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Imurah is one of the bosses you face in Warhammer 40K: Space Marine 2 and belongs to the Chaos faction. Check out this guide for more tactics and information on how to beat it!
List of Contents
Faction | Chaos |
---|---|
Threat Level | Terminus |
Durability | Heavily Armored |
Imurah serves as a major antagonist throughout the Campaign. He is fought on two missions, one of which is the final boss battle.
NOTE: Both encounters are treated separately.
Imurah has different attacks depending on when he is fought.
The first time you fight Imurah is during the Campaign mission Voidsong.
Imurah Phase 1 Abilities | |
---|---|
Rain of Energy Conjures multiple energy missiles that home-in on your position. |
Serpents of Tzeentch Summons several ethereal snake heads that are semi-homing. |
Knowledge Piercer Charges a powerful, straight, unblockable beam of energy. |
Summon Warp Gate Focuses his energy at the center of the arena. (Calls Reinforcements). |
Once you get Imurah to lower than half his health, he'll enter this phase, losing the abilities above, but gaining new ones.
Imurah Phase 2 Abilities | |
---|---|
Scythe Sweep Twirls then performs a wide-reaching tornado sweep. |
Blitz Imurah tries to confuse you by moving fast via quick-teleports. |
Serpents of Tzeentch: Maximus Like his move in Phase 1, but with more serpents. |
All-Knowing Bolt Charges up and fires 3 unblockable bolts in slow succession. |
The second time you fight Imurah is during the last campaign mission. He will continue to use his Phase 2 abilities while gaining the following ones:
Imurah Final Bonus Abilities | |
---|---|
Lord of Change Imurah summons a Greater Daemon that will perform its own attacks. |
Psychic Warp Traps you in void space where you have to react to various attack cues. |
Abuse 'Gun Strike' when possible. Once Imurah enters Phase 2, you just have to watch for his attack cues and react accordingly to open him up for lots of damage.
The last time you fight him, Imurah ups the pressure by using Illusions to help him empower his attacks.
With illussions his unblockable attacks just gain more AoE, while his blockable attacks just have a sightly tighter window to parry.
Imurah's Psychic Warp skill seems to be an automatic trigger once you drop him to almost 75% health during the final fight. In this space, just watch for his attacks and dodge and parry until the sequence ends.
During the final boss fight, Imurah will command a Greater Daemon known as a Lord of Change.
The Daemon's attacks are slow, but they are unblockable, have great reach, and do a lot of damage. Just keep dodging until Imurah returns.
There will be segments in the fight where the Lord of Change's eyes will start glowing. When that happens, focus fire on the eyes until it staggers. Do not waste ammo shooting as the Lord of Change is otherwise immune to damage.
During the final boss fight, there are floating ammo caches on the left and right edges of the arena. Just mind Imurah's attacks and do not hesitate to go ham with the shooting as long as he is open to attacks.
This is a long and boring fight. They really dropped the ball on this last battle
Imurah Boss Guide and How to Beat
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Hard agree. No idea how they ended an easy GOTY win with such a bad final boss.