Starscourge Greatsword

starscourge greatsword weapon elden ring wiki guide
attack power elden ring wiki guide 18Attack
Phy 129
Mag 83
Fire 0
Ligt 0
Holy 0
Crit 100
guarded damage negation elden ring wiki guide 18Guard
Phy 65
Mag 47
Fire 34
Ligt 34
Holy 34
Boost 52
attribute scaling elden ring wiki guide 18Scaling
Str D
Dex D
Int E
attributes required elden ring wiki guide 18Requires
Str 38
Dex 12
Int 15
Colossal Sword Standard
Starcaller Cry FP 20 (-20)
Wgt. 20.0 passive effects elden ring wiki guide 18Passive -

Starscourge Greatsword is a Colossal Sword in Elden Ring. The Starscourge Greatsword scales primarily with Intelligence, Strength, and Dexterity and is a good Weapon for pulling in enemies using its unique skill, Starcaller Cry. The Starscourge Greatsword is one of a few non-Claw/Fist Paired Weapons.

 

Curved greatswords of black steel wielded by General Radahn. A pair of weapons decorated with a lion mane motif.

Radahn earned considerable renown as the Starscourge in his youth, and it is said that it was during this time he engraved the gravity crest upon these blades. 

 

Where to Find Starscourge Greatsword in Elden Ring

The Starscourge Greatsword weapon can be found at the following location:

 

Elden Ring Starscourge Greatsword Notes & Tips

  • Weapon SkillStarcaller Cry
  • This weapon cannot be infused with Ashes of War
  • Cannot be enchanted with Magic nor boosted by Consumables
  • Starscourge Greatsword can be upgraded by using Somber Smithing Stones
  • Deals +30% damage to gravity icon 40px Gravity type enemies
  • Using the usual input to two-hand these weapons will instead result in dual-wielding both swords akin to how Radahn wields them. Note that despite the fact that they are dual-wielded rather than two-handed, the weapon still receives the two-handed strength bonus for non-paired attacks and can be properly wielded below strength requirement when two-handing despite the game showing otherwise. Paired weapon attacks do not receive the two-handed strength bonus.
  • Heavy attacks, and heavy charge attacks will not swing both swords, making these attacks overall less effective than using light attacks or light jump attacks.
  • Starcaller Cry will stagger and pull in enemies in the first cast. Utilizing the Weapon Skill again after the initial pull will spend FP again, equal to the first cast, bringing down both swords into the ground and produce a giant gravity explosion.
    • It is recommended to use it in situations with packs of enemies to gain the most value out of this skill.
  • Starcaller Cry's initial damage dealing AOE counts as a roar-type attack and thus benefits from the effects of the Roar Medallion and Highland Axe passive.
  • Sell Value:  er runes 13 1000.
  • Note: As of Patch 1.08, the Speed of Crouching and Rolling Attack has been slightly increased.
  • NOTE: As of Patch 1.09, the scaling values of this weapon were changed. Please refer to the Upgrades Table of this weapon below. Additionally, the speed of guard counters for this weapon has increased.
  • Other notes and player tips go here.

Moveset & Videos in Elden Ring for Starscourge Greatsword

One-handed Moveset:

  • Light Attack is a 3-hit combo of horizontal strikes ending in a 360 degree spin.
  • Strong Attack is a vertical chop, spinning into a second vertical chop on the second input.
  • Charge Attack is identical to Strong Attack.
  • Running Light Attack is a horizontal slash from right to left.
  • Running Heavy Attack is a downward chop.
  • Backstep Light Attack is a downward chop.
  • Rolling Attack is a thrust.
  • Jumping Light Attack is a horizontal slash from right to left.
  • Jumping Strong Attack is a downward chop.

Two-handed Moveset:

  • Light Attack is a three-hit combo of vertical, horizontal, and finally vertical slashes using both swords.
  • Strong Attack is a downward chop using only the right hand sword.
  • Charge Attack is identical to Strong Attack.
  • Running Light Attack is a horizontal slash from left to right using both swords.
  • Running Strong Attack is a downward chop using only the right hand sword.
  • Backstep Light Attack is a pair of staggered vertical chops using both swords.
  • Rolling Attack is a downward slam with both swords crossed.
  • Jumping Light Attack is a downward slam with both swords.
  • Jumping Strong Attack is a downward slam using only the right hand sword.

