Dragon Slayer Ornstein and Executioner Smough

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Health * NG: Ornstein: (Normal/Super) 1642/2981
      Smough: (Normal/Super) 2645/4094
NG+: Ornstein: (Normal/Super) 2873/5218
      Smough: (Normal/Super) 4630/7166
Souls * NG: 50,000
NG+: 150,000
* Recorded in PATCH 1.5

Dragon Slayer Ornstein and Executioner Smough are Bosses in Dark Souls.

 

Dragon Slayer Ornstein Information

Ornstein is believed to be the captain of the Four Knights of Gwyn Lord of Cinder, alongside: Artorias the Abysswalker, Lord's Blade Ciaran, and Hawkeye Gough. As his name would suggest, he was an honorary dragon slayer.

He wields his Dragonslayer Spear as well as the power of lightning, and was left behind with Smough to guard Anor Londo's cathedral, when the gods fled.

 

 

Executioner Smough Information

One person who didn't make the cut to become a knight of Gwyn was Smough. Despite being a dream of his, Smough became so enamored with his work, he began eating the bones of those he had executed. This raised a few red flags, and he was never appointed.While he does defend the cathedral with Ornstein, I would not be surprised if he had ulterior motives.

 

 

Last Man Standing

The course of this fight changes, depending on how you approach it. If you wish for an easier fight and fancy Smough's armor, you might wanna take his partner out first. Also, this cutscene is a cooler watch. However if you prefer a tougher battle with an extra piece of loot, as well as Ornstein's armor, kill the crazy executioner first. Whoever you decide to kill first, you should make that decision before entering the boss area, and stick to it.

 

 

Drops (Super Ornstein)

Drops (Super Smough)

 

 

Dragon Slayer Ornstein (The Spear Knight)

Quick and agile, Ornstein is opposite of his partner Smough. Attacking with leaps, thrusts, large arcing sweeps and shooting bolts of electricity from his spear.

If he survives Smough, he absorbs his fallen partner's corpse, and his already-long attack range becomes even greater and several of his abilities gain different attributes from his increased size and strength.

Ornstein's Attacks

Swing Combo

Ornstein will swing his weapon in vertical and horizontal arcs, up to four times. Use this chance to either get around him and hit him between swings or move towards Smough while he is executing this move. The move has relatively decent tracking and range and is fairly easy to block.

Spear Slam

Ornstein jumps and stabs his spear down in front of him. The attack has decent tracking and hits rather far in front of it and can go through pillars if you are close enough, but its hitbox is quite narrow, simply roll to the side.

Lightning Bolt

A hurling lightning bolt. The cast time is relatively long, so take this time to get some hits in on him or Smough, provided one is close enough. Until he throws the bolt, he will track you, so be prepared to dodge. Thankfully, the bolt moves fairly slowly, but it is guided and will connect if you roll too soon. You can also make smart use of the pillars to block this attack.

Lightning Stab

If you are close enough, instead of the lighting bolt, he'll stab you with it.

Gliding Stab

Ornstein will glide across the room as he makes his way to stab you. The telltale sign of this attack is when he starts to kneel and gets in a pouncing stance, once he does this, prepare to roll out of the way. Think of this attack as Old King Alant's gliding attack in Demon's Souls.

If he glides into an obstacle on his way to you, he will continue the attack until he reaches your position, so keep an eye out and see if he resumes gliding after running into a pillar.

 

Super Ornstein's Attacks

Spear Swing

Ornstein will spin his spear across, and back if you don't move out of the way. Take the time to run under his legs and get some damage in.

Back-Step Sweep

Ornstein jumps into the air backwards, making a sweeping motion and doing damage to a wide area in front of him. This can be avoided by simply being under him at all times, and this should not hit. If your weapon is fast enough, you should be able to get in one attack after he lands.

Spear Slam

Similar to the one used in round one, but he's just bigger; plan accordingly.

Spear Downward Stab

Ornstein thrusts his spear at the ground, if this connects, it has a good chance of breaking your guard, as he may continue with a charge, doing major damage.

Gliding Stab

He will only do this when you are far away from him, similar to the first form.

