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Once a loyal warrior in the Legion of Noctum. So dedicated was his fanaticism that upon Dracula’s death to the hands of the Church of Luminance, the warrior severed his shield-bearing arm in an act of shame. In a delirious haze, he wandered into the wilderness of the Cursed Forest expecting to die. The corruption within gave him not death, however, but something much worse.


Gorecrusher the Behemoth is a Level 84 V Blood Carrier.

Location[]

Gorecrusher can be found roaming the Cursed Forest and sometimes staying in the Lair of the Behemoth for a while.

Rewards[]

Spells & Vampire Powers[]

Recipes[]

Loot Drops[]

Other loot[]

Attacks[]

  • Swipes - Gorecrusher will prepare before performing two wide swings followed by a thrust with his club arm.
  • Slam Combo - Gorecrusher will let out a roar and begin to glow with Illusion magic before slamming down his club three times, once to his right then once to his left before slamming it straight ahead. Each of the slams stun the player if they connect.
  • Charge - Gorecrusher will prepare to charge a short distance. If the player is hit by the charge they will be flipped a long distance backwards and stunned.
  • Ground slam - Gorecrusher will raise both his arms as a damage circle appears in front of him. When the circle fills up he will slam the ground, doing damage and knocking back the player if they are in the circle, as well as sending out 5 lines of shockwaves in random directions.
  • Leap - If the player gets too far away from Gorecrusher, the Behemoth will leap at the player, signaled by a damage circle filling up. Gorecrusher will not leap if he's performing a charge attack.
  • Charge Combo - At about 80% health, Gorecrusher will gain the ability to do 3 long range, non-stunning charges one after the other. Every charge will be delayed and they all will attempt to target ahead of where the player is moving rather than where the player is currently in an attempt to intercept them.
  • Illusionary Summons - At about 70% health, Gorecrusher will jump away from the player (while unlikely, his jump away from the player can still deal damage to them if he lands on them). Afterwards, he will summon an illusionary wolf and illusionary bear to attack the player while also apply a warping effect to the screen similar to the Trippy Shroom for 15 seconds, during which time he is also immune. The illusionary animals will act similarly to their standard counterparts and will linger in the fight until they die and will not drop anything. Once Gorecrusher's immunity ends he will run up to the player before quickly slamming down with his club, stunning the player if it connects.
  • Wisp Dance - At about 50% health, Gorecrusher will roar, slowing the player and casting a very powerful version of Wisp Dance which will summon a large amount of wisps from his very center. The wisps will linger on the field for a long time and, if they come into contact with the player, will deal damage and apply weaken , reducing their damage and movement speed.
  • Soul - At about 30% health, Gorecrusher will stop to roar and knockback the player, summoning a Gorecrusher Soul in the process which is essentially an illusionary clone of himself. The clone is able to perform all of Gorecrusher's attacks independently of the real one except for his leap, his Wisp Dance and Illusionary summons. If the soul would die it will instead drop down becoming immune and will stop attacking while it regenerates. The soul will resume attacking once it reaches half health and the only way to kill the soul for good is killing Gorecrusher himself.

Other notes[]

  1. If the player becomes hidden through effects such as Veil of Blood while Gorecrusher or his Soul is preparing his slam combo, the boss will not begin slamming until the player is revealed. This can be circumvented by using these effects in the window between the boss roaring and performing the attack.
  2. When performing his charge combo, Gorecrusher will attempt to charge at the player's last known location if the player becomes hidden. This can be easily seen with Travel Abilities that hide the player.
  3. While Gorecrusher himself isn't active when he summons the illusionary animals, the Gorecrusher Soul is active during this time.
  4. Gorecrusher and his Soul can begin an attack in the middle of another attack if the first attack is delayed, causing the first attack to be cancelled in the process.
  5. The Gorecrusher Soul has considerably less health than the real Gorecrusher.

Strategy[]

Equipment and Abilities[]

It is advised for the player to use the Bloodmoon Armour set for this fight alongside their choice of Blood Merlot Amulet upgrade and blood type, based on their preferred playstyle. As for abilities, Sanguine Coil can aid the player greatly due to its reliable healing off-sets the fight's more chaotic moments, while Mist Trance can be used to dodge Gorecrusher's stunning attacks while also repositioning. Blocking abilities such as Ward of the Damned can fill a similar role.

