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Expedition 33: All enemies

Each location in Clair Obscur Expedition 33 introduces several new enemies with different attacks and properties. On this page of the guide we have listed all the enemies in the game, their skills and vulnerabilities.

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Clair Obscur Expedition 33 features many different enemies with various attacks and properties. Each new location introduces several new opponents to the game. On this guide page, we have listed all the opponents in the game, their skills and vulnerabilities.

In our guide, you will also find descriptions of battles with all the main and side bosses.

Mime

Mimes are rare enemies, located in the most hidden corners of the map. Although they differ in statistics, each of them fights the same way. Their attacks are:

  1. Barrier - Mime always starts the fight by surrounding himself with a barrier, which drastically reduces damage. To destroy it, you need to fill up the Mime's break bar and stun him.
  2. Combo attack - Mime jumps at you and deals three blows. First, two quick punches with the hands, then a delayed headbutt.
  3. Weird combo - the opponent grabs an invisible hammer and performs four attacks. The first two attacks are done one after the other, the third and fourth are slightly delayed.

Mimes' attacks lack any special signs preceding them, so you will have to parry and dodge by intuition. In the fight against Mimes, focus on charging their break bar with single attacks, and when you do that, use a break skill, e.g. Gustave's Overcharge, to get rid of the barrier.

Lancelier

Lancelier is the most basic opponent in the game. He is susceptible to ice. He has a weak spot in his head, which you can destroy with a shot from a weapon to inflict significant damage. His attacks are:

  1. Slow thrust - Lancelier jumps towards you, twirls the lance and then holds it behind his back. He performs a thrust after a significant delay.
  2. Quick thrust - the enemy approaches you, lowers the lance, moves his hips slightly and immediately performs a thrust.

Although both of Lancelier's attacks need to be parried by intuition, it is quite simple because both are single blows. Usually, you can leave these enemies for last.

Portier

Portier is a tough, large opponent with a significant amount of health. He is susceptible to ice. He has a weak point in his torso, which you can destroy with a shot from a weapon to inflict significant damage. His attacks are:

  1. Shock wave - area attack. Portier s both hands in front of him, raises them up, and then hits the entire party. Parry when the enemy holds his hands horizontally above him.
  2. Jump - Portier jumps into the air, raising his hands, then hits you once. Parry when the enemy starts to lower his hands.

Portiers initially seem dangerous, but their attacks are quite easy to parry. The biggest problem are their long health bar.

Volester

Volester is the first flying enemy in the game. He is immune to melee attacks and abilities - you can only destroy him by shooting at him. He is susceptible to ice. He has a weak spot in his head, which you can destroy with a shot. His attacks are:

  1. Laser - the enemy glows red, raises his hands, extends them in your direction and shoots a laser. Parry when he drops his hands and points them both at you.
  2. Quick laser - Volester lights up yellow, turns sideways to you and makes a half-turn while swinging the hand, shooting a laser. Parry when he swings his hand in your direction. Listen to the enemy - just before the shot, they will make a slightly louder noise. This is your sign to parry.

These opponents die after about three or four shots.

Abbest

Small, yet surprisingly durable enemy. He is susceptible to ice. Shoot at his torso, where he has a weak spot. His attacks are:

  1. Slash - Abbest approaches you, leans back, and delivers a vertical slash with his laser blade. Parry when he leans completely horizontally.
  2. Spell - three crystals shoot out from the ground. The first two crystals hit nothing, only the third one will hit you. Listen to the sound of the crystals - they appear in a steady rhythm, so parry the third crystal to the rhythm.

Probably the strongest opponents in the Spring Meadows, although they are still not overly dangerous.

Luster

An opponent with two blades instead of hands. He is susceptible to electricity. His attacks are:

  1. Quick combo - Luster jumps at you and deals two blows. First, he holds the right blade behind his back and makes a quick cut, then he retreats, jumps, does a somersault and slashes once more. It's easier to dodge this attack - you have to do it by intuition.
  2. Fury - Luster stretches out blades and performs three charges. Parry when the blades meet each other.

