Invading Executioner is a Boss in Code Vein. Bosses are special Enemies that feature their own arena, a large and prominent health bar, and a variety of unique moves and abilities. You will need to choose the appropriate Blood Code, Gifts, Weapons, Blood Veil, and Companion in order to defeat these formidable foes.
Invading Executioner Location
- Howling Pit - Just after the Bottomless Shore Mistle
- Alternate version can be found in the depth maps Swirling Flood and Flood of Impurity
- This boss is not optional.
Invading Executioner Rewards
Invading Executioner Notes & Tips
- Fire, Ice, Lightning, and Blood are all equal. Tested using all 4 Elemental Roar spells. All damage values were the same.
- Spells and Weapons that have the Crush damage type will deal the most damage, with Slash being a close second. Pierce is resisted the most.
- Can be Poisoned/Stunned/Inhibited. Immune to Slow.
- Using poison is very effective at draining the bosses health during the second phase where your punish opportunities often be far apart.
- Weak to stun, Resistant to Inhibit. Neutral for Venom. Tested using Gift infusions and Stun Cartridge.
Gift infusions add 30 damage for Venom, Inhibit and Slow but only 20 for Stun. A Stun Cartridge was used in its place as it added 30 Stun damage to the weapon.
At 30 damage per Status buildup Stun filled up first, then Venom, and finally Inhibit.
- Capable of giving slow debuff
- Her sideways swing can be parried (depending on veil type this may be easier or harder) interrupting the 3-hit combo directly at the start and giving a small window for punishment
Invading Executioner Strategies
For this fight I like to use the Caster Blood Code for a couple of reasons. First, Blazing Roar hits like a truck against her. Second, it's hard to stay near her because her attacks are hard to dodge, and you will likely inevitably get hit. I use the Bayonet with this setup because it allows you to have Quick mobility, which can really help you get away from her attacks.
The strategy is to attack her with Blazing Roar and Blood Shot until she attacks, dodge into her and strike her twice, then dodge away and repeat. The i-frames of the Quick mobility will allow you to get away unscathed 90% of the time, and striking her will replenish Ichor. Make sure if you are dodging through her ranged AoE, that you wait a second before heading towards her, or it will be cast on top of her, striking you. And also be sure to dodge just right of her vertical swing downwards, so that even if your timing is off it doesn't strike you.
During phase 2, back away and dodge her water balls. Then be sure to dodge through her slides, and then begin ranged attacking her. When I say through, I mean dodge the direction she is coming from, as this will allow you to get through her faster, ensuring you are not struck. This attack hits very hard, so this is important to do. You can sometimes get some hits in at the end of her slides if you are close, otherwise just watch for her familiar attacks, and punish those by dodging in and striking. She slides often, so make sure you don't get hit.
2-Handed Sword Strategy
If you are running a 2 handed sword build, the best way I found to defeat this boss is to make sure you have the Mercury gift Slow Resistance and either an Anti-Slow item or the Slow Removal gift equipped. This is due to the fact that sometimes it is safer to block her attacks (this accumulates slow), rather than slow-roll them. Theoretically, Prometheus gift Hasten could be viable, as it turns your slow-rolls into normal, however it will not last the duration of the fight, and the cooldown is somewhat high.
Upon entering the area, enhance your strike damage with gifts like Adrenaline, Flashing Fang, or Blow of Madness. When the Executioner is engaged in her startup animation, charge a Strong attack to get an early HP lead. From here, you will need to time your rolls to get behind her and punish with a quick strike or 2. This is easily repeatable, as her move sets are limited in Phase 1. If you succeed in staggering her, punish with an enhanced Strong attack yet again. While most of her attacks feature one strike, there is one attack in this phase that is a diagonal slash, followed by a 2-hit spin. I personally had more success blocking the 2-hit spin rather than dodging the odd timing.
She has an early Phase 2, so be ready to heal up, rebuff, or handle slow removals necessary as she transitions. Upon exiting, she will release Slow Bubbles, so be ready to dodge them. Immediately following, if you stand mid range, she will then do a sliding attack, time the roll. From here, it is just like Phase 1: stay close, stand in front of her, bait her attack, and roll behind to punish. Here though, she has added some spice to her previous move-set, as well as maintaining that move-set completely - be prepared to defend against either version, as she seems to switch to either. Needless to say, time your rolls and substitute heals, slow removals, and rebuffs in place of attacks as needed.
Attacks & Counters
|Phase 1 (>60-70% Health)|
|Water Magic AoE: When at a distance, she will cast a column of water below you.||Dodge either forward or backward to avoid the attack or run to the side and dodge once sideways.|
|2-3 Hit Spin Combo: She will perform a two hit combo in rapid succession spinning each time, sometimes followed up by a long charging powerful 3rd attack.||Dodge backwards and wait for her attack to finish. If you are behind her, the first attack will not hit. You can dodge into her second attack to gain focus and be ready for punish. If she begins to charge a 3rd attack, run out of range or dodge. The third attack has much slower timing and is hard to dodge.|
|Charged Overhead Attack: When at a medium distance, she will perform a quick charged attack from above.||Dodge left or right. At close range this can be side stepped for immediate punish.|
|Lance Stomp: She will slam the butt end of her lance into to ground in front of her.||Dodge any direction. At close range this can be side stepped for immediate punish.|
|Stomp: She will slam her foot into to ground in front of her.||Dodge any direction. At close range this can be side stepped for immediate punish.|
|Phase 2 (<60-70% Health)|
|Slide Attack: She will get on top of her lance and charge at your direction dealing high damage. She may do this 2 consecutive times in the same attack.
This attack is slightly telegraphed; the boss will stay completely still for a second before sliding forward.
|Wait until she is near and dodge either left, right or forward (you can roll through her). Wait and see if the attack repeats and then go and attack her. Rolling backwards in the same direction as the boss during the second slide will put you in position to punish.|
|Lance Stomp + Spin: Like the lance stomp from phase one but she will perform a spinning attack after.||Dodge backwards to avoid the damage. At close range, side step the lance then dodge into her spin to put yourself right next to her.|
|Backwards Lance Stomp + Spin: Like the lance stomp and spin but she will stomp the lance directly behind her back.||Dodge backwards to avoid the damage. At close range, side step the lance then dodge into her spin to put yourself right next to her.|
|Spinning Water Attack: She will stick her lance into the ground and start spinning around it, dealing high melee damage. She will also cast water balls in all directions that have very long range. If you get hit by the water balls you will get Slowed||Dodge backwards two times when she sticks the lance. Then wait until the projectiles are near and dodge either left or right. If you are far enough away, the projectiles won't reach you. This requires the boss to be against a wall and you against the other. Using a projectile with high stun damage can cancel this attack.|
Invading Executioner Lore
Lore notes, information on folklore, etc go here
Lore theories should be clearly marked as such.