Electric Crash

Ornstein leaps into the air and lands, producing a huge electrical AoE below him. If you see him leap up offscreen, sprint or roll away. After he lands, you can rush him and get some damage in as well. Beware that the lightning hitbox lingers slightly after he lands, so don't rush in too quickly. Some of the electricity damage can be soaked by a high electric resistance shield (such as the Eagle Shield or the Effigy Shield) but it is far safer to roll out of the damage zone.

If Ornstein or Smough actually land on top of you, you will take additional physical damage in addition to the electricity burst. This is often enough to KO a player.

Lighting Impale

Ornstein's ultimate attack. If you are near him, he will charge his spear and then thrust it in front of him. The tracking is sub-par but unpredictable. Roll to his side to avoid, however he will sometimes abruptly switch targets or turn around completely to surprise you or a summon. Your best bet is to simply roll backwards or, if you have a sub-par dodge, go under him while he charges his attack, and it should not hit you. Rolling backwards or to the side too soon often results in impalement.

If the attack does hit you, Ornstein skewers you then lifts you into the air, and does a considerable amount of damage with a powerful Lightning Bolt, before hurling you to the ground. He is also invulnerable to damage during the long animation of this attack, up to and including his recovery time after hurling his victim to the ground. At the same time, he will be locked into that animation throughout, so this attack can be an opportunity to heal for other players not affected. It is possible to use a humanity or even cast a heal spell while standing right next to him during when he is lifting someone else into the air, and not be harmed.

Executioner Smough (The Hammer Wielder)

Large, strong and surprisingly mobile, Smough takes advantage of his size (and the size of his hammer) to cause devastating damage to anything caught within his reach. Smough attacks with large hammer swings, smashes, as well as a dangerous charge that can follow the player through a distance and eat through a shield block very quickly if the player is both trampled and then struck with the hammer swing at the end of the charge.

If Ornstein is defeated first, a cinematic will show him get crushed and absorbed by Smough, who gains lightning attacks, which cause large amounts of damage.

Smough's Attacks

Hammer Smash

Smough will rear back with his giant hammer in both hands and then slam it down in front of him. This attack is slow and has poor tracking, and can easily be evaded by strafing or rolling to one side. However, it can pass through broken pillars so make sure to keep your distance, if you are using one as cover. This attack is a good opportunity to evade to one side and then deal some damage, due to its slow recovery time.

Jumping Hammer Smash

Smough will leap forward and slam his hammer on the ground in front of him. This attack can also be evaded by strafing or rolling to one side. The AoE of the impact zone is hard to predict, so rolling forward or through the attack is not recommended since the hammer or even Smough himself may still hit you.

Single Hammer Sweep

Smough will pull his hammer back to one side, and then swing it around to the other side, where it eventually impacts the ground. This attack has a wide radius and unpredictable hitbox, so it is best to try to get behind him or back well off. Another option is to actually run into his chest and wait for the swing to go by behind you. As the handle of the hammer will not hurt you, and you can immediately start dealing some melee attacks or close range spells/pyromancies.

Double Hammer Sweep

This rare attack starts with the above Single Hammer Sweep, then after the hammer strikes the ground Smough will reverse his grip and bring it back around in the other direction. This can surprise people charging in after what they thought was a single sweep. You can still avoid damage by getting within the attack radius by pressing right up against Smough, but otherwise you should continue to try to get behind him or stand well off. Do not try to block or tank.

Trample Charge

One of Smough's more dangerous attacks, even in his regular form, involves him dropping his hammer in front of him in both hands, and running towards you. If you have the misfortune to be caught by this attack, you will take damage from the hammer and from being trampled by Smough himself. Worse, once he reaches the end of his charge, which can vary significantly depending on whether he runs into any players or has to chase them across the area, he will finish with a powerful popup swing with his hammer that deals additional, significant damage.

The safest way to deal with this series of attacks is to recognize it when it starts, and then get a pillar between you and Smough. If you place yourself correctly, when he runs into the pillar it will end his charge and he will then do his popup attack, which can in fact pass through the pillar, so be careful. If you do not place yourself properly, it is possible for Smough to clip around the side of the pillar and still hit you.