One of the most dangerous opponents in the Flying Waters area. Kill them as quickly as possible.

Demineur

Flying enemy holding a mine like a balloon. He is immune to melee attacks and skills - you can only destroy him with a ranged attack. His face is a weak point - shoot at it, and it will explode, dealing fire damage to all enemies. His attacks are:

  1. Lightning - Demineur charges his hand with electricity and raises it. Then he drops his hand and shoots a lightning bolt at you. Parry only when he lowers the hand. Don't be fooled - the electricity will stop charging a fraction of a second earlier.

These enemies do not pose a particular threat to you.

Bruler

An opponent holding an anchor. He is susceptible to electricity. Aim for the head to inflict a lot of damage - that's where his weak point is. His attacks are:

  1. Anchor strike - Bruler jumps at you and deals two strikes. First, he grabs the anchor with both hands, holding it above his head, and makes an upwards swing. Then he strikes from above. It's better to dodge - you have to do it by intuition.

Quite simple opponents with only one move.

Cruler

A huge opponent wielding a club. He is susceptible to electricity. Starts the fight with two armor points. Weak spots occasionally appear on various parts of his body, so watch out for them and shoot when they appear. His attacks are:

  1. Armor - Cruler grants all remaining enemies two armor points. He uses this move only if there is still another enemy in the fight.
  2. Combo - Cruler jumps towards you and performs two strikes. First, he lightly taps the ground with his club, swings it, and hits you. Then he tries again, raises the club above his head and strikes again with both hands. The second hit of this combo stuns. It's better to dodge - you have to act on instinct.
  3. Leap strike - Cruler jumps into the air and raises his mace, then strikes the ground with it. You have to jump - do that when the jump symbol disappears from his club.

Very dangerous enemies. Prioritize them or first get rid of all the remaining enemies so they can't grant them armor.

Robust Sakapatate

A large gestral costume holding a mace and a large shield. Starts the fight with three armor points. He is susceptible to fire and resistant to electricity. He has a weak spot under his right armpit - shoot it five times, and it will explode, causing significant damage. His attacks are:

  1. Shield strike - area attack. Sakapatate approaches you, swings his shield and hits the entire party, applying Mark. Dodge - you have to act on instinct. He raises his shield immediately after the strike, preparing for a counterattack - if you attack him, he will immediately take a turn and strike again with his shield.
  2. Death - area attack. When Sakapatate dies, it will start to sway towards you and eventually fall on the party. Be ready to dodge when he tilts his head and you hear the characteristic sound.

Very dangerous enemies, who receive extra attacks when you attack them. The easiest way to defeat them is to set them on fire, since this deals them a lot of damage due to their weakness to fire.

Ranger Sakapatate

A gestral costume holding a sword and a small shield. He is susceptible to fire and resistant to electricity. He has a weak spot on his left arm - shoot it five times, and it will explode, causing significant damage. His attacks are:

  1. Impressive combo - Sakapatate leaps towards you and deals three blows. First, he swings the sword and performs two spinning strikes, one after the other. After a short delay, he performs the third blow. Parry - the gap between the first and second blow is too short to dodge. Even if you avoid the first attack, the second one will hit you.
  2. Death - area attack. When Sakapatate dies, it will start to sway towards you and eventually fall on the party. Be ready to dodge when he tilts his head and you hear the characteristic sound.

Dangerous enemies, whose unpredictable movements make them difficult to shoot or parry.

