Glyphid Dreadnought

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Disambig.svg This article is about the enemy specifically called the Glyphid Dreadnought. For other Dreadnoughts of the Glyphid family, see Dreadnought Types.


The Glyphid Dreadnought - the worst of the bunch, and arguably the worst thing Hoxxes has yet to throw at us. It's fast, smart, huge, and carries enough bio-weapons to fight a small war. It sports several preferred methods of attack, including firing actual fireballs at you, or sending cataclysmic shockwaves through the very ground you stand on. It has its abdomen exposed for heat dissipation like much of its kind, but unlike the rest this one has a tough outer shell that needs to be cracked before you can hit the weaker innards. And to make matters worse, it is capable of regenerating said shell within seconds. R&D's primary recommendation upon meeting a Dreadnought is simple: Run.
— Miner's Manual Description

The Glyphid Dreadnought is a hostile boss Creature on Hoxxes. It has a 1 in 3 chance to be found inside the first Glyphid Cocoon in the Elimination gamemode, and a 1 in 2 chance for each subsequent cocoon unless it was spawned by the previous cocoon. It will attack the Dwarves once its cocoon is broken. It can also appear very rarely in place of a Swarm on Mining Expedition, On-site Refining, and Deep Scan or on it's own on Hazard 3 and lower Point Extraction mission types. See the Swarm page for more details on random Dreadnought spawning.

Combat

The Dreadnought is an offensive and defensive powerhouse, with dark spiky chitin covering the majority of its body and a blood-red skin tone. It has a gigantic mouth with large, razor sharp fangs. Its overall body shape is quite similar to the Glyphid Praetorian, but it has greatly increased stats. Its entire body is covered in unbreakable armor, even the parts which appear to have no armor plating. The only place it can be damaged is its abdomen, which itself starts out covered in a tough shell. To actually kill the Dreadnought, the shell around its abdomen must be broken, then it can start taking damage to its main health bar. The abdomen's shell is able to regrow back after enough time passes, or if the Dreadnought takes enough damage.

When a Dreadnought appears, its health appears as a giant bar at the top of the screen. It has a red Health bar and a yellow Shell bar.

Weakspot damage bonus modifications will increase damage to the abdomen but not the shell. Armor breaking will not increase damage to the shell nor will it pierce the Dreadnought's unbreakable armor.

The Dreadnought features a variety of attacks to use against the Dwarves. It uses common biting and claw swiping attacks used by other Glyphids, though with increased damage. It can also spew explosive fireballs which deal massive damage in a tight radius, and pheromone clusters which create Dreadnought-coloured Glyphid Swarmers upon hit and apply the Pheromone effect to all affected dwarves. The effect makes these swarmers appear over time near pheromoned dwarves and doubles the number of enemies that can chase and attack those affected. It is worth noting that once the doubled enemy attractiveness wears off, any extra enemies currently chasing the victim will continue to do so instead of redirecting to other dwarves.

Its signature attack, the Trembling Stomp, deals extremely high damage in a wide radius around the Dreadnought itself. It prepares this attack by roaring, causing rocks to levitate, and then stomping the ground which creates volcanic spikes that impale the Dwarves. The roaring animation is supposed to provide time to get out of the way, but with higher numbers of players this animation speeds up tremendously - as does the damage of the stomp on higher Hazard levels which can instantly kill full-health dwarves. The Dreadnought always uses Trembling Stomp when it recovers from being frozen.

The Dreadnought follows one player at a time, switching targets at semi-regular intervals. A new target is picked randomly, but the choice is affected by distance from the dreadnought to potential targets and by how many other creatures are attacking them. There is no explicit "aggro" meter that players can directly affect.[1]

Health and Armor

Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 1000 1500 2500 3500 3750 5625 6562.5 2500 3000 3500 3750 3750 Health
Dwarfcount2.png 2000 2000 2750 3750 4000 6000 7000 2750 3250 3750 4000 4000
Dwarfcount3.png 3000 3500 4500 5000 6000 9000 10500 4500 4750 5500 6000 6000
Dwarfcount4.png 4000 5000 6000 8000 8500 12750 14875 6000 7000 8000 8500 8500
Player Count Dwarfcount1.png 340 510 850 1190 1275 1912.5 2231.25 850 1020 1190 1275 1275 Shell
Dwarfcount2.png 680 680 935 1275 1360 2040 2533 935 1105 1275 1360 1360
Dwarfcount3.png 1020 1190 1530 1700 2040 3060 3570 1530 1615 1870 2040 2040
Dwarfcount4.png 1360 1700 2040 2720 2890 4335 5057.5 2040 2380 2720 2890 2890

Health Gates

When the Dreadnought's armor shell is broken, any excess damage from that last hit is blocked. The hit does not "carry over" to the Dreadnought's main health.

Each time the Dreadnought's main abdomen is exposed, the amount of time it stays open is governed by 2 factors:

  • If the Dreadnought loses 30% or more of its health AND has more than 5% health remaining, it will regrow its armor shell and become briefly invulnerable.
    • This condition is checked after each individual damage instance. That is, an individual instance of damage will never be partially blocked; it will either fully get through, or it will arrive too late and be fully blocked. This behavior also means that a single large damage instance that passes the health gate is more effective than an equivalent number of small damage instances.
    • Note that many weapons apply separate damage instances in the same hit, such as a separate direct damage and radial damage instance. One of these may get through while the other may be blocked, even though they occur in the same frame, because they are separate instances.
  • After the abdomen is open for a set time period, the shell will always regrow regardless of damage taken. This time is not always the same, but is typically between ~25s and ~35s.