Mounted Moveset:

  • Light Attack is a downward slash.
  • Strong Attack is a single uppercut slash.
  • Charge Attack holds the sword close to the ground, dealing continuous damage, and ends with an uppercut slash that can throw lighter enemies into the air.
  • Videos for the Starscourge Greatsword Coming Soon

 

Builds for Starscourge Greatsword

 

Starscourge Greatsword PVP Poise Damage Values in Elden Ring

Patch 1.10 adjusted PVP Poise Damage of all Weapons including some Spells and Incantations. Please take note that these adjustments are exclusive to PVP.

One-Handed Attacks

  • 1H R1 (1/2/3 Attacks): 460.8/322.56/322.56
  • 1H R2 (1/2 Attacks): 489.6/489.6
  • 1H Charged R2 (1/2 Attacks): 1267.2/1267.2
  • 1H R1 Jumping: 460.8
  • 1H R2 Jumping: 844.8

Two-Handed Attacks

  • 2H R1 (1/2/3 Attacks): 133.65+133.65/133.65+133.65/148.5+148.5
  • 2H R2 (1/2 Attacks): 489.6/489.6
  • 2H Charged R2 (1/2 Attacks): 1267.2/1267.2
  • 2H R1 Jumping: 267.3+267.3
  • 2H R2 Jumping: 844.8

 

Starscourge Greatsword Upgrades in Elden Ring

Please see the Upgrades page to understand the weapon bolstering process.

Requires regular reinforcement with Somber Smithing Stones.

  Attack Power Stat Scaling Passive Effects Damage Reduction (%)
Starscourge Greatsword Phy Mag Fir Lit Hol Sta Str Dex Int Fai Arc Any Phy Mag Fir Lit Hol Bst Rst
Standard 129 83 - - - 78 D D E - - - 65 47 34 34 34 52 26
Standard +1 147 95 - - - 85 D D E - - - 65 47 34 34 34 52.52 26
Standard +2 166 107 - - - 93 C D E - - - 65 47 34 34 34 53.04 26
Standard +3 185 119 - - - 101 C D E - - - 65 47 34 34 34 53.56 26
Standard +4 203 131 - - - 109 C D D - - - 65 47 34 34 34 54.08 26
Standard +5 222 143 - - - 117 C D D - - - 65 47 34 34 34 54.6 26
Standard +6 241 155 - - - 124 C D D - - - 65 47 34 34 34 55.12 26
Standard +7 259 167 - - - 132 C D D - - - 65 47 34 34 34 55.64 26
Standard +8 278 179 - - - 140 C D D - - - 65 47 34 34 34 56.16 26
Standard +9 297 191 - - - 148 C D D - - - 65 47 34 34 34 56.68 26
Standard +10 316 203 - - - 156 B D D - - - 65 47 34 34 34 57.2 26

 

 




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    • Anonymous

      I don't understand why so many people hate this weapon. Is a paired weapon so it means you can destroy things with the jump attack, the skill with the appropriate set of talismans just one shot everything even in the dlc, you can absolutely obliterate npc invaders almost without taking damage and it's also very good against certain humanoid bosses that get easily stunned by the skill. It is also very good against Astel. If you don't have a faith build this weapon is also your option for farming albinaurics. So, honestly, I don't understand why so many people think this weapon is trash. It's actually very good and I really enjoy it.

      • Anonymous

        Why is ppl malding about the int requirement? 15 int is meant for hybrid builds, not pure mages, it ain't that much for other builds. Hell, even a faith/arc hybrid can get those points without much issue. You simply don't see gandalf swinging a pair of motorbikes around.

        • Anonymous

          Very useful invasion weapon for gravity kills and exposing mimic veils. However it's pretty terrible for actual combat, even in PvE I'd way rather use a two handed Ruins or Royal GS over this. Low damage because you can't two hand, awful range, skill is a free back stab against anyone competent. Really wish this was a true Str/Int weapon rather than a Str weapon with an Int tax so it could at least distinguish itself somewhat, but alas.

          • Anonymous

            Still the best of the three Radahn's sword pairs because of low dex requirement and big purple stuff go kaboom

            • Anonymous

              it is beyond ****ed up that between the three different radahn swords, not one of them has a single unique normal attack. just standard, clumsy, boring ol' colossal sword attacks. not even when they're powerstanced! not even a unique powerstance r2!!! and its not like radahn uses them like that! why aren't any of them curved greatswords!!! fromsoft!!!!!!!!!!!!!
              also all of the ashes are kind of boring to use...