The Fight[]

General Tips: When attempting to defeat Gorecrusher, the player has to be very careful with how far away from Gorecrusher they are at all times. In general, Gorecrusher's attacks reward the player being aggressive, most easily seen with his Ground Slam which is at it's easiest to dodge if the player was already standing near the boss, although the player still needs to be careful of the shockwave lines. Consistently staying behind Gorecrusher is also a great way of staying out of danger. With all that said, it isn't impossible to deal damage to Gorecrusher from a safer distance, though the player should be careful when doing so as straying too far away will cause Gorecrusher to leap at them. It should also be noted that the only attacks that can't be countered or blocked during this fight are Gorecrusher's Ground Slam, his Leap and the illusionary bear's Ground Slam.

Swipes and Slam Combos: If the player gets behind Gorecrusher after he starts performing these attacks they will not only be safe from harm but can freely swing at him with their weapon. The player can also attempt to simply walk away from Gorecrusher when he performs these attacks, although it isn't as reliable.

Charge: While this attack can be easily side-stepped, it is much safer to dodge it using your Travel Ability.

Ground Slam and Leap: When Gorecrusher performs these attacks he will always be on the edge of their respective circles rather than in the middle of them. This makes it so that staying near Gorecrusher during the Ground Slam or running towards where he was before leaping is the safest way to deal with these attacks. It's also worth noting that, in the event of the player being unable to get out of the circle in time, it is still possible to avoid taking damage if you time your Travel Ability at the right time.

Charge Combo: While this attack may be seemingly very difficult to dodge, the player can dodge every charge by simply walking. To do this, move left to right while Gorecrusher is preparing to charge, which is when he raises his head. While he is lowering his head, move in the opposite direction of where you were moving previously then repeat this process until he stops charging.

Illusionary Summons: At this point, the player should be familiar with how to fight wolves and bears. The problem of this attack comes when the summons interfere with you trying to dodge Gorecrusher's attacks after he stops being immune. As such, killing the summons during the 15 seconds should be the priority. If this can't be done, heavily injuring them and killing them after is the best course of action. The player should also be mindful of the fast attack that Gorecrusher performs right after becoming vulnerable to damage again and should save their Travel Ability or any defensive ability such as a Counter or Bulwark in order to not take damage.

Wisp Dance: The player should be very careful when Gorecrusher gains this attack as the boss will not push the player back when performing this attack, making it possible to get hit by a lot of the wisps when it is first performed. To circumvent the aftermath of the wisps spawning, the player should get as far away from where they spawned as possible, even if it means making Gorecrusher leap at them.

Gorecrusher Soul: At this point, the fight will become extremely chaotic and a misstep will cause the player to lose a large amount of health as one Gorecrusher is able to stun you while the other prepares another attack. Killing the soul is advisable to make the fight more manageable due to how frail it is. A good way of softening up the soul while also damaging Gorecrusher is using an Ultimate Ability such as Arctic Leap or Mirror Strike. After the first time the soul is killed it will become easier to do so again as it always revives with only half it's health. Although risky, once Gorecrusher is nearly dead, it is worth considering to ignore the soul completely in the hopes of finishing the fight.

Alpha Wolf  •  Frost Archer  •  Stonebreaker  •  Foreman  •  Armourer  •  Ravager  •  Putrid Rat  •  Chaos Archer  •  Firestarter  •  Fisherman  •  Feywalker  •  Ferocious Bear  •  Necromancer  •  Bandit King
Engineer  •  Blade Dancer  •  Purifier  •  Spider Queen  •  Wanderer  •  Soultaker  •  Duke of Balaton  •  Werewolf Chief  •  Cursed Smith
Overseer  •  Sommelier  •  Stormwing  •  Elementalist  • Doctor  •  Shadow Huntress  •  Carver • Venom Alchemist  •  Curse Weaver  •  Ogre  • Sunbringer  •  Power Master  •  Simon Belmont •  Forgebinder  •  Night Champion  •  General Valencia  •  Gorecrusher the Behemoth  •  Solarus the Immaculate • Talzur the Winged Horror  •  Adam the Firstborn  •  Megara the Serpent Queen  •  Dracula the Immortal King