Fury Nautilodaunt

==Description==
The Fury Nautilodaunt is a rare variant of the Nautilodaunt, by some ungodly means having learnt and now actively utilizing the Thundercall Attunement.
Their skin is noticeably darker than their regular counterparts, with a yellow tint, while their eyes glow a bright yellow, atypical to it's white-eyed original counterparts. 
Aside from the change in color, the Fury Nautilodaunt's Thundercall usage has given it the ability to electrify its prey with each and every one of its attacks, debilitating the prey in the process. 
Finally, it is also observed to be much more durable than a regular Nautilodaunt. All of this combined making it a far more dangerous threat, capable of taking out fully geared PVE builds if underestimated.
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==Attack Patterns==
Name 	Description 	Parryable?	Blockable	Dodgable	Danger
Fury-Fists of Thunder!	All of Nautilodaunt's attacks now apply Electrify. Removing hyper-armor and applying true-stun. 	N/A 	N/A 	N/A 	(★★★★)
Punch 	The Fury Nautilodaunt attempts to punch their prey with a variety of different punches. 	◯ 	◯ 	◯ 	(★★☆)
Kick 	Fury Nautilodaunt's punches would randomly lead into a kick, forcing the opponent backwards. To then close the distance for another attack, sliding towards you to deliver another kick. 	◯ 	◯ 	◯ 	(★★☆)
Flip- Kick 	Fury Nautilodaunt flips into the air and attempts to strike their prey with a kick. 	◯ 	? 	◯ 	(★★★)
Drop-Kick 	Fury Nautilodaunt initiates a full sprint before committing to a drop kick on its prey, sending them flying. 	◯ 	? 	◯ 	(★★★)
Electro Stomp 	Fury Nautilodaunt stomps the ground, sending rubble hurling towards you and creating small geysers in a straight line. Most likely used against distant prey for a variety of functions such as giving chase, or to take the initiative. This insta-grips, sparing you from becoming a Mudskipper but still wiping you all the same.	✗ 	X 	◯ 	(★★★)
Feint 	Like The Enforcer, the Fury Nautilodaunt can also feint their attacks. 	N/A 	N/A 	N/A 	(★★☆)
Vent 	If hit by any move that utilises the Song such as a Mantra, certain Resonances, or a Vent from the player, the Fury Nautilodaunt will near-completely negate the damage of said mantra. Can happen even during other moves. 	N/A 	N/A 	N/A 	(★☆☆)
===Finisher===
*"Mudskipperification" - The Nautilodaunt punches the now-incapactiated player one final time, turning them into a Mudskipper.
===Talents===
*Monster Resistance - Physical attacks deal ??? less damage to Nautilodaunts. 
*Monster Resistance - has 70-80% elemental reduction. 
==Combat / Tips==
While the normal variant of this enemy has the health equivalent to a Megalodaunt, making it the weakest of the endgame tier mobs, the Fury Nautilodaunt has an increased health pool by 800 points, making it a bit of a tougher encounter. It has a ton of resistance to a variety of attack types, and it's also unique in the fact that it has a much smarter AI along with the ability to Block, Parry, and Dodge.
While this mob can not be power checked, most strategies that work on The Enforcer will also work on the Nautilodaunt, aside from the fact that he has much higher damage. Even with it's near-immunity to Mantras, it can still be posture broken incredibly fast and easily with mantras such as Tornado or Caltrops. Take note that with the additional health of this variant comes the passive ability of applying the Electrifying status effect, making it harder to land a hit with the true-stun and removal of hyper-armour.
Keep in mind standard humanoid boss PVE tactics such as stacking attacks, grouping up, and running to heal can still work against this mob, and due to it's incredibly low health at 1800 (which can reach numbers as small as ??? with PvE Scaling,) it will die incredibly fast. It also cannot reliably parry Critical Attacks if a feint is used beforehand, making instant guardbreaks such as the Pernach and a majority of Heavy Weapons will make this mob into a far easier challenge.
However, without a "cheese weapon," each of the Nautilodaunt's attacks can prove difficult, so they will be gone through in order: 
*The Nautilodaunt has a wide variety of punch variations, which all possess their own speed and animations, throwing off any players who believe to have hit a rhythm. Their animations are desynced, so what could be a Parry ends up as a Block, usually with the hit coming before the animation finishes. After a punch, it can followup with any of it's other punches instead of pausing like the Enforcer would, this can be chained infinitely leading to infamous "Infinite Combos," especially from the Fury variant.
*Nautilodaunt's kick is basically identical to The Enforcer's. It will usually use it as an extension of his other attacks, placing it after his normal or double punches. While dealing less damage than its punches, it is painfully quick and the second hit will low profile. 
*Attempting to Vent to disengage, or use any mantras, will proc it's Vent regardless of what action its doing, leading to incredibly heavy Mantra resistance but not Immunity. This action is not considered an attack and as such can be "movestacked" with.
* Flip-Kick and Drop-Kick share many similarities. Normally, Nautilodaunt power-walks towards its targets. But right before it uses these two attacks, it will perform a much different "Naruto-Run" towards the opponent. Flip-kick is used when the Nautilodaunt gets somewhat close, rapidly closing the gap in the air with a kick. This is INCREDIBLY fast, but also somewhat delayed for when the attack actually lands, being an easy source of whiplash. Alternatively, it will plow right into the player with a sliding Drop-Kick, dealing high damage, and also being rather fast. However, these moves will only be used at a distance.
**In theory, it should be easy to avoid these attacks as it clearly telegraphs them with the sprint, but in practice, both of the attacks have radically different executions, speeds, and delays, basically forcing you to have to react fast enough. If it keeps running towards you after a distance it WOULD HAVE flipped from, its almost certainly a Drop-Kick.
*Its third attack is made when distance is made that's too far for a Flip or Drop-Kick, the Nautilodaunt instead stomps the floor with a loud audio cue. Depending on your distance, it can either be highly telegraphable as the pillars go progressively, or nigh unreactable if it is incredibly close to you. While this move is the most dangerous, realistically you should not be seeing this attack outside of being on top of a building.
Always keep calm while fighting the Nautilodaunt, and rely on parries before doing a Critical Attack to break their posture and kill it in one or two guardbreaks. If you have an incredibly high damage mantra such as Tornado or Caltrops, instead those may be used as it will choose to ignore them in order to vent, which leads to a Posture Break thus allowing you to kill the Nautilodaunt while having only blocked or parried and using one move.
On a final note, you cannot sneak attack the Nautilodaunt while it is burrowing at the spawn, as it will consistently dodge the first attack. It's aggro range is pretty big so be cautious if you are entering on it's side of the city, listen out for the digging because it's loud enough for you to be able to hear it from outside the aggro range.
==Gallery ==
File:Corrupted Bosshoss.png|A player killed by a Corrupted Fury Nautilodaunt
==Trivia==
*The Fury Nautilodaunt originally had 1200 HP, which was then shadow buffed to 1800 HP.
==Navigation==
Category:Monsters