1. Successor of the Ribcage

    successor of the ribcage code vein wiki guide boss
    Location Cathedral of the Sacred Blood
    Health

    Phase 1: 20,000

    Phase 2: 25,200

    Reward/s 22,400 Haze
    Elemental Resistance Phase 1
    Fire 0%
    Ice 0%
    Lightning 40%
    Blood 0%

    Phase 2
    Blood 20%
    Fire 20%
    Ice 20%
    Lightning 50%
    Physical Resistance Phase 1
    Crush 0%
    Slash  0%
    Pierce 0%

    Phase 2
    Crush 5%
    Slash  10%
    Pierce 10%
    Weakness - Phase 1 & 2
    Venom
    Immune - Phase 1 & 2
    Inhibit, Stun

Successor of the Ribcage 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.

 

Successor of the Ribcage Location

 

 

Successor of the Ribcage Rewards

  • Rewards Blood Codes:
  • Rewards 22,400 Haze

 

 Successor of the Ribcage Notes & Tips

  • Is susceptible to Venom in both parts of the fight.
  • Has no parryable attacks

 

 

 

 

 

 

 

Successor of the Ribcage Strategies 

Strategy Writeup

For phase 1 of this fight you need to sprint in and use the columns on the left or right as cover as you make your way quickly to the boss. Hammer it a few times, and when it does its AoE, run immediately to the opposite end of the room and repeat. If you are slow, use the pillars for cover, but you want to stay on top of the boss as much as you can, avoiding it's AoE attacks that spawn under you.

In phase 2 things get more difficult, but the strategy is roughly the same. Sprint down the right or left side using the columns for cover, never stopping until you are on the boss. Keep striking the boss over and over until it teleports and then get back to it asap, avoiding the AoE. It'll have a damage shield after it ports, so you'll need to smash your way through it via repeated attacks.

While sticking to it like glue, try to stay behind it to avoid strikes from its arms, and keep moving when lightning appears under you. If you strafe left or right without stopping you can avoid it without dodging. Additionally, avoid the blood AoE that gets cast under you periodically by dodging, and keep swinging. 

The key is recognizing when she is about to teleport and heading to the opposite end immediately. If you can stay on top of her the whole time, the fight becomes drastically easier.

If you defeat the boss you will see the writing "Greater Lost Dispersed" upon the screen.

 

Video Strategy

 
 
 
 
 
 
 
 
 

 

Attacks & Counters


Attack Description Properties and Behavior Counter
Phase 1
Twillight Puts her 4 hands together to channel lightning for 3 seconds, then creates an extremely wide lightning laser that slowly sweeps from your left to right (her right to left). Cannot go behind the pillars. Causes knockdown on hit. Reaches all the way to the back of the room, so creating distance does not keep you safe. Has no follow ups after performing it. Medium recovery time. Can be somewhat blocked, but deals massive stamina damage, making it a poor choice, and the attack can still angle you past your defenses and hit you normally anyway. Dodge in the direction the laser is coming from (your left) in a timely manner. Otherwise, try to stay behind a pillar.

It is very likely that players with Slow mobility will still get hit when dodging unless perfectly timed, so never be in Slow mobility.

Alternatively, try to get behind the boss when it performs this attack.
Elder Contract The boss puts their closest hands in its chest, channeling a red aura of blood, then a blood pool forms below the player's position. After 2 seconds, the pool erupts into a blood geyser, damaging the player. Can perform this attack when player is in melee range. Causes knockdown on hit. This move is often cast as a pseudo follow-up from other spells. Has short recovery. Unblockable. The geyser itself can be dodged by just normally moving, but it requires uninterrupted movement in one single direction, which may not be always possible.

Otherwise, the player can either timely dodge, or sprint to avoid it. Sprinting is recommended if at range to close the gap, and dodging is recommended if at melee to avoid being bodyblocked by the boss.
Ice Barrage With the boss' farthest hands it channels ice, which then unleashes with both hands at the front. Shoots two horizontal bursts (one for each hand) of ice shards that repeat themselves at quick intervals. This attack tries to aim at the player's position. It has a dead zone (cannot hit) close to the boss, right in the middle where the two bursts intersect with each other. The boss can adjust the reach of this attack depending on player position, and has very high horizontal coverage. The boss cannot do anything else while it's casting this attack, but will try to correct its aim to hit the player if possible. Can be blocked by the pillars in the room.

