Solarus the Immaculate

Solarus is a Level 80 V Blood Shard Carrier, and the Final boss of the game. He can be found inside the Fortress of Light located at the Eastern edge of the Silverlight Hills.

Abilities
Solarus the Immaculate has three phases. It is recommended for multiple players to attempt this fight together, but can still be accomplished solo, albeit with more difficulty.

Note: Terms used for attacks are not official game terms.

Phase 1
Buzzsaw: Solarus will perform a slow, wide swing in front of himself before chopping down while firing a buzzsaw projectile. After travelling for a while, the buzzsaw will split in two, one going to the left and one to the right, before returning towards Solarus, converging in front of him.

Light Wave: Solarus will spawn a large amount of projectiles on either side of him that, forming two semicircles as they spread out, with a small amount of space between each projectile. These projectiles deal damage and apply burn to the player if they connect.

Charge: Solarus will prepare to charge, aiming  ahead of where the player is moving  in an attempt to intercept them. In the wake of his charge, projectiles will be fired on either side of him in a tight formation. If the projectiles hit the player they will deal damage and apply burn. If Solarus hits the player he will deal damage and stun the player.

Luminance: Starting at around 70% health, Solarus will go into the middle of the arena, shout "This is luminance", and spawn two light vortexes, one to his left and one to his right. The vortexes each shoot 3 projectiles in a spiraling pattern. The vortexes fire at slightly different angles.

Divine Angel: At 50% health, Solarus will summon a Divine Angel to assist him in battle. While the angel can be damaged during this phase it cannot be killed, becoming immune and beggining to regenerate if brought down to half health. During this time, the angel doesn't attack. As the angel is the focus of phase 2, it's attacks will be discussed there. The player will take damage in a small area around where the angel is summoned.

Phase 2
This phase starts when Solarus is close to death during the first phase. Solarus will become immune to all damage and begging summoning beams of light that sweep across the arena, damaging and setting the player on fire if they are within them. This phase ends when the angel summoned in the first phase is killed. The angel's attacks are as follow:

Swipe Combo: The angel will quickly swipe twice in front of themselves before thrusting their spear forwards. The thrust shoots out several more thrusts forwards.

Charge: The angel will quickly charge forwards, dealing damage and knocking aside the player if the charge connects.

Bolts: The angel will begin shooting bolts of light that explode, dealing damage and knocking aside the player if they are caught in the area.

Empowered Light Wave: This attack is similar to Solarus' light wave, although the angel will fire more projectiles in an hourglass shape after the initial semicircle. These projectile will apply burn as expected.

Phase 3:
After defeating the angel it will slowly be corrupted into a Fallen Angel. Once this is done, they will break Solarus' immunity and continue aiding the player during this phase until it dies. Solarus' gains new attacks in this phase while only losing his melee attack from last phase, it being replaced with a stronger version.

Buzzsaw combo: Solarus will quickly slash in front of himself three times before slashing downwards, firing two buzzsaws in a V pattern in front of himself. As expected, each buzzsaw will split into two then returning to Solarus.

Light Beams: Solarus will summon beams of light to sweep across the arena, which are identical to the ones from phase 2. The beams will linger for a while, becoming a threat during Solarus' other attacks.

Leap: Solarus will leap at the player, dealing damage in a wide array around himself as he lands. If the player is hit by the leap they will become incapacitated. Solarus will always follow up the leap with heavy swing that does high damage and throws the player backwards. The leap cannot be countered or blocked.

Other Notes

 * 1) Solarus is not immune while casting Luminance.
 * 2) Solarus will prioritize charging at the player over using his Light Wave attack.
 * 3) Phase 2 can begin in the middle of Solarus' attacks, although it won't interrupt said attacks.
 * 4) The angel can fly over the pit around the arena which makes it likely to start firing bolts at the player while staying completely outside of melee reach.
 * 5) While the Fallen Angel does help the player in phase 3, it is still considered an enemy meaning it can accidentally block the player's attacks. This, however, can be used by the player to heal themselves if they have any life leeching effects.
 * 6) While the Fallen Angel does attack Solarus, it doesn't seem to do any damage. This does mean however that the player doesn't need to worry about the angel hitting them on accident.

Equipment and Abilities
It is highly advised for the player to use the full Bloodmoon Armour set, a sanguine weapon of their choosing and an upgrade of the Corrupted Artefact. Additionally, the player should have defeated Gorecrusher the Behemoth and The Winged Horror at this point, giving them access to their respective Soul Shards, both of which give good defensive stats for this fight, Holy resistance and Burn resistance respectively, while The Winged Horror's soul shard also increases the potency of the player's spells. Of note, Gorecrusher's Soul Shard combined with the Holy Resistance Flask makes all projectile attacks do very low damage. That said, due to how many of them there are, they can still pose a threat if the player is careless. For weapons, a reaper with it's Howling Reaper ability can do a lot of damage to Solarus as he frequently stands still during both his buzzsaw attacks as well as his Luminance attack. For abilities, counters and blocks are always good defensive options. Abilities that are hard to hit usually, such as Aftershock or Frost Vortex, are worth considering as they are easier to hit for the same reason Howling Reaper is easy to hit. Lastly, Mirror Strike can usually deal its full damage to Solarus as the majority of the fight he will be isolated, though the player should wait until The Fallen Angel in phase 3 dies to use this again.

