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Cyclops

Cyclops is an enemy in Dragon's Dogma. It resembles a vaguely elephant-like humanoid, with a single eye, grey leathery skin and a pair of tusks. Many of them also wield primitive clubs.


Overview

QUOTE DD2
" The cyclops is a one-eyed monster possessing a huge body and fearsome tusks. Fully grown cyclopes reach a height of twenty to twenty-five feet and, as a result of their large size they are prone to sloth and apathy. However, cyclopes can be inspired to ferocious action when they are angered, so act with caution in their presence.

Cyclopes’ preferred methods of attack are primitive and unsophisticated, but devastating in their sheer force. Mainly resorting to their natural brute strength, some individuals have also been seen to employ a club as a weapon.

Cyclopes are woefully unequipped when it comes to intelligence and that is why they are often found enslaved by humans or other creatures. The secret society Salvation is known to prefer using cyclopes in their attacks, thanks to the creatures’ resemblance to the group’s symbolic icon: the Remaining Eye.

They can be surprisingly docile and will quickly take a liking to any who provides them with sustenance—but if a cyclops is hungry or angered, you will see its true brutality.

The appetite of a cyclops is voracious and they have been known to capture and eat goblins. However, goblins have also managed to enslave many cyclopes by feeding them. They view the cyclopes as useful bodyguards, and the cyclopes see the goblins as convenient masters that keep them in food.
"
―Capcom official description

Cyclopes appear with differing amounts of armor and equipment, from unarmored and with a single club, to fully armored with a helmet, and a fire club - all Cyclopes will set their club on fire at night as a giant torch - which then causes fire as well as physical damage.

Occasionally a small Cyclops may be found with shorter tusks and lesser health - this "pygmy" type has only been seen in the The Watergod's Altar cavern below the Offering Chamber.

Type
Monster / Boss
Experience
gained
Base Experience of 4,000

Can be more or less depending on a few factors such as:

Location

Gransys


The Everfall (Post-Dragon)


Bitterblack Isle

Items


On destroying a tusk

On destruction of an armor piece


Using Master Thief


Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
25,000 600 95 50 60 5,000
Relative
Damage
Slash Bash FIRE BASED
Fire
ICE BASED
Ice
LIGHTNING BASED
Thunder
HOLY BASED
Holy
DARK BASED
Dark
100% 100% 60% 60% 180% 100% 100%
Sources: Dragon's Dogma - ドラゴンズドグマ & Dark Arisen (www10.atwiki.jp), the 'Dragon's Dogma Signature Series Guide' and in-game testing.


Attacks

Attack Type Description
Grab (ground) Phys

There are four types of grabs:

  • When standing, grabs a target on the ground and chews them. Inflicts high damage.
  • When bent on its knees, grabs a target on the ground and slams them on the ground.
  • When enraged and standing, grabs a target on the ground and uses both its hands to try and crush the target, followed by some punches and slamming on the ground. Inflicts devastating damage.
  • Grabs a foe climbing on its back, neck, or face and follows with a biting attack. An armored cyclops will remove its helm first to see its victim.

In all cases struggle (wiggle L-stick) or call for help (D-pad) to attempt to escape or be freed.

Stomp Phys Stomps on the ground with its foot.
Butt Stomp Phys Jumps and falls on its rear, staggering any on the ground nearby, and disturbing any climbing on it - usually done in response to climbers.
Wriggle Spec Shakes its back, disturbing any climbing on it.
Sweeping Attack Phys Uses its club or hand to swipe at targets.
Rampage Phys Charges back and forth, flailing its club or fists at random targets. Usually uses this after being hit in the eye or losing a tusk.
Jump Phys Jumps at you, crushing whoever it lands on.

Occasionally a Cyclops will pick up and throw an Explosive Barrel, usually as a prelude to battle.

Tactics

Offensive

Felling a Cyclops
  • Cyclopes are weak against all forms of Lightning - not only do cyclops take more damage, but also are stunned, and will drop their clubs when struck.
    • Thus a drenched Cyclops should be easy prey when hit with lightning.
  • Vulnerable to all debilitations including Torpor, Poison, Blind, Tarred in Oil, and Burning/On fire.
    • Debilitation can occur even if the physical attack bounces off the Cyclops' armor.
  • Vulnerable to Lowered Strength and Lowered Defense.
  • Easily Cursed.
  • Disarming the Cyclops: Strong attacks on the weapon arm, or stunning the Cyclops will cause the monster to drop its weapon. Thunder based weapons and spells, Explosive Barrels and strong attacks are all effective - a Perfect Block when it attacks with its cudgel also works.
  • Helmet removal: There are several ways to disarm a Cyclops:
    • Climb up its back just below the back of the neck - the Cyclops will remove the helmet to see better and attempt to grab the climber - jump free to avoid capture.
    • Allow the Cyclops to grab one of the party - the monster will remove its helmet for a better look, or just to have a bite.
    • NB : A stunned Cyclops (such as from thunder) will be unable to remove its own helmet.
  • Armor removal: Every piece of body armor (arms, legs) worn by a Cyclops may be destroyed once sufficient damage has been inflicted.

