

Still, really the most egregious part of the artillery is how ridiculously good it is as a defensive ability for her.

whatever one healed you for part of the damage you took (Avenging Resolution?), so you also can't just facetank her like before. Now that her health pool is reduced it's not so bad, since you're not forced to win a war of attrition anymore.

The biggest problem with infernal artillery is that it's a huge pain to get at Meg with. Even with two dashes you really shouldn't get hit that many times, as long as you've played the fight a couple times. I didn't have triple dash until the latest patch, where the fight got a lot less obnoxious anyways, and I always managed it without too big of an issue.

I haven't figured out why this happens, but look of a pile of them if you don't see them above the health bar. One additional note: Bosses can drop Bloodstones that are stuck in them in random locations in a totally different part of the map from their sprite at times. 1/4 Health - Megaera will no longer be locked into one type of ranged attack, and will alternate between them for the rest of the fight.3/4 & 1/2 Health - Megaera will retreat to the top center of the room, roughly, go invulnerable, and cause a mass spawn of about 8 -12 Thugs and Witches.nothing with a longer recovery.Īt the start of the fight, Megaera is locked into either Bullet mode or Artillery mode. Megaera is vulnerable in this phase as well, and it is slightly easier to target, but only for a quick attack or two, e.g. This is where the brief arrow before dashing can help save you some damage. A triple dash will will almost always be enough, but the recovery can be awkward due to add's in the arena. The circles pattern changes so that random dashing will be punished by having two in a line so a single dash actually put Zagreus into the circle or just being safe by standing still while boxed in surrounded by circles but not actually in their damage zone. Infernal Artillery - Base Damage 6 - Megaera targets the ground with three to four circles which are then bombarded from orbit, repeating this process four to five times.While Megaera is vulnerable to damage in this attack animation, it's best to focus on conserving health as she will turn around with the attack if you get behind her. These projectiles are destructible, so arrows and spear throws can clear a line of them, and the shield can just tank them all day. It is best to put as much distance and cover if it is still available between you and Megaera as the spread gives you space to maneuver between the projectile streams. Twinkly Bullet Hell - Base Damage 4 - Megaera stands in one spot and fires multiple steady streams of small projectiles in a line for a 180 degree arc, and she will shift to track Zagreus which will cause the streams to fan out a bit.Whip Whirl - Megaera will stand still and do an area of effect attack if Zagreus stands in close proximity for too long.After a few runs, the audio cue will trigger a Pavlovian response to dash. The dash has a pretty long recovery time, and she is open to attacks, with backstab damage if you are position correctly. Lunge Attack - Base Damage 13 - Megaera will chase Zagreus around the room and when she's within a certian range, she will go into a lunge stance, and there will be a distinctive audio cue signaling that she is about to dash.The pillars are destructible, and do provide cover early in the fight as well as something knock Thugs and Witches into for damage. The arena is in a rectangular room with symmetrical rows of four pillars on each side paired with spike traps between each set of pillars. The trickle spawns tend to be at the fringes of the room, and I find it easiest to clear out the Witches just to minimize the number of projectiles on the screen. They can be farmed for Obol if you so choose. In addition to Megaera, Wretched Thugs and Witches will spawn throughout the fight in both a steady trickle and waves. This fight is a light test of dash timing and balancing out Boss damage with add' control. And for those just joining the game, be happy, because her health pool used to be gigantic - it was a ten minute fight every time. If a player's double or triple dash is locked, the fight is effectively on hard mode. Megaera's Fight is challenging initially while one's total Darkness and Mirror Upgrades are humble.