The Fight
General tips: The fight with Solarus can be seen as a mix of the fights with Gorecrusher and The Winged Horror. Like with Gorecrusher, Solarus' attacks reward the player for making more aggressive choices, such as using their Travel Ability to go towards the boss rather than away from them, this being discussed later. Furthermore, Solarus covers a lot of area both with his projectile attacks and his phase 2 and phase 3 beams of light, similarly to The Winged Horror. Lastly, during phase 3, the Fallen Angel should be hit as little as possible unless the player desperately needs healing and their only way of getting any is through life leeching effects. The best course of action is to let Solarus kill the angel while you attack him from afar. That said, Solarus will still sometimes attack the player rather than the angel so it is advised to remain cautious.

Phase 1
Buzzsaw: The player can safely walk out of the swing range of Solarus before sidestepping the buzzsaw. Afterwards, if the player walks unto the very tip of Solarus' sword, or slightly above, then they should be safe from the boomeranging buzzsaws. The player can also choose to get behind Solarus with their Travel Ability, as the buzzsaws do not cover any ground directly behind him. However, when using Veil of Illusion this might become riskier as Solarus can turn fairly quickly after the swing and the Veil in question is, strangely, the only one that doesn't hide the player after the initial dash.

Light Wave: Using your Travel Ability to pass through the point where the two semicircles overlap is the safest way of dodging this attack. Alternatively, the player can use their Travel Ability to get right next to Solarus during this attack as it does not hit directly in front of him apart from the very start. This, however, is very risk.

Charge: The first way to safely dodge this attack is moving either left or right while Solarus is preparing the attack. Then, when Solarus is about to charge, start moving in the opposite direction of where you were initially going while staying in front of the boss so as to not get hit by the bolts that come after the dash. The second way of dodging this attack is getting behind Solarus while he charges with your Travel Ability or to simply counter or block the charge.

Luminance: Staying as far away from the vortexes during this attack will give the player as much time to react to each bolt as possible. The player should also use this time to damage Solarus with ranged attacks.

Divine Angel and Phase 2
During Phase 1: While the angel's attacks are simple on their own, they can easily catch the player off guard while their focus is on Solarus. The angel should also be ignored as it has a large amount of health and killing it now isn't an option.

During Phase 2: The angel is a tough opponent on their own, but combined with the light beams that sweep the arena, the tendency of the angel to fly somewhere out of reach makes and the angel's Light Wave makes this phase very dangerous.

Light Beams: These should be avoided at all costs as they deal damage very quickly to the player even with high holy resistance. This also applies for the light beams in Phase 3.

Swipe Combo: The angel's swipes are very short ranged but they come out very fast, making it very hard to walk away from them without getting hit. That said, each individual swipe doesn't do much damage so getting hit by one shouldn't be too much of a problem if the player can mend the damage taken. As for the thrust at the end, sidestepping it is sufficient.

Charge: Unlike with Solarus' charge, the angel will not attempt to intercept the player, although, the speed of the charge makes it hard to dodge regardless. The player can sidestep it, but it is safe to use a defensive ability as the charge doesn't happen often.

Bolts: While the bolts themselves are easy to dodge, simply by walking without turning around, they become problematic when either the player has to dodge Solarus' attack during phase 1 or to not stand in the light beams of phase 2.

Empowered Light Wave: This is by far the hardest attack to avoid during this phase. While initially it may seem simple to dodge the attack just as you would dodge Solarus' Light Wave, the additional projectiles after the first two semicircles gives the player very little breathing room. This, however, can be circumvented by using Veil of Chaos, although the player should be very mindful of the lowered travelling distance this Travel Ability has.

Phase 3
Unmentioned Attacks: These attacks have already been covered previously and are dodged in the same way as previously mentioned. The only attack that this doesn't apply to is the Buzzsaw attack as that one doesn't make an appearance during this phase.

Buzzsaw Combo: The initial swing comes out fast, combined with the fact that the following two swings leave no pause in between make countering, blocking or dashing away from Solarus the only reliable way of avoiding damage. As for the two buzzsaws, simply walking away from Solarus without going left or right will dodge the initial two buzzsaws and standing a a short distance away from Solarus' sword should also dodge the four boomeranging buzzsaws. The player can also dodge the buzzsaws if they are right next to them before splitting. Dashing behind Solarus still works, although the player should wait before revealing themselves so as to not let Solarus turn around.

Leap: The leap can be avoided with the Travel Ability. However, Solarus will always follow up with his wide swing which can do upwards of 100 damage meaning the player should avoid it at all costs. As such, after dodging the leap, the player should make as much distance between themselves and Solarus as possible, or to go behind him. If the leap connects with the player, there is no way of dodging the swing as the incapacitate effect will keep the player still for just long enough to get hit.

Rewards

 * Recipe (via the Blood of Luminance quest)
 * Recipe (via the Blood of Luminance quest)

Soul Shard
Drops a the first time he is slain. Once planted in a player's territory it gives them access to a powerful 2 hour buff - :
 * +50 sun resistance
 * +10 physical power
 * +5% to melee attack speed