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The fight
Attacks threaten hull, sails and crew. The table gives the standard warning time; repositioning can delay an attack's landing. Read the marks on the water and keep enough speed to leave them.
| Attack | Wind-up | Warning | Response |
|---|---|---|---|
| Tail Lash | 2.6 s | A 120° tail sweep reaching 85 m. | Steer out of the marked sector. |
| Breaching Ram | 3.6 s | An 18 m-wide charge lane. | Turn across its edge; the charge continues for 4.4 seconds. |
| Rising Maw | 3.2 s | A 20 m-radius eruption beneath the targeted ship. | Sail out of the circle. |
| Venom Spit | 2.6 s | A 13 m-radius impact that leaves venom for 9 seconds. | Keep moving after the initial hit. |
| Constrict | 4.8 s | From 66% health. A 36 m ring closes around a ship; allies have 24 seconds to break the coil with ship fire. Success stuns Sethrakul for 9 seconds. | Use ship fire to break the coil within 24 seconds. |
| Abyssal Roar | 2.8 s | From 33% health. A broad danger ring from 22 to 120 m. It is especially damaging to sails. | Move inside its inner edge or outside its outer edge. |
| Satakal's Call | 2.6 s | Marks the transition into the Coil phase. A warning call rather than a direct damage hit. | — |
| The Maelstrom | 5 s | At 33% health, creates a whirlpool with a 40 m eye. | Stay clear of the vortex; the eye still damages the hull. |
Use Naval combat — Firing and ammunition to break a constricted ally free. Constrict begins in the Coil phase at 66% health; the Maelstrom phase begins at 33%.