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Enver Gortash/Combat
Overview | Combat |
Attacks and abilities
Fabricated Arbalest
Avatar of Tyranny
- Gortash summons multiple Manifestation of Tyranny entities around the room.
- Gortash summons 1 Bane's Fist entity that gets inserted into the very end of the turn order.
Honour Mode
Allies
Gortash will be accompanied by the following allies. Detailed information can be found on their respective pages.
Audience Hall (Coronation)
- Ulder Ravengard
- Steel Watcher - 9x
- Fist Bella
- Fist Earthdigger
- Fist Fernhollow
- Fist Klaas
- Fist Kyberos
- Fist Quickstitch
Gortash's Office (Top Floor)
- Steel Watcher - 4x on the roof (if the Foundry has not been destroyed)
- Steel Watcher - 1x in the office (if the Foundry has not been destroyed)
- Lo
- Jaxbock
- Numia
- Ulova
Wyrm's Rock Traps
Summoned entities
- Manifestation of Tyranny - Gortash summons a fixed number of these creatures into specific places in the room. These have no place in the initiative order but each one applies 1 stack of the aura condition to Gortash and/or nearby Black Gauntlet characters, as long as they are standing within a short distance.
- Bane's Fist - Inserted into the end of the turn order. At the end of each of its turns, Bane's Fist punches the ground around it for a lot of damage.
Conditions
This information is not specified on this character's Examine page, but has resulted from contributor testing. If this information varies depending on whether this character is hostile, allied, or neutral, then please specify this in the applicable section.
Unique
This character has frequent access to the following unique conditions, but is not necessarily the caster of these conditions.
Temporary
Gortash can gain certain defensive buffs or debuffs from his Reflectoguards and nearby traps:
- (from Deranged Force Curtain)
- (from a thrown Reflectoguard)
- (from Micromodron Force Curtain)
Immunities
Immunities include Conditions that, according to in-game UI messages, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can also go in this section.
This character is immune to all of the following Conditions:
Vulnerabilities
Vulnerabilities include specific named Conditions that can be afflicted onto this character, even if the chance of successfully afflicting this condition on the character is really, really low.
This character can be affected by all of the following Conditions:
Encounter details
Wyrm's Rock Fortress- (Audience Hall)
If the party chooses to attack Gortash during his coronation ceremony, they will face one of the most difficult fights in all of Baldur's Gate 3. Gortash is accompanied by Duke Ravengard, an army of Steel Watchers and Flaming Fist, and innumerable traps along the walls.
Gortash will begin combat with cast on him by a nearby force curtain, and will throw Reflectoguards at himself and Phase Optimizers at nearby Steel Watchers. This will give him immunity or resistance to most types of damage and make him very difficult to kill quickly, while turning all Steel Watchers into even more dangerous threats.
Gortash has +5 Initiative (+10 on Tactician and Honour modes) and all Steel Watchers have +6 Initiative, making them very likely to act early in the turn order. Considering that there are 9 Steel Watchers in addition to Gortash, it is easily possible for an unprepared party to be killed in a single turn.
The traps along the walls can also be quite dangerous. Grenade Impellers and Incineration Casters fire projectiles that constantly force the party to move, while Micromodron Force Curtain will repeatedly grant Gortash many resistances and immunities. However the Deranged Force Curtains are malfunctioning and can debuff Gortash with to reduce his defenses.
Once per fight Gortash can cast 1d4Physical damage to weapon attacks, and Immunity to Thunder, Fire, and Force damage. He will also gain the ability to use , , and . This will make him significantly more durable and drastically increase his own damage.
, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extraWyrm's Rock Fortress- (Gortash's Office)
If the party forgoes fighting him at his coronation, they can return to Gortash in his office later on. If the party agreed to his deal during Consider Gortash's Bargain and finished Get Orin's Netherstone then they can attempt to fulfill the bargain. If the party either destroyed the Foundry or travelled to the Iron Throne, he will become hostile to the party and begin combat.
If the party returns to the lower floors of Wyrm's Rock after having destroyed the Foundry, the lower floors will already be hostile, and the party may find itself fighting their way up through the Audience Hall and its traps and guards in order to reach Gortash's office on the top floor. This sometimes results in a bug[See: Bugs].
All information about Gortash's high initiative, conditional buffs from traps and Reflectoguards, and his spells and abilities remain the same.
Tactics
Wyrm's Rock Fortress- (Audience Hall)
This fight is immensely difficult and requires immaculate planning since the action economy is so stacked against the party.
The high initiative and area of effect attacks of the Steel Watchers threaten to end the fight before it even fully begins. This practically necessitates that the party increase their initiative as well. This can be done through the Alert feat, Elixir of Vigilance, and/or equipment that increases initiative (see Initiative bonuses).
The party can take advantage of the Steel Watcher's
ability by luring them into the close proximity of other enemies and allowing them to blow each other up.The Micromodron Force Curtains will make it very difficult to damage Gortash for as long as they're intact. Destroying them and leaving behind only the malfunctioning Deranged Force Curtains will reduce his resistances and make it easier to defeat him.
Wyrm's Rock Fortress- (Gortash's Office)
This fight is significantly easier than the Coronation fight, especially if the player completed Disable the Steel Watch to take out the Steel Watchers. All advice from the previous section also applies here.
Gortash's Black Gauntlet allies can be dangerous due to their
and spells. They should be taken out quickly before they get a chance to use them.While the lower floors of the fortress will already be hostile if the party destroyed the Foundry, they can be bypassed entirely by using , , or to jump from Wyrm's Crossing to the rocky area around the base of the Fortress. The party can then safely ascend the vines on the western side of the building and jump up the platforms on the southwestern rampart.
A very effective strategy in defeating Gortash and his allies is to lure them out of his office and onto the foyer outside, thereby avoiding all the traps. This is done most effectively by de-coupling your party, sending a single member to initiate combat with Gortash, and very quickly either Dashing or teleporting (e.g. Dimension Door) back towards the door outside. Placing spells like Hunger of Hadar, Insect Plague, and Cloudkill around the door and shoving them back into it trivializes the encounter as Gortash and his allies will constantly take massive damage trying to pursue your party through the door.
Bugs
Fighting in the Audience Hall after destroying the Foundry will sometimes trigger the enemies on the top floor to become involved in the combat. In this case Gortash and friends may make an appearance near the entrance to the Audience Hall (despite this not being the door to the location they are coming from). This can make the fight easier as Gortash is further from his most deadly traps, but can also make the fight difficult by adding an unexpected wave of additional enemies.