              • Anonymous

                Man people really don't like these swords but I put 50 in STR and 20 in INT and god I two hit morgott and killed mohg before he could use second phase transition skill get the swords to plus 10 even PvP became easier nobody expected these its really funny to see people panic when I use these

                • Anonymous

                  Out of all the weapons Fromsoft could have copy pasted for the dlc, they had to pick this slow clumsy moveset that you cant do anything but jump attacks, or be goofy looking and have a useless sword on your back. If only they were curved greatswords...

                  • Anonymous

                    thise babies are absolute best to clear annoying packs even of big enemies, 15 int is all you need, also its so timesaving to just roar once instead of rolling like crazy to destroy all those nasty crates

                    • Anonymous

                      People seem to clown on this a lot but ngl the poise damage on these things trivialize the game at times. Also i love starcaller cry even if it dont do much the follow-up just feels so good

                      • Anonymous

                        It's amazing to me how all 3 radahn swords have terrible movesets and are all just worse than the basic zweihander you get in weeping peninsula

                        • I think the claw talisman and Raptor black feather are working well with this dual-wielding weapon now. I tested on Turtle Pope, the dmg did increase significantly with jumping attacks when wearing them.

                          • Anonymous

                            The 45% damage reduction starts once the shout starts and persists for about 2.5 seconds, you have time to get another L1 attack in with the weapon or use the second part of the skill. This is pretty easy to test against the blood zombie's in Mogh's palace. You also have time to switch to a weapon with a very fast attack and use it's L1 before it wears off or get an attack in with a weapon held in your left hand. If you don't actually care about any of the weapons other effects it's probably just better to use Endure at it has a much shorter animation, allowing you to get more use out of it's damage reduction. It does stack with endure though.

                            • Anonymous

                              These should have been paired curved greatswords and I'll never forgive them for this. After the absolute bangers that were the Ringed Knight Paired Swords these feel like trash. The only thing you use these for is the AoW. Otherwise they are hot garbage.

                              • Anonymous

                                is it just me or does this weapon do absolutely no poise/stance damage? I will beat an entire boss and i MIGHT get once stance break towards the end of the fight, but more often than not their stance doesnt break the whole fight. On an entirely new build using dryleaf arts, enemies stances break so much easier multiple times a fight.

                                • Not as a main weapon, but is probably my favorite crowd control tool in the game, it's pretty satisfying eliminate a bunch of enemies with this AOW.

                                  • Anonymous

                                    I think these paired swords would've been a lot more viable if we got Radahn's movesets, just tone down the damage output, speed up the moves a notch, and you got yourself a decent endgame paired colossal swords.

                                    • Anonymous

                                      The effective range on the weapon skill is just comically large. Way too much omnidireccional radial range making it a crutch in nearly all melee encounters.

                                      • Anonymous

                                        I'm sure it's already been said, but I do wish the weapon art was the gravity drill attack Radahn does in phase 2. We have too many skills that are just variations of gravitas.

                                        • Anonymous

                                          Pesky sunbros getting you down? Simply face away from a high ledge and press L2, and watch your problems vanish into the abyss!

                                          • Anonymous

                                            there's something very special about walking into a room, seeing a couple enemies running towards you, and just pressing l2 and seeing them all crumple to their knees

                                            • Anonymous

                                              People really complain about pvp and RKGS,first this isnt meant to be a continuation to dark souls and then have you tried playing with another weapon instead,some are simply not meant for pvp if u cant play offline like a normal being.dweebs

                                              • Anonymous

                                                So lame that the weapon shares a moveset with the powerstance ugs. It should have had the ringed knight greatswords moveset

                                                • Anonymous

                                                  Not sure why people hate these things when they nearly outdamage giant crusher for jump attacks at 20 weight, it's like 100 less stats points for the same output but no RKR, which just slows you down to activate anyway thus less stance/stagger.

                                                  • Anonymous

                                                    After using lion's claw on my last build, I switched to this weapon. As fun as this aow is, it has no hyperarmor which is annoying if you get hit during it.