Vocation and skill specific

  • A party with lightning based skills may experience a longer battle against an armored cyclops due to the difficulty of removing the helm whilst the creature is stunned, and the greatly reduced damage whilst it is still en-helmed. Prioritizing helm removal at the beginning of battle may help.
  • Assassins : Masterful Kill and Clairvoyance can be used to counter the Cyclops' club swing and foot stomp.
  • High Maelstrom will be mostly ineffective on an armoured Cyclops which is still wearing a helmet.

Defensive

Ximena's shots

The Grabbing ability of the Cyclops. although slow and easily avoided, and more so easier to wiggle free, it does large amounts of damage if you are not careful enough.

  • Blinding may not be a good idea, as a blinded Cyclops usually rampages.
  • A general defensive strategy in Dragon's Dogma is to first eliminate all weaker enemies. However, if climbed and out of harm's way, the Cyclops will likely wipe out all nearby enemies with its club anyway.
  • If a Cyclops reaches up to grab the Arisen while being climbed, dismounting quickly should evade teh grab. Jumping off, using Reset, or a heavy attack can all be used for an emergency dismount.
  • Striking the eye interrupts the cyclops actions, including rampages and grabs.
  • Seek high ground for safer ranged attacks.

Pawn Bestiary Knowledge

Dragon's Dogma Dark Arisen Screenshot CycLeg

Make it stand on one leg to trigger knowledge.

  • Cyclops Tactics - Grants knowledge for the whole Cyclops family
  • Cyclops Strategy Vol. 1 - A strong hit to the arm holding the club/cudgel will make it drop the weapon.
  • Cyclops Strategy Vol. 2 - Breaking off the tusk by attacking the head will grant knowledge. Pawns will state "Pick up any tusks broken loose."
  • Strike the eye. It is the weakest spot.
  • Climb on its leg to throw it off balance. The Cyclops must do a specific animation of it standing on one leg for knowledge to be triggered. Once done Pawns will state "It cannot move with one upon its leg!"

Enemy specific:

  • Armored Cyclops only: Climb its back and make it reach for you, then jump off before it can grab you. This will make it remove its own helmet.
  • Weak to Lightning

In addition to witnessing these techniques, it is necessary for Pawns to participate in killing 50 Cyclopes either with their own Arisen or while traveling with others.

More information can be found on the Bestiary page.

Pawn comments

During battle, Pawns will repeatedly advise tactics known to be effective on that particular enemy and call instructions to their allies. They'll recite from their Bestiary which contains knowledge gained during their travels with the Arisen.

"The brute is as slow as it is large."

Tactics

"Its eye is vulnerable!"
"I'll take its sight!"
"It has but one eye! Strike it!"
"I've a hold on it! Strike out the eye!"
"An angered cyclops is more apt to fall."
"It is wroth! Now, strike the legs!"
"It cannot hold a weapon with an injured hand!"
"I'll get the eye afore it can shake me!"
"I'll see to that club!"

State callouts

"Waugh! 'Tis mad with rage!"
"Its helmet is off!"
"'Tis disarmed for now!"
"A tusk has broken loose!"

Videos

Notes

  • To ensure the Arisen gets two Rugged Tusk reward drops, shoot off both tusks with arrows before the Cyclops is killed. The tusks cannot be obtained after the Cyclops is defeated.
  • Although the Cyclops is extremely vulnerable to all debilitations, it may only be inflicted with up to 3 at any given time, then some debilitations seem to disappear altogether.
  • The Armored Cyclops encountered on the cliff path leading to Heavenspeak Fort can quite easily be knocked off the cliff for an easy victory if it's staggered near the edge. Items from the kill may be recovered from the body at the bottom of the cliff, if the corpse can be found.

Trivia

  • In addition to the armored and unarmered cyclops there are different sizes of cyclops too - smaller cyclops may be found in the Watergod's Altar (lower levels), and a mini version only fought on Bitterblack Isle.
  • Oddly, the Arisen may randomly be rewarded with up to three Misshapen Eye drops from a one eyed Cyclops -one theory suggests some of these ball shaped objects are from another part of the creature's body.
  • Ophis, the female bandit leader, keeps a pet Cyclops in Ophis' Domain, which can be fed.
  • According to some historians myths of the cyclops are based on the skulls of elephants, whose nasal opening resembles a single large eye socket. Their design in Dragon's Dogma reflects this, having tusks and a head based on the elephant skull but with a single eye instead of a trunk.

Media

External links