If you are nowhere near a pillar, rolling several times to your right in a circle around Smough while locked on, can carry you past both the charge and his eventual hammer swing.

In his regular form it is possible to block this attack while backpedalling, although you will need a high stability shield (70+ to be safe) and full stamina. Even then, your guard will likely be broken, and Smough has been known to chain his trample attacks. If you are playing with other characters, it is also possible to stagger Smough from the side or behind as he starts his run, cancelling it entirely.

Buttslam

Smough leaps straight up in the air, and then crashes down on his rear end while holding his hammer sideways. You can take damage from either having Smough land on you, or from being under his hammer when he lands. Backing up slightly or strafing around to your right are safe counters. This attack also has a long recovery time as Smough ambles back to his feet, so it is a good opportunity to land some attacks.

 

Super Smough's Attacks

Electric Hammer Smash

Smough will use a powerful lightning-charged overhanded smash to flatten players. This attack is best evaded to one side, as it is difficult to block or tank.

Electric Hammer Sweep

Smough will swing his lightning-charged hammer horizontally in a wide arc in one direction or the other, similar to his regular Hammer Sweep.

Jumping Electric Hammer Smash

Smough will leap forward while bringing his lightning-charged hammer down in front of him. This is best evaded to the sides, or by using a pillar as cover.

Electric Buttslam

One of Smough's most dangerous attacks. He will leap up in the air while drawing in a large electrical aura, and then when he lands he will blast a 360 degree electrical charge onto the floor. The effect is similar to Ornstein's electric crash attack above, but has a much larger radius and does a lot more damage. If you are in the middle of trying to attack him, it is possible to be hit both by the electricity, and the force of Smough's body impacting the ground at the same time, usually resulting in a KO. As this attack is extremely visible and recognizable, as soon as he leaps players should backpedal or ideally roll backwards several times to try to get out of the blast radius.

Electric Trample Charge

Arguably Smough's most dangerous attack. In form it is very similar to his above regular Trample Charge, but with significantly increased damage. This attack is far harder to block as even a very high stability shield will likely not be sufficient to block the entire series of charge and hammer swing attacks.

Hiding behind a pillar is the only guaranteed way to avoid damage, but it is possible to evade by rolling to your right several times as he approaches, or rolling directly backwards just as he reaches you with his charge and begins to go into his popup hammer swing. Failure to time the evasions properly, however, often results in extreme or fatal damage. This attack pattern becomes particularly brutal in NG+ and beyond.

Strategy - Ornstein 

 

Ornstein is the faster of the two bosses, but his hitbox is narrower and his attacks are easier to dodge. Ornstein's smaller frame may sometimes be hidden by Smough's large body and he can also attack you through him. Use his Gliding attacks to get some distance between the two, or use the walls.

It is also important to keep your shield, but more importantly, your guard up when entering the arena as Ornstein is known to close the space very quickly at times. He may also send large lightning bolts at the host in a similarly dangerous fashion. 

When Smough does a charging attack, make sure a pillar is directly between you, so that he hits it with his hammer. The key to this tactic is that Smough seems to path straight when charging (unlike Ornstein's floating charge that goes around objects). As long as you move around a pillar, so that it is directly between you and Smough, and occasionally bait his hammer blows by moving closer to the pillar, you can effectively separate him from Ornstein, who will walk/float around the pillars to you. Wait for Ornstein to start a combo while Smough is behind the pillar, block or dodge it, hit him a few times, and then check on Smough's position to make sure he is still behind a pillar. If he is walking around to get to you, simply strafe until he is once again on the other side relative to you. This may take a few tries to get the hang of, but the advantage of the tactic is that by separating them you buy yourself a few precious seconds during which you need only worry about Ornstein.

Keep your attention on the other boss while attacking his partner. Move the camera to a position where you can see both of them. Do not let them corner you and try to evade their attacks instead of blocking, as that will drain your stamina and leave you vulnerable to his partner's attack. After he transforms, keep close to him and attack at his legs, but watch out for the Impale, and Crash attacks. Keep up the pressure, read his movements, and he will eventually go down.

