Tue. Feb 4th, 2025

Out of the multitude of beasts and mysterious creatures Odysseus faces in the Odyssey, Charybdis is likely the most frightening and one of the most famous. Also, for all intents and purposes, Odysseus doesn’t actually at any point battle Charybdis; rather, he just barely avoids being hauled into its open throat. Thus, having Abbadon 2’s Melino really go toe-to-arm with this immense ocean animal is a major move forward.

Also, before she even gets to this thing, she must overcome this large number of new beasts in Ephyra, battle another of Odysseus’ old foes (otherwise known as Polyphemus), and battle her direction through numerous boats full to the edge with baddies. To battle this monster in Gehenna 2, you’ll have to realize precisely what it’ll go after you with. Thus, how about we go over Charybdis from top to bottom, what its supervisory fight is like, what assaults it can utilize, and how you ought to move toward this battle to endure and (ideally) come to the Eris manager fight soon after?

Charybdis: The Devouring

Your most memorable Charybdis battle, after you open everything expected to make it here, can appear to be extremely overpowering, and that is the manner in which it seems, by all accounts, to be planned. Nonetheless, after you rise (not slide) and battle this colossal ocean animal multiple times, you’ll rapidly acknowledge exactly how basic and surprising this battle really is. While most different supervisors in Gehenna 2 utilize various moves anytime, Charybdis and its appendages basically utilize 2-3 max at one time. At the point when you initially enter the boat cemetery, which is this supervisor field, the arms will only utilize one assault. Then, in the middle of each period of annihilating the arms, Charybdis will have one explicit assault it utilizes. At long last, in the third segment, where you’re back to taking out these arms individually, they’ll begin blending in a couple of additional assaults (once in a while).

Thus, even though it is generally complicated, Charbydis is still less precisely complex than Hecate or even Diabolical Cerberus (and it’s not even worth contrasting it with Chronos). This implies that the general blueprint for this battle is to become familiar with the beginning liveliness for every one of its assaults, then consistently (and securely, if conceivable) hit as many of its limbs as you can to exclusively take them out. When Charbydis is out of limbs, it kicks the bucket, and you’re allowed to continue on toward several other boat experiences prior to arriving at Eris at the entry to Mount Olympus.

Everything Charybdis Can Possibly Do

With regards to Charybdis’ assaults, a great deal of you are presumably going to be shocked at how basic they are. Taking into account how much headway you’ll have to have made and the managers you’ll probably have beaten before truly arriving at Charybdis, its moveset seems to be significantly more ‘fundamental’ compared with the remainder. The justification for this is that you’re not really battling the principal ‘assortment’ of Charybdis. No, the whole battle you’re really battling members are coming up out of the wrecks around you. Since these ‘arms’ are attempting to overpower you with numbers, Supergiant Games probably concluded that they expected to keep their assaults generally oversimplified.

In any case, the limbs have totally different windups for their assaults, and understanding what those resemble early will make this generally simple battle much more straightforward, so how about we go into every one of the assaults Charybdis can utilize?

Move NameDescriptionStrategy
Tentacle SlamThe attack Charybdis’ appendages will use the most right when you start the fight. The ‘tentacle’ waves a bit back and forth before slamming itself into the ground, sending out pink shockwaves in a rectangular pattern around it.This can be a bit awkward to avoid when two tentacles are overlapping this attack on top of each other, but just Dash through or avoid the shockwaves and you’re good.
Homing ProjectilesThis is the attack Charybdis will use in between its tentacles popping up around Melinoë so if all the tentacles are gone and the camera zooms out so you can see all of Charybdis, this attack is incoming. Charybdis essentially lobs a bunch of red projectiles that home in on Melinoë and split into even smaller projectiles after a short duration. For reference, the projectiles only split one time, going from large red projectiles to double the amount of slightly smaller ones.You essentially want to kite these projectiles in a way that you can swing around and either Sprint away, Dash away, or Dash and run in the other direction when they all start breaking into smaller projectiles.
Stinger ProjectileThe second attack the Charybdis appendages use, you’ll know it’s coming when they sort of reel back and get very flat against the ground, pointing their stinger toward you. Shortly after, the tentacle will shake for a split second before launching a bright pink stinger-shaped projectile your way.These are pretty easy to avoid as they don’t really home in on Melinoë, you just need to look out for when the tentacles are winding up to fire these out.
Spinning AttackThe third and final attack that Charybdis’ tentacles will use is a full 360-degree spinning attack. They’ll mix this in with their Stinger Projectile, but the windup for the attack is very different, thankfully. You’ll know the Spinning Attack is incoming if the tentacle winds itself back in the opposite direction of you, pointing its stinger directly away from Melinoë before instantly swinging forward and unleashing a full spin with a bright pink motion trail following behind it.Honestly, just don’t be anywhere near the tentacle when they use this attack. You can technically Dash anytime before you see the pink of the motion trail, but it’s easier to just create some distance instead.

Furthermore, in a real sense, those are the assaults that Charybdis has available to it. For how environmental and vainglorious this battle has all the earmarks of being from the beginning, it’s likely the most precisely basic and dreary manager battle in the game.

In truth, when the arms are utilizing these assaults on top of one another with marginally unique timing, it can get confounding, and when you cause harm, it piles up amazingly rapidly. In any case, generally, this battle nearly wants to get out some other experience in Gehenna 2, as you’re basically hitting adversaries until they disappear at whatever point they spring up until the room is completely cleared.

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