Dancer of the Boreal Valley Information
Dancer of the Boreal Valley is a Boss in Dark Souls 3.
- Not optional: Must be killed for entry to Lothric Castle.
- You can summon Sword Master NPC to help you fight this enemy. (Must have defeated Sword Master at Firelink Shrine, and not have defeated Vordt of the Boreal Valley). Summon can be found directly in front of Vordt's boss room.
- Lion Knight Albert NPC will use a Black Separation Crystal if Emma is killed to trigger the Dancer fight early, and will not be summonable afterwards for Vordt.
- This boss is not an optional boss fight.
- Cathedral in High Wall of Lothric. Fight can be triggered by the player killing three Lords and being teleported there, or killing Emma.
- Souls: NG (60,000), NG+ (180,000), NG++ (200,000), NG+3 (202,500), NG+4 (216,000), NG+6 (220500), NG+9 (271,350)
- Co-Op Souls: NG (15,000). NG+ (??)
- Other: Dancer's Soul
- Health: NG (5111), NG+ (6625), NG++ (7287), NG+3 (7618), NG+4 (7950), NG+5 (8612), NG+6 (8943), NG+7 (9275)
- Weak to Dark and Lightning Damage.
- Dancer can be bled, making bleed weapons combined with spells such as the Miracle Gnaw or Dorhy's Gnawing extremely useful for certain builds. Carthus Rouge helps too
- Can be staggered and riposted.
- In her first phase, she holds a sword in her left hand.
- The most dangerous part of the first phase is her grab attack. She announces the attack with a snake-like bow and then slowly sweeps her right arm over the floor to grab you and smash you on the floor. Either get some distance immediately when you see her bow or roll-dodge through the sweep (she uses her right hand, so roll to the left or you will get caught in the sweep).
- She enters her second phase at half health. In it, she dual wields blades, and loses the grab.
- If you dodge one hit of a combo, the remainder of the combo is unlikely to strike you.
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- Bleed Strategy, SL 64, Curved Sword, Kukris and Gnaw Miracles (no healing)
- SL 40 Pyromancer, using Black Fire Orb only. Semi-cheesy strategy that works for low level casters.
- Co-op strategy (+5 Irithyll Sword, Gold set armour)
- Deprived Dancer (Normal tactics)
Strategy 1 (Melee)
Due to the large size of her flame sword it is not recommended to dodge backwards when she does combos. Wield your weapon two-handed and watch her sword. You can roll towards her when she does a wide range sword slash. Her long arms make it relatively easy to roll under and past her and get a few hits on her backside. Attacking her beside her right leg is generally safer than beside her left one, since she wields her sword in her left hand. Do not be greedy with your attacks; you are unlikely to get more than two in before she counterattacks. Move away once the second part begins.
In the second phase things become more complicated. Do not attempt to block the entirety of her spin attack as she will certainly stagger you; abuse pillars and try to dodge some of it. You must play more reactively in this phase, as safely approaching her during combos has become more difficult and remaining close to her is out of the question. Wait for her to perform an attack with a long ending animation, then hit her and move away again (being very wary of the delayed action on some of her magic effects). You have time to strike her once during the jump & spin combo, between the landing AoE and the circular slash (dodge backwards at least once after the attack). Continue patiently getting hits in and avoid endangering yourself and you will win before long. You may also use projectile consumables to damage her more safely, although in phase 2 if you distance yourself from her she will jump and reposition herself, which will also involve an attack.
Strategy 2 (Pillar peak)
This strategy can be done with either sorcery or melee. When you go into the room, immediately go to one of the four pillars. Make sure to roll/smash around to break up the surrounding furniture to allow for free movement. Now you'll just need to keep kiting the Dancer around the poll, or just keep moving left and right slightly to keep the Dancer in one place so that it can never progress towards you and is stuck at the pillar. Be careful though, it can still hit you through the pillar. If you're keeping it in place by taking advantage of how it tracks and aggroes, it wont be able to move towards you during those attacks so just keep a distance when it's attacking. This is useful because during attacks like the Blade Dance, it will just spin in place and not be a threat at all.
Just wait behind the pillar while it attacks and during it's recovery phase get in a quick hit and retreat back to kiting. Be cautious, especially during the second phase, of which windows you use to attack. You'll want to have enough time to move to it, attack, and move back.
Strategy 3 (Magic)
The Dancer of the Boreal Valley is one of these bosses which are more difficult for spellcasters simply because she is able to quickly close the distance. For example, she will end her spin attack in phase 2 after just a few spins once she has reached melee distance with you, but will pursue you very far (and most likely catch you) if you try to run away from her. As such, the best strategy for sorcerers is to get close to her, which will trigger a easily avoidable melee attack; after you have dodged it, cast one or two spells, and return to melee range. It is important to know that most of her attacks have a very specific range, i.e. one dodge roll either towards or away from her will usually prevent her hits from connecting.
All sorcery spells work well against the dancer, although it is easier to avoid getting hit when relying on faster spells such as Great Soul Arrow. The Dancer is also weak to dark magic, so your best spell here will be Black Fire Orb, but ordinary fire spells such as Chaos Bed Remnants or Great Chaos Fire Orb will also do big damage.