Each projectile has light stagger but can hit repeatedly, so it can stunlock the player for the complete duration of the attack. If the player's positioning is bad enough, they can be hit by the two bursts at the same time, making this a guaranteed death unless they have massive ice resist. This attack has fast recovery. Can be blocked, and each projectile deals low stamina damage. If the player is close enough to the boss, sprint towards it's middle area (the dead zone) then dodge into it to avoid getting clipped by the attack. Otherwise, they may try to cover themselves behind one of the pillars in the room, although this can be finicky.

Managing to get into the attack dead's zone can be tight, but provides a large punish window as the boss cannot do anything else when performing this attack. Just be wary of any follow ups.
Teleport Gathers fire energy with its 4 hands, covering the ground in an aura of flame. It crosses the arms to the chest, then after channeling for a few seconds, teleports to the opposite side of the room with a vertical stream of fire, at which point the flames in the ground erupt, damaging the player. 

Becomes Enhanced Teleport in Phase 2.

Only performed when player is near or at melee range. The trigger itself can be RNG-heavy. If the player is in the side of the room where the boss would spawn, they will get knocked down backwards with some damage. If timed right, can be staggered out of this attack, but requires extremely close track of its stagger value to pull off reliably.
The fire eruption from the ground causes knockdown and heavy damage, and is unblockable.

Once you see the that the hands are gathering energy, disengage and start heading to the other end of the room without sprinting. This will allow you to stay on the move, recover your stamina, and avoid getting hit by either part of the teleportation.

Between teleports, make sure to reapply buffs when needed, but always stay close. If caught unaware and react too late, try to use the pillars as cover from the ranged attacks until you reach the boss at melee.
Fourfold Veredict Channels lightning with her 4 hands raised to the sides, then pushes them to the front, creating a blue cloud that erupts 4 orbs of lightning. These home in at moderate speed (slightly faster than your normal movement speed) wherever you are. The orbs spawn in short succession instead of all at once, and dissapear after enough time has passed. The orbs despawn prematurely if they hit any of the pillars around the room. Each orb causes heavy stagger on hit and can chain-stagger the player if they're too close to each of  them. Has medium recovery. Perfoms this move to help it set up other moves, denying the player's freedom of movement. Can be blocked, but consumes high stamina. Sprint away (if not at melee) or into the boss (near melee), then be on high alert for any follow ups the boss may perform. The player may stay close to one of the pillars to avoid this attack if they wish.

The orbs themselves can be dodged through, but have very strict timing and thus is discouraged to attempt.
Indra's Coil Channels lightning by crossing their 4 hands to the front, then extends them outwards quickly in a X motion. This summons 5 circles of lightning in the ground near the player, that erupt vertically 3 times in total at short intervals. Each of the eruptions try to follow the player's position, so just moving in one direction does not avoid the attack. Albeit rarely, the circles may spread around the player, causing the dead center of the area to be safe. Can perform this at melee. Causes light stagger, and can stagger in sucession if the player does not mash the dodge button after getting hit. The boss recovers after the first eruption happens, which makes it very likely to follow up with another attack while you're being harassed by this move. The eruptions can be blocked if they're not directly below the player.  If you can freely move (usually at range), you try sprinting in one direction to avoid it, but must still save enough stamina for a roll.

If player is not at melee when she performs this attack, be wary because the boss can follow up with any other attack very quickly.

If at melee, the simplest way to dodge it even if bodyblocked by the boss, is to have enough stamina to roll three times in short intervals.
Lightning Smack Crosses the arms to the chest with channeled lightning, then attacks the player twice with them in a horizontal sweep motion. Has no range behind the boss. Very slight tracking. Only done when the player is at melee range. This is the only attack of its arsenal in which you can obtain Focus by dodging. First attack causes medium stagger, and the second causes knockdown. Getting hit and staggered by the first attack will make you eat the second one no matter what. Slow recovery. Can be blocked. Cannot be parried. Try to get to a side of the boss if they perform this at melee, as you will be able to get a huge punish window. Do not get directly behind the boss in case it performs its Teleport move after finishing it so you can stay on the move.
Fire Streams Quickly channels fire on its furthest left hand (your right), then turns around their body to the right (your left). It proceeds to emmits a quick sweeping Fire Beam at ground level. When laser finishes, it follows up with two quick, fire streams that aim at your position. Often used when starting the fight. Both attacks can reach all the way to the other side of the room. The fire streams can not hit the player if they're directly at melee range of the boss. The laser causes knockdown, and the streams cause medium stagger. Both the fire laser and the fire streams cannot go behind the pillars, but the player must be close to them to avoid getting hit by the attacks. If hit by the Fire Laser, the player can still recover in time to dodge the fire streams. The laser, as well as the fire streams, can be blocked.  Dodge sideways in the direction the laser is coming from (your left), then quickly sprint behind one of the pillars and hug it to avoid getting hit.
Alternatively the player may try to dodge three times in a timely manner, but this can be hard to perform. If the player gets hit by one of the fire streams, they can mash the dodge button to avoid the second one.
Flame Spread The closest two hands of the boss are lowered to the sides and glow with fire, then after bringing them together, they cast flame bursts in a shotgun-like spread in front of it. Then the furthest end of each burst explodes. The explosion itself can go through the pillars if too close to them. Any of the fire bursts that hit the player before reaching their max range do not explode. The fire bursts themselves causes light stagger, and more than one can hit the player. The fire explosion causes knockdown on hit. This attack has medium-short forward range, but massive horizontal range, completely covering the boss' frontal side. Has medium recovery. The flame burst themselves can be blocked. However, the explosions are unblockable. Either stay away from the boss, or go directly behind it while it's still casting the move. In either case, try to not be directly at the front, as it's very hard to dodge.
Fireballs Quickly emits four balls of fire in a straight line (that can overlap) with its closest hands, then performs it again with its furthest hands, for a total of 8 fireballs. The fireballs themselves are aimed at your position, but have no tracking after being launched. This move is very rarely performed by itself, more often used as a follow up after being staggered by another attack (including blocks). The fireballs may be blocked by standing behind the pillars in the room.

