Orphan of KosBloodborne Wiki » Bosses » Orphan of Kos |
Source ❘ Edit ❘ Sitemap ❘ License page revision: 50, last edited: 04 Mar 2023 |
Basic Information |
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Location | Required | |||||||||||||
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Fishing Hamlet Coast | 19216 | 60000 | 183 | 183 | 183 | 183 | 274 | 205 | 228 | 999 | 999 | - | - | No |
Fishing Hamlet Coast ❘ 2nd phase | 205 | 205 | 205 | 205 | 297 | 205 | 251 | 999 | 999 | - | - | No | ||
► Defenses: Physical, Blunt, Thrust, Blood, Arcane, Fire and Bolt. Resistances: Slow Poison and Rapid Poison. Bonuses: Beasts & Kin. |
Location & Discovery | Drop & [Rate] |
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Fishing Hamlet Coast | Kos Parasite [100%]; + 5 Insight for encountering the boss; + 5 Insight for defeating the boss. |
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Multipliers | Bonuses | Weak against | Additional Information | ||
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HP Multiplier | 1 | Is beast | No | Lowest defense: All Physical | Frenzy resistance is 999 |
Arcane Damage Multiplier | 1 | Is kin | No | Super Armor 1st phase 55; 2nd phase 65 | |
Fire Damage Multiplier | 1 | Is weak to serrated | No | Main Damage Type Physical, Arcane, Bolt | |
Bolt Damage Multiplier | 1 | Is weak to righteous | No |
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Orphan of Kos ❘ ゴースの遺子 | Boss |
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Cooperation & Boss' HP
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Orphan Glitch [Speed Souls] |
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Attack Patterns Phase One |
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Key Attack | Interrupt | Notes |
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720 Swing | Yes | Swings his sword in a short-range 360-degree ring followed immediately by a mid-range 360-degree ring. 1 Interrupt it at the very beginning of the animation or quickstep backward from the first swing and forward 1 past the second, or quickstep backward three times to outrange both swings. |
Uppercut Swing | Yes | Delayed mid-range forward uppercut used on its own and at the end of combos; strikes directly behind him when the blade returns to his hand. Interrupt it or quickstep forward past his left side. |
Leaping Dive | Yes | Leaps into the air and performs a forward dive at a fixed angle after a very short delay. Almost impossible to interrupt due to unfavorable targeting; quickstep forward past it at close range or backward one to two times at mid range. |
Airborne Strike | Yes | Leaps into the air and strikes the ground in front of him with a close to mid-range sword slam while hovering. Nearly impossible to interrupt; quickstep forward past it at close range or backward twice from mid range. |
Guillotine Slam | Yes | Slow two-handed downward chop performed at close range, sometimes to open a combo. Reaches slightly farther than it looks like it should; interrupt it from no less than two quicksteps' distance away or quickstep forward past it if any closer. Be prepared for follow-up swings. |
Visceral Grenade | Yes | Rips a chunk of flesh from his abdomen and throws it at you from all ranges.Tracking is unavoidable; the only way to escape is to block it with the terrain or quickstep sideways the instant before it explodes. Shooting him before he throws the projectile will destroy it, cancelling the attack. |
Visceral Groundburst | Yes | Rips a chunk of flesh from his abdomen and drives it into the ground at his feet, creating a large frontal explosion. Extremely difficult to avoid at close range but quickstepping twice forward past him has the best chance of success; otherwise quickstep backward twice to escape. Shooting him before he strikes the ground will destroy the chunk of flesh and cancel the attack. |
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Attack Patterns Phase Two |
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Key Attack | Interrupt | Notes |
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Double Uppercut | Yes | Two-hit frontal launcher followed by at least one downward slam if it connects. Interrupt it or quickstep forward past him at close range; otherwise quickstep back one to two times. |
Faint Rush | Yes | Extremely quick two-hit long-range dash attack in a straight line. Very difficult to avoid if not anticipated; interrupt it or quickstep sideways one to two times to avoid it. |
Ferocious Dive | Yes | Heavier version of his jump attacks from Phase 1, but with stronger tracking. He can repeat it up to three times consecutively at different intervals; quickstep forward underneath him at close range or backward twice per jump attack at mid range until you are out of reach. |
Visceral Assault | No | Throws multiple chunks of flesh at the ground in a line creating a wall of large explosions in front of him, sometimes used to end combos or immediately after a Visceral Groundburst. After the first wave he will often leap 90 degrees to your side and perform the attack again. Virtually impossible to dodge at close range; quickstep backward twice to avoid each wave or break his super armor with a Cannon shot to knock him out of it. |
Visceral Bombardment | No | Flies into the air and rains Visceral Grenades on a large circular target area beneath him. Each projectile creates an initial explosion and a forward wave of smaller explosions that moves outward along the ground. Quickstep backward up to three times from mid range or stand directly beneath him if already at close range when he initiates the attack. |
Bolts of Sorrow | No | Screams for about three seconds. Roughly 1.5 seconds into the scream a massive bolt of lightning will strike the corpse of Kos in the middle of the beach and release large waves of lightning outward from that spot in six directions. Three waves will always head directly toward you and the center of these will always target your position when the attack activates; lock off and watch Kos' corpse when he begins screaming, then run or quickstep sideways to slip through the gap between the waves of lightning. A Cannon shot during the first second of the scream will break his super armor and cancel the attack, but he cannot be staggered out of it from behind. |
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