Run backwards—with shield ready to block—and wait for Ornstein to attack. Hit him one to three times and back up again. Watch out for Smough's jump attack (just roll this attack). If Ornstein is difficult to hit, due to being constantly close to Smough, the pillars around the room can be used to separate them for some quick hits. 

 

Super Ornstein Sorcery/Ranged Trick

When fighting Super Ornstein, make your way behind a broken pillar (one of them should be broken from the first part of the fight), while keeping him at a range. Stay behind the pillar and wait for him to spam his lightning attack. If he rushes at you, you did it wrong. If he spams his lightning attack, you can simply target him from here, using sorcery/a bow and easily kill him.

You may need to move a bit to the side so your magic will shoot over the pillar, but make sure you don't get hit. Be wary that even if you get him in his lightning bolt attack, he can still stop the attack and resume his usual pattern of attacks, so be ready to pull out your shield when that time comes.

Strategy - Smough

Smough is bigger, stronger, but is a lot slower than Ornstein, however is quite mobile for his size. When fighting Smough, the player must make use of their rolls and the pillars in the room. Adapting to this style of play here will make this fight a lot easier. Make sure you have a decent shield and Quelaag's Furysword or another fire based weapon. A Lightning Spear is helpful but not required for Super Smough (Sen's fortress mimic, the Demon Spear from pink gargoyles or make one). You will want to have below 50% carry weight at the very least; below 25% is better if you think you can do it. 

With Super Smough, equip your lightning spear if you have one and position yourself the same way, with Smough on the opposite side of a pillar. Run around the pillar towards him with your shield up to bait his attack. Back up to dodge his sweeps and roll to dodge his forward hammer slam. While he recovers, run around the pillar and stab him a couple times. Rinse and repeat. The advantage of a spear is that you can hit him from further away, making more efficient use of his vulnerable recovery time. The only attack you need to be aware of is his electrified butt slam; when he jumps in the air, roll back twice and you should be fine. Under 25% weight for this will make the butt-slam a joke: you shouldn't be taking hits. By standing behind a broken pillar with enough distance between you and Ornstein, he will keep using the lightning bolt attack and you can shoot at him from a safe distance with no fear of the other attacks.

 

Toxic (NG Tested Only)

Make sure you have about 15+ Dung Pies on hand (just in case you miss or die). Keep a good distance and hit them with about 5 or so to put them in toxic. If you can avoid dying for the duration of the battle the toxic kill will them without you even having to attack once. After one of them dies and you move on to the super form, just repeat the strategy. Also works with Dark Silver Tracer's R2 (DLC item). Gravelord Sword will also inflict poison, but only after 4 or 5 hits in quick succession. 

 

Hints and tips

  • The arena is filled with large pillars that will be broken by attacks from Smough or Ornstein. The base of each pillar that remains will make good cover to protect against many of their attacks, notably Ornstein's lightning bolts, and Smough's charge move.
    • Some of their attacks have sufficient reach to clip through the pillars so always be alert.
    • It is an excellent opportunity to heal or cast magic.
  • Ornstein is weak against fire, using a +5 fire weapon in this fight will be significantly easier. However, if you do not have easy access to the Fire Ember or the Chaos EmberQuelaag's Furysword is also a good alternative. Pyromancies are therefore also quite effective.
  • Smough is weak to lightning in the first form, but gains slight resistance once he transforms, but also shares Ornstein's vulnerability to fire.
  • Both Smough and Ornstein can be staggered by melee attacks, which disrupts their attack patterns.
    • This remains true, albeit more difficult, when they are in their larger forms as well. The staggering appears to be based on rapid cumulative damage (similar to poise breaking), rather than the particular strength of an individual attack.
    • Certain spells will also stagger Smough and Ornstein with varying degrees of consistency. The best option seems to be regular Soul spears, followed very closely by Crystal Soul Spears. Homing Crystal Soul Mass, Homing Soul Mass, and Heavy Soul Arrows can also be effective.
    • Miracles are generally less useful for staggering, although they will still deal regular damage. Wrath of the Gods, Emit Force, and the various sunlight spear type miracles are all useful, but Force should not be used. 
      • However, the miracle Replenishment can be surprisingly helpful during this fight, as you may not have much time to stop and heal. Cast it once just prior to entering the fog gate, and then a second time as soon as the cutscene following the defeat of one of the two foes plays.
  • When one dies and absorbs the other the survivor's health is restored.
    • Focus exclusively on whichever one you wish to kill first.
    • If you are playing with summons, most summons will know to decoy the other one away and simply block their attacks for a while, permitting you time to focus on and kill your preferred target. You can also message any summons before the fight to ensure they know which one you intend to kill first. Also, be mindful of where you are standing when the first of the two is slain.
    • Following the cutscene, the survivor will always appear in "super" form at the far end of the cathedral floor from the entrance. If the initial fight ended up in that area, the survivor can immediately start attacking unprepared players who are standing next to him after the cutscene.
  • When facing Super Smough, his extended reach will sometimes cause him to completely miss close range attacks. Use these misses to deal some damage. This does not mean he can't still hit you so keep your guard up.
  • Like every boss fight you will have enough time to equip the Symbol of Avarice and the Silver Serpent Ring after defeating this boss.
    • Using this method in NG+ will grant you 215,000 souls.

