Attack behavior
- 100-51% HP:
- Supernova
- Grand Dive
- Wing Rush
- Supernova
- Wing Rush
- Return to step 2
- 50% HP or lower:
- Ancient Breath
- Supernova
- Black Fire/Scarlet Ice/Green Flash (randomly)
- Grand Dive/Wing Rush/Ancient Breath (randomly)
- Black Fire/Scarlet Ice/Green Flash (randomly)
- Return to step 2
- After its first use of Ancient Breath, it can randomly break from its pattern to use Ancient Breath to remove a bind from itself.
No, you did not read the damage numbers wrong. Supernova does hit that hard, and no amount or combination of buffs or debuffs will bring it down to reasonable levels. Preventing this move, primarily from a head bind, takes top priority otherwise it will end the fight prematurely.
The Elder Dragon is atypical for a superboss. It starts the battle fully bound, and does not get accumulative resistance to binds after recovering from them, so it will remain just as vulnerable to getting bound regardless of how long the battle lasts. Despite most of its moves (barring Supernova) not requiring unbound body parts to use, all its damage is STR-based, so an arm bind will halve its damage output. Binding its legs also weakens its damage resistances, but takes lower priority when survival is crucial.
Re-binding the boss as the binds wear off or get cured is important, so pick your party to ensure you can work around what the AI teammates can and can't do. A Wildling with full investment in Beast Soul, Call Bird, Call Snake and Call Mole offers very consistent binds to keep the Elder Dragon shut down.
As its elemental skill of choice is random, trying to predict with a
Hoplite's Anti-element skill is difficult, and you will need to either have enough health and damage reduction to withstand whatever it will use, or use the
Aegis Shield or
Uroboros Guard Limit Skills to block it. These Limit Skills can also negate Supernova so it is tempting to save them as a safety net if you fail to re-bind its head.