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- Go to Terramorphous's lair
- Open Terramorphous's lair
- Summon Terramorphous
- Kill Terramorphous
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Terramorphous goes through numerous combat phases, which last for a fixed period of time unless all tentacles are defeated. During these phases, Terramorphous will either chase after Vault Hunters with melee attacks ("chase0-attacks"), or throw spikes. At the start of each phase, Terramorphous relocates to the center of the playing area.
The phases are:
- "Welcome": Terramorphous rises from the ground, throws spikes, and hides again.
- "Spikes": Terramorphous summons two spike throwing tentacles and chase-attacks.
- "Rocks": Terramorphous summons three rock throwing tentacles and chase-attacks.
- "Beams": Terramorphous summons three beam tentacles and chase-attacks.
- "Assault": Terramorphous summons four beam tentacles and two spike throwers, and shoots spikes himself.
- "Rage": Terramorphous turns into a Pyro Thresher and chase-attacks. There are no tentacles in this phase.
- "Mash": Terramorphous summons six Masher Tentacles, and shoots spikes himself.
- "Burn": Terramorphous summons six fire tentacles, which hurl fireballs, while he shoot spikes.
- "Rest": Terramorphous either hides for a period of time, or spends this phase destroying rocks in the arena.
- "Suck": Terramorphous turns into a Black Hole Thresher, and sucks Vault Hunters towards him.
After phase 10, he cycles back to 1.
- Spikes Tentacles are difficult to avoid at close range
- The stones hurled from Rock Tentacles move very slowly, but deal significant damage, and can move players
- Beam Tentacles take time to aim, but once they lock onto a target, they deal heavy damage-per-second. They also have the most health of any tentacle.
- Masher Tentacles attack by flailing, and deal damage similar to that of the Spike Tentacles. However, they are capable of knocking players out of the arena.
Terramorphous himself is capable of throwing Vault Hunters out of the playing area, either by emerging from the ground, or by through his melee attacks. Damage can be negated with a well-timed crouch.
A strong team for defeating Terramorphous consists of two Commandos (Axton), one Siren (Maya), and one Gunzerker (Salvador). While the Gunzerker fights on the plain, the Commandos can distract Terramorphous with their turrets, while the Siren revives allies with her Res ability, and shoots them to restore health with Restoration.
Upon dropping into the plain, there is a rock formation hugging a wall behind and to the right of where the player is facing when dropping in. Standing on this rock will protect characters from Terramorphous, with a spot with room for one person that will offer protection from most tentacles as well. Although this spot works well for one person, two people may fit behind it with good co-ordination between the players. At most three players have been known to fit behind the rock with two at the front and one player behind.
There is a small spot on the southern cliff where Terramorphous will be completely unable to harm the player, as long as they stay crouched on that spot. However, the player can have trouble shooting from this location. This spot is best used in a co-op game (particularly useful with two players total), where one player is idle on that spot while any others fight Terramorphous, and even if others died, its health will not regenerate. If the player has two controllers (or is somehow else able to control two characters), this tactic should be considered instead of fighting him solo (should the player only play to kill him).
It is possible to cause the trapdoor above the battleground to remain open when there are two or more players present. To achieve this exploit, one player jumps on the trapdoor, causing it to open. The next player jumps down towards the sides of the pit while the trapdoor is closing. If timed right, and if the player manages to wedge the character in between the trapdoor and the wall of the pit, the trapdoor will remain cracked open (possibly completely open on one side), even if the character falls below. When a player jumps while still on the trapdoor, it will open again. However, it will not fully close and will remain cracked open regardless of character death. This can be further exploited by a commando dropping a sabre turret under the trapdoor, so that Terramorphous can be damaged without characters taking damage.
It is recommended that at least two players use slag and shock weapons to occupy Terramorphous while the other two use either heavy corrosive weapons or sniper rifles to lower his health significantly. This can come to a great advantage, especially considering the devastating attacks that Terramorphous deals to players who are isolated. Also, weapons such as the Infinity can be very useful when attaining second winds, mostly because his tentacles have an easy critical hit spot located in the middle.
Solo strategy without the Bee
So far it can be confirmed that Zer0 can solo kill Terramorphous not employing either the Bee or Conference Call. This strategy works with any current update, and requires Captain Scarlett DLC. It is worth noting that the ammo required for this kill is above the normal allowance, so you need to either collect enough ammo during the battle (which is tricky and requires shooting down a lot of tentacles) or a much easier way to achieve it -- equip a relic before the battle with additional sniper damage or ammo. During the battle you can switch it to a relic of your choice once your ammo is within the normal allowance. Current record stands at 140+ sniper rifle ammo only (no other shots fired). By employing a normal amp shield and damage increasing relic and class mod, one can finish Terramorphous in about 95-100 shots.
Throughout the battle, reduced cooldown relic is one of the best for this job. Killing the beast running around in the arena may be quite tricky, as it is easy to be either killed or pushed away from the cliff during its powerful sweeping attack. Much easier is to exploit the map however. The best choice is to use the road leading up the exit gate. Most of Terramorphous attacks are easy to avoid, and once it gets closer, you can jump down hiding among the rocks below, then climb back again.
- Terramorphous's only tactic for evading oncoming attacks is to quickly bury underground, however you can easily predict where he will next appear by examining the distortion of the dirt where he travels.
- The quakes caused by this way of moving deal constant damage to characters. The actual damage value is 0, but it interrupts the recharging of shields.
- The area within a Commando's Phalanx Shield offers full immunity to the "Black Hole" effect, allowing for indefinite survival. With points in Axton's Sentry skill, the turret can easily outlast the duration of this phase.
- There is a bug with Terramorphous, when he flings characters so high that he resets entirely, as if the characters just entered the arena, and goes back to phase 1 at full health.
- There is a bug with his tentacles in "Fight for your life" mode where tentacles will randomly appear and disappear from your screen, which may prevent you from getting your second wind