Strategy 4 (Dragon Crest Shield)
This strategy works great for Thieves. Hiding behind the Dragon Crest Shield gives you the opportunity to stay close to her most of the time. The key is to stick behind her as much as possible and to wear her down with a quick one-handed weapon. Painting Guardian's Curved Sword is a great choice. Watch your stamina bar and lower your shield when possible to recover it quickly. Chloranthy Ring is a great addition. During some of her combos it might be necessary to back off completely to recover your stamina. Just make sure your stamina never depletes when you are close. Since the pace of the fight increases during phase 2 you have to pay more attention to her moves but basically you can stick to the same strategy.
|First Phase (the Dancer wields a flame sword)|
|Attack Name||Attack Description|
|Residual flames||Many of the Dancer's attacks with her flame sword leave scorching marks that deal damage if the player walks over them.|
|Triple hit & slam||The Dancer rapidly slashes her sword thrice, then slams in a slower attack.|
|Grab||The Dancer attempts to grab the player, impaling them with her sword if she succeeds. The hitbox of the grab is cone-shaped, narrowing as it gets nearer to her. Deals enormous damage.|
|Swing||The Dancer swings her sword in a diagonal motion.|
|Slam||The Dancer slowly slams her sword into the ground, has tracking.|
|Twirl||The Dancer stands up, before quickly swinging her sword in a short ranged 360 degree arc around her.|
|Thrust||The Dancer draws her sword back, then thrusts it forward in a straight line.|
|Fire thrust||The Dancer draws her sword back, then thrusts it forward in a straight line, shooting a jet of flame from its point.|
|AoE explosion||The Dancer raises a flame to her lips, then blows it to the floor, creating a medium sized area of effect blast around her.|
|Second Phase (the Dancer wields an ash sword along with her flame sword)|
|Attack Name||Attack Description|
|AoE ash cloud||The Dancer reaches into the ground to draw her second sword, creating a cloud of ash that does minor damage. The second phase will always begin with this attack.|
|Blade dance||The Dancer follows swings her swords in a series of vertical arcs, before finishing with a medium ranged horizontal spin attack. She will follow the player during this attack.|
|Slash, spin & double thrust combo||The Dancer performs two slashes in front of herself, followed by a short ranged spin attack, two more slashes, and then a forward thrust using both of her swords.|
|Slash combo||The Dancer performs a wide arcing horizontal slash, then follows up with a similar vertical slash.|
|Jump & spin combo||The Dancer readies herself, then jumps to the player's location. Upon landing, she creates a short ranged area of effect explosion, then follows up with a short ranged spin attack after a small delay. She will use this attack to close distances.|
|Dual uppercut||The Dancer swings both of her swords in an ascending arc in front of her, knocking the player into the air if hit.|
|Erupting ground slices||The Dancer drags her flame sword through the ground in a counterclockwise 180 degree arc, then does a similar clockwise cut with her ash sword. Shortly after each cut is made, it erupts with the element of the sword that created it, knocking the player into the air if hit.|
|Ash AoE||The Dancer thrusts her ash sword into the ground halfway to its hilt while releasing an ash cloud in a circle around her, then after a small delay thrusts it in further, creating another ash cloud. Both ash clouds inflict considerable damage, and it is possible to be damaged by both in consecution.|
- She was one of the daughters in royal family of Irithyll, but was ordered by Pontiff Sulyvahn to become a dancer first, and then legioneer, which is equal to exile. He also gifted her dual blades, infused with darkness and fire, similar to his own weapons.
- While Pontiff Sulyvahn wields his dark weapon in his left hand and his fire weapon in his right hand the Dancer does the opposite, wielding dark in her right hand and fire in her left hand.
- All Outrider Knights are fated to turn into beasts. According to her armor's description the armor is actually fused to her "hide".
Notes & Trivia
- The setting of this battle is reminiscent to that of Bloodborne's Vicar Amelia, which is fought in the Healing Church's Grand Cathedral.
- Uses matching swords; one gold, one dark, similar to the Gold Tracer and Dark Silver Tracer wielded by Lord's Blade Ciaran in Dark Souls 1, and wields them in the same hands. Also conceals her face, like Ciaran. These things seem to suggest a relationship between the two, and possibly that there are other characters corresponding to the Knights of Gwyn.
- During the fight, you can clearly hear each of her footsteps echo throughout the room.
- Attacks with the fire sword will leave traces on the environment and will light objects in the room on fire (just visual).
- By the end of the fight it's likely that half of the room is on fire and lit brightly.
- Once defeated, the Dancer explodes into ash and extinguishes all of the fire in the room.
| Abyss Watchers | | Aldrich, Devourer of Gods | | Aldritch, Devourer of Gods | | Ancient Wyvern | | Champion's Gravetender & Gravetender Greatwolf | | Champion Gundyr | | Crystal Sage | | Curse-Rotted Greatwood | | Curse-Rotten Greatwood | | Deacons of the Deep | | Dragonslayer Armour | | High Lord Wolnir | | Lothric, Younger Prince | | Morne's Greathammer | | Nameless King | | Oceiros, the Consumed King | | Old Demon King | | Pontiff Sulyvahn | | Saint Aldrich of the Deep | | Sister Friede | | Stray Demon | | Vordt of the Boreal Valley | | Yhorm the Giant | | Young Prince Lothric |