Catapult Sakapatate

A gestral costume with a catapult on the head. He is susceptible to fire and resistant to electricity. The catapult's wheels are the weak point - shoot them three times and they will explode, causing significant damage and destroying the catapult. His attacks are:

  1. Catapult - Sakapatate shoots four projectiles at various party . Dodge - even though you can track the flight path of the projectiles, the parry window is variable. If the enemy is closer to a specific party member, the projectiles will hit them a fraction of a second earlier.
  2. Hidden blade - Sakapatate uses this attack after losing the catapult. He jumps at you and stabs you with a hidden spike, applying Exhaust. Listen to the sound of the drawn blade and parry at the moment when the sound stops.
  3. Death - area attack. When Sakapatate dies, it will start to sway towards you and eventually fall on the party. Be ready to dodge when he tilts his head and you hear the characteristic sound.

Destroy the catapult as quickly as possible. Once you've done that, you can leave the enemy for last and focus on the rest - it's much easier to parry a sword than a catapult.

Gault

A humanoid figure without a head, equipped with a sword. It is susceptible to fire and absorbs the earth. Comes in two variations - a weaker headless one and a stronger one with a hive instead of a head. Its attacks are:

  1. Thrust - Gault jumps towards you, pulls its sword back and performs a thrust. Parry or dodge instinctively when it keeps the hand behind the back.
  2. Slash - the enemy jumps towards you and performs a diagonal slash. Parry or dodge by instinct, a fraction of a second after it raises the arm. Stronger variations of this attack contain a combination of three rhythmic slashes instead.

Quite dangerous opponents, whose attacks are hard to visually detect.

Potier

An opponent flying on a cloud. He is susceptible to fire and absorbs earth. He is immune to melee attacks and skills - you can only destroy him with a ranged attack. Every now and then it summons levitating pots that you can shoot down. His attacks are:

  1. Haste - applies Rush to the remaining enemies, making their turns come faster.

Potiers are quite resilient enemies - therefore, it might be a good idea to leave them for last and get rid of the other enemies first. A lonely Potier is not a threat.

Greatsword Cultist

Tall opponents wielding a two-handed sword. They are susceptible to darkness and resistant to light. Before each attack, they sacrifice some health to apply four units of armor to themselves. Their attacks are:

  1. Bloody sword - the cultist stabs herself and performs a combination of three strikes - two swings and a low swing, which you have to jump over. Avoid the first two attacks by intuition and jump when the jump symbol almost disappears from the sword.
  2. Jump - the cultist stabs herself and jumps high into the air. Spins and strikes with the sword from above. Parry or dodge right after she spins the sword 360 degrees.

Because the cultists put on armor just before each attack, parrying is much less effective. It's best to get rid of them with a single, powerful skill used after destroying their armor, e.g. Gustave's Overcharge or Maelle's Fleuret Fury.

Reaper Cultist

Short cultists, over whom three black spheres are levitating. They are susceptible to darkness and resistant to light. The levitating spheres above them are weak points - shooting all three will instantly kill them. Their attacks are:

  1. Dark projectiles - the cultist waves a scepter, shooting three projectiles that fly in an arc. Evade or dodge just before the projectiles touch you.

Since cultists have as many as three weak points, it is very easy to eliminate them with three accurate shots before they can do anything.

Rocher

Enemies resembling iron columns standing on two legs. They are neutral to everything. Their attacks are:

  1. Swing - Rocher jumps at you and performs a series of two horizontal blows. Parry or dodge on instinct - watch his legs and pay attention to when he turns around.
  2. Spin - Rocher jumps to you and performs a series of three blows. First, he performs a spinning strike, followed immediately with a second strike. Lastly, he jumps into the air and delivers a third strike. Here you also have to parry on instinct.

Your enemies are challenging mainly due to the lack of specific signs revealing the moment of striking.

Hexga

Large, stone golems with clubs. They are resistant to fire. Their attacks are:

  1. Armor - Hexga gives all remaining enemies two units of armor.
  2. Two attacks combo - Hexga jumps at you and deals two blows with a mace. Parry a moment after he lifts his leg and a moment after he raises the club overhead with both hands.
  3. Three attacks combo - Hexga jumps at you and deals three blows with a mace. You have to parry by intuition - the second blow is a jump attack.

