Ravenous Reach (Phase 1) | |
---|---|
![]() | |
Stats | |
![]() | 65 |
![]() | 6 |
Resistances | |
![]() | 20% |
![]() | 20% |
![]() | 20% |
![]() | 100% |
![]() | 200% |
![]() | 75% |
Low ▪ Medium ▪ High | |
Other Attributes | |
Types | Cosmic |
Size | 4 |
Turns per Round | 2 |
Ravenous Reach
Ravenous Reach (Phase 2) | |
---|---|
![]() | |
Stats | |
![]() | 75 |
![]() | 8 |
Resistances | |
![]() | 75% |
![]() | 75% |
![]() | 75% |
![]() | 100% |
![]() | Immune |
![]() | 20% |
Low ▪ Medium ▪ High | |
Other Attributes | |
Types | Cosmic |
Size | 4 |
Turns per Round | 3 |
Ravenous Reach (Phase 3) | |
---|---|
![]() | |
Stats | |
![]() | 100 |
![]() | 10 |
Resistances | |
![]() | 40% |
![]() | 40% |
![]() | 40% |
![]() | 100% |
![]() | Immune |
![]() | 40% |
Low ▪ Medium ▪ High | |
Other Attributes | |
Types | Cosmic |
Size | 4 |
Turns per Round | 1 |
“ | Ambition's reach forever exceeds its terrible grasp! | „ |
~ The Academic |
The Ravenous Reach is the final boss of the Ambition Confession of Darkest Dungeon II.
Description
Ravenous Reach is an amalgamation of arms that generates a large amount of Positive Tokens that makes the boss more powerful. It has 3 phases and each of them makes the boss more dangerous in terms of damage and reach.
Bastard's Beacon
The Bastard's Beacon is an Infernal Flame that gives the boss an unique modifier.
Skills (Phase 1)
Skills (Phase 2)
Skill Name | Target | Ranks | DMG | CRIT | Self | Effects |
---|---|---|---|---|---|---|
Precise Intent |
![]() or ![]() |
![]() |
- | - | • Add ![]() |
Requires Target has no ![]() • Add ![]() • 1 ![]() ![]() ![]() If Target has ![]() • Add ![]() |
Teardown |
![]() |
![]() |
6-12 | 5% | Requires Target ![]() |
Skills (Phase 3)
Strategy
This is a boss who relies on buffing itself with positive tokens. Expect high damage and Knockback 3 on your front fighter during the first phase, damage and bleed to pairs of heroes in the second, and horror, bleed and damage to your whole team during the last phase.
The Highwayman is the ideal counter, able to remove any positive tokens with Highway Robbery (or steal them with the improved version), making him exceptionally useful against all three phases. Additionally, his Double Cross removes in phase 1 and his Tracking Shot not only removes
in phase 2 but prevents the boss from gaining it for a short time. In phase 3, The Man-At-Arms can remove
with Bellow. Both have their own source of
, which is a way to remove
/
from the boss without wasting turns.
The Occultist's Vulnerability Hex can deal with both and
, and he can heal from any position, which will be very useful against the boss' forced movement abilities. Also useful is the Vestal's Illumination, which either has the same anti-
effect as Tracking Shot, or can remove any type of positive token, depending on path. The Leper's Break also does a fine impression of Double Cross. These latter two, however, have trouble dealing with being out of position, so keep that in mind before bringing them along.
You can also consider bringing attacks that ignore tokens. The Grave Robber and Duelist have options for ignoring and
and can use their ample supply of
to minimize the threat of Ripostes. The Man-At-Arms' Courageous Abandon can potentially deal huge damage in Phase 1, but is tricky to set up.
DoT dealers like the Plague Doctor will be useful on phases 1 and 3 since DoTs bypass
and only trigger
once at most, but will want RES piercing for phase 2's 75% resists across the board. The boss will also lose all DoTs between phases, so use Cause of Death as soon as you can. Regular debuffs will be useful on phase 2 and 3, but the boss is very resistant to them in phase 1 (75%).
