Scattershot Throw (Claws of Night) |
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Employ smithing arts to conjure multiple copies of the claws in both hands and throw them all at once. Follow up with an additional input to throw again.
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Scattershot Throw (Claws of Night) is a Skill in Elden Ring. It was added with the Shadow of the Erdtree DLC. Scattershot Throw (Claws of Night) creates multiple claw copies which cannot be fully guarded against and throws them all at once.
How to get Scattershot Throw (Claws of Night) in Elden Ring
- Default skill for the Claws of Night.
Elden Ring Scattershot Throw (Claws of Night) Guide, Notes & Tips
- This is a Unique Skill
- FP Cost: 11 per throw
- Deals 11.2 stance damage
- This Skill is not Chargeable
- Identical to the Scattershot Throw Skill, however, the projectiles seem to have slightly less range and deal moderate stagger.
- 28 projectiles are thrown, able to hit multiple enemies up to four times
- Effective against large enemies and bosses, which can be hit by all four at a further distance
- Additional input allows for another scatter throw
- If the Skill is used without FP, only six claws will be thrown with the same range
NOTE: Patch 1.13: Fixed a bug where the physical attack attribute of the Skill was different than expected (Slash > Pierce).
NOTE: Patch 1.14: Decreased damage against other players. This skill will no longer cause the headshot damage motion when hitting another player.
Elden Ring Shadow of the Erdtree Scattershot (Claws) Videos
- Anonymous
- Anonymous
There are 28 projectiles, but only 4 can hit the same target, each doing 25% of the damage and status. There's no bonus to hitting the same target with 'all' the projectiles, you can shotgun targets for full effect even at a distance. However compared to normal attacks, the weapon art adds in 2x claw swipes for full damage so you can deal up to 3x base damage at melee range (no status from these attacks) but also deals about 75% status per projectile instead of the 25% to match damage, so you get about 3x the status of a normal attack, whether at melee or distance. And they also headshot, which deals bonus damage and stagger. All of which makes it ridiculously powerful
According to my tests and the motion value spreadsheet, the claws do NOT hit the enemy, only the projectiles. At melee range (literally the claws' range), each projectile deals 70% motion value for damage and poise, for a total of 280% motion value cause the maximum 4 projectiles are going to hit. If you are a bit away from your target, it is going to be considered a 'ranged' cast and the damage per projectile is reduced to 39% motion value. for damage and 35% for poise, for a total of 148% for damage and 140% for poise. BUT the status motion value is NOT affected by distance! It is 70% of the weapon's bleed buildup per hit (280% for 4 hits) regardless of being melee or ranged.
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