High travel speed and long reach. Causes light stagger per hit, but due to the quick sucession of the projectiles, being hit by one means you can get hit by the remaining ones. Can be blocked, but not recommended. If you're not staggered by a move when the boss performs this, dodge sideways the first barrage, wait very slightly then dodge sideways again for the second. Never stop moving until it finishes.
Phase 2 (Triggered when HP reaches 0% for the first time, and stays like this until death. Gains additional moves and retains old ones)
Ichorous Ice Gathers ice energy with its 4 hands, bringing them them together, then unleashes a line of three ice projectiles in the shape of snowflakes in a spread. These travel a slight distance forward, stop briefly, then home into the player, then stops again and bounces mid-air back in a straight line. The boss will actively try to turn in the direction of the player before trying to shoot out the projectiles.

Can hit multiple times. Each projectile causes light stagger. The projectiles are unblockable. Medium recovery.
Being behind pillars will not keep you safe, so you'll have to dodge if you see any of the projectiles come close to you.
If very close at melee, dodge into the boss when it shoots the projectiles, then be ready to dodge again once they home into you.
If at range (not ideal but it can happen), wait for the projectiles to stop briefly in the air, then dodge into them when they home into you, then sprint to the boss.
Patrolling Fire Orbs At 50% HP or less, it will summon fire orbs that travel along the ground of the room in one direction at a time in a straight line. These mines can turn around the pillars, and go in a diagonal fashion if needed. They will never go beyond the pillars, making any of the far ends of the room safe.  After 40 seconds have passed, the orbs will dissapear. The boss tends to quickly summon them back again once their timer nearly expires (or has expired).

Light stagger on hit. The orbs leave a visible fire trail behind them that deals no damage, making their direction easy to figure. Unblockable. Slow recovery.
They're designed to be a stage hazard to make moving between teleports harder. Dodge into the orbs if they come towards you to avoid getting hit, otherwise follow their fire trail without bumping into them and keep moving into the boss. Be wary of the attacks of the boss in the meantime.

If the boss performs this when you're already at melee (to refresh their timer), you will get a massive opportunity window to punish. Be wary of any teleport follow ups however.
Fire Laser Sweep Often done at the start of the fight. Raises its hand into the air and channels a fire laser that sweeps through the room in a zig-zag pattern that can reach all the way to the other side. Wherever the laser touches it also leaves behind a lingering fire trail that explodes after a short period of time. Has a blind spot directly in front of the boss at melee. Prefers to perform it when the player is at range. The laser itself causes medium stagger, while the explosions from the fire trail cause Knockdown. Medium to slow recovery. None of the components of this attack can be blocked. Medium recovery. Very high damage. The laser sweeps along the fire trails are extremely hard to dodge, but they tend to be done in a set pattern. Focus on dodging the sweep itself, then reposition yourself to stay away from the fire trails.

Do not hug the walls and the pillars, and try to approach the boss as fast as you can once it finishes doing this move. In general, you do not want the boss to be away from you to prevent it of casting this attack. This applies even if you're a range-based build.
Enhanced Teleport Gathers fire energy with its 4 hands. It crosses the arms to the chest, then after channeling for a few seconds, teleports to the opposite side of the room with a vertical stream of fire. The ground erupts in flames without any prior warning, so the player must recognize this move by looking at the boss. Only performed when player is near or at melee range. If timed right, can be staggered out of this attack, but requires extremely close track of its stagger value to pull off reliably.

