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Amygdalarenger
Not even death offers solace, and the blood imbibes you. Seek you the ancient, shrouded church hidden to the right of the main cathedral. The gift of the godhead will grant you strength... Oh Amygdala, oh Amygdala... Have mercy on the poor bastard...
~ Patches the Spider

Summary

Amygdala (アメンドーズ Amendōzu?) is a monstrous entity with a spider-like body, a short tail and a head which is is very similar to a part of the brain called the Amygdaloid, with many bulbous eyes that bulge when it uses its arcane attack. It has six-fingered hands on its eight arms, and reptilian talons on its two legs.

Amygdala appears to be one of the most revered Great Ones as numerous statues of it can be found in the Cathedral Ward and Yahar'gul, Unseen Village. A much larger statue that appears to be part of a shrine is located in the Church of the Hypogean Gaol.

Powers and Stats

Tier: High 6-C

Name: Amygdala

Origin: Bloodborne

Gender: Unknown

Age: Unknown

Classification: Great One

Powers and Abilities:

  • Dimensional Travel (Able to travel between the real world and the Nightmare Realms at will)
    • BFR (Can forcibly send opponents to the Nightmare Realms)
  • Reality Warping (All Great Ones possess the ability to warp reality both actively and passively with their mere presence, turning everything around them into twisted nightmares)
    • Curse Manipulation (Curses are the result of inciting the anger of Great Ones[4]. Even after the death of her physical body, Kos was able to maintain a perpetual curse over The Hunter's Nightmare[5])
    • Invisibility (Great Ones and Kin are completely invisible to those lacking Insight, or knowledge of their existence)
    • Power Bestowal (Great Ones are capable of granting mortals an array of supernatural powers, up to and including ascending them into Kin)
    • Mind Manipulation (Great Ones can impact human thoughts and actions without the humans' knowledge[6])
    • Madness Manipulation (Type 3 - Merely looking at Great Ones or hearing their incomprehensible voices causes one to go insane)

Resistance to:

  • Madness Manipulation (Type 3 - Completely unaffected by the incomprehensible knowledge of the Eldritch Truth)
  • Magic (Possesses an innate resistance to Arcane damage)


Attack Potency: Large Island level+ (Comparable to Rom and Ebrietas. Able to harm Madman Wallar, Tomb Prospector Olek, and Queen Killer)

Speed: Massively Hypersonic (Comparable to the Hunter)

Lifting Strength: At least Class M, likely higher

Striking Strength: Large Island level+

Durability: Large Island level+ (Capable of tanking several hits and visceral attacks from the Hunter)

Stamina: Superhuman (Great Ones are able to withstand being being stabbed, slashed, crushed, shot, poisoned, electrocuted, burned, and impaled, and are unfazed by injuries as severe as being impaled through the torso, having organs ripped out, having their skull pierced, and ripping their limbs off to use them as weapons)

Range: Several Meters by sheer size, Tens of Meters with ranged attacks and Arm Club

Standard Equipment: None notable

Intelligence: At least Genius (Great Ones possess wisdom about reality and the Eldritch Truth that the Choir, Byrgenwerth scholars, The Healing Church, and the School of Mensis combined were never able to achieve without going collectively mad, devolving into beasts, mutating into nightmarish abominations, or becoming brain dead. Their level of Insight is such that they are described as thinking on higher planes of thought and transcending the human mind entirely)

Weaknesses: Vulnerable to magic, fire, and electricity

Notable Attacks and Techniques:

  • Frenzy: A status effect that is the result of a target being forced to process information incomprehensible to humans, such as information about the Great Ones, Eldritch Truth, or Cosmos. This effect is a twofold form of damage, as when this occurs to a living being they will rapidly devolve into utter madness mentally, while physically their blood will begin to violently erupt out of various random points on their body as spears of solidified Frenzied Coldblood.
    • Blue Light: Amygdala grabs the opponent and forces them to interact face to face with it while exuding a pale blue light from its head. The result of this is Frenzy.
  • Pinpoint Lasers: Amygdala fires multiple small bursts of light in a frontal cone-shaped area. Each crates a delayed explosion after landing.
  • Straight Laser: Sweeps a long-range laser forward, then backward in a straight line. A series of explosions follow the laser's path.
  • Oscillating Laser: Sweeps a laser forward in a zigzag pattern, followed by a series of explosions along the same path one second later.
  • Acid Pool: Excretes a pool of acid onto the ground below its head; quickstep away in any direction.
  • Large Acid Pool: Excretes a large amount of acid from its head and shakes it to either side; quickstep backward.
  • Stomp: Tries to step on the enemy for heavy damage.
  • Low Arm Swing Combo: Sweeps the ground in front of it with one of its front-most arms. If the enemy is close enough, Amygdala will follow up with a 2nd sweep from the same direction, followed by a palm smash.
  • Flailing Combo: Smashes and claws wildly at the ground beneath it.
  • Forward Palm Thrust: Lurches upwards, then does a right palm thrust followed by a left, with both attacks reaching close to the ground. Followed by a multi-arm smash targeting the perimeter of Amygdala's "underbelly".
  • Arm Smash: Lifts four arms above its head before smashing them down flat in front of itself.
  • Jump: Jumps high into the air before coming crashing down, damaging anyone it lands on.
  • Downward Pincer Swipe: Raises all of its arms up with hands pointed downwards, then brings one pair of arms down to attack the space beneath it from opposite directions. May repeat this attack in quick succession.
  • Energy Punch: Charges energy on its hands and slams the ground in front of it.
  • Arm Club: Tears off two of its arms and uses them as clubs, extending the range of its melee attacks.
  • Vortex Grab: Amygdala creates a swirling vortex in its hands in order to grab those that stray into its range. Amygdala can use the same vortex to amplify its physical damage as well.

Gallery

Notable Matchups

Notable Victories:

Notable Losses:

Inconclusive Matches:

References

  1. Visceral Attacks
  2. Isz Root Chalice - According to the Choir, the land of Izs lies in contact with the cosmos, which allowed the Great Ones to function on transcendental planes of thought.
  3. Eye Rune - Eyes symbolize the truth Master Willem sought in his research. Disillusioned by the limits of human intellect, Master Willem looked to beings from higher planes for guidance, and sought to line his brain with eyes in order to elevate his thoughts.
  4. Defiled Chalice - A chalice that breaks a labyrinth seal. Only, this defiled chalice is cursed. Curses are caused by inciting the anger of the Great Ones, and used to hex others.
  5. Fishing Hamlet Priest - Byrgenwerth... Byrgenwerth... Blasphemous murderers... Blood-crazed fiends... Atonement for the wretches... By the wrath of Mother Kos... Mercy for the poor, wizened child... Mercy, oh please... Atonement for the wretches... Lay the curse of blood upon them, and their children, and their children's children, for evermore. Each wretched birth will plunge each child into a lifetime of misery. Mercy for the poor, wizened child... Let the pungence of Kos cling, like a mother's devotion... Curse here, curse there. A curse for he, and she, why care. A bottomless curse, a bottomless sea, source of all greatness, all things that be. Listen for the baneful chants. Weep with them, as one in trance. And weep with us, oh, weep with us...].
  6. Bloodborne: The Old Hunters Guidebook page 184

Discussions

Discussion threads involving Amygdala
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