A particular strategy for phase 1 is to make use of a Sergeant Man-At-Arms or "The General's Dream" trophy to avoid having any of your heroes displaced. This way, the entire battle dynamic changes: instead of having heroes being knocked around, ONLY the frontmost hero will be taking damage, so the other heroes can focus on damaging the boss and supporting the tank. Also note that while the attack ignores , the boss still is vulnerable to
. If you choose to bring a Sergeant, consider aiming for the Leviathan trophy "The Undertow", which will heal him every time he resists being moved.
In phase 3, you can use the trinkets Sodden Sweater or Fate's Foreteller and as many sources of RES as needed to make heroes nearly immune to the boss' attacks. Both Rumination and Riposte will heal the character when they resist the
and Last Grasp will likely do less damage than they healed. To maximize your chances of getting these trinkets, you'll want to visit the Lair in the Shroud, and the Hoarder as many times as you can. Keep in mind Fate's Foreteller costs 65
!
Team Selection
Bringing heroes who can readily clear or even deny token generation is very strong for this fight, as being able to consistently remove the Block+,
Dodge and
Crit tokens that it creates will both make it much easier to deal damage to the boss and dramatically reduce how much incoming damage you take. During phase 2 and 3 having heroes who can clear
Bleed or buff Bleed resistance is extremely important, as the easiest way to die in this fights latter phases is through taking on a lot of bleed and being hit to deaths door before having a chance to cure it
Best hero
Highwayman Highwayman offers a lot for this fight, bringing great versatility in both his rank and skill selection. In particular he has several very strong ways of clearing tokens in this fight. For the first phase
Double Cross will strip away all block tokens generated by it and apply
Vulnerable, making it much less resilient to incoming damage. Phase 2's
Dodge token generation can be completely nullified by the mastered version of
Tracking Shot, making it both far less deadly as it won't be able to convert any Dodge tokens into
Crit tokens and far easier to deal damage to, as Dodge is its only defense during its second phase. For phase 3
Highway Robbery, particularly its Yellowhand variant, can steal its
Riposte tokens,
Debuff its Bleed output and
Buff his own every other turn, making it an incredibly efficient way to weaken Phase 3
Good heroes
Plague Doctor Plague Doctor is an excellent choice for this fight, bringing a mixture of damage, healing and pre-emptive measurements to help deal with the boss. Due to this bosses multiple actions in Phases 1 and 2 her
Blight skills are very efficient for dealing damage, able to quickly chew through its
HP pool very quickly. Where she truly shines is with her skills
Ounce of Prevention and
Battlefield Medicine, with the former buffing the entire parties DoT resistances by 15%(25% when mastered) and the latter acting as both a heal and a DoT cleanse for one hero, helping to both take them off of
Deaths Door and remove any
Bleed they have built up
Vestal Vestal offers a versatile, support-focused moveset for this fight, sporting a welcome combination of
Bleed removal, Healing,
Regen and token removal. The primary skills that Vestal likes to bring for this fight are
Ministrations, a skill that can cure Bleed from a single target and when mastered
Buff their resistance to bleed,
Illumination, a strong tool for removing and denying
Dodge generation on Wanderer or simply removing positive tokens generally with Confessor, and
Divine Comfort, a strong
Regen skill which can keep the entire party healthy, particularly during the second and third phases of the fight to help counteract the bosses Bleed damage and keep heroes off of
Deaths Door. Vestals path choices are very flexible for this fight, with Chaplain able to serve as a strong defensive unit for the first phase with
Block generation, Confessor a powerful unit for clearing positive tokens from the boss and negative tokens from her team, while Wanderer and Seraph offer a more general support and consecration focused moveset
view | |||
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Regional | Dreaming General ![]() ![]() ![]() | ||
Cultists | Deacon ![]() ![]() | ||
Roaming | Antiquarian ![]() ![]() ![]() ![]() ![]() ![]() | ||
Secret |
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The Mountain |
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Kingdoms |
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