![True Solo Tactician - Raphael - Hope Saved, No Consumables/Summons/Cheese, LVL11 - Baldur's Gate 3](https://i.ytimg.com/vi/lz5k5wvAJis/hqdefault.jpg)
This all began in act 1, when I first solo-ed Grym on this build. That is when I realized how cleanly it can be played, and just how much power it possesses when piloted properly. I took full advantage of the build’s high AC and hyper-mobility, even in Raphael’s mid-sized boss room. While a lot of it necessarily boiled down to the high AC, burning spell slots for Shield procs and a high HP pool combined with Tiefling fire resist passive, the mobility allowed me to do some interesting tricks with the pillars. Mainly, after some experimentation, I noticed several things about Raphael.
The first one was the most obvious: killing pillars and allowing him to go into his ascended form (a.k.a. Devil Trigger) was a death sentence. Even with my tiefling fire resist, he would consistently 2-shot my 158 health. So, if I wanted to face him head on and not resort to lengthy kiting/LOS/hide-and-seek throughout the whole palace, I needed to kill him while he had 27AC and constant healing from all the pillars.
This is easier said than done, and I quickly realized that burning even 2-3 turns of haste on wiping out his adds before focusing on him would mean I’d run out of haste right as he reached 100-150 hp. And then, he would simply outheal my DPS because I always had only a 50% chance to hit. And because he’d outheal my DPS, he would whittle me down bit by bit, death by a thousand cuts – or, in this case, a thousand 10-20 damage fire spells. So, once I spent a turn killing Yurgir, my only shot was to then pop haste and tunnel-vision Raphael until he died.
The next thing I noticed was that, if he was far enough away and I LOS-ed him using a pillar, he would be FAR less likely to cast any of his big fire spells, but would resort more to summoning adds and casting his firebolt cantrip. The firebolt was not a dex save, it was an AC check, so it always missed. The adds were very weak and could be ignored.
And the final thing I noticed was that, if he was not at the sides of the room, I could stay next to the pillars and have a SLIGHT elevation advantage, boosting my hit chance against his AC from 50% to 60%. This last one is a big deal, and I tried my best to continue to kite him in such a way as to keep him on the low ground, and to keep myself near the pillars.
All in all, this was surprisingly a very technical/skill-based fight due to the restrictions/handicaps I placed on myself. I enjoyed every failed attempt I made, and the kickass boss music continued to make the experience, as grueling as it was, enjoyable. In total, I honestly only needed about 5-10 tries, but each of these 5-10 tries took at least 15 mins. So, yeah, it still took a while. But once again, I had lots of fun with this. This remains my favorite boss in this game, both mechanically and aesthetically.
00:00 – Start
20:08 – Build Info (previous armor was Reaper’s Embrace)
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