                                                    • My friend, this is a curved great sword, it’s not that much larger then Beastman, and also, the CGS power stance move set is better then ultra great swords power stance. This should of been made a paired CGS and then made a different weapon a paired ultra GS.

                                                      • Anonymous

                                                        Radahn can swing these wildly and whirlwind around the arena but when we use it its just the generic powerstancing moveset, with the shortest range of it's class too. I really wanna like this weapon more but c'mon From, talk about disappointing... (just like half the weapons in this game)

                                                        • Anonymous

                                                          Lazy design. Ringed Knight Great Sword has an incredibly diverse moveset and about 50 different interactions within it depending on what order you use the possible attack options within a combo. This just has a basic UGS moveset and tries to compensate for it by adding the typical Elden Ring Glowstick Nuke for its L2.

                                                          • Anonymous

                                                            What am I doing wrong with this thing? Powerstanced, everything feels too slow with no reach. Jumping R1s are the only thing that seems to do any sort of damage and not be hard to hit. Ash of war is so easy to dodge and has so much cool down. Is the one handed crouch poke really the best move?

                                                            • Anonymous

                                                              The AoW should coat the swords in rocks like cragblade does. It could have also used a special R2 move when buffed like the ornamental straight swords do.

                                                              • Anonymous

                                                                One of my all time favorite invasion weapons cause it’s funny using the weapon art to fling people off ledges. Also it just looks cool.

                                                                • Anonymous

                                                                  Another one of those weapons that show how bad fromsoft balances weapons. Just get 2 broad swords and you will have more damage per swing,swing 6 times faster,more reach and you won't get staggered out of your slow ass attacks every time. Not to mention its atrociously slow weapon art that deal no damage.

                                                                  • Anonymous

                                                                    Up until Radahn I'd been using dual greatswords with the Gravitas AoW. I wasn't aware that it was essentially a poor-man's Starscourge build - I just loved the flow of pulling enemies in before destroying them with the dual swords. You can imagine my joy upon trying this out for the first time!

                                                                    • Anonymous

                                                                      This should have a different skill (Starcaller Stance?): normal attack for Starcaller Cry and heavy attack for Cragblade

                                                                      • Anonymous

                                                                        awkward issues with r2's and range aside I aint gonna say no to a fun colossal sword powerstance moveset for 20 weight tbh

                                                                        • Anonymous

                                                                          crazy damage, can get in early game and stunlock 95% tough enemies you meet so you can easily destroy the land between, d(s)ex user can't like this masterpiece

                                                                          • Anonymous

                                                                            Used to be decent and relatively balanced for pvp, now complete garbage. All you can hope for is that someone gets caught by the smash due to server lag, disappointingly awful weapon for anything but farming runes.

                                                                            • Anonymous

                                                                              Not sure if this is listed but there is a bug for me where when I increase my Strength (listed as the top scaling attribute) the displayed damage of the weapon, both on the weapon's description and in my AR, does not change. However the actual damage does (I think?). Maybe just a visual bug.

                                                                              • Anonymous

                                                                                A sword wielded by a troll requires more intelligence than the swords of the most powerful gravity sorcerer to have lived.

                                                                                • Anonymous

                                                                                  Was looking over the motion values because I noticed some inconsistencies between this colossal and the others. Specifically, the poise damage motion values. For those who do not know, there's a 30% increase in the base poise damage on the R1s for all weapons when you use them 2 handed as opposed to 1 handed. R2s also get a poise damage buff of 10%. There's also a negative modifier for duel wielding of 40% on each weapon. This leads to some interesting outcomes, namely, that 2H R1s will deal more poise damage, and usually come out quicker than duel wield attacks, which makes them better for poise break.

                                                                                  I expected the 2H moveset of the radhan swords to behave in this manner, since they are paired weapons and are duel wielded instead of two handed traditionally. However, what I found was that the 2H/paired moveset on this thing was way way worse for poise breaks than colossals being duel wielded. So I looked at the numbers and sure enough, the paired moveset on this thing has modifiers that lower it's poise damage by a lot for some reason. For reference, the motion value for 1H colossal sword R1 is 240, while for 2H colossal sword R1 it is 312 (30% increase from the 1H R1), and the duel wield L1 has a mv of 144 + 144 (40% lower for each weapon). For the radhan swords, the paired R1 has a modifier of 90 + 90, which is lower than 1H R1. This means that if you were using 1 radhan sword with like a shield/ staff in the offhand, the R1s will break stance faster than if you were using both the swords.