Attacks

Bite
AoE Melee Attack
Area Damage Hazard Level
Normal Mission Icons Difficulty PlayerVulnerability.png DD EDD
1 2 3 4 5 PV 1 PV 2 3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 12.5 17.5 30 50 70 105 140 30 37.5 57.5 70 75
Dwarfcount2.png 12.5 20 32.5 53.75 75 112.5 150 32.5 40 61.25 75 80
Dwarfcount3.png 12.5 22.5 35 57.5 80 120 160 35 42.5 65 80 85
Dwarfcount4.png 12.5 25 37.5 62.5 85 127.5 170 37.5 45 70 85 90
Details
Damage Type Melee
Dwarf for scale (1.5 m)

Radius: 2.5 m
Maximum Damage Radius: 2 m
Minimum Area Damage: 50 %

Max. Angle 180°
Slash
AoE Melee Attack
Area Damage Hazard Level
Normal Mission Icons Difficulty PlayerVulnerability.png DD EDD
1 2 3 4 5 PV 1 PV 2 3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 12.5 17.5 30 50 70 105 140 30 37.5 57.5 70 75
Dwarfcount2.png 12.5 20 32.5 53.75 75 112.5 150 32.5 40 61.25 75 80
Dwarfcount3.png 12.5 22.5 35 57.5 80 120 160 35 42.5 65 80 85
Dwarfcount4.png 12.5 25 37.5 62.5 85 127.5 170 37.5 45 70 85 90
Details
Damage Type Melee
Dwarf for scale (1.5 m)

Radius: 2.5 m
Maximum Damage Radius: 2 m
Minimum Area Damage: 50 %

Max. Angle 180°
Trembling Stomp
AoE Attack
Area Damage Hazard Level
Normal Mission Icons Difficulty PlayerVulnerability.png DD EDD
1 2 3 4 5 PV 1 PV 2 3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 42.5 59.5 102 170 238 357 476 102 127.5 195.5 238 255
Dwarfcount2.png 42.5 68 110.5 182.75 255 382.5 510 110.5 136 208.25 255 272
Dwarfcount3.png 42.5 76.5 119 195.5 272 408 544 119 144.5 221 272 289
Dwarfcount4.png 42.5 85 127.5 212.5 289 433.5 578 127.5 153 238 289 306
Details
Damage Type Explosive
Dwarf for scale (1.5 m)

Radius: 6.75 m
Maximum Damage Radius: 6 m
Minimum Area Damage: 10 %

Knockback Force Horizontal: 0 m
Vertical: 1 m
Ignited Projectile
AoE Projectile
Area Damage Hazard Level
Normal Mission Icons Difficulty PlayerVulnerability.png DD EDD
1 2 3 4 5 PV 1 PV 2 3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 15 21 36 60 84 126 168 36 45 69 84 90
Dwarfcount2.png 15 24 39 64.5 90 135 180 39 48 73.5 90 96
Dwarfcount3.png 15 27 42 69 96 144 192 42 51 78 96 102
Dwarfcount4.png 15 30 45 75 102 153 204 45 54 84 102 108
Details
Damage Type Explosive + Fire
Dwarf for scale (1.5 m)

Radius: 2.75 m
Maximum Damage Radius: 1.5 m
Minimum Area Damage: 20 %

Swarm Bladder
Projectile
Damage Amount Hazard Level
Normal Mission Icons Difficulty PlayerVulnerability.png DD EDD
1 2 3 4 5 PV 1 PV 2 3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 0.05 0.07 0.12 0.2 0.28 0.42 0.56 0.12 0.15 0.23 0.28 0.3
Dwarfcount2.png 0.05 0.08 0.13 0.215 0.3 0.45 0.6 0.13 0.16 0.245 0.3 0.32
Dwarfcount3.png 0.05 0.09 0.14 0.23 0.32 0.48 0.64 0.14 0.17 0.26 0.32 0.34
Dwarfcount4.png 0.05 0.1 0.15 0.25 0.34 0.51 0.68 0.15 0.18 0.28 0.34 0.36
Details
Damage Type Typeless
 
AoE Projectile
Area Damage Hazard Level
Normal Mission Icons Difficulty PlayerVulnerability.png DD EDD
1 2 3 4 5 PV 1 PV 2 3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 0 0 0 0 0 0 0 0 0 0 0 0
Dwarfcount2.png 0 0 0 0 0 0 0 0 0 0 0 0
Dwarfcount3.png 0 0 0 0 0 0 0 0 0 0 0 0
Dwarfcount4.png 0 0 0 0 0 0 0 0 0 0 0 0
Details
Damage Type Typeless
Dwarf for scale (1.5 m)

Radius: 3 m
Maximum Damage Radius: 3 m
Minimum Area Damage: 100 %

Duration 10 s
Status Effect Pheromones for 10 s
Dig
Carving Attack
Area Damage Hazard Level
Normal Mission Icons Difficulty PlayerVulnerability.png DD EDD
1 2 3 4 5 PV 1 PV 2 3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png 7.5 10.5 18 30 42 63 84 18 22.5 34.5 42 45
Dwarfcount2.png 7.5 12 19.5 32.25 45 67.5 90 19.5 24 36.75 45 48
Dwarfcount3.png 7.5 13.5 21 34.5 48 72 96 21 25.5 39 48 51
Dwarfcount4.png 7.5 15 22.5 37.5 51 76.5 102 22.5 27 42 51 54
Details
Damage Type Melee
Dwarf for scale (1.5 m)

Attack Radius: 5 m

Max. Angle 180°
Carve Radius 2.5 m

Gallery

Trivia

  • Glyphid Dreadnoughts are implied to be able to "turn into something even worse" if left to pupate for too long, according to Mission Control. It is currently unknown what it would become in such a case.
  • There used to be a glitch in which the Dreadnought would rotate during stationary phases, such as during a roar, when players tried to get behind it, covering its weakspot. This was later patched in Update 33: New Frontiers.

References