Kulve Taroth Siege
The fight against Kulve Taroth is not a normal quest. It is a siege with up to 16 hunters! To be able to start it, you have to unlock it first. You can do this by finding some tracks of her (gold shards), e.g. in the first area of the Ancient Forest. This is only possible after completing the fight against Xeno'jiiva and being hunter rank 16 or above. After finding the track return from your expedition and talk to the Admiral (he now should have a blue exclamation mark above his head). The siege can then be started at the quest girl.
As usual you are fighting together with up to 3 hunters. All other (up to 12) hunters fighting for the same objectives will have their own session, but your objectives are common.
Objectives
The following objectives are available. Completing one of them will complete it for all 16 hunters of the siege, so you don't have to complete them multiple times in your different groups of the same siege.
| Objective | Pursuit Points |
|---|---|
| 4th Area Reached | 60 |
| 3rd Area Reached | 40 |
| 2nd Area Reached | 20 |
| Kulve Taroth Released | 90 |
| Giant Horns Completely Broken | 500 |
| Giant Horns Chipped | 150 |
| Horn Gold Plating Broken | 120 |
| Tail Broken | 120 |
| Right Foreleg Gold Plating Broken | 90 |
| Left Foreleg Gold Plating Broken | 90 |
| Right Chest Gold Plating Broken | 60 |
| Left Chest Gold Plating Broken | 60 |
| Right Hindleg Gold Plating Broken | 30 |
| Left Hindleg Gold Plating Broken | 30 |
| Tail Right Gold Plating Broken | 30 |
| Tail Left Gold Plating Broken | 30 |
| Pursuit Level 6 Reached | 90 |
| Pursuit Level 4 Reached | 40 |
| Pursuit Level 2 Reached | 20 |
Finding a footprint of her or a scattered gold chip will give you ten pursuit points.
Pursuit Level
The siege will start with a pursuit level of one. The pursuit level defines if you need to find tracks or can use the scoutfly to track Kulve Taroth down. It also defines how much time she spends in an area and how hard it is to break off a part.
| Pursuit Level | Points for Level Up | Scoutfly | Time | Breakability |
|---|---|---|---|---|
| 1 | 325 | None | Shortest | Lowest |
| 2 | 325 | Yes | Shorter | Lower |
| 3 | 650 | Yes | Short | Low |
| 4 | 650 | Yes | Long | High |
| 5 | 650 | Yes | Longer | Higher |
| 6 | - | Yes | Longest | Highest |
Goal
The ultimate goal of the siege is to break off Kulve Taroths horns completely. This only has to be done by one of the groups contributing to the siege. As soon as this happens, and you are in one of the other groups, you have to continue fighting until she leaves, you fail or also break her horns.
Fighting Sequence
The fight against Kulve Taroth is divided into four parts in four different areas. You start in the first area with a pursuit level of one. She is very calm during the first stage and only attacks occasionally. In the first area you can also find three stone archways. Destroy them and hit her with them to deal 1500 damage and get 60 pursuit points.
Another way to deal damage are the cannons. Fire them and hit her for 350 damage. As soon as she falls over go to her head and deal as much damage as you can.
In the second area you can't deal environmental damage. So, get your weapon out and start landing some hits. Kulve Taroth will attack you with eight different moves:
- Tail Swipe: Generic tail swipe with her large tail directed at you.
- Bite: A lunging attack if you are in front of her.
- Claw Swipe: Kulve Taroth does a quarter turn, while raking her claws through the ground.
- Head Pound: Slams her head into the ground.
- Roll Over: Rolling over the ground with a very large hitbox.
- Dash: Dashing at you over a large distance.
- Fireball: Shoots a fire ball at ranged hunters.
- Lava Pool: Kulve Taroth stands on her hind legs shoots an expanding pool of lava. Getting hit will set you on fire and deal some serious damage. During this move you can still hit her tail safely.
The third area is a lava area. To avoid heat damage you need a Cool Drink before you enter it. Alternatively, use the Chillshrooms at the entrance of the area. You are now also able to deal environmental damage again. Here you can drop three stalactites, each dealing 1500 damage and trigger two lava geysers dealing 300 damage per hit.
In area four you are fighting around a large pillar in the center. By now you should have removed Kulve Taroths cloak. This adds two new moves:
- Fire Lane: A modification of the lava pool attack. Targeted only on one player over a larger distance.
- Pools: Two smaller pools of lava shot one after another targeting two players.
Loot and Rewards
After the siege return to the quest girl and claim your rewards. These are based on the number of completed objectives and can be:
- Monster Materials
- Bushi Tickets, for new armor looks
- Dissolved weapons: Rarity 6 weapon
- Melded weapons: Rarity 6 or 7 weapon
- Sublimated weapons: Rarity 7 or 8 weapon
Tips and Tricks
Having partbreaker as an active skill will drastically increase the amount of dropped materials. However, dropped materials remain only for three minutes on the ground until they disappear. So, be sure to pick them up in time.
The weakness of Kulve Taroth is changing during the fight. As long as she wears her golden coat she is very vulnerable against thunder. As soon as you remove it, she will be almost immune to it. However, for ice it behaves exactly vice versa.
Kulve Taroth can start to glow red. During this time, her entire body is very vulnerable. So, it's an ideal time to break some of her parts. Destroying her red glowing cloak is very easy using fire weapons. However, fire weapons don't deal damage anymore after the cloak is removed.
The supply chest contains a Farcaster. Take it with you and use it if one of the attacks would cart you. The animation is uninterruptible, and you are invincible during its use.