Lore

Bugs

A rare bug has been found in the PC version of the game where defeating Ornstein last does not correctly trigger the end of the boss fight. The fog walls will not disappear, the music will not stop, and while the Leo Ring will drop, you will not obtain the Soul of Ornstein nor the souls from the boss fight itself. Quitting and reloading the game will result in the character appearing just before the fog door, entering triggers the battle again, with the same results. A confirmed way to deal with this bug if you happen upon it is to defeat Smough last instead. This bug is very rare but it appears to be persistent to the character until you manage to trigger the end of the boss fight correctly.

 

Gallery

Ornstein & Smough - Introduction The Fight Begins! Ornstein & Smough - Lightning Hammer

Mega Smough - Lightning Butt Stomp Ornstein Consumes Smough Mega Ornstein - Lightning Stake

Area Bosses
Asylum Demon  ♦  Bell Gargoyle  ♦  Capra Demon  ♦  Centipede Demon  ♦  Crossbreed Priscilla  ♦  Dark Sun Gwyndolin  ♦  Demon Firesage  ♦  Four Kings  ♦  Gaping Dragon  ♦  Great Grey Wolf Sif  ♦  Gwyn Lord of Cinder  ♦  Iron Golem  ♦  Moonlight Butterfly  ♦  Nito  ♦  Pinwheel  ♦  Seath the Scaleless  ♦  Stray Demon  ♦  Taurus Demon  ♦  The Bed of Chaos



    • Anonymous

      19 Jun 2019 00:07  

      The concept of a holy executioner isn't from berserk. It's from the noble executioner's in France, most famously Charles-Henri Sanson. I imagine Berserk got it from the same source. They both seem to understandably draw inspiration from various European stories.

      • Anonymous

        17 May 2019 02:06  

        I killed them first try somehow with about 5 flasks and don't think that they are that tough. Yeah, maybe I was pretty lucky getting a Blacknight Halberd drop in the forests. But still, so many ppl seem to struggle against O&S. The second Asylum Demon gave me more trouble if not the biggest of all bosses (guess I was underlevelled when I tried it first)

        • Anonymous

          08 May 2019 23:28  

          From a summon's perspective, why should anyone kill Ornstein first? Sure, he's more mobile at the start, but if the host is already summoning for help, they're probably not able to win either way. Smough can be bled, is easier to stun-lock before the lightning boost, and the Host gets the Leo Ring after you win. Honestly, this fight is super easy as a Thief/Pyro; Bandit's Knife/PaintingGuardianSword for bleed on Smough, then use Fire Orb and Great Combustion on Giant Ornsteain. The only thing you have to be wary of is Giant Ornstein's grab, but its easily telegraphed with the sparks on his spear and the exaggerated lunge. If the Pyro has the Dusk Crown and Bellowing Dragon Ring, your pyromancy does great damage even if non-ascended flame, and the low weight of the Bandit Knife allows you to more easily carry the Silver Knight Shield or the Gargoyle's Shield, both of which have decent lightning defense in spite of their weight

          • Anonymous

            25 Apr 2019 13:46  

            Anyone who watches the cutscene that plays when you kill Ornstein first; his hand moves slightly just before Smough crushes him. Smough is a prick.