                                                                                  To put hard numbers on this, 1H colossal sword R1 does 14.4 poise damage, while 2H R1 does 18.72 poise damage. Radhan's 2H/ paired R1 does 4.95 + 4.95 = 9.9 poise damage. This weapon is horrible for stance breaks, which is really sad for a colossal. For reference, this means hitting someone with 2 radhan swords is worse for poise damage than hitting them with the nerfed flame of the redmanes.

                                                                                  Additionally, the paired moveset of these swords don't get the pvp modifier for some reason, which means you can tank a paired R1 against the radhan swords with 100 poise, which makes it even worse than what I already assumed of the weapon in pvp.

                                                                                  I really hope from fixes this and also gives these a better moveset than the standard paired colossal sword moveset. You literally have the RKPGS moveset for DS3, why won't you port it over?

                                                                                  • Anonymous

                                                                                    After fighting Malenia for hours with those and not seeing any stance breaks, I looked at in-game stats, and saw those swords don't deal the same stance / poise damage as dual-wielding other colossal swords. Even 2-handing a Zweihander gives more stance damage overall. Real shame, they deal very good damage and the skill is great, but the range, moveset and stance damage put together holds them back.

                                                                                    • Anonymous

                                                                                      To all the people arguing that Radahn's swords are just too large to be paired Curved Greatswords and it's best that they are Colossal Swords, I have one thing to say: have you ever heard of something called the Blasphemous Blade?

                                                                                      • Anonymous

                                                                                        Really cool weapon, but they were just so lazy when designing the moveset. They really just gave the swords of the mightiest demigod the one-handed colossal heavy attacks.

                                                                                        • Anonymous

                                                                                          Would this at +8 with 60 int be capable of one shutting the albanaurics in Mohgwyn palace? If not, what buffs would allow it to do so?

                                                                                          • Anonymous

                                                                                            C'mon, FromSoft, 2-handed fist and claw weapons use both hands in their heavy attacks, why can't this ? Why not a few slams one sword after the other, or a spin attack, like Radahn does in his fight ?

                                                                                            • Anonymous

                                                                                              The Two-handed jump attack has NOT been decreased by 20% in patch 1.9. Tested with two individual +10 Radahn swords. Both two handed and powerstance do the same damage. Stop spreading misinformation.

                                                                                              • Anonymous

                                                                                                I really liked using this for my radahn build, lots of fun both pve and pvp. My only quibble is the reach is... stubby. Its not the end of the world and moreso a problem in pvp. You have the issue of getting outclassed by anyone with a greatsword reach wise (and to some extent damage wise, the way it works out with how many times you'll whiff). You basically cant hit anything you cant cough on given that someone just has to backstep. This issue also occurs from time to time pve wise. Given the many patches, i cant imagine itll get changed any time soon and i dont think any other aspects of the weapon are in need of changing for the most part. I guess hypothetically they could make them a little faster but given their paired nature and stance break pressure i could see it getting stupid fast.

                                                                                                • Anonymous

                                                                                                  Over powered weapon for PVP IMO, any slack jawed static brained invader can just sit on that one ledge at first step and 1-KO you with either fall damage or their goofy build, good counter? Long distance or just force quit the game, not worth the time or pain fighting against.

                                                                                                  • Anonymous

                                                                                                    So I have done some further calculations regarding the skill's damage reduction, because I noticed that beside the damage reduction at 45%, there is also for some reason an increase in damage taken from pierce damage type. So anyway, my outcomes are as follows.

                                                                                                    Upon activating the skill in combat, you firstly receive a +15% post-mitigation damage taken status for pierce damage only. A split second after that you receive the flat 45% post-mitigation damage reduction on all stats, which combines with the pierce damage increase for a brief period. after another split second, the pierce damage increase goes away, leaving you with the flat 45% post-mitigation damage reduction. This damage reduction lasts through the entire animation of the roar part of the skill, including its wind-down. This wind-down is cut and replaced by start-up of the smash part of the skill, however the damage reduction's duration remains the same, whether you buffer the second part of the skill or not.