When the boss re-appears, they will have a blood shield around it (similar to Foulblood Barrier in appareance) that absorbs all incoming damage until it breaks. Despite the visuals, the shield does not extend the boss' hurtbox, so the player must hit the boss directly to deal damage. If the player is in the side of the room where the boss would spawn, they will get knocked down backwards with some damage.
The fire eruption from the ground causes knockdown and heavy damage, and is unblockable.

The shield has (approximately) 2000 damage worth of absorption before breaking, but does not regenerate with time. Any amount of damage dealt that surpasses the shield's remaining absorption will transfer to the boss. Boss can still be staggered while the shield is active.

Shield can be instantly broken (even with Offensive Gifts such as Blood Shot) if the player hits it while the Gift Merciless Reaper is active.
Once you see the that the hands are gathering energy, disengage and start heading to the other end of the room without sprinting. This will allow you to stay on the move, recover your stamina, and avoid getting hit by either part of the teleportation.

Between teleports, make sure to reapply buffs when needed, but always stay close. If caught unaware and react too late, try to use the pillars as cover from the ranged attacks until you reach the boss at melee.

Before trying to break the shield, make sure to regain your stamina as much as you can while dodging the boss' attacks. The boss will not teleport when the player is at melee if the shield has not been broken yet (no matter how much remaining HP it has), making it prone to being set up to high damage windows. Once the shield breaks, the boss will finish any attacks it has queued, then try to cast this move again.

 

 

Successor of the Ribcage Lore

The Successor of the Ribcage, also known by her original name Aurora Valentino, is a Successor: an extremely powerful Revenant that is fused to a massive Vestige called a Relic, which used to be part of the Queen, in order to prevent the Queen's resurrection. However, the Queen's desire to live slowly corrupts every Successor, causing their bodies and minds to twist and become an extremely powerful Lost, requiring the original Successor to be killed and the Relic to be put in another Successor. This happens periodically.

Aurora Valentino holds the Queen's Ribcage, making her the Successor of the Ribcage: using its power, she created the Cathedral of the Sacred Blood from the Thorns of Judgment in order to protect the Source as well as to keep the other Successors separated and safe.

Even as she frenzied, she refused to forget one thing: she was there to protect the Source, and so became its guardian.

As the Successor of the Ribcage, Aurora takes the form of a massive female body laying on its back, with six arms, gold jewellery and skin that appears to be made from black stone. From the front of the torso forwards, she has the head and torso of a white-furred wolf, facing forwards where the rest of her body faces upwards. Should the player choose to restore her memories using the collected Isis Vestiges, Aurora will remain in this form and continue to protect the Cathedral of the Sacred Blood, since the player was able to calm the Queen's Ribcage and restore the Successor's sense of self, thus making her able to control it. Aurora grants the player her Blood Code, Isis, in return. However, if the player either has not collected all of the Isis Vestiges or simply chooses not to restore Aurora's memories, the player will absorb the Relic themselves, granting them the Queen's Ribcage Blood Code, and Aurora will turn to ash.

Lore theories should be clearly marked as such.

 

Successor of the Ribcage Notes & Trivia

The Successor of the Ribcage's Japanese voice actor, and, by extension, Aurora Valentino's Japanese voice actor, is Arisa Sakuraba, best known for voicing Riju in The Legend of Zelda: Breath of the Wild. No information can be found on their English voice actor.

 

 

Bosses
Argent Wolf Berserker  â™¦  Argent Wolf Soldier  â™¦  Attendant of the Relics  â™¦  Blade Bearer  â™¦  Butterfly of Delirium  â™¦  Cannoneer  â™¦  Frozen Empress (Boss)  â™¦  Gilded Hunter  â™¦  Hellfire Knight (Boss)  â™¦  Insatiable Despot  â™¦  Invading Executioner  â™¦  Juzo Mido (Boss)  â™¦  Lord of Thunder (Boss)  â™¦  Oliver Collins (Boss)  â™¦  Queen's Knight Reborn  â™¦  Skull King  â™¦  Stonecrusher and the Raging Noblewoman  â™¦  Successor of the Breath  â™¦  Successor of the Claw  â™¦  Successor of the Throat  â™¦  The Queen's Knight  â™¦  The Virgin Born

 




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    • I might have gone overboard, but I finished writing the Boss Moveset Table in great detail. If it's too much text :tm: you can skip to the "Counter" part of the table. Hope it helps.