            • Anonymous

              08 Apr 2019 14:00  

              I think I may have a tactic for the Pyro. if you want Smough dead first do your best to keep on top of him but making it where Ornstein can't hit too much and spam off the Combustion untill Smough is dead then use your Fireballs or the fireballs from the Sister when you get to Super Ornstein with Power within activated the whole fight to increase the damage I almost kill both with out help while doing this however I made a big Dark Souls no no and thats getting too cocky

              • Anonymous

                14 Mar 2019 19:10  

                Personally i thinks it's best to keep your distance from them until only one charges at you, then fight that one until his buddy comes closer

                • Anonymous

                  04 Mar 2019 17:59  

                  there is one thing i hate more than boss - jerks invading in the hall. total holes. i just dont get the reason they are doing this right here.

                  • Anonymous

                    27 Feb 2019 19:09  

                    Ffffuuuck this booooss! Jesus Christ, took me like 4 hours nonstop to finally kill. At first I got to super Ornstein (first try actually) but their cheap movesets kept killing me over and over again. In the end I got fed up and went for super Smough which was SO much easier thanks to its infinitely cheesable AI. It's a shame because there's nothing I wanted from Smough but I was seriously ticked off by that time and didn't care much about the rewards so much as just getting it over with.

                    • Anonymous

                      22 Feb 2019 15:39  

                      This boss encounter really emphasized to me the importance of upgrades. SL70 and 14 vitality means i need to get better at dodging, or get more HP. 20 Strength and 30 Dex meant my +10 Clay was doing less than my +10 Scythe, and an un-upgraded Fire rapier was only going to tickle them. Haven’t upgraded any armor yet, but i may need to think about that. Basically you can’t rush this one without upgrading your equipment unless you’re a pro at dodging and have plenty of time to spend here

                      • Anonymous

                        26 Jan 2019 21:51  

                        Ornstien seems to have much more physical defense then smough.... i deal less damage with my +10 claymore to Ornstien then smough. Super Ornstien has way to much defense

                        • Anonymous

                          26 Jan 2019 06:55  

                          im souls level 94(health dexterity strengh and smarts) using full silver knight set(i also own giant set and havel's set ive seen people using these on this fight) giants halberd,greatsword of artorias(i also use dragon tooth and +10 zweihander)(and i own quelags furysword) grass crest shield and standard talisman(i ocasonaly swich to greatshields) i use lighting spear and replinishment miracles i have a lots of spells(tin banishment catalyst) and some pyromancys(i dont own iron flesh the buddy im supose to by it off went hollow :( 15 estus flasks+3 the most ive managed to get to solo is super smough,i tryed a few times with solare but he is allways late to enter the fog gate because he keeps fighting the royal sentinels(quite well id say) i usualy survive the longest if they are separeted but if i try to concetrate on one the other one just screws me over if i would manadge to get solare to fight the other one(in my case ornstein) would i be able to beat these two oh and for some reason my online play has been disabled(im on PC) so i cant summon thanks in advance

                          • Anonymous

                            13 Jan 2019 02:51  

                            So this just happened, I joined as a phantom to farm for medals and we got to the main hall before the boss fog and were fighting the giants (host wanted them dead for some reason) and randomly the animation for Ornstein dying and Smough going super mode popped up. We went in and only had to fight Smough. Anybody else encounter this?

                            • Anonymous

                              02 Jan 2019 13:44  

                              You forgot the bug where super ornstein becomes 100% immune to spells whenever he so much as takes a step. He needs to be standing 100% still and immobile, or all my spells from soul spear to homing soul mass will pass straight through him, dealing no damage.

                              • Anonymous

                                05 Nov 2018 20:07  

                                lol why, solair helps all these people, but all he does for me is buff the boss and die while im bodying smough

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