Staggering and Breaks

Contents

[edit] Stagger and Break Guide

Note that there are some minor differences between the WKC1 version and the WKC2 version (which includes the WKC1 game on the same disc) when it comes to perform a Stagger and Break on an enemy. Here are some examples of the differences:

  • Some enemies (like the Grand Gigas) will now drop an item when its body part is broken which wasn't possible in the original version.
  • In WKC1 any type of attack could stagger an enemy but now you need to attack with a particular type of attack (Thrust, Strike or Slash) to complete the transition (although any type of magic attack can stagger enemies).
  • In WKC2 enemies that can have their back or torso broken stay on their side for a much shorter period of time making it much harder to break an Ancient Dragons back, for example when staggered.
  • Any knight with a "Turn break" can instantly stagger an enemy under certain conditions. See Turn Breaks for more info.

[edit] Staggering

One of the most important battle mechanics to master in WKC is Staggering - Attacking a certain body part or parts, causing the enemy to be unable to attack and often allowing you to attack the most vulnerable parts of its body. Learning how to stagger each creature type is essential for the following reasons:

  • Allows you to heal, gain AC, buff and debuff the enemy in safety.
  • Allows you to inflict additional damage on the most vulnerable parts of the creatures' body.
  • Allows you to attack 'Break' body parts which may otherwise be impossible to reach.
  • Allows you to solo quests involving large enemies (Such as Station Attendant.)

In WKC2 there are two ways to stagger an enemy:

  • Attack certain body parts in a particular order (see the Stagger Points Table for enemy specific staggering points)
  • To perform a Turn Break with a knight by pressing "Triangle" just as an enemy charges its most powerful attack.

[edit] Turn Breaks

Exclusive to the WKC2 game, Turn Breaks are actions that any knight user can use as long as the knight weapon has a Turn Break available. Most Knight Weapons have 1 Turn Break available but players who downloaded the Knight Weapon DLC have access to weapons with 2 Turn Breaks. This is especially useful when using +Guardian Aura as Turn Breaks are required to activate GA.

If timed just before an enemy charges its most powerful attack you will instantly stagger it regardless of how much damage it has taken on any of its legs but you will still need to complete the transition by attacking one of its glowing body parts with a certain attack type.

Mistime a Turn Break and your attack will do very little damage, miss it all together and the party will take heavy damage and the knight user will often become staggered themselves!

[edit] Breaking for Drops

The next important mechanic to master is Breaking - Attacking specific regions of a creatures body to cause a possible extra material drop (a random item from the creatures drop pool that isn't a loot only item.) This is very useful for stocking up on materials for binding and upgrading.

[edit] Enemy Stagger and Break Points

Species Creatures Included How to stagger Break location(s) Notes
Automata Black Knave
Golem
Iron Golem
Primeval Guardian
Stone Guardian
Attack either of the legs to cause it to kneel down.
WKC2 Only
Head
Strike attacks will allow you to stagger these creatures quickly - So Axe users are incredibly useful here.

When the Belly becomes reachable, sufficient damage to it will lower the RES and/or DEF of the target.
Beast Ahwahnee
Cerberus
Megalo Tigris
Fenrir
Rock Hound
Attack any of the legs to cause it to fall onto its side.
Head (Ahwahnee in WKC1 only.)

WKC2 ONLY
Back

Cerberus ONLY
Left Head
Right Head
Attacking the Head will cause the creature to become enraged, making all of its attacks far more powerful.

The Behemoth Run/Rush attacks will reset any damage done to the legs for staggering the creature (although their HP will not increase/reset.)
Dragon Ancient Dragon
Earth Dragon
Fire Dragon
Ice Dragon
Wind Dragon
Netherwyrm
Attack any of the legs to throw the dragon off-balance and then mid-air attack the Head to knock it over onto its side.
Back
Tail
Attacking a dragon tail will cause it to become more ferocious, so it is best to leave it until the dragon has low HP and is on its side. (This is especially true of the Ancient Dragon, as recklessly attacking its tail will make the fight much more difficult.)

The dragon's breath attacks will reset any damage done to the legs for staggering the creature (although their HP will not increase/reset.)
Giant Fire Giant
Ice Giant
Attack either of the legs to cause it to kneel down.
WKC2 ONLY
Head
Sufficient damage to the head will KO the giant, allowing you time to heal, buff or debuff as needed.

