Draketrader Zlodgodd exclusively utilizes standard melee attacks and powerful Jumps. Does not use a 1-Hour ability.
Players may avoid Jumps while kiting and being too far away.
Attack pattern of short (instant) Jumps before a final long charge time Jump.
Begins the fight using two short Jumps before a long one after every three melee swings.
Will use fewer melee attacks between each new volley of Jumps as Draketrader Zlodgodd's HP decreases:
From 70% to 100% it will melee thrice before each round.
Under 70% it will melee twice before each Jump round.
Under 35% it will melee once before each Jump round.
The number of short jumps in a volley will increase as Draketrader Zlodgodd's HP decreases:
HP
Jumps
100~70%
2
≤69%
3
≤59%
4
≤49%
5
≤39%
6
≤29%
7
≤19%
8
≤9%
9
The long charge Jump deals greater damage than the rapid Jumps.
The power of Jump will increase as Draketrader Zlodgodd's HP decreases.
For five seconds after each Jump, Draketrader Zlodgodd will be in the same state as a Wyrm in flight where melee attacks and melee weapon skills will miss. This will give the same "Too Far Away" message to players that a Wyrm would.
Due to the volume of jumps, players are effectively floored melee accuracy in this fight. Making mages and range attacks a popular strategy.
Players are able to sack pull off the nearby bridge and into the river to isolate Draketrader Zlodgodd from the surrounding monsters.
Immune to Bind, Break, Gravity, Paralyze, Sleep, and Repose.