicts 20 stacks of Attrition. The second slash in a lunge across the arena towards the player with the Red Sword. This deals moderate Pyro DMG. You can out-range the first slash and sprint through the second.

After the second slash, the boss transforms into a thundercloud and flies around the arena while energy erupts out of the ground in random locations. These eruptions deal slight Physical DMG and inflict 10 stacks of Attrition on hit. You can avoid the pillars by sprinting.

After some time (about 8 seconds) the boss will reform and repeat the initial 2 slashes again.

Annihilate

The boss gains a durability 40 Void Ward and begins channeling for a considerable length of time (about 12 seconds). When the charge is complete, the boss unleashes an arena-wide blast that deals massive Physical DMG and inflicts 30 stacks of Attrition.

If the Void Ward is destroyed, the channel will be interrupted, the boss will lose 10% Max HP, and it will be paralyzed for some time.

Starscourge

The boss spawns a vortex that pulls the player towards the center while dealing slight Physical DMG every 0.5 seconds. Afterwards, 3 Nightsoul Totems are spawned around the player, forming a circular arena that the player cannot exit. While the totems are active, the player will periodically take moderate Physical DMG and gain 10 stacks of Attrition.

If the totems are not destroyed in time, the boss will transform into a colossal meteor and nuke the arena, dealing MASSIVE Physical DMG and inflicting 60 stacks of Attrition.

Each totem has a Void Ward with 24 durability. Destroying all the totems will prevent the meteor, cause the boss to lose 10% Max HP, and paralyze it for some time. This attack can only occur once per battle.

General Strategy

For fans of Elden Ring, this boss is a love child of Starscourge Radhan and Dragonlord Placidusax. Hell, one of its abilities is even called “Starscourge”. In keeping with ancestral forebears, the complexity of this boss comes down to execution. There are a lot of moving parts to the boss that you have to keep in mind while fighting or you’re liable to die. You want to avoid as many PURPLE attacks as possible because they apply Attrition, which can’t be mitigated by shields. The boss is still reachable by melee characters during Phase 2, except during specific attack/charging animations. You can, of course, kill the boss before Phase 2 happens but you will need to do a lot of damage very quickly. Bringing Mavuika or Pyro Traveler can clear the dark fog if you are concerned about the Mimifloras. Chasca, Mavuika, and Kinich are all good for dealing with Void Wards. Citlali’s super jump/hover can help you avoid a lot of the boss’ attacks. If you don’t have her, Ororon, Chasca, Kazuha, and Wanderer as also good options. The main key is to pay attention and make sure you don’t stand in bad.

Subscribe
Notify of
guest

0 Comments

Jump To

×
Jump To