Hexga are very durable and protect other enemies, so leave them for last - eliminate all the other enemies first.

Chalier

Humanoid opponents wielding great swords, spears or hammers. They are weak to light and resistant to darkness. Their attacks are:

  1. Combo with a sword - Chalier jumps at you and performs two strikes. Parry a moment after he grabs the sword with both hands and a moment after he turns around. You can also listen for the distinctive sound and parry when you hear it.
  2. Combo with a spear - Chalier performs three jumping strikes. Observe his flight trajectory and parry when he starts falling to the ground.
  3. Hammer combo - Chalier jumps at you and performs three strikes. Parry on intuition - unfortunately, this attack lacks characteristic warning signs.

Basic opponents in the Forgotten Battlefield - prioritize those with hammers, as their attacks are the hardest to parry.

Ramasseur

Small opponents with backpacks in pointed hats. They are weak to light and resistant to darkness. Their attacks are:

  1. Deadly blow - Ramasseur approaches you and performs a single gradient attack. Parry the gradient when the world changes color.

Not very dangerous opponents due to having only one, easy to predict move.

Troubadour

Enemies in helmets holding large trumpets. They are weak to light and resistant to darkness. Their attacks are:

  1. Armor - The troubadour applies three units of armor to all remaining enemies.

Just like with all opponents focused on ing other enemies, prioritize them or leave them for last.

Pelerin

Enemies wielding a large blade of ice. Their attacks are:

  1. Counterattack - Pelerin counterattacks with a single attack immediately after being attacked. Parry a moment after hearing a metallic sound.
  2. Combo - Pelerin deals three blows. Perform two rhythmic parries, and then jump over the third attack when the jump symbol starts to fade.

The parrying window of Pelerin's basic combination is very narrow. So it's better to provoke him into counterattacks, which are much easier to parry and counter.

Stalact

Huge four-legged ice golems. They can heat up, which causes them to start absorbing fire damage. Their attacks are:

  1. Combo - Stalact approaches you and does four attacks. Listen to the enemy - parry at the moment you hear the characteristic whistle.
  2. Earthquake - Area attack. Stalact creates three shock waves. Jump over the first two waves when the jump symbol completely disappears, and jump over the third one when the symbol starts to fade.
  3. Explosion - when Stalact is seriously injured, it starts to heat up and applies six units of armor to itself. Two turns later, it approaches you and explodes - dodge when it jumps on you.

Very demanding opponents, fighting them can take you a lot of time. If your party are equipped with weapons that deal fire damage, do not perform counters or counterattacks after jumping, as you will only heal the enemy.

Ceramic Chevaliere

Humanoid figure with a grey sword held downward. She is susceptible to everything except physical damage. Her attacks are:

  1. Combo - Chevaliere slowly approaches you and delivers three quick blows while performing a pirouette. The second attack follows immediately after the first, and the third is delayed and executed after the second pirouette.
  2. Gradient combo - Chevaliere slowly approaches you and delivers two quick strikes, holding the sword horizontally in front of her face. The first blow is a regular attack, the second is a gradient strike - parry, then quickly perform a gradient counter.

These enemies are dangerous due to the similarity between their attacks. The game names both of their attacks the same, so you have to distinguish them based on the enemy's movements - a pirouette or raising the sword to her face. You only have a fraction of a second to recognize the combo.

Steel Chevaliere

Humanoid character holding a blue sword up. She is susceptible to physical damage. Her attacks are:

  1. Electric projectile - Chevaliere shoots at you with three electric projectiles. They fly in an arc, not in a straight line, so parry when they complete the arc and start flying towards you.

Significantly easier and less frequent opponents than Ceramic Chevalieres, so you can leave them for last.

Page in progress.

See also:

  1. Game guide
  2. Picto and Lumina
  3. How to fight Petank?

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