      • Anonymous

        Not sure if I like that she's an story only boss. On one hand, she's probably the worst Successor boss in the game, but on the other hand, I would like to practice against her more, unfortunately there's no clone of her in the depths unless I'm missing something.

        • Anonymous

          So make sure you restore the vestiges before killing the boss. you wont get Isis blood code unless its restored first.

          • Anonymous

            This boss is disgusting on NG*
            One shots never are a good idea, and this boss has nearly nothing but one shots.

            • Anonymous

              In my opinion, this boss is more of an intro toward cast-type bosses than anything. She's super easy to manage because all of her attacks can be roll-dodged relatively easily and there are plenty of break between them to not only restore your stamina, but wack 1/4 to 1/3 of her HP right away AND, again, restore whatever stamina you used.

              • Anonymous

                Her aoe explosion also casts where she teleports to, so you can get telefragged. hehe be careful. I'm on NG++ so it's one shot, but maybe less for NG.

                • Anonymous

                  ok,,, the easiest way i did it was...

                  Partner: Yakumo
                  phase 1
                  when you enter the room, lock-on the boss.
                  the boss will target you and shoot her range attacks, so dodge that AND hide behind the walls.
                  let Yakumo go ham on the boss,
                  profit.

                  phase 2
                  same thing, let Yakumo do the work
                  she now has more range attacks, you will need to move more.
                  when she starts targeting your boy, Yakumo, charge in and attack her butt.
                  retreat, you should be done within 2 cycles

                  • Anonymous

                    IMHO the best place to be is to hug her side! From that location you can still see what she's doing with her hands which is important, and sometimes it baits her lightning paw attack, which is actually good because you can dodge the first attack towards her butt and ignore the second one (unless you're slow rolling) for some free hits. You can also see the teleport coming from a mile away which gives you more time to sprint over to the other side of the room. Even if you're a bayonet build or mage build, you wanna on top of this boss the whole fight, don't bother trying to duke it out from range.

                    • Anonymous

                      hiding behind a pillar doesn't work against fire beam, as after the beam finishes, a large blazing fire follows straight after, which hits through the pillars in the room

                      • Anonymous

                        You can just cheese the boss by running behind it. Also, if you feel like taking this boss down fairly, a big tip is to not stand too close to the pillars as the flame and electric attacks can hit you through the pillars if you stand too far away.

                        • I was struggling in NG+ with Armadia. Ended up switching to the old Artemis and was much easier. I learnt a bit more how the defenses work. (Fortitude and Vitality). I think I'll try to switch to a tank mage (Artemis) with bayonet mastery, mobility and gift, some willpower. Because I don't one hit target anymore. I think Armadia becomes a bit obsolete in NG+

                          • Anonymous

                            Running directly behind is a safe strategy, especially since it will rotate around to hit you. Just beware of getting too close and caught between its hands/legs, or you WILL get stuck. Also if you manage to beat it the first time, you won't have to do it again, even if you die.

                            • Anonymous

                              As of today 10/2/19, I've been seeing a lot of disconnects/crashes (ce-34878-0 errors, a generic crash code) on PS4 when trying to answer calls from others against this boss. Had it happen 3 times on my own PS4, twice in a row on a friend's PS4. Also called in distress calls on my secondary character on which I haven't beaten it yet, and had players constantly dropping. For more accurate info if you haven't started the boss yet, that 'sprint to cover suggestion' isn't really optional. Head immediately to the closest pillar as soon as you cross the doorway. My suggestion is enter the boss room either to the far left/right of the entry, your preference, and then head to pilllar closest to that side of the door. Don't try crossing left>right or right>left, or even center>left or center>right). That beam spam covers the entire room, and almost always its the first attack it uses. One way to tell if you're behind cover enough, is if you can still see the wolf head's eyes. If you can't see either eye, you're completely in the clear. If you can still see half it's head, so long as you're near a pillar, and head immediately to it, you're fine. If you can still see it's full head when it starts the animation for the beam spam, it WILL hit before you can reach cover.

                              • didnt seem to have any specific weakness to different elements of spells. blood/fire/frost roar did the same. might be resistant to lightning but lightning barrage is hard to test. i did do less dmg with ligtning weapon buff compared to flame weapon on melee hits. (plus it would fit her theme to resist lightning) enough dmg seems to stagger her out of the teleporting animation

                                • If you beat this boss you can either restore the boss or go through the door. Which means Aurora Dies or Goes back to Life. Here is a screenshot of us deciding two different paths and also getting different cut scenes & blood codes. Queen"s Ribcage (Exit the Memory) Isis (Restore Aurora)

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