Giants are extremely susceptible to sleep skills (Elemental Magic: Sleep and Bow: Sleep tip) - Allowing you to temporarily take a Giant out of the fight, giving you a chance to heal, buff and debuff or deal with other enemies (useful for quests such as Giant Headache.)
Giant Spider Dire Waterspider
Direspider
Dire Firespider
Dire Windspider
Attack any of the legs to cause the spider to slump.

Mid-air attack the head to cause the spider to flip-over and expose its belly.
- It is easier to stagger by attacking the legs as you can normally do more damage with a ground combo than a mid-air one.

Gigas Alphaena Gigas
Alphamiden Gigas
Alphapente Gigas
Betaena Gigas
Betapente Gigas
Betatria Gigas
Attack the legs with Slash attacks, the belly with Thrust attacks or the head with Strike attacks to cause it to kneel down.
WKC2 ONLY
Head
Once the Gigas kneels you can keep it in that position longer by not attacking it, as the more damage inflicted in this state will cause it to stand back up quicker.
Grand Gigas Grand Gigas Attack either of the legs to cause it to fall onto its side.
WKC2 ONLY
Left Head
Right Head
The Behemoth Rush attack will reset any damage done to the legs for staggering the creature (although their HP will not increase/reset.)
Greaver Poison Greaver
Pygmy Greaver
Attack any of the legs to cause it to fall onto its side.
Tail
You can attack the tail for the drop at any time, but it is much easier to do this after the Greaver has been knocked over onto its side.
Lamia Comitis Lamia Comitis Attack both the foreleg and hind leg of either the right or left side to cause Lamia to flip onto her side.
Back
Tail
You can attack the tail for the drop at any time, but it is much easier to do this after Lamia has been knocked over onto her side.
Synthetic Beast Pyredaemos
Pyredaemos Rex
Attack both the foreleg and hind leg of either the right or left side to cause the Pyredaemos/Pyredaemos Rex to flip onto their side.

Attacking both forelegs (both left and right) will cause the creature to slump, only giving you ground attack access to the head. (As opposed to ground attack access to both the belly and head with the above stagger.)
WKC2 ONLY
Head
Turret
The Behemoth Run attack will reset any damage done to the legs for staggering the creature (although their HP will not increase/reset.) Any fully staggered legs which have been 'lifted' off the floor will remain so even after the attack.
Treant Treant Attack either of the legs to cause it to kneel down.
WKC2 ONLY
Head
Strike attacks will allow you to stagger these creatures quickly - So Axe users are incredibly useful here.

When the Belly becomes reachable, sufficient damage to it will lower the RES and/or DEF of the target.
Troll Troll
Troll King
Attack either of the legs to cause it to kneel down.
WKC2 ONLY
Head

Sufficient damage to the head will KO the troll, allowing you time to heal, buff or debuff as needed.

Trolls are extremely susceptible to sleep skills (Elemental Magic: Sleep and Bow: Sleep tip) - Allowing you to temporarily take a Troll out of the fight, giving you a chance to heal, buff and debuff or deal with other enemies (useful for quests such as Troll Treasure.)
Wyvern Wyvern Rex
Wyvern Regina
Solum Wyvern
Ventus Wyvern
Glacies Wyvern
Ignis Wyvern
Attack any of the legs to throw the wyvern off-balance and then complete the transition by attacking with "Slash" type attacks. Note, should it take flight you will have to deal enough damage to bring it back down or wait for it to land naturally (which takes longer).
Tail
Attacking a Wyvern's tail or head will cause it to become more ferocious, where it will become enraged and deal significantly more damage. After a certain period of time or HP loss it will become airborne and deal powerful AoE attacks. Only certain melee attacks will reach wyverns when airborne.

[edit] Notes

  • Even after a successful break on a valid body part, on rare occasions, you may not receive any drops.
  • The required damage required for a break increases as the Tiers for enemy drops increases.
  • Depending on your attack damage, combos are normally enough to perform a break and can continue even once the enemy has recovered from a stagger.

Related Threads

Staggering, Breaks & Guardian Aura - last post by @ May 2, 2012
Good Practices: Staggering Guide - last post by Caska @ Mar 26, 2011
Last edited by BAC8354 on 4 September 2016 at 13:18
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