                                                                                                    To clarify the post-mitigation damage and how it combines in the case of pierce damage, let's use an example. When you have 20.000 pierce damage reduction from armor, upon activating of the skill, the +15% damage increase adds 15% damage to post-mitigation damage, so in this case 15% of 80, which is 12, so you'll end up with 8 pierce reduction for a split second. Then you will receive 45% post-mitigation damage reduction. (side note: damage reduction seems to have priority over damage increase), which in this case is 45% of again 80 which 36, resulting in a total reduction of 20+36=56 for all other damage types except pierce, to which we now have to add the 15% post-mitigation damage increase. The 15% is now calculated from the damage left over after adding the 45%, so from 44, which is 6.6, so we subctract that from 56, resulting in 49.4. Sooo, with everything said, your damage reductions where we start at all reductions at 20.000 will look like this in the split second when all effects of the skill are in effect.

                                                                                                    Phy - 56.000
                                                                                                    Str - 56.000
                                                                                                    Sla - 56.000
                                                                                                    Pie - 49.400
                                                                                                    Mag - 56.000
                                                                                                    Fir - 56.000
                                                                                                    Lig - 56.000
                                                                                                    Hol - 56.000

                                                                                                    After the 15% pierce damage increase wears off, you'll be left with all reductions at 56.000.

                                                                                                    I hope this all makes sense and sheds some light on how the game calculates damage reductions and damage increases combined when using skills in general.

                                                                                                    I'd appreciate if some editor could somehow simplify these findings and add them to the weapon's page above.

                                                                                                    Thanks for coming to my TED talk and giving me something to procrastinate over while I am supposed to be writing my thesis.

                                                                                                    Cheers.

                                                                                                    • Anonymous

                                                                                                      Ash of war is a mashup between the defense bonus from stamp / the poise (but not unflinching buff) from perseverance / and gravitas.

                                                                                                      If you're in combat the first part of the AOW will actually increase your defense by a +value somewhere around the 50% range.

                                                                                                      went from 35.588 Physical defense to 64.574.

                                                                                                      Haven't seen any mention of this on the wiki, so I thought it'd be worth sharing.

                                                                                                      • Anonymous

                                                                                                        To anyone who watched the fextra build guide. When it comes to your wondrous physic mixture, I feel like fextra completely forgot to mention the thorny cracked tear, which is the obvious choice for a build that also uses the attack rating increase talismans. I tried it myself on the mohgwyn palace albinaurics farming spot the the damage of the weapon skyrockets with it. I would definitely uses that either in tandem with or as a replacement to the magic-shrouding tear.

                                                                                                        • Anonymous

                                                                                                          Fashion advice: Try using these weapons with the Maliketh’s armor set. This setup feels like the armor and weapon were made for each other, both with the black and gold color schemes as well as the maliketh armor providing exactly 51 poise to cater to colossal weapon gameplay. You will need exactly 35 endurance to wear both and have some extra weight for any talismans, including slightly heavier ones like winged sword insignia or millicent’s prosthesis.

                                                                                                          Side note, along with golden vow, FGMS, magic-shrouding tear and fully charged talismans mentioned above, this weapon can reach up to 1600 AR at +9, and the WA can accomodate for occasional usage of terra magica, further boosting its damage to absurd levels.

                                                                                                          Overall, these swords are a big fashion statement with insane min-max potential. :)

                                                                                                          • Anonymous

                                                                                                            Fashion advice: try using these with the Maliketh’s armor set. This setup feels like the weapon and armor were made for each other.

                                                                                                            • Anonymous

                                                                                                              This should've been a curved greatsword and it should've give you two swords per soul instead of just one. If you are not using it dual-wield, you are literally carrying a Greatsword without the damage of the Greatsword and you can't even two-hand it so it's inferior to every greatsword when it comes to it's damage and it's ash is nearly impossible to hit too.

                                                                                                              • Anonymous

                                                                                                                These make for a really solid alternative to the Sacred Relic Sword for farming the Palace Approach albinaurics. You can buff the damage as necessary with the highland axe and roar talisman as mentioned, as well as the Warrior Jar Shard or Shard of Alexander, since you'll be using the weapon art to draw in large clumps of the froggy fellows and then blasting them with the skill's repeated input. If the weapon art inflicts magic damage it might also be subject to the magic scorpion charm + and/or shrouded physick but I can't be quoted on that.

                                                                                                                • Anonymous

                                                                                                                  Another victim of the ash of war pvp nerf. The roar will only do like 200-300 damage to players even with roar buffs

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